You searched for XP
1. experience levels levelling xp tnl alignment
Your character advances in power by gaining experience. You gain
experience points by killing monsters or being part of a group that
kills monsters (and in the same room). You lose experience points
by fleeing from combat, recalling out of combat, and dying. If you do
not wish to obtain experience type 'toggle noexp'. To see your experience to
level quickly, type 'score exp' or make an alias so when you type 'exp'
it displays your tnl.
The experience you get from a kill depends on how many players are
in your group and your level versus the level of the monster.
‑ There are 151 attainable mortal levels, 150 being the Hero level and 151
Legend.
‑ The amount of EXP per level starts at 50k and increases to 150k by hero.
‑ EXP per faux level is 25,000.
‑ EXP per subclass level is as follows:
L. 2: 500k EXP
L. 3: 1m EXP
L. 4: 1.5m EXP
L. 5: 2m EXP
L. 6: 2.5m EXP
L. 7: 3m EXP
L. 8: 3.5m EXP
L. 9: 4m EXP
L.10: 4.5m EXP
‑ Some equipment has experience modifiers which will increase the
amount of EXP gained. Help 'crystals' and 'Monster Colosseum'.
‑ Good aligned characters receive an EXP bonus for killing neutral
npcs and a slightly larger bonus for killing evil npcs.
‑ Evil aligned characters receive an EXP bonus for killing neutral
npcs and a slightly larger bonus for killing good npcs.
‑ Neutral aligned characters receive a bonus from killing good and
evil npcs.
‑ You do not receive experience from monsters more than 10 levels
below you.
‑ There is an incentive for killing monsters higher level than you.
However, the experience increase stops when monsters are more than
10 levels higher than you.
‑ Exp multipliers are capped at 500% (the mults command will list your total
even if it is above that).
2. noexp no experience noxp no xp
Syntax: toggle noexp
Often an adventurer wants to explore the world and be able to quest and
kill without gaining levels. This command will toggle the character so
that no experience is awarded for anything. Note that you will STILL
lose experience when you flee, die, etc.
3. quests questing aquests autoquests questmasters questexp
Syntax: quest <option>
Quest command options: info, points, time, bonus, request, complete, fail,
list, buy, sell, convert, increase, repair.
A Questmaster will send you on a quest to duel with a mob or find an object
in a limited amount of time. If you don't complete the quest within the
limit you will automatically fail the quest and cannot request another one
for 5 minutes. If you choose to failure quest or you run out of time,
you will only have to wait 3 minutes to ask for another one. These cooldown
timers may be shorter depending on certain factors, such as if you are
questing for experience, you are skilled in contracted killer, or your house
has earned the monthly quest timer reduction reward. Note that quest timers
do not decrease in the pause room.
Rewards are given in questpoints and gold and sometimes practices and
MUDpies. Multiclass players receive slightly higher rewards and Legends
receive a significantly higher reward. Questpoints are also scaled, so the
higher level you are, the more questpoints you will earn. You can also turn
on 'toggle questexp' to receive experience instead of questpoints for doing
quests (and expeditions).
If you are in the same group as someone while they are questing, you reap
a small portion of the quest points when they complete a quest. The questor
does not lose quest points.
The only way to receive credit for killing a quest target is by killing the
target yourself. If grouped and a group member kills the target, you will
not receive credit.
Remember to quaff a potion of true sight before beginning a quest some
targets may invisible to you otherwise. You cannot magically teleport to
your target using any kinds of gating skills and spells.
Turn on 'toggle questexp' if you wish to earn experience instead of
questpoints as your reward for completing the quest. The amount of
experience earned depends on your level and the higher level you are the
more experience you will receive.
‑=[ Quest Command Syntaxes ]=‑
Quest Request ('legend'): Start a quest. Adding the legend argument will
include legendary mobs and areas.
Quest Complete: Finish a quest.
Quest Fail: Fail a quest.
Quest Points: Show how many questpoints you have.
Quest Time: Show remaining time for current quest.
Quest Bonus: Show how much bonus time you would have for a quest at your
level.
Quest List: Show a list of rewards you can buy with questpoints.
Quest Buy: Buy a quest reward.
Quest Sell: Sell back a piece of equipment for half the cost.
Quest Convert Mudpie (<amount>): Convert 1 or more MUDpies into 200
questpoints.
