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1. corpse death morgue ghost die dying soul fray
Players never drop corpses; not in PK and not in NPC combat. This means
players do not lose items upon death (unless they are flagged as 'rotdeath',
which means they will disappear when you die).

When your character dies, you are transported to a hospital in Hillock Hills
or in your house hall, if you are in a house that has such a room.

Upon death, your soul is violently frayed into pieces and will take 25
minutes to mend itself. While your soul is shredded, you will deal 20% less
damage but your experience modifier will be boosted by 50%. You also lose
2% of all gold that has not been put in the bank, but you will not lose more
than 1000 gold. You also lose 10% of your total amount of experience while
targeting a main class and 25,000 experience if targeting a subclass. You
will never lose enough to make you lose a level.

If you are targeting a class which is Legend level or above, you will lose 7
faux levels upon death, but never enough to put you in a faux level debt.

For 15 minutes after dying, you will be in a ghost mode, where you will have
a chance to regain the lost gold and a portion of the experience if there is
a cleric available with the resurrection spell. However, if you attack a
monster while ghosted, your body will solidify and the resurrection spell
will no longer work. To see if a player can be resurrected, he or she will
have (Ghost) next to his or her name in a room.

All cooldowns are cleared upon death.


2. eating drinking hunger thirst fill pour food drinks
Syntax: drink <object>
eat <object>
eat all.<item name> (Imm‑only)
fill <object> (<fountain>)
pour <object> out
pour <object> <object>
pour <object> <character>

Your character will not get hungry or thirsty, but food and drink can still
be beneficial as eating food will heal a portion of your hitpoints, and
drinking will heal a portion of your mana. Your pets will automatically
eat the food you give them and a portion of their hitpoints will be
restored. Eating poisoned food will decrease hitpoints and drinking
beverages decreases mana.

The fill command fills a drink container with a new liquid from a fountain,
or room which is flagged as lake, swim, or noswim. Buckets used to clean up
messes must occasionally be filled with fresh water when the water gets too
filthy.

The pour command transfers a liquid to a container, or empties one.
You can also pour from an object into something a character is holding.

If you attempt to eat or drink while fighting, the object will be
knocked out of your hands.

Necromancers, liches, and vampires are healed by eating corpses. Liches and
vampires are healed by drinking blood. Undead pets can also eat corpses to
regenerate health.


3. acid breath fire breath frost breath gas breath lightning breath
Syntax: cast 'acid breath' <victim>
Acid breath uses the black dragon's attack upon an enemy.

Syntax: cast 'fire breath' <victim>
Fire breath calls forth the flames of the red dragon and has a chance to
blind its victims.

Syntax: cast 'frost breath' <victim>
Frost breath drains the life from a foe with the power of a white dragon.

Syntax: cast 'gas breath' <victim>
This spell suffocates your enemies with poisonous gas.

Syntax: cast 'lightning breath' <victim>
Lightning breath summons electrical fury.


4. heat metal
Syntax: cast 'heat metal' <target>

Heat metal is a powerful mage attack spell that heats up any items a victim
is wearing, so long as they don't have a nonmetal flag, burnproof flag, or
flaming flag for weapons. If the target is resistant to fire, this spell
will have less of a chance to succeed, and if the target is immune, it will
have no effect at all. If it is successful, the target will be seared by
the heat and quickly remove his or her items (if they are removable). The
chance that the target will remove any particular item is a 1 in 5 chance.
The damage is a range of 20 to 30 against players and 30 to 40 against
monsters. Items removed are not dropped on the ground but placed in the
inventory.


5. underwater breathing
Syntax: cast 'underwater breathing' <target>

This spell allows the target to breathe easily in underwater areas. Various
items can also be found around the game that allow breathing underwater. If
not affected by this spell in underwater areas, you will not regenerate
hitpoints or mana.


6. voodoo create doll
Syntax: cast 'create doll' <body part>
voodoo <pin, squeeze, throw, or trip> <victim>

The create doll spell will turn a sliced‑off body part into a voodoo
doll. The voodoo command can be used to inflict harm upon the victim. The
victim will be immune to the effects of the voodoo command for 2 minutes
after being harmed by it. Once the doll is used, it will decay in 60
minutes. If you kill someone who has a voodoo doll of you, the doll will
crumble into the dust. If your target is an NPC, you must be in the same
room to use the doll.

