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		<id>http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=4953</id>
		<title>Flags Compendium</title>
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		<updated>2026-03-31T15:08:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* BEHAV FLAGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FLAGS COMPENDIUM==&lt;br /&gt;
===ROOM FLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|dark || Need a light source &lt;br /&gt;
|-&lt;br /&gt;
|always_night || Room is always night; sun never rises, &#039;look sky&#039; always shows stars.&lt;br /&gt;
|-&lt;br /&gt;
|no_mob || Mobs won&#039;t wander in here. Mobs on scripts and charmies are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Won&#039;t see [[weather]] or [[time|sunrise/set messages]]&lt;br /&gt;
|-&lt;br /&gt;
|private || Entry is restricted to players whose names are in the owner list, if an owner list is set. Otherwise, occupancy is limited to two (non-inert, non-visdeath) characters&lt;br /&gt;
|-&lt;br /&gt;
|arena || Players don&#039;t leave corpses or lose XP when they die. Players also don&#039;t lose XP for fleeing combat.&lt;br /&gt;
|-&lt;br /&gt;
|safe || No fighting allowed&lt;br /&gt;
|-&lt;br /&gt;
|solitary || One person at a time&lt;br /&gt;
|-&lt;br /&gt;
|pet_shop || Can buy pets here. Pet cost is the &#039;wealth&#039; of the mob, but purchased pets will be flat broke. Builders should reset the pet mobs into next room vnum.&lt;br /&gt;
|-&lt;br /&gt;
|no_recall || Can&#039;t recall from here. Also prevents new Bedit houses, or use of the Summon spell in the room.&lt;br /&gt;
|-&lt;br /&gt;
|imp_only || MTS only&lt;br /&gt;
|-&lt;br /&gt;
|gods_only || Staff only&lt;br /&gt;
|-&lt;br /&gt;
|heroes_only || Also Staff only&lt;br /&gt;
|-&lt;br /&gt;
|newbies_only || Level 5 or less only&lt;br /&gt;
|-&lt;br /&gt;
|law || Prevents use of Charm, Tame, and Hypnotize spells (for some reason). Other stock ROM effects have been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|nowhere || Can&#039;t Scan into this room&lt;br /&gt;
|-&lt;br /&gt;
|wilderness || Was supposed to involve some sort of overworld map? Doesn&#039;t do anything now.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_1 || Room has +1 level of overgrowth.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_2 || Room has +2 levels of overgrowth. This can stack with overgrown_1.&lt;br /&gt;
|-&lt;br /&gt;
|always_day || Room is always day; sun never sets, &#039;look sky&#039; shows the sun.&lt;br /&gt;
|-&lt;br /&gt;
|lit || Room is always lit, don&#039;t require a light.&lt;br /&gt;
|}&lt;br /&gt;
====SECTOR====&lt;br /&gt;
{|&lt;br /&gt;
!Sector !! Movement Rate !! Properties !! Geomance Element !! Dance Element&lt;br /&gt;
|-&lt;br /&gt;
|Inside || 4 || Stays lit at night || Pierce || No effect&lt;br /&gt;
|-&lt;br /&gt;
|City || 4 || Stays lit at night || Bash || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Field || 4 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Forest || 6 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Hills || 6 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Mountain || 8 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Water (swim) || 4 || || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Water (noswim) || 8 || Can&#039;t enter without a boat or the Swim affect || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Unused || 1 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Air || 4 || Can&#039;t enter without the Float affect || Wind || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Desert || 8 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Rock || 4 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Road || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Enter || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Snow || 8 || || Cold || Cold&lt;br /&gt;
|-&lt;br /&gt;
|Swamp || 8 || || Water || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Jungle || 8 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Ruins || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Mount2 || 16 || || Earth || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Coastal || 4 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Developed || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Void || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Lava || 8 || || Fire || Fire&lt;br /&gt;
|-&lt;br /&gt;
|Organic || 8 || || Acid || Acid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Exits|EXITS]]====&lt;br /&gt;
{|&lt;br /&gt;
|door || Exit has a door -- Required for most other exit flags&lt;br /&gt;
|-&lt;br /&gt;
|closed || Door resets to closed&lt;br /&gt;
|-&lt;br /&gt;
|locked || Door resets to locked&lt;br /&gt;
|-&lt;br /&gt;
|pickproof || Door can&#039;t be picked&lt;br /&gt;
|-&lt;br /&gt;
|nopass || Door can&#039;t be Pass Door&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|easy || Chance to pick is doubled -- stacks with infuriating, cancels out hard&lt;br /&gt;
|-&lt;br /&gt;
|hard || Chance to pick is halved -- stacks with infuriating, cancels out easy&lt;br /&gt;
|-&lt;br /&gt;
|infuriating || Chance to pick is cut to 1/8 -- stacks with easy or hard&lt;br /&gt;
|-&lt;br /&gt;
|noclose || Door can&#039;t be closed&lt;br /&gt;
|-&lt;br /&gt;
|nolock || Door can&#039;t be locked&lt;br /&gt;
|-&lt;br /&gt;
|hidden || Exit can&#039;t be seen by normal means&lt;br /&gt;
|-&lt;br /&gt;
|swim || Only players who can fly or swim, or are on a flying or seaworthy [[vehicle]] can pass.&lt;br /&gt;
|-&lt;br /&gt;
|fly || Only players who can fly or are on a flying [[vehicle]] can pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MOB FLAGS===&lt;br /&gt;
*Mobs with the None [[damage type]] will randomly have Slash, Pound, or Pierce.&lt;br /&gt;
&lt;br /&gt;
====FORM FLAGS====&lt;br /&gt;
Most of these don&#039;t do anything. The ones that have a coded effect are listed below!&lt;br /&gt;
{|&lt;br /&gt;
|edible || Mob&#039;s parts are edible, and the corpse can be butchered into meat.&lt;br /&gt;
|-&lt;br /&gt;
|poison || Mob&#039;s edible parts are poisonous, and meat butchered from the corpse will be poisoned. Bloodsucking will poison the bloodsucker.&lt;br /&gt;
|-&lt;br /&gt;
|instant_decay || Mob doesn&#039;t leave a corpse at all. (Note: This means items on the mob are lost as well.)&lt;br /&gt;
|-&lt;br /&gt;
|animal || Mob is affected by the Tame spell.&lt;br /&gt;
|-&lt;br /&gt;
| || Mobs with any of the mammal, bird, reptile, amphibian, fish, or snake form flags can also be Tamed.&lt;br /&gt;
|-&lt;br /&gt;
|sentient || Mob is affected by the Hypnotize spell and can be haggled with if it&#039;s a shopkeeper.&lt;br /&gt;
|-&lt;br /&gt;
|undead || Mob takes extra non-elemental damage from weapons with disrupting weapon flag.&lt;br /&gt;
|-&lt;br /&gt;
|cold_blood || Mob has blood that can be bloodsuck&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|warm_blood || Mob can be seen in the dark by characters with Infrared and can be bloodsuck&#039;d.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====PART FLAGS / WEARLOCS====&lt;br /&gt;
Mob parts determine what equipment it can wear.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Body part flag !! Wearloc !! Other effect&lt;br /&gt;
|-&lt;br /&gt;
|head || head, neck (x2), face, shoulders* || severable&lt;br /&gt;
|-&lt;br /&gt;
|arms || || severable&lt;br /&gt;
|-&lt;br /&gt;
|legs || legs, waist* || severable&lt;br /&gt;
|-&lt;br /&gt;
|heart || || severable&lt;br /&gt;
|-&lt;br /&gt;
|brains || || severable, zombie food&lt;br /&gt;
|-&lt;br /&gt;
|guts || body, about || severable, always poisoned&lt;br /&gt;
|-&lt;br /&gt;
|hands || hands, wield, shield, wrist (x2), arms*&lt;br /&gt;
|-&lt;br /&gt;
|feet || feet&lt;br /&gt;
|-&lt;br /&gt;
|fingers || finger (x2)&lt;br /&gt;
|-&lt;br /&gt;
|ear&lt;br /&gt;
|-&lt;br /&gt;
|eye&lt;br /&gt;
|-&lt;br /&gt;
|long_tongue&lt;br /&gt;
|-&lt;br /&gt;
|eyestalks&lt;br /&gt;
|-&lt;br /&gt;
|tentacles&lt;br /&gt;
|-&lt;br /&gt;
|fins&lt;br /&gt;
|-&lt;br /&gt;
|wings&lt;br /&gt;
|-&lt;br /&gt;
|tail&lt;br /&gt;
|-&lt;br /&gt;
|claws&lt;br /&gt;
|-&lt;br /&gt;
|fangs&lt;br /&gt;
|-&lt;br /&gt;
|horns&lt;br /&gt;
|-&lt;br /&gt;
|scales&lt;br /&gt;
|-&lt;br /&gt;
|tusks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or in other words,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Wearloc !! Required Part flag&lt;br /&gt;
|-&lt;br /&gt;
|take || none (aka can be put in a mob/player inventory -- not actually a wearloc)&lt;br /&gt;
|-&lt;br /&gt;
|finger || fingers&lt;br /&gt;
|-&lt;br /&gt;
|neck || head&lt;br /&gt;
|-&lt;br /&gt;
|body || guts&lt;br /&gt;
|-&lt;br /&gt;
|head || head&lt;br /&gt;
|-&lt;br /&gt;
|legs || legs&lt;br /&gt;
|-&lt;br /&gt;
|feet || feet&lt;br /&gt;
|-&lt;br /&gt;
|hands || hands&lt;br /&gt;
|-&lt;br /&gt;
|arms || hands&lt;br /&gt;
|-&lt;br /&gt;
|shield || hands&lt;br /&gt;
|-&lt;br /&gt;
|about || guts&lt;br /&gt;
|-&lt;br /&gt;
|waist || legs&lt;br /&gt;
|-&lt;br /&gt;
|wrist || hands&lt;br /&gt;
|-&lt;br /&gt;
|shoulders || head&lt;br /&gt;
|-&lt;br /&gt;
|wield || hands&lt;br /&gt;
|-&lt;br /&gt;
|hold || none&lt;br /&gt;
|-&lt;br /&gt;
|nosac || not actually a wearloc&lt;br /&gt;
|-&lt;br /&gt;
|wearfloat || none&lt;br /&gt;
|-&lt;br /&gt;
|face || head&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The waist, arms, and shoulders slots are defunct and &#039;&#039;SHALL NOT&#039;&#039; BE USED for normal equipment&lt;br /&gt;
* The Brawling warrior style has special attacks that only execute if the opponent has certain parts; eye, tail, feet, or arms.&lt;br /&gt;
* The guts, head, heart, arms, legs, and brains parts can cause dismembered mob organs to be created when the mob dies.&lt;br /&gt;
* A mob requires the brains part in order to take any damage from the Brainbuster spell.&lt;br /&gt;
* &#039;&#039;&#039;A mob without hands cannot use weapons or equip shields.&#039;&#039;&#039;&lt;br /&gt;
* Items which do not have the Take flag can&#039;t be sacrificed, so it is redundant to put nosac on these items also.&lt;br /&gt;
* Items without a Take flag can&#039;t be held by players or mobs at all. Avoid resetting these onto mobs or trying to have mobs oload them.&lt;br /&gt;
&lt;br /&gt;
====ACT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|sentinel || Mob won&#039;t wander between rooms (although it can still move if instructed to by an mprog).&lt;br /&gt;
|-&lt;br /&gt;
|scavenger || Mob will pick up takeable objects in the room, starting with the most valuable.&lt;br /&gt;
|-&lt;br /&gt;
|inert || Mob can&#039;t be seen in the room (but can still be interacted with).&lt;br /&gt;
|-&lt;br /&gt;
|omnisight || Mob can see everyone despite invisibility etc but can&#039;t necessarily see in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|aggressive || should target a random PC, not more than 5 levels higher than the mob, chosen from an entire group entering the room at once - may be funky with portals&lt;br /&gt;
|-&lt;br /&gt;
|stay_area || Mob won&#039;t wander outside the area it was reset into.&lt;br /&gt;
|-&lt;br /&gt;
|wimpy || Mob will try to flee from combat at 20% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|pet || Mob is a pet? Probably reserved for pet code. Don&#039;t use this.&lt;br /&gt;
|-&lt;br /&gt;
|train || Players can Train at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|practice || Players can Practice at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|passive || Mob doesn&#039;t fight back with autoattacks, its current health isn&#039;t visible when you &#039;look&#039; at it, nor will Peek work on it.&lt;br /&gt;
|-&lt;br /&gt;
|hyper || Mob wanders around real fast.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Mob can only be seen by immortals and can&#039;t be interacted with by players.&lt;br /&gt;
|-&lt;br /&gt;
|mage || Mob gets -5 to Saves&lt;br /&gt;
|-&lt;br /&gt;
|thief || Mob has the Smokescreen skill&lt;br /&gt;
|-&lt;br /&gt;
|warrior || Mob has the Shield Block skill&lt;br /&gt;
|-&lt;br /&gt;
|noalign || Mob won&#039;t affect player alignment at all when killed.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Mob can&#039;t be purged by immortals (the Mob Purge command from a mob can still affect these).&lt;br /&gt;
|-&lt;br /&gt;
|outdoors || Mob won&#039;t wander into Indoor flagged rooms.&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Mob won&#039;t wander outdoors.&lt;br /&gt;
|-&lt;br /&gt;
|healer || Mob offers hardcoded heal-for-cash services (EG Selan).&lt;br /&gt;
|-&lt;br /&gt;
|gain || Doesn&#039;t do anything -- in stock ROM allows for gaining new skills.&lt;br /&gt;
|-&lt;br /&gt;
|update_always || Mob does things even when no player in the area. Avoid using this as it spikes CPU usage badly.&lt;br /&gt;
|-&lt;br /&gt;
|changer || Mob is a [[bank]].&lt;br /&gt;
|-&lt;br /&gt;
|hyper_res || Mob takes 1/4 damage from sources it resists (instead of 2/3) and double damage from sources it&#039;s vulnerable to (instead of 3/2).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes on wandering mobs:&lt;br /&gt;
* When mobs try to move, they make three attempts. Each attempt, they pick a random exit in the room and then look at it more closely. If they can&#039;t move, they try again. If they can move, they do.&lt;br /&gt;
* Mobs will not wander through closed doors (even if affected by pass_door) or into no_mob rooms.&lt;br /&gt;
* Mobs with the stay_area flag will not wander between areas (which area its&#039; vnum is in doesn&#039;t matter).&lt;br /&gt;
* Mobs with the Outdoors flag won&#039;t wander into Indoors rooms. Mobs with the Indoors flag won&#039;t wander into rooms that aren&#039;t flagged Indoors.&lt;br /&gt;
* Only Flying mobs will move into Air sector rooms. Only mobs with the Swim affect will move into any sort of water room.&lt;br /&gt;
&lt;br /&gt;
====ACT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|doublexp || Mob gives double XP.&lt;br /&gt;
|-&lt;br /&gt;
|halfxp || Mob gives half XP.&lt;br /&gt;
|-&lt;br /&gt;
|noxp || Mob gives no XP.&lt;br /&gt;
|-&lt;br /&gt;
|noparts || Mob leaves no parts when killed.&lt;br /&gt;
|-&lt;br /&gt;
|sociable || Mob talks to or slaps people that use socials on it.&lt;br /&gt;
|-&lt;br /&gt;
|aquatic || Mob won&#039;t wander outside water rooms.&lt;br /&gt;
|-&lt;br /&gt;
|xpandahalf || Mob gives 1.5x XP.&lt;br /&gt;
|-&lt;br /&gt;
|adept || Mob uses skills at 100% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|inept || Mob uses skills at 50% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|carryall || Mob has no weight or item# limits.&lt;br /&gt;
|-&lt;br /&gt;
|priority || Mob will be targetted first by opponents with the AI_1 flag.&lt;br /&gt;
|-&lt;br /&gt;
|antihyper || Mob wanders especially slowly.&lt;br /&gt;
|-&lt;br /&gt;
|parsename || Mob will have a unique name as its first name when it resets.&lt;br /&gt;
|-&lt;br /&gt;
|noattack || Mob can&#039;t be attacked by anyone.&lt;br /&gt;
|-&lt;br /&gt;
|necromancer || Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.&lt;br /&gt;
|-&lt;br /&gt;
|raidmob || Mob can be attacked by anyone with no regard to &#039;kill stealing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|carrynone || Mob can&#039;t pick up or be given items&lt;br /&gt;
|-&lt;br /&gt;
|passivelite || Mob won&#039;t auto-attack but still has visible health and such&lt;br /&gt;
|-&lt;br /&gt;
|ally || Is treated as a PC for some attack-safety purposes -- EG Ally mobs won&#039;t hit other Ally mobs with area attacks&lt;br /&gt;
|-&lt;br /&gt;
|shopkeepitems || Shop will not slowly discard items sold to it.&lt;br /&gt;
|-&lt;br /&gt;
|broke || Mob will spawn with zero gold and zero silver, no matter what wealth value is set on its template.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====OFF FLAGS====&lt;br /&gt;
A lot of these are affected by the adept/inept Act flags&lt;br /&gt;
{|&lt;br /&gt;
|area_attack || Mob hits everything that&#039;s fighting it with its normal attacks.&lt;br /&gt;
|-&lt;br /&gt;
|backstab || Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don&#039;t aggro, so it does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|bash || Mob has a 12.5% chance of using the bash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Mob has a 12.5% chance of using the berserk skill, if it&#039;s not lagged and isn&#039;t already berserk.&lt;br /&gt;
|-&lt;br /&gt;
|disarm || Mob has a 12.5% chance of using the disarm skill, if it&#039;s not lagged. The mob needs a [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|dodge || Mob can dodge melee attacks as a player with the dodge skill at 75%.&lt;br /&gt;
|-&lt;br /&gt;
|fade || Doesn&#039;t do anything.&lt;br /&gt;
|-&lt;br /&gt;
|fast || Mob attacks twice always, doesn&#039;t stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.&lt;br /&gt;
|-&lt;br /&gt;
|kick || Mob has a 12.5% chance of using the kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|dirt_kick || Mob has a 12.5% chance of using the dirt kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|parry || Mob can parry attacks; works half as often with no [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|rescue || Mob will try to rescue the target of its target, if that target is at 50% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|gasbreath || Mob has a 12.5% chance of using the Sour Mouth spell, but with no lag or mana cost (will expend a Charge though)&lt;br /&gt;
|-&lt;br /&gt;
|trip || Mob has a 12.5% chance of using the trip skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|crush || Mob has a 12.5% chance of using the smash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|assist_all || Mob will assist all other &#039;&#039;&#039;mobs&#039;&#039;&#039; that it sees fighting.&lt;br /&gt;
|-&lt;br /&gt;
|assist_align || Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.&lt;br /&gt;
|-&lt;br /&gt;
|assist_race || Mob will assist other mobs of the same race.&lt;br /&gt;
|-&lt;br /&gt;
|assist_players || Mob will assist players as long as the player isn&#039;t more than 5 levels above them. This has precedence over the other assist flags.&lt;br /&gt;
|-&lt;br /&gt;
|assist_leader || If following someone, mob will assist its leader.&lt;br /&gt;
|-&lt;br /&gt;
|assist_vnum || Mob will assist mobs of the same vnum.&lt;br /&gt;
|-&lt;br /&gt;
|second_attack || Mob has the 2x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|third_attack || Mob has the 3x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|ai_retargeting || Mob will aggro onto players that have recently fled from it, and selectively hit targets with the Priority act flag. If the mob&#039;s attacks are ineffective, it will re-target randomly to another member of the same group.&lt;br /&gt;
|-&lt;br /&gt;
|ai_flees || Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it&#039;s immune to the appropriate damage type.&lt;br /&gt;
|-&lt;br /&gt;
|ai_rests || Mob will rest when injured (hp&amp;lt;50%), stand up when it&#039;s recovered (hp&amp;gt;75%).&lt;br /&gt;
|-&lt;br /&gt;
|ai_potiondrinker || Mob will semi-intelligently &amp;quot;quaff&amp;quot; defensive and healing type potions in its inventory during combat, if it did not take another non-mobprog action in the round.&lt;br /&gt;
|}&lt;br /&gt;
* Only one of the various 12.5% flags can trigger in any given round. A mob will all eight will try to use one (and only one) every single round.&lt;br /&gt;
&lt;br /&gt;
====BEHAV FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|random_innate || Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_resist || Mob randomly resists one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_resist || Mob randomly resists one or two non-physical elements.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_vuln || Mob is randomly vulnerable to one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_vuln || Mob is randomly vulnerable to one or two non-physical elements.&lt;br /&gt;
|-&lt;br /&gt;
|travelingpet || Mob will automatically teleport to its master as long as it has one, and will otherwise despawn itself unless it is inside of a petshop room.&lt;br /&gt;
|-&lt;br /&gt;
|noregen_hit || Mob will NOT naturally regain any hit points over time; furniture and room affects don&#039;t matter. Healing spells and such will work, though.&lt;br /&gt;
|-&lt;br /&gt;
|noregen_mana || Mob will NOT naturally regain any mana over time; furniture and room affects don&#039;t matter. Mana restore spells and such will work, though.&lt;br /&gt;
|-&lt;br /&gt;
|noregen_hit || Mob will NOT naturally regain any moves over time; vehicles don&#039;t matter. Pep pills and such will work, though.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|blind || Character can&#039;t see anything! Mobs ignore this flag so their mobprogs work&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|invisible || Character can only be seen and targetted by things with detect_invis.&lt;br /&gt;
|-&lt;br /&gt;
|detect_evil || Character sees evil objects and characters with a red aura.&lt;br /&gt;
|-&lt;br /&gt;
|detect_invis || Character can see invisible objects and characters, and knows they&#039;re invisible.&lt;br /&gt;
|-&lt;br /&gt;
|detect_magic || Character sees a blue aura around magical objects.&lt;br /&gt;
|-&lt;br /&gt;
|detect_hidden || Character can see hidden objects and characters, and knows they&#039;re hidden.&lt;br /&gt;
|-&lt;br /&gt;
|detect_good || Character sees good objects and characters with a gold aura.&lt;br /&gt;
|-&lt;br /&gt;
|sanctuary || Character is permanently under the effects of Nayru&#039;s Love (half damage from everything).&lt;br /&gt;
|-&lt;br /&gt;
|faerie_fire || Character has a pink aura. Negates invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|infrared || Character can see warm_blood mobs in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|curse || Character is flagged as cursed. All skill effectiveness is reduced by 15% while this flag is applied, but the character is immune to the Curse spell.&lt;br /&gt;
|-&lt;br /&gt;
|solidified || Character is completely frozen!&lt;br /&gt;
|-&lt;br /&gt;
|poison || Character is flagged as poisoned. This flag has no affect on stats but the character can&#039;t be poisoned again. Regeneration is decreased while this flag is applied, however.&lt;br /&gt;
|-&lt;br /&gt;
|protect_evil || Character takes 2/3 damage from evil foes.&lt;br /&gt;
|-&lt;br /&gt;
|protect_good || Character takes 2/3 damage from good foes.&lt;br /&gt;
|-&lt;br /&gt;
|sneak || Character doesn&#039;t generate echoes when moving from room to room. Triggers GRALL but not GREET progs.&lt;br /&gt;
|-&lt;br /&gt;
|hide || Character is hiding. Using any command removes this effect.&lt;br /&gt;
|-&lt;br /&gt;
|sleep || Character is under the effects of &#039;&#039;permanent&#039;&#039; magical sleep!!&lt;br /&gt;
|-&lt;br /&gt;
|charm || Character is under the effects of a Charm spell. Don&#039;t use.&lt;br /&gt;
|-&lt;br /&gt;
|flying || Character is flying: reduced MV costs everywhere (by 1 per room), can travel into air sector rooms, and doesn&#039;t need a boat to travel into noswim sector rooms. Also immune to Trip and Earthquake.&lt;br /&gt;
|-&lt;br /&gt;
|pass_door || Character can walk through some closed doors.&lt;br /&gt;
|-&lt;br /&gt;
|haste || Character is under the effects of Haste: &#039;&#039;&#039;always&#039;&#039;&#039; gets exactly 1 extra attack in combat, but regenerates at half speed. &lt;br /&gt;
|-&lt;br /&gt;
|calm || Character is under the effects of the Calm spell. Character can&#039;t use berserk.&lt;br /&gt;
|-&lt;br /&gt;
|plague || Character is flagged as plagued. Regeneration is decreased but the player can&#039;t be hit with the Bio 2 spell.&lt;br /&gt;
|-&lt;br /&gt;
|locusts || Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|dark_vision || Character can see anything in any kind of darkness without a light source.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Character is under the effects of Berserk! Character can&#039;t cast spells, everything the character sees is red, and they get a 50% penalty to all saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|swim || Character doesn&#039;t need a boat to enter noswim sector rooms.&lt;br /&gt;
|-&lt;br /&gt;
|regeneration || Character regenerates HP twice as fast!&lt;br /&gt;
|-&lt;br /&gt;
|slow || Character has a chance to simply not attack during combat. 2x-cut and 3x-cut chances are reduced dramatically. Ignored if the mob is flagged off_fast. Character also regenerates at half speed AND spends more MV when traveling.&lt;br /&gt;
|-&lt;br /&gt;
|scarecrow || Character is affected by the Scarecrow spell -- can&#039;t eat, drink, or move, and melee attacks do reduced damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|focus || double mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|motivation || slight movement regeneration&lt;br /&gt;
|-&lt;br /&gt;
|theatrical || takes damage when receiving an affect&lt;br /&gt;
|-&lt;br /&gt;
|frenzy || grants extra attack&lt;br /&gt;
|-&lt;br /&gt;
|vampirism || Like a [[vampire]], the character regenerates mana and mv at half speed, and no hp at all if outdoors during the day. &#039;&#039;Unlike&#039;&#039; a vampire, the character regenerates mana and mv twice as fast at night or indoors!&lt;br /&gt;
|-&lt;br /&gt;
|paralysis|| character has a 1/3 chance to not autoattack each round, and a 1/3 chance to fail to execute any entered command with an mv cost&lt;br /&gt;
|-&lt;br /&gt;
|wildcasting|| character has Wildcasting active (does not grant any inherent skill%)&lt;br /&gt;
|-&lt;br /&gt;
|fast|| no command lag when moving rooms (like vehicle fast)&lt;br /&gt;
|-&lt;br /&gt;
|daze|| character&#039;s skills are worsened to 3/4 of normal. mobs will fail to perform non-mobprog actions in combat (ai retargeting, off flags)&lt;br /&gt;
|-&lt;br /&gt;
|whirlwind || character has Whirlwind active (does not grant any inherent skill%, but also does not apply any hitroll penalty)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SHIELD FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|charge || Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.&lt;br /&gt;
|-&lt;br /&gt;
|sabotaged || Character takes damage when using skills or spells.&lt;br /&gt;
|-&lt;br /&gt;
|hallucinating || Character is under the effects of the Mushroomize spell; all MUD output turns wacky.&lt;br /&gt;
|-&lt;br /&gt;
|terrified || Character may cower helplessly in combat, with a greater chance is the foe&#039;s level is higher than the character&#039;s. Also makes the character try to flee.&lt;br /&gt;
|-&lt;br /&gt;
|haunted || Character is tormented by minighosts.&lt;br /&gt;
|-&lt;br /&gt;
|confused || Character hits itself sometimes in combat.&lt;br /&gt;
|-&lt;br /&gt;
|stat enhancement || Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can&#039;t be affected by another one.&lt;br /&gt;
|-&lt;br /&gt;
|ice shield || Returns 20 to 30% of melee damage as bash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|thorn shield || Returns 20 to 30% of melee damage as pierce-type damage&lt;br /&gt;
|-&lt;br /&gt;
|crystal shield || Returns 20 to 30% of melee damage as slash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|osmosis || Character loses MP steadily. Also decreases MP regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|volta || Character does not auto-attack but has double normal dodge chances.&lt;br /&gt;
|-&lt;br /&gt;
|manashield || Character has Mana Shield permanently up. It will give the &#039;your shield broke&#039; message with every attack if they&#039;re at 0MP but they&#039;ll still take full damage.&lt;br /&gt;
|-&lt;br /&gt;
|kamikaze || Character is going to Detonate. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|zeal || Character fails all saving throws but receives a bonus to damage for each bad affect&lt;br /&gt;
|-&lt;br /&gt;
|bleeding || Character loses HP steadily. Some types of bleeding make you bleed worse than others!&lt;br /&gt;
|-&lt;br /&gt;
|undead || Character is a zombie with a relentless hunger for delicious brains. All text is dark gray, healing spells do damage instead of healing, and the poor bastard doesn&#039;t necessarily die when they drop below 0hp! This is distinct from the undead form flag.&lt;br /&gt;
|-&lt;br /&gt;
|oozaru form || Character is an oozaru and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|double image || Character has a double image. It will take one attack and then vanish.&lt;br /&gt;
|-&lt;br /&gt;
|ink || Character has been inked. Display is all goofed up with large black splotches.&lt;br /&gt;
|-&lt;br /&gt;
|seraph form || Character has seraph form and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|reflect || Spells targetted at the character bounce back the wrong way&lt;br /&gt;
|-&lt;br /&gt;
|surefire casting || Character has surecasting on.&lt;br /&gt;
|-&lt;br /&gt;
|jinx || Character has a 33% chance of dropping any [[weapon]] they&#039;re wielding in any combat round.&lt;br /&gt;
|-&lt;br /&gt;
|leechseed || Character is under the effects of the Leech Seed spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bees || Character is covered in bees which deal periodic damage.&lt;br /&gt;
|-&lt;br /&gt;
|choke || Character is affected by Choke and casts spells at 3/4 the normal strength.&lt;br /&gt;
|-&lt;br /&gt;
|endure || Character cannot be reduced below 1hp.&lt;br /&gt;
|-&lt;br /&gt;
|sheltered || Character is being sheltered by a friendly Templar. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bide || Character is using the skill Bide. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of these affects can&#039;t be applied to a mob&#039;s template, only by spells; homing attack, stat enhancement, extension, kamikaze, short term combat effect, oozaru form, double image, seraph form, Jumi empathy, surefire casting, and leechseed.&lt;br /&gt;
&lt;br /&gt;
===OBJ FLAGS===&lt;br /&gt;
For more details on object types see [[Flags Compendium/Obj Types]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[light]] || Light sources, go in a special &#039;light&#039; slot when equipped no matter what wear flags you use&lt;br /&gt;
|-&lt;br /&gt;
|[[scroll]] || Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses [[Artifice]] skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[wand]] || Can be zapped or used to cast 1 spell a set number of times on a target. Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[staff]] || Can be brandished or used to cast 1 spell a set number of times on all targets in a room! Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[weapon]] || Changes wearer&#039;s melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.&lt;br /&gt;
|-&lt;br /&gt;
|[[treasure]] || No inherent properties, reserved for salable loot.&lt;br /&gt;
|-&lt;br /&gt;
|armor || Modifies wearer&#039;s armor values. Can be equipped anywhere.&lt;br /&gt;
|-&lt;br /&gt;
|[[potion]] || Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[furniture]] || Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[trash]] || No inherent properties, reserved for nonsalable loot.&lt;br /&gt;
|-&lt;br /&gt;
|[[container]] || Object that holds other objects. Can be closable/lockable like a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[drinkcontainer]] || Holds a set quantity of a certain [[liquid]]. Liquids can be replaced with different liquids. Disappears when empty unless NOEXPLODE is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[key]] || Object vanishes on logout, if the player is in a room outside of the item&#039;s source area. Has no other properties.&lt;br /&gt;
|- &lt;br /&gt;
|[[food]] || Can be eaten for food/full value and cast 1 spell on the eater.&lt;br /&gt;
|- &lt;br /&gt;
|[[money]] || Is abstracted into current wealth when picked up by a player. Dropped wealth turns into a money object. The Priest class can sacrifice money to recover mana for 1 MP per 50 silver.&lt;br /&gt;
|- &lt;br /&gt;
|boat || Can be equipped or in base inventory for players to move in water rooms. Defunct.&lt;br /&gt;
|- &lt;br /&gt;
|npccorpse || NPC [[Corpse]]. Reserved.&lt;br /&gt;
|- &lt;br /&gt;
|[[fountain]] || Like a drinkcontainer but the [[liquid]] inside can&#039;t be poisoned. Drinkcontainers can also be &#039;fill&#039;ed from it.&lt;br /&gt;
|- &lt;br /&gt;
|[[pill]] || Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|- &lt;br /&gt;
|protect || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|map || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[portal]] || Objects that can be &#039;entered&#039; to take the character to a set room. Can be closable/lockable like a door.&lt;br /&gt;
|- &lt;br /&gt;
|warpstone || Used to be necessary for the Nexus spell.&lt;br /&gt;
|- &lt;br /&gt;
|roomkey || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|gem || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[jewelry]] || No inherent properties. Used for equippables that aren&#039;t armor.&lt;br /&gt;
|- &lt;br /&gt;
|[[Event Item|event]] || An object with both charges and cooldown capability, which executes an mprog when &#039;zap&#039;ped or &#039;use&#039;d. Uses [[Artifice]] skill.&lt;br /&gt;
|- &lt;br /&gt;
|slotmachine || &amp;lt;s&amp;gt;Type &amp;quot;Game slots&amp;quot; at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template.&amp;lt;/s&amp;gt; Just kidding! Disabled.&lt;br /&gt;
|- &lt;br /&gt;
|gun || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|ammo || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[vehicle]] || Vehicles allow players to consume less movement points as they travel, move faster, and/or travel to rooms they can&#039;t enter on foot.&lt;br /&gt;
|- &lt;br /&gt;
|exit || Uncoded junk. Don&#039;t use. Not the same as a real [[exit]].&lt;br /&gt;
|- &lt;br /&gt;
|[[rod]] || Can be zapped or used to cast 1 spell on a target with a set delay between uses. Must be equipped, any slot is OK. Uses [[Artifice]] skill.&lt;br /&gt;
|}&lt;br /&gt;
====EXTRA FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|glow || Item can be seen in the dark, shows (glowing) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|hum || Item shows (Humming) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|norecharge || Wand, staff, rod, or event can&#039;t be recharged with the Recharge spell. Weapon or armor can&#039;t be enchanted. Light can&#039;t be recharged with the Phlogiston spell.&lt;br /&gt;
|-&lt;br /&gt;
|autoconsume || Item is automatically used as soon as it&#039;s picked up off the ground. Works with [[potions]], [[pills]], and [[artifice]] items.&lt;br /&gt;
|-&lt;br /&gt;
|evil || Item has a red aura if you can detect evil, can be removed with Bless.&lt;br /&gt;
|-&lt;br /&gt;
|invis || Item can only be seen if you have detect invis, and shows (Invis) if you can&lt;br /&gt;
|-&lt;br /&gt;
|magic || Item shows as magic if you can detect magic&lt;br /&gt;
|-&lt;br /&gt;
|nodrop || Item can&#039;t be dropped, can be removed with Bless&lt;br /&gt;
|-&lt;br /&gt;
|bless || Item has a blue aura if you can detect good, can&#039;t be poisoned, and is a little easier to enchant. Is removed by Curse.&lt;br /&gt;
|-&lt;br /&gt;
|anti-good || Item cannot be worn, held, or wielded by characters at or above 350 alignment.&lt;br /&gt;
|-&lt;br /&gt;
|anti-evil || Item cannot be worn, held, or wielded by characters at or below -350 alignment.&lt;br /&gt;
|-&lt;br /&gt;
|anti-neutral || Item cannot be worn, held, or wielded by characters between -350 and 350 alignment.&lt;br /&gt;
|-&lt;br /&gt;
|noremove || Item can&#039;t be removed. This flag is removed by uncursing&lt;br /&gt;
|-&lt;br /&gt;
|inventory || Item is part of a shopkeeper&#039;s inventory and will be sold with infinite quantity left. Also evaporates when the holder dies, like rotdeath.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Item can&#039;t be purged. Use sparingly!&lt;br /&gt;
|-&lt;br /&gt;
|rotdeath || Item poofs when whoever is holding it dies. If a mob dies with one of these, it will vanish.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Item can only be seen by immortals&lt;br /&gt;
|-&lt;br /&gt;
|uncounted || Item doesn&#039;t count against the holder&#039;s carry number or weight capacities.&lt;br /&gt;
|-&lt;br /&gt;
|nonmetal || Item would be unaffected by old versions of the Heat Metal spell, currently does nothing&lt;br /&gt;
|-&lt;br /&gt;
|meltdrop || Item poofs when dropped or stolen. If a mob dies with one of these, it will appear in the room. &lt;br /&gt;
|-&lt;br /&gt;
|decaying || Item loses 1 condition per minute, then disintegrates.&lt;br /&gt;
|-&lt;br /&gt;
|sellextract || Item poofs when sold to shopkeeper -- doesn&#039;t show up in their inventory&lt;br /&gt;
|-&lt;br /&gt;
|nodestroy || (AKA burn_proof in the code for some reason) Item can&#039;t be poisoned, and can&#039;t be destroyed by various item-destroying affects (which I think are disabled)&lt;br /&gt;
|-&lt;br /&gt;
|nouncurse || Item can&#039;t be uncursed. (nodrop, noremove flags)&lt;br /&gt;
|-&lt;br /&gt;
|noecho || On portals, suppresses any echoes about entering or exiting the portal, and the message that displays when a portal disappears due to being out of charges. On decaying objects, suppresses the message when the item is destroyed. On food/pill/artifice objects, suppresses item use messages to others in the same room (but not the user/consumer).&lt;br /&gt;
|-&lt;br /&gt;
|adhesive || Item stays with a player, not on their corpse&lt;br /&gt;
|-&lt;br /&gt;
|nochk || [[Wand]], [[Scroll]], [[Staff]], [[Rod]], and [[Event Item|Event]] items with this flag won&#039;t check a character&#039;s [[artifice]] skill when used, but just always work&lt;br /&gt;
|-&lt;br /&gt;
|noremort || Item can&#039;t be carried through a remort&lt;br /&gt;
|-&lt;br /&gt;
|inert || Item doesn&#039;t appear in rooms its in&lt;br /&gt;
|-&lt;br /&gt;
|noexplode || Wand and staff type item won&#039;t disintegrate when their charges are used up. Drinkcontainers won&#039;t poof when empty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXTRA2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|antihuman || Can&#039;t be equipped by Human race&lt;br /&gt;
|-&lt;br /&gt;
|antimoogle || Can&#039;t be equipped by Moogle race&lt;br /&gt;
|-&lt;br /&gt;
|antisaiyan || Can&#039;t be equipped by Saiyan race&lt;br /&gt;
|-&lt;br /&gt;
|antiesper || Can&#039;t be equipped by Esper race&lt;br /&gt;
|-&lt;br /&gt;
|antihylian || Can&#039;t be equipped by Hylian race&lt;br /&gt;
|-&lt;br /&gt;
|antikokiri || Can&#039;t be equipped by Kokiri race&lt;br /&gt;
|-&lt;br /&gt;
|antigiganto || Can&#039;t be equipped by Giganto race&lt;br /&gt;
|-&lt;br /&gt;
|antimatango || Can&#039;t be equipped by Matango race&lt;br /&gt;
|-&lt;br /&gt;
|antireploid || Can&#039;t be equipped by Reploid race&lt;br /&gt;
|-&lt;br /&gt;
|antikoopa || Can&#039;t be equipped by Koopa race&lt;br /&gt;
|-&lt;br /&gt;
|antipmpkn || Can&#039;t be equipped by Pumpkinhead race&lt;br /&gt;
|-&lt;br /&gt;
|antiknight || Can&#039;t be equipped by Knight class&lt;br /&gt;
|-&lt;br /&gt;
|antiwarrior || Can&#039;t be equipped by Warrior class&lt;br /&gt;
|-&lt;br /&gt;
|antithief || Can&#039;t be equipped by Thief class&lt;br /&gt;
|-&lt;br /&gt;
|antiwizard || Can&#039;t be equipped by Wizard class&lt;br /&gt;
|-&lt;br /&gt;
|antipriest || Can&#039;t be equipped by Priest class&lt;br /&gt;
|-&lt;br /&gt;
|antigeomancer || Can&#039;t be equipped by Geomancer class&lt;br /&gt;
|-&lt;br /&gt;
|antisummoner || Can&#039;t be equipped by Summoner class&lt;br /&gt;
|-&lt;br /&gt;
|antifemale || Can&#039;t be equipped by female characters&lt;br /&gt;
|-&lt;br /&gt;
|antimale || Can&#039;t be equipped by male characters&lt;br /&gt;
|-&lt;br /&gt;
|antineuter || Can&#039;t be equipped by sexless characters&lt;br /&gt;
|-&lt;br /&gt;
|cursed || Item becomes noremove when equipped&lt;br /&gt;
|-&lt;br /&gt;
|unique || Characters can&#039;t pick up one of these if they already have one.&lt;br /&gt;
|-&lt;br /&gt;
|remortable || Item was carried through a remort and won&#039;t vanish on logout if it&#039;s out of the player&#039;s level range.&lt;br /&gt;
|-&lt;br /&gt;
|antinu || Can&#039;t be equipped by Nu race&lt;br /&gt;
|-&lt;br /&gt;
|antikirby || Can&#039;t be equipped by Kirby race&lt;br /&gt;
|-&lt;br /&gt;
|antilobsterman || Can&#039;t be equipped by Lobster race&lt;br /&gt;
|-&lt;br /&gt;
|antiranboob || Can&#039;t be equipped by Ranboob race&lt;br /&gt;
|-&lt;br /&gt;
|antijumi || Can&#039;t be equipped by Jumi race&lt;br /&gt;
|-&lt;br /&gt;
|antidancer || Can&#039;t be equipped by Dancer class&lt;br /&gt;
|-&lt;br /&gt;
|antimob || Can&#039;t be equipped by mobs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE: Old classes are affected by antiwizard, etc, just as new ones are.&lt;br /&gt;
&lt;br /&gt;
====EXTRA3 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|exalted || Can only be equipped by players who have remorted at least once (if remort $n &amp;gt;= 2)&lt;br /&gt;
|-&lt;br /&gt;
|heroic || Can only be equipped by players who have remorted at least five times (if remort $n &amp;gt;= 6)&lt;br /&gt;
|-&lt;br /&gt;
|epic|| Can only be equipped by players who have remorted at least ten times (if remort $n &amp;gt;= 11)&lt;br /&gt;
|-&lt;br /&gt;
|perishable|| Object will disappear on logout if the character is not in the object&#039;s source area.&lt;br /&gt;
|-&lt;br /&gt;
|owned|| Object cannot be equipped unless it shares all name keywords with the character.&lt;br /&gt;
|-&lt;br /&gt;
|eventitem || A consumed food, potion, or pill, or recited scroll item won&#039;t cast a spell, but instead execute a mobprog specified by the item&#039;s data fields (v2, v0, v0, or v0 respectively).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE 1: Objects restricted by number of remorts will also not be saved to unqualified player files when logging out, UNLESS they are somehow also flagged as remortable.&lt;br /&gt;
* NOTE 2: Mobiles cannot remort, so exalted, heroic, and epic objects are effectively also antimob.&lt;br /&gt;
&lt;br /&gt;
===AREA EXFLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|visdeath || Area is not visible on &#039;areas&#039; display.&lt;br /&gt;
|-&lt;br /&gt;
|norecall || No recalling anywhere within this area. Also prevents new Bedit houses, or use of the Summon spell in the room.&lt;br /&gt;
|-&lt;br /&gt;
|nosummon || No summoning within this area.&lt;br /&gt;
|-&lt;br /&gt;
|noweather || Weather is always 0 wind, 0 sky, and the &#039;weather&#039; command fails with no map displayed.&lt;br /&gt;
|-&lt;br /&gt;
|cold_weather || Weather messages mention snow instead of rain, and other tweaks to represent chilly areas.&lt;br /&gt;
|-&lt;br /&gt;
|norandoport || &#039;random&#039; and &#039;buggy&#039; portals will not send characters to rooms in this area.&lt;br /&gt;
|-&lt;br /&gt;
|no_housing || [[Bedit]] is forbidden in this area&lt;br /&gt;
|-&lt;br /&gt;
|restricted_housing || nothing yet&lt;br /&gt;
|-&lt;br /&gt;
|bonusxp || kills in any room in this area grant 1.5x xp, and any mob from this area also grants 1.5x xp; does not stack with itself, but does stack with other xp flags. intended for [[Area of the Month]] areas *only*!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4944</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4944"/>
		<updated>2026-02-14T23:00:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomaff2		if roomaff2 sphinx    - room affect2 check (&#039;? roomaffect2&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objval5&lt;br /&gt;
    objval6&lt;br /&gt;
    objval7&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists 1234	- has the acting character (e.g. $i in event progs) killed a mob of vnum 1234? Only meaningful when the actor is a PC&lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i == 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i == 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
    practices   if practices $n &amp;gt; 4 - practice check&lt;br /&gt;
    trains      if trains $q &amp;gt; 2     - train check&lt;br /&gt;
    dtypedam    if dtypedam $i &amp;gt; 100 - is the damage that triggered a DAMTYPE prog greater than 100?&lt;br /&gt;
&lt;br /&gt;
=== Comparators ===&lt;br /&gt;
Allowed comparison operators are ==, &amp;gt;=, &amp;lt;=, &amp;gt;, &amp;lt;, and !=&lt;br /&gt;
* = by itself will not work&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$D	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
By default, mob echo (and echoat, etc) capitalize the first letter of the echoed text (including if it&#039;s a variable, eg &#039;mob echo $I&#039;). Beginning the echoed text with the &amp;quot;{x&amp;quot; character, which normally cancels color codes, will prevent this automatic capitalization (but won&#039;t force it lowercase). (eg &#039;mob echo {xhello&#039; or &#039;mob echo {x$I&#039;)&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the acting mob or player.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. &amp;lt;del&amp;gt;Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Edit: this is seemingly incorrect -- see mobprog 3271, associated with eventitem 3236.)&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Eightfold&#039;s annoying details:&#039;&#039; the values of variables in a mob force command may be from the &amp;quot;perspective&amp;quot; of either the &#039;&#039;forcing&#039;&#039; mob or the &#039;&#039;forced&#039;&#039; mob. &lt;br /&gt;
For instance, if a roly does &amp;quot;force imp say $I&amp;quot;, then the imp will say &amp;quot;roly&amp;quot;: for the command &amp;quot;say,&amp;quot; $i is determined by the forc*ing* mob (the roly).&lt;br /&gt;
However, if a roly does &amp;quot;force imp mob remember $i&amp;quot; and then the imp does &amp;quot;say $Q&amp;quot;, the imp will say &amp;quot;imp&amp;quot;: for the command &amp;quot;mob remember,&amp;quot; $i is determined by the forc*ed* mob (the imp). An incomplete list of each type:&lt;br /&gt;
&lt;br /&gt;
* Variables determined by forc*ing* mob: say, mob echo, mob face, mob cast&lt;br /&gt;
* Variables determined by forc*ed* mob: mob remember, mob call&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution. --Eightfold)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog &amp;lt;argument&amp;gt;&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
;MOVE: mob move &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
Reduces the movement points of one character (or everyone in the room) by a random amount. It does &#039;not&#039; move anyone to another room.&lt;br /&gt;
&lt;br /&gt;
;HEAL: mob heal &amp;lt;target&amp;gt; &amp;lt;msgToTarget&amp;gt; &amp;lt;msgToRoom&amp;gt; &amp;lt;dice1&amp;gt; &amp;lt;dice2&amp;gt;&lt;br /&gt;
Heals one character in the mob’s room by a random amount (dice1 d dice2) and prints messages.&lt;br /&gt;
* Will restore HP to undead/zombified mobs or players, and not harm them.&lt;br /&gt;
* Will trigger distribute, and any overflow will skip undead allies.&lt;br /&gt;
&lt;br /&gt;
;WIZNET: mob wiznet &amp;lt;string&amp;gt;&lt;br /&gt;
Sends a message to the staff-only wiznet for debugging or other purposes. Uses the &#039;penalties&#039; wiznet channel.&lt;br /&gt;
&lt;br /&gt;
;GHOSTWRITER: mob ghostwriter&lt;br /&gt;
Calls the global ghostwriter routine exactly once; only Ushumgallu (vnum 18250) should use this.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4943</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4943"/>
		<updated>2026-02-14T02:34:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomaff2		if roomaff2 sphinx    - room affect2 check (&#039;? roomaffect2&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objval5&lt;br /&gt;
    objval6&lt;br /&gt;
    objval7&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists 1234	- has the acting character (e.g. $i in event progs) killed a mob of vnum 1234? Only meaningful when the actor is a PC&lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i == 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i == 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
    practices   if practices $n &amp;gt; 4 - practice check&lt;br /&gt;
    trains      if trains $q &amp;gt; 2     - train check&lt;br /&gt;
    dtypedam    if dtypedam $i &amp;gt; 100 - is the damage that triggered a DAMTYPE prog greater than 100?&lt;br /&gt;
&lt;br /&gt;
=== Comparators ===&lt;br /&gt;
Allowed comparison operators are ==, &amp;gt;=, &amp;lt;=, &amp;gt;, &amp;lt;, and !=&lt;br /&gt;
* = by itself will not work&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$D	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
By default, mob echo (and echoat, etc) capitalize the first letter of the echoed text (including if it&#039;s a variable, eg &#039;mob echo $I&#039;). Beginning the echoed text with the &amp;quot;{x&amp;quot; character, which normally cancels color codes, will prevent this automatic capitalization (but won&#039;t force it lowercase). (eg &#039;mob echo {xhello&#039; or &#039;mob echo {x$I&#039;)&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the acting mob or player.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. &amp;lt;del&amp;gt;Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Edit: this is seemingly incorrect -- see mobprog 3271, associated with eventitem 3236.)&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Eightfold&#039;s annoying details:&#039;&#039; the values of variables in a mob force command may be from the &amp;quot;perspective&amp;quot; of either the &#039;&#039;forcing&#039;&#039; mob or the &#039;&#039;forced&#039;&#039; mob. &lt;br /&gt;
For instance, if a roly does &amp;quot;force imp say $I&amp;quot;, then the imp will say &amp;quot;roly&amp;quot;: for the command &amp;quot;say,&amp;quot; $i is determined by the forc*ing* mob (the roly).&lt;br /&gt;
However, if a roly does &amp;quot;force imp mob remember $i&amp;quot; and then the imp does &amp;quot;say $Q&amp;quot;, the imp will say &amp;quot;imp&amp;quot;: for the command &amp;quot;mob remember,&amp;quot; $i is determined by the forc*ed* mob (the imp). An incomplete list of each type:&lt;br /&gt;
&lt;br /&gt;
* Variables determined by forc*ing* mob: say, mob echo, mob face, mob cast&lt;br /&gt;
* Variables determined by forc*ed* mob: mob remember, mob call&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution. --Eightfold)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog &amp;lt;argument&amp;gt;&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
;MOVE: mob move &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
Reduces the movement points of one character (or everyone in the room) by a random amount. It does &#039;not&#039; move anyone to another room.&lt;br /&gt;
&lt;br /&gt;
;HEAL: mob heal &amp;lt;target&amp;gt; &amp;lt;msgToTarget&amp;gt; &amp;lt;msgToRoom&amp;gt; &amp;lt;dice1&amp;gt; &amp;lt;dice2&amp;gt;&lt;br /&gt;
Heals one character in the mob’s room by a random amount (dice1 d dice2) and prints messages.&lt;br /&gt;
* Will restore HP to undead/zombified mobs or players, and not harm them.&lt;br /&gt;
* Will trigger distribute, and any overflow will skip undead allies.&lt;br /&gt;
&lt;br /&gt;
;WIZNET: mob wiznet &amp;lt;string&amp;gt;&lt;br /&gt;
Sends a message to the staff-only wiznet for debugging or other purposes. Uses the &#039;penalties&#039; wiznet channel.&lt;br /&gt;
&lt;br /&gt;
;GHOSTWRITER: mob ghostwriter&lt;br /&gt;
Calls the global ghostwriter routine exactly once; only Ushumgallu (vnum 18250) should use this.&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Bedit&amp;diff=4942</id>
		<title>Bedit</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Bedit&amp;diff=4942"/>
		<updated>2026-02-04T03:44:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: Redirected page to BEdit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[BEdit]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=4941</id>
		<title>Flags Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=4941"/>
		<updated>2026-02-04T03:43:57Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FLAGS COMPENDIUM==&lt;br /&gt;
===ROOM FLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|dark || Need a light source &lt;br /&gt;
|-&lt;br /&gt;
|always_night || Room is always night; sun never rises, &#039;look sky&#039; always shows stars.&lt;br /&gt;
|-&lt;br /&gt;
|no_mob || Mobs won&#039;t wander in here. Mobs on scripts and charmies are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Won&#039;t see [[weather]] or [[time|sunrise/set messages]]&lt;br /&gt;
|-&lt;br /&gt;
|private || Entry is restricted to players whose names are in the owner list, if an owner list is set. Otherwise, occupancy is limited to two (non-inert, non-visdeath) characters&lt;br /&gt;
|-&lt;br /&gt;
|arena || Players don&#039;t leave corpses or lose XP when they die. Players also don&#039;t lose XP for fleeing combat.&lt;br /&gt;
|-&lt;br /&gt;
|safe || No fighting allowed&lt;br /&gt;
|-&lt;br /&gt;
|solitary || One person at a time&lt;br /&gt;
|-&lt;br /&gt;
|pet_shop || Can buy pets here. Pet cost is the &#039;wealth&#039; of the mob, but purchased pets will be flat broke. Builders should reset the pet mobs into next room vnum.&lt;br /&gt;
|-&lt;br /&gt;
|no_recall || Can&#039;t recall from here. Also prevents new Bedit houses, or use of the Summon spell in the room.&lt;br /&gt;
|-&lt;br /&gt;
|imp_only || MTS only&lt;br /&gt;
|-&lt;br /&gt;
|gods_only || Staff only&lt;br /&gt;
|-&lt;br /&gt;
|heroes_only || Also Staff only&lt;br /&gt;
|-&lt;br /&gt;
|newbies_only || Level 5 or less only&lt;br /&gt;
|-&lt;br /&gt;
|law || Prevents use of Charm, Tame, and Hypnotize spells (for some reason). Other stock ROM effects have been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|nowhere || Can&#039;t Scan into this room&lt;br /&gt;
|-&lt;br /&gt;
|wilderness || Was supposed to involve some sort of overworld map? Doesn&#039;t do anything now.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_1 || Room has +1 level of overgrowth.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_2 || Room has +2 levels of overgrowth. This can stack with overgrown_1.&lt;br /&gt;
|-&lt;br /&gt;
|always_day || Room is always day; sun never sets, &#039;look sky&#039; shows the sun.&lt;br /&gt;
|-&lt;br /&gt;
|lit || Room is always lit, don&#039;t require a light.&lt;br /&gt;
|}&lt;br /&gt;
====SECTOR====&lt;br /&gt;
{|&lt;br /&gt;
!Sector !! Movement Rate !! Properties !! Geomance Element !! Dance Element&lt;br /&gt;
|-&lt;br /&gt;
|Inside || 4 || Stays lit at night || Pierce || No effect&lt;br /&gt;
|-&lt;br /&gt;
|City || 4 || Stays lit at night || Bash || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Field || 4 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Forest || 6 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Hills || 6 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Mountain || 8 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Water (swim) || 4 || || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Water (noswim) || 8 || Can&#039;t enter without a boat or the Swim affect || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Unused || 1 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Air || 4 || Can&#039;t enter without the Float affect || Wind || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Desert || 8 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Rock || 4 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Road || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Enter || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Snow || 8 || || Cold || Cold&lt;br /&gt;
|-&lt;br /&gt;
|Swamp || 8 || || Water || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Jungle || 8 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Ruins || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Mount2 || 16 || || Earth || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Coastal || 4 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Developed || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Void || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Lava || 8 || || Fire || Fire&lt;br /&gt;
|-&lt;br /&gt;
|Organic || 8 || || Acid || Acid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Exits|EXITS]]====&lt;br /&gt;
{|&lt;br /&gt;
|door || Exit has a door -- Required for most other exit flags&lt;br /&gt;
|-&lt;br /&gt;
|closed || Door resets to closed&lt;br /&gt;
|-&lt;br /&gt;
|locked || Door resets to locked&lt;br /&gt;
|-&lt;br /&gt;
|pickproof || Door can&#039;t be picked&lt;br /&gt;
|-&lt;br /&gt;
|nopass || Door can&#039;t be Pass Door&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|easy || Chance to pick is doubled -- stacks with infuriating, cancels out hard&lt;br /&gt;
|-&lt;br /&gt;
|hard || Chance to pick is halved -- stacks with infuriating, cancels out easy&lt;br /&gt;
|-&lt;br /&gt;
|infuriating || Chance to pick is cut to 1/8 -- stacks with easy or hard&lt;br /&gt;
|-&lt;br /&gt;
|noclose || Door can&#039;t be closed&lt;br /&gt;
|-&lt;br /&gt;
|nolock || Door can&#039;t be locked&lt;br /&gt;
|-&lt;br /&gt;
|hidden || Exit can&#039;t be seen by normal means&lt;br /&gt;
|-&lt;br /&gt;
|swim || Only players who can fly or swim, or are on a flying or seaworthy [[vehicle]] can pass.&lt;br /&gt;
|-&lt;br /&gt;
|fly || Only players who can fly or are on a flying [[vehicle]] can pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MOB FLAGS===&lt;br /&gt;
*Mobs with the None [[damage type]] will randomly have Slash, Pound, or Pierce.&lt;br /&gt;
&lt;br /&gt;
====FORM FLAGS====&lt;br /&gt;
Most of these don&#039;t do anything. The ones that have a coded effect are listed below!&lt;br /&gt;
{|&lt;br /&gt;
|edible || Mob&#039;s parts are edible, and the corpse can be butchered into meat.&lt;br /&gt;
|-&lt;br /&gt;
|poison || Mob&#039;s edible parts are poisonous, and meat butchered from the corpse will be poisoned. Bloodsucking will poison the bloodsucker.&lt;br /&gt;
|-&lt;br /&gt;
|instant_decay || Mob doesn&#039;t leave a corpse at all. (Note: This means items on the mob are lost as well.)&lt;br /&gt;
|-&lt;br /&gt;
|animal || Mob is affected by the Tame spell.&lt;br /&gt;
|-&lt;br /&gt;
| || Mobs with any of the mammal, bird, reptile, amphibian, fish, or snake form flags can also be Tamed.&lt;br /&gt;
|-&lt;br /&gt;
|sentient || Mob is affected by the Hypnotize spell and can be haggled with if it&#039;s a shopkeeper.&lt;br /&gt;
|-&lt;br /&gt;
|undead || Mob takes extra non-elemental damage from weapons with disrupting weapon flag.&lt;br /&gt;
|-&lt;br /&gt;
|cold_blood || Mob has blood that can be bloodsuck&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|warm_blood || Mob can be seen in the dark by characters with Infrared and can be bloodsuck&#039;d.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====PART FLAGS / WEARLOCS====&lt;br /&gt;
Mob parts determine what equipment it can wear.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Body part flag !! Wearloc !! Other effect&lt;br /&gt;
|-&lt;br /&gt;
|head || head, neck (x2), face, shoulders* || severable&lt;br /&gt;
|-&lt;br /&gt;
|arms || || severable&lt;br /&gt;
|-&lt;br /&gt;
|legs || legs, waist* || severable&lt;br /&gt;
|-&lt;br /&gt;
|heart || || severable&lt;br /&gt;
|-&lt;br /&gt;
|brains || || severable, zombie food&lt;br /&gt;
|-&lt;br /&gt;
|guts || body, about || severable, always poisoned&lt;br /&gt;
|-&lt;br /&gt;
|hands || hands, wield, shield, wrist (x2), arms*&lt;br /&gt;
|-&lt;br /&gt;
|feet || feet&lt;br /&gt;
|-&lt;br /&gt;
|fingers || finger (x2)&lt;br /&gt;
|-&lt;br /&gt;
|ear&lt;br /&gt;
|-&lt;br /&gt;
|eye&lt;br /&gt;
|-&lt;br /&gt;
|long_tongue&lt;br /&gt;
|-&lt;br /&gt;
|eyestalks&lt;br /&gt;
|-&lt;br /&gt;
|tentacles&lt;br /&gt;
|-&lt;br /&gt;
|fins&lt;br /&gt;
|-&lt;br /&gt;
|wings&lt;br /&gt;
|-&lt;br /&gt;
|tail&lt;br /&gt;
|-&lt;br /&gt;
|claws&lt;br /&gt;
|-&lt;br /&gt;
|fangs&lt;br /&gt;
|-&lt;br /&gt;
|horns&lt;br /&gt;
|-&lt;br /&gt;
|scales&lt;br /&gt;
|-&lt;br /&gt;
|tusks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or in other words,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Wearloc !! Required Part flag&lt;br /&gt;
|-&lt;br /&gt;
|take || none (aka can be put in a mob/player inventory -- not actually a wearloc)&lt;br /&gt;
|-&lt;br /&gt;
|finger || fingers&lt;br /&gt;
|-&lt;br /&gt;
|neck || head&lt;br /&gt;
|-&lt;br /&gt;
|body || guts&lt;br /&gt;
|-&lt;br /&gt;
|head || head&lt;br /&gt;
|-&lt;br /&gt;
|legs || legs&lt;br /&gt;
|-&lt;br /&gt;
|feet || feet&lt;br /&gt;
|-&lt;br /&gt;
|hands || hands&lt;br /&gt;
|-&lt;br /&gt;
|arms || hands&lt;br /&gt;
|-&lt;br /&gt;
|shield || hands&lt;br /&gt;
|-&lt;br /&gt;
|about || guts&lt;br /&gt;
|-&lt;br /&gt;
|waist || legs&lt;br /&gt;
|-&lt;br /&gt;
|wrist || hands&lt;br /&gt;
|-&lt;br /&gt;
|shoulders || head&lt;br /&gt;
|-&lt;br /&gt;
|wield || hands&lt;br /&gt;
|-&lt;br /&gt;
|hold || none&lt;br /&gt;
|-&lt;br /&gt;
|nosac || not actually a wearloc&lt;br /&gt;
|-&lt;br /&gt;
|wearfloat || none&lt;br /&gt;
|-&lt;br /&gt;
|face || head&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The waist, arms, and shoulders slots are defunct and &#039;&#039;SHALL NOT&#039;&#039; BE USED for normal equipment&lt;br /&gt;
* The Brawling warrior style has special attacks that only execute if the opponent has certain parts; eye, tail, feet, or arms.&lt;br /&gt;
* The guts, head, heart, arms, legs, and brains parts can cause dismembered mob organs to be created when the mob dies.&lt;br /&gt;
* A mob requires the brains part in order to take any damage from the Brainbuster spell.&lt;br /&gt;
* &#039;&#039;&#039;A mob without hands cannot use weapons or equip shields.&#039;&#039;&#039;&lt;br /&gt;
* Items which do not have the Take flag can&#039;t be sacrificed, so it is redundant to put nosac on these items also.&lt;br /&gt;
* Items without a Take flag can&#039;t be held by players or mobs at all. Avoid resetting these onto mobs or trying to have mobs oload them.&lt;br /&gt;
&lt;br /&gt;
====ACT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|sentinel || Mob won&#039;t wander between rooms (although it can still move if instructed to by an mprog).&lt;br /&gt;
|-&lt;br /&gt;
|scavenger || Mob will pick up takeable objects in the room, starting with the most valuable.&lt;br /&gt;
|-&lt;br /&gt;
|inert || Mob can&#039;t be seen in the room (but can still be interacted with).&lt;br /&gt;
|-&lt;br /&gt;
|omnisight || Mob can see everyone despite invisibility etc but can&#039;t necessarily see in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|aggressive || should target a random PC, not more than 5 levels higher than the mob, chosen from an entire group entering the room at once - may be funky with portals&lt;br /&gt;
|-&lt;br /&gt;
|stay_area || Mob won&#039;t wander outside the area it was reset into.&lt;br /&gt;
|-&lt;br /&gt;
|wimpy || Mob will try to flee from combat at 20% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|pet || Mob is a pet? Probably reserved for pet code. Don&#039;t use this.&lt;br /&gt;
|-&lt;br /&gt;
|train || Players can Train at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|practice || Players can Practice at this mob -- defunct&lt;br /&gt;
|-&lt;br /&gt;
|passive || Mob doesn&#039;t fight back with autoattacks, its current health isn&#039;t visible when you &#039;look&#039; at it, nor will Peek work on it.&lt;br /&gt;
|-&lt;br /&gt;
|hyper || Mob wanders around real fast.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Mob can only be seen by immortals and can&#039;t be interacted with by players.&lt;br /&gt;
|-&lt;br /&gt;
|mage || Mob gets -5 to Saves&lt;br /&gt;
|-&lt;br /&gt;
|thief || Mob has the Smokescreen skill&lt;br /&gt;
|-&lt;br /&gt;
|warrior || Mob has the Shield Block skill&lt;br /&gt;
|-&lt;br /&gt;
|noalign || Mob won&#039;t affect player alignment at all when killed.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Mob can&#039;t be purged by immortals (the Mob Purge command from a mob can still affect these).&lt;br /&gt;
|-&lt;br /&gt;
|outdoors || Mob won&#039;t wander into Indoor flagged rooms.&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Mob won&#039;t wander outdoors.&lt;br /&gt;
|-&lt;br /&gt;
|healer || Mob offers hardcoded heal-for-cash services (EG Selan).&lt;br /&gt;
|-&lt;br /&gt;
|gain || Doesn&#039;t do anything -- in stock ROM allows for gaining new skills.&lt;br /&gt;
|-&lt;br /&gt;
|update_always || Mob does things even when no player in the area. Avoid using this as it spikes CPU usage badly.&lt;br /&gt;
|-&lt;br /&gt;
|changer || Mob is a [[bank]].&lt;br /&gt;
|-&lt;br /&gt;
|hyper_res || Mob takes 1/4 damage from sources it resists (instead of 2/3) and double damage from sources it&#039;s vulnerable to (instead of 3/2).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes on wandering mobs:&lt;br /&gt;
* When mobs try to move, they make three attempts. Each attempt, they pick a random exit in the room and then look at it more closely. If they can&#039;t move, they try again. If they can move, they do.&lt;br /&gt;
* Mobs will not wander through closed doors (even if affected by pass_door) or into no_mob rooms.&lt;br /&gt;
* Mobs with the stay_area flag will not wander between areas (which area its&#039; vnum is in doesn&#039;t matter).&lt;br /&gt;
* Mobs with the Outdoors flag won&#039;t wander into Indoors rooms. Mobs with the Indoors flag won&#039;t wander into rooms that aren&#039;t flagged Indoors.&lt;br /&gt;
* Only Flying mobs will move into Air sector rooms. Only mobs with the Swim affect will move into any sort of water room.&lt;br /&gt;
&lt;br /&gt;
====ACT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|doublexp || Mob gives double XP.&lt;br /&gt;
|-&lt;br /&gt;
|halfxp || Mob gives half XP.&lt;br /&gt;
|-&lt;br /&gt;
|noxp || Mob gives no XP.&lt;br /&gt;
|-&lt;br /&gt;
|noparts || Mob leaves no parts when killed.&lt;br /&gt;
|-&lt;br /&gt;
|sociable || Mob talks to or slaps people that use socials on it.&lt;br /&gt;
|-&lt;br /&gt;
|aquatic || Mob won&#039;t wander outside water rooms.&lt;br /&gt;
|-&lt;br /&gt;
|xpandahalf || Mob gives 1.5x XP.&lt;br /&gt;
