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1. runto move speedwalks stop dirs directions
Syntax: runto <area name>
run <directions>
stop ‑ to stop running before reaching your destination
dirs <area name>

Use 'runto <area name>' to quickly run to an area. This may be done from
any room, though some areas may not be reachable by running to them.

A suggested tip is to turn on 'toggle open' so you will automatically open
doors or unlock and open them if you have the key. This way, most doors
will not interfere with your speedwalk. If you are attacked by a monster
during your run, you will stop running. If you want to stop running at any
time before you reach your destination, type stop, sit, rest, or sleep.

The dirs command will print out a list of directions to any given zone from
your current position anywhere in the world. For example: eswxey, where e
means east, x is climb up, s is south, et cetera.

Use 'run <list of directions>' to start running using a directions list.

It's possible to customize your running messages with runstart/runstop using
a customization token.


2. drunkness sober
You WILL become intoxicated if you drink an alcoholic drink. If you wish
to become sober again, find your local coffee shop and load up on some
coffee, or just wait it out. Intoxication levels decrease by 2% every
minute for players and pets. The only way to decrease intoxication levels
of a non‑pet NPC is to convince it to drink coffee.

Damage is slightly reduced while intoxicated, and the drunker you are, the
less likely you are to land an attack. It is also more difficult to move in
the intended direction, and you may slam into a door or a wall or walk into
the wrong room. Drinking alcohol also lowers your mana.

If you are at least 20% drunk, you will start slurring your speech on the
say channel. At 70% or more drunk, your speech will worsen even more.
Slurred speech does not affect speech triggers. If you slur 'yes' and it is
displayed as 'yYeEss', but the 'yes' trigger will still activate.

The drawbacks of being drunk do not affect Dwarves and their evolution
races. On the contrary, Dwarves seem to thrive while drunk. They will deal
10% more damage when fully intoxicated, while a tier 1 Dwarf deals 20% more
damage and the final Dwarf evo 30% more. They also take 10% less damage
while drunk.

Attempting to travel to a waypoint while drunk may result in the gods
chuckling in amusement as you are transported to a random waypoint.


3. bind armor runes normal chaos clean white master
Syntax: bind <rune> <object>
bind <clean slate rune> <other rune>
bind <rune> <rune enhancer>
bind souls <object>
bind check <object>

Runes are magically imbued with different attributes such as dexterity,
wisdom, hitpoints, mana, and magicroll, among others. They can be obtained
by completing missions, purchasing them in shops, many of which are hidden,
exchanging coins at the Colosseum, among other ways. A maximum of 15 runes
total can be bound with an item.

If a rune is flagged as noshare, claimed, or inventory locked, binding will
flag the item also as such.

Use 'bind check <object>' to check which runes have been bound to it.

TYPES OF RUNES

The normal rune. This kind of rune will transfer any attributes it has
directly to the object it binds with, given that the binding is successful.

The chaos rune. If you have a chaos rune with 10 dexterity and bind it
successfully with an object, it will transfer the dexterity to the object
with a range of ‑5 to +5 dexterity, this meaning the object could end up
with 15 dexterity max or 5 dexterity minimum or somewhere inbetween. If the
chaos rune gives AC, the range is ‑2 to +2.

The master rune. When bound with an item, it will clear a number of slots
so that more runes can be bound. It doesn't remove any stats from the item.

SOUL EMBERS

Soul embers are the ashes left behind when a powerful soul departs the plane
of Erion for the afterlife. Soul embers, when bound to an item, will expand
the number of rune slots the item has by 1. Many items start with 5 rune
slots, and this can be increased to a maximum of 10 either through soul
embers or faux levels. See help soul embers for more details.

GENERAL ADVICE

The chance that a rune will successfully bind with an object can be seen by
loring the rune itself.


4. drunk races
The Drunk Races area is a party quest zone where players race drunkenly
to the finish line. Whoever stumbles across the finish line first wins.
The rewards are definitely worth the effort.

Players can take part in this party quest once every 60 minutes.


5. rune enhancers
Syntax: bind <rune> <rune enhancer>

Rune enhancers are objects which can be bound with runes to increase
their chance of success.

For example, if a rune has 1 enhancement slot and its chance of success is
90% and you have a rune enhancer that will increase that success by 5%, you
can bind the two together and the rune will then have 95% chance of success
and decrement the enhancement slot.


6. rune of thought
Syntax: cast 'rune of thought'

Illusionists are able to draw the ancient rune of thought upon themselves
and all others in their group, granting them intelligence, wisdom, and
resistance to magic damage. The more proficient the Illusionist is in this
spell, the higher the bonuses will be.


7. extraction runes extractrune unbind
Syntax: extractrunes <object> (<runeNumber/all>) confirm
extractrunes <object> (<runeNumber/all>) cost

This command will allow you to recover all runes from an item, including
master runes, while preserving the item for later use. To extract a single
rune, use the 'bind check' command and provide the number of the rune effect
such as 'extractrune sword 6' to remove the 6th rune effect from the item.