Pin: Sticking a pin into the doll will decrease the victim's chance to
successfully hit in combat.

Squeeze: Squeezing the doll will cause the victim to become silenced and
unable to cast spells.

Throw: Throwing the doll will knock the victim out.

Trip: Tripping the doll will make the victim vulnerable to daze.


7. createfood food command
Syntax: createfood <name of item in single quotes> <amount> <bites>

This will create an object of type food with the name of whatever you enter.
If you do not enter an amount, it will default to 1. If you do not enter
bites, it will default to 1.


8. create buffet create food
Syntax cast 'create buffet' '<short description>' <keywords>

Example: cast 'create buffet' 'a plate of dragon meat' dragon meat plate

This spell creates a buffet of magical food.

HEROes and above can specify the food name when they create it.

The 'short description' argument, if more than one word, should be placed in
single quotes. This is the description you will see when the food is in
your inventory.

The keywords argument is what words you use to interact with the food. The
word food will always be included in the keywords. If more than one word,
the keywords do not need to be in single quotes.


9. mob deaths tolls
There are many positives to just grinding and gaining levels. However,
there is one positive in particular that could very well be the best of them
all! With each 2000 mobs killed throughout the world, there are 30 minutes
of doubled experience. Whoever kills the 2000th mob receives a reward in
questpoints!

Note that the mob death will not go up if you kill mobs more than 15 levels
lower than your character's level.


10. create crystal
Syntax: cast 'create crystal'

Cooldown: 10 minutes

This spell creates a focusing crystal, which allows the spellcaster to focus
his or her magical powers into to cast buffs, curative, and healing spells
from afar. The focusing crystals must be in the caster's inventory to
perform long distance casting, and the crystal will decay over time unless
the spell has been fully mastered. Heal spells cannot be cast upon players
who are fighting a mob flagged as a boss, are in an instance you are not in,
in the Monster Colosseum or Arena, or are violent. Giving this crystal to
another player who doesn't have this spell will not allow them to cast from
afar.


11. rules names botting triggers cursing swearing language harassment cheating advertising erion_rules
Syntax: rules
rules all
rules <category number>
rules <category number>.<rule number>

The rules command lists all rule categories by number. To view the
specific rules in each category the command is 'rules <category
number>.<rule number>' such as 'rule 3.3'.


12. 36 death chambers of death chambers death
The 36 Chambers of Death is a perilous journey for all adventurers,
especially to those of a significant lower caliber than that of higher end
warriors and spellcasters. Each chamber contains its own void of insanity,
and is equipped with a well prepared fighter.


13. phome creation commands playerhouse playerhome homes house
INTRODUCTION TO CREATING A HOME

Players may buy a Player Home Token from a questmaster and begin building
and customizing a home. Choose a location for your home, the syntaxes:
To do so, the syntax is:

home build <direction>

This command will create your porch in the direction chosen. From there,
create your home's main room with the command 'home main <direction>'.
You can relocate your home at a later time for 50k gold with the syntax
'home area relink <direction> <roomVnum>'. The direction is the way you
will exit your porch to reach the destination room.

Anyone standing on the doorstep can be invited into the first room of the
home by the owner through the use of the 'invite' command. Owning a home
also comes with access of the evict, visit, and home command.

All characters in your account can use the home and below commands.
Please note that if you delete your ACCOUNT, your home will also be
destroyed and this cannot be undone.

Player home purchases cannot be undone and no reimbursements will be made
for any reason.

Below the helpfiles for home customization commands are listed for further
reading.

HOME COMMAND SYNTAXES

For GENERAL COMMANDS see help phome general.

For HIDDEN EXIT COMMANDS see help phome hidden exit.

For ROOM COMMANDS see help phome room.

For OBJECT COMMANDS see help phome object.

For MOB COMMANDS see help phome mob.

For AREA COMMANDS see help phome area.