|-&lt;br /&gt;
|adept || Mob uses skills at 100% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|inept || Mob uses skills at 50% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|carryall || Mob has no weight or item# limits.&lt;br /&gt;
|-&lt;br /&gt;
|priority || Mob will be targetted first by opponents with the AI_1 flag.&lt;br /&gt;
|-&lt;br /&gt;
|antihyper || Mob wanders especially slowly.&lt;br /&gt;
|-&lt;br /&gt;
|parsename || Mob will have a unique name as its first name when it resets.&lt;br /&gt;
|-&lt;br /&gt;
|noattack || Mob can&#039;t be attacked by anyone.&lt;br /&gt;
|-&lt;br /&gt;
|necromancer || Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.&lt;br /&gt;
|-&lt;br /&gt;
|raidmob || Mob can be attacked by anyone with no regard to &#039;kill stealing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|carrynone || Mob can&#039;t pick up or be given items&lt;br /&gt;
|-&lt;br /&gt;
|passivelite || Mob won&#039;t auto-attack but still has visible health and such&lt;br /&gt;
|-&lt;br /&gt;
|ally || Is treated as a PC for some attack-safety purposes -- EG Ally mobs won&#039;t hit other Ally mobs with area attacks&lt;br /&gt;
|-&lt;br /&gt;
|shopkeepitems || Shop will not slowly discard items sold to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====OFF FLAGS====&lt;br /&gt;
A lot of these are affected by the adept/inept Act flags&lt;br /&gt;
{|&lt;br /&gt;
|area_attack || Mob hits everything that&#039;s fighting it with its normal attacks.&lt;br /&gt;
|-&lt;br /&gt;
|backstab || Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don&#039;t aggro, so it does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|bash || Mob has a 12.5% chance of using the bash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Mob has a 12.5% chance of using the berserk skill, if it&#039;s not lagged and isn&#039;t already berserk.&lt;br /&gt;
|-&lt;br /&gt;
|disarm || Mob has a 12.5% chance of using the disarm skill, if it&#039;s not lagged. The mob needs a [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|dodge || Mob can dodge melee attacks as a player with the dodge skill at 75%.&lt;br /&gt;
|-&lt;br /&gt;
|fade || Doesn&#039;t do anything.&lt;br /&gt;
|-&lt;br /&gt;
|fast || Mob attacks twice always, doesn&#039;t stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.&lt;br /&gt;
|-&lt;br /&gt;
|kick || Mob has a 12.5% chance of using the kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|dirt_kick || Mob has a 12.5% chance of using the dirt kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|parry || Mob can parry attacks; works half as often with no [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|rescue || Mob will try to rescue the target of its target, if that target is at 50% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|gasbreath || Mob has a 12.5% chance of using the Sour Mouth spell, but with no lag or mana cost (will expend a Charge though)&lt;br /&gt;
|-&lt;br /&gt;
|trip || Mob has a 12.5% chance of using the trip skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|crush || Mob has a 12.5% chance of using the smash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|assist_all || Mob will assist all other &#039;&#039;&#039;mobs&#039;&#039;&#039; that it sees fighting.&lt;br /&gt;
|-&lt;br /&gt;
|assist_align || Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.&lt;br /&gt;
|-&lt;br /&gt;
|assist_race || Mob will assist other mobs of the same race.&lt;br /&gt;
|-&lt;br /&gt;
|assist_players || Mob will assist players as long as the player isn&#039;t more than 5 levels above them. This has precedence over the other assist flags.&lt;br /&gt;
|-&lt;br /&gt;
|assist_leader || If following someone, mob will assist its leader.&lt;br /&gt;
|-&lt;br /&gt;
|assist_vnum || Mob will assist mobs of the same vnum.&lt;br /&gt;
|-&lt;br /&gt;
|second_attack || Mob has the 2x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|third_attack || Mob has the 3x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|ai_retargeting || Mob will aggro onto players that have recently fled from it, and selectively hit targets with the Priority act flag. If the mob&#039;s attacks are ineffective, it will re-target randomly to another member of the same group.&lt;br /&gt;
|-&lt;br /&gt;
|ai_flees || Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it&#039;s immune to the appropriate damage type.&lt;br /&gt;
|-&lt;br /&gt;
|ai_rests || Mob will rest when injured (hp&amp;lt;50%), stand up when it&#039;s recovered (hp&amp;gt;75%).&lt;br /&gt;
|-&lt;br /&gt;
|ai_potiondrinker || Mob will semi-intelligently &amp;quot;quaff&amp;quot; defensive and healing type potions in its inventory during combat, if it did not take another non-mobprog action in the round.&lt;br /&gt;
|}&lt;br /&gt;
* Only one of the various 12.5% flags can trigger in any given round. A mob will all eight will try to use one (and only one) every single round.&lt;br /&gt;
&lt;br /&gt;
====BEHAV FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|random_innate || Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_resist || Mob randomly resists one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_resist || Mob randomly resists one or two non-physical elements.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_vuln || Mob is randomly vulnerable to one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_vuln || Mob is randomly vulnerable to one or two non-physical elements.&lt;br /&gt;
|-&lt;br /&gt;
|travelingpet || Mob will automatically teleport to its master as long as it has one, and will otherwise despawn itself unless it is inside of a petshop room.&lt;br /&gt;
|-&lt;br /&gt;
|broke || Mob will spawn with zero gold and zero silver, no matter what wealth value is set on its template.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|blind || Character can&#039;t see anything! Mobs ignore this flag so their mobprogs work&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|invisible || Character can only be seen and targetted by things with detect_invis.&lt;br /&gt;
|-&lt;br /&gt;
|detect_evil || Character sees evil objects and characters with a red aura.&lt;br /&gt;
|-&lt;br /&gt;
|detect_invis || Character can see invisible objects and characters, and knows they&#039;re invisible.&lt;br /&gt;
|-&lt;br /&gt;
|detect_magic || Character sees a blue aura around magical objects.&lt;br /&gt;
|-&lt;br /&gt;
|detect_hidden || Character can see hidden objects and characters, and knows they&#039;re hidden.&lt;br /&gt;
|-&lt;br /&gt;
|detect_good || Character sees good objects and characters with a gold aura.&lt;br /&gt;
|-&lt;br /&gt;
|sanctuary || Character is permanently under the effects of Nayru&#039;s Love (half damage from everything).&lt;br /&gt;
|-&lt;br /&gt;
|faerie_fire || Character has a pink aura. Negates invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|infrared || Character can see warm_blood mobs in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|curse || Character is flagged as cursed. All skill effectiveness is reduced by 15% while this flag is applied, but the character is immune to the Curse spell.&lt;br /&gt;
|-&lt;br /&gt;
|solidified || Character is completely frozen!&lt;br /&gt;
|-&lt;br /&gt;
|poison || Character is flagged as poisoned. This flag has no affect on stats but the character can&#039;t be poisoned again. Regeneration is decreased while this flag is applied, however.&lt;br /&gt;
|-&lt;br /&gt;
|protect_evil || Character takes 2/3 damage from evil foes.&lt;br /&gt;
|-&lt;br /&gt;
|protect_good || Character takes 2/3 damage from good foes.&lt;br /&gt;
|-&lt;br /&gt;
|sneak || Character doesn&#039;t generate echoes when moving from room to room. Triggers GRALL but not GREET progs.&lt;br /&gt;
|-&lt;br /&gt;
|hide || Character is hiding. Using any command removes this effect.&lt;br /&gt;
|-&lt;br /&gt;
|sleep || Character is under the effects of &#039;&#039;permanent&#039;&#039; magical sleep!!&lt;br /&gt;
|-&lt;br /&gt;
|charm || Character is under the effects of a Charm spell. Don&#039;t use.&lt;br /&gt;
|-&lt;br /&gt;
|flying || Character is flying: reduced MV costs everywhere (by 1 per room), can travel into air sector rooms, and doesn&#039;t need a boat to travel into noswim sector rooms. Also immune to Trip and Earthquake.&lt;br /&gt;
|-&lt;br /&gt;
|pass_door || Character can walk through some closed doors.&lt;br /&gt;
|-&lt;br /&gt;
|haste || Character is under the effects of Haste: &#039;&#039;&#039;always&#039;&#039;&#039; gets exactly 1 extra attack in combat, but regenerates at half speed. &lt;br /&gt;
|-&lt;br /&gt;
|calm || Character is under the effects of the Calm spell. Character can&#039;t use berserk.&lt;br /&gt;
|-&lt;br /&gt;
|plague || Character is flagged as plagued. Regeneration is decreased but the player can&#039;t be hit with the Bio 2 spell.&lt;br /&gt;
|-&lt;br /&gt;
|locusts || Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|dark_vision || Character can see anything in any kind of darkness without a light source.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Character is under the effects of Berserk! Character can&#039;t cast spells, everything the character sees is red, and they get a 50% penalty to all saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|swim || Character doesn&#039;t need a boat to enter noswim sector rooms.&lt;br /&gt;
|-&lt;br /&gt;
|regeneration || Character regenerates HP twice as fast!&lt;br /&gt;
|-&lt;br /&gt;
|slow || Character has a chance to simply not attack during combat. 2x-cut and 3x-cut chances are reduced dramatically. Ignored if the mob is flagged off_fast. Character also regenerates at half speed AND spends more MV when traveling.&lt;br /&gt;
|-&lt;br /&gt;
|scarecrow || Character is affected by the Scarecrow spell -- can&#039;t eat, drink, or move, and melee attacks do reduced damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|focus || double mana regeneration&lt;br /&gt;
|-&lt;br /&gt;
|motivation || slight movement regeneration&lt;br /&gt;
|-&lt;br /&gt;
|theatrical || takes damage when receiving an affect&lt;br /&gt;
|-&lt;br /&gt;
|frenzy || grants extra attack&lt;br /&gt;
|-&lt;br /&gt;
|vampirism || Like a [[vampire]], the character regenerates mana and mv at half speed, and no hp at all if outdoors during the day. &#039;&#039;Unlike&#039;&#039; a vampire, the character regenerates mana and mv twice as fast at night or indoors!&lt;br /&gt;
|-&lt;br /&gt;
|paralysis|| character has a 1/3 chance to not autoattack each round, and a 1/3 chance to fail to execute any entered command with an mv cost&lt;br /&gt;
|-&lt;br /&gt;
|wildcasting|| character has Wildcasting active (does not grant any inherent skill%)&lt;br /&gt;
|-&lt;br /&gt;
|fast|| no command lag when moving rooms (like vehicle fast)&lt;br /&gt;
|-&lt;br /&gt;
|daze|| character&#039;s skills are worsened to 3/4 of normal. mobs will fail to perform non-mobprog actions in combat (ai retargeting, off flags)&lt;br /&gt;
|-&lt;br /&gt;
|whirlwind || character has Whirlwind active (does not grant any inherent skill%, but also does not apply any hitroll penalty)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SHIELD FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|charge || Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.&lt;br /&gt;
|-&lt;br /&gt;
|sabotaged || Character takes damage when using skills or spells.&lt;br /&gt;
|-&lt;br /&gt;
|hallucinating || Character is under the effects of the Mushroomize spell; all MUD output turns wacky.&lt;br /&gt;
|-&lt;br /&gt;
|terrified || Character may cower helplessly in combat, with a greater chance is the foe&#039;s level is higher than the character&#039;s. Also makes the character try to flee.&lt;br /&gt;
|-&lt;br /&gt;
|haunted || Character is tormented by minighosts.&lt;br /&gt;
|-&lt;br /&gt;
|confused || Character hits itself sometimes in combat.&lt;br /&gt;
|-&lt;br /&gt;
|stat enhancement || Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can&#039;t be affected by another one.&lt;br /&gt;
|-&lt;br /&gt;
|ice shield || Returns 20 to 30% of melee damage as bash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|thorn shield || Returns 20 to 30% of melee damage as pierce-type damage&lt;br /&gt;
|-&lt;br /&gt;
|crystal shield || Returns 20 to 30% of melee damage as slash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|osmosis || Character loses MP steadily. Also decreases MP regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|volta || Character does not auto-attack but has double normal dodge chances.&lt;br /&gt;
|-&lt;br /&gt;
|manashield || Character has Mana Shield permanently up. It will give the &#039;your shield broke&#039; message with every attack if they&#039;re at 0MP but they&#039;ll still take full damage.&lt;br /&gt;
|-&lt;br /&gt;
|kamikaze || Character is going to Detonate. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|zeal || Character fails all saving throws but receives a bonus to damage for each bad affect&lt;br /&gt;
|-&lt;br /&gt;
|bleeding || Character loses HP steadily. Some types of bleeding make you bleed worse than others!&lt;br /&gt;
|-&lt;br /&gt;
|undead || Character is a zombie with a relentless hunger for delicious brains. All text is dark gray, healing spells do damage instead of healing, and the poor bastard doesn&#039;t necessarily die when they drop below 0hp! This is distinct from the undead form flag.&lt;br /&gt;
|-&lt;br /&gt;
|oozaru form || Character is an oozaru and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|double image || Character has a double image. It will take one attack and then vanish.&lt;br /&gt;
|-&lt;br /&gt;
|ink || Character has been inked. Display is all goofed up with large black splotches.&lt;br /&gt;
|-&lt;br /&gt;
|seraph form || Character has seraph form and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|reflect || Spells targetted at the character bounce back the wrong way&lt;br /&gt;
|-&lt;br /&gt;
|surefire casting || Character has surecasting on.&lt;br /&gt;
|-&lt;br /&gt;
|jinx || Character has a 33% chance of dropping any [[weapon]] they&#039;re wielding in any combat round.&lt;br /&gt;
|-&lt;br /&gt;
|leechseed || Character is under the effects of the Leech Seed spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bees || Character is covered in bees which deal periodic damage.&lt;br /&gt;
|-&lt;br /&gt;
|choke || Character is affected by Choke and casts spells at 3/4 the normal strength.&lt;br /&gt;
|-&lt;br /&gt;
|endure || Character cannot be reduced below 1hp.&lt;br /&gt;
|-&lt;br /&gt;
|sheltered || Character is being sheltered by a friendly Templar. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bide || Character is using the skill Bide. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of these affects can&#039;t be applied to a mob&#039;s template, only by spells; homing attack, stat enhancement, extension, kamikaze, short term combat effect, oozaru form, double image, seraph form, Jumi empathy, surefire casting, and leechseed.&lt;br /&gt;
&lt;br /&gt;
===OBJ FLAGS===&lt;br /&gt;
For more details on object types see [[Flags Compendium/Obj Types]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[light]] || Light sources, go in a special &#039;light&#039; slot when equipped no matter what wear flags you use&lt;br /&gt;
|-&lt;br /&gt;
|[[scroll]] || Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses [[Artifice]] skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[wand]] || Can be zapped or used to cast 1 spell a set number of times on a target. Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[staff]] || Can be brandished or used to cast 1 spell a set number of times on all targets in a room! Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[weapon]] || Changes wearer&#039;s melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.&lt;br /&gt;
|-&lt;br /&gt;
|[[treasure]] || No inherent properties, reserved for salable loot.&lt;br /&gt;
|-&lt;br /&gt;
|armor || Modifies wearer&#039;s armor values. Can be equipped anywhere.&lt;br /&gt;
|-&lt;br /&gt;
|[[potion]] || Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[furniture]] || Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[trash]] || No inherent properties, reserved for nonsalable loot.&lt;br /&gt;
|-&lt;br /&gt;
|[[container]] || Object that holds other objects. Can be closable/lockable like a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[drinkcontainer]] || Holds a set quantity of a certain [[liquid]]. Liquids can be replaced with different liquids. Disappears when empty unless NOEXPLODE is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[key]] || Object vanishes on logout, if the player is in a room outside of the item&#039;s source area. Has no other properties.&lt;br /&gt;
|- &lt;br /&gt;
|[[food]] || Can be eaten for food/full value and cast 1 spell on the eater.&lt;br /&gt;
|- &lt;br /&gt;
|[[money]] || Is abstracted into current wealth when picked up by a player. Dropped wealth turns into a money object. The Priest class can sacrifice money to recover mana for 1 MP per 50 silver.&lt;br /&gt;
|- &lt;br /&gt;
|boat || Can be equipped or in base inventory for players to move in water rooms. Defunct.&lt;br /&gt;
|- &lt;br /&gt;
|npccorpse || NPC [[Corpse]]. Reserved.&lt;br /&gt;
|- &lt;br /&gt;
|[[fountain]] || Like a drinkcontainer but the [[liquid]] inside can&#039;t be poisoned. Drinkcontainers can also be &#039;fill&#039;ed from it.&lt;br /&gt;
|- &lt;br /&gt;
|[[pill]] || Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|- &lt;br /&gt;
|protect || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|map || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[portal]] || Objects that can be &#039;entered&#039; to take the character to a set room. Can be closable/lockable like a door.&lt;br /&gt;
|- &lt;br /&gt;
|warpstone || Used to be necessary for the Nexus spell.&lt;br /&gt;
|- &lt;br /&gt;
|roomkey || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|gem || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[jewelry]] || No inherent properties. Used for equippables that aren&#039;t armor.&lt;br /&gt;
|- &lt;br /&gt;
|[[Event Item|event]] || An object with both charges and cooldown capability, which executes an mprog when &#039;zap&#039;ped or &#039;use&#039;d. Uses [[Artifice]] skill.&lt;br /&gt;
|- &lt;br /&gt;
|slotmachine || &amp;lt;s&amp;gt;Type &amp;quot;Game slots&amp;quot; at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template.&amp;lt;/s&amp;gt; Just kidding! Disabled.&lt;br /&gt;
|- &lt;br /&gt;
|gun || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|ammo || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[vehicle]] || Vehicles allow players to consume less movement points as they travel, move faster, and/or travel to rooms they can&#039;t enter on foot.&lt;br /&gt;
|- &lt;br /&gt;
|exit || Uncoded junk. Don&#039;t use. Not the same as a real [[exit]].&lt;br /&gt;
|- &lt;br /&gt;
|[[rod]] || Can be zapped or used to cast 1 spell on a target with a set delay between uses. Must be equipped, any slot is OK. Uses [[Artifice]] skill.&lt;br /&gt;
|}&lt;br /&gt;
====EXTRA FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|glow || Item can be seen in the dark, shows (glowing) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|hum || Item shows (Humming) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|norecharge || Wand, staff, rod, or event can&#039;t be recharged with the Recharge spell. Weapon or armor can&#039;t be enchanted. Light can&#039;t be recharged with the Phlogiston spell.&lt;br /&gt;
|-&lt;br /&gt;
|autoconsume || Item is automatically used as soon as it&#039;s picked up off the ground. Works with [[potions]], [[pills]], and [[artifice]] items.&lt;br /&gt;
|-&lt;br /&gt;
|evil || Item has a red aura if you can detect evil, can be removed with Bless.&lt;br /&gt;
|-&lt;br /&gt;
|invis || Item can only be seen if you have detect invis, and shows (Invis) if you can&lt;br /&gt;
|-&lt;br /&gt;
|magic || Item shows as magic if you can detect magic&lt;br /&gt;
|-&lt;br /&gt;
|nodrop || Item can&#039;t be dropped, can be removed with Bless&lt;br /&gt;
|-&lt;br /&gt;
|bless || Item has a blue aura if you can detect good, can&#039;t be poisoned, and is a little easier to enchant. Is removed by Curse.&lt;br /&gt;
|-&lt;br /&gt;
|anti-good || Item cannot be worn, held, or wielded by characters at or above 350 alignment.&lt;br /&gt;
|-&lt;br /&gt;
|anti-evil || Item cannot be worn, held, or wielded by characters at or below -350 alignment.&lt;br /&gt;
|-&lt;br /&gt;
|anti-neutral || Item cannot be worn, held, or wielded by characters between -350 and 350 alignment.&lt;br /&gt;
|-&lt;br /&gt;
|noremove || Item can&#039;t be removed. This flag is removed by uncursing&lt;br /&gt;
|-&lt;br /&gt;
|inventory || Item is part of a shopkeeper&#039;s inventory and will be sold with infinite quantity left. Also evaporates when the holder dies, like rotdeath.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Item can&#039;t be purged. Use sparingly!&lt;br /&gt;
|-&lt;br /&gt;
|rotdeath || Item poofs when whoever is holding it dies. If a mob dies with one of these, it will vanish.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Item can only be seen by immortals&lt;br /&gt;
|-&lt;br /&gt;
|uncounted || Item doesn&#039;t count against the holder&#039;s carry number or weight capacities.&lt;br /&gt;
|-&lt;br /&gt;
|nonmetal || Item would be unaffected by old versions of the Heat Metal spell, currently does nothing&lt;br /&gt;
|-&lt;br /&gt;
|meltdrop || Item poofs when dropped or stolen. If a mob dies with one of these, it will appear in the room. &lt;br /&gt;
|-&lt;br /&gt;
|decaying || Item loses 1 condition per minute, then disintegrates.&lt;br /&gt;
|-&lt;br /&gt;
|sellextract || Item poofs when sold to shopkeeper -- doesn&#039;t show up in their inventory&lt;br /&gt;
|-&lt;br /&gt;
|nodestroy || (AKA burn_proof in the code for some reason) Item can&#039;t be poisoned, and can&#039;t be destroyed by various item-destroying affects (which I think are disabled)&lt;br /&gt;
|-&lt;br /&gt;
|nouncurse || Item can&#039;t be uncursed. (nodrop, noremove flags)&lt;br /&gt;
|-&lt;br /&gt;
|noecho || On portals, suppresses any echoes about entering or exiting the portal, and the message that displays when a portal disappears due to being out of charges. On decaying objects, suppresses the message when the item is destroyed. On food/pill/artifice objects, suppresses item use messages to others in the same room (but not the user/consumer).&lt;br /&gt;
|-&lt;br /&gt;
|adhesive || Item stays with a player, not on their corpse&lt;br /&gt;
|-&lt;br /&gt;
|nochk || [[Wand]], [[Scroll]], [[Staff]], [[Rod]], and [[Event Item|Event]] items with this flag won&#039;t check a character&#039;s [[artifice]] skill when used, but just always work&lt;br /&gt;
|-&lt;br /&gt;
|noremort || Item can&#039;t be carried through a remort&lt;br /&gt;
|-&lt;br /&gt;
|inert || Item doesn&#039;t appear in rooms its in&lt;br /&gt;
|-&lt;br /&gt;
|noexplode || Wand and staff type item won&#039;t disintegrate when their charges are used up. Drinkcontainers won&#039;t poof when empty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXTRA2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|antihuman || Can&#039;t be equipped by Human race&lt;br /&gt;
|-&lt;br /&gt;
|antimoogle || Can&#039;t be equipped by Moogle race&lt;br /&gt;
|-&lt;br /&gt;
|antisaiyan || Can&#039;t be equipped by Saiyan race&lt;br /&gt;
|-&lt;br /&gt;
|antiesper || Can&#039;t be equipped by Esper race&lt;br /&gt;
|-&lt;br /&gt;
|antihylian || Can&#039;t be equipped by Hylian race&lt;br /&gt;
|-&lt;br /&gt;
|antikokiri || Can&#039;t be equipped by Kokiri race&lt;br /&gt;
|-&lt;br /&gt;
|antigiganto || Can&#039;t be equipped by Giganto race&lt;br /&gt;
|-&lt;br /&gt;
|antimatango || Can&#039;t be equipped by Matango race&lt;br /&gt;
|-&lt;br /&gt;
|antireploid || Can&#039;t be equipped by Reploid race&lt;br /&gt;
|-&lt;br /&gt;
|antikoopa || Can&#039;t be equipped by Koopa race&lt;br /&gt;
|-&lt;br /&gt;
|antipmpkn || Can&#039;t be equipped by Pumpkinhead race&lt;br /&gt;
|-&lt;br /&gt;
|antiknight || Can&#039;t be equipped by Knight class&lt;br /&gt;
|-&lt;br /&gt;
|antiwarrior || Can&#039;t be equipped by Warrior class&lt;br /&gt;
|-&lt;br /&gt;
|antithief || Can&#039;t be equipped by Thief class&lt;br /&gt;
|-&lt;br /&gt;
|antiwizard || Can&#039;t be equipped by Wizard class&lt;br /&gt;
|-&lt;br /&gt;
|antipriest || Can&#039;t be equipped by Priest class&lt;br /&gt;
|-&lt;br /&gt;
|antigeomancer || Can&#039;t be equipped by Geomancer class&lt;br /&gt;
|-&lt;br /&gt;
|antisummoner || Can&#039;t be equipped by Summoner class&lt;br /&gt;
|-&lt;br /&gt;
|antifemale || Can&#039;t be equipped by female characters&lt;br /&gt;
|-&lt;br /&gt;
|antimale || Can&#039;t be equipped by male characters&lt;br /&gt;
|-&lt;br /&gt;
|antineuter || Can&#039;t be equipped by sexless characters&lt;br /&gt;
|-&lt;br /&gt;
|cursed || Item becomes noremove when equipped&lt;br /&gt;
|-&lt;br /&gt;
|unique || Characters can&#039;t pick up one of these if they already have one.&lt;br /&gt;
|-&lt;br /&gt;
|remortable || Item was carried through a remort and won&#039;t vanish on logout if it&#039;s out of the player&#039;s level range.&lt;br /&gt;
|-&lt;br /&gt;
|antinu || Can&#039;t be equipped by Nu race&lt;br /&gt;
|-&lt;br /&gt;
|antikirby || Can&#039;t be equipped by Kirby race&lt;br /&gt;
|-&lt;br /&gt;
|antilobsterman || Can&#039;t be equipped by Lobster race&lt;br /&gt;
|-&lt;br /&gt;
|antiranboob || Can&#039;t be equipped by Ranboob race&lt;br /&gt;
|-&lt;br /&gt;
|antijumi || Can&#039;t be equipped by Jumi race&lt;br /&gt;
|-&lt;br /&gt;
|antidancer || Can&#039;t be equipped by Dancer class&lt;br /&gt;
|-&lt;br /&gt;
|antimob || Can&#039;t be equipped by mobs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE: Old classes are affected by antiwizard, etc, just as new ones are.&lt;br /&gt;
&lt;br /&gt;
====EXTRA3 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|exalted || Can only be equipped by players who have remorted at least once (if remort $n &amp;gt;= 2)&lt;br /&gt;
|-&lt;br /&gt;
|heroic || Can only be equipped by players who have remorted at least five times (if remort $n &amp;gt;= 6)&lt;br /&gt;
|-&lt;br /&gt;
|epic|| Can only be equipped by players who have remorted at least ten times (if remort $n &amp;gt;= 11)&lt;br /&gt;
|-&lt;br /&gt;
|perishable|| Object will disappear on logout if the character is not in the object&#039;s source area.&lt;br /&gt;
|-&lt;br /&gt;
|owned|| Object cannot be equipped unless it shares all name keywords with the character.&lt;br /&gt;
|-&lt;br /&gt;
|eventitem || A consumed food, potion, or pill, or recited scroll item won&#039;t cast a spell, but instead execute a mobprog specified by the item&#039;s data fields (v2, v0, v0, or v0 respectively).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE 1: Objects restricted by number of remorts will also not be saved to unqualified player files when logging out, UNLESS they are somehow also flagged as remortable.&lt;br /&gt;
* NOTE 2: Mobiles cannot remort, so exalted, heroic, and epic objects are effectively also antimob.&lt;br /&gt;
&lt;br /&gt;
===AREA EXFLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|visdeath || Area is not visible on &#039;areas&#039; display.&lt;br /&gt;
|-&lt;br /&gt;
|norecall || No recalling anywhere within this area. Also prevents new Bedit houses, or use of the Summon spell in the room.&lt;br /&gt;
|-&lt;br /&gt;
|nosummon || No summoning within this area.&lt;br /&gt;
|-&lt;br /&gt;
|noweather || Weather is always 0 wind, 0 sky, and the &#039;weather&#039; command fails with no map displayed.&lt;br /&gt;
|-&lt;br /&gt;
|cold_weather || Weather messages mention snow instead of rain, and other tweaks to represent chilly areas.&lt;br /&gt;
|-&lt;br /&gt;
|norandoport || &#039;random&#039; and &#039;buggy&#039; portals will not send characters to rooms in this area.&lt;br /&gt;
|-&lt;br /&gt;
|no_housing || [[Bedit]] is forbidden in this area&lt;br /&gt;
|-&lt;br /&gt;
|restricted_housing || nothing yet&lt;br /&gt;
|-&lt;br /&gt;
|bonusxp || kills in any room in this area grant 1.5x xp, and any mob from this area also grants 1.5x xp; does not stack with itself, but does stack with other xp flags. intended for [[Area of the Month]] areas *only*!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4936</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4936"/>
		<updated>2025-08-01T12:39:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
    practices   if practices $n &amp;gt; 4 - practice check&lt;br /&gt;
    trains      if trains q &amp;gt; 2     - train check&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
By default, mob echo (and echoat, etc) capitalize the first letter of the echoed text (including if it&#039;s a variable, eg &#039;mob echo $I&#039;). Beginning the echoed text with the &amp;quot;{x&amp;quot; character, which normally cancels color codes, will prevent this automatic capitalization (but won&#039;t force it lowercase). (eg &#039;mob echo {xhello&#039; or &#039;mob echo {x$I&#039;)&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. &amp;lt;del&amp;gt;Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Edit: this is seemingly incorrect -- see mobprog 3271, associated with eventitem 3236.)&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Eightfold&#039;s annoying details:&#039;&#039; the values of variables in a mob force command may be from the &amp;quot;perspective&amp;quot; of either the &#039;&#039;forcing&#039;&#039; mob or the &#039;&#039;forced&#039;&#039; mob. &lt;br /&gt;
For instance, if a roly does &amp;quot;force imp say $I&amp;quot;, then the imp will say &amp;quot;roly&amp;quot;: for the command &amp;quot;say,&amp;quot; $i is determined by the forc*ing* mob (the roly).&lt;br /&gt;
However, if a roly does &amp;quot;force imp mob remember $i&amp;quot; and then the imp does &amp;quot;say $Q&amp;quot;, the imp will say &amp;quot;imp&amp;quot;: for the command &amp;quot;mob remember,&amp;quot; $i is determined by the forc*ed* mob (the imp). An incomplete list of each type:&lt;br /&gt;
&lt;br /&gt;
* Variables determined by forc*ing* mob: say, mob echo, mob face, mob cast&lt;br /&gt;
* Variables determined by forc*ed* mob: mob remember, mob call&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution. --Eightfold)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Variance&amp;diff=4927</id>
		<title>Variance</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Variance&amp;diff=4927"/>
		<updated>2025-04-05T18:50:03Z</updated>

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&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #DDA0DD | picture = variance.png | name = Variance| age = -1 | race = former Reploid | affiliation = None | status = Deceased? | caption = Formerly known as &#039;FMS-05X&#039;}}&lt;br /&gt;
&lt;br /&gt;
The fifth, and ultimately last, in a series of [[reploids]] carrying the experimental &amp;quot;Force Manipulation Stratagem&amp;quot; system, which got a lot of publicity in 21XX being (mis)advertised as everything from a superior replacement for traditional plasma weapons, a super-effective method of Maverick apprehension, and even a full-on environmental cleanup system. In reality, the system&#039;s true purpose was still a grey area past all the demos of things like water purification and fancy light shows. The FMS development team had pinned all their hopes on this, model FMS-05X, to show the world that Earth wasn&#039;t completely beyond saving with perhaps the nice side effect of putting all that weird PR to rest.&lt;br /&gt;
&lt;br /&gt;
Variance never got the chance to set the record straight, however, even after his stunning success as being the only one in the line to not suffer a catastrophic failure of some kind. (don&#039;t ask what happened to 01X-04X) The night of his big reveal to society didn&#039;t turn out to plan as a strange rift whisked him away to a much different world.&lt;br /&gt;
&lt;br /&gt;
[[File:Variancealter1.png|right]]&lt;br /&gt;
[[File:Variancealter2.png|right]]&lt;br /&gt;
&lt;br /&gt;
With only a few months of life under his belt, Variance was left to his own designs. He spent much of his early days wandering the Cleft at large, searching for something solid to hold on to. The closest things he had to a purpose were the collection of Maverick Hunters press material his dev team had him hold on to and a cryptic, repeated line from his creator: &amp;quot;I made you to live.&amp;quot; While the latter was a bit tough for him considering he had little idea what &amp;quot;living&amp;quot; meant, he was fortunate enough to find solace in a budding branch of the Maverick Hunters housed right outside [[Truce]]. Rather more unfortunately, he was also formally introduced to a live Maverick by the name of [[Vice]], which only served to strengthen his resolve to become a Hunter.&lt;br /&gt;
&lt;br /&gt;
Though the Truce Hunters, he not only found a viable purpose in life, but found an ally in [[Seikou]] with whom he formed a strong friendship. The two spent their early careers comfortably, though with the same sort of strife that comes with working for a policing agency. Notable is several encounters Variance had with [[Vice]], who attempted to infect the Hunter with the Maverick Virus at least once. Fortunately, that particular instance failed, though it led to [[Vice]] changing tack and targeting one who was already partway there: [[Seikou]]. With several, all-too-effective plots to break Seikou&#039;s will, centered around lies involving Variance himself and a reploid woman the two had befriended, [[Aura]], it was only a matter of time before Variance found himself subduing his truest friend and confidant. While neither of them were truly disabled, the fight left Variance with a vicious wound and with it a modified strain of the Maverick Virus.&lt;br /&gt;
&lt;br /&gt;
Shortly after the encounter, Variance began to be contacted by [[Mana Spirits|Dryads]], concerned for [[Aura]]&#039;s well-being and hoping Variance could do something to keep her heart calm. Between [[Seikou]] being willfully incarcerated, [[Aura]] worrying herself sick about him, and several strange encounters with another off-kilter reploid throwing his opinions of justice into question, it was hardly a simple task. Weeks went by, all three parties under their own flavors of torment, until [[Aura]] finally got her chance to see [[Seikou]]. Close to deactivation by the Hunters&#039; hand, [[Seikou]] regained control and was soon released.&lt;br /&gt;
&lt;br /&gt;
Life went back to normal for a time. Variance got to resume his duties, even rejoining [[Seikou]] on duty once his own probation was over. Unfortunately, there was the tiny issue of Variance&#039;s own infection -- that surfaced painfully on him on at least one occasion -- which he himself had to admit to once a certain technician informed the Hunters&#039; leader of [[Seikou]] not being truly cured. Since infected Hunters don&#039;t go over as well outside the original organization, he and [[Seikou]] both were expelled. While [[Seikou]] had more time to build his relationship with [[Aura]], Variance(while happy for them) was left listless, his purpose for being thrown into question once again.&lt;br /&gt;
&lt;br /&gt;
Consequently, that point was when strange things began happening around [[Truce]], leading to the exposition of a war between the gods. Events led to [[Jango]] being pointed out as the culprit, most likely due to him stealing away [[Aura]](kind of a gigantic giveaway there). This, paired with his strain of the Virus taking a turn for the worse, makes it easy to say that Variance was having something of a bad day/week/span of months.&lt;br /&gt;
&lt;br /&gt;
Eventually, Variance and a small group of Truce citizens and regulars gathered and traveled to [[Arlia]] under the offer of sanctuary from the brunt of the war courtesy of [[Ageatii]]. The affair blew over successfully with little fanfare on the physical world, leaving Variance to carry out his end of the agreement with [[Ageatii]]: seclusion from civilization. After leaving [[Arlia]], he found a cozy little glade in [[Coronar Lowlands|Oreyndur Forest]] and settled down. It was an opportune time to both get himself closer to this [[Mana]] he&#039;d been philosophizing about for so long, and maybe do something about that whole Maverick Virus thing. (SPOILER: HE USES TRAP THE SOUL ON THE MAVERICK VIRUS I AM NOT EVEN KIDDING) Fortunately, Variance found some company in [[Seikou]], a frequent visitor despite the whole seclusion thing.&lt;br /&gt;
&lt;br /&gt;
Of course, once Destiny comes knocking, it doesn&#039;t stop. Following a stint as a reploid spiritual healer and a brief Dryad freak-out, Variance found himself searching out [[Lilly]], who in turn granted him admittance to the [[Mana Holyland]]. There, word of the Dark Manabeast&#039;s awakening led to the presentation of the [[Mana Sword]]; it was likely he would end up fighting either the Dark Manabeast itself or the very Flammie he arrived on, driven berserk in its duty to protect [[Mana]]. With his task set and some of his own uncertainties set to rest, Variance returned to the world at large, with nothing to do but wait and prepare.&lt;br /&gt;
&lt;br /&gt;
As time is wont to do, it marched on. The cry rang out and the Hero responded. Regretful to leave [[Seikou]](and his newborn [[Ambience|dreamchild]]) on his own, Variance made his move, finding the berserk Manabeast in the outmost reaches of the [[Sulfataska Mountains]]. The battle was vicious, if exceedingly private, and drove Variance to his absolute limit. In his last moments, he did the one thing he was extraordinarily good at: kicking the Third Law to the curb and inflicting massive self-injury to get the job done. A single Megamagic with the [[Mana Sword]] as a lightning rod finally did the Beast in. As would happen to anyone using that spell at the very last possible moment, Variance died from the effort.&lt;br /&gt;
&lt;br /&gt;
Might have been a pleasant afterlife, though it seemed [[Ageatii]] had other plans. Citing a conflict between Variance&#039;s acceptance of death and strong ties to those still living, the immortal that secluded him offered him a second chance at life, albeit in a different form. Realizing his promise to [[Seikou]] to return and frankly panicked at the proposal of becoming a shadole should he not make his decision quickly, Variance accepted. His soul was transferred into a device crafted by [[Carsanquay]] and used to induce a pregnancy in [[Ageatii]]&#039;s chosen vessel, [[Mizo]]. (puts a whole new spin on the term &amp;quot;DNA Soul&amp;quot;, doesn&#039;t it?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...But what happened to the device after that? Did Variance&#039;s soul ever leave it? &lt;br /&gt;
&lt;br /&gt;
In the strange concurrence of realms that is the Cleft, could a drifting soul reach out to another?&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Variancealter2.png&amp;diff=4926</id>
		<title>File:Variancealter2.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Variancealter2.png&amp;diff=4926"/>
		<updated>2025-04-05T18:49:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Variancealter1.png&amp;diff=4925</id>
		<title>File:Variancealter1.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Variancealter1.png&amp;diff=4925"/>
		<updated>2025-04-05T18:49:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
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	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Lilly&amp;diff=4924</id>
		<title>Lilly</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Lilly&amp;diff=4924"/>
		<updated>2025-04-05T18:45:13Z</updated>

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&lt;div&gt;{{ImmortalBio | color = #00FF00 | picture = Lilly.jpg | name = Lilly | activity = Active | form = female esper huntress | element = Wood | influence = Animals and Hunting | caption = [*OOC*] Lilly &#039;That reminds me of a giant brown pickle, for some weird reason. :D&#039;}}&lt;br /&gt;
&lt;br /&gt;
Protector and patron of animals, Lilly is a Lesser Immortal, and as such does not feel the desire to be as restricted to the higher realms as those of higher power and/or authorities do.  She will often take different guises of humanoid form and assist the farming community in and around Guardia Fields and Crysta, preferring to directly guide them instead of doing so from an indirect position on high.  She is careful not to slip her identity, however, going so far as to allow herself to become hurt and receive injury like any other mortal during the course of work.  She values compassion, patience and a strong heart and will, and tends to grant her blessings upon those within these favored aspects.&lt;br /&gt;
&lt;br /&gt;
Lilly has a complex genetic and personality makeup due to the events that brought her into the cleft.  Effective during the time of Van Helsing&#039;s raid on Dracula&#039;s abode, a young farmgirl was merged with the entity of a succubus from the count&#039;s establishment, and their souls vied for dominance, time after time; lately, however, they are able to reach compromise, having grown &amp;quot;used to&amp;quot; one another over the years since that night.  Her demeanor is typically that of her farmgirl presence, but she has been known to let the occasional innuendo slip from time to time.&lt;br /&gt;
&lt;br /&gt;
Lilly is currently the caretaker and keeper of the Flammie, and wears the associated drum on her hip at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron Immortal:&#039;&#039;&#039; Ageatii&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatars:&#039;&#039;&#039; Farm Animals, Female Farmfolk, Vampires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Followers:&#039;&#039;&#039; Various small farming communities&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monuments:&#039;&#039;&#039; Various small shrines created by people in the wild (NOTE: While they don&#039;t realize this, she actually frowns upon any physical tributes, preferring people to use their resources to aid themselves and each other instead of worrying about what their patron deities think of them)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[File:Lilly.png|right]]&lt;br /&gt;
&lt;br /&gt;
Level 101&lt;br /&gt;
&lt;br /&gt;
HP:3000 MP:6666 MV: 1500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Summon Anything: (Except gods)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sensory Perception: Has the eyes of a hawk, the nose of a hound, the etc etc.&lt;br /&gt;
&lt;br /&gt;
Communication Skills: Knows every language ever spoken or unspoken by all living things.&lt;br /&gt;
&lt;br /&gt;
[[Category:Immortals]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Carsanquay&amp;diff=4923</id>
		<title>Carsanquay</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Carsanquay&amp;diff=4923"/>
		<updated>2025-04-05T18:44:20Z</updated>

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&lt;hr /&gt;
&lt;div&gt;{{ImmortalBio | color = #FF9900 | picture = Carsanquay.jpg | name = Carsanquay | activity = Hermetic | form = male moogle engineer | element = Fire  | influence = Science and Technology | caption = INFO: =MORE= Carsanquay has been slaughtered by the Goomba =BLOOD=}}&lt;br /&gt;
&lt;br /&gt;
Carsanquay is the God of Memory and Invention. He is&lt;br /&gt;
perhaps the primary figure responsible for stabilizing the&lt;br /&gt;
environment of the Cleft, though he is often also considered&lt;br /&gt;
responsible for the creation of the Cleft (if by accident). In his past dimension,&lt;br /&gt;
he was working on a project with a group of scientists utilizing&lt;br /&gt;
pocket-sized dimensions. The cataclysm from the testing process&lt;br /&gt;
resulted in the creation of the Cleft. Ever since then, Carsanquay&lt;br /&gt;
has worked on projects that would only further enhance the Cleft.&lt;br /&gt;
It is unknown how many inventions he has created, because he is&lt;br /&gt;
very reclusive and has several hidden laboratories, some of which&lt;br /&gt;
not even the other gods know of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatars:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Followers:&#039;&#039;&#039; Dr. Andonuts, Dr. Wily, Orange Kid&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monuments:&#039;&#039;&#039; Etansel Library, [[Machina Principia]]&lt;br /&gt;
&lt;br /&gt;
==Cleft Origin Stories: Carsanquay&#039;s Recollections==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carsanquay&#039;s Log: 31-5F-A2-01&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hi. I&#039;m Carsanquay and I know everything.&lt;br /&gt;
&lt;br /&gt;
Well, practically everything. If I knew everything, it wouldn&#039;t have taken&lt;br /&gt;
me so many days to get this hunk of junk computer system up and running. I&lt;br /&gt;
don&#039;t know if this log will ever be read by anyone, but, as a scientist,&lt;br /&gt;
I&#039;ve always considered it good practice to keep records of everything.&lt;br /&gt;
Professional state of affairs and all that. I&#039;ll keep this log updated&lt;br /&gt;
until the batteries run out. Or until I die. Most likely one of the two.&lt;br /&gt;
&lt;br /&gt;
Hmm... but where to begin? An awful lot of stuff has been happening, what&lt;br /&gt;
with the end of the world and all.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It all started back in Portravia, where I worked as a theorist in the local&lt;br /&gt;
research laboratory. Moogles weren&#039;t very common back there, especially as&lt;br /&gt;
scientists. We had a very big project going on. Great funding, legitimacy,&lt;br /&gt;
everything a scientist could hope for. See, our world was fraught full of&lt;br /&gt;
adventurers. Adventurers, being the type who traveled a lot, needed to&lt;br /&gt;
carry things with them. Lots of things. The solution? A bottomless&lt;br /&gt;
backpack! By utilizing a miniature pocket dimension, we could make&lt;br /&gt;
backpacks to hold practically infinite amounts of objects at virtually no&lt;br /&gt;
weight.&lt;br /&gt;
&lt;br /&gt;
Well, it seemed brilliant at the time.&lt;br /&gt;
&lt;br /&gt;
Have you ever heard of something called a Verneshot? It&#039;s a geological&lt;br /&gt;
phenomenon involving a supervolcano. See, somewhere, a volcano erupts with&lt;br /&gt;
massive force. Such massive force that it sends a small chunk of the planet&lt;br /&gt;
hurtling into the atmosphere, which then acts as a meteor and slams into the&lt;br /&gt;
earth elsewhere. Horrible stuff. Creates mass extinctions, global&lt;br /&gt;
devastation, and so forth.&lt;br /&gt;
&lt;br /&gt;
It really was just a bad coincidence. There we were, testing our pocket&lt;br /&gt;
dimension generator for the first time, when a rather large chunk of the&lt;br /&gt;
South Ocean crashed into our laboratory.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for mostly everyone back in Portravia, that was the end of&lt;br /&gt;
the world. Although I didn&#039;t see it myself, my world was likely soon&lt;br /&gt;
covered with an impenetrable cloud of dust, darkening the world and ending&lt;br /&gt;
all life. Massive seismic disturbances would rend the planet apart. A&lt;br /&gt;
horrible end for the masses. Fortunately for some of us, something peculiar&lt;br /&gt;
happened.&lt;br /&gt;
&lt;br /&gt;
The exact physics of the event... well, I&#039;m still investigating that. It&#039;s&lt;br /&gt;
very confounding. But the immense kinetic force of the inbound Verneshot&lt;br /&gt;
combined with the dimensional flux from our experimental apparatus created&lt;br /&gt;
a... let&#039;s call it a &#039;flaw&#039; within reality. A gap between dimensions. Space,&lt;br /&gt;
where there was none before. An empty place between universes. We eventually&lt;br /&gt;
began to call it the Cleft. A chance occurrence that rightfully should never&lt;br /&gt;
have happened.&lt;br /&gt;
&lt;br /&gt;
Now, you see, this dimensional &#039;flaw&#039; caused odd phenomena. Rifts opened&lt;br /&gt;
across the world (and, as it would turn out, across dimensions), sucking&lt;br /&gt;
matter into them. There&#039;d be a flash, and a tree was gone. Or a person, or a&lt;br /&gt;
continent. In this fashion, some people were saved from the armageddon of our&lt;br /&gt;
world, transferred to the Cleft between dimensions. Most of my research team&lt;br /&gt;
survived due to this - our laboratory was ripped out of Portravia and into the&lt;br /&gt;
Cleft. We were the lucky ones.&lt;br /&gt;
&lt;br /&gt;
...I have to cut this short. Something&#039;s wrong with the gravity monitoring&lt;br /&gt;
system, and it needs my attention.&lt;br /&gt;
&lt;br /&gt;
Carsanquay, signing off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;STATS&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[File:Carsanquay.png|right]]&lt;br /&gt;
&lt;br /&gt;
Level 107&lt;br /&gt;
&lt;br /&gt;
HP:5096 MP: 2048 MV: 1024&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; See secret handbook of Secret Devices #0000-4999&lt;br /&gt;
&lt;br /&gt;
Known devices include&lt;br /&gt;
&lt;br /&gt;
0000: Sowbug Shield - A constantly-active particle-nullifying field supposedly modeled on a sowbug&#039;s exoskeleton.&lt;br /&gt;
&lt;br /&gt;
0023: Jet Boots - Uses little fuel and allows a full range of motion.&lt;br /&gt;
&lt;br /&gt;
0641: Skeletal Millipede Lock Picks - Millipedes are finally useful for something.&lt;br /&gt;
&lt;br /&gt;
1304: Left Sock Machine - Enter the machine and become a left sock. Carsanquay kindly put a warning label on it that says &amp;quot;DON&#039;T ENTER THIS.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2726: Orbital Laser - Satellite orbits the Cleft and cooks you with a giant laser.&lt;br /&gt;
&lt;br /&gt;
4994: Love - ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moogle Radar - Provides excellent awareness of immediate surroundings.&lt;br /&gt;
&lt;br /&gt;
Moogle Vision - Provides terrible eyesight due to squinty eyes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Immortals]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Jumi&amp;diff=4922</id>
		<title>Jumi</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Jumi&amp;diff=4922"/>
		<updated>2025-03-16T03:10:28Z</updated>

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&lt;hr /&gt;
&lt;div&gt;[[image:Jumi large.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Jumi are reclusive people with precious stones instead of hearts.&lt;br /&gt;
&lt;br /&gt;
==Cores==&lt;br /&gt;
A Jumi&#039;s core is a large piece of gemstone embedded in their chests. If it&#039;s removed from a Jumi, they die.&lt;br /&gt;
&lt;br /&gt;
The type of a core a Jumi starts with depends on their innate:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Innate !! Core&lt;br /&gt;
|-&lt;br /&gt;
|None || alexandrite&lt;br /&gt;
|-&lt;br /&gt;
|Water || sapphire&lt;br /&gt;
|-&lt;br /&gt;
|Moon || pearl&lt;br /&gt;
|-&lt;br /&gt;
|Wood || emerald&lt;br /&gt;
|-&lt;br /&gt;
|Wind || lapis lazuli&lt;br /&gt;
|-&lt;br /&gt;
|Earth || diamond&lt;br /&gt;
|-&lt;br /&gt;
|Fire || ruby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay purposes, core types are purely decorative and all Jumi cores will function identically. Should a player wish to have a different core appearance, a restringed core will retain its name across logouts etc.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most Jumi went into hiding around the year 227. They can pass as humans pretty easily if they just button up their collar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jumi Traditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Jumi&#039;s status in Jumi society was based off the quality of the gemstone that their core was comprised of. There was good reason for this, as the quality of a Jumi&#039;s core reflected their [[innate]] talent and ability.&lt;br /&gt;
&lt;br /&gt;
The Clarius is the highest status a Jumi can obtain in their society, and there is only one. Clarius (most precious), rather than being a specific type of gemstone, is when a core is perfect and completely without flaws. The acting Clarius is essentially the figurehead of the group, and their role often is to cure the mortally wounded Jumi. This constant strain will eventually wear out the Clarius and their core, leading eventually to death.&lt;br /&gt;
&lt;br /&gt;
The actual acting leader of the Jumi is the person beneath the ranking of the Clarius.&lt;br /&gt;
&lt;br /&gt;
Jumi would often work or travel in pairs, one member of the pair being called a Knight and the other a Guardian. The Knight is generally a fighter while the Guardian is a spellcaster.&lt;br /&gt;
&lt;br /&gt;
Some especially powerful Jumi are better known by the names given to their cores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jumi Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Jumi existed all over the world, most lived in the forests of Fa&#039;Diel during the early years of the Cleft, under the leadership of Diana, in Orbonne. After the death of Diana and the Clarius Pyrin, conflict in Orbonne would cause the Jumi to over time faction off into 3 groups: Those who chose to follow the new leaders of Orbonne could stay. Those who chose to follow their traditions were exiled. When the exiled group was hunted by outside forces for their cores, they split again between those stuck to their tradition and those who did not, both disappearing from sight.&lt;br /&gt;
&lt;br /&gt;
It is rumored that a group of travelers that has recently appeared wandering Fa&#039;Diel may be associated with the exiled Jumi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jumi Leaders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
! Date !! Knight &amp;amp; Acting Leader !! Core !! Guardian &amp;amp; Clarius !! Core&lt;br /&gt;
|-&lt;br /&gt;
| 60 || Diana || Diamond || Pyrin || Pyrite&lt;br /&gt;
|-&lt;br /&gt;
| 200|| --- || -- || Pyrin || Pyrite&lt;br /&gt;
|-&lt;br /&gt;
| 226 || Rylla || Beryl || Merryn || Malachite&lt;br /&gt;
|-&lt;br /&gt;
| 227|| Ruben || Ruby || Esmeralda || Emerald&lt;br /&gt;
|-&lt;br /&gt;
| 311 || Sappho || Sapphire || Florina || Fluorite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
                 STR INT WIS DEX CON&lt;br /&gt;
 Starting Stats: 11  13  13  12  16&lt;br /&gt;
 Maximum Stats:  17  18  18  18  21&lt;br /&gt;
&lt;br /&gt;
Jumi regenerate HP twice as fast as other races, and regenerate mana 33% faster, but are vulnerable to Poison and Draining.&lt;br /&gt;
&lt;br /&gt;
Jumi also have a Jumi Core permanently equipped into one of their &amp;quot;neck&amp;quot; slots which is technically a wand with infinite charges. It can be invoked (e.g. &amp;quot;use core &amp;lt;target&amp;gt;&amp;quot;) to cast Core Empathy on other characters. &lt;br /&gt;
* This spell worsens the Jumi&#039;s AC by 12 temporarily to heal the target to full, dispel negative statuses, and increase the target&#039;s HP by 33% temporarily.&lt;br /&gt;
* Jumi can&#039;t use it on themselves (although they can use it on other Jumi).&lt;br /&gt;
&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Statistics&amp;diff=4921</id>
		<title>Statistics</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Statistics&amp;diff=4921"/>
		<updated>2025-02-05T04:58:14Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Position */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article will explain all the numbers and things that players are allowed to know about. For info on named flags, check the [[Flags Compendium]]&lt;br /&gt;
&lt;br /&gt;
In this article, the term &amp;quot;&#039;&#039;&#039;character&#039;&#039;&#039;&amp;quot; means both PCs (&amp;quot;&#039;&#039;&#039;players&#039;&#039;&#039;&amp;quot;) and NPCs (&amp;quot;&#039;&#039;&#039;mobiles&#039;&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Things on the Score Sheet ==&lt;br /&gt;
All of these are available to see in-game by typing the &#039;&#039;&#039;Score&#039;&#039;&#039; command.&lt;br /&gt;
===Top Row===&lt;br /&gt;
=====Name=====&lt;br /&gt;
:A character&#039;s name is used by other characters to target it. Mobs and players work the same way, although mobs can have multiple separate names. Players will ideally have exactly one unique name, but occasionally a mob will share the name or part of it. When this happens, they can be disambiguated with a numerical prefix (EG 2.imp, 3.imp, etc).&lt;br /&gt;
=====Age=====&lt;br /&gt;
:Player age has no bearing on anything in-game and can&#039;t even be checked for in an mprog. It is based directly on the total number of hours that a PC has been logged on (&#039;&#039;&#039;17 + [hours/20]&#039;&#039;&#039;).&lt;br /&gt;
:*Mobs don&#039;t have an age.&lt;br /&gt;
&lt;br /&gt;
=== Second Row ===&lt;br /&gt;
=====Practices=====&lt;br /&gt;
:Number of Practices a player has earned through levelling up. The number gained on a level-up depends on the character&#039;s effective primary stat when they level.&lt;br /&gt;
{| border=1&lt;br /&gt;
! Primary Stat !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25+&lt;br /&gt;
|-&lt;br /&gt;
| Practices per Level || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 4 || 4 || 4 || 4 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
:* See &#039;Help Practice&#039; in the MUD for more info.&lt;br /&gt;
=====Trains=====&lt;br /&gt;
:Number of Trains a player has earned through levelling up. A player starts with one and gains one more every even level.&lt;br /&gt;
:* Training HP gives you 3 more maximum HP. Training Mana gives you 10 more maximum Mana. Training moves gives you 10 more max moves. Primary stats can be trained as well.&lt;br /&gt;
:* See &#039;Help Train&#039; in the MUD for more info.&lt;br /&gt;
&lt;br /&gt;
=====Items=====&lt;br /&gt;
:If a player has too many items, they can&#039;t pick up any more, but [[money]] doesn&#039;t count against this. The number of items a player can carry is &#039;&#039;&#039;[Level] + (Dex x 2) + 22&#039;&#039;&#039;.&lt;br /&gt;
:*Immortals have a flat carry capacity of 1000 items.&lt;br /&gt;
&lt;br /&gt;
=====Weight=====&lt;br /&gt;
:If a player is overweight, they can&#039;t pick up any more items. [[Money]] counts against this number, but the &#039;mob reward&#039; command ignores it (allowing players to go overweight in certain circumstances). The amount of weight a player can carry is &#039;&#039;&#039;(Str_App.carry x 6) + ([Level] x 20)&#039;&#039;&#039;&lt;br /&gt;
:*Str_App.carry ranges from 0 to 500, increasing slowly from 0 to 13 and then rapidly above that. See below for the full range.&lt;br /&gt;
:*Immortals have a flat carry weight of ten million.&lt;br /&gt;
&lt;br /&gt;
=== Third Row ===&lt;br /&gt;
=====[[Race]]=====&lt;br /&gt;
:A character&#039;s race determines their starting and maximum stats as well as giving them certain abilities. Mobs don&#039;t really care about stats.&lt;br /&gt;
:Some racial affects are checked for solely on the basis of the character being that race (EG Reploids not eating, Lobsters&#039; special attacks). The rest are applied once when the character is created (EG Espers&#039; detecting magic, Moogles&#039; haste). The distinction is mostly transparent to the player as they don&#039;t change race. Race can be checked for in mprogs.&lt;br /&gt;
:A mob&#039;s race applies a set of part, form, and other flags to its template, which can be altered afterwards by the builder. When using a PC race for a mob, they&#039;ll have the same special abilities but most of them are irrelevant because mobs simply don&#039;t do a lot of things (EG Mobs don&#039;t eat or drink, their innate attack is predefined by their template, and things like Haste can be turned on or off in the template as well).&lt;br /&gt;
&lt;br /&gt;
=====Sex=====&lt;br /&gt;
:Character sex determines which set of pronouns are used to refer to the character. It can be checked for in mprogs and equipment can be flagged antimale, antifemale, or antineuter.&lt;br /&gt;
:*Sex affects the Charm spell.&lt;br /&gt;
&lt;br /&gt;
=====[[Class]]=====&lt;br /&gt;
:On creation, a player has a group of skills and spells added to their character. In stock ROM a character can have multiple groups, but in CoD there is generally only one per class. Wizards and Knights have extra groups, but the end result is the same. After character creation, Class also determines how much MP and HP a PC gains on level-up, and can be checked for in Mobprogs (EG to find out eligibility for a quest skill).&lt;br /&gt;
:*Class determines the amount of HP and MP a player gains when they level up.&lt;br /&gt;
:*Mobs don&#039;t have class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Hit Points=====&lt;br /&gt;
:When a character takes damage, their current hit points decrease. Certain spells can raise a character&#039;s HP, but not above their maximum level. When a character hits 0 HP or less, they are [[Death|dead]] and turn into a [[corpse]] full of loot.&lt;br /&gt;
:*Hit points regenerate over time, but some affects cause it to decrease slowly instead (EG Poison).&lt;br /&gt;
:*Base HP regeneration is &#039;&#039;&#039;1/40 your max HP&#039;&#039;&#039; per six seconds, but this is then halved for standing characters.&lt;br /&gt;
:*HP regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.&lt;br /&gt;
&lt;br /&gt;
=====Magic Points AKA Mana=====&lt;br /&gt;
:A player&#039;s mana is expended when spells are cast and regenerates over time. PCs without enough mana to cast a spell simply can&#039;t cast it. Mobs have mana too, but it can be manipulated only with Mobprogs, so the exact implementation is up to the builder. &lt;br /&gt;
:*When a player botches a spell, some mana is still used, but not as much as the spell would normally cost.&lt;br /&gt;
:*Mana regenerates over time on both PCs and NPCs, and can be drained or damaged with certain affects and spells.&lt;br /&gt;
:*Base mana regeneration is &#039;&#039;&#039;1/40 your max Mana&#039;&#039;&#039; per six seconds, but this is then halved for standing characters.&lt;br /&gt;
:*Mana regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.&lt;br /&gt;
&lt;br /&gt;
=====Movement Points=====&lt;br /&gt;
MV or Movement Points are consumed whenever you move between rooms.  They recover at a rate of 20 every six seconds, plus your Dexterity if you&#039;re asleep.  When you&#039;re completely out of MV, you won&#039;t be able to walk, fight, or much of anything else until it recovers. MV consumed from walking is usually 3-7 per step depending on the [[Flags_Compendium#SECTOR|sector]] of both the current and destination rooms.&lt;br /&gt;
:*Being hasted makes you use a little less MV when travelling (one less per move). Being slowed makes you use a little more MV when travelling (one more per move). &lt;br /&gt;
:*Bumping into a non-exit or closed door wastes 2 MV. &lt;br /&gt;
:*Recalling halves the user&#039;s current MV.&lt;br /&gt;
:*Movement Points increase by two per level.&lt;br /&gt;
:*MV Regen can be increased by sitting on [[Vehicle]] items.&lt;br /&gt;
:*Many normal commands and some skills use MV as well, and won&#039;t function at all when you&#039;re out.&lt;br /&gt;
&lt;br /&gt;
=== Primary Stats ===&lt;br /&gt;
All of these can be checked for in Mobprogs. Most effects derived from them are determined by a table and not a coherent formula.&lt;br /&gt;
* Characters can train stats to their racial maximums, plus an additional 2 (3 if [[Human]]) points in their class&#039;s primary stat.&lt;br /&gt;
* The absolute maximum value for any stat is double the character&#039;s racial maximum.&lt;br /&gt;
* These tables only track to 25; stats can go higher than this but have less of an effect as they increase.&lt;br /&gt;
* All mobiles have flat stats of 13 across the board, before equipment and affects.&lt;br /&gt;
====Primary Stat====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Practices at Level Up || 2||2||2||2||2||2||2||2||2||2||2||2||2||2||2||3||3||3||3||3||4||4||4||4||4||5&lt;br /&gt;
|}&lt;br /&gt;
*Practices gained caps at 5; there are no further increases for having your primary stat above 25.&lt;br /&gt;
====Strength====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Damroll ||-11||-10||-9||-8||-7 ||-6 ||-5 ||-4 ||-3 ||-2 || -1 || 0 || 0 || 0 || 2 || 4 || 6 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Carry || 0 || 3 || 3 || 10 || 25 || 55 || 80 || 90 ||100 ||100 || 115 || 115 || 130 || 130 || 140 || 150 || 165 || 180 || 200 || 225 || 250 || 300 ||350 || 400 || 450 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Wield || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 15 || 17 || 19 || 22 || 25 || 30 || 35 || 40 || 45 || 50 || 55 || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| Damroll || 16 || 16 || 17 || 17 || 18 || 18 || 19 || 19 || 20 || 20 || 21 || 21 || 22 || 22 || 23 || 23 || 23 || 24 || 24 || 24 || 25 || 25 || 25 || 25 || 26 &lt;br /&gt;
|-&lt;br /&gt;
| Carry || 510 || 520 || 530 || 540 || 550 || 550 || 560 || 570 || 580 || 590 || 600 || 605 || 610 || 615 || 620 || 625 || 630 || 635 || 640 || 645 || 647 || 648 || 649 || 649 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Wield || 62 || 64 || 66 || 68 ||70 || 71 || 72 ||73 || 74 ||75 || 75 ||76 ||76 || 77 ||77||77||78||78||78||79||79||79||79||79||80&lt;br /&gt;
|}&lt;br /&gt;
:* Wieldable weight is in whole pounds&lt;br /&gt;
:* Strength helps avoid the Disarm ability.&lt;br /&gt;
:* Strength improves the effectiveness of the Bash and Grapple abilities.&lt;br /&gt;
&lt;br /&gt;
====Wisdom====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || -13 || -12 || -10 || -9 || -8 || -7 || -6 || -5 || -4 || -2 || -1 || 0 || 0 || 1 || 2 || 4 || 5 || 6 || 7 || 8 || 9 || 11 || 12 || 13 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Saves Modifier || 7 || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || 1 || 0 || -1 || -1 || -2 || -2 || -3 || -3 || -4 || -4 || -5 || -5 || -6 || -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || 16||17||18||19||20||20||21||21||22||22||23||23||24||24||25||25||25||26||26||26||27||27||27||28||28&lt;br /&gt;
|-&lt;br /&gt;
