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READ SOME ESSENTIALS,
WHEEL OF TIME MUD HELPS
- Are my stats good?
- ARGH! Too much screen spam!
- Help! I'm wanted!
- Potions that matter
- Statting secrets
- The 5 essential items
- The PK terms you need
- What are mobs?
More to come...
WHEEL OF TIME MUD WEAVES
The channelers of the Wheel of Time MUD are the "spellcasters". They are designated as Male Channelers (MC) and Female Channelers (FC). Channeling is the process of "casting a spell", though each gender does so differently. For FCs, the channeler must first embrace, connecting her to her spell points (SPs), and allowing her to channel. A female channeler embraces the true source in order to construct weaves (spells) to affect her surroundings. male channelers, on the other hand must sieze. A channeler can only use her weaves while embracing or siezing the Source. Around the world there are places where you can not "feel the source" (embrace or sieze). Such places are Steddings, some Super MOBs (smobs), and Far Madding.
What are weaves?
Weaves are the "spells" that channelers can weave, or "cast". Yes, you weave a weave. There are 50+ weaves that can be used, each with their own abilities and requirements. A weave can only be practiced or learned if you have learned the right skills in the elements Air, Earth, Fire, Spirit, and Water. Some weaves can only be learned by FCs who are clanned. While MCs can practice all of the weaves, they will be hunted if they become known, and they have no clans they can openly join.
Listing, holding, tieing, and releasing weaves
When typed with no arguments "weave" will output a list of weave affects that are controlled by you, and their current status, tied or held. It is important to note the number associated with the affect as you will use it to control those weaves.
When weaves are woven naturally, some like Warding Vs Damage have a duration that it lasts (3 tics in this case). This is called "tieing off a weave", and is the default when casting a weave with a duration. if you want the weave to last longer, you must "hold the weave." When given the argument "weave hold #" the weaves command changes the status of the weave to held. In this mode its normal duration is suspended while you maintain the weave with a cost of 10 SPs per tic per weaves. If you should run out of SP while holding a weave in this manner you run the risk of overchanneling. Held weaves may not be maintained without being in touch with the Source (embraced or siezed). They also will not be maintained if your target enters a Stedding.
When given the argument "weave tie #" the weaves command changes the status of the weave to tied. In this mode the normal duration of the weave in resumed, and the 10 sp cost per tic is removed. You may also release the source to conserve sps. when given the argument "release weave #" the weaves command will remove the weaves affects from the target and will dispel the weave.
Syntax for channeling
- embrace or sieze
- chann 'weave name' 'target'
- ex: chann 'light ball'
- ex: chann 'ice spikes' 3.tree
- release source
- Embrace or Sieze
- Weave hold
- Weave tie #
- Release weave
- release source
Stats effect on channeling
intelligence - Affects channeler practices. Lower int takes more pracs to learn a weave.
willpower - affects your ability to resist status weaves, affects channelers ability to cast status weaves and affects how many SP (spell points) and regen a channeler has. At level 30 it is: 163 - 7x(19-Will) for your SP pool.
Weave List
Armor
- Effect
- Adds 10 db to the target.
- Element Requirement
- 2 Spirit
- Weave Duration
- A Tic per level, about. Increases with level.
- Energy Cost
- 5 sps
- Pulse
- -=+*
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Blind
- Element Requirement
- 1 Earth, 1 Fire, 1 Spirit
- Weave Duration
- 3 Tics
- Energy Cost
- 10 sps
- Pulse
- -=+**+=-
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Call Lightning
- Effect
- Summons a bolt of lightning during stormy weather at target (hint - type weather, it will tell if there is lightning or not)
- Element Requirement
- 3 Air, 1 Fire, 2 Water
- Damage Dealt
- 65-160 hps
- Energy Cost
- 12 sps
- Pulse
- -=+**+=-
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Change Weather
- Effect
- Changes the weather in one of several ways. Worse - Causes it to storm during hot weather, snow during cold, Better - Ceases to let it storm or snow, Hotter - Raises the temperature, increasing the strength of heat based weaves, Colder - Lowers the temperature, increasing the strength of cold based weaves.
- Element Requirement
- 2 Air, 3 Water
- Weave Duration
- Less you have to change it, longer it lasts.
- Energy Cost
- 7 sps
- Pulse
- -=+**+=-
- Weave While Engaged
- YES
- Weave On Engaged
- YES
Chill
- Effects
- This weave causes an all-around drop in combat effectiveness (-10 ob, pb, and db)
- Element Requirement
- 1 Water
- Weave Duration
- 6 Tics
- Energy Cost
- 10 sps
- Pulse
- -=+*
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Contagion
- Effect
- Halves offensive bonus, dodge, and parry of the target.