14. oflags objflags object item flags extra heal_level glow conceal explosive etched coat inventory locked display nolocate rotdeath nocount nodrop meltdrop noremove nouncurse visdeath nonmetal inventory sellextract nosell meltquit auto_extract autoextract extract
Objects often have flags before their name. Here is a list of the long
and short versions of each object flag and a definition.

(Bless) (B): Blessed items are more resistant to burn, cold, acid, and shock
effects. They can also not be poisoned or envenomed.

(Conceal) (C): These objects cannot be located with the 'locate object'
spell.

(Evil) (E): These items cannot be cursed.

(Glow) (G): These objects can be seen and interacted with in dark rooms.

(Hum) (H): These objects can be seen and interacted with when blinded in a
dark room.

(Invis) (I): True Sight is needed to see invisible items.

(Dark) (D): Darkvision is necessary to see these items.

(Kept) (K): Items flagged as kept cannot be dropped. Help keep.

(NoPut) (N): Items flagged as NoPut cannot be put in bags. Help NoPut.

(Magic) (M): An item gets this flag when enchant weapon is cast upon it.

(Explosive) (X): NPC corpses which a necromancer have made explosive are
flagged as such. See help corpse explosion.

(Quest) (Q): These are quest objects which can be sold in questpoint shops
for half its value.

[etched]: This flag appears to the right of the object's short description
if it is armor that has been damaged by acid. See help etched.

Other object flags:

Auto_extract: When items flagged as auto_extract are sold to shopkeepers,
any runes bound with the item will automatically be extracted free of cost
and returned to the seller. The item being sold will be destroyed
thereafter. Runes are also extracted upon sacrificing, destroying, or
redeeming the item.

Heal_level: Restore the wearer to full health upon gaining a level. This
flag can be added to any item with the mudpie option 'healflag'.

Antigood: Good players cannot wear these items.

Antievil: Evil players cannot wear these items.

Antineutral: Neutral players cannot wear these items.

Coat: Protects against cold‑flagged rooms that wound you. Help warmth.

Redeemable: Objects with this flag can be redeemed for questpoints. The
amount of questpoints is the item's gold cost.

Display: Items with this flag are only on display in shops and cannot be
purchased.

Nolocate: These items cannot be located by magical means.

Nocount: These items don't count towards your total items carried.

Nodonate: These items cannot be donated with the 'donate' command.

Rotdeath: Items with this flag will disappear when you die. Item cannot be
obtained by killing a monster but rather through stealing it.

Nodrop : Items flagged as nodrop can't be dropped on the floor, put inside
bags (unless the bag is flagged as nouncurse and nodrop), sent to others
using the 'send' command or transported to others using the transport spell,
and can't be sold to shopkeepers. The remove curse spell removes the nodrop
flag from an item, as long as the item is not also flagged as nouncurse.

Meltdrop: The item will 'melt' when a player drops it. In other words, the
item will disappear when dropped.

Noremove: These items can't be removed once worn, unless 'remove curse' is
cast upon the item (or one uses 'heal curse' at a healer npc). If the item
is also flagged as nouncurse, the item can never be removed.

Nouncurse: Items with this flag cannot have the 'noremove' flag removed.
Once an item with nouncurse and noremove are worn, it can never be removed.



Visdeath: These items cannot be seen until the npc dies.

Nonmetal: Items flagged as nonmetal are immune to the 'heat metal' spell.

Inventory: Weapons with this flag can be disarmed but the item does not
leave your inventory. Inventory‑flagged items cannot be stolen.

Sellextract: Items with this flag cannot be haggled down in price in shops.
Item will not show up in the shopkeeper's shop once sold.

Nosell: Item cannot be sold to shopkeepers.

Meltquit: Cannot be put in bags or vaults. Item will disappear when you
quit.

Inventory_locked: Items flagged as such are locked to your inventory. They
can't be dropped, sold, given, vaulted, and so forth. They can be placed
inside bags flagged as inventory locked.

Noshare: Items flagged as 'noshare' cannot be transferred between characters
within the same account (see help legends sharing). This flag can be
stripped from an item by adding the claimed flag using the addflag command.
Items with this flag cannot bundle in shops or vaults.