| Saves Modifier || -6||-6||-6||-6||-7||-7||-7||-7||-7||-7||-7||-7||-7||-7||-7||-8||-8||-8||-8||-8||-8||-8||-8||-8||-9&lt;br /&gt;
|}&lt;br /&gt;
:* Wisdom helps reduce the chance of spell failure by 1 percent per 4 points of Wisdom.&lt;br /&gt;
&lt;br /&gt;
====Constitution====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| HP Bonus Percent || -26 || -24 || -21 || -19 || -17 || -14 || -12 || -10 || -7 || -5 || -2 || 0 || 0 || 2 || 5 || 7 || 10 || 12 || 14 || 17 || 19 || 22 || 24 || 26 || 29 || 31&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| HP Bonus Percent || 33||35||37||39||40||41||42||43||44||45||46||47||48||49||50||50||51||51||52||52||53||53||54||54||55&lt;br /&gt;
|}&lt;br /&gt;
:*Each point of Constitution improves the success rate of the Pumpkin skill by one percent.&lt;br /&gt;
:*High Constitution will mitigate the negative effects of being drunk.&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Learning || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 34 || 38 || 42 || 46 || 50 || 54 || 57 || 60 || 63 || 66&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || -26 || -24 || -21 || -19 || -17 || -14 || -12 || -10 || -7 || -5 || -2 || 0 || 0 || 2 || 5 || 7 || 10 || 12 || 14 || 17 || 19 || 22 || 24 || 26 || 29 || 31&lt;br /&gt;
|-&lt;br /&gt;
| Magroll ||-11||-10||-9||-8||-7 ||-6 ||-5 ||-4 ||-3 ||-2 || -1 || 0 || 0 || 0 || 2 || 4 || 6 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 15&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| Learning || 69||72||74||76||78||80||81||82||83||84||85||87||88||89||90||90||91||91||92||92||93||93||94||94||95&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || 33 ||35||37||39||40||41||42||43||44||45||46||47||48||49||50||50||51||51||52||52||53||53||54||54||55&lt;br /&gt;
|-&lt;br /&gt;
| Magroll || 16 || 16 || 17 || 17 || 18 || 18 || 19 || 19 || 20 || 20 || 21 || 21 || 22 || 22 || 23 || 23 || 23 || 24 || 24 || 24 || 25 || 25 || 25 || 25 || 26 &lt;br /&gt;
|}&lt;br /&gt;
:* When Practicing, the actual amount of skill gained is the Learning score divided by the difficulty rating of the skill being practiced. The Learning score also affects how fast a skill goes up with use.&lt;br /&gt;
:* Intelligence improves the effectiveness of the Hypnotize spell.&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| AC Bonus || 39 || 36 || 33 || 30 || 27 || 24 || 21 || 18 || 15 || 12 || 9 || 6 || 3 || 0 || -3 || -6 || -9 || -12 || -15 || -18 || -21 || -24 || -27 || -30 || -33 || -36&lt;br /&gt;
|-&lt;br /&gt;
| Hitroll || -13 || -12 || -11 || -10 || -9 || -8 || -7 || -6 || -5 || -4 || -3 || -2 || -1 || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Xtra Attack Bonus || -100 || -100 || -100 || -100 || -90 || -80 || -70 || -60 || -50 || -40 || -30 || -20 || -10 || 0 || 10 || 20 || 40 || 60 || 80 || 100 || 125 || 150 || 175 || 200 || 225 || 250&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| AC Bonus || -38||-40||-42||-44||-46||-48||-50||-51||-52||-53||-54||-55||-56||-57||-58||-59||-60||-61||-62||-63||-64||-65||-66||-67||-68&lt;br /&gt;
|-&lt;br /&gt;
| Hitroll || 12 ||13||13||14||15||15||16||16||16||17||17||18||18||19||20||20||21||21||22||22||22||23||23||23||24&lt;br /&gt;
|-&lt;br /&gt;
| Xtra Attack Bonus || 255||260||265||270||275||280||285||290||295||300||305||310||315||320||325||330||335||340||345||350||355||360||365||370||375&lt;br /&gt;
|}&lt;br /&gt;
:* The Xtra Attack Bonus is subtracted from the weapon weight when determining the chance of 2x-cut and 3x-cut working. If unarmed, 2x-cut and 3x-cut have (skill-25)% and (skill-50)% chance of working, before other modifiers.&lt;br /&gt;
:* The AC bonus from Dexterity only applies when the character is standing up.&lt;br /&gt;
:* Dexterity helps avoid the Bash, Trip, Grapple, and Dirt Kick abilities. It also helps avoid damage from the Piledriver skill.&lt;br /&gt;
:* Dexterity improves the effectiveness of the Disarm, Kick, Trip, and Dirt Kick abilities.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
The Armor display on the Score sheet displays the actual effect of armor and not just its score.&lt;br /&gt;
&lt;br /&gt;
The calculation for armor varies with character level, such that higher-level characters need more and more armor points to improve their damage reduction the same amount. Poor armor scores relative to their level will cause a character to receive MORE damage from attacks.&lt;br /&gt;
&lt;br /&gt;
The bonus or penalty from armor class is capped respectively at 50% and 200%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Armor Class (AC) to Damage % Calculation ====&lt;br /&gt;
&lt;br /&gt;
The AC to damage uses level in a few places, one of which is the step size required to improve or degrade damage from the base level. This ranges from 3 to 6. &lt;br /&gt;
&lt;br /&gt;
AC adjusts by 5% for each step it goes in either direction, with lower AC being better until you hit the 50% floor and higher being worse until the ceiling of 200%. &lt;br /&gt;
&lt;br /&gt;
Base damage(100%) AC= (100-3xLevel)&lt;br /&gt;
&lt;br /&gt;
Assuming step of 6: (most extreme case)&lt;br /&gt;
* Min damage (50%) AC &amp;lt;= 60-3x Level&lt;br /&gt;
* Max damage (200%) AC &amp;gt;= 220-3x Level&lt;br /&gt;
&lt;br /&gt;
Assuming step size of 3: (least extreme)&lt;br /&gt;
&lt;br /&gt;
* Min damage (50%) AC &amp;lt;= 70-3xLevel&lt;br /&gt;
* Max damage (200%) AC &amp;gt;= 160-3xLevel&lt;br /&gt;
&lt;br /&gt;
=====Examples (stepsize 6)=====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Level !! AC for 50% damage !! AC for 100% damage !! AC for 200% damage&lt;br /&gt;
|+&lt;br /&gt;
| 10 || 30 AC (60-(thrice 10=30)) || 70 AC (100-30) || 190 AC (220-30)&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -90 AC (60-(thrice 50=150)) || -50 AC (100-150) || 70 AC (220-150) &lt;br /&gt;
|-&lt;br /&gt;
| 100 || -240 AC (60-(thrice 100=300)) || -200 AC (100-300) || -80 AC (220-300) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Misc. Stats ===&lt;br /&gt;
=====[[Hunger]], [[Thirst]], and Fullness=====&lt;br /&gt;
* &#039;&#039;See the main articles at [[Food]] and [[Liquid]]&#039;&#039;&lt;br /&gt;
:The actual hunger, [[thirst]], and fullness values are hidden from the player but range from 0 to 48.&lt;br /&gt;
:If either hunger or thirst is at 0, then regeneration rates are halved (quartered if both).&lt;br /&gt;
:Hunger and thirst count down by one each regeneration cycle for most races. [[Kirbies]] and [[Saiyans]] hunger twice as fast, and [[Matangui]] thirst twice as fast. [[Giganto]] thirst at 2/3 speed; they only accumulate a point of thirst on two out of three ticks.&lt;br /&gt;
:Fullness counts down by two per regeneration cycle.&lt;br /&gt;
&lt;br /&gt;
=====Drunkenness=====&lt;br /&gt;
* &#039;&#039;See the main article at [[Liquid#Drunkenness]]&#039;&#039;&lt;br /&gt;
:The actual drunkenness value is hidden from the player but ranges from 0 and 50. It increases when alcoholic beverages are consumed and decreases by one per tick.&lt;br /&gt;
:A character&#039;s speech becomes slurred when they are drunk, the amount depending on how drunk they are.&lt;br /&gt;
=====Hitroll=====&lt;br /&gt;
:Affects accuracy; each point of hitroll improves accuracy by about 2%.&lt;br /&gt;
:The base chance to hit with a normal attack is &#039;&#039;&#039;50 + (weapon skill%)/2 + (hitroll)x2&#039;&#039;&#039;, capped at 5% and 95%.&lt;br /&gt;
=====Damroll=====&lt;br /&gt;
:Each normal attack has (weapon skill)% of your damroll added to its damage.&lt;br /&gt;
=====Magroll=====&lt;br /&gt;
:Most damaging magic spells, and weapons with the Mystic flag, are affected by the caster&#039;s Magroll as a percentage.&lt;br /&gt;
&lt;br /&gt;
=====Saves=====&lt;br /&gt;
:The base chance to resist a spell is &#039;&#039;&#039;50% + (victim&#039;s level - attacker&#039;s level)x2 - (victim&#039;s Saves)x2&#039;&#039;&#039;&lt;br /&gt;
:*[[Ranboobs]] get a flat -5 bonus to Saves.&lt;br /&gt;
=====Position=====&lt;br /&gt;
:Sleeping - players regenerate HP, MP, and MV at full speed, but become mostly unaware of their surroundings and cannot perform most actions.&lt;br /&gt;
:Resting - players regenerate HP and MP at 3/4 speed. MV regenerates at full speed. Players can perform some actions but cannot move or fight.&lt;br /&gt;
:Sitting - players regenerate HP and MP at 1/2 speed. MV regenerates at full speed. Players can perform some actions but cannot move or fight.&lt;br /&gt;
:Standing - players regenerate HP and MP at 1/2 speed. MV regenerates at full speed. Players can perform most actions normally.&lt;br /&gt;
:Fighting - players regenerate HP and MP at 1/16 speed. MV regenerates at 1/4 speed. Players can perform most actions normally.&lt;br /&gt;
&lt;br /&gt;
=====Alignment=====&lt;br /&gt;
:Affects some abilities and equipment. It ranges from -1000 to 1000 although mobs can bust out of this range, causing wacky effects. Alignment change is computed in the XP gain step.&lt;br /&gt;
:*Good and evil can be detected with the detect_good and detect_evil flags.&lt;br /&gt;
:*Characters with negative alignment have a Dark Aura instead of a White Aura when affect by Nayru&#039;s Love.&lt;br /&gt;
:*The Protective Aura, Ray, Smite, Frenzy, and Heavens Strike spells have slightly different effects if the caster is good or evil.&lt;br /&gt;
:** Protective Aura and Crusader Saber do nothing for neutral casters.&lt;br /&gt;
=====[[Innate]]=====&lt;br /&gt;
* &#039;&#039;See the main article at [[Innate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
! Innate !! Resistance !! Weakness !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| 1 Water || Cold || Energy&lt;br /&gt;
|-&lt;br /&gt;
| 2 Moon || Energy || Earth || Used to be called Electricity&lt;br /&gt;
|-&lt;br /&gt;
| 3 Wood || Wood || Fire&lt;br /&gt;
|-&lt;br /&gt;
| 4 None || Holy || Dark || This innate is present in the code but you can&#039;t pick it anymore&lt;br /&gt;
|-&lt;br /&gt;
| 5 Wind || Wind || Wood&lt;br /&gt;
|-&lt;br /&gt;
| 6 Earth || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
| 7 Fire || Fire || Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Things Not on the Score Sheet==&lt;br /&gt;
=====Size=====&lt;br /&gt;
:Size has some strange effects in the MUD. Moogles, Matango, Nu, Kirbies, and Kokiri are all Small-size. The only Large-size race is the Giganto, but Saiyans become large temporarily while transformed into oozaru. There is a &#039;Tiny&#039; size category but no player races are this size. There are also &#039;Huge&#039; and &#039;Giant&#039; sizes but no player races fall under these categories either.&lt;br /&gt;
&lt;br /&gt;
Small characters have a bonus, and large characters have a penalty to:&lt;br /&gt;
*(Nothing!)&lt;br /&gt;
&lt;br /&gt;
Small characters are less vulnerable, and large characters are more vulnerable to:&lt;br /&gt;
* Trip&lt;br /&gt;
* Suplex&lt;br /&gt;
* Magic Rocket&lt;br /&gt;
&lt;br /&gt;
Large characters have a bonus, and small characters have a penalty to:&lt;br /&gt;
* Grapple&lt;br /&gt;
* Piledriver&lt;br /&gt;
* Pry&lt;br /&gt;
* Handspring&lt;br /&gt;
&lt;br /&gt;
Large characters are less vulnerable, and small characters are more vulnerable to:&lt;br /&gt;
* Bash&lt;br /&gt;
* Grapple&lt;br /&gt;
* Piledriver&lt;br /&gt;
* Handspring&lt;br /&gt;
* Pry&lt;br /&gt;
* Inhale&lt;br /&gt;
* Maneater&lt;br /&gt;
&lt;br /&gt;
:*Corpses of large mobs give more chunks of meat when butchered.&lt;br /&gt;
:*The Abomination, Resurrect, and Skeleton Crew spells&#039; results depend on the size of the corpses used.&lt;br /&gt;
:*Currently, the only way to learn a character or mob&#039;s size is the &#039;sizeup&#039; skill (which works on yourself!).&lt;br /&gt;
&lt;br /&gt;
==Immortal Stats==&lt;br /&gt;
Players won&#039;t see these but you might be curious anyway.&lt;br /&gt;
=====Security=====&lt;br /&gt;
:Determines which areas a builder is allowed to edit. A builder cannot edit an area with a security level above their own unless that area is specifically assigned to them.&lt;br /&gt;
=====Incognito=====&lt;br /&gt;
:Incognito level can be set so that the immortal can&#039;t be seen on the Who list by people below a certain level.&lt;br /&gt;
=====Holylight=====&lt;br /&gt;
:Immortals can see everything; invis, hidden, in the dark, whatever. This is an on/off toggle.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Statistics&amp;diff=4920</id>
		<title>Statistics</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Statistics&amp;diff=4920"/>
		<updated>2025-02-05T04:51:45Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Third Row */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article will explain all the numbers and things that players are allowed to know about. For info on named flags, check the [[Flags Compendium]]&lt;br /&gt;
&lt;br /&gt;
In this article, the term &amp;quot;&#039;&#039;&#039;character&#039;&#039;&#039;&amp;quot; means both PCs (&amp;quot;&#039;&#039;&#039;players&#039;&#039;&#039;&amp;quot;) and NPCs (&amp;quot;&#039;&#039;&#039;mobiles&#039;&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Things on the Score Sheet ==&lt;br /&gt;
All of these are available to see in-game by typing the &#039;&#039;&#039;Score&#039;&#039;&#039; command.&lt;br /&gt;
===Top Row===&lt;br /&gt;
=====Name=====&lt;br /&gt;
:A character&#039;s name is used by other characters to target it. Mobs and players work the same way, although mobs can have multiple separate names. Players will ideally have exactly one unique name, but occasionally a mob will share the name or part of it. When this happens, they can be disambiguated with a numerical prefix (EG 2.imp, 3.imp, etc).&lt;br /&gt;
=====Age=====&lt;br /&gt;
:Player age has no bearing on anything in-game and can&#039;t even be checked for in an mprog. It is based directly on the total number of hours that a PC has been logged on (&#039;&#039;&#039;17 + [hours/20]&#039;&#039;&#039;).&lt;br /&gt;
:*Mobs don&#039;t have an age.&lt;br /&gt;
&lt;br /&gt;
=== Second Row ===&lt;br /&gt;
=====Practices=====&lt;br /&gt;
:Number of Practices a player has earned through levelling up. The number gained on a level-up depends on the character&#039;s effective primary stat when they level.&lt;br /&gt;
{| border=1&lt;br /&gt;
! Primary Stat !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25+&lt;br /&gt;
|-&lt;br /&gt;
| Practices per Level || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 4 || 4 || 4 || 4 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
:* See &#039;Help Practice&#039; in the MUD for more info.&lt;br /&gt;
=====Trains=====&lt;br /&gt;
:Number of Trains a player has earned through levelling up. A player starts with one and gains one more every even level.&lt;br /&gt;
:* Training HP gives you 3 more maximum HP. Training Mana gives you 10 more maximum Mana. Training moves gives you 10 more max moves. Primary stats can be trained as well.&lt;br /&gt;
:* See &#039;Help Train&#039; in the MUD for more info.&lt;br /&gt;
&lt;br /&gt;
=====Items=====&lt;br /&gt;
:If a player has too many items, they can&#039;t pick up any more, but [[money]] doesn&#039;t count against this. The number of items a player can carry is &#039;&#039;&#039;[Level] + (Dex x 2) + 22&#039;&#039;&#039;.&lt;br /&gt;
:*Immortals have a flat carry capacity of 1000 items.&lt;br /&gt;
&lt;br /&gt;
=====Weight=====&lt;br /&gt;
:If a player is overweight, they can&#039;t pick up any more items. [[Money]] counts against this number, but the &#039;mob reward&#039; command ignores it (allowing players to go overweight in certain circumstances). The amount of weight a player can carry is &#039;&#039;&#039;(Str_App.carry x 6) + ([Level] x 20)&#039;&#039;&#039;&lt;br /&gt;
:*Str_App.carry ranges from 0 to 500, increasing slowly from 0 to 13 and then rapidly above that. See below for the full range.&lt;br /&gt;
:*Immortals have a flat carry weight of ten million.&lt;br /&gt;
&lt;br /&gt;
=== Third Row ===&lt;br /&gt;
=====[[Race]]=====&lt;br /&gt;
:A character&#039;s race determines their starting and maximum stats as well as giving them certain abilities. Mobs don&#039;t really care about stats.&lt;br /&gt;
:Some racial affects are checked for solely on the basis of the character being that race (EG Reploids not eating, Lobsters&#039; special attacks). The rest are applied once when the character is created (EG Espers&#039; detecting magic, Moogles&#039; haste). The distinction is mostly transparent to the player as they don&#039;t change race. Race can be checked for in mprogs.&lt;br /&gt;
:A mob&#039;s race applies a set of part, form, and other flags to its template, which can be altered afterwards by the builder. When using a PC race for a mob, they&#039;ll have the same special abilities but most of them are irrelevant because mobs simply don&#039;t do a lot of things (EG Mobs don&#039;t eat or drink, their innate attack is predefined by their template, and things like Haste can be turned on or off in the template as well).&lt;br /&gt;
&lt;br /&gt;
=====Sex=====&lt;br /&gt;
:Character sex determines which set of pronouns are used to refer to the character. It can be checked for in mprogs and equipment can be flagged antimale, antifemale, or antineuter.&lt;br /&gt;
:*Sex affects the Charm spell.&lt;br /&gt;
&lt;br /&gt;
=====[[Class]]=====&lt;br /&gt;
:On creation, a player has a group of skills and spells added to their character. In stock ROM a character can have multiple groups, but in CoD there is generally only one per class. Wizards and Knights have extra groups, but the end result is the same. After character creation, Class also determines how much MP and HP a PC gains on level-up, and can be checked for in Mobprogs (EG to find out eligibility for a quest skill).&lt;br /&gt;
:*Class determines the amount of HP and MP a player gains when they level up.&lt;br /&gt;
:*Mobs don&#039;t have class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Hit Points=====&lt;br /&gt;
:When a character takes damage, their current hit points decrease. Certain spells can raise a character&#039;s HP, but not above their maximum level. When a character hits 0 HP or less, they are [[Death|dead]] and turn into a [[corpse]] full of loot.&lt;br /&gt;
:*Hit points regenerate over time, but some affects cause it to decrease slowly instead (EG Poison).&lt;br /&gt;
:*Base HP regeneration is &#039;&#039;&#039;1/40 your max HP&#039;&#039;&#039; per six seconds, but this is then halved for standing characters.&lt;br /&gt;
:*HP regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.&lt;br /&gt;
&lt;br /&gt;
=====Magic Points AKA Mana=====&lt;br /&gt;
:A player&#039;s mana is expended when spells are cast and regenerates over time. PCs without enough mana to cast a spell simply can&#039;t cast it. Mobs have mana too, but it can be manipulated only with Mobprogs, so the exact implementation is up to the builder. &lt;br /&gt;
:*When a player botches a spell, some mana is still used, but not as much as the spell would normally cost.&lt;br /&gt;
:*Mana regenerates over time on both PCs and NPCs, and can be drained or damaged with certain affects and spells.&lt;br /&gt;
:*Base mana regeneration is &#039;&#039;&#039;1/40 your max Mana&#039;&#039;&#039; per six seconds, but this is then halved for standing characters.&lt;br /&gt;
:*Mana regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.&lt;br /&gt;
&lt;br /&gt;
=====Movement Points=====&lt;br /&gt;
MV or Movement Points are consumed whenever you move between rooms.  They recover at a rate of 20 every six seconds, plus your Dexterity if you&#039;re asleep.  When you&#039;re completely out of MV, you won&#039;t be able to walk, fight, or much of anything else until it recovers. MV consumed from walking is usually 3-7 per step depending on the [[Flags_Compendium#SECTOR|sector]] of both the current and destination rooms.&lt;br /&gt;
:*Being hasted makes you use a little less MV when travelling (one less per move). Being slowed makes you use a little more MV when travelling (one more per move). &lt;br /&gt;
:*Bumping into a non-exit or closed door wastes 2 MV. &lt;br /&gt;
:*Recalling halves the user&#039;s current MV.&lt;br /&gt;
:*Movement Points increase by two per level.&lt;br /&gt;
:*MV Regen can be increased by sitting on [[Vehicle]] items.&lt;br /&gt;
:*Many normal commands and some skills use MV as well, and won&#039;t function at all when you&#039;re out.&lt;br /&gt;
&lt;br /&gt;
=== Primary Stats ===&lt;br /&gt;
All of these can be checked for in Mobprogs. Most effects derived from them are determined by a table and not a coherent formula.&lt;br /&gt;
* Characters can train stats to their racial maximums, plus an additional 2 (3 if [[Human]]) points in their class&#039;s primary stat.&lt;br /&gt;
* The absolute maximum value for any stat is double the character&#039;s racial maximum.&lt;br /&gt;
* These tables only track to 25; stats can go higher than this but have less of an effect as they increase.&lt;br /&gt;
* All mobiles have flat stats of 13 across the board, before equipment and affects.&lt;br /&gt;
====Primary Stat====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Practices at Level Up || 2||2||2||2||2||2||2||2||2||2||2||2||2||2||2||3||3||3||3||3||4||4||4||4||4||5&lt;br /&gt;
|}&lt;br /&gt;
*Practices gained caps at 5; there are no further increases for having your primary stat above 25.&lt;br /&gt;
====Strength====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Damroll ||-11||-10||-9||-8||-7 ||-6 ||-5 ||-4 ||-3 ||-2 || -1 || 0 || 0 || 0 || 2 || 4 || 6 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Carry || 0 || 3 || 3 || 10 || 25 || 55 || 80 || 90 ||100 ||100 || 115 || 115 || 130 || 130 || 140 || 150 || 165 || 180 || 200 || 225 || 250 || 300 ||350 || 400 || 450 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Wield || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 15 || 17 || 19 || 22 || 25 || 30 || 35 || 40 || 45 || 50 || 55 || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| Damroll || 16 || 16 || 17 || 17 || 18 || 18 || 19 || 19 || 20 || 20 || 21 || 21 || 22 || 22 || 23 || 23 || 23 || 24 || 24 || 24 || 25 || 25 || 25 || 25 || 26 &lt;br /&gt;
|-&lt;br /&gt;
| Carry || 510 || 520 || 530 || 540 || 550 || 550 || 560 || 570 || 580 || 590 || 600 || 605 || 610 || 615 || 620 || 625 || 630 || 635 || 640 || 645 || 647 || 648 || 649 || 649 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Wield || 62 || 64 || 66 || 68 ||70 || 71 || 72 ||73 || 74 ||75 || 75 ||76 ||76 || 77 ||77||77||78||78||78||79||79||79||79||79||80&lt;br /&gt;
|}&lt;br /&gt;
:* Wieldable weight is in whole pounds&lt;br /&gt;
:* Strength helps avoid the Disarm ability.&lt;br /&gt;
:* Strength improves the effectiveness of the Bash and Grapple abilities.&lt;br /&gt;
&lt;br /&gt;
====Wisdom====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || -13 || -12 || -10 || -9 || -8 || -7 || -6 || -5 || -4 || -2 || -1 || 0 || 0 || 1 || 2 || 4 || 5 || 6 || 7 || 8 || 9 || 11 || 12 || 13 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Saves Modifier || 7 || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || 1 || 0 || -1 || -1 || -2 || -2 || -3 || -3 || -4 || -4 || -5 || -5 || -6 || -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || 16||17||18||19||20||20||21||21||22||22||23||23||24||24||25||25||25||26||26||26||27||27||27||28||28&lt;br /&gt;
|-&lt;br /&gt;
| Saves Modifier || -6||-6||-6||-6||-7||-7||-7||-7||-7||-7||-7||-7||-7||-7||-7||-8||-8||-8||-8||-8||-8||-8||-8||-8||-9&lt;br /&gt;
|}&lt;br /&gt;
:* Wisdom helps reduce the chance of spell failure by 1 percent per 4 points of Wisdom.&lt;br /&gt;
&lt;br /&gt;
====Constitution====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| HP Bonus Percent || -26 || -24 || -21 || -19 || -17 || -14 || -12 || -10 || -7 || -5 || -2 || 0 || 0 || 2 || 5 || 7 || 10 || 12 || 14 || 17 || 19 || 22 || 24 || 26 || 29 || 31&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| HP Bonus Percent || 33||35||37||39||40||41||42||43||44||45||46||47||48||49||50||50||51||51||52||52||53||53||54||54||55&lt;br /&gt;
|}&lt;br /&gt;
:*Each point of Constitution improves the success rate of the Pumpkin skill by one percent.&lt;br /&gt;
:*High Constitution will mitigate the negative effects of being drunk.&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Learning || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 34 || 38 || 42 || 46 || 50 || 54 || 57 || 60 || 63 || 66&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || -26 || -24 || -21 || -19 || -17 || -14 || -12 || -10 || -7 || -5 || -2 || 0 || 0 || 2 || 5 || 7 || 10 || 12 || 14 || 17 || 19 || 22 || 24 || 26 || 29 || 31&lt;br /&gt;
|-&lt;br /&gt;
| Magroll ||-11||-10||-9||-8||-7 ||-6 ||-5 ||-4 ||-3 ||-2 || -1 || 0 || 0 || 0 || 2 || 4 || 6 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 15&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| Learning || 69||72||74||76||78||80||81||82||83||84||85||87||88||89||90||90||91||91||92||92||93||93||94||94||95&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || 33 ||35||37||39||40||41||42||43||44||45||46||47||48||49||50||50||51||51||52||52||53||53||54||54||55&lt;br /&gt;
|-&lt;br /&gt;
| Magroll || 16 || 16 || 17 || 17 || 18 || 18 || 19 || 19 || 20 || 20 || 21 || 21 || 22 || 22 || 23 || 23 || 23 || 24 || 24 || 24 || 25 || 25 || 25 || 25 || 26 &lt;br /&gt;
|}&lt;br /&gt;
:* When Practicing, the actual amount of skill gained is the Learning score divided by the difficulty rating of the skill being practiced. The Learning score also affects how fast a skill goes up with use.&lt;br /&gt;
:* Intelligence improves the effectiveness of the Hypnotize spell.&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| AC Bonus || 39 || 36 || 33 || 30 || 27 || 24 || 21 || 18 || 15 || 12 || 9 || 6 || 3 || 0 || -3 || -6 || -9 || -12 || -15 || -18 || -21 || -24 || -27 || -30 || -33 || -36&lt;br /&gt;
|-&lt;br /&gt;
| Hitroll || -13 || -12 || -11 || -10 || -9 || -8 || -7 || -6 || -5 || -4 || -3 || -2 || -1 || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Xtra Attack Bonus || -100 || -100 || -100 || -100 || -90 || -80 || -70 || -60 || -50 || -40 || -30 || -20 || -10 || 0 || 10 || 20 || 40 || 60 || 80 || 100 || 125 || 150 || 175 || 200 || 225 || 250&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| AC Bonus || -38||-40||-42||-44||-46||-48||-50||-51||-52||-53||-54||-55||-56||-57||-58||-59||-60||-61||-62||-63||-64||-65||-66||-67||-68&lt;br /&gt;
|-&lt;br /&gt;
| Hitroll || 12 ||13||13||14||15||15||16||16||16||17||17||18||18||19||20||20||21||21||22||22||22||23||23||23||24&lt;br /&gt;
|-&lt;br /&gt;
| Xtra Attack Bonus || 255||260||265||270||275||280||285||290||295||300||305||310||315||320||325||330||335||340||345||350||355||360||365||370||375&lt;br /&gt;
|}&lt;br /&gt;
:* The Xtra Attack Bonus is subtracted from the weapon weight when determining the chance of 2x-cut and 3x-cut working. If unarmed, 2x-cut and 3x-cut have (skill-25)% and (skill-50)% chance of working, before other modifiers.&lt;br /&gt;
:* The AC bonus from Dexterity only applies when the character is standing up.&lt;br /&gt;
:* Dexterity helps avoid the Bash, Trip, Grapple, and Dirt Kick abilities. It also helps avoid damage from the Piledriver skill.&lt;br /&gt;
:* Dexterity improves the effectiveness of the Disarm, Kick, Trip, and Dirt Kick abilities.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
The Armor display on the Score sheet displays the actual effect of armor and not just its score.&lt;br /&gt;
&lt;br /&gt;
The calculation for armor varies with character level, such that higher-level characters need more and more armor points to improve their damage reduction the same amount. Poor armor scores relative to their level will cause a character to receive MORE damage from attacks.&lt;br /&gt;
&lt;br /&gt;
The bonus or penalty from armor class is capped respectively at 50% and 200%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Armor Class (AC) to Damage % Calculation ====&lt;br /&gt;
&lt;br /&gt;
The AC to damage uses level in a few places, one of which is the step size required to improve or degrade damage from the base level. This ranges from 3 to 6. &lt;br /&gt;
&lt;br /&gt;
AC adjusts by 5% for each step it goes in either direction, with lower AC being better until you hit the 50% floor and higher being worse until the ceiling of 200%. &lt;br /&gt;
&lt;br /&gt;
Base damage(100%) AC= (100-3xLevel)&lt;br /&gt;
&lt;br /&gt;
Assuming step of 6: (most extreme case)&lt;br /&gt;
* Min damage (50%) AC &amp;lt;= 60-3x Level&lt;br /&gt;
* Max damage (200%) AC &amp;gt;= 220-3x Level&lt;br /&gt;
&lt;br /&gt;
Assuming step size of 3: (least extreme)&lt;br /&gt;
&lt;br /&gt;
* Min damage (50%) AC &amp;lt;= 70-3xLevel&lt;br /&gt;
* Max damage (200%) AC &amp;gt;= 160-3xLevel&lt;br /&gt;
&lt;br /&gt;
=====Examples (stepsize 6)=====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Level !! AC for 50% damage !! AC for 100% damage !! AC for 200% damage&lt;br /&gt;
|+&lt;br /&gt;
| 10 || 30 AC (60-(thrice 10=30)) || 70 AC (100-30) || 190 AC (220-30)&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -90 AC (60-(thrice 50=150)) || -50 AC (100-150) || 70 AC (220-150) &lt;br /&gt;
|-&lt;br /&gt;
| 100 || -240 AC (60-(thrice 100=300)) || -200 AC (100-300) || -80 AC (220-300) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Misc. Stats ===&lt;br /&gt;
=====[[Hunger]], [[Thirst]], and Fullness=====&lt;br /&gt;
* &#039;&#039;See the main articles at [[Food]] and [[Liquid]]&#039;&#039;&lt;br /&gt;
:The actual hunger, [[thirst]], and fullness values are hidden from the player but range from 0 to 48.&lt;br /&gt;
:If either hunger or thirst is at 0, then regeneration rates are halved (quartered if both).&lt;br /&gt;
:Hunger and thirst count down by one each regeneration cycle for most races. [[Kirbies]] and [[Saiyans]] hunger twice as fast, and [[Matangui]] thirst twice as fast. [[Giganto]] thirst at 2/3 speed; they only accumulate a point of thirst on two out of three ticks.&lt;br /&gt;
:Fullness counts down by two per regeneration cycle.&lt;br /&gt;
&lt;br /&gt;
=====Drunkenness=====&lt;br /&gt;
* &#039;&#039;See the main article at [[Liquid#Drunkenness]]&#039;&#039;&lt;br /&gt;
:The actual drunkenness value is hidden from the player but ranges from 0 and 50. It increases when alcoholic beverages are consumed and decreases by one per tick.&lt;br /&gt;
:A character&#039;s speech becomes slurred when they are drunk, the amount depending on how drunk they are.&lt;br /&gt;
=====Hitroll=====&lt;br /&gt;
:Affects accuracy; each point of hitroll improves accuracy by about 2%.&lt;br /&gt;
:The base chance to hit with a normal attack is &#039;&#039;&#039;50 + (weapon skill%)/2 + (hitroll)x2&#039;&#039;&#039;, capped at 5% and 95%.&lt;br /&gt;
=====Damroll=====&lt;br /&gt;
:Each normal attack has (weapon skill)% of your damroll added to its damage.&lt;br /&gt;
=====Magroll=====&lt;br /&gt;
:Most damaging magic spells, and weapons with the Mystic flag, are affected by the caster&#039;s Magroll as a percentage.&lt;br /&gt;
&lt;br /&gt;
=====Saves=====&lt;br /&gt;
:The base chance to resist a spell is &#039;&#039;&#039;50% + (victim&#039;s level - attacker&#039;s level)x2 - (victim&#039;s Saves)x2&#039;&#039;&#039;&lt;br /&gt;
:*[[Ranboobs]] get a flat -5 bonus to Saves.&lt;br /&gt;
=====Position=====&lt;br /&gt;
:Resting Sitting etc&lt;br /&gt;
=====Alignment=====&lt;br /&gt;
:Affects some abilities and equipment. It ranges from -1000 to 1000 although mobs can bust out of this range, causing wacky effects. Alignment change is computed in the XP gain step.&lt;br /&gt;
:*Good and evil can be detected with the detect_good and detect_evil flags.&lt;br /&gt;
:*Characters with negative alignment have a Dark Aura instead of a White Aura when affect by Nayru&#039;s Love.&lt;br /&gt;
:*The Protective Aura, Ray, Smite, Frenzy, and Heavens Strike spells have slightly different effects if the caster is good or evil.&lt;br /&gt;
:** Protective Aura and Crusader Saber do nothing for neutral casters.&lt;br /&gt;
=====[[Innate]]=====&lt;br /&gt;
* &#039;&#039;See the main article at [[Innate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
! Innate !! Resistance !! Weakness !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| 1 Water || Cold || Energy&lt;br /&gt;
|-&lt;br /&gt;
| 2 Moon || Energy || Earth || Used to be called Electricity&lt;br /&gt;
|-&lt;br /&gt;
| 3 Wood || Wood || Fire&lt;br /&gt;
|-&lt;br /&gt;
| 4 None || Holy || Dark || This innate is present in the code but you can&#039;t pick it anymore&lt;br /&gt;
|-&lt;br /&gt;
| 5 Wind || Wind || Wood&lt;br /&gt;
|-&lt;br /&gt;
| 6 Earth || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
| 7 Fire || Fire || Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Things Not on the Score Sheet==&lt;br /&gt;
=====Size=====&lt;br /&gt;
:Size has some strange effects in the MUD. Moogles, Matango, Nu, Kirbies, and Kokiri are all Small-size. The only Large-size race is the Giganto, but Saiyans become large temporarily while transformed into oozaru. There is a &#039;Tiny&#039; size category but no player races are this size. There are also &#039;Huge&#039; and &#039;Giant&#039; sizes but no player races fall under these categories either.&lt;br /&gt;
&lt;br /&gt;
Small characters have a bonus, and large characters have a penalty to:&lt;br /&gt;
*(Nothing!)&lt;br /&gt;
&lt;br /&gt;
Small characters are less vulnerable, and large characters are more vulnerable to:&lt;br /&gt;
* Trip&lt;br /&gt;
* Suplex&lt;br /&gt;
* Magic Rocket&lt;br /&gt;
&lt;br /&gt;
Large characters have a bonus, and small characters have a penalty to:&lt;br /&gt;
* Grapple&lt;br /&gt;
* Piledriver&lt;br /&gt;
* Pry&lt;br /&gt;
* Handspring&lt;br /&gt;
&lt;br /&gt;
Large characters are less vulnerable, and small characters are more vulnerable to:&lt;br /&gt;
* Bash&lt;br /&gt;
* Grapple&lt;br /&gt;
* Piledriver&lt;br /&gt;
* Handspring&lt;br /&gt;
* Pry&lt;br /&gt;
* Inhale&lt;br /&gt;
* Maneater&lt;br /&gt;
&lt;br /&gt;
:*Corpses of large mobs give more chunks of meat when butchered.&lt;br /&gt;
:*The Abomination, Resurrect, and Skeleton Crew spells&#039; results depend on the size of the corpses used.&lt;br /&gt;
:*Currently, the only way to learn a character or mob&#039;s size is the &#039;sizeup&#039; skill (which works on yourself!).&lt;br /&gt;
&lt;br /&gt;
==Immortal Stats==&lt;br /&gt;
Players won&#039;t see these but you might be curious anyway.&lt;br /&gt;
=====Security=====&lt;br /&gt;
:Determines which areas a builder is allowed to edit. A builder cannot edit an area with a security level above their own unless that area is specifically assigned to them.&lt;br /&gt;
=====Incognito=====&lt;br /&gt;
:Incognito level can be set so that the immortal can&#039;t be seen on the Who list by people below a certain level.&lt;br /&gt;
=====Holylight=====&lt;br /&gt;
:Immortals can see everything; invis, hidden, in the dark, whatever. This is an on/off toggle.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Glitter&amp;diff=4919</id>
		<title>Glitter</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Glitter&amp;diff=4919"/>
		<updated>2025-01-30T20:01:43Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FC0FC0 | picture = glitter.png  | name = Glitter | age = ??? | race = ??? | affiliation = None | status = Alive | caption = Villainy is an art, and I am its glitter-covered masterpiece!}}&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
Reginald &amp;quot;Reggie&amp;quot; Gossamer, better(?) known as &amp;quot;Glitter&amp;quot;, has not given an indication of where he came from or why he became a villain, which means that nobody else is likely to have that information, either. His own origin story changes with every retelling—-sometimes he was a fallen prince betrayed by his kingdom, other times a cursed warrior infused with forbidden sparkle magic. Once, he even claimed to be the discarded concept for a scrapped &#039;Final Fantasy&#039; boss, brought to life by sheer determination. Regardless of the truth (if there even is one), he remains absolutely certain that his destiny is one of sparkles, doom, and dramatic lighting.&lt;br /&gt;
&lt;br /&gt;
As a villain, Glitter’s goals are simple: To eliminate the color beige and bedazzle the moon. Don’t ask why.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Description/Personality==&lt;br /&gt;
Glitter is a tall, lanky figure dressed in an overwhelming display of pink, with an outfit covered in sequins, metallic embroidery, and reflective fabric. Every movement sends light scattering from his glittery ensemble and shimmering cape, making him impossible to miss. His sleek sunglasses remain in place at all times, serving no clear purpose beyond aesthetics.&lt;br /&gt;
&lt;br /&gt;
Glitter carries himself with the unwavering confidence of a legendary villain, utterly convinced of his own infamy despite the world refusing to take him seriously. Every action is performed with theatrical flair, from his dramatic entrances to the way he poses or tosses his cape before a monologue. His evil laugh is a spectacle in itself, stretching on well past the point of comfort, leaving even the most patient listeners shifting awkwardly. Despite his commitment to villainy, he is constantly met with confusion, indifference, or—worst of all—comparisons to minor RPG enemies. Nothing wounds him more than being mistaken for a random encounter, and he reacts with exaggerated outrage, insisting that he is clearly the final boss.&lt;br /&gt;
&lt;br /&gt;
His voice is smooth yet ageless, his mannerisms both flamboyant and calculated. His sunglasses and dramatic styling obscure any telling details of his features, making it nearly impossible to determine his true age or even what he is. Human? Elf? Something else entirely? It’s a mystery he cultivates deliberately, playing into the illusion that he is more legend than person. Though his natural height may be lacking, his presence more than makes up for it. He carries himself with unshakable confidence, every step deliberate, every gesture grand. He moves like a performer basking in his own spotlight, a walking spectacle who refuses to be anything less than unforgettable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, Powers &amp;amp; Traits==&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Glitter Bob-Omb&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; - A small, handheld explosive filled with glitter. It creates a harmless but infuriatingly persistent mess, ensuring that his enemies will be finding glitter in their belongings for weeks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Everlasting Sparkle&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; - No matter how many times he’s defeated, traces of his glitter remain everywhere—his enemies, their homes, their clothes. It’s as if he never truly leaves, haunting his foes with an eternal shimmer of inconvenience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Glitter&amp;diff=4918</id>
		<title>Glitter</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Glitter&amp;diff=4918"/>
		<updated>2025-01-30T19:44:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FC0FC0 | picture = glitter.png  | name = Glitter | age = ??? | race = ??? | affiliation = None | status = Alive | caption = Villainy is an art, and I am its glitter-covered masterpiece!}}&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
Reginald &amp;quot;Reggie&amp;quot; Gossamer, better(?) known as &amp;quot;Glitter&amp;quot;, has not given an indication of where he came from or why he became a villain, which means that nobody else is likely to have that information, either. His own origin story changes with every retelling—-sometimes he was a fallen prince betrayed by his kingdom, other times a cursed warrior infused with forbidden sparkle magic. Once, he even claimed to be the discarded concept for a scrapped &#039;Final Fantasy&#039; boss, brought to life by sheer determination. Regardless of the truth (if there even is one), he remains absolutely certain that his destiny is one of sparkles, doom, and dramatic lighting.&lt;br /&gt;
&lt;br /&gt;
As a villain, Glitter’s goals are simple: To eliminate the color beige and bedazzle the moon. Don’t ask why.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Description/Personality==&lt;br /&gt;
Glitter is a tall, lanky figure dressed in an overwhelming display of pink, with an outfit covered in sequins, metallic embroidery, and reflective fabric. Every movement sends light scattering from his glittery ensemble and shimmering cape, making him impossible to miss. His sleek sunglasses remain in place at all times, serving no clear purpose beyond aesthetics.&lt;br /&gt;
&lt;br /&gt;
Glitter carries himself with the unwavering confidence of a legendary villain, utterly convinced of his own infamy despite the world refusing to take him seriously. Every action is performed with theatrical flair, from his dramatic entrances to the way he poses or tosses his cape before a monologue. His evil laugh is a spectacle in itself, stretching on well past the point of comfort, leaving even the most patient listeners shifting awkwardly. Despite his commitment to villainy, he is constantly met with confusion, indifference, or—worst of all—comparisons to minor RPG enemies. Nothing wounds him more than being mistaken for a random encounter, and he reacts with exaggerated outrage, insisting that he is clearly the final boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, Powers &amp;amp; Traits==&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Glitter Bob-Omb&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; - A small, handheld explosive filled with glitter. It creates a harmless but infuriatingly persistent mess, ensuring that his enemies will be finding glitter in their belongings for weeks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Everlasting Sparkle&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; - No matter how many times he’s defeated, traces of his glitter remain everywhere—his enemies, their homes, their clothes. It’s as if he never truly leaves, haunting his foes with an eternal shimmer of inconvenience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Glitter&amp;diff=4917</id>
		<title>Glitter</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Glitter&amp;diff=4917"/>
		<updated>2025-01-30T19:43:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FC0FC0 | picture = glitter.png  | name = Glitter | age = ??? | race = ??? | affiliation = None | status = Alive | caption = Villainy is an art, and I am its glitter-covered masterpiece!}}&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
Reginald &amp;quot;Reggie&amp;quot; Gossamer, better(?) known as &amp;quot;Glitter&amp;quot;, has not given an indication of where he came from or why he became a villain, which means that nobody else is likely to have that information, either. His own origin story changes with every retelling—-sometimes he was a fallen prince betrayed by his kingdom, other times a cursed warrior infused with forbidden sparkle magic. Once, he even claimed to be the discarded concept for a scrapped &#039;Final Fantasy&#039; boss, brought to life by sheer determination. Regardless of the truth (if there even is one), he remains absolutely certain that his destiny is one of sparkles, doom, and dramatic lighting.&lt;br /&gt;
&lt;br /&gt;
As a villain, Glitter’s goals are simple: To eliminate the color beige and bedazzle the moon. Don’t ask why.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Description/Personality==&lt;br /&gt;
Glitter is a tall, lanky figure dressed in an overwhelming display of pink, with an outfit covered in sequins, metallic embroidery, and reflective fabric. Every movement sends light scattering from his glittery ensemble and shimmering cape, making him impossible to miss. His sleek sunglasses remain in place at all times, serving no clear purpose beyond aesthetics.&lt;br /&gt;
&lt;br /&gt;
Glitter carries himself with the unwavering confidence of a legendary villain, utterly convinced of his own infamy despite the world refusing to take him seriously. Every action is performed with theatrical flair, from his dramatic entrances to the way he poses or tosses his cape before a monologue. His evil laugh is a spectacle in itself, stretching on well past the point of comfort, leaving even the most patient listeners shifting awkwardly. Despite his commitment to villainy, he is constantly met with confusion, indifference, or—worst of all—comparisons to minor RPG enemies. Nothing wounds him more than being mistaken for a random encounter, and he reacts with exaggerated outrage, insisting that he is clearly the final boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, Powers &amp;amp; Traits==&lt;br /&gt;
Glitter Bob-Omb - A small, handheld explosive filled with glitter. It creates a harmless but infuriatingly persistent mess, ensuring that his enemies will be finding glitter in their belongings for weeks.&lt;br /&gt;
&lt;br /&gt;
Everlasting Sparkle - No matter how many times he’s defeated, traces of his glitter remain everywhere—his enemies, their homes, their clothes. It’s as if he never truly leaves, haunting his foes with an eternal shimmer of inconvenience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Glitter.png&amp;diff=4916</id>
		<title>File:Glitter.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Glitter.png&amp;diff=4916"/>
		<updated>2025-01-30T19:40:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: Admin uploaded a new version of File:Glitter.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Glitter&amp;diff=4915</id>
		<title>Glitter</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Glitter&amp;diff=4915"/>
		<updated>2025-01-30T19:38:20Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FC0FC0 | picture = glitter.png  | name = Glitter | age = ??? | race = ??? | affiliation = None | status = Alive | caption = Villainy is an art, and I am its glitter-covered masterpiece!}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
Reginald &amp;quot;Reggie&amp;quot; Gossamer, better(?) known as &amp;quot;Glitter&amp;quot;, has not given an indication of where he came from or why he became a villain, which means that nobody else is likely to have that information, either. His own origin story changes with every retelling—-sometimes he was a fallen prince betrayed by his kingdom, other times a cursed warrior infused with forbidden sparkle magic. Once, he even claimed to be the discarded concept for a scrapped &#039;Final Fantasy&#039; boss, brought to life by sheer determination. Regardless of the truth (if there even is one), he remains absolutely certain that his destiny is one of sparkles, doom, and dramatic lighting.&lt;br /&gt;
&lt;br /&gt;
As a villain, Glitter’s goals are simple: To eliminate the color beige and bedazzle the moon. Don’t ask why.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, Powers &amp;amp; Traits==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Glitter.png&amp;diff=4914</id>
		<title>File:Glitter.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Glitter.png&amp;diff=4914"/>
		<updated>2025-01-30T19:37:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Glitter&amp;diff=4913</id>
		<title>Glitter</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Glitter&amp;diff=4913"/>
		<updated>2025-01-30T19:36:44Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;{{CharacterBio | color = #FC0FC0 | picture = ambience.png  | name = Glitter | age = ??? | race = ??? | affiliation = None | status = Alive | caption = Villainy is an art, and I am its glitter-covered masterpiece!}}  ==Origin== Reginald &amp;quot;Reggie&amp;quot; Gossamer, better(?) known as &amp;quot;Glitter&amp;quot;, has not given an indication of where he came from or why he became a villain, which means that nobody else is likely to have that information, either. His own origin story changes with every...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FC0FC0 | picture = ambience.png  | name = Glitter | age = ??? | race = ??? | affiliation = None | status = Alive | caption = Villainy is an art, and I am its glitter-covered masterpiece!}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
Reginald &amp;quot;Reggie&amp;quot; Gossamer, better(?) known as &amp;quot;Glitter&amp;quot;, has not given an indication of where he came from or why he became a villain, which means that nobody else is likely to have that information, either. His own origin story changes with every retelling—-sometimes he was a fallen prince betrayed by his kingdom, other times a cursed warrior infused with forbidden sparkle magic. Once, he even claimed to be the discarded concept for a scrapped &#039;Final Fantasy&#039; boss, brought to life by sheer determination. Regardless of the truth (if there even is one), he remains absolutely certain that his destiny is one of sparkles, doom, and dramatic lighting.&lt;br /&gt;
&lt;br /&gt;
As a villain, Glitter’s goals are simple: To eliminate the color beige and bedazzle the moon. Don’t ask why.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, Powers &amp;amp; Traits==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Statistics&amp;diff=4912</id>
		<title>Statistics</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Statistics&amp;diff=4912"/>
		<updated>2024-12-27T19:19:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Hunger, Thirst, and Fullness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article will explain all the numbers and things that players are allowed to know about. For info on named flags, check the [[Flags Compendium]]&lt;br /&gt;
&lt;br /&gt;
In this article, the term &amp;quot;&#039;&#039;&#039;character&#039;&#039;&#039;&amp;quot; means both PCs (&amp;quot;&#039;&#039;&#039;players&#039;&#039;&#039;&amp;quot;) and NPCs (&amp;quot;&#039;&#039;&#039;mobiles&#039;&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Things on the Score Sheet ==&lt;br /&gt;
All of these are available to see in-game by typing the &#039;&#039;&#039;Score&#039;&#039;&#039; command.&lt;br /&gt;
===Top Row===&lt;br /&gt;
=====Name=====&lt;br /&gt;
:A character&#039;s name is used by other characters to target it. Mobs and players work the same way, although mobs can have multiple separate names. Players will ideally have exactly one unique name, but occasionally a mob will share the name or part of it. When this happens, they can be disambiguated with a numerical prefix (EG 2.imp, 3.imp, etc).&lt;br /&gt;
=====Age=====&lt;br /&gt;
:Player age has no bearing on anything in-game and can&#039;t even be checked for in an mprog. It is based directly on the total number of hours that a PC has been logged on (&#039;&#039;&#039;17 + [hours/20]&#039;&#039;&#039;).&lt;br /&gt;
:*Mobs don&#039;t have an age.&lt;br /&gt;
&lt;br /&gt;
=== Second Row ===&lt;br /&gt;
=====Practices=====&lt;br /&gt;
:Number of Practices a player has earned through levelling up. The number gained on a level-up depends on the character&#039;s effective primary stat when they level.&lt;br /&gt;
{| border=1&lt;br /&gt;
! Primary Stat !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25+&lt;br /&gt;
|-&lt;br /&gt;
| Practices per Level || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 4 || 4 || 4 || 4 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
:* See &#039;Help Practice&#039; in the MUD for more info.&lt;br /&gt;
=====Trains=====&lt;br /&gt;
:Number of Trains a player has earned through levelling up. A player starts with one and gains one more every even level.&lt;br /&gt;
:* Training HP gives you 3 more maximum HP. Training Mana gives you 10 more maximum Mana. Training moves gives you 10 more max moves. Primary stats can be trained as well.&lt;br /&gt;
:* See &#039;Help Train&#039; in the MUD for more info.&lt;br /&gt;
&lt;br /&gt;
=====Items=====&lt;br /&gt;
:If a player has too many items, they can&#039;t pick up any more, but [[money]] doesn&#039;t count against this. The number of items a player can carry is &#039;&#039;&#039;[Level] + (Dex x 2) + 22&#039;&#039;&#039;.&lt;br /&gt;
:*Immortals have a flat carry capacity of 1000 items.&lt;br /&gt;
&lt;br /&gt;
=====Weight=====&lt;br /&gt;
:If a player is overweight, they can&#039;t pick up any more items. [[Money]] counts against this number, but the &#039;mob reward&#039; command ignores it (allowing players to go overweight in certain circumstances). The amount of weight a player can carry is &#039;&#039;&#039;(Str_App.carry x 6) + ([Level] x 20)&#039;&#039;&#039;&lt;br /&gt;
:*Str_App.carry ranges from 0 to 500, increasing slowly from 0 to 13 and then rapidly above that. See below for the full range.&lt;br /&gt;
:*Immortals have a flat carry weight of ten million.&lt;br /&gt;
&lt;br /&gt;
=== Third Row ===&lt;br /&gt;
=====[[Race]]=====&lt;br /&gt;
:A character&#039;s race determines their starting and maximum stats as well as giving them certain abilities. Mobs don&#039;t really care about stats.&lt;br /&gt;
:Some racial affects are checked for solely on the basis of the character being that race (EG Reploids not eating, Lobsters&#039; special attacks). The rest are applied once when the character is created (EG Espers&#039; detecting magic, Moogles&#039; haste). The distinction is mostly transparent to the player as they don&#039;t change race. Race can be checked for in mprogs.&lt;br /&gt;
:A mob&#039;s race applies a set of part, form, and other flags to its template, which can be altered afterwards by the builder. When using a PC race for a mob, they&#039;ll have the same special abilities but most of them are irrelevant because mobs simply don&#039;t do a lot of things (EG Mobs don&#039;t eat or drink, their innate attack is predefined by their template, and things like Haste can be turned on or off in the template as well).&lt;br /&gt;
&lt;br /&gt;
=====Sex=====&lt;br /&gt;
:Character sex determines which set of pronouns are used to refer to the character. It can be checked for in mprogs and equipment can be flagged antimale, antifemale, or antineuter.&lt;br /&gt;
:*Sex affects the Charm spell.&lt;br /&gt;
&lt;br /&gt;
=====[[Class]]=====&lt;br /&gt;
:On creation, a player has a group of skills and spells added to their character. In stock ROM a character can have multiple groups, but in CoD there is generally only one per class. Wizards and Knights have extra groups, but the end result is the same. After character creation, Class also determines how much MP and HP a PC gains on level-up, and can be checked for in Mobprogs (EG to find out eligibility for a quest skill).&lt;br /&gt;
:*Class determines the amount of HP and MP a player gains when they level up.&lt;br /&gt;
:*Mobs don&#039;t have class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Hit Points=====&lt;br /&gt;
:When a character takes damage, their current hit points decrease. Certain spells can raise a character&#039;s HP, but not above their maximum level. When a character hits 0 HP or less, they are [[Death|dead]] and turn into a [[corpse]] full of loot.&lt;br /&gt;
:*Hit points regenerate over time, but some affects cause it to decrease slowly instead (EG Poison).&lt;br /&gt;
:*Base HP regeneration is &#039;&#039;&#039;1/40 your max HP&#039;&#039;&#039; per six seconds.&lt;br /&gt;
:*HP regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.&lt;br /&gt;
&lt;br /&gt;
=====Magic Points AKA Mana=====&lt;br /&gt;
:A player&#039;s mana is expended when spells are cast and regenerates over time. PCs without enough mana to cast a spell simply can&#039;t cast it. Mobs have mana too, but it can be manipulated only with Mobprogs, so the exact implementation is up to the builder. &lt;br /&gt;
:*When a player botches a spell, some mana is still used, but not as much as the spell would normally cost.&lt;br /&gt;
:*Mana regenerates over time on both PCs and NPCs, and can be drained or damaged with certain affects and spells.&lt;br /&gt;
:*Base mana regeneration is &#039;&#039;&#039;1/40 your max Mana&#039;&#039;&#039; per six seconds.&lt;br /&gt;
:*Mana regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.&lt;br /&gt;
&lt;br /&gt;
=====Movement Points=====&lt;br /&gt;
MV or Movement Points are consumed whenever you move between rooms.  They recover at a rate of 20 every six seconds, plus your Dexterity if you&#039;re asleep.  When you&#039;re completely out of MV, you won&#039;t be able to walk, fight, or much of anything else until it recovers. MV consumed from walking is usually 3-7 per step depending on the [[Flags_Compendium#SECTOR|sector]] of both the current and destination rooms.&lt;br /&gt;
:*Being hasted makes you use a little less MV when travelling (one less per move). Being slowed makes you use a little more MV when travelling (one more per move). &lt;br /&gt;
:*Bumping into a non-exit or closed door wastes 2 MV. &lt;br /&gt;
:*Recalling halves the user&#039;s current MV.&lt;br /&gt;
:*Movement Points increase by two per level.&lt;br /&gt;
:*MV Regen can be increased by sitting on [[Vehicle]] items.&lt;br /&gt;
:*Many normal commands and some skills use MV as well, and won&#039;t function at all when you&#039;re out.&lt;br /&gt;
&lt;br /&gt;
=== Primary Stats ===&lt;br /&gt;
All of these can be checked for in Mobprogs. Most effects derived from them are determined by a table and not a coherent formula.&lt;br /&gt;
* Characters can train stats to their racial maximums, plus an additional 2 (3 if [[Human]]) points in their class&#039;s primary stat.&lt;br /&gt;
* The absolute maximum value for any stat is double the character&#039;s racial maximum.&lt;br /&gt;
* These tables only track to 25; stats can go higher than this but have less of an effect as they increase.&lt;br /&gt;
* All mobiles have flat stats of 13 across the board, before equipment and affects.&lt;br /&gt;
====Primary Stat====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Practices at Level Up || 2||2||2||2||2||2||2||2||2||2||2||2||2||2||2||3||3||3||3||3||4||4||4||4||4||5&lt;br /&gt;
|}&lt;br /&gt;
*Practices gained caps at 5; there are no further increases for having your primary stat above 25.&lt;br /&gt;
====Strength====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Damroll ||-11||-10||-9||-8||-7 ||-6 ||-5 ||-4 ||-3 ||-2 || -1 || 0 || 0 || 0 || 2 || 4 || 6 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Carry || 0 || 3 || 3 || 10 || 25 || 55 || 80 || 90 ||100 ||100 || 115 || 115 || 130 || 130 || 140 || 150 || 165 || 180 || 200 || 225 || 250 || 300 ||350 || 400 || 450 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Wield || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 15 || 17 || 19 || 22 || 25 || 30 || 35 || 40 || 45 || 50 || 55 || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| Damroll || 16 || 16 || 17 || 17 || 18 || 18 || 19 || 19 || 20 || 20 || 21 || 21 || 22 || 22 || 23 || 23 || 23 || 24 || 24 || 24 || 25 || 25 || 25 || 25 || 26 &lt;br /&gt;
|-&lt;br /&gt;
| Carry || 510 || 520 || 530 || 540 || 550 || 550 || 560 || 570 || 580 || 590 || 600 || 605 || 610 || 615 || 620 || 625 || 630 || 635 || 640 || 645 || 647 || 648 || 649 || 649 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Wield || 62 || 64 || 66 || 68 ||70 || 71 || 72 ||73 || 74 ||75 || 75 ||76 ||76 || 77 ||77||77||78||78||78||79||79||79||79||79||80&lt;br /&gt;
|}&lt;br /&gt;
:* Wieldable weight is in whole pounds&lt;br /&gt;
:* Strength helps avoid the Disarm ability.&lt;br /&gt;
:* Strength improves the effectiveness of the Bash and Grapple abilities.&lt;br /&gt;
&lt;br /&gt;
====Wisdom====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || -13 || -12 || -10 || -9 || -8 || -7 || -6 || -5 || -4 || -2 || -1 || 0 || 0 || 1 || 2 || 4 || 5 || 6 || 7 || 8 || 9 || 11 || 12 || 13 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Saves Modifier || 7 || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || 1 || 0 || -1 || -1 || -2 || -2 || -3 || -3 || -4 || -4 || -5 || -5 || -6 || -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || 16||17||18||19||20||20||21||21||22||22||23||23||24||24||25||25||25||26||26||26||27||27||27||28||28&lt;br /&gt;
|-&lt;br /&gt;
| Saves Modifier || -6||-6||-6||-6||-7||-7||-7||-7||-7||-7||-7||-7||-7||-7||-7||-8||-8||-8||-8||-8||-8||-8||-8||-8||-9&lt;br /&gt;
|}&lt;br /&gt;
:* Wisdom helps reduce the chance of spell failure by 1 percent per 4 points of Wisdom.&lt;br /&gt;
&lt;br /&gt;
====Constitution====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| HP Bonus Percent || -26 || -24 || -21 || -19 || -17 || -14 || -12 || -10 || -7 || -5 || -2 || 0 || 0 || 2 || 5 || 7 || 10 || 12 || 14 || 17 || 19 || 22 || 24 || 26 || 29 || 31&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| HP Bonus Percent || 33||35||37||39||40||41||42||43||44||45||46||47||48||49||50||50||51||51||52||52||53||53||54||54||55&lt;br /&gt;
|}&lt;br /&gt;
:*Each point of Constitution improves the success rate of the Pumpkin skill by one percent.&lt;br /&gt;
:*High Constitution will mitigate the negative effects of being drunk.&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Learning || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 34 || 38 || 42 || 46 || 50 || 54 || 57 || 60 || 63 || 66&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || -26 || -24 || -21 || -19 || -17 || -14 || -12 || -10 || -7 || -5 || -2 || 0 || 0 || 2 || 5 || 7 || 10 || 12 || 14 || 17 || 19 || 22 || 24 || 26 || 29 || 31&lt;br /&gt;
|-&lt;br /&gt;
| Magroll ||-11||-10||-9||-8||-7 ||-6 ||-5 ||-4 ||-3 ||-2 || -1 || 0 || 0 || 0 || 2 || 4 || 6 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 15&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| Learning || 69||72||74||76||78||80||81||82||83||84||85||87||88||89||90||90||91||91||92||92||93||93||94||94||95&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || 33 ||35||37||39||40||41||42||43||44||45||46||47||48||49||50||50||51||51||52||52||53||53||54||54||55&lt;br /&gt;
|-&lt;br /&gt;
| Magroll || 16 || 16 || 17 || 17 || 18 || 18 || 19 || 19 || 20 || 20 || 21 || 21 || 22 || 22 || 23 || 23 || 23 || 24 || 24 || 24 || 25 || 25 || 25 || 25 || 26 &lt;br /&gt;
|}&lt;br /&gt;
:* When Practicing, the actual amount of skill gained is the Learning score divided by the difficulty rating of the skill being practiced. The Learning score also affects how fast a skill goes up with use.&lt;br /&gt;
:* Intelligence improves the effectiveness of the Hypnotize spell.&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| AC Bonus || 39 || 36 || 33 || 30 || 27 || 24 || 21 || 18 || 15 || 12 || 9 || 6 || 3 || 0 || -3 || -6 || -9 || -12 || -15 || -18 || -21 || -24 || -27 || -30 || -33 || -36&lt;br /&gt;
|-&lt;br /&gt;
| Hitroll || -13 || -12 || -11 || -10 || -9 || -8 || -7 || -6 || -5 || -4 || -3 || -2 || -1 || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Xtra Attack Bonus || -100 || -100 || -100 || -100 || -90 || -80 || -70 || -60 || -50 || -40 || -30 || -20 || -10 || 0 || 10 || 20 || 40 || 60 || 80 || 100 || 125 || 150 || 175 || 200 || 225 || 250&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| AC Bonus || -38||-40||-42||-44||-46||-48||-50||-51||-52||-53||-54||-55||-56||-57||-58||-59||-60||-61||-62||-63||-64||-65||-66||-67||-68&lt;br /&gt;
|-&lt;br /&gt;
| Hitroll || 12 ||13||13||14||15||15||16||16||16||17||17||18||18||19||20||20||21||21||22||22||22||23||23||23||24&lt;br /&gt;
|-&lt;br /&gt;
| Xtra Attack Bonus || 255||260||265||270||275||280||285||290||295||300||305||310||315||320||325||330||335||340||345||350||355||360||365||370||375&lt;br /&gt;
|}&lt;br /&gt;
:* The Xtra Attack Bonus is subtracted from the weapon weight when determining the chance of 2x-cut and 3x-cut working. If unarmed, 2x-cut and 3x-cut have (skill-25)% and (skill-50)% chance of working, before other modifiers.&lt;br /&gt;
:* The AC bonus from Dexterity only applies when the character is standing up.&lt;br /&gt;
:* Dexterity helps avoid the Bash, Trip, Grapple, and Dirt Kick abilities. It also helps avoid damage from the Piledriver skill.&lt;br /&gt;
:* Dexterity improves the effectiveness of the Disarm, Kick, Trip, and Dirt Kick abilities.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
The Armor display on the Score sheet displays the actual effect of armor and not just its score.&lt;br /&gt;
&lt;br /&gt;
The calculation for armor varies with character level, such that higher-level characters need more and more armor points to improve their damage reduction the same amount. Poor armor scores relative to their level will cause a character to receive MORE damage from attacks.&lt;br /&gt;
&lt;br /&gt;
The bonus or penalty from armor class is capped respectively at 50% and 200%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Armor Class (AC) to Damage % Calculation ====&lt;br /&gt;
&lt;br /&gt;
The AC to damage uses level in a few places, one of which is the step size required to improve or degrade damage from the base level. This ranges from 3 to 6. &lt;br /&gt;
&lt;br /&gt;
AC adjusts by 5% for each step it goes in either direction, with lower AC being better until you hit the 50% floor and higher being worse until the ceiling of 200%. &lt;br /&gt;
&lt;br /&gt;
Base damage(100%) AC= (100-3xLevel)&lt;br /&gt;
&lt;br /&gt;
Assuming step of 6: (most extreme case)&lt;br /&gt;
* Min damage (50%) AC &amp;lt;= 60-3x Level&lt;br /&gt;
* Max damage (200%) AC &amp;gt;= 220-3x Level&lt;br /&gt;
&lt;br /&gt;
Assuming step size of 3: (least extreme)&lt;br /&gt;
&lt;br /&gt;
* Min damage (50%) AC &amp;lt;= 70-3xLevel&lt;br /&gt;
* Max damage (200%) AC &amp;gt;= 160-3xLevel&lt;br /&gt;
&lt;br /&gt;
=====Examples (stepsize 6)=====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Level !! AC for 50% damage !! AC for 100% damage !! AC for 200% damage&lt;br /&gt;
|+&lt;br /&gt;
| 10 || 30 AC (60-(thrice 10=30)) || 70 AC (100-30) || 190 AC (220-30)&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -90 AC (60-(thrice 50=150)) || -50 AC (100-150) || 70 AC (220-150) &lt;br /&gt;
|-&lt;br /&gt;
| 100 || -240 AC (60-(thrice 100=300)) || -200 AC (100-300) || -80 AC (220-300) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Misc. Stats ===&lt;br /&gt;
=====[[Hunger]], [[Thirst]], and Fullness=====&lt;br /&gt;
* &#039;&#039;See the main articles at [[Food]] and [[Liquid]]&#039;&#039;&lt;br /&gt;
:The actual hunger, [[thirst]], and fullness values are hidden from the player but range from 0 to 48.&lt;br /&gt;