Quest Increase: It is possible to increase the trained and overall stat
maxes. The cost is 1000 questpoints per 1 point increase. To increase a
stat more than once at a time, the syntax is 'quest increase <stat> <number
of increases>'. Typing 'quest increase' by itself will display the number
of times each stat has been increased.
Quest Repair: Restore the AC on a piece of armor back to its original amount
if the item has been damaged by acid. The cost is 50 questpoints per
percent recovered.
4. expeditions
Syntax: expedition <info|time|bonus|request|complete|fail>
expedition request <small|medium|large> ('legend')
Expeditions are similar to global quests but in expeditions players do
not compete with other players. You are able to choose a small, medium, or
large sized expedition. On a small expedition, you are sent to kill three
mobs, medium five, large ten. You must wait 25 minutes after completing an
expedition to begin another one. If you fail or run out of time, you must
only wait 5 minutes. This timer will decrease even when you are offline.
You are given an [EXPEDITION TARGET] flag next to your target's name.
The rewards are given in questpoints and gold and sometimes practices and
mudpies. The higher level you are, the more questpoints you will earn. If
you are in the same group as someone when they complete an expedition, you
will reap a portion of the questpoints and the expeditioner will not lose
any questpoints. You can turn on 'toggle questexp' if you wish to earn
experience instead of questpoints for completing an expedition (or quest).
The only way to receive credit for killing an expedition target is by
killing it yourself. If grouped and a group member kills the target, you
will not receive credit.
Remember to always quaff a potion of true sight before beginning an
expedition. Your expedition target may be invisible to you otherwise. You
cannot gate (this includes all teleport skills and spells) to your
expedition target.
Turn on 'toggle questexp' if you wish to earn experience instead of
questpoints as your reward for completing the expedition. The amount of
experience earned depends on your level and the higher level you are the
more experience you will receive.
Adding the legend argument to the request will include legendary mobs.
5. multiexp
Syntax: cast multiexp <target>
Multiexp is a spell only available to Immortals. However, it is sometimes
cast on mortals, allowing them to speed up their knowledge intake, which in
turn rewards them with 3x experience points per kill while training.
6. explode
Syntax: explode <gold amount> (<target>)
Legendary thieves are able to use gold as a weapon by exploding it in a
target's face. If this skill fails, the thief does not lose any gold. The
amount of damage dealt is based on the amount of gold thrown: 1 gold piece
deals 1 damage point. The max amount of gold thrown is 7500. Once this
skill has been mastered, 1 gold piece equals 2 damage points, increasing the
max damage dealt to 15000. This damage may increase or decrease depending
on the resistances and vulnerabilities of the target. Exploding gold is
loud and can be heard throughout the area. Explode cannot be used against
other players.
Damage type: Energy.
This skill is excluded from the skill damage leaderboard.
7. expand mind
Syntax: cast 'expand mind' <target>
Psionicists are able to expand the minds of others, temporarily increasing
their wisdom and intelligence. For a period of time, the psionicists wisdom
and intelligence is decreased. The amount of wisdom and intelligence gained
by the target and lost by the caster depends on the caster's level and
learned proficiency. This cannot be cast upon oneself. This can be cast a
maximum of 5 times on the target.
8. archery novice archery intermediate archery expert archery master archery
Novice Archery Premise:
Syntax: Automatic
The first level of a archers arching abilities begins at the novice level.
Novice archery increases the archer's attack range to 2 rooms. It also
increases the player's shoot damage by 10%. This skill must be practiced to
at least 50% to have any effects.
Intermediate Archery Premise:
Syntax: Automatic
Intermediate Archery increases an archer's attack range to 3 rooms. The
archer can also set four traps in an area instead of three. This skill must
be practiced to at least 50% to have any effects. This increases shoot
damage by 20%. To learn this skill, novice archery must be mastered.
Expert Archery Premise:
Syntax: Automatic
Expert Archery increases an archer's attack range to 4 rooms. The archer
can also set five traps in the area instead of three. This skill must be
practiced to at least 50% to have any effects. This increases shoot damage
by 25%. To learn this skill, intermediate archery must be mastered.