- Element Requirement
- 4 Earth, 3 Spirit
- Weave Duration
- 3 Tics
- Energy Cost
- 13 sps
- Pulse
- -=+**+=- -=+*
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Create Fog
- Effect
- When used repeated, it can create a dense fog in zone for one hour that cannot be seen through.
- Element Requirement
- 2 Air, 2 Water
- Weave Duration
- 1 Tic
- Energy Cost
- 7 sps
- Pulse
- -=+**+=-
- Weave While Engaged
- YES
- Weave On Engaged
- YES
Create Food
- Effect
- Creates a strange fruit in the caster's inventory.
- Element Requirement
- 1 Earth
- Energy Cost
- 5 sps
- Pulse
- -=+*
- Weave While Engaged
- YES
Create Phantom Object
- Effect
- Creates an object in the room by the name provided which cannot be picked up or removed. The ITEM must not have spaces in it.
- Element Requirement
- 3 Earth
- Weave Duration
- 15 Tics
- Energy Cost
- 15 sps
- Pulse
- -=+**+=-
- Weave While Engaged
- NO
Create Water
- Effect
- Fills the container as if you were filling it from a well.
- Element Requirement
- 2 Spirit, 1 Water
- Energy Cost
- 5 sps
- Pulse
- -=+*
- Weave While Engaged
- YES
Cure Blindness
- Effect
- Removes blindness from target.
- Element Requirement
- 1 Fire, 1 Spirit
- Energy Cost
- 10 sps
- Pulse
- -=+**+=-
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Cure Critical Wounds
- Effect
- Revives a target that is in an incapacitated or mortally wounded state.
- Element Requirement
- 3 Are, 4 Earth, 5 Spirit, 5 Water
- Health Recovered
- about 50 hps
- Energy Cost
- 12 sps
- Pulse
- -=+**+=- -=+**+=- -=+*
- Weave While Engaged
- NO
- Weave On Engaged
- NO
- Self-Cast-able
- NO
Cure Fear
- Effect
- Removes the status of fear from the target.
- Element Requirement
- UNKNOWN
- Energy Cost
- 10 sps
- Pulse
- -=+**+=-
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Cure Light Wounds
- Effect
- Target regenerates some small amount of hp. Not self-castable.
- Element Requirement
- 1 Earth, 2 Spirit, 1 Water
- Health Recovered
- about 12 hp
- Energy Cost
- 7 sps
- Pulse
- -=+*
- Weave While Engaged
- YES
- Weave On Engaged
- NO
- Self-Cast-able
- NO
Cure Poison
- Effect
- Removes poison from the target.
- Element Requirement
- 4 Earth, 1 Spirit, 3 Water
- Energy Cost
- 12 sps
- Pulse
- -=+**+=- -=+**+=-
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Cure Serious Wounds
- Effect
- Regenerates a large amount of hps to target. Not self-castable.
- Element Requirement
- 1 Earth, 3 Spirit, 4 Water
- Health Recovered
- about 40 hps
- Energy Cost
- 10 sps
- Pulse
- -=+**+=- -=+*
- Weave While Engaged
- YES
- Weave On Engaged
- NO
- Self-Cast-able
- NO
Deafen
- Effect
- Target can no longer hear tells, chats, narrates, or says. Can see emotes.
- Element Requirement
- 2 Earth, 1 Spirit
- Weave Duration
- UNKNOWN
- Energy Cost
- 10 sps
- Pulse
- -=+*
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- YES (No effect)
Earthquake
- Effect
- Targets are thrown from their horses, and are forced into a sitting position. After quaking, the caster is engaged on all targets in the room.
- Element Requirement
- 4 Earth
- Damage Dealt
- 28
- Energy Cost
- 15 sps
- Pulse
- -=+**+
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Elemental Staff
- Effect
- Must not be wielding a weapon or shield at the time of casting. The caster begins to wield a woven staff for the duration of the weave.
- Element Requirement
- 4 Air, 5 Earth, 4 Fire, 5 Water
- Weave Duration
- 3 Tics
- Energy Cost
- 25 sps
- Pulse
- UNKNOWN
- Weave While Engaged
- UNKNOWN
- Self-Cast-able
- YES
Fear
- Effect
- Causes fear status in target. Unable to attack while feared.
- Element Requirement
- 2 Spirit
- Weave Duration
- 3 Tics
- Energy Cost
- 15 sps
- Pulse
- -=+**+=- -=
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Fireball
- Effect
- Hurls a fireball at the target, doing a lot of damage. Better when hot
- Element Requirement
- 7 Fire
- Damage Dealt
- 100-150
- Energy Cost
- 15 sps
- Pulse
- -=+**+=- -=
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Flame Strike
- Effect
- Small amount of fire damage to target. Can be woven between rounds.
