Batmud: Floating disc spell

Floating disc is a handy spell to magically carry items around for you. They let you keep more stuff to sell or use without worrying about burden. It’s not advisable to put truly precious items on them, but they’re perfect for the loot you gain in day to day adventuring. They are particularly useful to magical characters, who traditionally have low strength and up to three sets of gear to carry around.

If discs have major drawbacks it’s that they don’t follow instantly, so they don’t work at all with ‘shoprun’ commands. They also dump everything on the ground if you forget to recast the spell to maintain them. Legends speak of a ‘disc trick’ ability that would let thieves get all the items on someone’s disc, but otherwise it’s impossible for anyone but the owner to access them.

Looking at a disc will show how far it’s hovering off the ground. This has no meaning except to tell you the remaining minutes left in the spell before it collapses. One inch equals one minute remaining duration.

The in game help reads:

No saving throw.
Casting time: 1 round.
Type of spell: neutral spell.
Affecting stats: wis/int.
Cast type: teleportation.
Spell point cost: 44.
This spell creates a disc that floats in the air behind you.
You can put things in it so that it carries them for you.
Maximum duration for this spell is LVL/2 minutes,
but in any case it will last at least 2 minutes.
You can also update the floating time by casting the spell
at certain disc. Floating discs are known to be unstable.
You can refer a floating disc with "<owner>'s disc", or
"my disc", which works for the owner.
If mud crashes, you lose the items on the disc.  POOF.
Note:  You can 'dissipate' or 'dispel' your floating disc
if you wish to end the spell prematurely.

Batmud: Light spell

Brightens the room you’re in and lasts about 1 minute per player level. Since light interferes with spawnform, shadows, and other things, infravision is usually a better way to maintain your ability to see. If you are an ent or otherwise need regular light, illumium shards are a better method.

The in game help reads:

No saving throw.
Casting time: 1 round.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: control.
Spell point cost: 5.
While most activities which require the light of day can be planned to
coincide with these hours, there are times that this is just not possible. One
of the easiest forms of magic, is to use it to create a source of light. 
Magic itself usually glows, due to its unstable power when it is beheld on
this plane of existance. Therefore bringing a controlled steady magical light
is a trivial task for users of magic. The more powerful the caster, the longer
the light will last. To dismiss the light, just touch it.

Batmud: Floating spell

In most respects this spell mimics the ‘wings’ attribute that some races have. Most importantly you can fly over water and lava, but a few areas will also let you float up to things or over obstacles. Since things like falling and height are borderline random in how they’re enforced, your mileage will vary. This spell is usually better than water walking.

The in game help reads:

No saving throw.
Casting time: 4 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: control.
Spell point cost: 24.
This spell dates back to the origin of practiced magic. One of the earliest
tests of magical power, was the ability to magically lift and support objects
without any assistance except from the magic itself. By keeping only a minor
amount of concentration, a caster can make himself float off of the ground.
This helps him avoid any perils that might come from having contact with the
ground, such as floating over water.

Batmud: Rift energy flow skill

This skill should act as a mastery for the spells regenerate rift entity and dimensional leech, allowing more effect per spell point spent.

The in game help reads:

Skill duration: random.
Type of skill : automatic skill (arcane skill).
Affecting stats: None.
It uses no endurance points.
The flow of energy from the rift worlds is difficult to manipulate and direct.
This skill not only increases the amount of energy available to the
riftwalker, it also allows the energy to be more accurately focused.

Batmud: Mastery of rift entities skill

This skill helps various rift spells in various ways. Probably.

It’s suspected one shouldn’t go crazy cranking this skill to super high levels.

If you want more detailed information, use the command “tell moss I have some bribe money for you.” and follow the instructions you’re given.

The in game help reads:

Skill duration: random.
Type of skill : automatic skill (arcane skill).
Affecting stats: None.
It uses no endurance points.
Knowing entity life forms is an integral part of the guild of riftwalkers.
This skill, although difficult to learn, will have very beneficial effects on
a number of guild spells.