:If either hunger or thirst is at 0, then regeneration rates are halved (quartered if both).&lt;br /&gt;
:Hunger and thirst count down by one each regeneration cycle for most races. [[Kirbies]] and [[Saiyans]] hunger twice as fast, and [[Matangui]] thirst twice as fast. [[Giganto]] thirst at 2/3 speed; they only accumulate a point of thirst on two out of three ticks.&lt;br /&gt;
:Fullness counts down by two per regeneration cycle.&lt;br /&gt;
&lt;br /&gt;
=====Drunkenness=====&lt;br /&gt;
* &#039;&#039;See the main article at [[Liquid#Drunkenness]]&#039;&#039;&lt;br /&gt;
:The actual drunkenness value is hidden from the player but ranges from 0 and 50. It increases when alcoholic beverages are consumed and decreases by one per tick.&lt;br /&gt;
:A character&#039;s speech becomes slurred when they are drunk, the amount depending on how drunk they are.&lt;br /&gt;
=====Hitroll=====&lt;br /&gt;
:Affects accuracy; each point of hitroll improves accuracy by about 2%.&lt;br /&gt;
:The base chance to hit with a normal attack is &#039;&#039;&#039;50 + (weapon skill%)/2 + (hitroll)x2&#039;&#039;&#039;, capped at 5% and 95%.&lt;br /&gt;
=====Damroll=====&lt;br /&gt;
:Each normal attack has (weapon skill)% of your damroll added to its damage.&lt;br /&gt;
=====Magroll=====&lt;br /&gt;
:Most damaging magic spells, and weapons with the Mystic flag, are affected by the caster&#039;s Magroll as a percentage.&lt;br /&gt;
&lt;br /&gt;
=====Saves=====&lt;br /&gt;
:The base chance to resist a spell is &#039;&#039;&#039;50% + (victim&#039;s level - attacker&#039;s level)x2 - (victim&#039;s Saves)x2&#039;&#039;&#039;&lt;br /&gt;
:*[[Ranboobs]] get a flat -5 bonus to Saves.&lt;br /&gt;
=====Position=====&lt;br /&gt;
:Resting Sitting etc&lt;br /&gt;
=====Alignment=====&lt;br /&gt;
:Affects some abilities and equipment. It ranges from -1000 to 1000 although mobs can bust out of this range, causing wacky effects. Alignment change is computed in the XP gain step.&lt;br /&gt;
:*Good and evil can be detected with the detect_good and detect_evil flags.&lt;br /&gt;
:*Characters with negative alignment have a Dark Aura instead of a White Aura when affect by Nayru&#039;s Love.&lt;br /&gt;
:*The Protective Aura, Ray, Smite, Frenzy, and Heavens Strike spells have slightly different effects if the caster is good or evil.&lt;br /&gt;
:** Protective Aura and Crusader Saber do nothing for neutral casters.&lt;br /&gt;
=====[[Innate]]=====&lt;br /&gt;
* &#039;&#039;See the main article at [[Innate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
! Innate !! Resistance !! Weakness !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| 1 Water || Cold || Energy&lt;br /&gt;
|-&lt;br /&gt;
| 2 Moon || Energy || Earth || Used to be called Electricity&lt;br /&gt;
|-&lt;br /&gt;
| 3 Wood || Wood || Fire&lt;br /&gt;
|-&lt;br /&gt;
| 4 None || Holy || Dark || This innate is present in the code but you can&#039;t pick it anymore&lt;br /&gt;
|-&lt;br /&gt;
| 5 Wind || Wind || Wood&lt;br /&gt;
|-&lt;br /&gt;
| 6 Earth || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
| 7 Fire || Fire || Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Things Not on the Score Sheet==&lt;br /&gt;
=====Size=====&lt;br /&gt;
:Size has some strange effects in the MUD. Moogles, Matango, Nu, Kirbies, and Kokiri are all Small-size. The only Large-size race is the Giganto, but Saiyans become large temporarily while transformed into oozaru. There is a &#039;Tiny&#039; size category but no player races are this size. There are also &#039;Huge&#039; and &#039;Giant&#039; sizes but no player races fall under these categories either.&lt;br /&gt;
&lt;br /&gt;
Small characters have a bonus, and large characters have a penalty to:&lt;br /&gt;
*(Nothing!)&lt;br /&gt;
&lt;br /&gt;
Small characters are less vulnerable, and large characters are more vulnerable to:&lt;br /&gt;
* Trip&lt;br /&gt;
* Suplex&lt;br /&gt;
* Magic Rocket&lt;br /&gt;
&lt;br /&gt;
Large characters have a bonus, and small characters have a penalty to:&lt;br /&gt;
* Grapple&lt;br /&gt;
* Piledriver&lt;br /&gt;
* Pry&lt;br /&gt;
* Handspring&lt;br /&gt;
&lt;br /&gt;
Large characters are less vulnerable, and small characters are more vulnerable to:&lt;br /&gt;
* Bash&lt;br /&gt;
* Grapple&lt;br /&gt;
* Piledriver&lt;br /&gt;
* Handspring&lt;br /&gt;
* Pry&lt;br /&gt;
* Inhale&lt;br /&gt;
* Maneater&lt;br /&gt;
&lt;br /&gt;
:*Corpses of large mobs give more chunks of meat when butchered.&lt;br /&gt;
:*The Abomination, Resurrect, and Skeleton Crew spells&#039; results depend on the size of the corpses used.&lt;br /&gt;
:*Currently, the only way to learn a character or mob&#039;s size is the &#039;sizeup&#039; skill (which works on yourself!).&lt;br /&gt;
&lt;br /&gt;
==Immortal Stats==&lt;br /&gt;
Players won&#039;t see these but you might be curious anyway.&lt;br /&gt;
=====Security=====&lt;br /&gt;
:Determines which areas a builder is allowed to edit. A builder cannot edit an area with a security level above their own unless that area is specifically assigned to them.&lt;br /&gt;
=====Incognito=====&lt;br /&gt;
:Incognito level can be set so that the immortal can&#039;t be seen on the Who list by people below a certain level.&lt;br /&gt;
=====Holylight=====&lt;br /&gt;
:Immortals can see everything; invis, hidden, in the dark, whatever. This is an on/off toggle.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Statistics&amp;diff=4911</id>
		<title>Statistics</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Statistics&amp;diff=4911"/>
		<updated>2024-12-27T18:49:06Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Intelligence */ added magroll mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article will explain all the numbers and things that players are allowed to know about. For info on named flags, check the [[Flags Compendium]]&lt;br /&gt;
&lt;br /&gt;
In this article, the term &amp;quot;&#039;&#039;&#039;character&#039;&#039;&#039;&amp;quot; means both PCs (&amp;quot;&#039;&#039;&#039;players&#039;&#039;&#039;&amp;quot;) and NPCs (&amp;quot;&#039;&#039;&#039;mobiles&#039;&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Things on the Score Sheet ==&lt;br /&gt;
All of these are available to see in-game by typing the &#039;&#039;&#039;Score&#039;&#039;&#039; command.&lt;br /&gt;
===Top Row===&lt;br /&gt;
=====Name=====&lt;br /&gt;
:A character&#039;s name is used by other characters to target it. Mobs and players work the same way, although mobs can have multiple separate names. Players will ideally have exactly one unique name, but occasionally a mob will share the name or part of it. When this happens, they can be disambiguated with a numerical prefix (EG 2.imp, 3.imp, etc).&lt;br /&gt;
=====Age=====&lt;br /&gt;
:Player age has no bearing on anything in-game and can&#039;t even be checked for in an mprog. It is based directly on the total number of hours that a PC has been logged on (&#039;&#039;&#039;17 + [hours/20]&#039;&#039;&#039;).&lt;br /&gt;
:*Mobs don&#039;t have an age.&lt;br /&gt;
&lt;br /&gt;
=== Second Row ===&lt;br /&gt;
=====Practices=====&lt;br /&gt;
:Number of Practices a player has earned through levelling up. The number gained on a level-up depends on the character&#039;s effective primary stat when they level.&lt;br /&gt;
{| border=1&lt;br /&gt;
! Primary Stat !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25+&lt;br /&gt;
|-&lt;br /&gt;
| Practices per Level || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 4 || 4 || 4 || 4 || 4 || 4 || 5&lt;br /&gt;
|}&lt;br /&gt;
:* See &#039;Help Practice&#039; in the MUD for more info.&lt;br /&gt;
=====Trains=====&lt;br /&gt;
:Number of Trains a player has earned through levelling up. A player starts with one and gains one more every even level.&lt;br /&gt;
:* Training HP gives you 3 more maximum HP. Training Mana gives you 10 more maximum Mana. Training moves gives you 10 more max moves. Primary stats can be trained as well.&lt;br /&gt;
:* See &#039;Help Train&#039; in the MUD for more info.&lt;br /&gt;
&lt;br /&gt;
=====Items=====&lt;br /&gt;
:If a player has too many items, they can&#039;t pick up any more, but [[money]] doesn&#039;t count against this. The number of items a player can carry is &#039;&#039;&#039;[Level] + (Dex x 2) + 22&#039;&#039;&#039;.&lt;br /&gt;
:*Immortals have a flat carry capacity of 1000 items.&lt;br /&gt;
&lt;br /&gt;
=====Weight=====&lt;br /&gt;
:If a player is overweight, they can&#039;t pick up any more items. [[Money]] counts against this number, but the &#039;mob reward&#039; command ignores it (allowing players to go overweight in certain circumstances). The amount of weight a player can carry is &#039;&#039;&#039;(Str_App.carry x 6) + ([Level] x 20)&#039;&#039;&#039;&lt;br /&gt;
:*Str_App.carry ranges from 0 to 500, increasing slowly from 0 to 13 and then rapidly above that. See below for the full range.&lt;br /&gt;
:*Immortals have a flat carry weight of ten million.&lt;br /&gt;
&lt;br /&gt;
=== Third Row ===&lt;br /&gt;
=====[[Race]]=====&lt;br /&gt;
:A character&#039;s race determines their starting and maximum stats as well as giving them certain abilities. Mobs don&#039;t really care about stats.&lt;br /&gt;
:Some racial affects are checked for solely on the basis of the character being that race (EG Reploids not eating, Lobsters&#039; special attacks). The rest are applied once when the character is created (EG Espers&#039; detecting magic, Moogles&#039; haste). The distinction is mostly transparent to the player as they don&#039;t change race. Race can be checked for in mprogs.&lt;br /&gt;
:A mob&#039;s race applies a set of part, form, and other flags to its template, which can be altered afterwards by the builder. When using a PC race for a mob, they&#039;ll have the same special abilities but most of them are irrelevant because mobs simply don&#039;t do a lot of things (EG Mobs don&#039;t eat or drink, their innate attack is predefined by their template, and things like Haste can be turned on or off in the template as well).&lt;br /&gt;
&lt;br /&gt;
=====Sex=====&lt;br /&gt;
:Character sex determines which set of pronouns are used to refer to the character. It can be checked for in mprogs and equipment can be flagged antimale, antifemale, or antineuter.&lt;br /&gt;
:*Sex affects the Charm spell.&lt;br /&gt;
&lt;br /&gt;
=====[[Class]]=====&lt;br /&gt;
:On creation, a player has a group of skills and spells added to their character. In stock ROM a character can have multiple groups, but in CoD there is generally only one per class. Wizards and Knights have extra groups, but the end result is the same. After character creation, Class also determines how much MP and HP a PC gains on level-up, and can be checked for in Mobprogs (EG to find out eligibility for a quest skill).&lt;br /&gt;
:*Class determines the amount of HP and MP a player gains when they level up.&lt;br /&gt;
:*Mobs don&#039;t have class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Hit Points=====&lt;br /&gt;
:When a character takes damage, their current hit points decrease. Certain spells can raise a character&#039;s HP, but not above their maximum level. When a character hits 0 HP or less, they are [[Death|dead]] and turn into a [[corpse]] full of loot.&lt;br /&gt;
:*Hit points regenerate over time, but some affects cause it to decrease slowly instead (EG Poison).&lt;br /&gt;
:*Base HP regeneration is &#039;&#039;&#039;1/40 your max HP&#039;&#039;&#039; per six seconds.&lt;br /&gt;
:*HP regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.&lt;br /&gt;
&lt;br /&gt;
=====Magic Points AKA Mana=====&lt;br /&gt;
:A player&#039;s mana is expended when spells are cast and regenerates over time. PCs without enough mana to cast a spell simply can&#039;t cast it. Mobs have mana too, but it can be manipulated only with Mobprogs, so the exact implementation is up to the builder. &lt;br /&gt;
:*When a player botches a spell, some mana is still used, but not as much as the spell would normally cost.&lt;br /&gt;
:*Mana regenerates over time on both PCs and NPCs, and can be drained or damaged with certain affects and spells.&lt;br /&gt;
:*Base mana regeneration is &#039;&#039;&#039;1/40 your max Mana&#039;&#039;&#039; per six seconds.&lt;br /&gt;
:*Mana regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.&lt;br /&gt;
&lt;br /&gt;
=====Movement Points=====&lt;br /&gt;
MV or Movement Points are consumed whenever you move between rooms.  They recover at a rate of 20 every six seconds, plus your Dexterity if you&#039;re asleep.  When you&#039;re completely out of MV, you won&#039;t be able to walk, fight, or much of anything else until it recovers. MV consumed from walking is usually 3-7 per step depending on the [[Flags_Compendium#SECTOR|sector]] of both the current and destination rooms.&lt;br /&gt;
:*Being hasted makes you use a little less MV when travelling (one less per move). Being slowed makes you use a little more MV when travelling (one more per move). &lt;br /&gt;
:*Bumping into a non-exit or closed door wastes 2 MV. &lt;br /&gt;
:*Recalling halves the user&#039;s current MV.&lt;br /&gt;
:*Movement Points increase by two per level.&lt;br /&gt;
:*MV Regen can be increased by sitting on [[Vehicle]] items.&lt;br /&gt;
:*Many normal commands and some skills use MV as well, and won&#039;t function at all when you&#039;re out.&lt;br /&gt;
&lt;br /&gt;
=== Primary Stats ===&lt;br /&gt;
All of these can be checked for in Mobprogs. Most effects derived from them are determined by a table and not a coherent formula.&lt;br /&gt;
* Characters can train stats to their racial maximums, plus an additional 2 (3 if [[Human]]) points in their class&#039;s primary stat.&lt;br /&gt;
* The absolute maximum value for any stat is double the character&#039;s racial maximum.&lt;br /&gt;
* These tables only track to 25; stats can go higher than this but have less of an effect as they increase.&lt;br /&gt;
* All mobiles have flat stats of 13 across the board, before equipment and affects.&lt;br /&gt;
====Primary Stat====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Practices at Level Up || 2||2||2||2||2||2||2||2||2||2||2||2||2||2||2||3||3||3||3||3||4||4||4||4||4||5&lt;br /&gt;
|}&lt;br /&gt;
*Practices gained caps at 5; there are no further increases for having your primary stat above 25.&lt;br /&gt;
====Strength====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Damroll ||-11||-10||-9||-8||-7 ||-6 ||-5 ||-4 ||-3 ||-2 || -1 || 0 || 0 || 0 || 2 || 4 || 6 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Carry || 0 || 3 || 3 || 10 || 25 || 55 || 80 || 90 ||100 ||100 || 115 || 115 || 130 || 130 || 140 || 150 || 165 || 180 || 200 || 225 || 250 || 300 ||350 || 400 || 450 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Wield || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 15 || 17 || 19 || 22 || 25 || 30 || 35 || 40 || 45 || 50 || 55 || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| Damroll || 16 || 16 || 17 || 17 || 18 || 18 || 19 || 19 || 20 || 20 || 21 || 21 || 22 || 22 || 23 || 23 || 23 || 24 || 24 || 24 || 25 || 25 || 25 || 25 || 26 &lt;br /&gt;
|-&lt;br /&gt;
| Carry || 510 || 520 || 530 || 540 || 550 || 550 || 560 || 570 || 580 || 590 || 600 || 605 || 610 || 615 || 620 || 625 || 630 || 635 || 640 || 645 || 647 || 648 || 649 || 649 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Wield || 62 || 64 || 66 || 68 ||70 || 71 || 72 ||73 || 74 ||75 || 75 ||76 ||76 || 77 ||77||77||78||78||78||79||79||79||79||79||80&lt;br /&gt;
|}&lt;br /&gt;
:* Wieldable weight is in whole pounds&lt;br /&gt;
:* Strength helps avoid the Disarm ability.&lt;br /&gt;
:* Strength improves the effectiveness of the Bash and Grapple abilities.&lt;br /&gt;
&lt;br /&gt;
====Wisdom====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || -13 || -12 || -10 || -9 || -8 || -7 || -6 || -5 || -4 || -2 || -1 || 0 || 0 || 1 || 2 || 4 || 5 || 6 || 7 || 8 || 9 || 11 || 12 || 13 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Saves Modifier || 7 || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || 1 || 0 || -1 || -1 || -2 || -2 || -3 || -3 || -4 || -4 || -5 || -5 || -6 || -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || 16||17||18||19||20||20||21||21||22||22||23||23||24||24||25||25||25||26||26||26||27||27||27||28||28&lt;br /&gt;
|-&lt;br /&gt;
| Saves Modifier || -6||-6||-6||-6||-7||-7||-7||-7||-7||-7||-7||-7||-7||-7||-7||-8||-8||-8||-8||-8||-8||-8||-8||-8||-9&lt;br /&gt;
|}&lt;br /&gt;
:* Wisdom helps reduce the chance of spell failure by 1 percent per 4 points of Wisdom.&lt;br /&gt;
&lt;br /&gt;
====Constitution====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| HP Bonus Percent || -26 || -24 || -21 || -19 || -17 || -14 || -12 || -10 || -7 || -5 || -2 || 0 || 0 || 2 || 5 || 7 || 10 || 12 || 14 || 17 || 19 || 22 || 24 || 26 || 29 || 31&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| HP Bonus Percent || 33||35||37||39||40||41||42||43||44||45||46||47||48||49||50||50||51||51||52||52||53||53||54||54||55&lt;br /&gt;
|}&lt;br /&gt;
:*Each point of Constitution improves the success rate of the Pumpkin skill by one percent.&lt;br /&gt;
:*High Constitution will mitigate the negative effects of being drunk.&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| Learning || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 30 || 34 || 38 || 42 || 46 || 50 || 54 || 57 || 60 || 63 || 66&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || -26 || -24 || -21 || -19 || -17 || -14 || -12 || -10 || -7 || -5 || -2 || 0 || 0 || 2 || 5 || 7 || 10 || 12 || 14 || 17 || 19 || 22 || 24 || 26 || 29 || 31&lt;br /&gt;
|-&lt;br /&gt;
| Magroll ||-11||-10||-9||-8||-7 ||-6 ||-5 ||-4 ||-3 ||-2 || -1 || 0 || 0 || 0 || 2 || 4 || 6 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 15&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| Learning || 69||72||74||76||78||80||81||82||83||84||85||87||88||89||90||90||91||91||92||92||93||93||94||94||95&lt;br /&gt;
|-&lt;br /&gt;
| MP Bonus Percent || 33 ||35||37||39||40||41||42||43||44||45||46||47||48||49||50||50||51||51||52||52||53||53||54||54||55&lt;br /&gt;
|-&lt;br /&gt;
| Magroll || 16 || 16 || 17 || 17 || 18 || 18 || 19 || 19 || 20 || 20 || 21 || 21 || 22 || 22 || 23 || 23 || 23 || 24 || 24 || 24 || 25 || 25 || 25 || 25 || 26 &lt;br /&gt;
|}&lt;br /&gt;
:* When Practicing, the actual amount of skill gained is the Learning score divided by the difficulty rating of the skill being practiced. The Learning score also affects how fast a skill goes up with use.&lt;br /&gt;
:* Intelligence improves the effectiveness of the Hypnotize spell.&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 !! 21 !! 22 !! 23 !! 24 !! 25&lt;br /&gt;
|-&lt;br /&gt;
| AC Bonus || 39 || 36 || 33 || 30 || 27 || 24 || 21 || 18 || 15 || 12 || 9 || 6 || 3 || 0 || -3 || -6 || -9 || -12 || -15 || -18 || -21 || -24 || -27 || -30 || -33 || -36&lt;br /&gt;
|-&lt;br /&gt;
| Hitroll || -13 || -12 || -11 || -10 || -9 || -8 || -7 || -6 || -5 || -4 || -3 || -2 || -1 || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Xtra Attack Bonus || -100 || -100 || -100 || -100 || -90 || -80 || -70 || -60 || -50 || -40 || -30 || -20 || -10 || 0 || 10 || 20 || 40 || 60 || 80 || 100 || 125 || 150 || 175 || 200 || 225 || 250&lt;br /&gt;
|}&lt;br /&gt;
{| border=1&lt;br /&gt;
! Score !! 26 !! 27 !! 28 !! 29 !! 30 !! 31 !! 32 !! 33 !! 34 !! 35 !! 36 !! 37 !! 38 !! 39 !! 40 !! 41 !! 42 !! 43 !! 44 !! 45 !! 46 !! 47 !! 48 !! 49 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| AC Bonus || -38||-40||-42||-44||-46||-48||-50||-51||-52||-53||-54||-55||-56||-57||-58||-59||-60||-61||-62||-63||-64||-65||-66||-67||-68&lt;br /&gt;
|-&lt;br /&gt;
| Hitroll || 12 ||13||13||14||15||15||16||16||16||17||17||18||18||19||20||20||21||21||22||22||22||23||23||23||24&lt;br /&gt;
|-&lt;br /&gt;
| Xtra Attack Bonus || 255||260||265||270||275||280||285||290||295||300||305||310||315||320||325||330||335||340||345||350||355||360||365||370||375&lt;br /&gt;
|}&lt;br /&gt;
:* The Xtra Attack Bonus is subtracted from the weapon weight when determining the chance of 2x-cut and 3x-cut working. If unarmed, 2x-cut and 3x-cut have (skill-25)% and (skill-50)% chance of working, before other modifiers.&lt;br /&gt;
:* The AC bonus from Dexterity only applies when the character is standing up.&lt;br /&gt;
:* Dexterity helps avoid the Bash, Trip, Grapple, and Dirt Kick abilities. It also helps avoid damage from the Piledriver skill.&lt;br /&gt;
:* Dexterity improves the effectiveness of the Disarm, Kick, Trip, and Dirt Kick abilities.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
The Armor display on the Score sheet displays the actual effect of armor and not just its score.&lt;br /&gt;
&lt;br /&gt;
The calculation for armor varies with character level, such that higher-level characters need more and more armor points to improve their damage reduction the same amount. Poor armor scores relative to their level will cause a character to receive MORE damage from attacks.&lt;br /&gt;
&lt;br /&gt;
The bonus or penalty from armor class is capped respectively at 50% and 200%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Armor Class (AC) to Damage % Calculation ====&lt;br /&gt;
&lt;br /&gt;
The AC to damage uses level in a few places, one of which is the step size required to improve or degrade damage from the base level. This ranges from 3 to 6. &lt;br /&gt;
&lt;br /&gt;
AC adjusts by 5% for each step it goes in either direction, with lower AC being better until you hit the 50% floor and higher being worse until the ceiling of 200%. &lt;br /&gt;
&lt;br /&gt;
Base damage(100%) AC= (100-3xLevel)&lt;br /&gt;
&lt;br /&gt;
Assuming step of 6: (most extreme case)&lt;br /&gt;
* Min damage (50%) AC &amp;lt;= 60-3x Level&lt;br /&gt;
* Max damage (200%) AC &amp;gt;= 220-3x Level&lt;br /&gt;
&lt;br /&gt;
Assuming step size of 3: (least extreme)&lt;br /&gt;
&lt;br /&gt;
* Min damage (50%) AC &amp;lt;= 70-3xLevel&lt;br /&gt;
* Max damage (200%) AC &amp;gt;= 160-3xLevel&lt;br /&gt;
&lt;br /&gt;
=====Examples (stepsize 6)=====&lt;br /&gt;
{| border=1&lt;br /&gt;
! Level !! AC for 50% damage !! AC for 100% damage !! AC for 200% damage&lt;br /&gt;
|+&lt;br /&gt;
| 10 || 30 AC (60-(thrice 10=30)) || 70 AC (100-30) || 190 AC (220-30)&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -90 AC (60-(thrice 50=150)) || -50 AC (100-150) || 70 AC (220-150) &lt;br /&gt;
|-&lt;br /&gt;
| 100 || -240 AC (60-(thrice 100=300)) || -200 AC (100-300) || -80 AC (220-300) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Misc. Stats ===&lt;br /&gt;
=====[[Hunger]], [[Thirst]], and Fullness=====&lt;br /&gt;
* &#039;&#039;See the main articles at [[Food]] and [[Liquid]]&#039;&#039;&lt;br /&gt;
:The actual hunger, [[thirst]], and fullness values are hidden from the player but range from 0 to 48.&lt;br /&gt;
:If either hunger or thirst is at 0, then regeneration rates are halved (quartered if both).&lt;br /&gt;
:Hunger and thirst count down by one each regeneration cycle for most races. [[Kirbies]] and [[Saiyans]] hunger twice as fast, and [[Matangui]] thirst twice as fast. [[Giganto]] have a 1/3 chance every tick to not become thirstier.&lt;br /&gt;
:Fullness counts down by two per regeneration cycle.&lt;br /&gt;
&lt;br /&gt;
=====Drunkenness=====&lt;br /&gt;
* &#039;&#039;See the main article at [[Liquid#Drunkenness]]&#039;&#039;&lt;br /&gt;
:The actual drunkenness value is hidden from the player but ranges from 0 and 50. It increases when alcoholic beverages are consumed and decreases by one per tick.&lt;br /&gt;
:A character&#039;s speech becomes slurred when they are drunk, the amount depending on how drunk they are.&lt;br /&gt;
=====Hitroll=====&lt;br /&gt;
:Affects accuracy; each point of hitroll improves accuracy by about 2%.&lt;br /&gt;
:The base chance to hit with a normal attack is &#039;&#039;&#039;50 + (weapon skill%)/2 + (hitroll)x2&#039;&#039;&#039;, capped at 5% and 95%.&lt;br /&gt;
=====Damroll=====&lt;br /&gt;
:Each normal attack has (weapon skill)% of your damroll added to its damage.&lt;br /&gt;
=====Magroll=====&lt;br /&gt;
:Most damaging magic spells, and weapons with the Mystic flag, are affected by the caster&#039;s Magroll as a percentage.&lt;br /&gt;
&lt;br /&gt;
=====Saves=====&lt;br /&gt;
:The base chance to resist a spell is &#039;&#039;&#039;50% + (victim&#039;s level - attacker&#039;s level)x2 - (victim&#039;s Saves)x2&#039;&#039;&#039;&lt;br /&gt;
:*[[Ranboobs]] get a flat -5 bonus to Saves.&lt;br /&gt;
=====Position=====&lt;br /&gt;
:Resting Sitting etc&lt;br /&gt;
=====Alignment=====&lt;br /&gt;
:Affects some abilities and equipment. It ranges from -1000 to 1000 although mobs can bust out of this range, causing wacky effects. Alignment change is computed in the XP gain step.&lt;br /&gt;
:*Good and evil can be detected with the detect_good and detect_evil flags.&lt;br /&gt;
:*Characters with negative alignment have a Dark Aura instead of a White Aura when affect by Nayru&#039;s Love.&lt;br /&gt;
:*The Protective Aura, Ray, Smite, Frenzy, and Heavens Strike spells have slightly different effects if the caster is good or evil.&lt;br /&gt;
:** Protective Aura and Crusader Saber do nothing for neutral casters.&lt;br /&gt;
=====[[Innate]]=====&lt;br /&gt;
* &#039;&#039;See the main article at [[Innate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
! Innate !! Resistance !! Weakness !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| 1 Water || Cold || Energy&lt;br /&gt;
|-&lt;br /&gt;
| 2 Moon || Energy || Earth || Used to be called Electricity&lt;br /&gt;
|-&lt;br /&gt;
| 3 Wood || Wood || Fire&lt;br /&gt;
|-&lt;br /&gt;
| 4 None || Holy || Dark || This innate is present in the code but you can&#039;t pick it anymore&lt;br /&gt;
|-&lt;br /&gt;
| 5 Wind || Wind || Wood&lt;br /&gt;
|-&lt;br /&gt;
| 6 Earth || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
| 7 Fire || Fire || Cold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Things Not on the Score Sheet==&lt;br /&gt;
=====Size=====&lt;br /&gt;
:Size has some strange effects in the MUD. Moogles, Matango, Nu, Kirbies, and Kokiri are all Small-size. The only Large-size race is the Giganto, but Saiyans become large temporarily while transformed into oozaru. There is a &#039;Tiny&#039; size category but no player races are this size. There are also &#039;Huge&#039; and &#039;Giant&#039; sizes but no player races fall under these categories either.&lt;br /&gt;
&lt;br /&gt;
Small characters have a bonus, and large characters have a penalty to:&lt;br /&gt;
*(Nothing!)&lt;br /&gt;
&lt;br /&gt;
Small characters are less vulnerable, and large characters are more vulnerable to:&lt;br /&gt;
* Trip&lt;br /&gt;
* Suplex&lt;br /&gt;
* Magic Rocket&lt;br /&gt;
&lt;br /&gt;
Large characters have a bonus, and small characters have a penalty to:&lt;br /&gt;
* Grapple&lt;br /&gt;
* Piledriver&lt;br /&gt;
* Pry&lt;br /&gt;
* Handspring&lt;br /&gt;
&lt;br /&gt;
Large characters are less vulnerable, and small characters are more vulnerable to:&lt;br /&gt;
* Bash&lt;br /&gt;
* Grapple&lt;br /&gt;
* Piledriver&lt;br /&gt;
* Handspring&lt;br /&gt;
* Pry&lt;br /&gt;
* Inhale&lt;br /&gt;
* Maneater&lt;br /&gt;
&lt;br /&gt;
:*Corpses of large mobs give more chunks of meat when butchered.&lt;br /&gt;
:*The Abomination, Resurrect, and Skeleton Crew spells&#039; results depend on the size of the corpses used.&lt;br /&gt;
:*Currently, the only way to learn a character or mob&#039;s size is the &#039;sizeup&#039; skill (which works on yourself!).&lt;br /&gt;
&lt;br /&gt;
==Immortal Stats==&lt;br /&gt;
Players won&#039;t see these but you might be curious anyway.&lt;br /&gt;
=====Security=====&lt;br /&gt;
:Determines which areas a builder is allowed to edit. A builder cannot edit an area with a security level above their own unless that area is specifically assigned to them.&lt;br /&gt;
=====Incognito=====&lt;br /&gt;
:Incognito level can be set so that the immortal can&#039;t be seen on the Who list by people below a certain level.&lt;br /&gt;
=====Holylight=====&lt;br /&gt;
:Immortals can see everything; invis, hidden, in the dark, whatever. This is an on/off toggle.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4906</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4906"/>
		<updated>2024-12-01T20:01:18Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* IFCHECKS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4905</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4905"/>
		<updated>2024-11-26T21:29:21Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* IFCHECKS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4904</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4904"/>
		<updated>2024-11-26T21:26:31Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* IFCHECKS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    &lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Hikari_no_Matsuri&amp;diff=4903</id>
		<title>Hikari no Matsuri</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Hikari_no_Matsuri&amp;diff=4903"/>
		<updated>2024-11-24T00:06:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
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&lt;div&gt;{| style=&amp;quot;position:relative; margin: 0 0 0.5em 1em; border-collapse: collapse; float:right; background:white; clear:right; width:200px;&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
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|&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;[[image:festival.png]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Happiness is just a Jingle Bell (or several thousand of them) away!&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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==Premise==&lt;br /&gt;
&lt;br /&gt;
Hikari no Matsuri (Japanese: &amp;quot;Festival of Lights&amp;quot;) is a winter-themed, weeklong event that is held either at the end of every year or the very beginning of the following year, and is designed to be a large-scale entertainment venue filled with games, attractions, vendors, and other involvement vectors. Most everything about the festival is automated, allowing players to come and go as they see fit, and there are a variety of themes and difficulties (with appropriate rewards) from casual to heavily-vested. Unspoken secrets also await players to find and discover for themselves, as well as a small-scale storyline each year further detailing some of the returning characters&#039; backstories and their relevance to the festival itself. &#039;Hikari no Matsuri&#039; and &#039;Festival of Lights&#039; are used interchangeably as direct references, and it is styled heavily in the overall theme of Japanese-style festivals, with some obvious twists and differences to keep it original. The Festival of Lights typically runs for a full week, opening in the morning and running until the gates are closed late at night. Players utilize a wristband while traversing and engaging with the festival and its attractions/occupants, which helps keep track of certain progressions and, in some years, depicts them as a member of a specific team for competitive games. During the time spent there, players can accumulate currency, typically in the form of different types of &#039;Jingle Bells,&#039; which are then exchange for a large variety of prizes, many of which cannot be obtained anywhere else. Each year expands upon the pre-existing festival, and new attractions, characters, rewards, and other things are inclined to show up with each new instance that follows. Occasional game-staff-hosted events are also known to take place during the week, sometimes predetermined and sometimes spontaneous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;Kindness and Generosity&#039; tends to be the running theme throughout Hikari no Matsuri from year to year, with players finding themselves in more-gracious favor from various NPCs as a result of actions they take in this direction, but certain things, while limited in scope, are also available to those players who decide to be the opposite.&lt;br /&gt;
&lt;br /&gt;
==Story &amp;amp; History==&lt;br /&gt;
&lt;br /&gt;
In 343, [[Kouchi Fukawa]] of [[Fukawa Industries]] had a winter-themed festival boardwalk constructed as a northwestern extension of the city of [[Viorar]], citing his desire for a place that hard-working people and their families could go for a week at the end of the year to unwind and relax from the toil and turmoil that the year&#039;s efforts induced. The construction, and subsequent upkeep of the festival, was funding wholly out-of-pocket; this turned out to be a gambit on the part of Fukawa Industries, as Kouichi saw it as a move to try and garner trust from external companies and agencies who might commit themselves to the company and its vision, and provide commensurate business ventures. It turned to be a massive success over the years that followed, turning Fukawa Industries into a corporate powerhouse with many allies around the business world outside the festival itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bit deeper than that, though, was the fact that Kouichi&#039;s only daughter, [[Hikari_Fukawa|Hikari]], had fallen gravely ill that year and was not expected to survive her illness. Faced with the inevitable, and as a means of coping with the apparent loss of his child, Kouichi fashioned the Festival of Lights as a &#039;memorial&#039; of sorts and gave it her namesake accordingly, citing his desire to bring the same happiness to people all over the Cleft that his daughter had brought him and his wife, [[Kaede_Fukawa|Kaede]]. Miraculously, Hikari actually did not pass away and instead made a full recovery, eventually becoming the festival&#039;s mascot in 347 when her presence and story was made known.&lt;br /&gt;
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&lt;br /&gt;
In 349, it was determined that Hikari no Matsuri&#039;s growth (and plans for continued growth beyond) had exceeded what Viorar was capable of hosting. Kouichi would opt to then make Hikari no Matsuri an independent entertainment source at that point, finding a new home near [[Todo]], nestled deep within the [[Frosty Forest]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 353, construction began on a new amusement park named &#039;Fun City,&#039; under the leadership of [[Randal Simmons]], CEO of Intention Industries. Though not meant as such, both he and Kouichi realized the competitive ramifications of having such a large-scale entertainment avenue against the already-well-established Hikari no Matsuri. Rather than slug it out through business practices, the two came to a merger agreement and began implementing some of Fun City&#039;s ideas into the Festival of Lights&#039; future construction scope. This event brought Randal&#039;s daughter, [[Persephone_Simmons|Persephone]] into the picture, and she began (begrudgingly) attending the Festival of Lights each subsequent year that followed. In this same year, a shrine of sorts was erected in a cave a short distance to the north to pay homage to the spirits of Hikari no Matsuri and as thanks for their watchful eyes over the festival and its inhabitants. Some people have stated that, at certain times during the week, a representative of these spirits will reveal herself and grant a wish to any individual who happens upon her during this limited appearance.&lt;br /&gt;
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&lt;br /&gt;
In 355, Kaede also fell ill with the same strange sickness that had plagued her daughter over a decade prior, and it also seemed as though recovery was not possible. However, with help from Persephone and a childhood friend of Hikari&#039;s, travelers to the Festival of Lights that year were able to piece together an alchemical process and created a unique plant that was stated to provide miracle cures to otherwise-incurable illnesses. Leaving this plant with Kaede in her home, she did indeed make a full recovery, and would show up, herself, at the Festival of Lights on the following year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hikari no Matsuri has grown substantially since its inception, and no small amount of whispers speak of those spirits that reside within the festival grounds, watching over the people who invest their time there and providing occasional &#039;miracles&#039; to people with good hearts and strong wills who fall upon hard times or harsh circumstances. Rumors speak of Hikari&#039;s original resuscitation as one such miracle, as well as the presence of those travelers who happened to be able to save Kaede in the year that she fell ill, as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Festival of Lights remains a eagerly-anticipated event each and every year, both from the people who look forward to it throughout the year and also from the Fukawa family itself.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Hikari_no_Matsuri&amp;diff=4902</id>
		<title>Hikari no Matsuri</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Hikari_no_Matsuri&amp;diff=4902"/>
		<updated>2024-11-24T00:05:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;position:relative; margin: 0 0 0.5em 1em; border-collapse: collapse; float:right; background:white; clear:right; width:200px;&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: {{{color|#a3b8c8}}};&amp;quot;|&#039;&#039;&#039;{{{name|{{PAGENAME}}}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;[[image:festival.png]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Happiness is just a Jingle Bell (or several thousand of them) away!&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Premise==&lt;br /&gt;
&lt;br /&gt;
Hikari no Matsuri (Japanese: &amp;quot;Festival of Lights&amp;quot;) is a winter-themed, weeklong event that is held either at the end of every year or the very beginning of the following year, and is designed to be a large-scale entertainment venue filled with games, attractions, vendors, and other involvement vectors. Most everything about the festival is automated, allowing players to come and go as they see fit, and there are a variety of themes and difficulties (with appropriate rewards) from casual to heavily-vested. Unspoken secrets also await players to find and discover for themselves, as well as a small-scale storyline each year further detailing some of the returning characters&#039; backstories and their relevance to the festival itself. &#039;Hikari no Matsuri&#039; and &#039;Festival of Lights&#039; are used interchangeably as direct references, and it is styled heavily in the overall theme of Japanese-style festivals, with some obvious twists and differences to keep it original. The Festival of Lights typically runs for a full week, opening in the morning and running until the gates are closed late at night, Eastern Standard Time. Players utilize a wristband while traversing and engaging with the festival and its attractions/occupants, which helps keep track of certain progressions and, in some years, depicts them as a member of a specific team for competitive games. During the time spent there, players can accumulate currency, typically in the form of different types of &#039;Jingle Bells,&#039; which are then exchange for a large variety of prizes, many of which cannot be obtained anywhere else. Each year expands upon the pre-existing festival, and new attractions, characters, rewards, and other things are inclined to show up with each new instance that follows. Occasional game-staff-hosted events are also known to take place during the week, sometimes predetermined and sometimes spontaneous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;Kindness and Generosity&#039; tends to be the running theme throughout Hikari no Matsuri from year to year, with players finding themselves in more-gracious favor from various NPCs as a result of actions they take in this direction, but certain things, while limited in scope, are also available to those players who decide to be the opposite.&lt;br /&gt;
&lt;br /&gt;
==Story &amp;amp; History==&lt;br /&gt;
&lt;br /&gt;
In 343, [[Kouchi Fukawa]] of [[Fukawa Industries]] had a winter-themed festival boardwalk constructed as a northwestern extension of the city of [[Viorar]], citing his desire for a place that hard-working people and their families could go for a week at the end of the year to unwind and relax from the toil and turmoil that the year&#039;s efforts induced. The construction, and subsequent upkeep of the festival, was funding wholly out-of-pocket; this turned out to be a gambit on the part of Fukawa Industries, as Kouichi saw it as a move to try and garner trust from external companies and agencies who might commit themselves to the company and its vision, and provide commensurate business ventures. It turned to be a massive success over the years that followed, turning Fukawa Industries into a corporate powerhouse with many allies around the business world outside the festival itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bit deeper than that, though, was the fact that Kouichi&#039;s only daughter, [[Hikari_Fukawa|Hikari]], had fallen gravely ill that year and was not expected to survive her illness. Faced with the inevitable, and as a means of coping with the apparent loss of his child, Kouichi fashioned the Festival of Lights as a &#039;memorial&#039; of sorts and gave it her namesake accordingly, citing his desire to bring the same happiness to people all over the Cleft that his daughter had brought him and his wife, [[Kaede_Fukawa|Kaede]]. Miraculously, Hikari actually did not pass away and instead made a full recovery, eventually becoming the festival&#039;s mascot in 347 when her presence and story was made known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 349, it was determined that Hikari no Matsuri&#039;s growth (and plans for continued growth beyond) had exceeded what Viorar was capable of hosting. Kouichi would opt to then make Hikari no Matsuri an independent entertainment source at that point, finding a new home near [[Todo]], nestled deep within the [[Frosty Forest]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 353, construction began on a new amusement park named &#039;Fun City,&#039; under the leadership of [[Randal Simmons]], CEO of Intention Industries. Though not meant as such, both he and Kouichi realized the competitive ramifications of having such a large-scale entertainment avenue against the already-well-established Hikari no Matsuri. Rather than slug it out through business practices, the two came to a merger agreement and began implementing some of Fun City&#039;s ideas into the Festival of Lights&#039; future construction scope. This event brought Randal&#039;s daughter, [[Persephone_Simmons|Persephone]] into the picture, and she began (begrudgingly) attending the Festival of Lights each subsequent year that followed. In this same year, a shrine of sorts was erected in a cave a short distance to the north to pay homage to the spirits of Hikari no Matsuri and as thanks for their watchful eyes over the festival and its inhabitants. Some people have stated that, at certain times during the week, a representative of these spirits will reveal herself and grant a wish to any individual who happens upon her during this limited appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 355, Kaede also fell ill with the same strange sickness that had plagued her daughter over a decade prior, and it also seemed as though recovery was not possible. However, with help from Persephone and a childhood friend of Hikari&#039;s, travelers to the Festival of Lights that year were able to piece together an alchemical process and created a unique plant that was stated to provide miracle cures to otherwise-incurable illnesses. Leaving this plant with Kaede in her home, she did indeed make a full recovery, and would show up, herself, at the Festival of Lights on the following year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hikari no Matsuri has grown substantially since its inception, and no small amount of whispers speak of those spirits that reside within the festival grounds, watching over the people who invest their time there and providing occasional &#039;miracles&#039; to people with good hearts and strong wills who fall upon hard times or harsh circumstances. Rumors speak of Hikari&#039;s original resuscitation as one such miracle, as well as the presence of those travelers who happened to be able to save Kaede in the year that she fell ill, as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Festival of Lights remains a eagerly-anticipated event each and every year, both from the people who look forward to it throughout the year and also from the Fukawa family itself.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Parts&amp;diff=4901</id>
		<title>Parts</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Parts&amp;diff=4901"/>
		<updated>2024-11-08T19:03:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: Redirected page to Flags Compendium#PART FLAGS / WEARLOCS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Flags_Compendium#PART_FLAGS_/_WEARLOCS]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Booze&amp;diff=4900</id>
		<title>Booze</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Booze&amp;diff=4900"/>
		<updated>2024-11-08T19:02:37Z</updated>

		<summary type="html">&lt;p&gt;Admin: Redirected page to Liquid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Liquid]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4899</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4899"/>
		<updated>2024-11-05T06:03:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    brief 		if isbrief $n 		- does $n have &#039;brief&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    &lt;br /&gt;
 &lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=RP_Logs&amp;diff=4891</id>
		<title>RP Logs</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=RP_Logs&amp;diff=4891"/>
		<updated>2024-09-11T08:51:44Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some Roleplaying Arcs have gotten too big for their britches and have had their log listings relocated to their own page on the Wiki.  Each arc&#039;s heading remains here, but if it has become too big for this page, please follow the link located under the heading to see the logs listed for it on its own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Roleplaying==&lt;br /&gt;
Logs that aren&#039;t necessarily part of any story arc.&lt;br /&gt;
&lt;br /&gt;
Please see Please see [http://www.wiki.cleftofdimensions.net/index.php?title=General_RP This Section] for these logs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mavericks and Hunters==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (1)]] || 2004-12-09 || [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (2)]] || 2004-12-20 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (3)|The Cover-Up]] || 2004-12-22 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (4)|On Watch]] || 2004-12-24 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (1)|Maverick At Last]] || 2004-12-27 || [[Vice]], [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (5)|Downtime at Hunter HQ]] || 2004-12-28 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (2)|Maverick Returns]] || 2004-12-29 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (6)|Reploid in Love]] || 2004-12-30 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (3)|Ambush!]] || 2004-12-30 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (4)|Ambush!(2)]] || 2004-12-30 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (5)|Taunting the Hunter]] || 2004-12-31 || [[Vice]], [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (6)|Breaking the Hunter]] || 2004-12-31 || [[Vice]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (7)|Attack on Truce]] || 2005-01-02 || [[Vice]], [[Variance]], [[Seikou]], [[Aura]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (7)|Prelude to Despair]] || 2005-01-04 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (8)|Until Proven Guilty]] || 2005-01-05 || [[Variance]], [[Seikou]], [[Signas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice - Direct Approach|Direct Approach]] || 2005-01-08 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Variance - Third Attack|Third Attack]] || 2005-01-10 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Variance - Betrayal|Betrayal]] || 2005-01-12 || [[Variance]], [[Seikou]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rise of the Ravens==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_17_ravens.txt The Sound Of Music] || 2012-03-17 || [[Lilliana]], [[Forte]], [[Aluella]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_31_manaravens.txt A Killer Performance] || 2012-03-31 || [[Annabeth]], [[Toby]], [[Rana]], [[Gforte]], [[Sunflash]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_01_ravens.txt Assessment] || 2012-04-01 || [[Roll]], [[Forte]], [[Aluella]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_07_ravens.txt The Chase] || 2012-04-07 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Rana]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_ravens.txt No Luck] || 2012-06-02 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Avaline]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_14_ravens.txt Changing Tactics] || 2012-07-14 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Avaline]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_19_ravens.txt Onward!] || 2012-08-19 || [[Analine]], [[Sunflash]], [[Jacen]], [[Torval]], [[Brutte]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wishes==&lt;br /&gt;
In 2011, a little creature called Kyuubey appeared, offering a trade - one wish in exchange for becoming a magical girl or boy (or &#039;thing&#039;) and fighting against eldritch entities known as witches.&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=The_Wishes This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Chronicles of Mana Storyline==&lt;br /&gt;
Seven years following the Mana Tree&#039;s destruction, [[Aura]] and her family are separated between worlds; the former is kept in the Mana Holyland to help oversee the Great Tree&#039;s revival, while [[Ambience]] and [[Seikou]] are left to themselves in the middle realm. A mysterious woman shows up with questions about the past, and forgotten omens may have found their way to the surface...&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=Chronicles_of_Mana This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mana/Wishes Storyline Crossing==&lt;br /&gt;
Because sometimes fate has a way of involving us all...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_3_ambience.txt Fear and Revelations] || 2011-12-03 || [[Ambience]], [[Seikou]], [[Crossroads]], [[Koa]], [[Kyuubey]], [[Reize]], [[Ezekial]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_08_manawishborn.txt Trusting Souls] || 2011-12-08 || [[Ambience]], [[Crossroads]], [[Korryn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_14_manawishborn.txt A Dark Promise] || 2012-01-14 || [[Tyrranis]], [[Shamaster]], [[Crazed]], [[Lilliana]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_22_manawishborn.txt A Dark Promise Reinforced] || 2012-01-22 || [[Tyrranis]], [[Crossroads]], [[Crazed]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_18_manawishborn.txt No Love Lost] || 2012-02-18 || [[Kyuubey]], [[Tyrranis]], [[Crossroads]], [[Lorastine]], [[Ambience]], [[Kanato]], [[Knochen]], [[Erica]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_27_manawishborn.txt Rubbing In The Despair] || 2012-02-27 || [[Ambience]], [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Kyrk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_03_manawishborn.txt The Failed Compromise] || 2012-03-03 || [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_13_manawishborn.txt The Unexpected] || 2012-03-13 || [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Ambience]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_05_26_manawishborn.txt Yoma and Wishborn and Centaurs, Oh My!] || 2012-05-26 || [[Kyuubey]], [[Rarity]], [[Aurum]], [[Sylana]], [[Mogwai]], [[Teravin]], [[Adbo]], [[Ambience]], [[Bahamut]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_01_manawishborn.txt Eight Hooves and Two Legs] || 2012-06-01 || [[Ambience]], [[Rarity]], [[Alyss]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_manawishborn.txt Faith in the Soulless] || 2012-06-02 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_06_manawishborn.txt The Cabin in the Woods] || 2012-06-06 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_16_manawishborn.txt As Time Passes...] || 2012-06-16 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_29_manawishborn.txt A Boy and His Pony] || 2012-06-29 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_07_manawishborn.txt A Witch&#039;s Glee] || 2012-06-29 || [[Rarity]], [[Helios]], [[Mogwai]], [[Rizar]], [[Emoman]], [[Basic]], [[Busted]], [[Bahamut]], [[Ezekial]], [[Berrypunch]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_12_manawishborn.txt The Oracle&#039;s Visit] || 2012-06-29 || [[Aura]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_mana.txt A Brush with the Future] || 2013-03-23 || [[Gforte]], [[Jillian]], [[Lorastine]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_7_manawishborn.txt A Brush with the Future (2)] || 2013-04-07 || [[Gforte]], [[Jillian]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_4_manawishborn.txt Messenger From Above] || 2013-05-04 || [[Ambience]], [[Crossroads]], [[Mollianne]], [[Lorastine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chaos and Drink==&lt;br /&gt;
Imbibobot found God in a bar and became an Alcoholic. Follow the journey of this filthy, rusted robot and his band of acolytes!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_13_imbibobot.txt Imbibobot 1] || 2010-11-13 || [[Imbibobot]], [[Skyjack]], [[Fishspill]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_21_imbibobot.txt Imbibobot 2] || 2010-11-21 || [[Imbibobot]], [[Cedeno]], [[Prometheus]], [[Jane]], [[Ghostfish]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_27_imbibobot.txt Imbibobot 3] || 2010-11-27 || [[Imbibobot]], [[Armandine]], [[Ulyaoth]], [[Aemmeu]], [[Heyan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_04_imbibobot.txt Imbibobot 4] || 2010-12-04 || [[Imbibobot]], [[Armandine]], [[Mr. Saturn]], [[Nikita]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_11_imbibobot.txt Imbibobot 5] || 2010-12-11 || [[Imbibobot]], [[Snoozewolf]], [[Kolem]], [[Dusk]], [[Mpoppybros]], [[Monkooky]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_18_imbibobot.txt Imbibobot 6] || 2010-12-18 || [[Imbibobot]], [[Cedeno]], [[Dusk]], [[Kolem]], [[Thoban]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_08_imbibobot.txt Imbibobot 7] || 2011-01-08 || [[Imbibobot]], [[Armandine]], [[Kolem]], [[Cedeno]], [[Oron]], [[Prometheus]], [[Jane]], [[Toroko]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_15_imbibobot.txt Imbibobot 8] || 2011-01-15 || [[Imbibobot]], [[Kolem]], [[Dusk]], [[Armandine]], [[Cedeno]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_29_imbibobot.txt Imbibobot 9] || 2011-01-29 || [[Imbibobot]], [[Jane]], [[Dusk]], [[Kolem]], [[Menmenth]], [[Armandine]], [[Dr. Albert Wily]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_05_imbibobot.txt Imbibobot 10] || 2011-02-05 || [[Imbibobot]], [[Kolem]], [[Armandine]], [[Demeter]], [[Cedeno]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_19_imbibobot.txt Imbibobot 11] || 2011-02-19 || [[Imbibobot]], [[Kolem]], [[Lenai]], [[Artas]], [[Naiad]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_26_imbibobot.txt Imbibobot 12] || 2011-02-26 || [[Imbibobot]], [[Demeter]], [[Lenai]], [[Kolem]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_05_imbibobot.txt Imbibobot 13] || 2011-03-05 || [[Imbibobot]], [[Kolem]], [[Lenai]], [[Demeter]], [[Dusk]], [[Dr. Albert Wily]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_12_imbibobot.txt Imbibobot 14] || 2011-03-12 || [[Imbibobot]], [[Retroludus]], [[Lenai]], [[Gatts]], [[Dusk]], [[Kolem]], [[Chef Kawasaki]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_19_imbibobot.txt Imbibobot 15] || 2011-03-19 || [[Imbibobot]], [[Demeter]], [[Dusk]], [[Kage]], [[Retroludus]], [[Kolem]], [[Keeryu]], [[Lenai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_26_imbibobot.txt Imbibobot 16] || 2011-03-26 || [[Imbibobot]], [[Gatts]], [[Retroludus]], [[Lenai]], [[Kolem]], [[Keeryu]], [[Oboyo]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_04_23_imbibobot.txt Imbibobot 17] || 2011-04-23 || [[Imbibobot]], [[Gatts]], [[Kolem]], [[Dusk]], [[Oboyo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_04_30_imbibobot.txt Imbibobot 18] || 2011-04-30 || [[Imbibobot]], [[Kolem]], [[Dusk]], [[Keeryu]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_07_imbibobot.txt Imbibobot 19] || 2011-05-07 || [[Dusk]], [[Kolem]], [[Menmenth]], [[Keeryu]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_14_imbibobot.txt Imbibobot 20] || 2011-05-14 || [[Dusk]], [[Decidrion]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_21_imbibobot.txt Imbibobot 21] || 2011-05-21 || [[Lenai]], [[Torval]], [[Dusk]], [[Neera]], [[Kolem]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_28_imbibobot.txt Imbibobot 22] || 2011-05-28 || [[Imbibobot]], [[Forte]], [[Rathorn]], [[Dusk]], [[Korryn]], [[Kolem]], [[Lenai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_11_imbibobot.txt Imbibobot 23] || 2011-06-11 || [[Imbibobot]], [[Kolem]], [[Kage]], [[Rathorn]], [[Lenai]], [[Korryn]], [[Torval]], [[Yuji]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_18_imbibobot.txt Imbibobot 24] || 2011-06-18 || [[Imbibobot]], [[Zeth]], [[Emoman]], [[Gatts]], [[Torval]], [[Lenai]], [[Sunflash]], [[Dusk]], [[Kolem]], [[Casey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_25_imbibobot.txt Imbibobot 25] || 2011-06-25 || [[Torval]], [[Prometheus]], [[Gatts]], [[Zeth]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_07_02_imbibobot.txt Imbibobot 26] || 2011-07-02 || [[Kolem]], [[Dusk]], [[Torval]], [[Emoman]], [[Prometheus]], [[Zeth]], [[Dr. Albert Wily]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mana Spirits==&lt;br /&gt;
Mogwai and co. seek the blessings of the Mana Spirits!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_13_manaspirits.txt The Mana Spirits (1)] || 2012-07-13 || [[Mogwai]], [[Jameson]], [[Twilight]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_7_28_manaspirits.txt The Mana Spirits (2)] || 2012-07-28 || [[Mogwai]], [[Eevee]], [[Helios]], [[Jameson]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_04a_manaspirits.txt The Mana Spirits (3)] || 2012-08-04 || [[Mogwai]], [[Eevee]], [[Jameson]], [[Finn]], [[Nagol]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_10_manaspirits.txt The Mana Spirits (4)] || 2012-08-10 || [[Mogwai]], [[Eevee]], [[Jameson]], [[Finn]], [[Nagol]], [[Spitfire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_17_manaspirits.txt The Mana Spirits (5)] || 2012-08-17 || [[Mogwai]], [[Eevee]], [[Sweetie]], [[Finn]], [[Nagol]], [[Spitfire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_25_manaspirits.txt The Mana Spirits (6)] || 2012-08-25 || [[Mogwai]], [[Eevee]], [[Sweetie]], [[Finn]], [[Minako]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_7_manaspirits.txt The Mana Spirits (7)] || 2012-09-07 || [[Mogwai]], [[Eevee]], [[Finn]], [[Wrench]], [[Brutte]], [[Vinyl]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_14_manaspirits.txt The Mana Spirits (8)] || 2012-09-14 || [[Mogwai]], [[Eevee]], [[Vinyl]], [[Heather]], [[Kupenreich]], [[Finn]], [[Riko]], [[Helios]], [[Sweetie]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==108 Stars of Destiny==&lt;br /&gt;
Join the PDF as they hunt down ghosts and assorted other, possibly corporeal, things!&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://www.wiki.cleftofdimensions.net/index.php?title=Stars_of_Destiny Stars of Destiny] page for more details.&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=SoD_RP This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Shadows of Time==&lt;br /&gt;
Something, something, Darkrai.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_20_shadows.txt Shadows of Time: The Cursed Hermit] || 2013-03-20 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_shadows.txt Shadows of Time: The Loyal Warrior] || 2013-03-23 || [[Caleb]], [[Gizmo]], [[Jameson]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_30_shadows.txt Shadows of Time: Finding His Tracks] || 2013-03-30 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_24_shadows.txt Shadows of Time: The Halls of Darkness] || 2013-04-24 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_25_shadows.txt Shadows of Time: Fallen Angels] || 2013-04-25 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_1_shadows.txt Shadows of Time: The Triad Revelation] || 2013-05-01 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_2_shadows.txt Shadows of Time: Time&#039;s Scars] || 2013-05-02 || [[Caleb]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_9_shadows.txt Shadows of Time: Dimension&#039;s Scream] || 2013-05-09 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_10_shadows.txt Shadows of Time: The Future is Ours] || 2013-05-10 || [[Mogwai]], [[Gizmo]], [[Eevee]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PokéPals==&lt;br /&gt;
Pokémon of the Cleft, unite!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_3_pokepals.txt Poképals!] || 2012-09-03 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_5_pokepals.txt Poképals! (2)] || 2012-09-05 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_21b_untitled.txt Memories of My Brother] || 2013-03-30 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_13_pokepals.txt Somebunny&#039;s New to the Cleft] || 2013-06-13 || [[Eevee]], [[Julexa]], A Random Lopunny&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_15_pokepals.txt Dreams of Unity] || 2013-06-15 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_22_pokepals.txt A Family Reunited] || 2013-06-22 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_28_pokepals.txt New Lives] || 2013-06-28 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroes for Hire==&lt;br /&gt;
Pay Money, Receive &amp;quot;Heroes&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_8_heroes.txt The First Heroes] || 2013-09-08 || [[RedMage]], [[Nancy]], [[Elie]], [[Raion]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_14_heroes.txt Hostage Negotiators] || 2013-09-14 || [[Nancy]], [[Elie]], [[Leia]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_21_heroes.txt A Cabin in the Woods] || 2013-09-21 || [[Damesik]], [[Porslain]], [[Raven]], [[Gemma]], [[Narukami]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_27_heroes.txt A Cabin in the Woods (The Return Trip)] || 2013-09-27 || [[Damesik]], [[Porslain]], [[Gemma]], [[Narukami]], [[Jensen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_8_heroes.txt Flashback] || 2013-10-08 || [[Greychild]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_11_heroes.txt Lost] || 2013-10-11 || [[Narukami]], [[Greychild]], [[Nancy]], [[Leia]], [[Damesik]], [[Porslain]], [[Gemma]], [[Synch]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_18_heroes.txt Gotta Exorcise &#039;Em All! (1)] || 2013-10-18 || [[Demonicor]], [[Narukami]], [[Damesik]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_20_heroes.txt Gotta Exorcise &#039;Em All! (2)] || 2013-10-20 || [[Demonicor]], [[Narukami]], [[Damesik]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_30_heroes.txt Breaths of the Past] || 2013-10-30 || [[Synch]], [[Bree]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_11_heroes.txt Second Chances] || 2013-11-11 || [[Synch]], [[Elie]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_22_heroes.txt Festive Dream] || 2013-11-22 || [[Damesik]], [[Narukami]], [[Greychild]], [[Nancy]], [[Demeter]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_28_heroes.txt Children&#039;s Games] || 2013-11-28 || [[Kimen]], [[Clayton]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legio Aurea==&lt;br /&gt;
The story of a loose gathering of comrades who would hunt down and do battle against evil demons, witches and the like.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1a_legio.txt The Prodigal Son] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1b_legio.txt The Wind Spirit] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1c_legio.txt Late-Night Drinking] || 2015-01-01 || [[Zendra]], [[Caius]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1d_legio.txt The Second Lesson] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1e_legio.txt Chiseling Away the Barrier] || 2015-01-01 || [[Kimen]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1f_legio.txt Chalk Lesson] || 2015-01-01 || [[Kimen]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1g_legio.txt Paintings on the Wall] || 2015-01-01 || [[Kimen]], [[Crona]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1h_legio.txt An Awkward Meal] || 2015-01-01 || [[Zendra]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1i_legio.txt Mandala] || 2015-01-01 || [[Edmund]], [[Caius]], [[Gustav]], [[Silas]], [[Zendra]], [[Dio]], [[Edgar]], [[Coloumb]], [[Miranda]], [[Kimen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Events==&lt;br /&gt;
&lt;br /&gt;
===Hikari no Matsuri: Year 13===&lt;br /&gt;