- Element Requirement
- 4 Fire
- Damage Dealt in <= 55 degree weather
- about 32 hps
- Energy Cost
- 10 sps
- Pulse
- -=+**+=
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Freeze
- Effect
- Target is encased in a block of ice preventing any action and rendering any physical attack against the same fruitless. Note - Attacks with the Power will disintegrate the shield otherwise it will naturally decay in a matter of hours.
- Element Requirement
- 3 Air, 5 Spirit
- Weave Duration
- UNKNOWN
- Energy Cost
- 15 sps
- Pulse
- -=+**+=-
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Gate
- Effect
- Gateways last a limited time and the weave requires 5 additional SPs for each person that goes through it while it is open.
- Element Requirement
- 7 Earth, 4 Spirit
- Energy Cost
- 40 sps
- Pulse
- -=+**+=- -=+**+=- -=+**+=- -=+**+=- -=+**+=-
- Weave While Engaged
- NO
Hailstorm
- Effect
- Damages a target for light amount. Can be wove between rounds. More damage when it is colder.
- Element Requirement
- 3 Air, 4 Water
- Damage Dealt in <= 55 degree weather
- about 30 hps
- Damage Dealt in >= 60 degree weather
- about 22 hps
- Energy Cost
- 10 sps
- Pulse
- -=+**+=
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Hammer of Air
- Effect
- Does a medium amount of damage to the target. Has a percent chance of bashing the target.
- Element Requirement
- 4 Air
- Damage Dealt
- 25 hps
- Energy Cost
- 12 sps
- Pulse
- -=+**+=
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Heal
- Effect
- Totally regenerates the target, bringing him/her to max hp.
- Element Requirement
- 3 Air, 4 Earth, 5 Spirit, 6 Water
- Health Recovered
- about 100 hps
- Energy Cost
- 50 sps
- Pulse
- -=+**+=- -=+**+=- -=+**+=- -=+**+=- -=+**+=-
- Weave While Engaged
- NO
- Weave On Engaged
- NO
- Self-Cast-able
- NO
Hurricane
- Effect
- All other mobs and players in the room are seperated throughout the zone randomly (can be thrown into water but not into conventional DTs). Note - Targets are dismounted in the event, so be wary of running out of moves.
- Element Requirement
- 6 Air
- Energy Cost
- 15 sps
- Pulse
- -=+**+=- -=+*
- Weave While Engaged
- YES
- Weave On Engaged
- YES
Ice Spikes
- Effect
- Hurls deadly spikes of ice at target. Better when colder.
- Element Requirement
- 3 Air 3 Water
- Damage Dealt in 0 degree weather
- about 75 hps
- Damage Dealt in <= 55 degree weather
- about 71 hps
- Damage Dealt in >= 60 degree weather
- about 30 hps
- Energy Cost
- 15 sps
- Pulse
- -=+**+=- -=
- Weave While Engaged
- YES
- Self-Cast-able
- YES
Incinerate
- Effect
- Brings the target to minimal HPs. If he/she does not die within the hour by other means, he/she will fall down on where they stand and any equipment will be destroyed. Note, this weave CAN turn and hit the caster instead.
- Element Requirement
- 7 Earth, 7 Fire, 7 Spirit
- Energy Cost
- 25 sps
- Pulse
- -=+**+=- -=+**+=- -=+*
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- UNKNOWN
Light Ball
- Effect
- Creates a light that has the effect of a lantern.
- Element Requirement
- 1 Air, 1 Fire
- Weave Duration
- 1 Tic per level, perhaps. Higher level increases duration.
- Energy Cost
- 5 sps
- Pulse
- -=+*
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Locate Life
- Effect
- Returns the direction, distance, and port code of a target.
- Element Requirement
- 2 Air, 2 Earth, 2 Spirit, 4 Water
- Energy Cost
- 12 sps
- Pulse
- -=+**+=- -=+*
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Locate Object
- Effect
- Returns the direction, distance, and port codes for all objects that are classified as the target.
- Element Requirement
- 2 Air, 4 Earth, 2 Spirit
- Energy Cost
- 12 sps
- Pulse
- -=+**+=- -=+*
- Weave While Engaged
- NO
Poison
- Effect
- Poisons the target, leaving them unable to regenerate moves or hp.
- Element Requirement
- 4 Earth, 3 Water
- Weave Duration
- 3 Tics
- Energy Cost
- 10 sps
- Pulse
- -=+**+=- -=+*
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Refresh
- Effect
- Restores moves to all following the caster.