Batmud: Analysis of magic lore skill

This skill can let you know how badly your offensive spells are harming a monster. When you blast a monster, you may get a line informing you of how much of the damage the monster managed to resist, if any.

This skill is very useful to help you avoid wasting time and energy, either by telling you when to try a different form of damage or to skip a monster entirely. It works on more than 99% of the monsters in the game. It is known to be unreliable when paired with weak spells like ‘magic missile’.

This skill can produce the following messages indicating resistance levels:

Monstername screams in pain. –> About 0% resistant.
Monstername writhes in agony. –> About 20% resistant.
Monstername shudders from the force of the attack. –> About 40% resistant.
Monstername grunts from the pain. –> About 60% resistant.
Monstername winces a little from the pain. –> About 80% resistant.
Monstername shrugs off the attack –> About 100% resistant.

The in game help reads:

Skill duration: random.
Type of skill : neutral skill (arcane skill).
Affecting stats: Wi.
It uses no endurance points.
As powerful as magic is, it does have drawbacks.
The most common way magic is used is to be wielded as
a weapon. Due to the nature of magic, the effects of
magical spells may not be apparent. Some creatures 
themselves are born of magic, with powers
to ward off magical attacks. Others have other ways
to defeat offensive magic cast upon them. In order to
efficiently use magic to defeat a foe, means being able
to tell if your attacks are having any affect. By 
carefully studying the effects of magic one can
deduce his effectiveness against his enemy. Of course
there is said to be magic which can hide the true
effects of magic from even those most proficient at
this skill. It is said that wisdom may help discern
the effects of spells using this power.

Batmud: Rift pulse spell

Rift pulse is the core offensive spell for riftwalkers. It is a cold damage spell that will never disrupt control of your entity. The damage of this spell is tied to the power of all of your entities.

The pulses of a high end riftwalker aren’t half bad in terms of damage over time, assuming the enemy in question is vulnerable to cold. The only major drawback of this spell is that it doesn’t give or benefit from mage reputation.

The in game help reads:

No saving throw.
Casting time: 3 rounds.
Damage type: cold.
Type of spell: attack spell.
Affecting stats: int.
Cast type: rift.
Spell point cost: 75.
A skilled riftwalker can pull a small amount of energy from the rift world,
transform it into an incredibly cold substance, and hurl it towards an
opponent. As the power of the riftwalkers entities grows, the amount of energy
the riftwalker can extract from the rift world will increase.

Batmud: Mastery mechanic

“Masteries” are a category of skills that grant direct power bonuses to one or more of your skills and spells. For example, ‘mastery of medicine’ boosts the amount healed by all ‘heal’ spells by a large percentage.

Although the effects of masteries can vary wildly, they almost always give far greater benefits than what can be had by 100% ability in what they modify. In most cases a mastery skill will add at least an extra 50% to the power of what they influence when maxed out.

Some masteries will also cause special effects or extra abilities to become available. For example ‘knowledge of identification’ will cause the identify spell to give highly detailed bonus information about materials.

Between changes to the game, guild customizations, reputation systems, special bonuses, and passive skill modifiers, there is actually a lot of gray area as to what skills are actually “masteries” in the classic sense of the term. For example ‘Essence of corrosion’ is an extremely useful modifier of acid spells, but is not their mastery in the classic sense, but a newer reputation bonus for acid mages.

As a rule, true masteries always give a straight power boost. They’re usually named accordingly: Skills named “theory of …”, “mastery of ..”, “knowledge of …” are generally classic mastery skills. They’re a mechanic that is older than the ‘new’ reputation systems, and will tend to be less dependent on how long you’ve been in any given guild.

Batmud: Quick chant skill

Quick chant is an essential skill anyone who regularly casts spells that take a long time to use. Quick chant essentially lets you get two or even three rounds worth of spellcasting done in one round. This skill by itself can’t let you complete spells in less than one round however.