Master Archery Premise:
Syntax: Automatic
Master Archery increases an archer's attack range to 5 rooms. The archer
can also set six traps in the area instead of three. This skill must be
practiced to at least 50% to have any effects. This increases shoot damage
by 30%. TO learn this skill, expert archery must be mastered.
9. explored command
Syntax: explored
explored <area name>
explored list ('unexplored/explored')
explored reset <area name>
Each time you enter a new room it is recorded in your list of explored
rooms. This command will show you how many rooms you have explored out of
the total rooms in the area you are currently in, revealing if you have not
yet discovered remaining hidden locations. It will also tell you how many
rooms you have explored out of the total rooms in the game. Typing explored
with list as an argument will display an alphabetized list of all explorable
areas with your explored information.
Typing 'explored reset <area name>' will mark all rooms (except for the one
you are in, if you are in that area) as not yet explored, resetting your
explored percentage for that area. Members of the Newbies house cannot use
the reset option as they gain house points for exploring an entire area.
The command 'explored list' will display all areas while 'explored list
unexplored' will display areas that you have not fully explored.
10. oflags objflags object item flags extra heal_level glow conceal explosive etched coat inventory locked display nolocate rotdeath nocount nodrop meltdrop noremove nouncurse visdeath nonmetal inventory sellextract nosell meltquit auto_extract autoextract extract
Objects often have flags before their name. Here is a list of the long
and short versions of each object flag and a definition.
(Bless) (B): Blessed items are more resistant to burn, cold, acid, and shock
effects. They can also not be poisoned or envenomed.
(Conceal) (C): These objects cannot be located with the 'locate object'
spell.
(Evil) (E): These items cannot be cursed.
(Glow) (G): These objects can be seen and interacted with in dark rooms.
(Hum) (H): These objects can be seen and interacted with when blinded in a
dark room.
(Invis) (I): True Sight is needed to see invisible items.
(Dark) (D): Darkvision is necessary to see these items.
(Kept) (K): Items flagged as kept cannot be dropped. Help keep.
(NoPut) (N): Items flagged as NoPut cannot be put in bags. Help NoPut.
(Magic) (M): An item gets this flag when enchant weapon is cast upon it.
(Explosive) (X): NPC corpses which a necromancer have made explosive are
flagged as such. See help corpse explosion.
(Quest) (Q): These are quest objects which can be sold in questpoint shops
for half its value.
[etched]: This flag appears to the right of the object's short description
if it is armor that has been damaged by acid. See help etched.
Other object flags:
Auto_extract: When items flagged as auto_extract are sold to shopkeepers,
any runes bound with the item will automatically be extracted free of cost
and returned to the seller. The item being sold will be destroyed
thereafter. Runes are also extracted upon sacrificing, destroying, or
redeeming the item.
Heal_level: Restore the wearer to full health upon gaining a level. This
flag can be added to any item with the mudpie option 'healflag'.
Antigood: Good players cannot wear these items.
Antievil: Evil players cannot wear these items.
Antineutral: Neutral players cannot wear these items.
Coat: Protects against cold‑flagged rooms that wound you. Help warmth.
Redeemable: Objects with this flag can be redeemed for questpoints. The
amount of questpoints is the item's gold cost.
Display: Items with this flag are only on display in shops and cannot be
purchased.
Nolocate: These items cannot be located by magical means.
Nocount: These items don't count towards your total items carried.
Nodonate: These items cannot be donated with the 'donate' command.
Rotdeath: Items with this flag will disappear when you die. Item cannot be
obtained by killing a monster but rather through stealing it.
Nodrop : Items flagged as nodrop can't be dropped on the floor, put inside
bags (unless the bag is flagged as nouncurse and nodrop), sent to others
using the 'send' command or transported to others using the transport spell,
and can't be sold to shopkeepers. The remove curse spell removes the nodrop
flag from an item, as long as the item is not also flagged as nouncurse.
Meltdrop: The item will 'melt' when a player drops it. In other words, the
item will disappear when dropped.
Noremove: These items can't be removed once worn, unless 'remove curse' is
cast upon the item (or one uses 'heal curse' at a healer npc). If the item
is also flagged as nouncurse, the item can never be removed.
Nouncurse: Items with this flag cannot have the 'noremove' flag removed.
Once an item with nouncurse and noremove are worn, it can never be removed.
Visdeath: These items cannot be seen until the npc dies.