The Festival of Lights promises to be an unforgettable event this year, as a host of female performers and musicians set the stage for an entertainment entourage that will end in a way nobody expected...&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Prelude-Performance1.txt The Prelude] || 2023-12-31 || [[Hikari_Fukawa|Hikari]], [[Kaede]], [[Mollianne]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day1-Performance2.txt Day 1: Kaede&#039;s Time to Shine] || 2024-01-01 || [[Hikari_Fukawa|Hikari]], [[Kaede]], [[Mollianne]], [[Persephone_Simmons|Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day2-Performance3.txt Day 2: Body Language] || 2024-01-02 || [[Hikari_Fukawa|Hikari]], [[Mollianne]], [[Persephone_Simmons|Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day3-Performance4.txt Day 3: Persephone&#039;s Light] || 2024-01-03 || [[Hikari_Fukawa|Hikari]], [[Mollianne]], [[Persephone_Simmons|Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day3-Performance4-After.txt Day 3: Familiar Faces] || 2024-01-03 || [[Sunflash]], [[Hikari_Fukawa|Hikari]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day5-Performance5.txt Day 5: Don&#039;t Give in to Sorrow] || 2024-01-05 || [[Hikari_Fukawa|Hikari]], [[Mollianne]], [[Persephone_Simmons|Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day6-Performance6.txt Day 6: Entwined] || 2024-01-06 || [[Hikari_Fukawa|Hikari]], [[Mollianne]], [[Persephone_Simmons|Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day7-Performance7.txt Day 7: An Answered Plea] || 2024-01-07 || [[Hikari_Fukawa|Hikari]], [[Mollianne]], [[Persephone_Simmons|Persephone]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day7-Performance7-After.txt Day 7: Reunion] || 2024-01-07 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-EP1.txt Epilogue: Departure] || 2024-01-12 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-EP2.txt Epilogue: Friends] || 2024-01-12 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]], [[Hikari_Fukawa|Hikari]], [[Persephone_Simmons|Persephone]], [[Kaede]]&lt;br /&gt;
|}&lt;br /&gt;
===Rabite&#039;s Promise Café Cosplay Convention===&lt;br /&gt;
Situated in the northern suburbs of Truce, the Rabite&#039;s Promise Café opened its doors to lovers of unique and intriguing costumes and outfits, hosting several in-house events and opportunities to connect with peers on a level outside the traditional norms!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay1.txt Prelude: Costumes] || 2024-09-10 || &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay3.txt Café Parlor] || 2024-09-10 || [[Hikari_Fukawa|Hikari]], [[Persephone_Simmons|Persephone]], [[Kane]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay5.txt West Wing] || 2024-09-10 || [[Hikari_Fukawa|Hikari]], [[Persephone_Simmons|Persephone]], [[Aelys]], [[Toby]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay4.txt East Wing] || 2024-09-10 || [[Hikari_Fukawa|Hikari]], [[Persephone_Simmons|Persephone]], [[Kane]], [[Avarice]], [[Nemmea]], [[Aelys]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay2.txt Ballroom] || 2024-09-10 || [[Hikari_Fukawa|Hikari]], [[Persephone_Simmons|Persephone]], [[Kane]], [[Avarice]], [[Nemmea]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay6.txt Peaceful Park] || 2024-09-10 || [[Hikari_Fukawa|Hikari]], [[Persephone_Simmons|Persephone]], [[Toby]], [[Avarice]], [[Mollianne]], [[Kane]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay7.txt Conclusive Confessions] || 2024-09-10 || [[Mollianne]], [[Avarice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Worlds Apart==&lt;br /&gt;
A chance encounter reunites two long-separated souls who share a complicated past, with an equally-complicated future waiting to be written...&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18d.txt That Which Does Not Kill Us...] || 2024-04-18 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_26.txt A Domain of Chaos] || 2024-04-26 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16d.txt Seven Hours Later] || 2024-05-16 || [[Mollianne]], [[DarkPyre]], [[Salazar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16f.txt A Bird in Her Cage] || 2024-05-16 || [[Mollianne]], [[DarkPyre]], [[Salazar]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16g.txt Homecoming] || 2024-05-16 || [[Mollianne]], Kaine, [[Thyrenne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_13.txt Knowledge for Knowledge&#039;s Sake] || 2024-05-16 || [[Mollianne]], Kaine, [[Dugar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_15.txt The Lone Bird in the Shire] || 2024-05-16 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_worlds-ap1.txt Blue Radiance] || 2024-09-10 || [[Mollianne]], [[Avarice]], [[455]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_worlds-ap2.txt Acceptance] || 2024-09-10 || [[Mollianne]], Kaine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Posting RP Logs==&lt;br /&gt;
&lt;br /&gt;
DO NOT post your own RP logs on this page. Clean them up and send them to the current RP Admin&#039;s email address (cleftofd_rp at hotmail dot com). A staff member will format the logs and post them here.&lt;br /&gt;
&lt;br /&gt;
A clean log should be free of OOC chatter, with your prompts removed, and should be corrected as best you can for SMOTE and SAY inaccuracies if you want the whole log to appear from the third person. A clean log has been edited; line-too-long cutoffs and other formatting issues should be already corrected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Credit for Roleplaying on the Cleft==&lt;br /&gt;
&lt;br /&gt;
You can earn Tokens of Restringing and even Immortal Tokens by being active in the roleplaying community on the Cleft of Dimensions! Here&#039;s how it works:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Roleplaying sessions will be given equal credit. It doesn&#039;t matter you&#039;re in a longstanding plot, doing a one-on-one session, or just free- forming. I reserve to right to give additional credit to outstanding RP sessions, however, on a case by case basis. Plot leaders/hosters will also be given additional initiative-taking bonuses, to be determined by me over the time that said plot remains in play.&lt;br /&gt;
&lt;br /&gt;
All RP logs sent to me (via email) will qualify as a 3/2 method of token acquisition. This means that a player will receive 2 restring Tokens for every 3 logs that are sent my way.&lt;br /&gt;
&lt;br /&gt;
World Notes are worth 1 Restring Token for every 2 notes that are written. These world notes are required to be decently-written, however; while I understand that not everyone is a novelist, slapping down a quick paragraph-and-a-half about incredibly-vague do-nothings will not earn you anything.&lt;br /&gt;
&lt;br /&gt;
Immortal Token credits are acquired as follows:&lt;br /&gt;
-15 Immortal Token &#039;Credits&#039; required to earn 1 Immortal Token.&lt;br /&gt;
-2 World Notes will earn 1 Immortal Token Credit.&lt;br /&gt;
-1 RP Log will earn 1 Immortal Token Credit.&lt;br /&gt;
&lt;br /&gt;
Lilly keeps a running database to keep up to date on who has earned what, so if you haven&#039;t received anything from an RP you&#039;ve been in recently, be patient; the credit is there, and will be seen through once the logs and such are uploaded to the Wiki.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=RP_Logs&amp;diff=4890</id>
		<title>RP Logs</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=RP_Logs&amp;diff=4890"/>
		<updated>2024-09-11T08:48:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some Roleplaying Arcs have gotten too big for their britches and have had their log listings relocated to their own page on the Wiki.  Each arc&#039;s heading remains here, but if it has become too big for this page, please follow the link located under the heading to see the logs listed for it on its own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Roleplaying==&lt;br /&gt;
Logs that aren&#039;t necessarily part of any story arc.&lt;br /&gt;
&lt;br /&gt;
Please see Please see [http://www.wiki.cleftofdimensions.net/index.php?title=General_RP This Section] for these logs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mavericks and Hunters==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (1)]] || 2004-12-09 || [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (2)]] || 2004-12-20 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (3)|The Cover-Up]] || 2004-12-22 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (4)|On Watch]] || 2004-12-24 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (1)|Maverick At Last]] || 2004-12-27 || [[Vice]], [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (5)|Downtime at Hunter HQ]] || 2004-12-28 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (2)|Maverick Returns]] || 2004-12-29 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (6)|Reploid in Love]] || 2004-12-30 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (3)|Ambush!]] || 2004-12-30 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (4)|Ambush!(2)]] || 2004-12-30 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (5)|Taunting the Hunter]] || 2004-12-31 || [[Vice]], [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (6)|Breaking the Hunter]] || 2004-12-31 || [[Vice]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (7)|Attack on Truce]] || 2005-01-02 || [[Vice]], [[Variance]], [[Seikou]], [[Aura]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (7)|Prelude to Despair]] || 2005-01-04 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (8)|Until Proven Guilty]] || 2005-01-05 || [[Variance]], [[Seikou]], [[Signas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice - Direct Approach|Direct Approach]] || 2005-01-08 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Variance - Third Attack|Third Attack]] || 2005-01-10 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Variance - Betrayal|Betrayal]] || 2005-01-12 || [[Variance]], [[Seikou]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rise of the Ravens==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_17_ravens.txt The Sound Of Music] || 2012-03-17 || [[Lilliana]], [[Forte]], [[Aluella]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_31_manaravens.txt A Killer Performance] || 2012-03-31 || [[Annabeth]], [[Toby]], [[Rana]], [[Gforte]], [[Sunflash]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_01_ravens.txt Assessment] || 2012-04-01 || [[Roll]], [[Forte]], [[Aluella]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_07_ravens.txt The Chase] || 2012-04-07 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Rana]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_ravens.txt No Luck] || 2012-06-02 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Avaline]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_14_ravens.txt Changing Tactics] || 2012-07-14 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Avaline]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_19_ravens.txt Onward!] || 2012-08-19 || [[Analine]], [[Sunflash]], [[Jacen]], [[Torval]], [[Brutte]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wishes==&lt;br /&gt;
In 2011, a little creature called Kyuubey appeared, offering a trade - one wish in exchange for becoming a magical girl or boy (or &#039;thing&#039;) and fighting against eldritch entities known as witches.&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=The_Wishes This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Chronicles of Mana Storyline==&lt;br /&gt;
Seven years following the Mana Tree&#039;s destruction, [[Aura]] and her family are separated between worlds; the former is kept in the Mana Holyland to help oversee the Great Tree&#039;s revival, while [[Ambience]] and [[Seikou]] are left to themselves in the middle realm. A mysterious woman shows up with questions about the past, and forgotten omens may have found their way to the surface...&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=Chronicles_of_Mana This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mana/Wishes Storyline Crossing==&lt;br /&gt;
Because sometimes fate has a way of involving us all...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_3_ambience.txt Fear and Revelations] || 2011-12-03 || [[Ambience]], [[Seikou]], [[Crossroads]], [[Koa]], [[Kyuubey]], [[Reize]], [[Ezekial]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_08_manawishborn.txt Trusting Souls] || 2011-12-08 || [[Ambience]], [[Crossroads]], [[Korryn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_14_manawishborn.txt A Dark Promise] || 2012-01-14 || [[Tyrranis]], [[Shamaster]], [[Crazed]], [[Lilliana]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_22_manawishborn.txt A Dark Promise Reinforced] || 2012-01-22 || [[Tyrranis]], [[Crossroads]], [[Crazed]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_18_manawishborn.txt No Love Lost] || 2012-02-18 || [[Kyuubey]], [[Tyrranis]], [[Crossroads]], [[Lorastine]], [[Ambience]], [[Kanato]], [[Knochen]], [[Erica]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_27_manawishborn.txt Rubbing In The Despair] || 2012-02-27 || [[Ambience]], [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Kyrk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_03_manawishborn.txt The Failed Compromise] || 2012-03-03 || [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_13_manawishborn.txt The Unexpected] || 2012-03-13 || [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Ambience]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_05_26_manawishborn.txt Yoma and Wishborn and Centaurs, Oh My!] || 2012-05-26 || [[Kyuubey]], [[Rarity]], [[Aurum]], [[Sylana]], [[Mogwai]], [[Teravin]], [[Adbo]], [[Ambience]], [[Bahamut]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_01_manawishborn.txt Eight Hooves and Two Legs] || 2012-06-01 || [[Ambience]], [[Rarity]], [[Alyss]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_manawishborn.txt Faith in the Soulless] || 2012-06-02 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_06_manawishborn.txt The Cabin in the Woods] || 2012-06-06 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_16_manawishborn.txt As Time Passes...] || 2012-06-16 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_29_manawishborn.txt A Boy and His Pony] || 2012-06-29 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_07_manawishborn.txt A Witch&#039;s Glee] || 2012-06-29 || [[Rarity]], [[Helios]], [[Mogwai]], [[Rizar]], [[Emoman]], [[Basic]], [[Busted]], [[Bahamut]], [[Ezekial]], [[Berrypunch]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_12_manawishborn.txt The Oracle&#039;s Visit] || 2012-06-29 || [[Aura]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_mana.txt A Brush with the Future] || 2013-03-23 || [[Gforte]], [[Jillian]], [[Lorastine]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_7_manawishborn.txt A Brush with the Future (2)] || 2013-04-07 || [[Gforte]], [[Jillian]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_4_manawishborn.txt Messenger From Above] || 2013-05-04 || [[Ambience]], [[Crossroads]], [[Mollianne]], [[Lorastine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chaos and Drink==&lt;br /&gt;
Imbibobot found God in a bar and became an Alcoholic. Follow the journey of this filthy, rusted robot and his band of acolytes!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_13_imbibobot.txt Imbibobot 1] || 2010-11-13 || [[Imbibobot]], [[Skyjack]], [[Fishspill]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_21_imbibobot.txt Imbibobot 2] || 2010-11-21 || [[Imbibobot]], [[Cedeno]], [[Prometheus]], [[Jane]], [[Ghostfish]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_27_imbibobot.txt Imbibobot 3] || 2010-11-27 || [[Imbibobot]], [[Armandine]], [[Ulyaoth]], [[Aemmeu]], [[Heyan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_04_imbibobot.txt Imbibobot 4] || 2010-12-04 || [[Imbibobot]], [[Armandine]], [[Mr. Saturn]], [[Nikita]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_11_imbibobot.txt Imbibobot 5] || 2010-12-11 || [[Imbibobot]], [[Snoozewolf]], [[Kolem]], [[Dusk]], [[Mpoppybros]], [[Monkooky]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_18_imbibobot.txt Imbibobot 6] || 2010-12-18 || [[Imbibobot]], [[Cedeno]], [[Dusk]], [[Kolem]], [[Thoban]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_08_imbibobot.txt Imbibobot 7] || 2011-01-08 || [[Imbibobot]], [[Armandine]], [[Kolem]], [[Cedeno]], [[Oron]], [[Prometheus]], [[Jane]], [[Toroko]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_15_imbibobot.txt Imbibobot 8] || 2011-01-15 || [[Imbibobot]], [[Kolem]], [[Dusk]], [[Armandine]], [[Cedeno]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_29_imbibobot.txt Imbibobot 9] || 2011-01-29 || [[Imbibobot]], [[Jane]], [[Dusk]], [[Kolem]], [[Menmenth]], [[Armandine]], [[Dr. Albert Wily]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_05_imbibobot.txt Imbibobot 10] || 2011-02-05 || [[Imbibobot]], [[Kolem]], [[Armandine]], [[Demeter]], [[Cedeno]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_19_imbibobot.txt Imbibobot 11] || 2011-02-19 || [[Imbibobot]], [[Kolem]], [[Lenai]], [[Artas]], [[Naiad]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_26_imbibobot.txt Imbibobot 12] || 2011-02-26 || [[Imbibobot]], [[Demeter]], [[Lenai]], [[Kolem]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_05_imbibobot.txt Imbibobot 13] || 2011-03-05 || [[Imbibobot]], [[Kolem]], [[Lenai]], [[Demeter]], [[Dusk]], [[Dr. Albert Wily]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_12_imbibobot.txt Imbibobot 14] || 2011-03-12 || [[Imbibobot]], [[Retroludus]], [[Lenai]], [[Gatts]], [[Dusk]], [[Kolem]], [[Chef Kawasaki]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_19_imbibobot.txt Imbibobot 15] || 2011-03-19 || [[Imbibobot]], [[Demeter]], [[Dusk]], [[Kage]], [[Retroludus]], [[Kolem]], [[Keeryu]], [[Lenai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_26_imbibobot.txt Imbibobot 16] || 2011-03-26 || [[Imbibobot]], [[Gatts]], [[Retroludus]], [[Lenai]], [[Kolem]], [[Keeryu]], [[Oboyo]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_04_23_imbibobot.txt Imbibobot 17] || 2011-04-23 || [[Imbibobot]], [[Gatts]], [[Kolem]], [[Dusk]], [[Oboyo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_04_30_imbibobot.txt Imbibobot 18] || 2011-04-30 || [[Imbibobot]], [[Kolem]], [[Dusk]], [[Keeryu]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_07_imbibobot.txt Imbibobot 19] || 2011-05-07 || [[Dusk]], [[Kolem]], [[Menmenth]], [[Keeryu]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_14_imbibobot.txt Imbibobot 20] || 2011-05-14 || [[Dusk]], [[Decidrion]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_21_imbibobot.txt Imbibobot 21] || 2011-05-21 || [[Lenai]], [[Torval]], [[Dusk]], [[Neera]], [[Kolem]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_28_imbibobot.txt Imbibobot 22] || 2011-05-28 || [[Imbibobot]], [[Forte]], [[Rathorn]], [[Dusk]], [[Korryn]], [[Kolem]], [[Lenai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_11_imbibobot.txt Imbibobot 23] || 2011-06-11 || [[Imbibobot]], [[Kolem]], [[Kage]], [[Rathorn]], [[Lenai]], [[Korryn]], [[Torval]], [[Yuji]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_18_imbibobot.txt Imbibobot 24] || 2011-06-18 || [[Imbibobot]], [[Zeth]], [[Emoman]], [[Gatts]], [[Torval]], [[Lenai]], [[Sunflash]], [[Dusk]], [[Kolem]], [[Casey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_25_imbibobot.txt Imbibobot 25] || 2011-06-25 || [[Torval]], [[Prometheus]], [[Gatts]], [[Zeth]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_07_02_imbibobot.txt Imbibobot 26] || 2011-07-02 || [[Kolem]], [[Dusk]], [[Torval]], [[Emoman]], [[Prometheus]], [[Zeth]], [[Dr. Albert Wily]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mana Spirits==&lt;br /&gt;
Mogwai and co. seek the blessings of the Mana Spirits!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_13_manaspirits.txt The Mana Spirits (1)] || 2012-07-13 || [[Mogwai]], [[Jameson]], [[Twilight]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_7_28_manaspirits.txt The Mana Spirits (2)] || 2012-07-28 || [[Mogwai]], [[Eevee]], [[Helios]], [[Jameson]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_04a_manaspirits.txt The Mana Spirits (3)] || 2012-08-04 || [[Mogwai]], [[Eevee]], [[Jameson]], [[Finn]], [[Nagol]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_10_manaspirits.txt The Mana Spirits (4)] || 2012-08-10 || [[Mogwai]], [[Eevee]], [[Jameson]], [[Finn]], [[Nagol]], [[Spitfire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_17_manaspirits.txt The Mana Spirits (5)] || 2012-08-17 || [[Mogwai]], [[Eevee]], [[Sweetie]], [[Finn]], [[Nagol]], [[Spitfire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_25_manaspirits.txt The Mana Spirits (6)] || 2012-08-25 || [[Mogwai]], [[Eevee]], [[Sweetie]], [[Finn]], [[Minako]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_7_manaspirits.txt The Mana Spirits (7)] || 2012-09-07 || [[Mogwai]], [[Eevee]], [[Finn]], [[Wrench]], [[Brutte]], [[Vinyl]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_14_manaspirits.txt The Mana Spirits (8)] || 2012-09-14 || [[Mogwai]], [[Eevee]], [[Vinyl]], [[Heather]], [[Kupenreich]], [[Finn]], [[Riko]], [[Helios]], [[Sweetie]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==108 Stars of Destiny==&lt;br /&gt;
Join the PDF as they hunt down ghosts and assorted other, possibly corporeal, things!&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://www.wiki.cleftofdimensions.net/index.php?title=Stars_of_Destiny Stars of Destiny] page for more details.&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=SoD_RP This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Shadows of Time==&lt;br /&gt;
Something, something, Darkrai.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_20_shadows.txt Shadows of Time: The Cursed Hermit] || 2013-03-20 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_shadows.txt Shadows of Time: The Loyal Warrior] || 2013-03-23 || [[Caleb]], [[Gizmo]], [[Jameson]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_30_shadows.txt Shadows of Time: Finding His Tracks] || 2013-03-30 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_24_shadows.txt Shadows of Time: The Halls of Darkness] || 2013-04-24 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_25_shadows.txt Shadows of Time: Fallen Angels] || 2013-04-25 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_1_shadows.txt Shadows of Time: The Triad Revelation] || 2013-05-01 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_2_shadows.txt Shadows of Time: Time&#039;s Scars] || 2013-05-02 || [[Caleb]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_9_shadows.txt Shadows of Time: Dimension&#039;s Scream] || 2013-05-09 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_10_shadows.txt Shadows of Time: The Future is Ours] || 2013-05-10 || [[Mogwai]], [[Gizmo]], [[Eevee]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PokéPals==&lt;br /&gt;
Pokémon of the Cleft, unite!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_3_pokepals.txt Poképals!] || 2012-09-03 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_5_pokepals.txt Poképals! (2)] || 2012-09-05 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_21b_untitled.txt Memories of My Brother] || 2013-03-30 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_13_pokepals.txt Somebunny&#039;s New to the Cleft] || 2013-06-13 || [[Eevee]], [[Julexa]], A Random Lopunny&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_15_pokepals.txt Dreams of Unity] || 2013-06-15 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_22_pokepals.txt A Family Reunited] || 2013-06-22 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_28_pokepals.txt New Lives] || 2013-06-28 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroes for Hire==&lt;br /&gt;
Pay Money, Receive &amp;quot;Heroes&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_8_heroes.txt The First Heroes] || 2013-09-08 || [[RedMage]], [[Nancy]], [[Elie]], [[Raion]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_14_heroes.txt Hostage Negotiators] || 2013-09-14 || [[Nancy]], [[Elie]], [[Leia]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_21_heroes.txt A Cabin in the Woods] || 2013-09-21 || [[Damesik]], [[Porslain]], [[Raven]], [[Gemma]], [[Narukami]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_27_heroes.txt A Cabin in the Woods (The Return Trip)] || 2013-09-27 || [[Damesik]], [[Porslain]], [[Gemma]], [[Narukami]], [[Jensen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_8_heroes.txt Flashback] || 2013-10-08 || [[Greychild]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_11_heroes.txt Lost] || 2013-10-11 || [[Narukami]], [[Greychild]], [[Nancy]], [[Leia]], [[Damesik]], [[Porslain]], [[Gemma]], [[Synch]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_18_heroes.txt Gotta Exorcise &#039;Em All! (1)] || 2013-10-18 || [[Demonicor]], [[Narukami]], [[Damesik]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_20_heroes.txt Gotta Exorcise &#039;Em All! (2)] || 2013-10-20 || [[Demonicor]], [[Narukami]], [[Damesik]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_30_heroes.txt Breaths of the Past] || 2013-10-30 || [[Synch]], [[Bree]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_11_heroes.txt Second Chances] || 2013-11-11 || [[Synch]], [[Elie]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_22_heroes.txt Festive Dream] || 2013-11-22 || [[Damesik]], [[Narukami]], [[Greychild]], [[Nancy]], [[Demeter]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_28_heroes.txt Children&#039;s Games] || 2013-11-28 || [[Kimen]], [[Clayton]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legio Aurea==&lt;br /&gt;
The story of a loose gathering of comrades who would hunt down and do battle against evil demons, witches and the like.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1a_legio.txt The Prodigal Son] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1b_legio.txt The Wind Spirit] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1c_legio.txt Late-Night Drinking] || 2015-01-01 || [[Zendra]], [[Caius]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1d_legio.txt The Second Lesson] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1e_legio.txt Chiseling Away the Barrier] || 2015-01-01 || [[Kimen]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1f_legio.txt Chalk Lesson] || 2015-01-01 || [[Kimen]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1g_legio.txt Paintings on the Wall] || 2015-01-01 || [[Kimen]], [[Crona]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1h_legio.txt An Awkward Meal] || 2015-01-01 || [[Zendra]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1i_legio.txt Mandala] || 2015-01-01 || [[Edmund]], [[Caius]], [[Gustav]], [[Silas]], [[Zendra]], [[Dio]], [[Edgar]], [[Coloumb]], [[Miranda]], [[Kimen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Events==&lt;br /&gt;
&lt;br /&gt;
===Hikari no Matsuri: Year 13===&lt;br /&gt;
The Festival of Lights promises to be an unforgettable event this year, as a host of female performers and musicians set the stage for an entertainment entourage that will end in a way nobody expected...&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Prelude-Performance1.txt The Prelude] || 2023-12-31 || [[Hikari]], [[Kaede]], [[Mollianne]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day1-Performance2.txt Day 1: Kaede&#039;s Time to Shine] || 2024-01-01 || [[Hikari]], [[Kaede]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day2-Performance3.txt Day 2: Body Language] || 2024-01-02 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day3-Performance4.txt Day 3: Persephone&#039;s Light] || 2024-01-03 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day3-Performance4-After.txt Day 3: Familiar Faces] || 2024-01-03 || [[Sunflash]], [[Hikari]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day5-Performance5.txt Day 5: Don&#039;t Give in to Sorrow] || 2024-01-05 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day6-Performance6.txt Day 6: Entwined] || 2024-01-06 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day7-Performance7.txt Day 7: An Answered Plea] || 2024-01-07 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day7-Performance7-After.txt Day 7: Reunion] || 2024-01-07 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-EP1.txt Epilogue: Departure] || 2024-01-12 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-EP2.txt Epilogue: Friends] || 2024-01-12 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]], [[Hikari]], [[Persephone]], [[Kaede]]&lt;br /&gt;
|}&lt;br /&gt;
===Rabite&#039;s Promise Café Cosplay Convention===&lt;br /&gt;
Situated in the northern suburbs of Truce, the Rabite&#039;s Promise Café opened its doors to lovers of unique and intriguing costumes and outfits, hosting several in-house events and opportunities to connect with peers on a level outside the traditional norms!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay1.txt Prelude: Costumes] || 2024-09-10 || &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay3.txt Café Parlor] || 2024-09-10 || [[Hikari_Fukawa|Hikari]], [[Persephone_Simmons|Persephone]], [[Kane]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay5.txt West Wing] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Aelys]], [[Toby]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay4.txt East Wing] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Avarice]], [[Nemmea]], [[Aelys]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay2.txt Ballroom] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Avarice]], [[Nemmea]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay6.txt Peaceful Park] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Toby]], [[Avarice]], [[Mollianne]], [[Kane]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay7.txt Conclusive Confessions] || 2024-09-10 || [[Mollianne]], [[Avarice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Worlds Apart==&lt;br /&gt;
A chance encounter reunites two long-separated souls who share a complicated past, with an equally-complicated future waiting to be written...&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18d.txt That Which Does Not Kill Us...] || 2024-04-18 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_26.txt A Domain of Chaos] || 2024-04-26 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16d.txt Seven Hours Later] || 2024-05-16 || [[Mollianne]], [[DarkPyre]], [[Salazar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16f.txt A Bird in Her Cage] || 2024-05-16 || [[Mollianne]], [[DarkPyre]], [[Salazar]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16g.txt Homecoming] || 2024-05-16 || [[Mollianne]], Kaine, [[Thyrenne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_13.txt Knowledge for Knowledge&#039;s Sake] || 2024-05-16 || [[Mollianne]], Kaine, [[Dugar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_15.txt The Lone Bird in the Shire] || 2024-05-16 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_worlds-ap1.txt Blue Radiance] || 2024-09-10 || [[Mollianne]], [[Avarice]], [[455]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_worlds-ap2.txt Acceptance] || 2024-09-10 || [[Mollianne]], Kaine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Posting RP Logs==&lt;br /&gt;
&lt;br /&gt;
DO NOT post your own RP logs on this page. Clean them up and send them to the current RP Admin&#039;s email address (cleftofd_rp at hotmail dot com). A staff member will format the logs and post them here.&lt;br /&gt;
&lt;br /&gt;
A clean log should be free of OOC chatter, with your prompts removed, and should be corrected as best you can for SMOTE and SAY inaccuracies if you want the whole log to appear from the third person. A clean log has been edited; line-too-long cutoffs and other formatting issues should be already corrected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Credit for Roleplaying on the Cleft==&lt;br /&gt;
&lt;br /&gt;
You can earn Tokens of Restringing and even Immortal Tokens by being active in the roleplaying community on the Cleft of Dimensions! Here&#039;s how it works:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Roleplaying sessions will be given equal credit. It doesn&#039;t matter you&#039;re in a longstanding plot, doing a one-on-one session, or just free- forming. I reserve to right to give additional credit to outstanding RP sessions, however, on a case by case basis. Plot leaders/hosters will also be given additional initiative-taking bonuses, to be determined by me over the time that said plot remains in play.&lt;br /&gt;
&lt;br /&gt;
All RP logs sent to me (via email) will qualify as a 3/2 method of token acquisition. This means that a player will receive 2 restring Tokens for every 3 logs that are sent my way.&lt;br /&gt;
&lt;br /&gt;
World Notes are worth 1 Restring Token for every 2 notes that are written. These world notes are required to be decently-written, however; while I understand that not everyone is a novelist, slapping down a quick paragraph-and-a-half about incredibly-vague do-nothings will not earn you anything.&lt;br /&gt;
&lt;br /&gt;
Immortal Token credits are acquired as follows:&lt;br /&gt;
-15 Immortal Token &#039;Credits&#039; required to earn 1 Immortal Token.&lt;br /&gt;
-2 World Notes will earn 1 Immortal Token Credit.&lt;br /&gt;
-1 RP Log will earn 1 Immortal Token Credit.&lt;br /&gt;
&lt;br /&gt;
Lilly keeps a running database to keep up to date on who has earned what, so if you haven&#039;t received anything from an RP you&#039;ve been in recently, be patient; the credit is there, and will be seen through once the logs and such are uploaded to the Wiki.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=RP_Logs&amp;diff=4889</id>
		<title>RP Logs</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=RP_Logs&amp;diff=4889"/>
		<updated>2024-09-11T08:43:35Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Rabite&amp;#039;s Promise Café Cosplay Convention */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some Roleplaying Arcs have gotten too big for their britches and have had their log listings relocated to their own page on the Wiki.  Each arc&#039;s heading remains here, but if it has become too big for this page, please follow the link located under the heading to see the logs listed for it on its own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Roleplaying==&lt;br /&gt;
Logs that aren&#039;t necessarily part of any story arc.&lt;br /&gt;
&lt;br /&gt;
Please see Please see [http://www.wiki.cleftofdimensions.net/index.php?title=General_RP This Section] for these logs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mavericks and Hunters==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (1)]] || 2004-12-09 || [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (2)]] || 2004-12-20 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (3)|The Cover-Up]] || 2004-12-22 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (4)|On Watch]] || 2004-12-24 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (1)|Maverick At Last]] || 2004-12-27 || [[Vice]], [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (5)|Downtime at Hunter HQ]] || 2004-12-28 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (2)|Maverick Returns]] || 2004-12-29 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (6)|Reploid in Love]] || 2004-12-30 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (3)|Ambush!]] || 2004-12-30 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (4)|Ambush!(2)]] || 2004-12-30 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (5)|Taunting the Hunter]] || 2004-12-31 || [[Vice]], [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (6)|Breaking the Hunter]] || 2004-12-31 || [[Vice]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (7)|Attack on Truce]] || 2005-01-02 || [[Vice]], [[Variance]], [[Seikou]], [[Aura]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (7)|Prelude to Despair]] || 2005-01-04 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (8)|Until Proven Guilty]] || 2005-01-05 || [[Variance]], [[Seikou]], [[Signas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice - Direct Approach|Direct Approach]] || 2005-01-08 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Variance - Third Attack|Third Attack]] || 2005-01-10 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Variance - Betrayal|Betrayal]] || 2005-01-12 || [[Variance]], [[Seikou]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rise of the Ravens==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_17_ravens.txt The Sound Of Music] || 2012-03-17 || [[Lilliana]], [[Forte]], [[Aluella]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_31_manaravens.txt A Killer Performance] || 2012-03-31 || [[Annabeth]], [[Toby]], [[Rana]], [[Gforte]], [[Sunflash]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_01_ravens.txt Assessment] || 2012-04-01 || [[Roll]], [[Forte]], [[Aluella]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_07_ravens.txt The Chase] || 2012-04-07 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Rana]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_ravens.txt No Luck] || 2012-06-02 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Avaline]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_14_ravens.txt Changing Tactics] || 2012-07-14 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Avaline]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_19_ravens.txt Onward!] || 2012-08-19 || [[Analine]], [[Sunflash]], [[Jacen]], [[Torval]], [[Brutte]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wishes==&lt;br /&gt;
In 2011, a little creature called Kyuubey appeared, offering a trade - one wish in exchange for becoming a magical girl or boy (or &#039;thing&#039;) and fighting against eldritch entities known as witches.&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=The_Wishes This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Chronicles of Mana Storyline==&lt;br /&gt;
Seven years following the Mana Tree&#039;s destruction, [[Aura]] and her family are separated between worlds; the former is kept in the Mana Holyland to help oversee the Great Tree&#039;s revival, while [[Ambience]] and [[Seikou]] are left to themselves in the middle realm. A mysterious woman shows up with questions about the past, and forgotten omens may have found their way to the surface...&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=Chronicles_of_Mana This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mana/Wishes Storyline Crossing==&lt;br /&gt;
Because sometimes fate has a way of involving us all...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_3_ambience.txt Fear and Revelations] || 2011-12-03 || [[Ambience]], [[Seikou]], [[Crossroads]], [[Koa]], [[Kyuubey]], [[Reize]], [[Ezekial]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_08_manawishborn.txt Trusting Souls] || 2011-12-08 || [[Ambience]], [[Crossroads]], [[Korryn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_14_manawishborn.txt A Dark Promise] || 2012-01-14 || [[Tyrranis]], [[Shamaster]], [[Crazed]], [[Lilliana]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_22_manawishborn.txt A Dark Promise Reinforced] || 2012-01-22 || [[Tyrranis]], [[Crossroads]], [[Crazed]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_18_manawishborn.txt No Love Lost] || 2012-02-18 || [[Kyuubey]], [[Tyrranis]], [[Crossroads]], [[Lorastine]], [[Ambience]], [[Kanato]], [[Knochen]], [[Erica]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_27_manawishborn.txt Rubbing In The Despair] || 2012-02-27 || [[Ambience]], [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Kyrk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_03_manawishborn.txt The Failed Compromise] || 2012-03-03 || [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_13_manawishborn.txt The Unexpected] || 2012-03-13 || [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Ambience]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_05_26_manawishborn.txt Yoma and Wishborn and Centaurs, Oh My!] || 2012-05-26 || [[Kyuubey]], [[Rarity]], [[Aurum]], [[Sylana]], [[Mogwai]], [[Teravin]], [[Adbo]], [[Ambience]], [[Bahamut]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_01_manawishborn.txt Eight Hooves and Two Legs] || 2012-06-01 || [[Ambience]], [[Rarity]], [[Alyss]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_manawishborn.txt Faith in the Soulless] || 2012-06-02 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_06_manawishborn.txt The Cabin in the Woods] || 2012-06-06 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_16_manawishborn.txt As Time Passes...] || 2012-06-16 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_29_manawishborn.txt A Boy and His Pony] || 2012-06-29 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_07_manawishborn.txt A Witch&#039;s Glee] || 2012-06-29 || [[Rarity]], [[Helios]], [[Mogwai]], [[Rizar]], [[Emoman]], [[Basic]], [[Busted]], [[Bahamut]], [[Ezekial]], [[Berrypunch]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_12_manawishborn.txt The Oracle&#039;s Visit] || 2012-06-29 || [[Aura]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_mana.txt A Brush with the Future] || 2013-03-23 || [[Gforte]], [[Jillian]], [[Lorastine]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_7_manawishborn.txt A Brush with the Future (2)] || 2013-04-07 || [[Gforte]], [[Jillian]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_4_manawishborn.txt Messenger From Above] || 2013-05-04 || [[Ambience]], [[Crossroads]], [[Mollianne]], [[Lorastine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chaos and Drink==&lt;br /&gt;
Imbibobot found God in a bar and became an Alcoholic. Follow the journey of this filthy, rusted robot and his band of acolytes!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_13_imbibobot.txt Imbibobot 1] || 2010-11-13 || [[Imbibobot]], [[Skyjack]], [[Fishspill]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_21_imbibobot.txt Imbibobot 2] || 2010-11-21 || [[Imbibobot]], [[Cedeno]], [[Prometheus]], [[Jane]], [[Ghostfish]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_27_imbibobot.txt Imbibobot 3] || 2010-11-27 || [[Imbibobot]], [[Armandine]], [[Ulyaoth]], [[Aemmeu]], [[Heyan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_04_imbibobot.txt Imbibobot 4] || 2010-12-04 || [[Imbibobot]], [[Armandine]], [[Mr. Saturn]], [[Nikita]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_11_imbibobot.txt Imbibobot 5] || 2010-12-11 || [[Imbibobot]], [[Snoozewolf]], [[Kolem]], [[Dusk]], [[Mpoppybros]], [[Monkooky]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_18_imbibobot.txt Imbibobot 6] || 2010-12-18 || [[Imbibobot]], [[Cedeno]], [[Dusk]], [[Kolem]], [[Thoban]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_08_imbibobot.txt Imbibobot 7] || 2011-01-08 || [[Imbibobot]], [[Armandine]], [[Kolem]], [[Cedeno]], [[Oron]], [[Prometheus]], [[Jane]], [[Toroko]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_15_imbibobot.txt Imbibobot 8] || 2011-01-15 || [[Imbibobot]], [[Kolem]], [[Dusk]], [[Armandine]], [[Cedeno]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_29_imbibobot.txt Imbibobot 9] || 2011-01-29 || [[Imbibobot]], [[Jane]], [[Dusk]], [[Kolem]], [[Menmenth]], [[Armandine]], [[Dr. Albert Wily]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_05_imbibobot.txt Imbibobot 10] || 2011-02-05 || [[Imbibobot]], [[Kolem]], [[Armandine]], [[Demeter]], [[Cedeno]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_19_imbibobot.txt Imbibobot 11] || 2011-02-19 || [[Imbibobot]], [[Kolem]], [[Lenai]], [[Artas]], [[Naiad]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_26_imbibobot.txt Imbibobot 12] || 2011-02-26 || [[Imbibobot]], [[Demeter]], [[Lenai]], [[Kolem]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_05_imbibobot.txt Imbibobot 13] || 2011-03-05 || [[Imbibobot]], [[Kolem]], [[Lenai]], [[Demeter]], [[Dusk]], [[Dr. Albert Wily]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_12_imbibobot.txt Imbibobot 14] || 2011-03-12 || [[Imbibobot]], [[Retroludus]], [[Lenai]], [[Gatts]], [[Dusk]], [[Kolem]], [[Chef Kawasaki]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_19_imbibobot.txt Imbibobot 15] || 2011-03-19 || [[Imbibobot]], [[Demeter]], [[Dusk]], [[Kage]], [[Retroludus]], [[Kolem]], [[Keeryu]], [[Lenai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_26_imbibobot.txt Imbibobot 16] || 2011-03-26 || [[Imbibobot]], [[Gatts]], [[Retroludus]], [[Lenai]], [[Kolem]], [[Keeryu]], [[Oboyo]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_04_23_imbibobot.txt Imbibobot 17] || 2011-04-23 || [[Imbibobot]], [[Gatts]], [[Kolem]], [[Dusk]], [[Oboyo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_04_30_imbibobot.txt Imbibobot 18] || 2011-04-30 || [[Imbibobot]], [[Kolem]], [[Dusk]], [[Keeryu]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_07_imbibobot.txt Imbibobot 19] || 2011-05-07 || [[Dusk]], [[Kolem]], [[Menmenth]], [[Keeryu]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_14_imbibobot.txt Imbibobot 20] || 2011-05-14 || [[Dusk]], [[Decidrion]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_21_imbibobot.txt Imbibobot 21] || 2011-05-21 || [[Lenai]], [[Torval]], [[Dusk]], [[Neera]], [[Kolem]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_28_imbibobot.txt Imbibobot 22] || 2011-05-28 || [[Imbibobot]], [[Forte]], [[Rathorn]], [[Dusk]], [[Korryn]], [[Kolem]], [[Lenai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_11_imbibobot.txt Imbibobot 23] || 2011-06-11 || [[Imbibobot]], [[Kolem]], [[Kage]], [[Rathorn]], [[Lenai]], [[Korryn]], [[Torval]], [[Yuji]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_18_imbibobot.txt Imbibobot 24] || 2011-06-18 || [[Imbibobot]], [[Zeth]], [[Emoman]], [[Gatts]], [[Torval]], [[Lenai]], [[Sunflash]], [[Dusk]], [[Kolem]], [[Casey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_25_imbibobot.txt Imbibobot 25] || 2011-06-25 || [[Torval]], [[Prometheus]], [[Gatts]], [[Zeth]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_07_02_imbibobot.txt Imbibobot 26] || 2011-07-02 || [[Kolem]], [[Dusk]], [[Torval]], [[Emoman]], [[Prometheus]], [[Zeth]], [[Dr. Albert Wily]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mana Spirits==&lt;br /&gt;
Mogwai and co. seek the blessings of the Mana Spirits!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_13_manaspirits.txt The Mana Spirits (1)] || 2012-07-13 || [[Mogwai]], [[Jameson]], [[Twilight]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_7_28_manaspirits.txt The Mana Spirits (2)] || 2012-07-28 || [[Mogwai]], [[Eevee]], [[Helios]], [[Jameson]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_04a_manaspirits.txt The Mana Spirits (3)] || 2012-08-04 || [[Mogwai]], [[Eevee]], [[Jameson]], [[Finn]], [[Nagol]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_10_manaspirits.txt The Mana Spirits (4)] || 2012-08-10 || [[Mogwai]], [[Eevee]], [[Jameson]], [[Finn]], [[Nagol]], [[Spitfire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_17_manaspirits.txt The Mana Spirits (5)] || 2012-08-17 || [[Mogwai]], [[Eevee]], [[Sweetie]], [[Finn]], [[Nagol]], [[Spitfire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_25_manaspirits.txt The Mana Spirits (6)] || 2012-08-25 || [[Mogwai]], [[Eevee]], [[Sweetie]], [[Finn]], [[Minako]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_7_manaspirits.txt The Mana Spirits (7)] || 2012-09-07 || [[Mogwai]], [[Eevee]], [[Finn]], [[Wrench]], [[Brutte]], [[Vinyl]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_14_manaspirits.txt The Mana Spirits (8)] || 2012-09-14 || [[Mogwai]], [[Eevee]], [[Vinyl]], [[Heather]], [[Kupenreich]], [[Finn]], [[Riko]], [[Helios]], [[Sweetie]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==108 Stars of Destiny==&lt;br /&gt;
Join the PDF as they hunt down ghosts and assorted other, possibly corporeal, things!&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://www.wiki.cleftofdimensions.net/index.php?title=Stars_of_Destiny Stars of Destiny] page for more details.&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=SoD_RP This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Shadows of Time==&lt;br /&gt;
Something, something, Darkrai.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_20_shadows.txt Shadows of Time: The Cursed Hermit] || 2013-03-20 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_shadows.txt Shadows of Time: The Loyal Warrior] || 2013-03-23 || [[Caleb]], [[Gizmo]], [[Jameson]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_30_shadows.txt Shadows of Time: Finding His Tracks] || 2013-03-30 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_24_shadows.txt Shadows of Time: The Halls of Darkness] || 2013-04-24 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_25_shadows.txt Shadows of Time: Fallen Angels] || 2013-04-25 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_1_shadows.txt Shadows of Time: The Triad Revelation] || 2013-05-01 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_2_shadows.txt Shadows of Time: Time&#039;s Scars] || 2013-05-02 || [[Caleb]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_9_shadows.txt Shadows of Time: Dimension&#039;s Scream] || 2013-05-09 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_10_shadows.txt Shadows of Time: The Future is Ours] || 2013-05-10 || [[Mogwai]], [[Gizmo]], [[Eevee]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PokéPals==&lt;br /&gt;
Pokémon of the Cleft, unite!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_3_pokepals.txt Poképals!] || 2012-09-03 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_5_pokepals.txt Poképals! (2)] || 2012-09-05 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_21b_untitled.txt Memories of My Brother] || 2013-03-30 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_13_pokepals.txt Somebunny&#039;s New to the Cleft] || 2013-06-13 || [[Eevee]], [[Julexa]], A Random Lopunny&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_15_pokepals.txt Dreams of Unity] || 2013-06-15 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_22_pokepals.txt A Family Reunited] || 2013-06-22 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_28_pokepals.txt New Lives] || 2013-06-28 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroes for Hire==&lt;br /&gt;
Pay Money, Receive &amp;quot;Heroes&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_8_heroes.txt The First Heroes] || 2013-09-08 || [[RedMage]], [[Nancy]], [[Elie]], [[Raion]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_14_heroes.txt Hostage Negotiators] || 2013-09-14 || [[Nancy]], [[Elie]], [[Leia]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_21_heroes.txt A Cabin in the Woods] || 2013-09-21 || [[Damesik]], [[Porslain]], [[Raven]], [[Gemma]], [[Narukami]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_27_heroes.txt A Cabin in the Woods (The Return Trip)] || 2013-09-27 || [[Damesik]], [[Porslain]], [[Gemma]], [[Narukami]], [[Jensen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_8_heroes.txt Flashback] || 2013-10-08 || [[Greychild]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_11_heroes.txt Lost] || 2013-10-11 || [[Narukami]], [[Greychild]], [[Nancy]], [[Leia]], [[Damesik]], [[Porslain]], [[Gemma]], [[Synch]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_18_heroes.txt Gotta Exorcise &#039;Em All! (1)] || 2013-10-18 || [[Demonicor]], [[Narukami]], [[Damesik]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_20_heroes.txt Gotta Exorcise &#039;Em All! (2)] || 2013-10-20 || [[Demonicor]], [[Narukami]], [[Damesik]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_30_heroes.txt Breaths of the Past] || 2013-10-30 || [[Synch]], [[Bree]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_11_heroes.txt Second Chances] || 2013-11-11 || [[Synch]], [[Elie]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_22_heroes.txt Festive Dream] || 2013-11-22 || [[Damesik]], [[Narukami]], [[Greychild]], [[Nancy]], [[Demeter]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_28_heroes.txt Children&#039;s Games] || 2013-11-28 || [[Kimen]], [[Clayton]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legio Aurea==&lt;br /&gt;
The story of a loose gathering of comrades who would hunt down and do battle against evil demons, witches and the like.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1a_legio.txt The Prodigal Son] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1b_legio.txt The Wind Spirit] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1c_legio.txt Late-Night Drinking] || 2015-01-01 || [[Zendra]], [[Caius]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1d_legio.txt The Second Lesson] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1e_legio.txt Chiseling Away the Barrier] || 2015-01-01 || [[Kimen]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1f_legio.txt Chalk Lesson] || 2015-01-01 || [[Kimen]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1g_legio.txt Paintings on the Wall] || 2015-01-01 || [[Kimen]], [[Crona]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1h_legio.txt An Awkward Meal] || 2015-01-01 || [[Zendra]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1i_legio.txt Mandala] || 2015-01-01 || [[Edmund]], [[Caius]], [[Gustav]], [[Silas]], [[Zendra]], [[Dio]], [[Edgar]], [[Coloumb]], [[Miranda]], [[Kimen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Events==&lt;br /&gt;
&lt;br /&gt;
===Hikari no Matsuri: Year 13===&lt;br /&gt;
The Festival of Lights promises to be an unforgettable event this year, as a host of female performers and musicians set the stage for an entertainment entourage that will end in a way nobody expected...&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Prelude-Performance1.txt The Prelude] || 2023-12-31 || [[Hikari]], [[Kaede]], [[Mollianne]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day1-Performance2.txt Day 1: Kaede&#039;s Time to Shine] || 2024-01-01 || [[Hikari]], [[Kaede]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day2-Performance3.txt Day 2: Body Language] || 2024-01-02 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day3-Performance4.txt Day 3: Persephone&#039;s Light] || 2024-01-03 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day3-Performance4-After.txt Day 3: Familiar Faces] || 2024-01-03 || [[Sunflash]], [[Hikari]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day5-Performance5.txt Day 5: Don&#039;t Give in to Sorrow] || 2024-01-05 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day6-Performance6.txt Day 6: Entwined] || 2024-01-06 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day7-Performance7.txt Day 7: An Answered Plea] || 2024-01-07 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day7-Performance7-After.txt Day 7: Reunion] || 2024-01-07 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-EP1.txt Epilogue: Departure] || 2024-01-12 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-EP2.txt Epilogue: Friends] || 2024-01-12 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]], [[Hikari]], [[Persephone]], [[Kaede]]&lt;br /&gt;
|}&lt;br /&gt;
===Rabite&#039;s Promise Café Cosplay Convention===&lt;br /&gt;
Situated in the northern suburbs of Truce, the Rabite&#039;s Promise Café opened its doors to lovers of unique and intriguing costumes and outfits, hosting several in-house events and opportunities to connect with peers on a level outside the traditional norms!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay1.txt Prelude: Costumes] || 2024-09-10 || &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay3.txt Café Parlor] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay5.txt West Wing] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Aelys]], [[Toby]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay4.txt East Wing] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Avarice]], [[Nemmea]], [[Aelys]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay2.txt Ballroom] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Avarice]], [[Nemmea]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay6.txt Peaceful Park] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Toby]], [[Avarice]], [[Mollianne]], [[Kane]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay7.txt Conclusive Confessions] || 2024-09-10 || [[Mollianne]], [[Avarice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Worlds Apart==&lt;br /&gt;
A chance encounter reunites two long-separated souls who share a complicated past, with an equally-complicated future waiting to be written...&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18d.txt That Which Does Not Kill Us...] || 2024-04-18 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_26.txt A Domain of Chaos] || 2024-04-26 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16d.txt Seven Hours Later] || 2024-05-16 || [[Mollianne]], [[DarkPyre]], [[Salazar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16f.txt A Bird in Her Cage] || 2024-05-16 || [[Mollianne]], [[DarkPyre]], [[Salazar]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16g.txt Homecoming] || 2024-05-16 || [[Mollianne]], Kaine, [[Thyrenne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_13.txt Knowledge for Knowledge&#039;s Sake] || 2024-05-16 || [[Mollianne]], Kaine, [[Dugar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_15.txt The Lone Bird in the Shire] || 2024-05-16 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_worlds-ap1.txt Blue Radiance] || 2024-09-10 || [[Mollianne]], [[Avarice]], [[455]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_worlds-ap2.txt Acceptance] || 2024-09-10 || [[Mollianne]], Kaine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Posting RP Logs==&lt;br /&gt;
&lt;br /&gt;
DO NOT post your own RP logs on this page. Clean them up and send them to the current RP Admin&#039;s email address (cleftofd_rp at hotmail dot com). A staff member will format the logs and post them here.&lt;br /&gt;
&lt;br /&gt;
A clean log should be free of OOC chatter, with your prompts removed, and should be corrected as best you can for SMOTE and SAY inaccuracies if you want the whole log to appear from the third person. A clean log has been edited; line-too-long cutoffs and other formatting issues should be already corrected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Credit for Roleplaying on the Cleft==&lt;br /&gt;
&lt;br /&gt;
You can earn Tokens of Restringing and even Immortal Tokens by being active in the roleplaying community on the Cleft of Dimensions! Here&#039;s how it works:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Roleplaying sessions will be given equal credit. It doesn&#039;t matter you&#039;re in a longstanding plot, doing a one-on-one session, or just free- forming. I reserve to right to give additional credit to outstanding RP sessions, however, on a case by case basis. Plot leaders/hosters will also be given additional initiative-taking bonuses, to be determined by me over the time that said plot remains in play.&lt;br /&gt;
&lt;br /&gt;
All RP logs sent to me (via email) will qualify as a 3/2 method of token acquisition. This means that a player will receive 2 restring Tokens for every 3 logs that are sent my way.&lt;br /&gt;
&lt;br /&gt;
World Notes are worth 1 Restring Token for every 2 notes that are written. These world notes are required to be decently-written, however; while I understand that not everyone is a novelist, slapping down a quick paragraph-and-a-half about incredibly-vague do-nothings will not earn you anything.&lt;br /&gt;
&lt;br /&gt;
Immortal Token credits are acquired as follows:&lt;br /&gt;
-15 Immortal Token &#039;Credits&#039; required to earn 1 Immortal Token.&lt;br /&gt;
-2 World Notes will earn 1 Immortal Token Credit.&lt;br /&gt;
-1 RP Log will earn 1 Immortal Token Credit.&lt;br /&gt;
&lt;br /&gt;
Lilly keeps a running database to keep up to date on who has earned what, so if you haven&#039;t received anything from an RP you&#039;ve been in recently, be patient; the credit is there, and will be seen through once the logs and such are uploaded to the Wiki.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=RP_Logs&amp;diff=4888</id>
		<title>RP Logs</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=RP_Logs&amp;diff=4888"/>
		<updated>2024-09-11T05:32:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Worlds Apart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some Roleplaying Arcs have gotten too big for their britches and have had their log listings relocated to their own page on the Wiki.  Each arc&#039;s heading remains here, but if it has become too big for this page, please follow the link located under the heading to see the logs listed for it on its own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Roleplaying==&lt;br /&gt;
Logs that aren&#039;t necessarily part of any story arc.&lt;br /&gt;
&lt;br /&gt;
Please see Please see [http://www.wiki.cleftofdimensions.net/index.php?title=General_RP This Section] for these logs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mavericks and Hunters==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (1)]] || 2004-12-09 || [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (2)]] || 2004-12-20 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (3)|The Cover-Up]] || 2004-12-22 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (4)|On Watch]] || 2004-12-24 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (1)|Maverick At Last]] || 2004-12-27 || [[Vice]], [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (5)|Downtime at Hunter HQ]] || 2004-12-28 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (2)|Maverick Returns]] || 2004-12-29 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (6)|Reploid in Love]] || 2004-12-30 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (3)|Ambush!]] || 2004-12-30 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (4)|Ambush!(2)]] || 2004-12-30 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (5)|Taunting the Hunter]] || 2004-12-31 || [[Vice]], [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (6)|Breaking the Hunter]] || 2004-12-31 || [[Vice]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (7)|Attack on Truce]] || 2005-01-02 || [[Vice]], [[Variance]], [[Seikou]], [[Aura]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (7)|Prelude to Despair]] || 2005-01-04 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (8)|Until Proven Guilty]] || 2005-01-05 || [[Variance]], [[Seikou]], [[Signas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice - Direct Approach|Direct Approach]] || 2005-01-08 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Variance - Third Attack|Third Attack]] || 2005-01-10 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Variance - Betrayal|Betrayal]] || 2005-01-12 || [[Variance]], [[Seikou]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rise of the Ravens==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_17_ravens.txt The Sound Of Music] || 2012-03-17 || [[Lilliana]], [[Forte]], [[Aluella]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_31_manaravens.txt A Killer Performance] || 2012-03-31 || [[Annabeth]], [[Toby]], [[Rana]], [[Gforte]], [[Sunflash]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_01_ravens.txt Assessment] || 2012-04-01 || [[Roll]], [[Forte]], [[Aluella]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_07_ravens.txt The Chase] || 2012-04-07 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Rana]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_ravens.txt No Luck] || 2012-06-02 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Avaline]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_14_ravens.txt Changing Tactics] || 2012-07-14 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Avaline]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_19_ravens.txt Onward!] || 2012-08-19 || [[Analine]], [[Sunflash]], [[Jacen]], [[Torval]], [[Brutte]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wishes==&lt;br /&gt;
In 2011, a little creature called Kyuubey appeared, offering a trade - one wish in exchange for becoming a magical girl or boy (or &#039;thing&#039;) and fighting against eldritch entities known as witches.&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=The_Wishes This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Chronicles of Mana Storyline==&lt;br /&gt;
Seven years following the Mana Tree&#039;s destruction, [[Aura]] and her family are separated between worlds; the former is kept in the Mana Holyland to help oversee the Great Tree&#039;s revival, while [[Ambience]] and [[Seikou]] are left to themselves in the middle realm. A mysterious woman shows up with questions about the past, and forgotten omens may have found their way to the surface...&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=Chronicles_of_Mana This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mana/Wishes Storyline Crossing==&lt;br /&gt;
Because sometimes fate has a way of involving us all...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_3_ambience.txt Fear and Revelations] || 2011-12-03 || [[Ambience]], [[Seikou]], [[Crossroads]], [[Koa]], [[Kyuubey]], [[Reize]], [[Ezekial]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_08_manawishborn.txt Trusting Souls] || 2011-12-08 || [[Ambience]], [[Crossroads]], [[Korryn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_14_manawishborn.txt A Dark Promise] || 2012-01-14 || [[Tyrranis]], [[Shamaster]], [[Crazed]], [[Lilliana]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_22_manawishborn.txt A Dark Promise Reinforced] || 2012-01-22 || [[Tyrranis]], [[Crossroads]], [[Crazed]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_18_manawishborn.txt No Love Lost] || 2012-02-18 || [[Kyuubey]], [[Tyrranis]], [[Crossroads]], [[Lorastine]], [[Ambience]], [[Kanato]], [[Knochen]], [[Erica]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_27_manawishborn.txt Rubbing In The Despair] || 2012-02-27 || [[Ambience]], [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Kyrk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_03_manawishborn.txt The Failed Compromise] || 2012-03-03 || [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_13_manawishborn.txt The Unexpected] || 2012-03-13 || [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Ambience]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_05_26_manawishborn.txt Yoma and Wishborn and Centaurs, Oh My!] || 2012-05-26 || [[Kyuubey]], [[Rarity]], [[Aurum]], [[Sylana]], [[Mogwai]], [[Teravin]], [[Adbo]], [[Ambience]], [[Bahamut]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_01_manawishborn.txt Eight Hooves and Two Legs] || 2012-06-01 || [[Ambience]], [[Rarity]], [[Alyss]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_manawishborn.txt Faith in the Soulless] || 2012-06-02 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_06_manawishborn.txt The Cabin in the Woods] || 2012-06-06 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_16_manawishborn.txt As Time Passes...] || 2012-06-16 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_29_manawishborn.txt A Boy and His Pony] || 2012-06-29 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_07_manawishborn.txt A Witch&#039;s Glee] || 2012-06-29 || [[Rarity]], [[Helios]], [[Mogwai]], [[Rizar]], [[Emoman]], [[Basic]], [[Busted]], [[Bahamut]], [[Ezekial]], [[Berrypunch]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_12_manawishborn.txt The Oracle&#039;s Visit] || 2012-06-29 || [[Aura]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_mana.txt A Brush with the Future] || 2013-03-23 || [[Gforte]], [[Jillian]], [[Lorastine]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_7_manawishborn.txt A Brush with the Future (2)] || 2013-04-07 || [[Gforte]], [[Jillian]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_4_manawishborn.txt Messenger From Above] || 2013-05-04 || [[Ambience]], [[Crossroads]], [[Mollianne]], [[Lorastine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chaos and Drink==&lt;br /&gt;