Quick chant’s chance of working is heavily influenced by your knowledge of the spell being cast. 100% quick chant is much less useful if you’re trying to cast a spell you only have at 10%.

You can toggle quick chant on or off with ‘use quick chant’.

The in game help reads:

Skill duration: random.
Type of skill : spell casting skill (arcane skill).
Affecting stats: None.
It uses no endurance points.
Anyone who employs magic of one sort or another, will
testify that casting spells takes time. The mysterious
power, which mortals call magic, does not jump ready for ones
use at a single thought. It takes time and concentration for one
who wishes to employ magic, mainly in the form of spells.
Of course, there are times when that amount of time needed for
one to cast a spell is not available. Fortunately many years ago,
a scholar in the ways of magic discovered that by using carefully
crafted abbreviations, one could speak the words needed to harness
the power of magic more quickly, just as we use contractions and 
slang to ease our verbal form of communication. Of course, this is   
a much more refined art than simple speech. But given the proper
training and instruction, one can use these techniques to shorten
the time they require to wield their magical powers.

Batmud: Newbie enchantment quest

It has long been the case that new players can have trouble getting useful gear. The newbie enchanters are a way for players of level 60 or below to add bonuses to nonmagical gear without needing to fight powerful monsters or gather together large parties.

The process won’t happen over night, but can be used to create any number of custom items. It involves performing various of tasks for npc’s located near Arelium, and optionally the assistance Templar or Spider guild member during the final enchantment.

One side note is that this process is the only easy way to get equipment filling the ‘rig’ slot to have any bonus stats.

Important NPCs

Pietro J. DeCrystato, aka A seedy looking human  – Located at Global: 8561x, 8674y.

Ask him about items. Once per day will be willing to send you on a scavenger hunt for a few items. Some will be easier to get ahold of than others. If you succeed, he’ll give you a gem for another npc to use to imbue power into an item. Chosing to find more difficult items will give a more powerful gem.

Shahr’issa Voltanax, aka Drow Enchantress. Located at Global: 8519x, 8662y

Will use a gem from Crystato to enchant an item for you – if you bring her a corpse of a particular variety. Choosing a more difficult corpse will be rewarded with her being willing to imbue more powerful gems.

Saeginus Mhuran, aka Valar Encanter. Located at Global: 8536x, 8673y in a shrine.

Will use a gem from Crystato to enchant an item for you – if you complete or have already completed a particular quest. Choosing a more difficult quest will be rewarded with him being willing to imbue more powerful gems.

Saeginus Mhuran says 'Here is what you must do:'
Enchanting an item gives that item a magical bonus. It could be a bonus
to an attribute, or a special combat enhancement. The effect lasts as
long as you wear or wield (whichever is appropriate) the item in question.
Once enchanted, the item's power is linked to you, and only you may use
that item from that point onwards.
Enchanting an item requires three things:
-- the item itself. It must be a weapon or armour that does not yet
have any magical powers (but nonmagical powers, such as the light
shed by illumium metal items, is okay)
-- an enchanting jewel. These rare baubles look like gemstones in
metal settings. A yellow one is powerful enough to bond a weak
power into an item.
-- a religious ceremony. I can take care of the ritual, but it would go
much better and give stronger results if I had an assistant who was
skilled in the art of 'prayer'. They won't need to do too much, but
they do need to be here when the ritual begins.
Syntax: enchant <item> using <jewel> power <which power to enchant>
As me about 'powers' to see the list of powers I can endow.
Saeginus Mhuran says 'I can also make an already enchanted item stronger, if you bring me a stronger jewel. The syntax is the same.'
Both armours and weapons can have the following:
strength         intelligence          wisdom
dexterity        constitution          charisma
hit point regeneration   spell point regeneration
Armours can have the following:
cutting protection       stabbing protection
bashing protection       general protection
impact/magic/fire/cold/poison/lightning/asphyxiation/psionic/acid resistance
avoid
Weapons can have the following:
magic/fire/cold/poison/ligntning/asphyxiation/psionic/acid damage
to hit                   damage