15. create bed
Syntax: cast 'create bed'

Cooldown: 5 minutes

The create bed produces a healing bed. The higher level the caster is, the
longer the bed will last. The amount of healing the bed will do is based on
the caster's wisdom. The higher the wisdom, the higher the healing, with a
minimum of 35% and a maximum of 40% healing.

Main stat: Wisdom.


16. create cabinet
Syntax: cast 'create cabinet'

Cooldown: 5 minutes

Illusionists can make a magical cabinet appear, which can then be used to
transform various items into a weapon, a piece of armor, throwing stars, or
arrows. At least five unique items of one item type must be placed inside
the cabinet to create something new. For example, to create a new weapon,
there must be five different weapons inside the cabinet when the transform
spell is used. Quest items and redeemable items cannot be transformed into
something new as a way to prevent accidents. The cabinet will decay
one hour after creation. If any items are inside, they will be dumped into
your inventory.


17. channel create
Syntax: @ create <channel name> ("private")

Players can create a maximum of 3 channels each. The channel name must
consist of only letters, be no more than 15 letters and no shorter than 2,
and unique (no social or command name or already existing channel name).
The channel name will be lowercase, regardless of what is entered. Choose
an appropriate channel name or the channel will be deleted and your channel
creation privileges may be revoked. If the private flag is entered, the
channel will be private by default (see help 'channel private'). If no
private flag is added, the channel will be public to all.

Channels which are inactive over a period of 90 days will automatically be
purged.


18. death knell
Syntax: cast 'death knell' <victim>

This spell rings out the mournful sound of a bell as the Cleric calls upon
Death itself to come claim the victim. As the victim gets closer to death,
the bell rings louder and Death sucks the life out of the victim with more
power.

Main stat: Wisdom
Damage: Negative


19. trick death
When a pet is affected by trick death, it has temporary immunity to
death, meaning that if its hitpoints go down to 0, it will be restored to
full health and the immunity effect will wear off. This spell does not work
on players.


20. soften death
Syntax: cast 'soften death'

Soften death is a buff given to the house of Healers. It protects those
affected by it from the harshness of death. While affected by it, you do
not lose your buffs, experience, or gold, and your soul stays intact when
you die. Your equipment stays worn and you are restored back to full health
and stripped of ailments after dying. When you die, this buff is removed
from your effects and you are given a soften death cooldown of 20 minutes.
During this time you and no other caster can cast this spell on you until
the cooldown period is over with.


21. death guard
Syntax: cast 'death guard'

Death guard is a self‑cast, protective spell. If in battle your health goes
down to or below 0, this buff will protect you from dying in that it
restores your health by 15%. There is no cooldown upon casting this spell.
However, if you die, the buff will be stripped and you will be given a
cooldown equal to your level. This spell protects you from dying against
both monsters and players.


22. death aura
Syntax: cast 'death aura' (<target>)

This Necromancer spell lends protection against damage, both physical and
magical. The amount of resistance to damage depends on the caster's
proficiency in death aura. This spell may be cast upon undead pets and
Necromancers.


23. death door
Syntax: cast 'death door'

Death door is a self‑cast spell and one of the culminations of the
Necromancer's craft: mastery over death. While affected by this spell, if
the caster is slain, he is instead resurrected with half hitpoints and mana
in the hospital and loses only half the experience caused by death. Because
this spell takes great concentration, it expends half of the caster's
hitpoints and 500 mana. Upon death, a cooldown equal to your level*2 in
minutes is applied.


24. death field
Syntax: cast 'death field'

Death field is a room attack spell that when cast emits a black haze from
the Necromancer's body and attacks everything in the room. It has a chance
to deal a second attack.

Main stat: Constitution.
Damage type: Negative.


25. greater elemental
Syntax: cast 'greater elemental'

Elementalists can summon an elemental which has the ability to breathe acid,
fire, frost, gas, lightning, and wind.

Abilities: bash, disarm, dirtkicking.

Immune to: all elemental attacks and the slow effect.

Affected by: elemental aura, fly, hyperbody.