Imbibobot found God in a bar and became an Alcoholic. Follow the journey of this filthy, rusted robot and his band of acolytes!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_13_imbibobot.txt Imbibobot 1] || 2010-11-13 || [[Imbibobot]], [[Skyjack]], [[Fishspill]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_21_imbibobot.txt Imbibobot 2] || 2010-11-21 || [[Imbibobot]], [[Cedeno]], [[Prometheus]], [[Jane]], [[Ghostfish]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_27_imbibobot.txt Imbibobot 3] || 2010-11-27 || [[Imbibobot]], [[Armandine]], [[Ulyaoth]], [[Aemmeu]], [[Heyan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_04_imbibobot.txt Imbibobot 4] || 2010-12-04 || [[Imbibobot]], [[Armandine]], [[Mr. Saturn]], [[Nikita]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_11_imbibobot.txt Imbibobot 5] || 2010-12-11 || [[Imbibobot]], [[Snoozewolf]], [[Kolem]], [[Dusk]], [[Mpoppybros]], [[Monkooky]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_18_imbibobot.txt Imbibobot 6] || 2010-12-18 || [[Imbibobot]], [[Cedeno]], [[Dusk]], [[Kolem]], [[Thoban]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_08_imbibobot.txt Imbibobot 7] || 2011-01-08 || [[Imbibobot]], [[Armandine]], [[Kolem]], [[Cedeno]], [[Oron]], [[Prometheus]], [[Jane]], [[Toroko]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_15_imbibobot.txt Imbibobot 8] || 2011-01-15 || [[Imbibobot]], [[Kolem]], [[Dusk]], [[Armandine]], [[Cedeno]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_29_imbibobot.txt Imbibobot 9] || 2011-01-29 || [[Imbibobot]], [[Jane]], [[Dusk]], [[Kolem]], [[Menmenth]], [[Armandine]], [[Dr. Albert Wily]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_05_imbibobot.txt Imbibobot 10] || 2011-02-05 || [[Imbibobot]], [[Kolem]], [[Armandine]], [[Demeter]], [[Cedeno]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_19_imbibobot.txt Imbibobot 11] || 2011-02-19 || [[Imbibobot]], [[Kolem]], [[Lenai]], [[Artas]], [[Naiad]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_26_imbibobot.txt Imbibobot 12] || 2011-02-26 || [[Imbibobot]], [[Demeter]], [[Lenai]], [[Kolem]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_05_imbibobot.txt Imbibobot 13] || 2011-03-05 || [[Imbibobot]], [[Kolem]], [[Lenai]], [[Demeter]], [[Dusk]], [[Dr. Albert Wily]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_12_imbibobot.txt Imbibobot 14] || 2011-03-12 || [[Imbibobot]], [[Retroludus]], [[Lenai]], [[Gatts]], [[Dusk]], [[Kolem]], [[Chef Kawasaki]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_19_imbibobot.txt Imbibobot 15] || 2011-03-19 || [[Imbibobot]], [[Demeter]], [[Dusk]], [[Kage]], [[Retroludus]], [[Kolem]], [[Keeryu]], [[Lenai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_26_imbibobot.txt Imbibobot 16] || 2011-03-26 || [[Imbibobot]], [[Gatts]], [[Retroludus]], [[Lenai]], [[Kolem]], [[Keeryu]], [[Oboyo]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_04_23_imbibobot.txt Imbibobot 17] || 2011-04-23 || [[Imbibobot]], [[Gatts]], [[Kolem]], [[Dusk]], [[Oboyo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_04_30_imbibobot.txt Imbibobot 18] || 2011-04-30 || [[Imbibobot]], [[Kolem]], [[Dusk]], [[Keeryu]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_07_imbibobot.txt Imbibobot 19] || 2011-05-07 || [[Dusk]], [[Kolem]], [[Menmenth]], [[Keeryu]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_14_imbibobot.txt Imbibobot 20] || 2011-05-14 || [[Dusk]], [[Decidrion]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_21_imbibobot.txt Imbibobot 21] || 2011-05-21 || [[Lenai]], [[Torval]], [[Dusk]], [[Neera]], [[Kolem]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_28_imbibobot.txt Imbibobot 22] || 2011-05-28 || [[Imbibobot]], [[Forte]], [[Rathorn]], [[Dusk]], [[Korryn]], [[Kolem]], [[Lenai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_11_imbibobot.txt Imbibobot 23] || 2011-06-11 || [[Imbibobot]], [[Kolem]], [[Kage]], [[Rathorn]], [[Lenai]], [[Korryn]], [[Torval]], [[Yuji]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_18_imbibobot.txt Imbibobot 24] || 2011-06-18 || [[Imbibobot]], [[Zeth]], [[Emoman]], [[Gatts]], [[Torval]], [[Lenai]], [[Sunflash]], [[Dusk]], [[Kolem]], [[Casey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_25_imbibobot.txt Imbibobot 25] || 2011-06-25 || [[Torval]], [[Prometheus]], [[Gatts]], [[Zeth]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_07_02_imbibobot.txt Imbibobot 26] || 2011-07-02 || [[Kolem]], [[Dusk]], [[Torval]], [[Emoman]], [[Prometheus]], [[Zeth]], [[Dr. Albert Wily]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mana Spirits==&lt;br /&gt;
Mogwai and co. seek the blessings of the Mana Spirits!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_13_manaspirits.txt The Mana Spirits (1)] || 2012-07-13 || [[Mogwai]], [[Jameson]], [[Twilight]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_7_28_manaspirits.txt The Mana Spirits (2)] || 2012-07-28 || [[Mogwai]], [[Eevee]], [[Helios]], [[Jameson]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_04a_manaspirits.txt The Mana Spirits (3)] || 2012-08-04 || [[Mogwai]], [[Eevee]], [[Jameson]], [[Finn]], [[Nagol]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_10_manaspirits.txt The Mana Spirits (4)] || 2012-08-10 || [[Mogwai]], [[Eevee]], [[Jameson]], [[Finn]], [[Nagol]], [[Spitfire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_17_manaspirits.txt The Mana Spirits (5)] || 2012-08-17 || [[Mogwai]], [[Eevee]], [[Sweetie]], [[Finn]], [[Nagol]], [[Spitfire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_25_manaspirits.txt The Mana Spirits (6)] || 2012-08-25 || [[Mogwai]], [[Eevee]], [[Sweetie]], [[Finn]], [[Minako]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_7_manaspirits.txt The Mana Spirits (7)] || 2012-09-07 || [[Mogwai]], [[Eevee]], [[Finn]], [[Wrench]], [[Brutte]], [[Vinyl]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_14_manaspirits.txt The Mana Spirits (8)] || 2012-09-14 || [[Mogwai]], [[Eevee]], [[Vinyl]], [[Heather]], [[Kupenreich]], [[Finn]], [[Riko]], [[Helios]], [[Sweetie]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==108 Stars of Destiny==&lt;br /&gt;
Join the PDF as they hunt down ghosts and assorted other, possibly corporeal, things!&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://www.wiki.cleftofdimensions.net/index.php?title=Stars_of_Destiny Stars of Destiny] page for more details.&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=SoD_RP This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Shadows of Time==&lt;br /&gt;
Something, something, Darkrai.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_20_shadows.txt Shadows of Time: The Cursed Hermit] || 2013-03-20 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_shadows.txt Shadows of Time: The Loyal Warrior] || 2013-03-23 || [[Caleb]], [[Gizmo]], [[Jameson]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_30_shadows.txt Shadows of Time: Finding His Tracks] || 2013-03-30 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_24_shadows.txt Shadows of Time: The Halls of Darkness] || 2013-04-24 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_25_shadows.txt Shadows of Time: Fallen Angels] || 2013-04-25 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_1_shadows.txt Shadows of Time: The Triad Revelation] || 2013-05-01 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_2_shadows.txt Shadows of Time: Time&#039;s Scars] || 2013-05-02 || [[Caleb]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_9_shadows.txt Shadows of Time: Dimension&#039;s Scream] || 2013-05-09 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_10_shadows.txt Shadows of Time: The Future is Ours] || 2013-05-10 || [[Mogwai]], [[Gizmo]], [[Eevee]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PokéPals==&lt;br /&gt;
Pokémon of the Cleft, unite!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_3_pokepals.txt Poképals!] || 2012-09-03 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_5_pokepals.txt Poképals! (2)] || 2012-09-05 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_21b_untitled.txt Memories of My Brother] || 2013-03-30 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_13_pokepals.txt Somebunny&#039;s New to the Cleft] || 2013-06-13 || [[Eevee]], [[Julexa]], A Random Lopunny&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_15_pokepals.txt Dreams of Unity] || 2013-06-15 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_22_pokepals.txt A Family Reunited] || 2013-06-22 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_28_pokepals.txt New Lives] || 2013-06-28 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroes for Hire==&lt;br /&gt;
Pay Money, Receive &amp;quot;Heroes&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_8_heroes.txt The First Heroes] || 2013-09-08 || [[RedMage]], [[Nancy]], [[Elie]], [[Raion]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_14_heroes.txt Hostage Negotiators] || 2013-09-14 || [[Nancy]], [[Elie]], [[Leia]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_21_heroes.txt A Cabin in the Woods] || 2013-09-21 || [[Damesik]], [[Porslain]], [[Raven]], [[Gemma]], [[Narukami]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_27_heroes.txt A Cabin in the Woods (The Return Trip)] || 2013-09-27 || [[Damesik]], [[Porslain]], [[Gemma]], [[Narukami]], [[Jensen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_8_heroes.txt Flashback] || 2013-10-08 || [[Greychild]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_11_heroes.txt Lost] || 2013-10-11 || [[Narukami]], [[Greychild]], [[Nancy]], [[Leia]], [[Damesik]], [[Porslain]], [[Gemma]], [[Synch]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_18_heroes.txt Gotta Exorcise &#039;Em All! (1)] || 2013-10-18 || [[Demonicor]], [[Narukami]], [[Damesik]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_20_heroes.txt Gotta Exorcise &#039;Em All! (2)] || 2013-10-20 || [[Demonicor]], [[Narukami]], [[Damesik]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_30_heroes.txt Breaths of the Past] || 2013-10-30 || [[Synch]], [[Bree]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_11_heroes.txt Second Chances] || 2013-11-11 || [[Synch]], [[Elie]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_22_heroes.txt Festive Dream] || 2013-11-22 || [[Damesik]], [[Narukami]], [[Greychild]], [[Nancy]], [[Demeter]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_28_heroes.txt Children&#039;s Games] || 2013-11-28 || [[Kimen]], [[Clayton]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legio Aurea==&lt;br /&gt;
The story of a loose gathering of comrades who would hunt down and do battle against evil demons, witches and the like.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1a_legio.txt The Prodigal Son] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1b_legio.txt The Wind Spirit] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1c_legio.txt Late-Night Drinking] || 2015-01-01 || [[Zendra]], [[Caius]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1d_legio.txt The Second Lesson] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1e_legio.txt Chiseling Away the Barrier] || 2015-01-01 || [[Kimen]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1f_legio.txt Chalk Lesson] || 2015-01-01 || [[Kimen]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1g_legio.txt Paintings on the Wall] || 2015-01-01 || [[Kimen]], [[Crona]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1h_legio.txt An Awkward Meal] || 2015-01-01 || [[Zendra]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1i_legio.txt Mandala] || 2015-01-01 || [[Edmund]], [[Caius]], [[Gustav]], [[Silas]], [[Zendra]], [[Dio]], [[Edgar]], [[Coloumb]], [[Miranda]], [[Kimen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Events==&lt;br /&gt;
&lt;br /&gt;
===Hikari no Matsuri: Year 13===&lt;br /&gt;
The Festival of Lights promises to be an unforgettable event this year, as a host of female performers and musicians set the stage for an entertainment entourage that will end in a way nobody expected...&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Prelude-Performance1.txt The Prelude] || 2023-12-31 || [[Hikari]], [[Kaede]], [[Mollianne]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day1-Performance2.txt Day 1: Kaede&#039;s Time to Shine] || 2024-01-01 || [[Hikari]], [[Kaede]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day2-Performance3.txt Day 2: Body Language] || 2024-01-02 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day3-Performance4.txt Day 3: Persephone&#039;s Light] || 2024-01-03 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day3-Performance4-After.txt Day 3: Familiar Faces] || 2024-01-03 || [[Sunflash]], [[Hikari]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day5-Performance5.txt Day 5: Don&#039;t Give in to Sorrow] || 2024-01-05 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day6-Performance6.txt Day 6: Entwined] || 2024-01-06 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day7-Performance7.txt Day 7: An Answered Plea] || 2024-01-07 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day7-Performance7-After.txt Day 7: Reunion] || 2024-01-07 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-EP1.txt Epilogue: Departure] || 2024-01-12 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-EP2.txt Epilogue: Friends] || 2024-01-12 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]], [[Hikari]], [[Persephone]], [[Kaede]]&lt;br /&gt;
|}&lt;br /&gt;
===Rabite&#039;s Promise Café Cosplay Convention===&lt;br /&gt;
Situated in the northern suburbs of Truce, the Rabite&#039;s Promise Café opened its doors to lovers of unique and intriguing costumes and outfits, hosting several in-house events and opportunities to connect with peers on a level outside the traditional norms!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay1.txt Prelude: Costumes] || 2024-09-10 || &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay3.txt Café Parlor] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay5.txt West Wing] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Aelys]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay4.txt East Wing] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Avarice]], [[Nemmea]], [[Aelys]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay2.txt Ballroom] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Avarice]], [[Nemmea]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay6.txt Peaceful Park] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Avarice]], [[Mollianne]], [[Kane]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay7.txt Conclusive Confessions] || 2024-09-10 || [[Mollianne]], [[Avarice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Worlds Apart==&lt;br /&gt;
A chance encounter reunites two long-separated souls who share a complicated past, with an equally-complicated future waiting to be written...&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18d.txt That Which Does Not Kill Us...] || 2024-04-18 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_26.txt A Domain of Chaos] || 2024-04-26 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16d.txt Seven Hours Later] || 2024-05-16 || [[Mollianne]], [[DarkPyre]], [[Salazar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16f.txt A Bird in Her Cage] || 2024-05-16 || [[Mollianne]], [[DarkPyre]], [[Salazar]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16g.txt Homecoming] || 2024-05-16 || [[Mollianne]], Kaine, [[Thyrenne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_13.txt Knowledge for Knowledge&#039;s Sake] || 2024-05-16 || [[Mollianne]], Kaine, [[Dugar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_15.txt The Lone Bird in the Shire] || 2024-05-16 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_worlds-ap1.txt Blue Radiance] || 2024-09-10 || [[Mollianne]], [[Avarice]], [[455]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_worlds-ap2.txt Acceptance] || 2024-09-10 || [[Mollianne]], Kaine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Posting RP Logs==&lt;br /&gt;
&lt;br /&gt;
DO NOT post your own RP logs on this page. Clean them up and send them to the current RP Admin&#039;s email address (cleftofd_rp at hotmail dot com). A staff member will format the logs and post them here.&lt;br /&gt;
&lt;br /&gt;
A clean log should be free of OOC chatter, with your prompts removed, and should be corrected as best you can for SMOTE and SAY inaccuracies if you want the whole log to appear from the third person. A clean log has been edited; line-too-long cutoffs and other formatting issues should be already corrected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Credit for Roleplaying on the Cleft==&lt;br /&gt;
&lt;br /&gt;
You can earn Tokens of Restringing and even Immortal Tokens by being active in the roleplaying community on the Cleft of Dimensions! Here&#039;s how it works:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Roleplaying sessions will be given equal credit. It doesn&#039;t matter you&#039;re in a longstanding plot, doing a one-on-one session, or just free- forming. I reserve to right to give additional credit to outstanding RP sessions, however, on a case by case basis. Plot leaders/hosters will also be given additional initiative-taking bonuses, to be determined by me over the time that said plot remains in play.&lt;br /&gt;
&lt;br /&gt;
All RP logs sent to me (via email) will qualify as a 3/2 method of token acquisition. This means that a player will receive 2 restring Tokens for every 3 logs that are sent my way.&lt;br /&gt;
&lt;br /&gt;
World Notes are worth 1 Restring Token for every 2 notes that are written. These world notes are required to be decently-written, however; while I understand that not everyone is a novelist, slapping down a quick paragraph-and-a-half about incredibly-vague do-nothings will not earn you anything.&lt;br /&gt;
&lt;br /&gt;
Immortal Token credits are acquired as follows:&lt;br /&gt;
-15 Immortal Token &#039;Credits&#039; required to earn 1 Immortal Token.&lt;br /&gt;
-2 World Notes will earn 1 Immortal Token Credit.&lt;br /&gt;
-1 RP Log will earn 1 Immortal Token Credit.&lt;br /&gt;
&lt;br /&gt;
Lilly keeps a running database to keep up to date on who has earned what, so if you haven&#039;t received anything from an RP you&#039;ve been in recently, be patient; the credit is there, and will be seen through once the logs and such are uploaded to the Wiki.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=The_Wishes&amp;diff=4887</id>
		<title>The Wishes</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=The_Wishes&amp;diff=4887"/>
		<updated>2024-09-11T05:29:54Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_10_04_wishborn.txt The One Who Fights] || 2011-10-04 || [[Kyuubey]], [[Tyrranis]], [[Rana]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/kyuubey1.txt Kyuubey 1] || 2011-10-27 || [[Kyuubey]], [[Korryn]], [[Cascade]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_11_19_wishborn.txt The Apple Inspector] || 2011-11-19 || [[Crossroads]], [[Tyrannis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_30_wishborn.txt New Faces] || 2012-01-30 || [[Shamaster]], [[Lilliana]], [[Lorastine]], [[Holdana]], [[Tyrranis]], [[Kyuubey]], [[Kyrk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_31_wishborn.txt In Our Best Interests] || 2012-01-31 || [[Shamaster]], [[Lilliana]], [[Kyrk]], [[Lowell]], [[Holdana]], [[Tyrranis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_01_wishborn.txt Gathering the Troops] || 2012-02-01 || [[Crossroads]], [[Tyrannis]], [[Lorastine]], [[Lenai]], [[Lilliana]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_02_wishborn.txt The Price of Sloth] || 2012-02-02 || [[Kyrk]], [[Lenai]], [[Dusk]], [[Crossroads]], [[Tyrranis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_04_wishborn.txt Web of Misery] || 2012-02-04 || [[Kyrk]], [[Lenai]], [[Dusk]], [[Crossroads]], [[Tyrranis]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_06_wishborn.txt The Cuddle Bug] || 2012-02-06 || [[Lenai]], [[Crossroads]], [[Tyrranis]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_07a_wishborn.txt Clash of Opinions] || 2012-02-07 || [[Lenai]], [[Kyuubey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_07b_wishborn.txt Ask and You Shall Receive] || 2012-02-07 || [[Crossroads]], [[Tyrannis]], [[Kyuubey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_07_wishborn.txt Training and Friendship] || 2012-07-07 || [[Tyrannis]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_08_wishborn.txt Tyrranis: Reminiscence] || 2012-08-07 || [[Tyrannis]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_09_wishborn.txt A New Threat] || 2012-02-09 || [[Kyuubey]], [[Kyrk]], [[Crossroads]], [[Tyrranis]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_10_wishborn.txt Idle Banter and Denial] || 2012-02-10 || [[Ezekial]], [[Crossroads]], [[Kyrk]], [[Kyuubey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_11_wishborn.txt No More Secrets] || 2012-02-11 || [[Lenai]], [[Shamaster]], [[Dusk]], [[Kyuubey]], [[Kyrk]], [[Tyrranis]], [[Crossroads]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_12a_wishborn.txt Taking In the Strays] || 2012-02-12 || [[Crossroads]], [[Tyrannis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_12b_wishborn.txt Cleansing the Grief] || 2012-02-12 || [[Crossroads]], [[Tyrannis]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_16_wishborn.txt A New Teacher] || 2012-02-16 || [[Crossroads]], [[Kyrk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_21_wishborn.txt Men At Work] || 2012-02-21 || [[Tyrannis]], [[Kyrk]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_22_wishborn.txt Tyrranis: Reminiscence II] || 2012-02-22 || [[Tyrannis]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_23_wishborn.txt A Learning Experience] || 2012-02-23 || [[Crossroads]], [[Tyrannis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_28_wishborn.txt An Unexpected Homecoming] || 2012-02-28 || [[Crossroads]], [[Tyrannis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_01_wishborn.txt Aim High] || 2012-03-01 || [[Crossroads]], [[Tyrannis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_07_wishborn.txt Working Off The Clock] || 2012-03-07 || [[Crossroads]], [[Tyrannis]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_08_wishborn.txt We Stick Together] || 2012-03-08 || [[Crossroads]], [[Tyrannis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_17_wishborn.txt The Little Host] || 2012-03-17 || [[Crossroads]], [[Tyrannis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_01_wishborn.txt A Day Off] || 2012-04-01 || [[Crossroads]], [[Tyrannis]], [[Lorastine]], [[Kyrk]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_04_wishborn.txt Picking Up the Twins] || 2012-04-04 || [[Crossroads]], [[Lorastine]], [[Mollianne]], [[Coldwater Twins|The Coldwater Twins]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_21_wishborn.txt A Battle of Conviction] || 2012-04-21 ||[[Tyrannis]], [[Kyrk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_05_05_wishborn.txt Food for Thought] || 2012-05-05 ||[[Crossroads]], [[Lorastine]], [[Mollianne]], [[Coldwater Twins|The Coldwater Twins]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_05_12_wishborn.txt Optimism Among Pessimism] || 2012-05-12 ||[[Kyuubey]], [[Aurum]], [[Sylana]], [[Rarity]], [[Keeryu]], [[Dachande]], [[Helios]], [[Reila]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_05_19_wishborn.txt The Not-Cat and the Unicorn] || 2012-05-19 ||[[Kyuubey]], [[Aurum]], [[Rarity]], [[Gearex]], [[Tocit]], [[Sylana]], [[Mogwai]], [[Teravin]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_05_27_wishborn.txt The Hunter Arrives] || 2012-05-27 ||[[Zendra]], [[Ezekial]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_wishborn.txt A Quiet Sort of Drama] || 2012-06-02 ||[[Reila]], [[Adbo]], [[Sylana]], [[Twilight Sparkle]], [[Gale]], [[Kyuubey]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_14_wishborn.txt More Than the Clothes We Wear] || 2012-06-14 a ||[[Crossroads]], [[Lorastine]], [[Erica]], [[Mollianne]], The [[Coldwater Twins]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_14b_wishborn.txt A Friendly Nudge] || 2012-06-14 b ||[[Crossroads]], [[Mollianne]], [[Lorastine]], [[Kyrk]], [[Tyrranis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_14c_wishborn.txt Fate&#039;s Accident] || 2012-06-14 c ||[[Crossroads]], [[Tyrranis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_30_wishborn.txt Far Thunder] || 2012-06-30 || [[Kyuubey]], [[Rizar]], [[Berrypunch]], [[Mogwai]], [[Helios]], [[Bahamut]], [[Sean]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_7_07_wishborn.txt Conclusion at the Beach] || 2012-07-07 || [[Kyrk]], [[Tyrranis]], [[Crossroads]], [[Lorastine]], [[Mollianne]], [[Coldwater_Twins|Coldwater Twins]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_10_wishborn.txt Pulling No Punches] || 2012-07-10 || [[Kyuubey]], [[Rarity]], [[Echo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_14_wishborn.txt Making Them Understand] || 2012-07-14 || [[Kyuubey]], [[Twilight]], [[Rizar]], [[Helios]], [[Mogwai]], [[Berrypunch]], [[Emoman]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_16_wishborn.txt A Witch&#039;s Glee] || 2012-07-16 || [[Kyuubey]], [[Echo]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_21_wishborn.txt Idle Aftermath] || 2012-07-21 || [[Kyuubey]], [[Rizar]], [[Finn]], [[Helios]], [[Mogwai]], [[Nagol]], [[Sweetie]], [[Lowell]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_23_wishborn.txt Two Ponies] || 2012-07-23 || [[Kyuubey]], [[Sweetie]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_04b_wishborn.txt Glad to be Home] || 2012-08-04 || [[Crossroads]], [[Tyrranis]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_05_wishborn.txt Two Threats] || 2012-8-05 || [[Helios]], [[Nagol]], [[Mogwai]], [[Finn]], [[Kyuubey]], [[Spitfire]], [[Rizar]], [[Tyrranis]], [[Sweetie]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_06_wishborn.txt Helping Hands] || 2012-8-06 || [[Tyrranis]], [[Crossroads]], [[Aemilia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_11_wishborn.txt A Lesson in Hopelessness] || 2012-8-11 || Kyuubey, Helios, Bahamut, Mogwai, Finn, Nagol, Gearex, Crossroads, Spitfire&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_12_wishborn.txt Todays&#039;s Moral: Mind Your Own Business] || 2012-8-12 || Crossroads, Lorastine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_13_wishborn.txt Money Woes] || 2012-8-13 || Tyrranis, Kyuubey&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_15_wishborn.txt Darkness Rising] || 2012-8-15 || Dusk, Finn, Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_17_wishborn.txt Technology These Days] || 2012-8-17 || Crossroads, Mogwai&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_17a_wishborn.txt Friends in Far-Away Places (1)] || 2012-8-17 || Crossroads, Kyuubey, Twilight&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_19_wishborn.txt Dwindling Patience] || 2012-8-19 || Spitfire, Kyuubey&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_20_wishborn.txt Friends in Far-Away Places (2)] || 2012-8-20 || Tyrranis, Crossroads&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_25_wishborn.txt The Unwanted Saviour] || 2012-8-25 || Crossroads, Kyrk&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_30_wishborn.txt Strike Two!] || 2012-8-30 || Kyuubey, Kyrk, Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_31_wishborn.txt Passing of the Torch] || 2012-8-31 || Rarity, Sweetie, Finn&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_1a_wishborn.txt Everyone and their Friends] || 2012-9-1 || Kyuubey, Kyrk, Avani, Demeter, Finn, Jake, Rizar, Nagol, MrSatan, Twilight, Vinyl, Helios, Mogwai, Zerstorung, Julexa&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_1b_wishborn.txt The Rogue] || 2012-9-1 || Tyrranis, Crossroads, Kyrk&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_4_wishborn.txt Experiments and Associates] || 2012-9-4 || Dusk, Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_16_wishborn.txt Days of Our Lives] || 2012-9-16 || Kyrk, Helios, Mogwai, Finn, Crossroads, Terashi, Drifter, Sean, Bahamut, Nagol, Eevee, Spitfire&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_16_wishborn.txt Newfound Ambition] || 2012-9-16 || Crossroads, Lorastine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_25_wishborn.txt Lingering Peril] || 2012-9-25 || Kyrk, Crossroads, Lorastine, Tyrranis&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_27_wishborn.txt Fishing Away the Worries] || 2012-9-27 || Crossroads, Tyrranis&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_6_wishborn.txt The Darkest Hour] || 2012-10-6 || Kyrk, Tyrranis, Lorastine, Crossroads, Mollianne&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_21_wishborn.txt Two Weeks Following (1)] || 2012-10-21 || Crossroads, Mollianne, Tyrranis&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_22_wishborn.txt Two Days Following] || 2012-10-22 || Crossroads, Tyrranis&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_23_wishborn.txt Two Weeks Following (2)] || 2012-10-23 || Crossroads, Mollianne&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_4_wishborn.txt Its the Thought that Counts] || 2012-11-4 || Mollianne, Kyuubey, Crossroads, Metroid&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_27_wishborn.txt At Home] || 2012-11-27 || Crossroads, Tyrranis&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_22_wishborn.txt A Knight&#039;s Duty] || 2012-12-22 || [[Dusk]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_9_wishborn.txt A Truly Generous Sending] || 2013-1-9 || Dusk, Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_16_wishborn.txt Looming] || 2013-1-16 || The Coldwater Twins, Kyuubey, Crossroads, Tyrranis&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_26_wishborn.txt Allies in Desperate Places] || 2013-1-26 || Tyrranis, Crossroads, Johnathan, Miriam&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_17_wishborn.txt The Threat of Loss] || 2013-2-17 || [[Tyrranis]], [[Crossroads]], [[Lorastine]], [[Johnathan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_16_wishborn.txt Premonitional Insight] || 2013-3-16 || [[Crossroads]], [[Mollianne]], [[Coldwater_Twins|The Coldwater Twins]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_wishborn.txt &#039;Mother&#039;] || 2013-3-23 || [[Mollianne]], [[Ambience]], [[Coldwater_Twins|The Coldwater Twins]], [[Agetha]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_27_wishborn.txt The Start of Another Season] || 2013-4-27 || [[Mollianne]], [[Agetha]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_26_wishborn.txt An Unexpected Surprise] || 2013-5-26 || [[Crossroads]], [[Tyrranis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_2_wishborn.txt A New (Carved) Face] || 2013-6-02 || [[Alcatraz]], [[Kyuubey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_6_wishborn.txt Making Friends Already!] || 2013-6-06 || [[Alcatraz]], [[Echo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_18_wishborn.txt First Contact] || 2013-6-18 || [[Alcatraz]], [[Echo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_27_wishborn.txt Bad Judgment] || 2013-6-27 || [[Mollianne]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_24_wishborn.txt The Bullied] || 2013-6-27 || [[Alcatraz]], [[Kyuubey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_10_wishborn.txt Witch on the Mountain] || 2013-10-10 || [[Alcatraz]], [[Tyrranis]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_9_wishborn.txt Missing?!] || 2013-11-09 || [[Alcatraz]], [[Tyrranis]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_16_wishborn.txt Hunting Danger] || 2013-11-16 || [[Tyrranis]], [[Alcatraz]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_30_wishborn.txt Remainders of Battle] || 2013-11-30 || [[Tyrranis]], [[Lorastine]], [[Alcatraz]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_5_14_wishborn.txt Cross and Tyrannis] || 2014-05-14 || [[Tyrranis]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_8_13_wishborn.txt Will They Blend?] || 2014-08-13 || [[Kimen]], [[Lorastine]], [[Alcatraz]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_15_wishborn.txt Just as Friends] || 2014-12-15 || [[Alcatraz]], [[Lorastine]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_14.txt The Fruits of Our Labor] || 2024-05-16 || [[Mollianne]], [[98_Xeed]], [[Kyuubey]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_26c.txt Picking Up the Slack] || 2024-05-26 || [[Kell]], [[Kyuubei]], [[Cecille]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_wishborn1.txt The Quiet Ones] || 2024-09-10 || [[Cecille]], [[Maverick]], [[Nemmea]], [[Bettany]], [[Nuami]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=General_RP&amp;diff=4886</id>
		<title>General RP</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=General_RP&amp;diff=4886"/>
		<updated>2024-09-11T05:20:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl01]] || 2005-07-07 || [[Axl]], [[Spider]], [[Seikou]], [[Signas]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl02]] || 2005-07-14 || [[Axl]], [[Spider]], [[Marino]], [[Signas]], [[Variance]], [[Raitzeno]], [[Lumine]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl03]] || 2005-07-15 || [[Axl]], [[Spider]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl04]] || 2005-07-20 || [[Axl]], [[Spider]], [[Ekkusu]], [[Valkyrie]], [[Coraveda]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl05]] || 2005-07-24 || [[Axl]], [[Spider]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl06]] || 2005-07-26 || [[Axl]], [[Lumine]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl07]] || 2005-07-27 || [[Axl]], [[Spider]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl08]] || 2005-07-28 || [[Axl]], [[Spider]], [[Marino]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl09]] || 2005-07-30 || [[Axl]], [[Spider]], [[Coraveda]], [[Bella]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Alie06|Aile06]] || 2005 || [[Aile]], [[Spider]], [[Milo]], [[Axl]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Aile08]] || 2005 || [[Aile]], [[Spider]], [[Forte]], [[Coraveda]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Aile09]] || 2005 || [[Aile]], [[Spider]], [[Coraveda]], [[Milo]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Alia01]] || 2006-06-19 || [[Alia]], [[Bahamut]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_10_premeditation.txt Premeditation] || 2012-07-10 || [[Dusk|Dusk/Florence]], [[Gaeus the Earth]], [[Oxcarts]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_15_interlude.txt The Hunt Continues] || 2012-07-15 || [[Zendra]], [[Prometheus]], [[Aemilia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_19_equine.txt Equine Omens (1)] || 2012-07-19 || [[Twilight]], [[Finn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_28_equine.txt Equine Omens (2)] || 2012-07-28 || [[Twilight]], [[Nagol]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_8_equine.txt A Stupid Horse and a Foolish Knight (2)] || 2012-08-08 || [[Twilight]], [[Kent]], [[Helios]], [[Garoth]], [[Kimen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_14_adventime.txt Adventure Time!] || 2012-08-14 || [[Finn]], [[Jake]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_3_untitled.txt Totally Worth It] || 2012-09-03 || [[Myuubey]], [[Helios]], [[Finn]], [[Jake]], [[Twilight]], [[Lorastine]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_4_equine.txt Equine Omens (4)] || 2012-09-04 || [[Twilight]], [[Kagura]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_7_untitled.txt Hats &#039;n&#039; Things] || 2012-09-07 || [[Seren]], [[Aemilia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_22_mana.txt Argh Evil Kirbies/The Gifted Boy] || 2012-09-22 || [[Ambience]], [[Zerstorung]], [[Nagol]], [[Mogwai]], [[Drifter]], [[Helios]], [[Vinyl]], [[Finn]], [[Eevee]], [[Giglamesh]], [[Kupenreich]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_24_adventure.txt Adventure Time! (2)] || 2012-09-24 || [[Finn]], [[Jake]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_28b_untitled.txt A Magic Show] || 2012-09-28 || [[Toby]], [[Garoth]], [[Rana]], [[Erica]], [[Kupenreich]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_2_untitled.txt Well Then, Welcome to the Cleft!] || 2012-10-02 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_5_untitled.txt The Illusionist] || 2012-10-05 || [[Wayne]], [[Helios]], [[Kimen]], [[Ivane]], [[Finn]], [[Jake]], [[Drifter]], [[Twilight]], [[Metroid]], [[Kahleen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_6_untitled.txt Parties, Ponies and Poundings] || 2012-10-06 || Dr. Clemente, [[Garoth]], [[Vava]], [[Garoth]], [[Lowell]], [[Lorastine]], [[Demonicor]], [[Kahleen]], [[Eevee]], [[Nagol]], [[Spitfire]], [[Kent]], [[Mogwai]], [[Kupenreich]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_13_untitled.txt Newcomers from Every Angle] || 2012-10-13 || [[Mogwai]], [[Reiko]], [[Altari]], [[Brandt]], [[Kimen]], [[Aralynn]], [[Kent]], [[Drifter]], [[Scott]], [[Gir]], [[Helios]], [[Zim]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_14_untitled.txt The Downtrodden Knight] || 2012-10-14 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_21_untitled.txt The Doctor Returns (If Only for a Moment)] || 2012-10-21 || Dr. Clemente, [[Reiko]], [[Dachande]], [[Aemilia]], [[Rana]], [[Crossroads]], [[Kent]], [[Mollianne]], [[Ivane]], [[Nagol]], [[Garoth]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_27_untitled.txt The Masquerade!] || 2012-10-27 || Dr. Clemente, [[Lorastine]], [[Mollianne]], [[Crossroads]], [[Tyrranis]], [[Kent]], [[Kahleen]], [[Kyuubey]], [[Nagol]], [[Ivane]], [[Demonicor]], [[Garoth]], [[Lucy]], [[Helios]], [[Mogwai]], [[Mula]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_29_untitled.txt Kids These Days] || 2012-10-29 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_6_untitled.txt &#039;Master&#039; &amp;amp; Apprentice] || 2012-11-06 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_7a_untitled.txt Within the Moogle Caves] || 2012-11-07 || [[Garoth]], [[Kahleen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_7b_untitled.txt The Meeting] || 2012-11-17 || [[Garoth]], [[Kahleen]], [[Zeidian]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_9_untitled.txt An Exchange of Words] || 2012-11-09 || [[Helios]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_9b_untitled.txt Making One&#039;s Destiny] || 2012-11-09 || [[Eevee]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_10_untitled.txt &amp;quot;Look! I&#039;m Doing Scien-*urk*..!&amp;quot;] || 2012-11-10 || [[Knochen]], [[Sweetie]], [[Iccarus]], [[Kyuubey]], [[Kent]], [[Ivane]], [[Nagol]], [[Kahleen]], [[Garoth]], [[Mula]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_17_untitled.txt A Chilly Autumn Night] || 2012-11-17 || [[Kahleen]], [[Kyuubey]], [[Lucy]], [[Garoth]], [[Coeurl]], [[Vinyl]], [[Clayton]], [[Helios]], [[Tealion]], [[Alivyre]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_18_untitled.txt Into the Wilderness] || 2012-11-18 || [[Kahleen]], [[Garoth]], [[Zaidian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_19_untitled.txt The Swindler] || 2012-11-19 || [[Elessar]], [[Cerin]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_24_untitled.txt Fountain Gatherings (1)] || 2012-11-24 || [[Kimen]], [[Mogwai]], [[Julexa]], [[Helios]], [[Kent]], [[Gizmo]], [[Demonicor]], [[Digitin]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_1_untitled.txt Fountain Gatherings (2)] || 2012-12-01 || [[Mollianne]], [[Helios]], [[Vinyl]], [[Mogwai]], [[Demeter]], [[Eevee]], [[Kimen]], [[Ira]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_2_untitled.txt A Chance Encounter] || 2012-12-02 || [[Lowell]], [[Knochen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_3_untitled.txt Awhile Back] || 2012-12-13 || [[Gforte]], [[Amaya]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_8_untitled.txt Fountain Gatherings (3)] || 2012-12-8 || [[Mollianne]], [[Mogwai]], [[Eevee]], [[Lucy]], [[Kent]], [[Gizmo]], [[Kimen]], [[Lucy]], [[Julexa]], [[Fiszeradin]], [[Kahleen]], [[Clayton]], [[Jeffery]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_13_untitled.txt Legion of Flesh] || 2012-12-13 || [[Knochen]], [[Lucy]], [[Fiszeradin]], [[Tealion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_15_untitled.txt A Week Long Date: Day 0] || 2012-12-15 || [[Cerin]], [[Synesthesi]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_16_untitled.txt A Week Long Date: Day 1] || 2012-12-16 || [[Cerin]], [[Synesthesi]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_22_festival.txt A Visit to the Festival] || 2012-12-22 || [[Eevee]], [[Mogwai]], [[Julexa]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_23_festival.txt The Season of Lights] || 2012-12-23 || [[Mollianne]], [[Kent]], [[Kimen]], [[Mogwai]], [[Eevee]], [[Reila]], [[Ambience]], [[Audrianu]], [[Tealion]], [[Cerin]], [[Synesthesi]], [[Vinyl]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_29_untitled.txt Visiting a Friend] || 2012-12-29 || [[Eevee]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_5b_untitled.txt Fountain Gatherings (4)] || 2013-01-05 || [[Kyuubey]], [[Johnathan]], [[Mogwai]], [[Eevee]], [[Tealion]], [[Oboyo]], [[Helios]], [[Fiszeradin]], [[Twilight]], [[Gizmo]], [[Kahleen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_19_untitled.txt A Sudden Farewell] || 2013-01-19 || [[Mogwai]], [[Eevee]], [[Nightwind]], [[Julexa]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_9_untitled.txt Lions, Mechons, and Squares] || 2013-02-09 || [[OldSpice]], [[Lenai]], [[Lancaster]], [[Nocte]], [[Hastur]], [[Mekis]], [[Demonicor]], [[Helios]], [[Reila]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_13_untitled.txt Magic is Tragic] || 2013-02-13 || [[Vinyl]], [[Lancaster]], [[Kent]], [[Mekis]], [[Mogwai]], [[Mula]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_16_untitled.txt One Hell of a Fountain] || 2013-02-16 || [[Oboyo]], [[Gizmo]], [[Helios]], [[Hastur]], [[Lancaster]], [[Carmichael]], [[Kent]], [[Oldman]], [[Vinyl]], [[Jeffery]], [[Garoth]], [[Demonicor]], [[Jax]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_23_untitled.txt Fountain Shenanigans] || 2013-02-23 || [[Mogwai]], [[Gizmo]], [[Mula]], [[Helios]], [[Spitfire]], [[Kent]], [[Roche]], [[Oldman]], [[Fiszeradin]], [[RetroLudus]], [[Garoth]], [[Lancaster]], [[Kojio]], [[Demonicor]], [[Lenai]], [[Manchester]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_1_untitled.txt Dio&#039;s Vanship] || 2013-03-01 || [[Dio]], [[Trixie]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_2_untitled.txt Fountains and Stabbings] || 2013-03-02 || [[Oboyo]], [[Garoth]], [[Demonicor]], [[Helios]], [[Kahleen]], [[Carmichael]], [[Lucy]], [[Mula]], [[RetroLudus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_14_untitled.txt Lenai&#039;s Recruitment] || 2013-03-04 || [[Lenai]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_16_untitled.txt Bare Revelations] || 2013-03-16 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Mula]], [[Helios]], [[RetroLudus]], [[Lenai]], [[Farus]], [[Faith]], [[Demonicor]], [[Lancaster]], [[Twilight]], [[Hastur]], [[Trixie]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_21_untitled.txt A Different Fountain] || 2013-03-21 || [[Aly]], [[Faith]], [[Manchester]], [[Synesthesi]], [[Helios]], [[Cerin]], [[Nagol]], [[OldMan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_24_untitled.txt Pirate Night] || 2013-03-24 || [[Hastur]], [[Faith]], [[Rca]], [[Jeffery]], [[RetroLudus]], [[Garoth]], [[Aerion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_30_untitled.txt The Way the Fountain Flows] || 2013-03-30 || [[Kent]], [[Mula]], [[Physicist]], [[Faith]], [[Kahleen]], [[RetroLudus]], [[Garoth]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_7_untitled.txt Fountain Gatherings (5)] || 2013-04-07 || [[Kent]], [[Hastur]], [[Faith]], [[Dio]], [[Fiszeradin]], [[Helios]], [[Mula]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_21_untitled.txt Farmer M85] || 2013-04-21 || [[Helios]], [[Mula]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_27_untitled.txt Fist, Blade and Illusion] || 2013-04-27 || [[Kent]], [[Garoth]], [[Helios]], [[Demonicor]], [[Balbadorf]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_4_untitled.txt Fountain Gatherings (6)] || 2013-05-04 || [[Balbadorf]], [[Fiszeradin]], [[Jeffery]], [[Misnomer]], [[Aerion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_6_untitled.txt Beach Business Proposal] || 2013-05-06 || [[Kaono]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_11_untitled.txt Dreams of Stealing the Sky] || 2013-05-11 || [[Balbadorf]], [[Aerion]], [[Hastur]], [[Helios]], [[Julexa]], [[Mogwai]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_13_untitled.txt An Eeveeryday Picnic] || 2013-05-13 || [[Greychild]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_15_untitled.txt ASF: Not Your Average Evaluation] || 2013-05-15 || [[Elessar]], [[Gleam]], [[Trinka]], [[Cerin]], [[Manchester]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_15b_untitled.txt Friends Forever] || 2013-05-15 || [[Eevee]], [[Mogwai]], [[Finn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_19_untitled.txt Fountain Gatherings (7)] || 2013-05-19 || [[Eevee]], [[Mogwai]], [[Retroludus]], [[Aerion]], [[Barbadorf]], [[Kent]], [[Kahleen]], [[Garoth]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_25_untitled.txt The Great Fortress in the Sky] || 2013-05-25 || [[Eevee]], [[Mogwai]], [[Retroludus]], [[Aerion]], [[Barbadorf]], [[Aly]], [[Hastur]], [[Nagol]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_8_untitled.txt No Place Like Home] || 2013-06-08 || [[Julexa]], [[Mogwai]], [[Twilight]], [[Gizmo]], [[Hastur]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_14_untitled.txt Cerin and Lina] || 2013-06-14 || [[Cerin]], [[Lina]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_15_untitled.txt Manchester Goes to a Bar] || 2013-06-15 || [[Manchester]], [[Cerin]], [[Elessar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_1_untitled.txt Magic AND Swordplay?!] || 2013-07-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_4_untitled.txt How Delightful!] || 2013-07-04 || [[Trixie]], [[Sandman]], [[Mifune]], [[Edmund]], [[Hastur]], [[Aly]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_6_untitled.txt Fountain Gatherings (8)] || 2013-07-06 || [[Ambience]], [[Sunflash]], [[Mogwai]], [[Edmund]], [[Stein]], [[Mifune]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_7_untitled.txt Faith in the Sword] || 2013-07-07 || [[Mogwai]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_8_5_untitled.txt Keys to Infinity] || 2013-08-05 || [[Mogwai]], [[Eevee]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_14_untitled.txt A Spirited Arrival] || 2013-10-14 || [[Scythe]], [[Stein]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_16_untitled.txt Dio&#039;s Vanship] || 2013-10-16 || [[Dio]], [[Manchester]], [[Elessar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_2_28_untitled.txt Do You Want to Build a Tavern?] || 2014-02-28 || [[Mogwai]], [[Franky]], [[Urik]], [[Tealion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_2_28b_untitled.txt If You Can&#039;t Find a Problem...] || 2014-02-28 || [[Mogwai]], [[Twilight]], [[Tealion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_10_31_untitled.txt Halloween Masquerade] || 2014-10-31 || [[Edmund]], [[Mula]], [[Prometheus]], [[Jeffery]], [[Kimen]], [[Synesthesi]], [[Lucass]], [[Mifune]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_3_untitled.txt A Wintry Performance] || 2014-12-03 || [[Helios]], [[Crossroads]], [[Laraek]], [[Allison]], [[Cypher]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31a_untitled.txt Suicidal Science] || 2014-12-31 || [[Kimen]], [[Coloumb]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31b_untitled.txt A Place to Stay] || 2014-12-31 || [[Kimen]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31c_untitled.txt Not Quite Home] || 2014-12-31 || [[Kimen]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31d_untitled.txt Community Service] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31e_untitled.txt The Hunt for a Secret Base] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31f_untitled.txt No Place Like HELL] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31g_untitled.txt An Unexpected Old Friend] || 2014-12-31 || [[Kimen]], [[Kent]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31h_untitled.txt Battle of the Bridge] || 2014-12-31 || [[Kent]], [[Sandman]], [[Mifune]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31i_untitled.txt Confessions] || 2014-12-31 || [[Kimen]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31j_untitled.txt Enter Sandman] || 2014-12-31 || [[Kimen]], [[Kent]], [[Sandman]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31k_untitled.txt Hell Hath no Fury] || 2014-12-31 || [[Caius]], [[Juniper]], [[Garoth]], [[Gustav]], [[Zendra]], [[Dio]], [[Balbadorf]], [[Tom]], [[Goneril]], [[Regan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31l_untitled.txt Herbology] || 2014-12-31 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31m_untitled.txt Lost in Reminiscence] || 2014-12-31 || [[Kimen]], [[Kent]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31o_untitled.txt Setebos] || 2014-12-31 || [[Edgar]], [[Caius]], [[Gustav]], [[Edmund]], [[Zendra]], [[Silas]], [[Balbadorf]], [[Dio]], [[Setebos]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31p_untitled.txt Sword in the Stones] || 2014-12-31 || [[Caius]], [[Edmund]], [[Gustav]], [[Dio]], [[Zendra]], [[Tom]], [[Silas]], [[Edgar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31q_untitled.txt The Battle Alchemist] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31r_untitled.txt The Black Dragon Knight] || 2014-12-31 || [[Edmund]], [[Caius]], [[Gustav]], [[Dio]], [[Balbadorf]], [[Zendra]], [[Ruairi]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31s_untitled.txt The Black Swordsman] || 2014-12-31 || [[Edmund]], [[Caius]], [[Gustav]], [[Dio]], [[Balbadorf]], [[Zendra]], [[Edgar]], [[Roche]], [[Crona]], [[Elie]], [[Medusa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31t_untitled.txt The Blood Knight] || 2014-12-31 || [[Kimen]], [[Derindar]], [[Monette]], [[Urik]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31u_untitled.txt The Kid&#039;s Room] || 2014-12-31 || [[Miranda]], [[Kimen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31v_untitled.txt The Knight and the Dragon] || 2014-12-31 || [[Reila]], [[Urik]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31w_untitled.txt The Tempest] || 2014-12-31 || [[Caius]], [[Edmund]], [[Garoth]], [[Zendra]], [[Balbadorf]], [[Kent]], [[Miranda]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31x_untitled.txt There&#039;s a Weapon Inside Crona] || 2014-12-31 || [[Caius]], [[Balbadorf]], [[Dio]], [[Crona]], [[Zendra]], [[Gustav]], [[Elie]], [[Edmund]], [[Medusa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31y_untitled.txt Where Have You Been!?] || 2014-12-31 || [[Nocte]], [[Withers]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31z_untitled.txt Zendra is an Angreh Woman] || 2014-12-31 || [[Zendra]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_04_untitled.txt Your Biggest Fan] || 2024-02-04 || [[Mollianne]], [[Avarice]], [[Kyuubey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_12.txt An Arrival] || 2024-02-12 || [[Merciviant]], [[Jules]], [[Alyss]], [[Alex]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_13.txt Broken] || 2024-02-13 || [[Jillian]], [[Alex]], [[Ruen]], [[Keiko]], [[Merciviant]], [[Toby]], [[Haut]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_19.txt From Cougar to Kitten] || 2024-02-19 || [[Haut]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_22.txt Playing For Keeps] || 2024-02-12 || [[Persephone]], [[Deim]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_24.txt Overcast, Inside and Out] || 2024-03-24 || [[Jillian]], [[Deacon]], [[Haut]], [[Gus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_25.txt Boots on the Ground] || 2024-03-25 || [[Zen]], [[Haut]], [[Jules]], [[Alyss]], [[Sylvan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_29.txt Star Light, Star Bright] || 2024-03-29 || [[Mollianne]], [[Kane]], [[Terashi]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_29p2.txt The Shooting Star] || 2024-03-29 || [[Mollianne]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_30.txt Same Tavern, Different World] || 2024-03-30 || [[Zen]], [[Alyss]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_31.txt The Cycle] || 2024-03-31 || [[Merciviant]], [[Jules]], [[Sylvan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_31_02.txt Grocery Run] || 2024-03-31 || [[Dain]], [[Hikari]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_11.txt &#039;Friends&#039;] || 2024-04-11 || [[Persephone]], [[Hikari]], [[Deim]], [[Elya]], [[That Medicham That I Didn&#039;t Get A Name For]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18a.txt Calm Before a Storm] || 2024-04-18 || [[Merciviant]], [[Jillian]], [[Haut]], [[Zen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18c.txt Well, Toto...] || 2024-04-18 || [[Maverick]], [[Hikari]], [[Kane]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24b.txt Fourth Seed, First Drops] || 2024-04-24 || [[Merciviant]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24c.txt Picking Up the Pieces] || 2024-04-24 || [[Alyss]], [[Vaashka]], [[Zen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24d.txt Here and There] || 2024-04-24 || [[Jillian]], [[Haut]], [[Merciviant]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24e.txt Matters of Self-Preservation] || 2024-04-24 || [[Mollianne]], [[Kyuubey]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16a.txt Tying Up Loose Ends] || 2024-05-16 || [[Sunflash]], [[Tamin]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_26b.txt Refuel and Rearm] || 2024-05-26 || [[Sunflash]], [[Lyll_Worzen|Lyll]], [[Alphys]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_26d.txt BR: 455] || 2024-05-26 || [[Avarice]], [[Ghast]], [[455]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main1.txt Emergence and Chance] || 2024-09-10 || [[98 Xeed]], [[Kaira]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main2.txt A Day at the Ranch] || 2024-09-10 || [[Elya]], [[Hikari]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main3.txt Homeward] || 2024-09-10 || [[98 Xeed]], [[Zen]], [[Alyss]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main4.txt The Newest Arrival] || 2024-09-10 || [[Ambience]], [[Salazar]], [[Dain]], [[Erim]], [[Agrias]], [[Ovelia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main5.txt The Knight and the Wizard] || 2024-09-10 || [[Jacen]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main6.txt Other Things to Do] || 2024-09-10 || [[Persephone]], [[Kyuubei]], [[Hikari]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main7.txt Acclimatization] || 2024-09-10 || [[Dain]], [[Salazar]], [[Ambience]], [[Ovelia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main8.txt Misplaced Priorities] || 2024-09-10 || [[Maverick]], [[Mollianne]], [[Thyrenne]], [[Sori]], [[Cream]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main9.txt Calling for a Shepherd] || 2024-09-10 || [[Maverick]], [[Thyrenne]], [[Sori]], [[Mollianne]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=General_RP&amp;diff=4885</id>
		<title>General RP</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=General_RP&amp;diff=4885"/>
		<updated>2024-09-11T05:20:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl01]] || 2005-07-07 || [[Axl]], [[Spider]], [[Seikou]], [[Signas]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl02]] || 2005-07-14 || [[Axl]], [[Spider]], [[Marino]], [[Signas]], [[Variance]], [[Raitzeno]], [[Lumine]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl03]] || 2005-07-15 || [[Axl]], [[Spider]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl04]] || 2005-07-20 || [[Axl]], [[Spider]], [[Ekkusu]], [[Valkyrie]], [[Coraveda]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl05]] || 2005-07-24 || [[Axl]], [[Spider]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl06]] || 2005-07-26 || [[Axl]], [[Lumine]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl07]] || 2005-07-27 || [[Axl]], [[Spider]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl08]] || 2005-07-28 || [[Axl]], [[Spider]], [[Marino]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl09]] || 2005-07-30 || [[Axl]], [[Spider]], [[Coraveda]], [[Bella]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Alie06|Aile06]] || 2005 || [[Aile]], [[Spider]], [[Milo]], [[Axl]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Aile08]] || 2005 || [[Aile]], [[Spider]], [[Forte]], [[Coraveda]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Aile09]] || 2005 || [[Aile]], [[Spider]], [[Coraveda]], [[Milo]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Alia01]] || 2006-06-19 || [[Alia]], [[Bahamut]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_10_premeditation.txt Premeditation] || 2012-07-10 || [[Dusk|Dusk/Florence]], [[Gaeus the Earth]], [[Oxcarts]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_15_interlude.txt The Hunt Continues] || 2012-07-15 || [[Zendra]], [[Prometheus]], [[Aemilia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_19_equine.txt Equine Omens (1)] || 2012-07-19 || [[Twilight]], [[Finn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_28_equine.txt Equine Omens (2)] || 2012-07-28 || [[Twilight]], [[Nagol]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_8_equine.txt A Stupid Horse and a Foolish Knight (2)] || 2012-08-08 || [[Twilight]], [[Kent]], [[Helios]], [[Garoth]], [[Kimen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_14_adventime.txt Adventure Time!] || 2012-08-14 || [[Finn]], [[Jake]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_3_untitled.txt Totally Worth It] || 2012-09-03 || [[Myuubey]], [[Helios]], [[Finn]], [[Jake]], [[Twilight]], [[Lorastine]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_4_equine.txt Equine Omens (4)] || 2012-09-04 || [[Twilight]], [[Kagura]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_7_untitled.txt Hats &#039;n&#039; Things] || 2012-09-07 || [[Seren]], [[Aemilia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_22_mana.txt Argh Evil Kirbies/The Gifted Boy] || 2012-09-22 || [[Ambience]], [[Zerstorung]], [[Nagol]], [[Mogwai]], [[Drifter]], [[Helios]], [[Vinyl]], [[Finn]], [[Eevee]], [[Giglamesh]], [[Kupenreich]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_24_adventure.txt Adventure Time! (2)] || 2012-09-24 || [[Finn]], [[Jake]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_28b_untitled.txt A Magic Show] || 2012-09-28 || [[Toby]], [[Garoth]], [[Rana]], [[Erica]], [[Kupenreich]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_2_untitled.txt Well Then, Welcome to the Cleft!] || 2012-10-02 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_5_untitled.txt The Illusionist] || 2012-10-05 || [[Wayne]], [[Helios]], [[Kimen]], [[Ivane]], [[Finn]], [[Jake]], [[Drifter]], [[Twilight]], [[Metroid]], [[Kahleen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_6_untitled.txt Parties, Ponies and Poundings] || 2012-10-06 || Dr. Clemente, [[Garoth]], [[Vava]], [[Garoth]], [[Lowell]], [[Lorastine]], [[Demonicor]], [[Kahleen]], [[Eevee]], [[Nagol]], [[Spitfire]], [[Kent]], [[Mogwai]], [[Kupenreich]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_13_untitled.txt Newcomers from Every Angle] || 2012-10-13 || [[Mogwai]], [[Reiko]], [[Altari]], [[Brandt]], [[Kimen]], [[Aralynn]], [[Kent]], [[Drifter]], [[Scott]], [[Gir]], [[Helios]], [[Zim]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_14_untitled.txt The Downtrodden Knight] || 2012-10-14 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_21_untitled.txt The Doctor Returns (If Only for a Moment)] || 2012-10-21 || Dr. Clemente, [[Reiko]], [[Dachande]], [[Aemilia]], [[Rana]], [[Crossroads]], [[Kent]], [[Mollianne]], [[Ivane]], [[Nagol]], [[Garoth]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_27_untitled.txt The Masquerade!] || 2012-10-27 || Dr. Clemente, [[Lorastine]], [[Mollianne]], [[Crossroads]], [[Tyrranis]], [[Kent]], [[Kahleen]], [[Kyuubey]], [[Nagol]], [[Ivane]], [[Demonicor]], [[Garoth]], [[Lucy]], [[Helios]], [[Mogwai]], [[Mula]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_29_untitled.txt Kids These Days] || 2012-10-29 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_6_untitled.txt &#039;Master&#039; &amp;amp; Apprentice] || 2012-11-06 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_7a_untitled.txt Within the Moogle Caves] || 2012-11-07 || [[Garoth]], [[Kahleen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_7b_untitled.txt The Meeting] || 2012-11-17 || [[Garoth]], [[Kahleen]], [[Zeidian]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_9_untitled.txt An Exchange of Words] || 2012-11-09 || [[Helios]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_9b_untitled.txt Making One&#039;s Destiny] || 2012-11-09 || [[Eevee]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_10_untitled.txt &amp;quot;Look! I&#039;m Doing Scien-*urk*..!