The success rate of the rune returned to you will be equal to the success
rate of the original rune, including enhancements added to the original
rune. If enchant rune was cast upon the original rune, the enchantment will
be lost and the spell must be cast on the rune again.

Items created after August 15th, 2023 will have any share‑blocking flags
removed upon extracting all runes if the flags were applied via binding.

Objects level 1 to 50: Free.

Single rune extraction from objects 51 to 100: 300 qps and 7000 gold.

Single rune extraction from objects 101 to 150: 700 qps and 18000 gold.

Single rune extraction from objects 151+: 30000 gold and 1 mudpie.

Extracting all runes at once provides a discount of 10%.


8. alter rune
Syntax: cast 'alter rune' <rune>

By manipulating the properties of the rune, Psionicists are able to increase
the rune's chance to bind to an item. This spell must be learned to at
least 50% to be useful. The success chance will be increased by 5% once the
spell has been learned to at least 50%. For every 10% learned thereafter,
another +1% is added, totaling a 10% chance increase once the spell has been
mastered. The learned percentage increases by 1% each time this spell is
cast on a rune.

If a rune can be enhanced, it will say so on lore.


9. rune protection
Runes that give rune protection can be bound with an item and protect the
next rune that fails on it from disappearing upon use. For example, you
might bind a dexterity rune to your claw. It binds successfully. The next
dexterity rune fails. Because of the rune protection on the claw, the
dexterity rune will remain in your inventory for a second attempt but the
success rate of that rune will decrease by half. If the success rate is an
odd number, the new success rate will be half plus one (such as a 5% rune
will turn into a 3% rune).

When you bind a rune protection rune to your equipment, the effect will be
displayed on lore like 'rune protection +2'. The +2 means that two failed
runes will be protected. Once the second rune fails, the protection magic
will disappear and the effect will no longer be displayed on lore.


10. enchant rune
Syntax: cast 'enchant rune' <rune>

This spell magically enhances a rune's stats, including strength,
intelligence, wisdom, dexterity, constitution, luck, hitpoints, and mana.
Initially it will boost each stat by +1, and by +2 when fully mastered.
Mana and hit points are boosted by +3, and up to +5 once fully mastered.


11. carve rune
Syntax: cast 'carve rune' <wand or staff> <spell>

Using their wisdom and connection to nature, Druids have the ability to
carve runes into staves and wands, imbuing them with magical abilities.

The wand or staff must not have any spells on it to carve it with a new one.
The spell level of the staff is based on the Druid's level. The amount of
charges the staff is given is based on the Druid's spell proficiency
in carve rune. The spells that can be carved are listed below with their
wisdom requirements.

Spell Wisdom Requirement
‑‑‑‑‑‑‑‑‑‑‑‑‑‑ ‑‑‑‑‑‑‑‑‑‑‑‑‑‑‑‑‑‑
Cure Poison 1
Cure Disease 1
Cure Blindness 1
Fly 100
Invisibility 100
True Sight 100
Bless 200
Holy Symbol 200
Unholy Symbol 200
Deter 300
Heal 500
Death Aura 500
Sanctuary 500
Haste 1000


12. custom runstart
Syntax: custom runstart self <message>
custom runstart other <message>
custom runstart clear

This command can be used to customize the message that you and others see
when you start running to an area. The self option is what you see, and the
other option is what others see. The other option requires your character
name to be in the message.

Optionally, runstart messages may include one $t variable at any position.
this variable will automatically be replaced with the name of the area that
you are running to.

Examples:

custom runstart other Bob launches into a sprint, propelling his legs as he
heads towards $t.

custom runstart self You launch into a sprint, propelling your legs as
you head towards $t.

This feature requires a customization token. Once you have started the
process, you have a grace period of five minutes to make changes for free.


13. custom runstop
Syntax: runstop self <message>
runstop other <message>
runstop clear

This command can be used to customize the message that you and others see
when you reach your destination after running with the runto command. Your
name must be included in the 'runstop other' message.

Examples:

runstop other Bob bursts in, breathless and glistening with sweat.

runstop self You burst into the room, breathless and glistening with sweat.

This feature requires a customization token. Once you have started the
process, you have a grace period of five minutes to make changes for free.


14. fortify rune
Syntax: cast 'fortify rune' <rune>

This spell, when cast on a rune, envelops the rune in a protective aura,
shielding it from destruction up to 3 times if it fails to bind with an
object. By loring the rune, it will reveal the number of remaining attempts
before the rune is vulnerable to destruction again.


15. runsafe
Syntax: toggle runsafe (<level>)

Setting your RunSafe Level to 5 allows you to enter areas whose minimum
level is no more than 5 levels higher than your current level.