- Element Requirement
- 2 Earth, 3 Spirit, 2 Water
- Moves Recovered
- 156 mvs
- Energy Cost
- 15 sps
- Pulse
- -=+**+=- -=+**+=-
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Remove Contagion
- Effect
- Removes the status contagion from a target.
- Element Requirement
- 2 Earth, 2 Spirit
- Energy Cost
- 10 sps
- Pulse
- -=+**+=- -=+**+=-
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Remove Warding
- Effect
- Removes wards created by 'ward object' weave.
- Element Requirement
- 1 Air 1 Earth 3 Spirit
- Energy Cost
- 10 sps
- Pulse
- -=+**+=- -=+**+=-
- Weave While Engaged
- YES
Shield
- Effect
- The target is unable to sense the True Source while shielded.
- Element Requirement
- UNKNOWN
- Energy Cost
- UNKNOWN
- Pulse
- UNKNOWN
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- UNKNOWN
Silence
- Effects
- Target is not able to speak, send tells, narrate or chat although this result can be partially evaded through the use of emotes.
- Element Requirement
- 2 Earth, 1 Spirit
- Weave Duration
- 6 Tics
- Energy Cost
- 10 sps
- Pulse
- -
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- YES (no effect)
Sleep
- Effect
- Forces the target into a deep sleep which they neither can wake from nor be awakened from. Any attacks on the target will nullify this affect and restore consciousness.
- Element Requirement
- 3 Air, 5 Spiritv
- Weave Duration
- UNKNOWN
- Energy Cost
- 10 sps
- Pulse
- -=+**+=- -=+**+=- -=+*
- Weave While Engaged
- NO
- Weave On Engaged
- NO
- Self-Cast-able
- YES
Slice
- Effect
- Interupts the target's weave.
- Element Requirement
- 4 Fire, 4 Spirit
- Energy Cost
- 8 sps
- Pulse
- -=+**
- Weave While Engaged
- UNKNOWN
- Weave On Engaged
- UNKNOWN
- Self-Cast-able
- UNKNOWN
Slow
- Effect
- Reduces the number of moves of the target.
- Element Requirement
- 3 Air, 4 Earth, 5 Spirit
- Energy Cost
- 10 sps
- Moves Reduced
- halves current moves
- Pulse
- -=+**+=- -=
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Sonic Boom
- Effect
- Inflicts damage to any in room not following caster. NOTE. Sonic Boom can cause a target to be Deafened on occassions.
- Element Requirement
- 3 Air, 1 Fire, 2 Water
- Energy Cost
- 15
- Damage Dealt
- 35
- Pulse
- -=+**+=- -=
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Strength
- Effect
- Increases target's str stat. NOTE When weaver is level 30+, gives 3 str bonus. Otherwise just increases str by 2.
- Element Requirement
- 3 Earth 2 Spirit 3 Water
- Weave Duration
- Changes by level. 15 Tics.
- Energy Cost
- 12 sps
- Pulse
- -=+**+=- -=+*
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- NO
Travel
- Effect
- Transports weaver to location of portcode.
- Element Requirement
- 7 Earth, 2 Spirit
- Energy Cost
- 25 sps
- Pulse
- -=+**+=- -=+**+=-
- Weave While Engaged
- YES
Ward Object
- Effect
- Wards an object from being picked up, except by caster.
- Element Requirement
- 3 Spirit
- Energy Cost
- 10 sps
- Pulse
- -=+**+=-
- Weave While Engaged
- YES
- Weave While Target Engaged
- YES
Warding vs Damage
- Effect
- Reduces received damage by 1/2 to 1/4. Can't cast while engaged.
- Element Requirement
- 4 Air, 4 Earth, 2 Spirit, 4 Water
- Weave Duration
- 3 Tics
- Energy Cost
- 25 sps
- Pulse
- -=+**+=- -=+**+=- -=+*
- Weave While Engaged
- NO
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Warding vs Evil
- Effect
- Makes target un-recognizable to enemy forces. Removes color and *'s around the target's name for enemies looking at them.
- Element Requirement
- 1 Spirit
- Weave Duration
- 4 Tics
- Energy Cost
- 7 sps
- Pulse
- -=+**+=-
- Weave While Engaged
- YES
- Weave On Engaged
- YES
- Self-Cast-able
- YES
Whirlpool
- Effect
- Water damage to target. Or moves target to adjacent water room.
- Element Requirement
- 5 Water
- Damage Dealt
- UNKNOWN
- Energy Cost
- 20 sps
- Pulse
- -=+**+=- -=
- Weave While Engaged
- UNKNOWN
- Weave On Engaged
- UNKNOWN
- Self-Cast-able
- UNKNOWN
Note: data correct as of March 2008. The staff can and do change stats on items from time to time, please check that this data is still current when you play.
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