26. focus death
Syntax: cast 'focus death' <#.pet or pet name>

Voodooists can intensify the power of an undead pet through the casting of
focus death. It increases the pet's damroll, the amount of which is based
on the spell proficiency, and casts haste upon them.


27. circle of death
Syntax: cast 'circle of death'

With this spell, Voodooists conjure up a burning black circle of death.
When a mobile dies within the circle, it is resurrected immediately from the
dead and attacks its killer.

The mobile will be resurrected if the original caster, a party member, or a
pet kills it. The original caster must be in the same room for this spell
to work.

The mobile's strength and health is based on the Voodooist's skill
proficiency.

50% Proficiency 100% Proficiency
‑‑‑‑‑‑‑‑‑‑‑‑‑‑‑ ‑‑‑‑‑‑‑‑‑‑‑‑‑‑‑‑
Mob level ‑10 Mob's original level
Mob's original hp Mob's hp ‑20%
Mob's original damage Mob's damage ‑20%

Once a mobile has been resurrected, it will disappear after 30 minutes if
not slain. The mobile loaded is not an exact copy of the original (the
triggers on the original mob, if any, will not be attached to the
resurrected version).


28. permadeath revive permadead
Syntax: toggle permadeath confirm (to exit PermaDeath mode)

Syntax: revive <character name> confirm (to revive a dead character)
revive deposit <amount> gold
revive deposit <amount> mudpies
revive deposit <amount> questpoints
revive deposited (to see amount deposited for next revival)

PermaDeath mode can be toggled on in character creation if you have reached
level 150 on at least one character in your account.

This is a challenge for experienced players to try to gain as many levels as
possible without dying. What makes this mode especially hard is that you
are on your own in most ways. However, you also need 30% less experience per
level, and you can learn from other players to improve your skills and
spells.

If you die in this mode, you will be transferred to PermaDeath Limbo, where
your toon will stay unless you revive it using another character in your
account. Note that being killed by another player does not count as a
death. Reviving it will turn off the PermaDeath mode and transfer your
character out of Limbo. While in this room, many commands are blocked (such
as casting spells or using skills), but it is still possible to use
informational commands and chat with other players. Being killed by another
player will not count as a death or transfer you to PermaDeath Limbo.

‑ You can't get items flagged as noshare that were carried by another
player.

‑ Players cannot cast buffs on you or your pets.

‑ You can only group with other PermaDeath players.

‑ You cannot attack wounded monsters that were attacked by other players.

‑ It's possible to restart as a PermaDeath player without deaths and keep
the PermaDeath flag.

To revive your character, the cost is 5M gold, 50 mudpies, and 25k
questpoints. This cost can be covered by multiple characters in your account by
depositing the costs with the 'revive deposit' command.

If you have not died and wish to turn off PermaDeath mode, you can do so
free of cost at any time by typing toggle permadeath, but once it is off, it
cannot be turned back on for that character.

On your whois sheet, it will list how many levels you have gained total
without dying. Total levels means the highest level you have attained plus
total faux levels. There is a leaderboard that lists the top PermaDeath
players. If you delete your PermaDeath character, you will be removed from
this board. However, if you revive your character, you will no longer be in
PermaDeath mode but will remain in the leaderboard ranks. The number one
ranked PermaDeath player has a special flag next to his/her/their name on the
who ‑ (PermaKing, PermaQueen, or PermaBest).

Rewards for reaching certain milestones:

L. 25 ‑ 10 mudpies

L. 50 ‑ Free who string token and 3 restring tokens

L. 100 ‑ 10 potions of doubled experience that last for 2 hours each.

L. 125 ‑ 2 master runes that clear 5 slots

L. 150 ‑ A weapon rune that gives +10 damage (or can be redeemed for 10000
questpoints), and 20 potions of boosted questpoints that last for 30 minutes
each. All characters in your account (and any characters created hereafter)
are given a train cost reduction of ‑1 for their primary stat. If a
character has two classes which share the same primary stat, the cost
reduction is ‑2. This account‑wide reduction is permanent, even if you die
or delete your PermaDeath character.