Nonmetal: Items flagged as nonmetal are immune to the 'heat metal' spell.
Inventory: Weapons with this flag can be disarmed but the item does not
leave your inventory. Inventory‑flagged items cannot be stolen.
Sellextract: Items with this flag cannot be haggled down in price in shops.
Item will not show up in the shopkeeper's shop once sold.
Nosell: Item cannot be sold to shopkeepers.
Meltquit: Cannot be put in bags or vaults. Item will disappear when you
quit.
Inventory_locked: Items flagged as such are locked to your inventory. They
can't be dropped, sold, given, vaulted, and so forth. They can be placed
inside bags flagged as inventory locked.
Noshare: Items flagged as 'noshare' cannot be transferred between characters
within the same account (see help legends sharing). This flag can be
stripped from an item by adding the claimed flag using the addflag command.
Items with this flag cannot bundle in shops or vaults.
11. novice intermediate master expert throwing
Novice Throwing Premise: Syntax: Automatic
The novice throwing skill increases throw damage by 10%.
Intermediate Throwing Premise: Syntax: Automatic
The intermediate throwing skill increases throw damage by an additional 10%.
In order to learn this skill, novice throwing must first be mastered.
Expert Throwing Premise: Syntax: Automatic
The expert throwing skill increases throw damage by an additional 5%. In
order to learn this skill, intermediate throwing must first be mastered.
Master Throwing Premise: Syntax: Automatic
The master throwing skill increases throw damage by an additional 5%. In
order to learn this skill, expert throwing must first be mastered.
12. redirect experience
Syntax: cast 'redirect experience' ('cancel')
This spell is available to the house of Healers and is permanently unlocked.
While affected by it, other party members in the same room as you will gain
10% more experience per mob kill while you gain 10% less. This does not
mean your party members get 10% of your experience, only that they gain 10%
more of their own experience.
For your help, you are rewarded with house points. In order for you to gain
house points, at least one other member in the party must not be affected by
this spell and needs to earn experience from the kill (the noexp toggle can,
however, be turned off).
13. corpse explosion
Syntax: cast 'corpse explosion' (<npc corpse>)
Corpse explosion is a powerful Necromancer spell cast upon the corpse of
monsters. Once cast upon the corpse, it is automatically placed into the
room. The next monster that enters the room will set it off and the
Necromancer will be notified and rewarded experience (if the monster is
within level range). If a corpse is made explosive during a battle, the
corpse will automatically explode, harming and possibly dazing all
attackable mobs in the room. The damage is based on the corpse's level, the
Necromancer's level, and the constitution of the Necromancer. Damage
against PK players is halved. This spell will not affect peaceful players
or pets.
There can be a max of 5 corpses in the room at a time. An (X) or
(Explosive) flag will appear next to the object if this spell has been cast
on it. Normally a corpse will crumble within 3‑6 minutes, the preserve
spell will prevent this from happening.
14. scarce kills experience
Monsters that go unkilled for longer than an hour reward scarce kill
experience. The longer the mob goes without being killed, the more bonus
experience it will reward the next time it is killed.
‑ If you kill a scarce kill mob, they do not get reset to normal. They will
continue rewarding lower and lower scarce kill experience with each kill so
it is worth finding multiples of scarce kill mobs and killing them more than
once.
‑ Killing a mob will affect all other mobs of the same id, ie there may be
multiples of 'a dragon' which is a scarce kill. You kill the dragon and
receive scarce kill experience, then you kill another and you also receive
scarce kill experience but this time a little less.
‑ If you would not earn experience from killing a monster, you will not earn
the scarce kill experience for killing it. It will also not decrease the
scarce kill experience for other players if you kill a mob which you would
not earn experience for.
‑ Experience is rewarded to group members as well.
‑ You will see a separate line stating how much scarce kill experience you
have received.
‑ Scarce kill data saves through copyovers/game reboots and is automatically
saved once an hour in case of crash.
15. mudpie explore
Syntax: mudpie explore ('confirm')
This mudpie option allows you to reveal the names of rooms you have missed
in an area. You must have explored at least 85% of the area and have no
more than 10 missing rooms, and the area must be hero level or lower. The
cost to use this feature is 5 mudpies plus 1 mudpie for each missing room.
If you are missing a total of 10 rooms, the cost maxes out at 15 mudpies.