&amp;quot;] || 2012-11-10 || [[Knochen]], [[Sweetie]], [[Iccarus]], [[Kyuubey]], [[Kent]], [[Ivane]], [[Nagol]], [[Kahleen]], [[Garoth]], [[Mula]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_17_untitled.txt A Chilly Autumn Night] || 2012-11-17 || [[Kahleen]], [[Kyuubey]], [[Lucy]], [[Garoth]], [[Coeurl]], [[Vinyl]], [[Clayton]], [[Helios]], [[Tealion]], [[Alivyre]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_18_untitled.txt Into the Wilderness] || 2012-11-18 || [[Kahleen]], [[Garoth]], [[Zaidian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_19_untitled.txt The Swindler] || 2012-11-19 || [[Elessar]], [[Cerin]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_24_untitled.txt Fountain Gatherings (1)] || 2012-11-24 || [[Kimen]], [[Mogwai]], [[Julexa]], [[Helios]], [[Kent]], [[Gizmo]], [[Demonicor]], [[Digitin]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_1_untitled.txt Fountain Gatherings (2)] || 2012-12-01 || [[Mollianne]], [[Helios]], [[Vinyl]], [[Mogwai]], [[Demeter]], [[Eevee]], [[Kimen]], [[Ira]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_2_untitled.txt A Chance Encounter] || 2012-12-02 || [[Lowell]], [[Knochen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_3_untitled.txt Awhile Back] || 2012-12-13 || [[Gforte]], [[Amaya]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_8_untitled.txt Fountain Gatherings (3)] || 2012-12-8 || [[Mollianne]], [[Mogwai]], [[Eevee]], [[Lucy]], [[Kent]], [[Gizmo]], [[Kimen]], [[Lucy]], [[Julexa]], [[Fiszeradin]], [[Kahleen]], [[Clayton]], [[Jeffery]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_13_untitled.txt Legion of Flesh] || 2012-12-13 || [[Knochen]], [[Lucy]], [[Fiszeradin]], [[Tealion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_15_untitled.txt A Week Long Date: Day 0] || 2012-12-15 || [[Cerin]], [[Synesthesi]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_16_untitled.txt A Week Long Date: Day 1] || 2012-12-16 || [[Cerin]], [[Synesthesi]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_22_festival.txt A Visit to the Festival] || 2012-12-22 || [[Eevee]], [[Mogwai]], [[Julexa]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_23_festival.txt The Season of Lights] || 2012-12-23 || [[Mollianne]], [[Kent]], [[Kimen]], [[Mogwai]], [[Eevee]], [[Reila]], [[Ambience]], [[Audrianu]], [[Tealion]], [[Cerin]], [[Synesthesi]], [[Vinyl]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_29_untitled.txt Visiting a Friend] || 2012-12-29 || [[Eevee]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_5b_untitled.txt Fountain Gatherings (4)] || 2013-01-05 || [[Kyuubey]], [[Johnathan]], [[Mogwai]], [[Eevee]], [[Tealion]], [[Oboyo]], [[Helios]], [[Fiszeradin]], [[Twilight]], [[Gizmo]], [[Kahleen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_19_untitled.txt A Sudden Farewell] || 2013-01-19 || [[Mogwai]], [[Eevee]], [[Nightwind]], [[Julexa]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_9_untitled.txt Lions, Mechons, and Squares] || 2013-02-09 || [[OldSpice]], [[Lenai]], [[Lancaster]], [[Nocte]], [[Hastur]], [[Mekis]], [[Demonicor]], [[Helios]], [[Reila]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_13_untitled.txt Magic is Tragic] || 2013-02-13 || [[Vinyl]], [[Lancaster]], [[Kent]], [[Mekis]], [[Mogwai]], [[Mula]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_16_untitled.txt One Hell of a Fountain] || 2013-02-16 || [[Oboyo]], [[Gizmo]], [[Helios]], [[Hastur]], [[Lancaster]], [[Carmichael]], [[Kent]], [[Oldman]], [[Vinyl]], [[Jeffery]], [[Garoth]], [[Demonicor]], [[Jax]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_23_untitled.txt Fountain Shenanigans] || 2013-02-23 || [[Mogwai]], [[Gizmo]], [[Mula]], [[Helios]], [[Spitfire]], [[Kent]], [[Roche]], [[Oldman]], [[Fiszeradin]], [[RetroLudus]], [[Garoth]], [[Lancaster]], [[Kojio]], [[Demonicor]], [[Lenai]], [[Manchester]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_1_untitled.txt Dio&#039;s Vanship] || 2013-03-01 || [[Dio]], [[Trixie]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_2_untitled.txt Fountains and Stabbings] || 2013-03-02 || [[Oboyo]], [[Garoth]], [[Demonicor]], [[Helios]], [[Kahleen]], [[Carmichael]], [[Lucy]], [[Mula]], [[RetroLudus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_14_untitled.txt Lenai&#039;s Recruitment] || 2013-03-04 || [[Lenai]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_16_untitled.txt Bare Revelations] || 2013-03-16 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Mula]], [[Helios]], [[RetroLudus]], [[Lenai]], [[Farus]], [[Faith]], [[Demonicor]], [[Lancaster]], [[Twilight]], [[Hastur]], [[Trixie]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_21_untitled.txt A Different Fountain] || 2013-03-21 || [[Aly]], [[Faith]], [[Manchester]], [[Synesthesi]], [[Helios]], [[Cerin]], [[Nagol]], [[OldMan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_24_untitled.txt Pirate Night] || 2013-03-24 || [[Hastur]], [[Faith]], [[Rca]], [[Jeffery]], [[RetroLudus]], [[Garoth]], [[Aerion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_30_untitled.txt The Way the Fountain Flows] || 2013-03-30 || [[Kent]], [[Mula]], [[Physicist]], [[Faith]], [[Kahleen]], [[RetroLudus]], [[Garoth]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_7_untitled.txt Fountain Gatherings (5)] || 2013-04-07 || [[Kent]], [[Hastur]], [[Faith]], [[Dio]], [[Fiszeradin]], [[Helios]], [[Mula]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_21_untitled.txt Farmer M85] || 2013-04-21 || [[Helios]], [[Mula]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_27_untitled.txt Fist, Blade and Illusion] || 2013-04-27 || [[Kent]], [[Garoth]], [[Helios]], [[Demonicor]], [[Balbadorf]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_4_untitled.txt Fountain Gatherings (6)] || 2013-05-04 || [[Balbadorf]], [[Fiszeradin]], [[Jeffery]], [[Misnomer]], [[Aerion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_6_untitled.txt Beach Business Proposal] || 2013-05-06 || [[Kaono]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_11_untitled.txt Dreams of Stealing the Sky] || 2013-05-11 || [[Balbadorf]], [[Aerion]], [[Hastur]], [[Helios]], [[Julexa]], [[Mogwai]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_13_untitled.txt An Eeveeryday Picnic] || 2013-05-13 || [[Greychild]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_15_untitled.txt ASF: Not Your Average Evaluation] || 2013-05-15 || [[Elessar]], [[Gleam]], [[Trinka]], [[Cerin]], [[Manchester]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_15b_untitled.txt Friends Forever] || 2013-05-15 || [[Eevee]], [[Mogwai]], [[Finn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_19_untitled.txt Fountain Gatherings (7)] || 2013-05-19 || [[Eevee]], [[Mogwai]], [[Retroludus]], [[Aerion]], [[Barbadorf]], [[Kent]], [[Kahleen]], [[Garoth]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_25_untitled.txt The Great Fortress in the Sky] || 2013-05-25 || [[Eevee]], [[Mogwai]], [[Retroludus]], [[Aerion]], [[Barbadorf]], [[Aly]], [[Hastur]], [[Nagol]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_8_untitled.txt No Place Like Home] || 2013-06-08 || [[Julexa]], [[Mogwai]], [[Twilight]], [[Gizmo]], [[Hastur]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_14_untitled.txt Cerin and Lina] || 2013-06-14 || [[Cerin]], [[Lina]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_15_untitled.txt Manchester Goes to a Bar] || 2013-06-15 || [[Manchester]], [[Cerin]], [[Elessar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_1_untitled.txt Magic AND Swordplay?!] || 2013-07-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_4_untitled.txt How Delightful!] || 2013-07-04 || [[Trixie]], [[Sandman]], [[Mifune]], [[Edmund]], [[Hastur]], [[Aly]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_6_untitled.txt Fountain Gatherings (8)] || 2013-07-06 || [[Ambience]], [[Sunflash]], [[Mogwai]], [[Edmund]], [[Stein]], [[Mifune]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_7_untitled.txt Faith in the Sword] || 2013-07-07 || [[Mogwai]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_8_5_untitled.txt Keys to Infinity] || 2013-08-05 || [[Mogwai]], [[Eevee]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_14_untitled.txt A Spirited Arrival] || 2013-10-14 || [[Scythe]], [[Stein]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_16_untitled.txt Dio&#039;s Vanship] || 2013-10-16 || [[Dio]], [[Manchester]], [[Elessar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_2_28_untitled.txt Do You Want to Build a Tavern?] || 2014-02-28 || [[Mogwai]], [[Franky]], [[Urik]], [[Tealion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_2_28b_untitled.txt If You Can&#039;t Find a Problem...] || 2014-02-28 || [[Mogwai]], [[Twilight]], [[Tealion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_10_31_untitled.txt Halloween Masquerade] || 2014-10-31 || [[Edmund]], [[Mula]], [[Prometheus]], [[Jeffery]], [[Kimen]], [[Synesthesi]], [[Lucass]], [[Mifune]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_3_untitled.txt A Wintry Performance] || 2014-12-03 || [[Helios]], [[Crossroads]], [[Laraek]], [[Allison]], [[Cypher]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31a_untitled.txt Suicidal Science] || 2014-12-31 || [[Kimen]], [[Coloumb]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31b_untitled.txt A Place to Stay] || 2014-12-31 || [[Kimen]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31c_untitled.txt Not Quite Home] || 2014-12-31 || [[Kimen]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31d_untitled.txt Community Service] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31e_untitled.txt The Hunt for a Secret Base] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31f_untitled.txt No Place Like HELL] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31g_untitled.txt An Unexpected Old Friend] || 2014-12-31 || [[Kimen]], [[Kent]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31h_untitled.txt Battle of the Bridge] || 2014-12-31 || [[Kent]], [[Sandman]], [[Mifune]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31i_untitled.txt Confessions] || 2014-12-31 || [[Kimen]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31j_untitled.txt Enter Sandman] || 2014-12-31 || [[Kimen]], [[Kent]], [[Sandman]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31k_untitled.txt Hell Hath no Fury] || 2014-12-31 || [[Caius]], [[Juniper]], [[Garoth]], [[Gustav]], [[Zendra]], [[Dio]], [[Balbadorf]], [[Tom]], [[Goneril]], [[Regan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31l_untitled.txt Herbology] || 2014-12-31 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31m_untitled.txt Lost in Reminiscence] || 2014-12-31 || [[Kimen]], [[Kent]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31o_untitled.txt Setebos] || 2014-12-31 || [[Edgar]], [[Caius]], [[Gustav]], [[Edmund]], [[Zendra]], [[Silas]], [[Balbadorf]], [[Dio]], [[Setebos]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31p_untitled.txt Sword in the Stones] || 2014-12-31 || [[Caius]], [[Edmund]], [[Gustav]], [[Dio]], [[Zendra]], [[Tom]], [[Silas]], [[Edgar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31q_untitled.txt The Battle Alchemist] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31r_untitled.txt The Black Dragon Knight] || 2014-12-31 || [[Edmund]], [[Caius]], [[Gustav]], [[Dio]], [[Balbadorf]], [[Zendra]], [[Ruairi]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31s_untitled.txt The Black Swordsman] || 2014-12-31 || [[Edmund]], [[Caius]], [[Gustav]], [[Dio]], [[Balbadorf]], [[Zendra]], [[Edgar]], [[Roche]], [[Crona]], [[Elie]], [[Medusa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31t_untitled.txt The Blood Knight] || 2014-12-31 || [[Kimen]], [[Derindar]], [[Monette]], [[Urik]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31u_untitled.txt The Kid&#039;s Room] || 2014-12-31 || [[Miranda]], [[Kimen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31v_untitled.txt The Knight and the Dragon] || 2014-12-31 || [[Reila]], [[Urik]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31w_untitled.txt The Tempest] || 2014-12-31 || [[Caius]], [[Edmund]], [[Garoth]], [[Zendra]], [[Balbadorf]], [[Kent]], [[Miranda]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31x_untitled.txt There&#039;s a Weapon Inside Crona] || 2014-12-31 || [[Caius]], [[Balbadorf]], [[Dio]], [[Crona]], [[Zendra]], [[Gustav]], [[Elie]], [[Edmund]], [[Medusa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31y_untitled.txt Where Have You Been!?] || 2014-12-31 || [[Nocte]], [[Withers]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31z_untitled.txt Zendra is an Angreh Woman] || 2014-12-31 || [[Zendra]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_04_untitled.txt Your Biggest Fan] || 2024-02-04 || [[Mollianne]], [[Avarice]], [[Kyuubey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_12.txt An Arrival] || 2024-02-12 || [[Merciviant]], [[Jules]], [[Alyss]], [[Alex]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_13.txt Broken] || 2024-02-13 || [[Jillian]], [[Alex]], [[Ruen]], [[Keiko]], [[Merciviant]], [[Toby]], [[Haut]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_19.txt From Cougar to Kitten] || 2024-02-19 || [[Haut]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_22.txt Playing For Keeps] || 2024-02-12 || [[Persephone]], [[Deim]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_24.txt Overcast, Inside and Out] || 2024-03-24 || [[Jillian]], [[Deacon]], [[Haut]], [[Gus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_25.txt Boots on the Ground] || 2024-03-25 || [[Zen]], [[Haut]], [[Jules]], [[Alyss]], [[Sylvan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_29.txt Star Light, Star Bright] || 2024-03-29 || [[Mollianne]], [[Kane]], [[Terashi]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_29p2.txt The Shooting Star] || 2024-03-29 || [[Mollianne]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_30.txt Same Tavern, Different World] || 2024-03-30 || [[Zen]], [[Alyss]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_31.txt The Cycle] || 2024-03-31 || [[Merciviant]], [[Jules]], [[Sylvan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_31_02.txt Grocery Run] || 2024-03-31 || [[Dain]], [[Hikari]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_11.txt &#039;Friends&#039;] || 2024-04-11 || [[Persephone]], [[Hikari]], [[Deim]], [[Elya]], [[That Medicham That I Didn&#039;t Get A Name For]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18a.txt Calm Before a Storm] || 2024-04-18 || [[Merciviant]], [[Jillian]], [[Haut]], [[Zen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18c.txt Well, Toto...] || 2024-04-18 || [[Maverick]], [[Hikari]], [[Kane]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24b.txt Fourth Seed, First Drops] || 2024-04-24 || [[Merciviant]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24c.txt Picking Up the Pieces] || 2024-04-24 || [[Alyss]], [[Vaashka]], [[Zen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24d.txt Here and There] || 2024-04-24 || [[Jillian]], [[Haut]], [[Merciviant]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24e.txt Matters of Self-Preservation] || 2024-04-24 || [[Mollianne]], [[Kyuubey]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16a.txt Tying Up Loose Ends] || 2024-05-16 || [[Sunflash]], [[Tamin]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_26b.txt Refuel and Rearm] || 2024-05-26 || [[Sunflash]], [[Lyll_Worzen|Lyll]], [[Alphys]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_26d.txt BR: 455] || 2024-05-26 || [[Avarice]], [[Ghast]], [[455]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main1.txt Emergence and Chance] || 2024-09-10 || [[98 Xeed]], [[Kaira]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main2.txt A Day at the Ranch] || 2024-09-10 || [[Elya]], [[Hikari]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main3.txt Homeward] || 2024-09-10 || [[98 Xeed]], [[Zen]], [[Alyss], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main4.txt The Newest Arrival] || 2024-09-10 || [[Ambience]], [[Salazar]], [[Dain]], [[Erim]], [[Agrias]], [[Ovelia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main5.txt The Knight and the Wizard] || 2024-09-10 || [[Jacen]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main6.txt Other Things to Do] || 2024-09-10 || [[Persephone]], [[Kyuubei]], [[Hikari]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main7.txt Acclimatization] || 2024-09-10 || [[Dain]], [[Salazar]], [[Ambience]], [[Ovelia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main8.txt Misplaced Priorities] || 2024-09-10 || [[Maverick]], [[Mollianne]], [[Thyrenne]], [[Sori]], [[Cream]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main9.txt Calling for a Shepherd] || 2024-09-10 || [[Maverick]], [[Thyrenne]], [[Sori]], [[Mollianne]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Chronicles_of_Mana&amp;diff=4884</id>
		<title>Chronicles of Mana</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Chronicles_of_Mana&amp;diff=4884"/>
		<updated>2024-09-11T05:19:53Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== SEASON 2 ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/Lilly/RPLog-11-19-2011.txt The Stranger] || 2011-11-19 || [[Ambience]], [[Jillian]], [[Lenai]], [[Ezekial]], [[Korryn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/Lilly/RPLog-11-21-2011.txt Our Differences] || 2011-11-21 || [[Ambience]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_11_22_ambience.txt Soulless] || 2011-11-22 || [[Ambience]], [[Korryn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_11_27_ambience.txt The Fickle Succubus] || 2011-11-27 || [[Jillian]], [[Gforte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_05_mana.txt Just Between Us] || 2011-12-05 || [[Jillian]], [[Gforte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_16_mana.txt A Meaningful Premonition] || 2011-12-16 || [[Jillian]], [[Gforte]], [[Ambience]], [[Seikou]], [[Ezekial]], [[Kage]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_18_mana.txt Pit Stop]|| 2012-01-18 || [[Jillian]], [[Gforte]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_25_mana.txt The Next Step]|| 2012-02-25 || [[Jillian]], [[Gforte]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_27_mana.txt The Lonely Child] || 2012-03-27 || [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_07_mana.txt Dryads&#039; Intuition] || 2012-04-07 || [[Ambience]], [[Helios]], [[Lowell]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_05_05_mana.txt Curiosity in the Air] || 2012-05-05 ||[[Ambience]], [[Helios]], [[Aurum]], [[Keeryu]], [[Sylana]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_09_mana.txt Clues Among Us] || 2012-06-09 ||[[Ambience]], [[Twilight]], [[Bahamut]], [[Sylana]], [[Helios]], [[Lunaria]], [[Solaire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_16_mana.txt Dark Tidings] || 2012-06-16 || [[Helios]], [[Mogwai]], [[Bahamut]], [[Berrypunch]], [[Phoneman]], [[Twilight Sparkle]], [[Sylana]], [[Erim]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_06_mana.txt A Witch&#039;s Kiss] || 2012-08-06 || [[Ambience]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_29_mana.txt Chaste!?] || 2012-07-29 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_09_mana.txt Sharing Thoughts] || 2012-08-09 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_08_18_mana.txt Mingling with the Masses] || 2012-08-18 || [[Aura]], [[Mogwai]], [[Nagol]], [[Finn]], [[Spitfire]], [[Sweetie]], [[OldSpice]], [[Echo]], [[Zerstorung]], [[Helios]], [[Demeter]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_6_mana.txt Travelling Companions] || 2012-09-06 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_9_mana.txt Same Ol&#039; Truce] || 2012-09-09 || [[Aura]], [[Seren]], [[Mogwai]], [[Finn]], [[Jake]], [[Julexa]], [[Nagol]], [[Eevee]], [[Zerstorung]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_13_mana.txt The Junkyard] || 2012-09-13 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_19_mana.txt Destiny and, uh, Other Things] || 2012-09-19 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_29_mana.txt People and Their Petty Troubles] || 2012-09-29 || [[Ambience]], [[Twilight]], [[Kimen]], [[Kupenreich]], [[Nagol]], [[Sweetie]], [[Helios]], [[Kent]], [[Julexa]], [[Kahleen]], [[Eevee]], [[Garoth]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_30_mana.txt Preparing for the Road Ahead] || 2012-10-30 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_8_mana.txt For What Awaits Us..?] || 2012-11-08 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_25_mana.txt Before the Storm] || 2012-11-25 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_12_mana.txt Resigned to Fate] || 2013-01-12 || [[Gforte]], [[Jillian]], [[Aura]], [[Ambience]], [[Lillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_22_mana.txt The Little Eevee that Could] || 2013-01-22 || [[Aura]], [[Eevee]], [[Lillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_14_mana.txt &#039;Stubborn&#039; Be Thy Name] || 2013-02-14 || [[Gforte]], [[Jillian]], [[Erim]], [[Amon]], [[Gades]], [[Daos]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_16_mana.txt Divine Intervention] || 2013-03-16 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_13_mana.txt A Visit Home] || 2013-04-13 || [[Gforte]], [[Jillian]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_20_mana.txt The Road to Nowhere] || 2013-04-20 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_4_mana.txt Unexpected Consequences] || 2013-05-04 || [[Gforte]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_19_mana.txt First Strike (Part 1)] || 2013-05-19 || [[Gforte]], [[Lillian]], [[Crossroads]], [[Lorastine]], [[Steve]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_25_mana.txt First Strike (Part 2)] || 2013-05-25 || [[Gforte]], [[Lillian]], [[Crossroads]], [[Lorastine]], [[Ambience]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_1_mana.txt Dual Blade Revealed] || 2013-06-01 || [[Gforte]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_29_mana.txt Mission Briefing] || 2013-06-29 || [[Gforte]], [[Ambience]], [[Aura]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_1_mana.txt Making Amends (1)] || 2013-07-01 || [[Ambience]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_3_mana.txt Eeveery Little Bit Helps] || 2013-07-03 || [[Ambience]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_10_mana.txt Making Amends (2)] || 2013-07-10 || [[Ambience]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_20_mana.txt Judgment Day] || 2013-07-20 || [[Ambience]], [[Gforte]], [[Sunflash]], [[Jillian]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_3_mana.txt Epilogue: To Reach Tomorrow] || 2013-11-03 || [[Gforte]] [[Jillian]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SEASON 3 ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.angelfire.com/moon2/kakkaranjace/RPLogs2023/log1.txt Hiding in Plain Sight] || 2023-06-03 || Jules, Rosetta, [[Gforte]], Brek, Wolves&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.angelfire.com/moon2/kakkaranjace/RPLogs2023/log2.txt Saviors &amp;amp; Displacement] || 2023-06-04 || Alyss, Garant, Brek, Wolves, Jules, Gforte&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.angelfire.com/moon2/kakkaranjace/RPLogs2023/log3.txt The Chronicles of Mana (Part 1)] || 2023-06-10 || Jillian, Rosetta, Brek, Wolves&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.angelfire.com/moon2/kakkaranjace/RPLogs2023/log4.txt The Chronicles of Mana (Part 2)] || 2023-06-11 || Jillian, Gforte, Rosetta, Wolves, Garant&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/CoM_S3_log5.txt Omens] || 2024-01-27 || [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]], [[Meyna]], [[Xemn]] || This log is a direct continuation of [https://web.cleftofdimensions.net//r.php?fname=rplogs/HnM2023-EP1.txt Hikari no Matsuri: Year 13 - Epilogue 1] and [https://web.cleftofdimensions.net//r.php?fname=rplogs/HnM2023-EP2.txt Hikari no Matsuri: Year 13 - Epilogue 2] !&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/CoM_S3_log6.txt Walking Wounded] || 2024-02-11 || [[Ambience]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
|| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_26.txt Terse Negotiations, Strangling Fate] || 2024-03-26 || [[Haut]], [[Sylvan]], [[Mero]]&lt;br /&gt;
|-&lt;br /&gt;
|| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_27.txt 96 Years Too Early] || 2024-03-27 || [[Jillian]], [[Erim]], [[Mero]]&lt;br /&gt;
|-&lt;br /&gt;
|| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_28.txt Blue Lights Under Blue Waves] || 2024-03-28 || [[Haut]], [[Jules]], [[Sylvan]]&lt;br /&gt;
|-&lt;br /&gt;
|| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_10.txt Fallout] || 2024-04-10 || [[Jillian]], [[Merciviant]], [[Haut]]&lt;br /&gt;
|-&lt;br /&gt;
|| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18b.txt A Day to Remember] || 2024-04-18 || [[Ambience]], [[Sunflash]], [[Dugar]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
|| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24a.txt Severed] || 2024-04-24 || [[Sunflash]], [[Milfeuille]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16b.txt Lost and Found] || 2024-05-16 || [[Ambience]], [[Erim]], [[Zetha]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16c.txt Sanctuary || 2024-05-16 || [[Ambience]], [[Erim]], [[Zetha]], [[Agrias]], [[Ovelia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16e.txt A Trip Through the Rain] || 2024-05-16 || [[Haut]], [[Jillian]], [[Merciviant]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16h.txt Cast About] || 2024-05-16 || [[Haut]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_26a.txt Through the Woods] || 2024-05-26 || [[Haut]], [[Jillian]], [[Agrias]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_mana1.txt Relics &amp;amp; Rumination] || 2024-09-10 || [[Haut]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_mana2.txt Twists &amp;amp; Ties] || 2024-09-10 || [[Ambience]], [[Kaede]], [[Tamin]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=General_RP&amp;diff=4883</id>
		<title>General RP</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=General_RP&amp;diff=4883"/>
		<updated>2024-09-11T05:17:50Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl01]] || 2005-07-07 || [[Axl]], [[Spider]], [[Seikou]], [[Signas]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl02]] || 2005-07-14 || [[Axl]], [[Spider]], [[Marino]], [[Signas]], [[Variance]], [[Raitzeno]], [[Lumine]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl03]] || 2005-07-15 || [[Axl]], [[Spider]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl04]] || 2005-07-20 || [[Axl]], [[Spider]], [[Ekkusu]], [[Valkyrie]], [[Coraveda]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl05]] || 2005-07-24 || [[Axl]], [[Spider]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl06]] || 2005-07-26 || [[Axl]], [[Lumine]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl07]] || 2005-07-27 || [[Axl]], [[Spider]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl08]] || 2005-07-28 || [[Axl]], [[Spider]], [[Marino]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Axl09]] || 2005-07-30 || [[Axl]], [[Spider]], [[Coraveda]], [[Bella]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Alie06|Aile06]] || 2005 || [[Aile]], [[Spider]], [[Milo]], [[Axl]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Aile08]] || 2005 || [[Aile]], [[Spider]], [[Forte]], [[Coraveda]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Aile09]] || 2005 || [[Aile]], [[Spider]], [[Coraveda]], [[Milo]]&lt;br /&gt;
|-&lt;br /&gt;
| Incomplete Log: [[Alia01]] || 2006-06-19 || [[Alia]], [[Bahamut]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_10_premeditation.txt Premeditation] || 2012-07-10 || [[Dusk|Dusk/Florence]], [[Gaeus the Earth]], [[Oxcarts]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_15_interlude.txt The Hunt Continues] || 2012-07-15 || [[Zendra]], [[Prometheus]], [[Aemilia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_19_equine.txt Equine Omens (1)] || 2012-07-19 || [[Twilight]], [[Finn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_28_equine.txt Equine Omens (2)] || 2012-07-28 || [[Twilight]], [[Nagol]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_8_equine.txt A Stupid Horse and a Foolish Knight (2)] || 2012-08-08 || [[Twilight]], [[Kent]], [[Helios]], [[Garoth]], [[Kimen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_14_adventime.txt Adventure Time!] || 2012-08-14 || [[Finn]], [[Jake]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_3_untitled.txt Totally Worth It] || 2012-09-03 || [[Myuubey]], [[Helios]], [[Finn]], [[Jake]], [[Twilight]], [[Lorastine]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_4_equine.txt Equine Omens (4)] || 2012-09-04 || [[Twilight]], [[Kagura]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_7_untitled.txt Hats &#039;n&#039; Things] || 2012-09-07 || [[Seren]], [[Aemilia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_22_mana.txt Argh Evil Kirbies/The Gifted Boy] || 2012-09-22 || [[Ambience]], [[Zerstorung]], [[Nagol]], [[Mogwai]], [[Drifter]], [[Helios]], [[Vinyl]], [[Finn]], [[Eevee]], [[Giglamesh]], [[Kupenreich]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_24_adventure.txt Adventure Time! (2)] || 2012-09-24 || [[Finn]], [[Jake]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_28b_untitled.txt A Magic Show] || 2012-09-28 || [[Toby]], [[Garoth]], [[Rana]], [[Erica]], [[Kupenreich]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_2_untitled.txt Well Then, Welcome to the Cleft!] || 2012-10-02 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_5_untitled.txt The Illusionist] || 2012-10-05 || [[Wayne]], [[Helios]], [[Kimen]], [[Ivane]], [[Finn]], [[Jake]], [[Drifter]], [[Twilight]], [[Metroid]], [[Kahleen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_6_untitled.txt Parties, Ponies and Poundings] || 2012-10-06 || Dr. Clemente, [[Garoth]], [[Vava]], [[Garoth]], [[Lowell]], [[Lorastine]], [[Demonicor]], [[Kahleen]], [[Eevee]], [[Nagol]], [[Spitfire]], [[Kent]], [[Mogwai]], [[Kupenreich]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_13_untitled.txt Newcomers from Every Angle] || 2012-10-13 || [[Mogwai]], [[Reiko]], [[Altari]], [[Brandt]], [[Kimen]], [[Aralynn]], [[Kent]], [[Drifter]], [[Scott]], [[Gir]], [[Helios]], [[Zim]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_14_untitled.txt The Downtrodden Knight] || 2012-10-14 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_21_untitled.txt The Doctor Returns (If Only for a Moment)] || 2012-10-21 || Dr. Clemente, [[Reiko]], [[Dachande]], [[Aemilia]], [[Rana]], [[Crossroads]], [[Kent]], [[Mollianne]], [[Ivane]], [[Nagol]], [[Garoth]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_27_untitled.txt The Masquerade!] || 2012-10-27 || Dr. Clemente, [[Lorastine]], [[Mollianne]], [[Crossroads]], [[Tyrranis]], [[Kent]], [[Kahleen]], [[Kyuubey]], [[Nagol]], [[Ivane]], [[Demonicor]], [[Garoth]], [[Lucy]], [[Helios]], [[Mogwai]], [[Mula]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_10_29_untitled.txt Kids These Days] || 2012-10-29 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_6_untitled.txt &#039;Master&#039; &amp;amp; Apprentice] || 2012-11-06 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_7a_untitled.txt Within the Moogle Caves] || 2012-11-07 || [[Garoth]], [[Kahleen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_7b_untitled.txt The Meeting] || 2012-11-17 || [[Garoth]], [[Kahleen]], [[Zeidian]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_9_untitled.txt An Exchange of Words] || 2012-11-09 || [[Helios]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_9b_untitled.txt Making One&#039;s Destiny] || 2012-11-09 || [[Eevee]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_10_untitled.txt &amp;quot;Look! I&#039;m Doing Scien-*urk*..!&amp;quot;] || 2012-11-10 || [[Knochen]], [[Sweetie]], [[Iccarus]], [[Kyuubey]], [[Kent]], [[Ivane]], [[Nagol]], [[Kahleen]], [[Garoth]], [[Mula]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_17_untitled.txt A Chilly Autumn Night] || 2012-11-17 || [[Kahleen]], [[Kyuubey]], [[Lucy]], [[Garoth]], [[Coeurl]], [[Vinyl]], [[Clayton]], [[Helios]], [[Tealion]], [[Alivyre]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_18_untitled.txt Into the Wilderness] || 2012-11-18 || [[Kahleen]], [[Garoth]], [[Zaidian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_19_untitled.txt The Swindler] || 2012-11-19 || [[Elessar]], [[Cerin]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_11_24_untitled.txt Fountain Gatherings (1)] || 2012-11-24 || [[Kimen]], [[Mogwai]], [[Julexa]], [[Helios]], [[Kent]], [[Gizmo]], [[Demonicor]], [[Digitin]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_1_untitled.txt Fountain Gatherings (2)] || 2012-12-01 || [[Mollianne]], [[Helios]], [[Vinyl]], [[Mogwai]], [[Demeter]], [[Eevee]], [[Kimen]], [[Ira]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_2_untitled.txt A Chance Encounter] || 2012-12-02 || [[Lowell]], [[Knochen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_3_untitled.txt Awhile Back] || 2012-12-13 || [[Gforte]], [[Amaya]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_8_untitled.txt Fountain Gatherings (3)] || 2012-12-8 || [[Mollianne]], [[Mogwai]], [[Eevee]], [[Lucy]], [[Kent]], [[Gizmo]], [[Kimen]], [[Lucy]], [[Julexa]], [[Fiszeradin]], [[Kahleen]], [[Clayton]], [[Jeffery]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_13_untitled.txt Legion of Flesh] || 2012-12-13 || [[Knochen]], [[Lucy]], [[Fiszeradin]], [[Tealion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_15_untitled.txt A Week Long Date: Day 0] || 2012-12-15 || [[Cerin]], [[Synesthesi]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_16_untitled.txt A Week Long Date: Day 1] || 2012-12-16 || [[Cerin]], [[Synesthesi]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_22_festival.txt A Visit to the Festival] || 2012-12-22 || [[Eevee]], [[Mogwai]], [[Julexa]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_23_festival.txt The Season of Lights] || 2012-12-23 || [[Mollianne]], [[Kent]], [[Kimen]], [[Mogwai]], [[Eevee]], [[Reila]], [[Ambience]], [[Audrianu]], [[Tealion]], [[Cerin]], [[Synesthesi]], [[Vinyl]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_12_29_untitled.txt Visiting a Friend] || 2012-12-29 || [[Eevee]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_5b_untitled.txt Fountain Gatherings (4)] || 2013-01-05 || [[Kyuubey]], [[Johnathan]], [[Mogwai]], [[Eevee]], [[Tealion]], [[Oboyo]], [[Helios]], [[Fiszeradin]], [[Twilight]], [[Gizmo]], [[Kahleen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_1_19_untitled.txt A Sudden Farewell] || 2013-01-19 || [[Mogwai]], [[Eevee]], [[Nightwind]], [[Julexa]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_9_untitled.txt Lions, Mechons, and Squares] || 2013-02-09 || [[OldSpice]], [[Lenai]], [[Lancaster]], [[Nocte]], [[Hastur]], [[Mekis]], [[Demonicor]], [[Helios]], [[Reila]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_13_untitled.txt Magic is Tragic] || 2013-02-13 || [[Vinyl]], [[Lancaster]], [[Kent]], [[Mekis]], [[Mogwai]], [[Mula]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_16_untitled.txt One Hell of a Fountain] || 2013-02-16 || [[Oboyo]], [[Gizmo]], [[Helios]], [[Hastur]], [[Lancaster]], [[Carmichael]], [[Kent]], [[Oldman]], [[Vinyl]], [[Jeffery]], [[Garoth]], [[Demonicor]], [[Jax]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_2_23_untitled.txt Fountain Shenanigans] || 2013-02-23 || [[Mogwai]], [[Gizmo]], [[Mula]], [[Helios]], [[Spitfire]], [[Kent]], [[Roche]], [[Oldman]], [[Fiszeradin]], [[RetroLudus]], [[Garoth]], [[Lancaster]], [[Kojio]], [[Demonicor]], [[Lenai]], [[Manchester]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_1_untitled.txt Dio&#039;s Vanship] || 2013-03-01 || [[Dio]], [[Trixie]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_2_untitled.txt Fountains and Stabbings] || 2013-03-02 || [[Oboyo]], [[Garoth]], [[Demonicor]], [[Helios]], [[Kahleen]], [[Carmichael]], [[Lucy]], [[Mula]], [[RetroLudus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_14_untitled.txt Lenai&#039;s Recruitment] || 2013-03-04 || [[Lenai]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_16_untitled.txt Bare Revelations] || 2013-03-16 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Mula]], [[Helios]], [[RetroLudus]], [[Lenai]], [[Farus]], [[Faith]], [[Demonicor]], [[Lancaster]], [[Twilight]], [[Hastur]], [[Trixie]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_21_untitled.txt A Different Fountain] || 2013-03-21 || [[Aly]], [[Faith]], [[Manchester]], [[Synesthesi]], [[Helios]], [[Cerin]], [[Nagol]], [[OldMan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_24_untitled.txt Pirate Night] || 2013-03-24 || [[Hastur]], [[Faith]], [[Rca]], [[Jeffery]], [[RetroLudus]], [[Garoth]], [[Aerion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_30_untitled.txt The Way the Fountain Flows] || 2013-03-30 || [[Kent]], [[Mula]], [[Physicist]], [[Faith]], [[Kahleen]], [[RetroLudus]], [[Garoth]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_7_untitled.txt Fountain Gatherings (5)] || 2013-04-07 || [[Kent]], [[Hastur]], [[Faith]], [[Dio]], [[Fiszeradin]], [[Helios]], [[Mula]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_21_untitled.txt Farmer M85] || 2013-04-21 || [[Helios]], [[Mula]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_27_untitled.txt Fist, Blade and Illusion] || 2013-04-27 || [[Kent]], [[Garoth]], [[Helios]], [[Demonicor]], [[Balbadorf]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_4_untitled.txt Fountain Gatherings (6)] || 2013-05-04 || [[Balbadorf]], [[Fiszeradin]], [[Jeffery]], [[Misnomer]], [[Aerion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_6_untitled.txt Beach Business Proposal] || 2013-05-06 || [[Kaono]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_11_untitled.txt Dreams of Stealing the Sky] || 2013-05-11 || [[Balbadorf]], [[Aerion]], [[Hastur]], [[Helios]], [[Julexa]], [[Mogwai]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_13_untitled.txt An Eeveeryday Picnic] || 2013-05-13 || [[Greychild]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_15_untitled.txt ASF: Not Your Average Evaluation] || 2013-05-15 || [[Elessar]], [[Gleam]], [[Trinka]], [[Cerin]], [[Manchester]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_15b_untitled.txt Friends Forever] || 2013-05-15 || [[Eevee]], [[Mogwai]], [[Finn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_19_untitled.txt Fountain Gatherings (7)] || 2013-05-19 || [[Eevee]], [[Mogwai]], [[Retroludus]], [[Aerion]], [[Barbadorf]], [[Kent]], [[Kahleen]], [[Garoth]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_25_untitled.txt The Great Fortress in the Sky] || 2013-05-25 || [[Eevee]], [[Mogwai]], [[Retroludus]], [[Aerion]], [[Barbadorf]], [[Aly]], [[Hastur]], [[Nagol]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_8_untitled.txt No Place Like Home] || 2013-06-08 || [[Julexa]], [[Mogwai]], [[Twilight]], [[Gizmo]], [[Hastur]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_14_untitled.txt Cerin and Lina] || 2013-06-14 || [[Cerin]], [[Lina]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_15_untitled.txt Manchester Goes to a Bar] || 2013-06-15 || [[Manchester]], [[Cerin]], [[Elessar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_1_untitled.txt Magic AND Swordplay?!] || 2013-07-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_4_untitled.txt How Delightful!] || 2013-07-04 || [[Trixie]], [[Sandman]], [[Mifune]], [[Edmund]], [[Hastur]], [[Aly]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_6_untitled.txt Fountain Gatherings (8)] || 2013-07-06 || [[Ambience]], [[Sunflash]], [[Mogwai]], [[Edmund]], [[Stein]], [[Mifune]], [[Demonicor]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_7_7_untitled.txt Faith in the Sword] || 2013-07-07 || [[Mogwai]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_8_5_untitled.txt Keys to Infinity] || 2013-08-05 || [[Mogwai]], [[Eevee]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_14_untitled.txt A Spirited Arrival] || 2013-10-14 || [[Scythe]], [[Stein]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_16_untitled.txt Dio&#039;s Vanship] || 2013-10-16 || [[Dio]], [[Manchester]], [[Elessar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_2_28_untitled.txt Do You Want to Build a Tavern?] || 2014-02-28 || [[Mogwai]], [[Franky]], [[Urik]], [[Tealion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_2_28b_untitled.txt If You Can&#039;t Find a Problem...] || 2014-02-28 || [[Mogwai]], [[Twilight]], [[Tealion]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_10_31_untitled.txt Halloween Masquerade] || 2014-10-31 || [[Edmund]], [[Mula]], [[Prometheus]], [[Jeffery]], [[Kimen]], [[Synesthesi]], [[Lucass]], [[Mifune]], [[Hastur]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_3_untitled.txt A Wintry Performance] || 2014-12-03 || [[Helios]], [[Crossroads]], [[Laraek]], [[Allison]], [[Cypher]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31a_untitled.txt Suicidal Science] || 2014-12-31 || [[Kimen]], [[Coloumb]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31b_untitled.txt A Place to Stay] || 2014-12-31 || [[Kimen]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31c_untitled.txt Not Quite Home] || 2014-12-31 || [[Kimen]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31d_untitled.txt Community Service] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31e_untitled.txt The Hunt for a Secret Base] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31f_untitled.txt No Place Like HELL] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31g_untitled.txt An Unexpected Old Friend] || 2014-12-31 || [[Kimen]], [[Kent]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31h_untitled.txt Battle of the Bridge] || 2014-12-31 || [[Kent]], [[Sandman]], [[Mifune]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31i_untitled.txt Confessions] || 2014-12-31 || [[Kimen]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31j_untitled.txt Enter Sandman] || 2014-12-31 || [[Kimen]], [[Kent]], [[Sandman]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31k_untitled.txt Hell Hath no Fury] || 2014-12-31 || [[Caius]], [[Juniper]], [[Garoth]], [[Gustav]], [[Zendra]], [[Dio]], [[Balbadorf]], [[Tom]], [[Goneril]], [[Regan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31l_untitled.txt Herbology] || 2014-12-31 || [[Kimen]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31m_untitled.txt Lost in Reminiscence] || 2014-12-31 || [[Kimen]], [[Kent]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31o_untitled.txt Setebos] || 2014-12-31 || [[Edgar]], [[Caius]], [[Gustav]], [[Edmund]], [[Zendra]], [[Silas]], [[Balbadorf]], [[Dio]], [[Setebos]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31p_untitled.txt Sword in the Stones] || 2014-12-31 || [[Caius]], [[Edmund]], [[Gustav]], [[Dio]], [[Zendra]], [[Tom]], [[Silas]], [[Edgar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31q_untitled.txt The Battle Alchemist] || 2014-12-31 || [[Kimen]], [[Coloumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31r_untitled.txt The Black Dragon Knight] || 2014-12-31 || [[Edmund]], [[Caius]], [[Gustav]], [[Dio]], [[Balbadorf]], [[Zendra]], [[Ruairi]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31s_untitled.txt The Black Swordsman] || 2014-12-31 || [[Edmund]], [[Caius]], [[Gustav]], [[Dio]], [[Balbadorf]], [[Zendra]], [[Edgar]], [[Roche]], [[Crona]], [[Elie]], [[Medusa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31t_untitled.txt The Blood Knight] || 2014-12-31 || [[Kimen]], [[Derindar]], [[Monette]], [[Urik]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31u_untitled.txt The Kid&#039;s Room] || 2014-12-31 || [[Miranda]], [[Kimen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31v_untitled.txt The Knight and the Dragon] || 2014-12-31 || [[Reila]], [[Urik]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31w_untitled.txt The Tempest] || 2014-12-31 || [[Caius]], [[Edmund]], [[Garoth]], [[Zendra]], [[Balbadorf]], [[Kent]], [[Miranda]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31x_untitled.txt There&#039;s a Weapon Inside Crona] || 2014-12-31 || [[Caius]], [[Balbadorf]], [[Dio]], [[Crona]], [[Zendra]], [[Gustav]], [[Elie]], [[Edmund]], [[Medusa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31y_untitled.txt Where Have You Been!?] || 2014-12-31 || [[Nocte]], [[Withers]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2014_12_31z_untitled.txt Zendra is an Angreh Woman] || 2014-12-31 || [[Zendra]], [[Kent]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_04_untitled.txt Your Biggest Fan] || 2024-02-04 || [[Mollianne]], [[Avarice]], [[Kyuubey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_12.txt An Arrival] || 2024-02-12 || [[Merciviant]], [[Jules]], [[Alyss]], [[Alex]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_13.txt Broken] || 2024-02-13 || [[Jillian]], [[Alex]], [[Ruen]], [[Keiko]], [[Merciviant]], [[Toby]], [[Haut]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_19.txt From Cougar to Kitten] || 2024-02-19 || [[Haut]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_02_22.txt Playing For Keeps] || 2024-02-12 || [[Persephone]], [[Deim]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_24.txt Overcast, Inside and Out] || 2024-03-24 || [[Jillian]], [[Deacon]], [[Haut]], [[Gus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_25.txt Boots on the Ground] || 2024-03-25 || [[Zen]], [[Haut]], [[Jules]], [[Alyss]], [[Sylvan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_29.txt Star Light, Star Bright] || 2024-03-29 || [[Mollianne]], [[Kane]], [[Terashi]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_29p2.txt The Shooting Star] || 2024-03-29 || [[Mollianne]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_30.txt Same Tavern, Different World] || 2024-03-30 || [[Zen]], [[Alyss]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_31.txt The Cycle] || 2024-03-31 || [[Merciviant]], [[Jules]], [[Sylvan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_03_31_02.txt Grocery Run] || 2024-03-31 || [[Dain]], [[Hikari]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_11.txt &#039;Friends&#039;] || 2024-04-11 || [[Persephone]], [[Hikari]], [[Deim]], [[Elya]], [[That Medicham That I Didn&#039;t Get A Name For]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18a.txt Calm Before a Storm] || 2024-04-18 || [[Merciviant]], [[Jillian]], [[Haut]], [[Zen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18c.txt Well, Toto...] || 2024-04-18 || [[Maverick]], [[Hikari]], [[Kane]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24b.txt Fourth Seed, First Drops] || 2024-04-24 || [[Merciviant]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24c.txt Picking Up the Pieces] || 2024-04-24 || [[Alyss]], [[Vaashka]], [[Zen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24d.txt Here and There] || 2024-04-24 || [[Jillian]], [[Haut]], [[Merciviant]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_24e.txt Matters of Self-Preservation] || 2024-04-24 || [[Mollianne]], [[Kyuubey]], [[Avarice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16a.txt Tying Up Loose Ends] || 2024-05-16 || [[Sunflash]], [[Tamin]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_26b.txt Refuel and Rearm] || 2024-05-26 || [[Sunflash]], [[Lyll_Worzen|Lyll]], [[Alphys]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_26d.txt BR: 455] || 2024-05-26 || [[Avarice]], [[Ghast]], [[455]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main1.txt Emergence and Chance] || 2024-09-10 || [[98 Xeed]], [[Kaira]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main2.txt A Day at the Ranch] || 2024-09-10 || [[Elya]], [[Hikari]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main3.txt Homeward] || 2024-09-10 || [[98 Xeed]], [[Zen]], [[Alyss], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main4.txt The Newest Arrival] || 2024-09-10 || [[Ambience]], [[Salazar]], [[Dain]], [[Erim]], [[Agrias]], [[Ovelia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main5.txt The Knight and the Wizard] || 2024-09-10 || [[Jacen]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main6.txt Other Things to Do] || 2024-09-10 || [[Persephone]], [[Kyuubei]], [[Hikari]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main7.txt Acclimatization] || 2024-09-10 || [[Dain]], [[Salazar]], [[Ambience]], [[Ovelia]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main8.txt Misplaced Priorities] || 2024-09-10 || [[Maverick]], [[Mollianne]], [[Thyrenne]], [[Sori]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_main9.txt Calling for a Shepherd] || 2024-09-10 || [[Maverick]], [[Thyrenne]], [[Sori]], [[Mollianne]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=RP_Logs&amp;diff=4882</id>
		<title>RP Logs</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=RP_Logs&amp;diff=4882"/>
		<updated>2024-09-11T04:51:04Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some Roleplaying Arcs have gotten too big for their britches and have had their log listings relocated to their own page on the Wiki.  Each arc&#039;s heading remains here, but if it has become too big for this page, please follow the link located under the heading to see the logs listed for it on its own page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Roleplaying==&lt;br /&gt;
Logs that aren&#039;t necessarily part of any story arc.&lt;br /&gt;
&lt;br /&gt;
Please see Please see [http://www.wiki.cleftofdimensions.net/index.php?title=General_RP This Section] for these logs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mavericks and Hunters==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (1)]] || 2004-12-09 || [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (2)]] || 2004-12-20 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (3)|The Cover-Up]] || 2004-12-22 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (4)|On Watch]] || 2004-12-24 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (1)|Maverick At Last]] || 2004-12-27 || [[Vice]], [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (5)|Downtime at Hunter HQ]] || 2004-12-28 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (2)|Maverick Returns]] || 2004-12-29 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (6)|Reploid in Love]] || 2004-12-30 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (3)|Ambush!]] || 2004-12-30 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (4)|Ambush!(2)]] || 2004-12-30 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (5)|Taunting the Hunter]] || 2004-12-31 || [[Vice]], [[Variance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (6)|Breaking the Hunter]] || 2004-12-31 || [[Vice]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice the Maverick (7)|Attack on Truce]] || 2005-01-02 || [[Vice]], [[Variance]], [[Seikou]], [[Aura]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (7)|Prelude to Despair]] || 2005-01-04 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart Hunters (8)|Until Proven Guilty]] || 2005-01-05 || [[Variance]], [[Seikou]], [[Signas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vice - Direct Approach|Direct Approach]] || 2005-01-08 || [[Vice]], [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Variance - Third Attack|Third Attack]] || 2005-01-10 || [[Variance]], [[Seikou]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Variance - Betrayal|Betrayal]] || 2005-01-12 || [[Variance]], [[Seikou]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rise of the Ravens==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_17_ravens.txt The Sound Of Music] || 2012-03-17 || [[Lilliana]], [[Forte]], [[Aluella]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_31_manaravens.txt A Killer Performance] || 2012-03-31 || [[Annabeth]], [[Toby]], [[Rana]], [[Gforte]], [[Sunflash]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_01_ravens.txt Assessment] || 2012-04-01 || [[Roll]], [[Forte]], [[Aluella]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_04_07_ravens.txt The Chase] || 2012-04-07 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Rana]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_ravens.txt No Luck] || 2012-06-02 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Avaline]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_14_ravens.txt Changing Tactics] || 2012-07-14 || [[Gforte]], [[Sunflash]], [[Jacen]], [[Avaline]], [[Jillian]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_19_ravens.txt Onward!] || 2012-08-19 || [[Analine]], [[Sunflash]], [[Jacen]], [[Torval]], [[Brutte]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wishes==&lt;br /&gt;
In 2011, a little creature called Kyuubey appeared, offering a trade - one wish in exchange for becoming a magical girl or boy (or &#039;thing&#039;) and fighting against eldritch entities known as witches.&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=The_Wishes This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Chronicles of Mana Storyline==&lt;br /&gt;
Seven years following the Mana Tree&#039;s destruction, [[Aura]] and her family are separated between worlds; the former is kept in the Mana Holyland to help oversee the Great Tree&#039;s revival, while [[Ambience]] and [[Seikou]] are left to themselves in the middle realm. A mysterious woman shows up with questions about the past, and forgotten omens may have found their way to the surface...&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=Chronicles_of_Mana This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mana/Wishes Storyline Crossing==&lt;br /&gt;
Because sometimes fate has a way of involving us all...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_3_ambience.txt Fear and Revelations] || 2011-12-03 || [[Ambience]], [[Seikou]], [[Crossroads]], [[Koa]], [[Kyuubey]], [[Reize]], [[Ezekial]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_12_08_manawishborn.txt Trusting Souls] || 2011-12-08 || [[Ambience]], [[Crossroads]], [[Korryn]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_14_manawishborn.txt A Dark Promise] || 2012-01-14 || [[Tyrranis]], [[Shamaster]], [[Crazed]], [[Lilliana]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_01_22_manawishborn.txt A Dark Promise Reinforced] || 2012-01-22 || [[Tyrranis]], [[Crossroads]], [[Crazed]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_18_manawishborn.txt No Love Lost] || 2012-02-18 || [[Kyuubey]], [[Tyrranis]], [[Crossroads]], [[Lorastine]], [[Ambience]], [[Kanato]], [[Knochen]], [[Erica]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_02_27_manawishborn.txt Rubbing In The Despair] || 2012-02-27 || [[Ambience]], [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Kyrk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_03_manawishborn.txt The Failed Compromise] || 2012-03-03 || [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_03_13_manawishborn.txt The Unexpected] || 2012-03-13 || [[Crossroads]], [[Lorastine]], [[Tyrranis]], [[Ambience]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_05_26_manawishborn.txt Yoma and Wishborn and Centaurs, Oh My!] || 2012-05-26 || [[Kyuubey]], [[Rarity]], [[Aurum]], [[Sylana]], [[Mogwai]], [[Teravin]], [[Adbo]], [[Ambience]], [[Bahamut]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_01_manawishborn.txt Eight Hooves and Two Legs] || 2012-06-01 || [[Ambience]], [[Rarity]], [[Alyss]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_02_manawishborn.txt Faith in the Soulless] || 2012-06-02 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_06_manawishborn.txt The Cabin in the Woods] || 2012-06-06 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_16_manawishborn.txt As Time Passes...] || 2012-06-16 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_06_29_manawishborn.txt A Boy and His Pony] || 2012-06-29 || [[Ambience]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_07_manawishborn.txt A Witch&#039;s Glee] || 2012-06-29 || [[Rarity]], [[Helios]], [[Mogwai]], [[Rizar]], [[Emoman]], [[Basic]], [[Busted]], [[Bahamut]], [[Ezekial]], [[Berrypunch]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_12_manawishborn.txt The Oracle&#039;s Visit] || 2012-06-29 || [[Aura]], [[Rarity]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_mana.txt A Brush with the Future] || 2013-03-23 || [[Gforte]], [[Jillian]], [[Lorastine]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_7_manawishborn.txt A Brush with the Future (2)] || 2013-04-07 || [[Gforte]], [[Jillian]], [[Crossroads]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_4_manawishborn.txt Messenger From Above] || 2013-05-04 || [[Ambience]], [[Crossroads]], [[Mollianne]], [[Lorastine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chaos and Drink==&lt;br /&gt;
Imbibobot found God in a bar and became an Alcoholic. Follow the journey of this filthy, rusted robot and his band of acolytes!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_13_imbibobot.txt Imbibobot 1] || 2010-11-13 || [[Imbibobot]], [[Skyjack]], [[Fishspill]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_21_imbibobot.txt Imbibobot 2] || 2010-11-21 || [[Imbibobot]], [[Cedeno]], [[Prometheus]], [[Jane]], [[Ghostfish]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_11_27_imbibobot.txt Imbibobot 3] || 2010-11-27 || [[Imbibobot]], [[Armandine]], [[Ulyaoth]], [[Aemmeu]], [[Heyan]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_04_imbibobot.txt Imbibobot 4] || 2010-12-04 || [[Imbibobot]], [[Armandine]], [[Mr. Saturn]], [[Nikita]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_11_imbibobot.txt Imbibobot 5] || 2010-12-11 || [[Imbibobot]], [[Snoozewolf]], [[Kolem]], [[Dusk]], [[Mpoppybros]], [[Monkooky]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2010_12_18_imbibobot.txt Imbibobot 6] || 2010-12-18 || [[Imbibobot]], [[Cedeno]], [[Dusk]], [[Kolem]], [[Thoban]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_08_imbibobot.txt Imbibobot 7] || 2011-01-08 || [[Imbibobot]], [[Armandine]], [[Kolem]], [[Cedeno]], [[Oron]], [[Prometheus]], [[Jane]], [[Toroko]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_15_imbibobot.txt Imbibobot 8] || 2011-01-15 || [[Imbibobot]], [[Kolem]], [[Dusk]], [[Armandine]], [[Cedeno]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_01_29_imbibobot.txt Imbibobot 9] || 2011-01-29 || [[Imbibobot]], [[Jane]], [[Dusk]], [[Kolem]], [[Menmenth]], [[Armandine]], [[Dr. Albert Wily]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_05_imbibobot.txt Imbibobot 10] || 2011-02-05 || [[Imbibobot]], [[Kolem]], [[Armandine]], [[Demeter]], [[Cedeno]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_19_imbibobot.txt Imbibobot 11] || 2011-02-19 || [[Imbibobot]], [[Kolem]], [[Lenai]], [[Artas]], [[Naiad]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_02_26_imbibobot.txt Imbibobot 12] || 2011-02-26 || [[Imbibobot]], [[Demeter]], [[Lenai]], [[Kolem]], [[Forte]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_05_imbibobot.txt Imbibobot 13] || 2011-03-05 || [[Imbibobot]], [[Kolem]], [[Lenai]], [[Demeter]], [[Dusk]], [[Dr. Albert Wily]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_12_imbibobot.txt Imbibobot 14] || 2011-03-12 || [[Imbibobot]], [[Retroludus]], [[Lenai]], [[Gatts]], [[Dusk]], [[Kolem]], [[Chef Kawasaki]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_19_imbibobot.txt Imbibobot 15] || 2011-03-19 || [[Imbibobot]], [[Demeter]], [[Dusk]], [[Kage]], [[Retroludus]], [[Kolem]], [[Keeryu]], [[Lenai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_03_26_imbibobot.txt Imbibobot 16] || 2011-03-26 || [[Imbibobot]], [[Gatts]], [[Retroludus]], [[Lenai]], [[Kolem]], [[Keeryu]], [[Oboyo]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_04_23_imbibobot.txt Imbibobot 17] || 2011-04-23 || [[Imbibobot]], [[Gatts]], [[Kolem]], [[Dusk]], [[Oboyo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_04_30_imbibobot.txt Imbibobot 18] || 2011-04-30 || [[Imbibobot]], [[Kolem]], [[Dusk]], [[Keeryu]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_07_imbibobot.txt Imbibobot 19] || 2011-05-07 || [[Dusk]], [[Kolem]], [[Menmenth]], [[Keeryu]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_14_imbibobot.txt Imbibobot 20] || 2011-05-14 || [[Dusk]], [[Decidrion]], [[Mr. Moti]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_21_imbibobot.txt Imbibobot 21] || 2011-05-21 || [[Lenai]], [[Torval]], [[Dusk]], [[Neera]], [[Kolem]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_05_28_imbibobot.txt Imbibobot 22] || 2011-05-28 || [[Imbibobot]], [[Forte]], [[Rathorn]], [[Dusk]], [[Korryn]], [[Kolem]], [[Lenai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_11_imbibobot.txt Imbibobot 23] || 2011-06-11 || [[Imbibobot]], [[Kolem]], [[Kage]], [[Rathorn]], [[Lenai]], [[Korryn]], [[Torval]], [[Yuji]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_18_imbibobot.txt Imbibobot 24] || 2011-06-18 || [[Imbibobot]], [[Zeth]], [[Emoman]], [[Gatts]], [[Torval]], [[Lenai]], [[Sunflash]], [[Dusk]], [[Kolem]], [[Casey]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_06_25_imbibobot.txt Imbibobot 25] || 2011-06-25 || [[Torval]], [[Prometheus]], [[Gatts]], [[Zeth]], [[Dusk]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2011_07_02_imbibobot.txt Imbibobot 26] || 2011-07-02 || [[Kolem]], [[Dusk]], [[Torval]], [[Emoman]], [[Prometheus]], [[Zeth]], [[Dr. Albert Wily]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mana Spirits==&lt;br /&gt;
Mogwai and co. seek the blessings of the Mana Spirits!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_07_13_manaspirits.txt The Mana Spirits (1)] || 2012-07-13 || [[Mogwai]], [[Jameson]], [[Twilight]], [[Eevee]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_7_28_manaspirits.txt The Mana Spirits (2)] || 2012-07-28 || [[Mogwai]], [[Eevee]], [[Helios]], [[Jameson]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_04a_manaspirits.txt The Mana Spirits (3)] || 2012-08-04 || [[Mogwai]], [[Eevee]], [[Jameson]], [[Finn]], [[Nagol]], [[Twilight]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_10_manaspirits.txt The Mana Spirits (4)] || 2012-08-10 || [[Mogwai]], [[Eevee]], [[Jameson]], [[Finn]], [[Nagol]], [[Spitfire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_17_manaspirits.txt The Mana Spirits (5)] || 2012-08-17 || [[Mogwai]], [[Eevee]], [[Sweetie]], [[Finn]], [[Nagol]], [[Spitfire]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_8_25_manaspirits.txt The Mana Spirits (6)] || 2012-08-25 || [[Mogwai]], [[Eevee]], [[Sweetie]], [[Finn]], [[Minako]], [[Ambience]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_7_manaspirits.txt The Mana Spirits (7)] || 2012-09-07 || [[Mogwai]], [[Eevee]], [[Finn]], [[Wrench]], [[Brutte]], [[Vinyl]], [[Helios]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_14_manaspirits.txt The Mana Spirits (8)] || 2012-09-14 || [[Mogwai]], [[Eevee]], [[Vinyl]], [[Heather]], [[Kupenreich]], [[Finn]], [[Riko]], [[Helios]], [[Sweetie]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==108 Stars of Destiny==&lt;br /&gt;
Join the PDF as they hunt down ghosts and assorted other, possibly corporeal, things!&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [http://www.wiki.cleftofdimensions.net/index.php?title=Stars_of_Destiny Stars of Destiny] page for more details.&lt;br /&gt;
&lt;br /&gt;
Please see [http://www.wiki.cleftofdimensions.net/index.php?title=SoD_RP This Section] for logs relating to that plotline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Shadows of Time==&lt;br /&gt;
Something, something, Darkrai.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_20_shadows.txt Shadows of Time: The Cursed Hermit] || 2013-03-20 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_23_shadows.txt Shadows of Time: The Loyal Warrior] || 2013-03-23 || [[Caleb]], [[Gizmo]], [[Jameson]], [[Mogwai]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_3_30_shadows.txt Shadows of Time: Finding His Tracks] || 2013-03-30 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_24_shadows.txt Shadows of Time: The Halls of Darkness] || 2013-04-24 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_25_shadows.txt Shadows of Time: Fallen Angels] || 2013-04-25 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_1_shadows.txt Shadows of Time: The Triad Revelation] || 2013-05-01 || [[Caleb]], [[Jameson]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_2_shadows.txt Shadows of Time: Time&#039;s Scars] || 2013-05-02 || [[Caleb]], [[Mogwai]], [[Gizmo]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_9_shadows.txt Shadows of Time: Dimension&#039;s Scream] || 2013-05-09 || [[Caleb]], [[Mogwai]], [[Gizmo]], [[Jameson]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_5_10_shadows.txt Shadows of Time: The Future is Ours] || 2013-05-10 || [[Mogwai]], [[Gizmo]], [[Eevee]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PokéPals==&lt;br /&gt;
Pokémon of the Cleft, unite!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_3_pokepals.txt Poképals!] || 2012-09-03 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2012_9_5_pokepals.txt Poképals! (2)] || 2012-09-05 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_4_21b_untitled.txt Memories of My Brother] || 2013-03-30 || [[Eevee]], [[Julexa]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_13_pokepals.txt Somebunny&#039;s New to the Cleft] || 2013-06-13 || [[Eevee]], [[Julexa]], A Random Lopunny&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_15_pokepals.txt Dreams of Unity] || 2013-06-15 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_22_pokepals.txt A Family Reunited] || 2013-06-22 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_6_28_pokepals.txt New Lives] || 2013-06-28 || [[Eevee]], [[Julexa]], [[Candice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heroes for Hire==&lt;br /&gt;
Pay Money, Receive &amp;quot;Heroes&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_8_heroes.txt The First Heroes] || 2013-09-08 || [[RedMage]], [[Nancy]], [[Elie]], [[Raion]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_14_heroes.txt Hostage Negotiators] || 2013-09-14 || [[Nancy]], [[Elie]], [[Leia]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_21_heroes.txt A Cabin in the Woods] || 2013-09-21 || [[Damesik]], [[Porslain]], [[Raven]], [[Gemma]], [[Narukami]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_9_27_heroes.txt A Cabin in the Woods (The Return Trip)] || 2013-09-27 || [[Damesik]], [[Porslain]], [[Gemma]], [[Narukami]], [[Jensen]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_8_heroes.txt Flashback] || 2013-10-08 || [[Greychild]], [[Gemma]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_11_heroes.txt Lost] || 2013-10-11 || [[Narukami]], [[Greychild]], [[Nancy]], [[Leia]], [[Damesik]], [[Porslain]], [[Gemma]], [[Synch]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_18_heroes.txt Gotta Exorcise &#039;Em All! (1)] || 2013-10-18 || [[Demonicor]], [[Narukami]], [[Damesik]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_20_heroes.txt Gotta Exorcise &#039;Em All! (2)] || 2013-10-20 || [[Demonicor]], [[Narukami]], [[Damesik]], [[Prometheus]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_10_30_heroes.txt Breaths of the Past] || 2013-10-30 || [[Synch]], [[Bree]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_11_heroes.txt Second Chances] || 2013-11-11 || [[Synch]], [[Elie]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_22_heroes.txt Festive Dream] || 2013-11-22 || [[Damesik]], [[Narukami]], [[Greychild]], [[Nancy]], [[Demeter]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2013_11_28_heroes.txt Children&#039;s Games] || 2013-11-28 || [[Kimen]], [[Clayton]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legio Aurea==&lt;br /&gt;
The story of a loose gathering of comrades who would hunt down and do battle against evil demons, witches and the like.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1a_legio.txt The Prodigal Son] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1b_legio.txt The Wind Spirit] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1c_legio.txt Late-Night Drinking] || 2015-01-01 || [[Zendra]], [[Caius]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1d_legio.txt The Second Lesson] || 2015-01-01 || [[Kimen]], [[Edmund]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1e_legio.txt Chiseling Away the Barrier] || 2015-01-01 || [[Kimen]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1f_legio.txt Chalk Lesson] || 2015-01-01 || [[Kimen]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1g_legio.txt Paintings on the Wall] || 2015-01-01 || [[Kimen]], [[Crona]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1h_legio.txt An Awkward Meal] || 2015-01-01 || [[Zendra]], [[Gustav]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2015_1_1i_legio.txt Mandala] || 2015-01-01 || [[Edmund]], [[Caius]], [[Gustav]], [[Silas]], [[Zendra]], [[Dio]], [[Edgar]], [[Coloumb]], [[Miranda]], [[Kimen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Events==&lt;br /&gt;
&lt;br /&gt;
===Hikari no Matsuri: Year 13===&lt;br /&gt;
The Festival of Lights promises to be an unforgettable event this year, as a host of female performers and musicians set the stage for an entertainment entourage that will end in a way nobody expected...&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Prelude-Performance1.txt The Prelude] || 2023-12-31 || [[Hikari]], [[Kaede]], [[Mollianne]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day1-Performance2.txt Day 1: Kaede&#039;s Time to Shine] || 2024-01-01 || [[Hikari]], [[Kaede]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day2-Performance3.txt Day 2: Body Language] || 2024-01-02 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day3-Performance4.txt Day 3: Persephone&#039;s Light] || 2024-01-03 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day3-Performance4-After.txt Day 3: Familiar Faces] || 2024-01-03 || [[Sunflash]], [[Hikari]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day5-Performance5.txt Day 5: Don&#039;t Give in to Sorrow] || 2024-01-05 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day6-Performance6.txt Day 6: Entwined] || 2024-01-06 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day7-Performance7.txt Day 7: An Answered Plea] || 2024-01-07 || [[Hikari]], [[Mollianne]], [[Persephone]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-Day7-Performance7-After.txt Day 7: Reunion] || 2024-01-07 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-EP1.txt Epilogue: Departure] || 2024-01-12 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/HnM2023-EP2.txt Epilogue: Friends] || 2024-01-12 ||[[Mollianne]], [[Sunflash]], [[Ambience]], [[Lyll_Worzen|Lyll]], [[Hikari]], [[Persephone]], [[Kaede]]&lt;br /&gt;