Upon reaching Hero level, four 2‑hour events will be started in your honor:
quadrupled experience, doubled gold, and doubled questpoints. This is the
only reward which will repeat itself if your second class reaches Hero too.
The timers will stack, so if you reach Hero on one class and soon
thereafter on your second, the event timer will increase by another 2 hours.

Note that if you restart your character, you cannot receive the rewards you
have already received. For example, if you have reached level 25 already
and restart your character, you will not receive 10 mudpies the second time
you reach level 25. Your total levels gained in this mode will be reset to
levels gained (which is 0 when you restart) plus total faux gained.

It is not possible to cast damage spells on oneself as a PermaDeath
player via means of cast, zap, quaff, recite, or brandish.

Please note that however devastating it may be to be killed in this mode,
Immortals will not revive your character in any circumstance aside from
when the game is at fault. Please choose this mode carefully and accept
from the very beginning that death is likely in the cards.


29. create talisman
Syntax: cast 'create talisman' (<target>)

This Witch spell creates a magical talisman equal to the level of the target
and can be attached to a belt. The talisman has hitpoints, mana, and
magicroll applied to it, with the amounts based on the mastery of the spell
and the level of the target who will wear the talisman. Mana is added once
the spell has been learned to at least 75%, and magicroll is applied once
the spell has been fully mastered.


30. threaten
Syntax: automatic

Known for their skill in casting terrible curses on their foes, the Witches
use their reputation to their advantage by threatening Questmasters in order
to squeeze out some extra questpoints (or experience, if toggle questexp is
on) from a successfully completed quest or expedition. Sometimes the threat
backfires and the Questmaster will angrily refuse to offer them a new quest
for a while. Once the Witch has fully mastered the art of threats,
Questmasters won't dare to make them wait longer between quests.


31. dispel magic greater
Syntax: cast 'dispel magic greater'

This Occultist spell is a stronger version of dispel magic and is cast upon
all attackable mobiles in the room. Until the spell has been mastered,
there is a chance that the mobiles will attack the caster.


32. death clutch
Syntax: automatic

When an enemy is close to death, a Witch may thrust their fist inside the
enemy's chest cavity and brutally rip out their heart, resulting in
immediate death and a heart that falls to the ground for further use.

This skill works on monsters who are no more than 10 levels above you, and
the chance to successfully tear the heart out depends on the mastery in this
skill and the difficulty of the monster. Boss monsters must be below 5%
hitpoints and normal monsters below 40%. Some monsters are immune to death
clutch.

Damage type: None.


33. create pet
Syntax: cast 'create pet' <type>

This Witch spell creates a familiar from 5 different types of creatures.
Only one pet may be created at a time.

Mastery Type Ability
‑‑‑‑‑‑‑ ‑‑‑‑‑‑‑‑ ‑‑‑‑‑‑‑
50% Rat No special skill.

60% Bat Blinds victims.

70% Cat Heals every 9 seconds.

85% Spider Slows victims.

100% Frog Stuns victims with poisonous tongue in combat.
Poisons victims.
Casts immunize on master.


34. breath of heaven
Syntax: cast 'breath of heaven'

With a single blast of divine energy, a Monk damages multiple victims in the
room. While continuing to master the spell, the number of victims damaged
will increase to a maximum of 5.

Main stat: Dexterity
Damage type: Holy


35. feign death
Syntax: automatic

This skill tricks the mob into believing the player has been killed, causing
them to lose interest and stop fighting altogether and allowing the player
to recover instead of being taken by death. It is more difficult to trick
mobs higher level than the player and some mobs such as high level bosses
cannot be tricked at all. When the player is at death's door, this skill
will improve at a 100% chance, and the more adept one becomes at feigning
death, the greater the chance they will be successful in doing so.


36. building application builders area creation
Building applications are only open to experienced writers. Having
experience building is not necessary, only a willingness to learn the
commands. You must play a character to at least level 50 to get a feel for
the game and our current areas before submitting a builder's application.

If you have never built an area before but are an experienced writer, please
include in your application that you would like a smaller project such as
rewriting a stock area or writing a mission (this does not involve coding).

Use the command 'application status builder' to see the minimum level
requirement to apply and if applications for building are currently open or
closed. To create a builder application, the command is 'application create
builder'.