|}&lt;br /&gt;
===Rabite&#039;s Promise Café Cosplay Convention===&lt;br /&gt;
Situated in the northern suburbs of Truce, the Rabite&#039;s Promise Café opened its doors to lovers of unique and intriguing costumes and outfits, hosting several in-house events and opportunities to connect with peers on a level outside the traditional norms!&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay1.txt Prelude: Costumes] || 2024-09-10 || &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay3.txt Café Parlor] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay5.txt West Wing] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Aelys]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay4.txt East Wing] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Avarice]], [[Nemmea]], [[Aelys]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay2.txt Ballroom] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Kane]], [[Avarice]], [[Nemmea]], [[Mollianne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay6.txt Peaceful Park] || 2024-09-10 || [[Hikari]], [[Persephone]], [[Avarice]], [[Mollianne]], [[Kane]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_09_10_cosplay7.txt Conclusive Confessions] || 2024-09-10 || [[Mollianne]], [[Avarice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Worlds Apart==&lt;br /&gt;
A chance encounter reunites two long-separated souls who share a complicated past, with an equally-complicated future waiting to be written...&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Log&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Date&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Characters&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_18d.txt That Which Does Not Kill Us...] || 2024-04-18 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_04_26.txt A Domain of Chaos] || 2024-04-26 || [[Mollianne]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16d.txt Seven Hours Later] || 2024-05-16 || [[Mollianne]], [[DarkPyre]], [[Salazar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16f.txt A Bird in Her Cage] || 2024-05-16 || [[Mollianne]], [[DarkPyre]], [[Salazar]], Kaine&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_16g.txt Homecoming] || 2024-05-16 || [[Mollianne]], Kaine, [[Thyrenne]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_13.txt Knowledge for Knowledge&#039;s Sake] || 2024-05-16 || [[Mollianne]], Kaine, [[Dugar]]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.cleftofdimensions.net/r.php?fname=rplogs/2024_05_15.txt The Lone Bird in the Shire] || 2024-05-16 || [[Mollianne]], Kaine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Posting RP Logs==&lt;br /&gt;
&lt;br /&gt;
DO NOT post your own RP logs on this page. Clean them up and send them to the current RP Admin&#039;s email address (cleftofd_rp at hotmail dot com). A staff member will format the logs and post them here.&lt;br /&gt;
&lt;br /&gt;
A clean log should be free of OOC chatter, with your prompts removed, and should be corrected as best you can for SMOTE and SAY inaccuracies if you want the whole log to appear from the third person. A clean log has been edited; line-too-long cutoffs and other formatting issues should be already corrected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Credit for Roleplaying on the Cleft==&lt;br /&gt;
&lt;br /&gt;
You can earn Tokens of Restringing and even Immortal Tokens by being active in the roleplaying community on the Cleft of Dimensions! Here&#039;s how it works:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Roleplaying sessions will be given equal credit. It doesn&#039;t matter you&#039;re in a longstanding plot, doing a one-on-one session, or just free- forming. I reserve to right to give additional credit to outstanding RP sessions, however, on a case by case basis. Plot leaders/hosters will also be given additional initiative-taking bonuses, to be determined by me over the time that said plot remains in play.&lt;br /&gt;
&lt;br /&gt;
All RP logs sent to me (via email) will qualify as a 3/2 method of token acquisition. This means that a player will receive 2 restring Tokens for every 3 logs that are sent my way.&lt;br /&gt;
&lt;br /&gt;
World Notes are worth 1 Restring Token for every 2 notes that are written. These world notes are required to be decently-written, however; while I understand that not everyone is a novelist, slapping down a quick paragraph-and-a-half about incredibly-vague do-nothings will not earn you anything.&lt;br /&gt;
&lt;br /&gt;
Immortal Token credits are acquired as follows:&lt;br /&gt;
-15 Immortal Token &#039;Credits&#039; required to earn 1 Immortal Token.&lt;br /&gt;
-2 World Notes will earn 1 Immortal Token Credit.&lt;br /&gt;
-1 RP Log will earn 1 Immortal Token Credit.&lt;br /&gt;
&lt;br /&gt;
Lilly keeps a running database to keep up to date on who has earned what, so if you haven&#039;t received anything from an RP you&#039;ve been in recently, be patient; the credit is there, and will be seen through once the logs and such are uploaded to the Wiki.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Ambience&amp;diff=4881</id>
		<title>Ambience</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Ambience&amp;diff=4881"/>
		<updated>2024-08-13T20:11:50Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #8CA0B4 | picture = ambience.png  | name = Ambience Hikaru Sermons | age = Appearance: 17 / Actual:14 | race = Human(?) | affiliation = [[Mana Tribe]] | status = Alive | caption = Destiny sucks}}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
Ambience was born under peculiar circumstances; [[Aura]] conceived him while in a dreamlike subconsciousness during a wild mana flux in the [[Mana Holyland]].  As such, and though [[Aura]] gave subsequent birth to him in the normal sense, his biological creation was anything but &amp;quot;normal.&amp;quot;  He shares physical traits with both [[Aura]] and [[Seikou]], the latter being intimately related to the dreamlike state at the time, having the same midnight-blue hair as [[Aura]] and red irises akin to his [[Seikou|father]].  His birth signaled the end of the then-current Mana Tree&#039;s reign, as the Dark Manabeast would destroy it soon after, and in the days that followed, [[Aura]] gave him up to [[Seikou]] to take care of, as her duties within the [[Mana Holyland|Holyland]] seemingly prevented her from doing so herself. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The boy grew quickly as the years passed into what anyone else would acknowledge as a normal human male, albeit some have found his red eyes to be rather intimidating, even for a child.  With only nearly seven years since [[Aura]]&#039;s departure, his strange biology caused his physical growth to outpace his chronological growth, and he appeared closed to ten years of age at that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ambience&#039;s adventurous nature would lead him to discover [[Orbonne Monastery]] a short distance away from the cabin where he and Seikou resided in [[Oreyndur Forest]]. Befriending both the Holy Knight Agrias Oaks and Princess Ovelia Atkascha, he became a regular visitor to the Monastery and received an honorary Lordship title from the latter, as well as a treasured sword to call his own from the former. This encouraged Ambience to explore further, and while his father, Seikou, stayed behind at the cabin, Ambience eventually found himself in the City of Truce, where he would then rapidly become involved in multiple different affiliations, one of which would invariably lead to the resurrection of the Sinistrals. During this time, Ambience&#039;s continued growth in both his physical and magical nature began to weaken his mental state, and he became a danger to the Middle Realm as a result. Aura was able to capture him before he caused any major harm, but his memory was subsequently wiped of the previous year&#039;s events in order to provide mental stabilization. He was also given a limiter in the form of a simple black choker with a diamond inset, stating that his inherent power was vast enough that it could potentially bring about calamitous destruction to the entire Cleft of Dimensions if not suppressed. Despite these grave tidings, Ambience returned to his original life and attempted to pick up where he left off, albeit with far-fewer familiar faces along the way. In the process of this, he became aware of the plot to return the Sinistrals to the Middle Realm, and subsequently returned to the Holyland with his mother, Aura, to allow the lower realms to deal with their own fallout. When the Sinistrals then revived the Fortress of Mana, Ambience was forced to retrieve the Sword of Mana and take up the fight alongside [[Gforte|Haut]] and [[Sunflash]] to bring the Sinistrals down before they could subjugate the Middle Realm and its denizens. Though the Sinistrals would meet their end during the battle, the Manabeast would then attack the Fortress itself, requiring Ambience to bring it down in order to prevent subsequent destruction in the wake of its rage. During this fight, the Fortress of Mana was rocked by a massive explosion, and Ambience did not return in the aftermath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Four years passed in that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambience would eventually awaken back in the Middle Realm with no knowledge of how he survived the Fortress&#039; destruction. He was taken in and nursed back to health by the Worzen family, who lived at the north edge of [[Faron Woods]] as a family of beastmen woodcutters. Integrating himself among them, and being especially taken to by the youngest daughter, [[Lyll_Worzen|Lyll]], Ambience discovered that his return came with no small amount of physical casualties, including his sight and various inherent abilities that he could no longer utilize effectively.  In addition, his link to the Mana Holyland was apparently severed, and he could neither detect nor be detected by any of the Mana Spirits. He spent a year with his new family while attempting to figure out how to proceed with his own life, and near the end of that tenure, he and Lyll would find their way to the [[Hikari_no_Matsuri|Festival of Lights]] and reunite with [[Mollianne]] and [[Sunflash]], two of the few people he did still remember from his past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the midst of bidding the Worzen family farewell, a group of shadowed assailants converged upon the household with little intent other than to seemingly mock Ambience over his physical shortcomings, and just as quickly left. Concerned for what this meant for them, Sunflash and Ambience left for Viorar to determine a strategy on how to proceed forward, but were attacked by two of these shadows en route. Surviving the conflict, they continued to Viorar, but were separated by some unfortunate incident involving Ambience and Mollianne, triggering the former to flee the city and unintentionally teleport himself halfway across the continent, where he would then reunite with Erim, who had once been a close friend prior to her acknowledgement and revelation as the Sinistral of Death. Casting aside their differences, the two were then attacked by another shadow, the events of which returned Erim to full power and forced her to take up residence inside Ambience&#039;s body in order to prevent the return of the other Sinistrals. Ambience continued to Orbonne Monastery from there, and was welcomed with open arms back into the pseudo-family he had left half a decade before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambience is somewhat unstable from the revelation that he perished during the assault on the Fortress of Mana and was then revived years later, with no knowledge as to how or why. The combination of the emotional toll on his continued biological growth matched with the strain of his continually-forced involvement of matters against his will have driven him up a cynical wall, but he presses on despite his misgivings, hoping to one day be reunited with his mother in the Holyland at some point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities, Powers &amp;amp; Traits==&lt;br /&gt;
&lt;br /&gt;
Prior to his death during the battle at the Fortress of Mana, Ambience&#039;s prowess for both sword and spell were nearly unrivaled. It is said that the limiter he wore was necessary to prevent his inherent power from becoming so great that it would drive him insane and cause great disaster to all the Realms within the Cleft. Upon his return to the waking world, his limiter was lost, but his power appeared stable at the time, possibly due to the losses he incurred upon his resurrection. His physical and magical abilities are minimized at this time, with only occasional bursts of the latter being seen, either as a result of emotional torment or through unintentional activation. Erim&#039;s transferal of her consciousness into his body has granted him limited ability to wield her powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like all members of the [[Mana Tribe]], Ambience is gifted with the ability to detect a person&#039;s &#039;Mana Signature,&#039; which is effectively a second sight that allows him to determine the composition of mana within organic/living beings. By analyzing the makeup and structure of a person&#039;s signature in this way, as well as changes or shifts, Ambience can detect subsurface traits such as intent, mood, internal health, and so on. While this ability is inherent in all members of the Mana Tribe, Ambience&#039;s ability far outclasses others in his field, heightening his sensitivity to mana-related objects and effects and allowing him to further pick up on residual traces of mana from those who have been in recent locations. He also has a limited psychic connection with his [[Aura|mother]], allowing her thoughts to be broadcast into his mind, but this does not work in reverse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ambience wears a blindfold to minimize the distractions caused by his limited sight, which is akin to extreme nearsightedness, relying almost solely on his Mana Signature detection to get around. Places with limited or no organic activity in a wide area are a serious detriment to this independency, as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Recipes&amp;diff=4879</id>
		<title>Recipes</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Recipes&amp;diff=4879"/>
		<updated>2024-07-02T03:57:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Almost a Key Lime Pie ===&lt;br /&gt;
* 3 eggs&lt;br /&gt;
* 1/3 tsp cream of tartar&lt;br /&gt;
* a pie crust&lt;br /&gt;
* sugar&lt;br /&gt;
* 2 cans sweetened condensed milk&lt;br /&gt;
* 1/3c lime juice &amp;lt;-- key limes are different from normal limes. I used normal ones because i am a cheapass&lt;br /&gt;
&lt;br /&gt;
First, seperate your eggs! I ended up cracking the egg onto my hand and, holding the yolk, letting the white run between my fingers into the bowl. The yolks will need to be in one bowl and the whites in another bowl. (hint: use larger bowls than you think you need)&lt;br /&gt;
&lt;br /&gt;
Add the cans of sweetened condensed milk to the egg yolks and beat it up. Add the lime juice and continue to beat the hell out of it! Pour this delicious goop into the pie crust.&lt;br /&gt;
&lt;br /&gt;
Preheat your oven to 300 degrees.&lt;br /&gt;
&lt;br /&gt;
Add the cream of tartar to the egg whites and go at them with an electric beater on high (OR be a man and do it with a metal whisk!). Add about a tablespoon of water and beat the absolute hell out of them until they start to get frothy. Add 5 tablespoons of sugar, a little bit at the time and keep beating. When it&#039;s starting to get good and frothy, add 1 tsp vanilla and a tiny tiny pinch of salt (1/8tsp). Now, beat them some more! &lt;br /&gt;
&lt;br /&gt;
What you are doing here is making the proteins in the egg white unravel (with the aid of the acidic cream of tartar) and form a tasty foamy matrix. I hear that if you use a copper bowl then you have to beat the egg whites a lot longer to make them foam up but the resulting meringue is a lot more stable. You -CAN- over-beat the meringue but your arm will probably be tired way before that happens.&lt;br /&gt;
&lt;br /&gt;
When the meringue is thick enough to form little peaks, put it on top of the filled pie crust! If you want to make it look pretty use a pastry bag with a pretty tip but you can also just plorp it on with a spoon.&lt;br /&gt;
&lt;br /&gt;
Put the whole pie into the oven for about fifteen minutes, or until the very peaks of the meringue are starting to turn brown!&lt;br /&gt;
&lt;br /&gt;
Let cool on the counter for a while, then for a little bit in the fridge. Serve with a tall glass of milk!&lt;br /&gt;
&lt;br /&gt;
* HISTORICAL NOTES: Ben won the bake-off at the 2006 Annual L-3 Titan Group company picnic with this recipe!&lt;br /&gt;
&lt;br /&gt;
=== [http://en.wikipedia.org/wiki/Bragi Bragi&#039;s] Valhallan Warrior Chili ===&lt;br /&gt;
&lt;br /&gt;
For the uninitiated, Chili can take a variety of forms and flavors, but the key ingredients are Peppers and Beef, which this recipe has in great quantity!&lt;br /&gt;
&lt;br /&gt;
Prerequisites:&lt;br /&gt;
* A VERY large pot&lt;br /&gt;
* 2lbs Ground Beef&lt;br /&gt;
* Two mediumish bell peppers &lt;br /&gt;
** any color(s)! I used an orange one, half of a green one, and half of a red one&lt;br /&gt;
* Two mediumish onions &lt;br /&gt;
** also any color! I used a yellow one and a red one&lt;br /&gt;
* One or more -hot- peppers &lt;br /&gt;
** any sort! I used three [http://phoenix.about.com/od/foodanddrink/ss/chilepepper_5.htm Red Fresnos]&lt;br /&gt;
** Jalapeños are fine, and habaneros if you are adventurous!&lt;br /&gt;
* A large can of crushed tomatoes (28oz)&lt;br /&gt;
* A normal can of petite-diced tomatoes (14.5oz)&lt;br /&gt;
* A little can of tomato paste (6oz)&lt;br /&gt;
* A large amount of cumin powder (1.5oz)&lt;br /&gt;
* A quantity of chile powder (essentially crushed peppers: ~.5oz)&lt;br /&gt;
* Two or three cloves of garlic (smashed/minced/whatever!)&lt;br /&gt;
* A small amount of oil (2-3tbsp)&lt;br /&gt;
* Other spices to taste (dash of worcestershire sauce, black pepper, a bay leaf)&lt;br /&gt;
&lt;br /&gt;
* A heat source&lt;br /&gt;
* Water&lt;br /&gt;
&lt;br /&gt;
Chop up your peppers (normal and hot) and onions into tiny bits (food processor go!)&lt;br /&gt;
&lt;br /&gt;
Sautee the onions and garlic over medium heat with a small amount of oil until they start to turn clear&lt;br /&gt;
&lt;br /&gt;
Add the ground beef, turn up the heat, and brown it as well. Drain the grease off when it&#039;s brown.&lt;br /&gt;
&lt;br /&gt;
Add peppers (and other spices, if using) and stir everything around for a couple minutes&lt;br /&gt;
&lt;br /&gt;
Add all the tomatoes! Rinse out the cans with some water, and make sure to add at least one tiny-canful of water so the tomato paste thins out.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll know there&#039;s enough water when it&#039;s &#039;&#039;saucy&#039;&#039;. It will ideally be thick enough to get on a tortilla chip but thin enough not to break the chips.&lt;br /&gt;
Put the lid on (or leave it off if you added too much water) and let it cook on a &#039;&#039;&#039;low heat&#039;&#039;&#039; for a long time! (2 hours is cool)&lt;br /&gt;
&lt;br /&gt;
The result is essentially a thick, spicy, meaty tomatoey stew. You&#039;re perfectly welcome to just go at it with a spoon (it&#039;s delicious!). I prefer to scoop it with tortilla chips, and some people serve it on rice! If it&#039;s not hot enough for your tastes, you can add more hot sauce afterwards! It&#039;s also really good on hot dogs or anything else&lt;br /&gt;
&lt;br /&gt;
=== Brown Gravy ===&lt;br /&gt;
&lt;br /&gt;
get a frying pan (i like using cast-iron ones) and put (or already have in it) meat drippings of some kind. the drippings from normal ground beef will -work- but the drippings from a couple broiled steaks are of course much superior. get them nice and hot (medium-high)&lt;br /&gt;
&lt;br /&gt;
add a quantity of flour. you should be able to mix all the fat and flour into a paste-like consistency. if you added too much flour, make up for it with butter.&lt;br /&gt;
&lt;br /&gt;
carefully mash this roux (yes you&#039;ve just made a roux!) around with the flat side of a spoon or a spatula or something until the flour starts to parch (it will turn brown. the darker the flour, the darker your gravy). at that point, add a little beef broth (you can make it from boullion but it&#039;s not as good) and stir like a madman until it&#039;s mixed in good. it will probably all boil off. add a little more and stir. the key here is to add the liquid SLOWLY and mix it in QUICKLY or you&#039;ll end up with chunky gravy.&lt;br /&gt;
&lt;br /&gt;
eventually you&#039;ll end up with a panful of gravy. congrats! harder than it looks, eh?&lt;br /&gt;
&lt;br /&gt;
(You can work this process with chicken drippings too (IE the stuff in the bottom of a pan from a roast chicken. or turkey. whatever.), but you&#039;d want to parch the flour before ever adding the drippings because they&#039;re kinda juicy)&lt;br /&gt;
&lt;br /&gt;
=== Caramels ===&lt;br /&gt;
&lt;br /&gt;
Unlike the kind you buy in the store, these caramels are soft and have more depth of flavor.&lt;br /&gt;
&lt;br /&gt;
* 3/2 cups sugar&lt;br /&gt;
* 1/4 C corn syrup&lt;br /&gt;
* 1 C heavy whipping cream&lt;br /&gt;
* 4 tbsp butter&lt;br /&gt;
* 1/4 tsp salt (kosher or sea salt is preferable)&lt;br /&gt;
* 1/2 tsp vanilla&lt;br /&gt;
&lt;br /&gt;
Special tools: candy thermometer, wooden spoon, wax paper&lt;br /&gt;
&lt;br /&gt;
Combine cream, salt, and butter in a pot over low heat. Cook to melt the butter and incorporate it into the cream, stirring occasionally. Once butter is incorpoated, set aside.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, combine sugar and corn syrup in another pot, preferably double the size of the prior pot. Add enough water (1/8 C should work, precision is irrelevant) to turn this mixture to a thick slurry. Cook sugar slurry on highest heat. The syrup will vigorously boil, then settle, and eventually start to change colors. As soon as either the syrup turns amber or you see faint wisps of smoke, immediately (at arm&#039;s length) quench the syrup by dumping the cream onto it. The solution will boil vigorously, so try not to let it boil over the pot. Once the cream is incorporated, reduce heat to medium.&lt;br /&gt;
&lt;br /&gt;
At this point, your syrup will have lumped into a solid on the bottom of your pot. Stir until it dissolves into solution and you have a homogenous, tan-colored liquid. Add vanilla. Attach candy thermometer to pot and bring the candy to 250 degrees Fahrenheit (firm ball), stirring very infrequently so as not to induce premature crystallization. Pour the candy into a greased pan and let set for at least one hour in a cool, dry place. Using an offset spatula, butter knife, or other wide-bladed implement, cut the caramel into squares and wrap individually with wax paper. If you do not wrap them individually, they will adhese to each other.&lt;br /&gt;
&lt;br /&gt;
The flavor for this candy comes from two separate processes: the caramelization of sugar and the Maillard reaction. Heating the sugar slurry to amber color is caramelization - this adds &amp;quot;complexity&amp;quot; to the caramel flavor. Adding the cream initiates the Maillard reaction between sugar and protein molecules, causing a cascade of chemical reactions that results in a brown candy with an excellent flavor.&lt;br /&gt;
&lt;br /&gt;
This caramel is soft, which may not appeal to everyone. To stiffen the candy, either cook it to a slightly higher temperature (254 instead of 250 F, for example) or do not caramelize the sugar to as dark a color. The more caramelized the sugar, the more sucrose molecules break down, which means the weaker the crystal lattice created on setting, meaning a softer candy. One can actually get away with not caramelizing the sugar at all, electing simply to derive flavor from the Maillard process - this will result in a more plainly-flavored caramel resembling storebought.&lt;br /&gt;
&lt;br /&gt;
=== Chicken and Broccoli ===&lt;br /&gt;
&lt;br /&gt;
This is stir-fried goodness so make sure you have everything handy before you even start cooking. You will feel like a TV chef but this is ideal. Ingredients are listed in the order that you will use them!&lt;br /&gt;
&lt;br /&gt;
* [[#Rice]]&lt;br /&gt;
* Cooking oil&lt;br /&gt;
* Water&lt;br /&gt;
* ~1.25lb boneless chicken (about two breasts)&lt;br /&gt;
* Soy sauce&lt;br /&gt;
* A small amount of molasses&lt;br /&gt;
* OPTIONAL: 1 carrot, chopped&lt;br /&gt;
* OPTIONAL: 1 small sweet onion, chopped&lt;br /&gt;
* OPTIONAL: A small can of sliced water chestnuts or bamboo shoots&lt;br /&gt;
* ~1lb broccoli, chopped into florets -- Peel and slice the stems, they&#039;re good in here too.&lt;br /&gt;
* 2tbsp cornstarch dissolved in 1c water (If you want to be fancy, mix the cornstarch into chicken stock)&lt;br /&gt;
* Black pepper to taste&lt;br /&gt;
&lt;br /&gt;
* A very large frying pan (a wok is ideal)&lt;br /&gt;
* A tenderizing hammer or the flat side of a cleaver&lt;br /&gt;
* A sturdy spatula&lt;br /&gt;
&lt;br /&gt;
Slice your chicken into chopstickable pieces. Take each one and whack it good with your hammer or smash it under the cleaver. Put them in a mixture of a couple tablespoons of soysauce and one tablespoon molasses (or a good sprinkle of brown sugar). Marinate until you remember what you were doing before you got distracted (hint: cooking chicken &amp;amp; broccoli)&lt;br /&gt;
&lt;br /&gt;
Start the rice. 1 1/2 cups dry rice (+ 3 cups water) is probably enough to go with this meal but of course leftovers are nice.&lt;br /&gt;
&lt;br /&gt;
Add several tablespoons of oil to your frying pan and heat it until it just starts to smoke (burner probably all the way on high). Dump the chicken in and cook it. Be attentive! Ideally the pieces will just barely golden-brown before you move them around but you don&#039;t want to scorch them. Remove the chicken (and juices!) from the pan and set them aside.&lt;br /&gt;
&lt;br /&gt;
Heat another tablespoon or so of oil in your pan. (If using onions/carrots, fry them first, until the onions are cooked!) Add the broccoli and a several ounces of water. You should get a lot of steam. Turn the burner down to medium, mix it all up, and cover it for just a couple minutes until the broccoli is steamed to a lovely bright green.&lt;br /&gt;
&lt;br /&gt;
Add the chicken back in, along with its juices. (If using, add the bamboo shoots or water chestnuts here.) Add the cornstarch-water, a quantity of soy sauce, and maybe some black pepper. Bring to a boil so that the sauce darkens and the cornstarch thickens it up. If you want less sauce, add less water. If you want more sauce, add more water (and a tiny bit more cornstarch).&lt;br /&gt;
&lt;br /&gt;
Serve with freshly-steamed rice!&lt;br /&gt;
&lt;br /&gt;
=== Chicken Mountain ===&lt;br /&gt;
&lt;br /&gt;
* ~1lb boneless chicken&lt;br /&gt;
* Milk and an egg&lt;br /&gt;
* Italian breadcrumbs&lt;br /&gt;
* An onion&lt;br /&gt;
* Half a stick of butter&lt;br /&gt;
* A reasonably large frying pan and a spatula&lt;br /&gt;
* Egg noodles&lt;br /&gt;
* Mushrooms, garlic (optional)&lt;br /&gt;
* Salt and pepper to taste!&lt;br /&gt;
&lt;br /&gt;
Pour a quantity of milk (a cup or two) into a bowl and beat an egg into it&lt;br /&gt;
&lt;br /&gt;
Chop up the chicken into bite-size pieces and put soak it in the milk-egg mixture for.. oh, half an hour&lt;br /&gt;
&lt;br /&gt;
Melt the butter in the frying pan and get it hot (medium-high-ish)&lt;br /&gt;
&lt;br /&gt;
Chop up the onion (and mushrooms, if using. also press the garlic) and fry it in the butter!&lt;br /&gt;
&lt;br /&gt;
Coat the moistened chicken chunks with the breadcrumbs and add them to the delicious buttery onions already in the pan&lt;br /&gt;
&lt;br /&gt;
Reduce heat to medium and let the chicken cook, moving it around occasionally so it gets cooked on all its sides&lt;br /&gt;
&lt;br /&gt;
While the chicken is cooking, do the egg noodles&lt;br /&gt;
&lt;br /&gt;
When the chicken is done in the middles (no longer pink) dump it on the egg noodles and eat it!&lt;br /&gt;
&lt;br /&gt;
serve with green beans and a tall glass of milk!&lt;br /&gt;
&lt;br /&gt;
=== Fudge ===&lt;br /&gt;
&lt;br /&gt;
* 4 cups sugar&lt;br /&gt;
* 5 oz unsweetened baking chocolate&lt;br /&gt;
* 4.5 oz light corn syrup&lt;br /&gt;
* 6 oz whole milk&lt;br /&gt;
* 1 tsp vanilla extract&lt;br /&gt;
* 3 tbsp unsalted butter&lt;br /&gt;
&lt;br /&gt;
Special tools: wooden spoon, candy thermometer&lt;br /&gt;
&lt;br /&gt;
Get a large pot. In this pot, combine the sugar, chocolate, corn syrup, and milk. You want to have a slurry with blocks of chocolate floating in it. Your pot should be large enough to accomodate quadruple the volume of this slurry, as it will rise drastically upon boiling. Apply medium to high heat, stirring occasionally, to melt the chocolate. Continue applying heat until the slurry comes to a boil. Attach the candy thermometer and drop the heat to medium to medium-low. The candy must be brought to 238 degrees Fahrenheit, +/- 1 degree. Lower the heat as you approach the target temperature to reduce the risk of overshooting. To avoid inaccurate temperature readings, be sure that your eyes are level with the thermometer when taking a reading. Stir continuously to ensure heat is evenly distributed. Scrape down the sides of the pot periodically to prevent buildup of sugar crystals. Once you hit the target temperature, remove the pot from the heat and remove the spoon but not the thermometer. Wash the spoon.&lt;br /&gt;
&lt;br /&gt;
The candy will rest 10 to 40 minutes as the temperature in the pot drops to 185 degrees Fahrenheit. While you are waiting for the candy to reach the target temperature, chop the butter into small pieces and bring it to room temperature. Get a 9x13&amp;quot; pan and thoroughly grease it (don&#039;t use the butter you just chopped). Make sure your wooden spoon is clean - i.e., make sure there are no sugar crystals or residual chocolate on it.&lt;br /&gt;
&lt;br /&gt;
Once the candy reaches 185 degrees, remove the thermometer, dump in the butter and vanilla, and begin stirring briskly. You must never stop stirring. Expect to stir anywhere from 3 to 15 minutes, and, if necessary, switch your arms or ask a friend to help. Watch the surface of the candy diligently, and as soon as it reaches a matte texture, immediately pour it out into the 9x13&amp;quot; pan. Do not scrape down the sides of the pot. Move the pan to a cool, dry place and let the fudge set for at least two hours but not more than a day.&lt;br /&gt;
&lt;br /&gt;
Invert the pan over wax paper, and the fudge should fall out. Use a pizza cutter or sharp knife to first score, and then cut, the fudge into chunks of desired size. If you want to keep your fudge soft, seal it away from air and freeze for long-term storage. If you want firmer fudge, such as if you are shipping it, let the chunks dry out for several days in a cool, dry place.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
=== Meatloafballs ===&lt;br /&gt;
&lt;br /&gt;
* 1/3-1/2 of a bell pepper (chopped tiny; food processor!)&lt;br /&gt;
* 1/2 a medium yellow onion (also chopped tiny)&lt;br /&gt;
* 1lb ground beef&lt;br /&gt;
* 1 egg&lt;br /&gt;
* black pepper, a clove of garlic (pressed/crushed), a shot of worcestershire sauce&lt;br /&gt;
* about 2/3c breadcrumbs&lt;br /&gt;
* a frying pan and a spatula&lt;br /&gt;
&lt;br /&gt;
Combine the first 5 ingredients in a large bowl!&lt;br /&gt;
&lt;br /&gt;
Add -most- of the breadcrumbs and mix everything together by hand (this is a little messy). What you&#039;re looking for is a mixture of meat and crumbs and egg and everything else that is squishy enough to form into cohesive balls, but not so squishy that the balls turn into blobs. Too squishy = more breadcrumbs!&lt;br /&gt;
&lt;br /&gt;
Take small portions of this big bowl of savory uncooked meat and form it into balls about 1 inch in diameter (or patties! see variations, below) Put them.. somewhere!&lt;br /&gt;
&lt;br /&gt;
Wash your hands&lt;br /&gt;
&lt;br /&gt;
Take your frying pan, and put just enough oil in it to grease the bottom (about 1tbsp; this meat mixture is not as fatty as ordinary hamburgers, and can maybe use a little assistance. if you&#039;re using a nonstick pan or really cheap [ie fatty] beef you can probably do without the oil)&lt;br /&gt;
&lt;br /&gt;
Heat the frying pan up to medium-high heat (everything cooks at medium-high!) and place the balls in it! They will sizzle happily.&lt;br /&gt;
&lt;br /&gt;
Move the balls around occasionally so that they cook evenly on their various sides (they might become a little angular and not stay perfectly round; this is fine!)&lt;br /&gt;
&lt;br /&gt;
When the balls are browned on the outside and not pink on the inside (you can cut one open to check), take them out and place them on a paper towel&lt;br /&gt;
&lt;br /&gt;
Serve with freshly-fried french fries and a dill pickle!&lt;br /&gt;
&lt;br /&gt;
VARIATIONS: You can change this recipe into one for Meatloafburgers with a simple change! Instead of forming balls, form patties. Pan-fry as you would any other burger and serve them on a toasted bun.&lt;br /&gt;
&lt;br /&gt;
OR, serve the meatballs on top of a pile of egg noodles and smother them with gravy! (garnish with parsley) You&#039;d have to prepare the gravy in advance, since these meatballs don&#039;t create a whole lot of drippings.&lt;br /&gt;
&lt;br /&gt;
=== Meringue Cookies ===&lt;br /&gt;
&lt;br /&gt;
Low calorie, airy things that crunch in a satisfying manner.&lt;br /&gt;
&lt;br /&gt;
* 3 eggs whites&lt;br /&gt;
* 3/4 cups sugar&lt;br /&gt;
* 1/4 tsp cream of tartar&lt;br /&gt;
* 1/4 tsp almond extract&lt;br /&gt;
&lt;br /&gt;
Special tools: hand mixer&lt;br /&gt;
&lt;br /&gt;
Preheat oven to 225 degrees. Take egg whites to room temperature. Remove chalaza (white ropy things) and other impurities, if necessary. Beat eggs briefly until foam forms. Add cream of tartar and flavoring. Beat to stiff peaks. 1/4 C at a time, incorporate sugar. Beat until thoroughly incorporated. Using two spoons, transfer meringue to baking sheet lined with parchment paper in mounds of desired shape and size. If you do not have parchment paper, wax paper should also work. Bake the meringues for two hours or until a toothpick inserted into a meringue comes out clean. Store in a dry environment.&lt;br /&gt;
&lt;br /&gt;
A meringue is mostly composed of the air that is beaten into it. This allows for a surprising volume of food to be prepared from minimal ingredients. The cream of tartar increases the acidity of the meringue, which, due to properties of egg protein, stabilizies the egg-air matrix. The egg whites must be at room temperature for similar reasons: the whites will not be able to support the air, otherwise.&lt;br /&gt;
&lt;br /&gt;
Egg yolks can be frozen for future use.&lt;br /&gt;
&lt;br /&gt;
Interestingly, air pockets will sometimes form inside meringues. This is a consequence of too much heat causing the outside to cook faster than the inside. It is generally undesirable.&lt;br /&gt;
&lt;br /&gt;
=== Some Kinda Pork Chops (good) ===&lt;br /&gt;
&lt;br /&gt;
* 1lb to 1.5lb Pork chops&lt;br /&gt;
* A mediumish yellow onion&lt;br /&gt;
* A small can of diced tomatoes OR a diced tomato(Optional)&lt;br /&gt;
* 1/4c Flour&lt;br /&gt;
* 1tbsp each Garlic powder &amp;amp; Black pepper (1/4c flour, 1tbsp garlic/pepper)&lt;br /&gt;
* [[#Rice]]&lt;br /&gt;
* Soysauce, Water, A little bit of oil (any sort)&lt;br /&gt;
&lt;br /&gt;
Mix flour, garlic powder, pepper, and put it somewhere&lt;br /&gt;
&lt;br /&gt;
Get pork chops (with bones or without)&lt;br /&gt;
&lt;br /&gt;
Put a couple tablespoons of oil in a frying pan and heat it up (to medium-high)&lt;br /&gt;
&lt;br /&gt;
Coat pork chops in flour (put flour on plate, put porkchops on flour. flip around!)&lt;br /&gt;
&lt;br /&gt;
Put porkchops in a cold oily pan, turn on the heat to about medium, and flip them occasionally until they are cooked through&lt;br /&gt;
&lt;br /&gt;
Add about 1/3 cup of water and several generous splashes of soysauce to the pan, and then dumped chopped onion (and tomato, if using) all over the top of it. cover and simmer for around half an hour on low heat. Flip them over at some point.&lt;br /&gt;
&lt;br /&gt;
Dump on rice, eat!&lt;br /&gt;
&lt;br /&gt;
=== Steamed Cabbage ===&lt;br /&gt;
&lt;br /&gt;
This is a tasty and cheap cheap CHEAP side dish (cabbages are, like, a buck per head most places)&lt;br /&gt;
&lt;br /&gt;
* A quantity of cabbage &lt;br /&gt;
* A small amount of finely-chopped onion (1/3c)&lt;br /&gt;
* Cooking oil&lt;br /&gt;
* Salt, pepper, and sugar&lt;br /&gt;
* Water&lt;br /&gt;
* A large frying pan&lt;br /&gt;
&lt;br /&gt;
Get a big heavy knife or a cleaver and shred your cabbage into thin strips! Just cut slices off the side of the head and then chop them a little more crossways. Rinse this pile off, sprinkle it with salt, and let it sit aside for a bit in a bowl or wherever. You&#039;ll want about a big double handful of shredded cabbage.&lt;br /&gt;
&lt;br /&gt;
Put a quantity of oil into your frying pan and get it up to a little hotter than medium heat. (PROTIP: For extra deliciousness, fry several strips of bacon in the pan first, and then use the bacon grease instead of normal oil! also you get bacon!)&lt;br /&gt;
&lt;br /&gt;
Sautee the onion bits until they start to get cooked, then add all the cabbage, just a pinch of sugar, and black pepper. Mix it all up and fry it for about a minute or two. Then add just a tablespoon or two of water and put a lid on your pan (or just some foil over top).&lt;br /&gt;
&lt;br /&gt;
Wait. After a few minutes, eat it! It&#039;s good!&lt;br /&gt;
&lt;br /&gt;
Serve with whole-wheat bread, sausages, and dark beer!&lt;br /&gt;
&lt;br /&gt;
=== Worms and Dirt ===&lt;br /&gt;
&lt;br /&gt;
* A pot AND a pan&lt;br /&gt;
* Lipton&#039;s Beefy Onion soup mix&lt;br /&gt;
* 1lb ground beef&lt;br /&gt;
* Egg noodles&lt;br /&gt;
* Onion, water, some cornstarch (or ordinary flour)&lt;br /&gt;
* Worcestershire sauce, garlic powder (optional)&lt;br /&gt;
&lt;br /&gt;
Brown beef with chopped-up onions in frying pan (medium-high heat; just keep stirring it around until it&#039;s not pink anymore and the onions are starting to turn clear) and drain (the careful application of spatula to side of slightly-tilted frying pan over a small container [or your sink if you don&#039;t care about the sewer system/your septic tank] works fantastically. don&#039;t worry if you don&#039;t get it all, just get -most- of the grease out) Add worcestershire sauce and garlic powder if you&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
Add about half a packet of the beefy onion soup mix stuff and then about 2/3 cup (maybe more? maybe less? your discretion!) of water with about a spoon of cornstarch mixed in (cold water or it wont dissolve. 2 spoons if you&#039;re using normal flour)&lt;br /&gt;
&lt;br /&gt;
mix it all up and let it simmer while you cook the egg noodles (you should be able to handle egg noodles on your own!)&lt;br /&gt;
&lt;br /&gt;
dump meaty onioney flavorful sauce all over noodles and enjoy (garnish with a sprig of parsley and serve with crusty bread if you want to look fancy)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineer Rush ===&lt;br /&gt;
&lt;br /&gt;
*eggs&lt;br /&gt;
*milk&lt;br /&gt;
*salt pepper to taste&lt;br /&gt;
*cooked bacon (best when cooked in the oven and not overly crisp)&lt;br /&gt;
* One or two bacon slices uncooked&lt;br /&gt;
* some sort of cheese (your choice)&lt;br /&gt;
Optional:&lt;br /&gt;
*diced onions&lt;br /&gt;
*diced tomatoes&lt;br /&gt;
*sliced mushrooms&lt;br /&gt;
&lt;br /&gt;
In a large frying pan or skillet cook uncooked bacon. Save the bacon drippings.&lt;br /&gt;
&lt;br /&gt;
In the bacon drippings or cooking oil, sauté the onions, mushrooms and tomatoes. In a medium bowl scramble the eggs, add a little milk (makes fluffy eggs) salt and pepper. Tear or chop bacon into bite size pieces and add them to the frying pan. Pour in eggs, add cheese, then scramble! &lt;br /&gt;
&lt;br /&gt;
Serve with pancakes or waffles for a wonderful breakfast (or fun dinner)&lt;br /&gt;
&lt;br /&gt;
=== Fried Rabite and Hush Puppies ===&lt;br /&gt;
&lt;br /&gt;
*Boneless Skinless chicken breast or tenderloins&lt;br /&gt;
*Hushpuppy mix (found with flour) or corn meal&lt;br /&gt;
*Flour&lt;br /&gt;
*Salt&lt;br /&gt;
*Pepper&lt;br /&gt;
*Chili powder (optional)&lt;br /&gt;
*Cooking oil&lt;br /&gt;
*Milk&lt;br /&gt;
*Egg&lt;br /&gt;
&lt;br /&gt;
Mix the milk, egg(s), salt and pepper in a medium bowl. Let the chicken sit in the bowl for a few minutes. Mix ¼ cup hushpuppy mix, ¼ cup flower, 1/8 cup chili powder salt and pepper in container with a lid or Ziploc baggie. Heat the cooking oil in frying pan (about ½ in depth). Place the chicken pieces, usually just a few at a time into the container and shake until the chicken is thoroughly coated in the mix. Place the chicken into the oil (make sure oil is hot, test by placing a pinch of flour into the oil, if it sizzles or bubbles, the oil is ready). Cook about 3-4 minutes on each side, but no longer pink in the center. &lt;br /&gt;
&lt;br /&gt;
While this is cooking, follow packaging directions on the hushpuppy mix (be sure to let the mix sit for at least 5 minutes). &lt;br /&gt;
&lt;br /&gt;
Serve! A very southern home meal when cooked with mash potatoes (not from a box, the real deal!), sweet peas, and corn on the cob.&lt;br /&gt;
&lt;br /&gt;
=== Crimbo Cookies ===&lt;br /&gt;
* 3c Flour&lt;br /&gt;
* 1 1/2tsp ground ginger&lt;br /&gt;
* 1 1/2tsp ground cinnamon&lt;br /&gt;
* 1/2 tsp ground cloves&lt;br /&gt;
* 3/4 tsp baking soda&lt;br /&gt;
&lt;br /&gt;
* 1/2c white sugar&lt;br /&gt;
* 1 stick margarine (room temperature)&lt;br /&gt;
* 1 large egg (also room temperature)&lt;br /&gt;
* 2/3c Molasses (if this is not room temperature you will not be able to get it into the measuring cup so lol @ u)&lt;br /&gt;
&lt;br /&gt;
* Two bowls&lt;br /&gt;
* Mixing equipment (EG your arms and a big fork)&lt;br /&gt;
* A cookie sheet&lt;br /&gt;
* An oven and a timer&lt;br /&gt;
&lt;br /&gt;
Whisk together the first five ingredients (all the dry stuff except the sugar) in a bowl. You can vary the spice ratio or use different spices altogether if you see fit!&lt;br /&gt;
&lt;br /&gt;
Cream together the sugar and margarine in a different bowl (mix &#039;em up real good). Then add the molasses and the egg and mix those in. Gradually incorporate the flour mixture until you get a nice sticky, brown, homogenous dough.&lt;br /&gt;
&lt;br /&gt;
Divide the dough into two or three parts, wrap it in plastic wrap and leave it in the fridge for a few hours. This firms the dough up enough to make it workable. Dividing it up ensures that you can finish rolling it out before it warms back up all the way!&lt;br /&gt;
&lt;br /&gt;
Later, preheat your oven and apply cookie-shaped dough wads to a cookie sheet. You could flour up a surface and roll the dough out and cut it into decorative shapes, or you could just roll out balls and smoosh them on the pan such that they flatten out. &lt;br /&gt;
&lt;br /&gt;
Bake for 8-12 minutes at 350 degrees. Let them cool on the pan for a few minutes before pulling them off and devouring them (or mailing them to your friends!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wutai&#039;s Oriental Beef ===&lt;br /&gt;
Keep in mind this recipe is for 4 people, but who&#039;s gonna complain if there is leftovers? &lt;br /&gt;
&lt;br /&gt;
* 1 teaspoon sesame seeds&lt;br /&gt;
* 1 tablespoon soy sauce&lt;br /&gt;
* 1 tablespoon cornstarch&lt;br /&gt;
* 2 cloves garlic, minced&lt;br /&gt;
* 1 pound Beef Round Steak/ Top Round Steak, cut into thin strips,  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 3/4 cup water&lt;br /&gt;
* 2 tablespoons soy sauce&lt;br /&gt;
* 2 1/2 teaspoons cornstarch&lt;br /&gt;
* 1/2 teaspoon white sugar&lt;br /&gt;
* 1 teaspoon red pepper flakes&lt;br /&gt;
* 2 tablespoons vegetable oil, divided&lt;br /&gt;
* 2 carrots, thinly sliced&lt;br /&gt;
* 1 bunch green onions, cut into 2 inch pieces&lt;br /&gt;
* 1 cup of frozen Snow Peas/Snap Peas&lt;br /&gt;
* Make enough white rice for 4 people, following the instructions on the box of rice. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In a dry skillet over medium heat, toast sesame seeds for 1 to 2 minutes, or until the seeds begin to turn golden brown; set aside. &lt;br /&gt;
&lt;br /&gt;
In a medium bowl, mix together 1 tablespoon soy sauce, 1 tablespoon cornstarch, and minced garlic. After mixing this together then put your steak strips in to marinade. Let stand for at least 10 minutes.&lt;br /&gt;
&lt;br /&gt;
In a separate small bowl, mix together water, 2 tablespoons soy sauce, 2 1/2 teaspoons cornstarch, sugar, the toasted sesame seeds, and red pepper flakes; set aside. &lt;br /&gt;
&lt;br /&gt;
It is best to start making your white rice now, and be sure to make enough for 4 people. Following the directions found on your rice package, or your box.&lt;br /&gt;
&lt;br /&gt;
Heat 1 tablespoon of oil in a wok or large skillet over High heat. Cook and stir beef in hot oil for 3 minutes, or until cooked, depending on how thin you slice the steak normally 1/4 of an inch thick ; remove and place in a bowl. &lt;br /&gt;
&lt;br /&gt;
Heat 1 tablespoon of oil in the same pan as you just used for the steak. At a Medium High to High saute carrots, white part of green onions and snow peas/snap peas for 2 minutes. Stir in green parts of the green onion, and saute for 1 minute. Now stir in sesame seed mixture ,you set aside earlier, and add your steak strips. Stir and cook this until sauce boils and thickens.&lt;br /&gt;
&lt;br /&gt;
Lastly place your cooked white rice on your plates, and put your Wutai&#039;s Oriental Beef on top of the rice. You&#039;re all finished... I hope you enjoy this Recipe   -Dagas&lt;br /&gt;
&lt;br /&gt;
=== Spicy Chocolate Agar ===&lt;br /&gt;
&lt;br /&gt;
This recipe requires some specialty ingredients, but if you like &amp;quot;Mayan&amp;quot;-style chocolate, you&#039;re likely to enjoy this. Various hot sauces can be substituted for the PureCap, but PureCap provides a desirable &amp;quot;clean&amp;quot; and hot sensation. Guar gum and agar can be purchased through molecular gastronomy suppliers such as www.lepicerie.com.&lt;br /&gt;
&lt;br /&gt;
* 20 g sugar&lt;br /&gt;
* 1 g guar gum&lt;br /&gt;
* 4 tbsp cocoa powder&lt;br /&gt;
* 4 drops PureCap (1% capsaicin)&lt;br /&gt;
* 200 mL water&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 4 g agar&lt;br /&gt;
* 200 mL water&lt;br /&gt;
&lt;br /&gt;
To an immersion blender, combine sugar, guar, and cocoa powder. Add 200 mL water. Pulse immersion blender until mixture is thoroughly combined and thickened. With spoon, stir in PureCap, being careful to not spill any on yourself. Set aside.&lt;br /&gt;
&lt;br /&gt;
Combine agar and 200 mL water in measuring cup. Heat in microwave 1 minute, stir, and repeat as necessary until water comes to a sustained boil. It is important to punctuate heating with stirring to avoid superheated water from violently boiling out of the measuring cup.&lt;br /&gt;
&lt;br /&gt;
Pour the guar solution into the still-hot agar solution, stirring to combine. Pour into desired molds such as ice cube trays or baking pan. Let cool to solidify.&lt;br /&gt;
&lt;br /&gt;
=== Magical Flying Salmon Cakes ===&lt;br /&gt;
&lt;br /&gt;
* 14.75oz can of salmon&lt;br /&gt;
* 1/2c panko breadcrumbs (regular breadcrumbs work fine too)&lt;br /&gt;
* one chicken egg&lt;br /&gt;
* herbs and spices (see below)&lt;br /&gt;
* plenty of oil&lt;br /&gt;
* frying pan&lt;br /&gt;
* canned fish doesn&#039;t usually need any additional salt&lt;br /&gt;
&lt;br /&gt;
Open the can of salmon and drain it. Dump the fish into a large-ish bowl and mash it up a bit with a fork. The skin and bones will be very soft and easy to mash up, but can be picked out if you are squeamish. &lt;br /&gt;
&lt;br /&gt;
Mix in the egg, then mix in the breadcrumbs and seasonings. Use your hands to form the mixture into about six to eight patties.&lt;br /&gt;
&lt;br /&gt;
Heat up some oil in a frying pan to medium heat. Shallow-fry the cakes in two or three batches, for a few minutes on either side until golden brown. Place on a paper towel to drain off excess oil.&lt;br /&gt;
&lt;br /&gt;
* Truce flavor: Tarragon, lemon zest, and capers&lt;br /&gt;
* Viorar flavor: Chopped green onion, thyme, and cayenne&lt;br /&gt;
* Rogueport flavor: Parsley, dill, and ground black pepper&lt;br /&gt;
* Lasacul flavor: Swap the salmon for a 15oz can of chub mackerel, then use finely minced white onion and a tiny pinch of nutmeg&lt;br /&gt;
* Caspia flavor: Fresh cilantro/coriander, lime, and finely minced bell pepper&lt;br /&gt;
* Gold City flavor: Smoked paprika, garlic, and plenty of turmeric; Garnish with gold leaf&lt;br /&gt;
&lt;br /&gt;
===Luigi&#039;s Cucco Spaghetti===&lt;br /&gt;
&lt;br /&gt;
in development!&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mabe_Village&amp;diff=4878</id>
		<title>Mabe Village</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mabe_Village&amp;diff=4878"/>
		<updated>2024-07-02T03:53:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* The Great Explorer Luigi Says */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #66cc33 |  picture = mabe2.png | name = Mabe Village | source = Link&#039;s Awakening | builder = Benamas | level range = 21-36 | linked = Yes }}&lt;br /&gt;
&lt;br /&gt;
Mabe Village is in [[Fa&#039;Diel]]. It is near the [[Sulfataska Mountains]], [[The Veldt]], and [[McNeil Woods]].&lt;br /&gt;
&lt;br /&gt;
==Sights==&lt;br /&gt;
&lt;br /&gt;
There&#039;s some kind of shrine that is not in use and a house equipped with a high tech crane game! Local stores sell farming clothes and healing supplies too.&lt;br /&gt;
&lt;br /&gt;
==Travel==&lt;br /&gt;
&lt;br /&gt;
Mabe Village is a frequent stop for travelers as one must pass through it to cross between Fa&#039;Diel and Guardia. It connects the [[Sulfataska Mountains]], [[The Veldt]], and [[McNeil Woods]] together.&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
&lt;br /&gt;
Human villagers and cuccos live here. The kids are always playing outside while an old man enjoys toying with his phone.&lt;br /&gt;
&lt;br /&gt;
==Law, Politics, and Government==&lt;br /&gt;
&lt;br /&gt;
The villagers tend to themselves for their daily needs, but Mabe Village is in Fa&#039;Diel territory.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
Grounded for mischief, a boy idled about in his room one day when a blue cucco flew through his window and began asking him questions:&lt;br /&gt;
&lt;br /&gt;
- Have you gotten the best prize from the Trendy Game?&lt;br /&gt;
&lt;br /&gt;
- Given a Yoshi Doll to Mamahl&#039;s baby?&lt;br /&gt;
&lt;br /&gt;
- Returned a child&#039;s missing BB Gun?&lt;br /&gt;
&lt;br /&gt;
- Rescued Madam Meowmeow&#039;s pet?&lt;br /&gt;
&lt;br /&gt;
- And made a cell phone call to Grandpa Ulrira?!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Great Explorer Luigi Says==&lt;br /&gt;
[[file:luigi.jpg|left]]&lt;br /&gt;
&amp;quot;Luigi was able to score-a good handful-a healing potions while playing the crane game! The local store sells a-ffective potions too for explorers heading into [[McNeil Woods]]. Blue Cuccos contain lots-a meat, perfect for [[Recipes#Luigi&#039;s_Cucco_Spaghetti|Luigi&#039;s Cucco Spaghetti]]!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mabe_Village&amp;diff=4877</id>
		<title>Mabe Village</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mabe_Village&amp;diff=4877"/>
		<updated>2024-07-02T03:52:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* The Great Explorer Luigi Says */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #66cc33 |  picture = mabe2.png | name = Mabe Village | source = Link&#039;s Awakening | builder = Benamas | level range = 21-36 | linked = Yes }}&lt;br /&gt;
&lt;br /&gt;
Mabe Village is in [[Fa&#039;Diel]]. It is near the [[Sulfataska Mountains]], [[The Veldt]], and [[McNeil Woods]].&lt;br /&gt;
&lt;br /&gt;
==Sights==&lt;br /&gt;
&lt;br /&gt;
There&#039;s some kind of shrine that is not in use and a house equipped with a high tech crane game! Local stores sell farming clothes and healing supplies too.&lt;br /&gt;
&lt;br /&gt;
==Travel==&lt;br /&gt;
&lt;br /&gt;
Mabe Village is a frequent stop for travelers as one must pass through it to cross between Fa&#039;Diel and Guardia. It connects the [[Sulfataska Mountains]], [[The Veldt]], and [[McNeil Woods]] together.&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
&lt;br /&gt;
Human villagers and cuccos live here. The kids are always playing outside while an old man enjoys toying with his phone.&lt;br /&gt;
&lt;br /&gt;
==Law, Politics, and Government==&lt;br /&gt;
&lt;br /&gt;
The villagers tend to themselves for their daily needs, but Mabe Village is in Fa&#039;Diel territory.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
Grounded for mischief, a boy idled about in his room one day when a blue cucco flew through his window and began asking him questions:&lt;br /&gt;
&lt;br /&gt;
- Have you gotten the best prize from the Trendy Game?&lt;br /&gt;
&lt;br /&gt;
- Given a Yoshi Doll to Mamahl&#039;s baby?&lt;br /&gt;
&lt;br /&gt;
- Returned a child&#039;s missing BB Gun?&lt;br /&gt;
&lt;br /&gt;
- Rescued Madam Meowmeow&#039;s pet?&lt;br /&gt;
&lt;br /&gt;
- And made a cell phone call to Grandpa Ulrira?!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Great Explorer Luigi Says==&lt;br /&gt;
[[file:luigi.jpg|left]]&lt;br /&gt;
&amp;quot;Luigi was able to score-a good handful-a healing potions while playing the crane game! The local store sells a-ffective potions too for explorers heading into [[McNeil Woods]]. Blue Cuccos contain lots-a meat, perfect for [[Luigi&#039;s Cucco Spaghetti|Recipes#Luigi&#039;s_Cucco_Spaghetti]]!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=The_Veldt&amp;diff=4876</id>
		<title>The Veldt</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=The_Veldt&amp;diff=4876"/>
		<updated>2024-07-02T03:51:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* The Great Explorer Luigi Says */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #669900 | picture = Veldt.jpg | name = The Veldt | source = Final Fantasy 3 | builder = Versalia &amp;amp; Kuponzaa | level range = 36-40 | linked = Yes | caption = Mr. Thou not included. }}&lt;br /&gt;
&lt;br /&gt;
The Veldt is a sprawling grassland which takes up a large portion of central [[Fa&#039;Diel]].&lt;br /&gt;
&lt;br /&gt;
== Sights ==&lt;br /&gt;
A popular sight on the Veldt is the random giant spire sticking out of the ground that no one seems to care about.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
Located east of the Oreyndur Forest and south of [[Mabe Village]], the Veldt is a necessary place to pass through for travelers heading for Guardia.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Flying arclings, protective Buffalax, and giant moogle eating Behemoths make up the population here. It is also a popular place for Hunters to find prey to hang on their walls.&lt;br /&gt;
&lt;br /&gt;
== Law, Government, and Politics ==&lt;br /&gt;
The Veldt is part of [[Fa&#039;Diel]] but no government force polices it. There&#039;s only one rule in the wild: eat or be eaten.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
An unusual boy has been seen wandering around the Veldt seemingly troubled about something. Perhaps someone can assist him?&lt;br /&gt;
&lt;br /&gt;
== The Great Explorer Luigi Says ==&lt;br /&gt;
[[file:luigi.jpg|left]]&lt;br /&gt;
&amp;quot;The Buff-alax will assist one another in-a fight, so Luigi takes them out when they&#039;re a-lone. Behemoths go berserk after-a while, which will restore their energy. Blizzara materia from [[Cosmo Canyon]] is-a good thing to use a-gainst the hunters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Lete_River&amp;diff=4875</id>
		<title>Lete River</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Lete_River&amp;diff=4875"/>
		<updated>2024-07-02T03:51:23Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* The Great Explorer Luigi Says */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #369 | picture = lete.jpg | name = Lete River | source = Final Fantasy 3 but not really | builder = Benamas | level range = 6-10 | linked = Yes | caption = Now with less octopuses!}}&lt;br /&gt;
&lt;br /&gt;
The Lete River flows from the [[Loftarasa Range]] south towards the [[Western Sea]]. It runs through [[Truce Canyon]] before opening into the ocean near [[Wutai]].&lt;br /&gt;
&lt;br /&gt;
==Travel==&lt;br /&gt;
The Lete River Road runs from the base of the natural bridge in Truce Canyon, all the way to the beach near Wutai.&lt;br /&gt;
&lt;br /&gt;
==Sights==&lt;br /&gt;
As the road, alongside the river exists mostly to get from one place to another, there&#039;s not a lot of interest on the way. A camping area exists for those who need to rest during the journey. There&#039;s good fishing to be had in the area, too!&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Bellsprouts, Cheep Cheeps, and mollusks are scattered around the area going about their daily lives in relative peace.&lt;br /&gt;
&lt;br /&gt;
==Law, Politics, and Government==&lt;br /&gt;
The Lete River is part of Guardia territory.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
Two fishermen once spent a day along the river&#039;s edge, fishing away without a care in the world. One asked the other:&lt;br /&gt;
&lt;br /&gt;
- Have you gone lumberjacking for Mycroft?&lt;br /&gt;
&lt;br /&gt;
- Or found someone in the swamp?&lt;br /&gt;
&lt;br /&gt;
- Or battled Boss Bass?!&lt;br /&gt;
&lt;br /&gt;
==The Great Explorer Luigi Says==&lt;br /&gt;
[[file:luigi.jpg|left]]&lt;br /&gt;
&amp;quot;Luigi buys some activated charcoals in [[Truce]] before diving in-the river because Bellsprouts like-ta poison him. Certain parts of-the river are un-available without a raft or-a lily pad. He went-a fishing using-a pole and bait he bought in [[Crysta]]!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Goreomemu_Swamp&amp;diff=4874</id>
		<title>Goreomemu Swamp</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Goreomemu_Swamp&amp;diff=4874"/>
		<updated>2024-07-02T03:51:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* The Great Explorer Luigi Says */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #060 | picture = gorswamp.jpg | source = Original | linked = Yes | builder = Versalia | level range = 61-70 | caption = Oh my bog, haven&#039;t we been here before? I know I stepped on that lillypad!}}&lt;br /&gt;
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This is a big awful swamp where all sorts of monsters and a horrible witch live.&lt;br /&gt;
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Ostensibly named after the dread [[Sorceress]] [[Goreomemu]]&lt;br /&gt;
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==Sights==&lt;br /&gt;
&lt;br /&gt;
The Witch Tree can be seen somewhere in the swamp, the home of a variety of exotic dragonflies. The dark and foreboding shadow plane makes a good selfie spot, too. Or for brooding.&lt;br /&gt;
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==Travel==&lt;br /&gt;
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The swamp can be reached from [[Lorien Highlands]], but the entrance is difficult to find. Traversing the swamp itself is a task for the patient, as swamps tend to be hazardous.&lt;br /&gt;
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==Inhabitants==&lt;br /&gt;
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Monstrous insects dominate the swamp and some wicked imps are scattered about too. &lt;br /&gt;
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==Law, Order, and Politics==&lt;br /&gt;
Due to its hazards and its location, the greater powers of the cleft lay no claim to this swamp, which leaves it to the witch Goreomemu. Who it is named after.&lt;br /&gt;
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==Quests==&lt;br /&gt;
The Sorceress Goreomemu is a wicked witch who hides from the world, perhaps with good reason. Maybe a heroic adventurer can find her and dispense justice?&lt;br /&gt;
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==The Great Explorer Luigi Says==&lt;br /&gt;
[[file:luigi.jpg|left]]&lt;br /&gt;
&amp;quot;Wind attacks work well here, but Luigi has lost lots-a mana to Osmosis. When navigating-a large place, Luigi leaves behind some coins to help him keep-a track of where he&#039;s been.&amp;quot;&lt;br /&gt;
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[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Expellian_Island&amp;diff=4873</id>
		<title>Expellian Island</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Expellian_Island&amp;diff=4873"/>
		<updated>2024-07-02T03:50:59Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* The Great Explorer Luigi Says */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #ff33ff | picture = Expell.png | name = Expellian Island | source = Star Ocean 2 + Extras | builder = Lilly, Benamas | level range = 90+ | linked = Yes | caption = Totally ordinary dungeon. }}&lt;br /&gt;
&lt;br /&gt;
The Expellian Island is an unremarkable island in the southern [[Gliese Ocean]]. It is often the location where expert adventurers reach the peak of their strength.&lt;br /&gt;
==Sights==&lt;br /&gt;
There is a small cave with a statue inside. This cave, the Cave of Trials, has a big metal grate leading to god knows where, deep within the earth.&lt;br /&gt;
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==Travel==&lt;br /&gt;
There&#039;s a Zora at a nearby island who can help you reach this place...inquire with the residents of the nearby islands to find him!&lt;br /&gt;
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==Inhabitants==&lt;br /&gt;
Many powerful creatures inhabit this place. Visitors should be prepared for anything.&lt;br /&gt;
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==Law, Politics, and Government==&lt;br /&gt;
The only law here is the law of nature: survival of the fittest.&lt;br /&gt;
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==Quests==&lt;br /&gt;
After a long flight, a curious kirby once entered the Cave of Trials before being stopped by a gentleman wearing a top hat. After discussing his joy of solving the puzzles within, he offered this advice to the gluttonous spelunker: &lt;br /&gt;
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- You must make it to the halfway checkpoint.&lt;br /&gt;
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- Then you must defeat the nightmare.&lt;br /&gt;
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==The Great Explorer Luigi Says==&lt;br /&gt;
[[file:luigi.jpg|left]]&lt;br /&gt;
&amp;quot;Luigi has-a great respect for those who reach this-a point. The only way ta-go is ta-go forward, to the end. Everything an explorer has-a had to do will be-a tested. Bring plenty-a potions and move cautiously. Expert explorers enter-tha Cave of Trials and leave as masters.&amp;quot;&lt;br /&gt;
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[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Coronar_Lowlands&amp;diff=4872</id>
		<title>Coronar Lowlands</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Coronar_Lowlands&amp;diff=4872"/>
		<updated>2024-07-02T03:50:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* The Great Explorer Luigi Says */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #006600 | picture = lowlands.png| name = Coronar Lowlands | source = Secret of Mana| builder = Lilly + Benamas| level range = 31-35| linked = Yes | caption = Natural beauty you are sure to Like Like}}&lt;br /&gt;
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The Coronar Lowlands is a mountainous region in [[Fa&#039;Diel]].&lt;br /&gt;
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== Sights ==&lt;br /&gt;
An obscure cannon has been set up near the Oreyndur Forest, maintained by an eccentric man who deals with only seasoned adventurers. There&#039;s also a good view of the neighboring towns, [[Arlia]] and [[Tonoe]]!&lt;br /&gt;
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== Travel ==&lt;br /&gt;
The Coronar Lowlands are a little north of the [[Donut Plains]], just on the other side of [[Tonoe]]. It rests near the Oreyndur Forest, on the northwestern side of [[The Veldt]].&lt;br /&gt;
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== Inhabitants ==&lt;br /&gt;
There aren&#039;t any particularly important settlements in the Coronar Lowlands other than a lone house and a workshop. Matango Geomancers feel a deep bonding to the plains and can often be seen throughout the area. It is also the home to creatures such as silktails, needlions, and Like Likes.&lt;br /&gt;
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== Law, Government, and Politics ==&lt;br /&gt;
The Coronar Lowlands officially fall under the rule of [[Fa&#039;Diel]], but there&#039;s no military presence to enforce that.&lt;br /&gt;
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== Quests ==&lt;br /&gt;
An unoccupied house can be found somewhere here. Perhaps a resourceful adventurer can enter it?&lt;br /&gt;
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== The Great Explorer Luigi Says ==&lt;br /&gt;
[[file:luigi.jpg|left]]&lt;br /&gt;
&amp;quot;Luigi once lost-a shield to those no good Like Likes. Some monsters pick up items left on the ground, too. Don&#039;t forget your trusty explorer&#039;s tents or sleeping bags!&amp;quot;&lt;br /&gt;
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[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>