Building an area from scratch takes time and planning. There are no
deadlines as to how quickly an area must be built, but only serious builders
who plan on starting and finishing a project should apply. It's recommended
to map out the area and have a storyline in mind for it before starting to
build.

All areas are built here, directly on the game. We can't accept areas
created with an offline area creation tool as our area file format is
different from ROM or any other MUD's area format.


37. crafting woodworking foraging mining tailoring gardening lapidary leatherwork
The Erion Crafting System empowers adventurers to gather raw materials
and fashion them into a myriad of goods, spanning from formidable weapons
and sturdy armor to essential tools, decorations, projectiles, toys, and a
wide array of other items.

To initiate your journey into the crafting system, a prime starting point is
the 'craft help' command, which offers an overview of crafting‑related
categories. To peruse a specific category, use the command 'craft help
<category name or number>'. For a detailed exploration of a particular
topic within a category, utilize the command 'craft help <category> <page
name or number>'.

If you're not sure where to find the information you're looking for, try
using 'craft help search <words>'.

Visit http://erionmud.com/crafting.php for a general crafting guide.


38. minstrel repeat
Syntax: repeat <mob name> <lyrics>
repeat <mob name> list (Imm‑Only)
repeat <mob name> remove <number> (Imm‑Only)

Some wandering minstrels will take requests for songs, committing the lyrics
to memory for a cost of 10000 gold. If the minstrel is already juggling
several songs, he may charge more to add to his list. The minstrel will sing
a random song from his list to passersby, and any given song will fade from
memory after 4 weeks. Lyrics may be up to 150 characters long, and no
minstrel can remember more than 20 songs.


39. create command
Syntax: create mudpies <amount>
create qps <amount>
create gold <amount>

The create command will create a bundle of gold, mudpies, or questpoints
that can be given away or auctioned.

Bundles can be restrung free of cost.


40. mission creation
Ideas for new missions can be posted on the missions forum, or emailed to
Aelyn at [email protected] if the text is too long for a note. If you
email the mission, please also write a note saying you sent the email, so
that we can reward you for your efforts. The message should include details
of each step in the following format:

1. What the mission giver will say when player types 'mission start'.

2. What the mission giver will say when player types 'mission info'.

3. What the mission giver will say and do when the player types 'mission
complete'.

4. Any steps inbetween, such as if they need to go talk to another monster
and what their dialogue will be, etc.

5. What's the reward for completing the mission?

6. Any descriptions for mobs, items, or rooms that need to be created for
this mission.

7. A description of the mission (this will show up on the website to give
an overview of what the mission is).


41. feather of liberation liberate captives
Syntax: liberate <mob>

Mobs with the flag (Captive) can be freed with a feather of liberation for
experience and questpoints. These feathers can be found while foraging.


42. createdrink drink command
Syntax: createdrink <'shortDescription'> <'liquidName'> <sips> <proof>

This command will create a custom drink container. The short description
and liquid names must be in single quotes. The maximum number of sips is
10. For alcoholic drinks, proof must be greater than 0.


43. weather command
Syntax: weather
weather list
weather predict <type>
look sky

If you are outdoors, this command will tell you what kind of weather the
area you are in is having, weather that be a blizzard, a little drizzle,
some sunshine, or another type of weather event. It will also tell you
which moons are in the sky, if any, and the time of day it is in the Erion
realm.

The command 'weather list' will list all the weather patterns that exist.

The command 'look sky' is the in‑character way to check the weather, and
alerts everyone in the room you are looking at the sky.

Visit Myriac in Mount Fulcrum if you are seeking a weather forecast for
any weather pattern, using the command 'weather predict <type>'. The cost
is in gold, starting at 1000 up to 5000, depending on your level. Myriac
will predict the weather only in areas in your level range and lower.


44. sense weather spell
Syntax: cast 'sense weather' <pattern>

This spell calls upon the power of the goddess of weather, Lady Tornadis, to
predict where a certain weather pattern is taking place, and where it shall
soon take place around the realm. The higher level you are, the wider your
reach will be with this spell, allowing you to predict weather in a broader
range of areas.

There are 11 weather patterns, including: lightning storm, hail storm,
drizzle, blizzard, wind, monsoon, dust storm, heat wave, fog, cloud, and
sun.


45. weathervane
Syntax: cast weathervane <pattern>

Weathervane is a single‑person travel spell that teleports the caster to a
random area in their level range or lower that has a specific weather
pattern currently taking place.

If no area is found with a certain weather pattern taking place, the
weathervane will spin uncertainly. If the caster has not explored the
landing room of the area chosen, the weathervane will not budge. The same
restrictions that apply to other travel spells also apply to weathervane.


46. weather ball
Syntax: cast 'weather ball' <victim>

This divine spell is bestowed upon the followers of Lady Tornadis. If the
target is vulnerable to elemental damage types air, cold, fire, lightning,
or water, it will focus on those types to deal the most harm as well as
attempt a debuff.

Air: Reduce the accuracy of the target.

Cold: Reduces their chance to avoid attacks.

Fire: Reduces their overall damage.

Lightning: Reduces damroll.

Water: Reduces their chance to deal second and third attacks.

If the target is not vulnerable to any of the damage types, it will randomly
pick an element.


47. pray for weather
Syntax: cast 'pray for weather' <weather pattern>

Those who grow high in Tornadis's faith have learned this sacred prayer. It
allows them to call upon their goddess to change the weather pattern in an
area to the one desired. This change takes time, allowing for the current
weather to pass before coming into play.

When the change occurs, the caster is notified that their desired weather
pattern is now in affect in the area.

Casting the spell again will erase the current pending weather change to a
new desired weather pattern. You can control the weather in 2 areas at a
time.


48. feather sense
Syntax: automatic

Feather Sense is a passive ability granted to followers of Velkara that
heightens your awareness of hidden signs of mercy. While foraging, you have
an increased chance to discover feathers of liberation. These feathers may
be used to free captives, earning experience and quest points.
This skill works for both foraging an area and foraging for ingredients.


49. heat steel skim stoke metals
To see what is required to make a certain kind of metal, use the command
'make <type> <amount> materials'. To see the materials to make 3 steel
bars, it would be 'make 3 steel materials'.

The process of smelting requires a cauldron and match or firepit. To begin
making 3 bars of steel, use the command 'make 3 steel'.

All required materials will be placed in the cauldron and a small fire will
start. The fire must be stoked until the flames are white in order to smelt
ores, with the command 'stoke fire. The flames may cool over time and need
stoking again. The success rate of the stoke command relies entirely on the
blacksmithing skill.

Impurities, also known as 'dross', may gather on the surface of the cauldron
and must be skimmed off with the command 'skim dross'. Until one has
mastered the blacksmithing skill, it's possible to skim off too much dross
and destroy the liquid ores.

Using the command 'heat state' will examine the flames and the cauldron,
urging you to stoke the fire if it's not hot enough or skim the dross off
the surface.


50. leatherworking
The leatherworking skill can be acquired by completing the mission given
by Borloryr in Crafters Forge. Leatherworking is the process of turning raw
hide skinned from a corpse into sturdy and flexible leather that can be used
to craft items.

Steps include: skinning a corpse, preserving it, scraping the flesh to
remove impurities, and the tanning process.


51. making leather tanning
Once a corpse has been skinned, preserved, and scraped, you are ready to
start the tanning process (i.e. turning raw animal skin into leather by
soaking it in tannin).

You will need the skin and a material called tannin. Place both in a
cauldron and begin the process with the command 'make <amount> leather'.
The amount is the number of leathers you want to make.

The tannin will slowly bind with the skin, causing it to become more
flexible, durable, and resistant to bacteria, changing it into leather. To
make more than 1 leather at a time, add additional tannins to the cauldron
with the skins (1 skin requires 1 tannin).


52. advanced leatherworking
The advanced leatherworking skill can be acquired from the master crafter
in Crafters Forge. Advanced leatherworking reduces the time to preserve and
scrape a skin by up to 50% when fully mastered, and allows you to at times
strip off an extra piece of skin while skinning a corpse.