recursal/Fanatic-Fandom huggingface dataset:
Rangers

**Rangers** is one of the Guilds in the game Threshold. They are noted defenders of the wilderness. The rangers guild is located in Sable and thier identifying feature is a tracker's compass.

Rangers are selected from the Warriors guild.

All Rangers must create their characters as either Fighters or Warriors. The minimum level to become a ranger is 10/10, but fighters are usually of higher level when they are accepted. To become a Ranger, you must demonstrate a long standing devotion to the natural world (though worshipping Silvanus is not in any way a requirement).

If you meet the minimum requirements, you must then seek out other Rangers as well as the guildmaster of Rangers and speak with them. They will work to determine if you qualify for their guild. They will have duties and tasks you must perform to prove yourself. If you succeed, they will admit you. If you fail, there is no shame, as not everyone who seeks Rangerhood can be accepted.

## Symbol

Rangers carry around Tracker's Compass to help them in their long forays into the wilds.
Quail hunt

Quail hunt is a nod to the old video game *Duck Hunt*. You are provided a hunting crossbow and coordinates for shooting the quail marked as ~o~ on the screen. There are three difficulty levels, **novice**, **adept**, and **marksman**. It is located in Colonel Askren's Hunting Range, which is in the south meadows of the Sunswift Plains east of Sable City.

## Alternate Location

Another place to play, for members of the Kings Court, is in the King's Hunting Grounds via the Castle of King Borgia with Gunthar, the King's Master of the Hunt.

## Gameplay

### Novice

In novice, you are given the full coordinates to make it easier to mark your prey.

### Adept

In adept, the coordinates are taken away and you are given two birds at a time to shoot.

### Marksman

Marksman is similar to adept, except that there are three birds at one time.
Greater thunder stone

A greater thunder stone is a greater elemental stone of the elemental type air.

## Description

```
greater thunder stone

   The smooth surface of this stone is dark black, resembling obsidian. Small
arcs of electricity occasional crackle across its surface, leaving behind a
crisp, clear scent - like the air after a thunderstorm.

```

## Lesser Stone

There exists a lesser, more common version of this stone.
Crim244-2

*See:* Case history

# Brief for the King, submitted by Celetorin
```

King's Brief for the Prosecution of Raq for Assault of Afel

In the month of Tempest in the year 243, the Mage Raq and the Thief Afel spent some time adventuring together. Afel seemed to have developed some feelings toward Raq and was emotionally hurt when he learned that Raq was in love with the Cleric Elad. A verbal argument evolved in which Afel even threatened to put a bounty on Raq's head.

In the following days, a conflict between Elad and Afel evolved that pinnacled in a fight between Elad and Afel in the streets of Sable (cf. the King's Brief for Rex v Elad [Crim244-1p]).

When Afel went to the Justicars to report that he had been attacked by Elad, he met a group of people there, including Raq. Raq became angry at Afel without sufficient reason and attacked him. Raq does not dispute the facts.

The Justicars recommend that Raq be punished for hurting Afel.

```
 ---=== Appendix: ===---

Most of the investigation of the Justicars has been done via the
service of the Royal Postal Office. We append a list of letters of
witnesses and defendants that corroborate our findings of facts:

 Letter by Afel dated Tempest 30, 243
  (Afel's description of the events leading to Elad's attack)
 Letter by Afel dated Serenus 1, 243
  (Afel's description of Raq's attack)
 Letter by Raq dated Serenus 20, 243
  (describing the circumstances leading to the crime and
   confessing the attack)

  These letters will be send to the Judge as pieces of evidence.
```

## Judgment: Crim244-2j

```

                        )
                        )
Rex,                    )
                        )
                        )
v.                      )       Crim244-2
                        )
                        )       DECIDED: Thawing 28th, 246
Raq                     )
________________________)
```

**Judgment:**

The defendant did not submit a defense brief to the Court. Consequently, she is found GUILTY AS CHARGED of the crime of Assault of Afel. Not submitting a defense brief is seen by the Court as a lack of respect for the rules and regulations of the Justice system. Therefore, the defendant is found guilty of comtempt of Court.

**Sentence:**

Raq is to pay a 10 orb fine and a 5 orb retribution to Afel.

In addition, Raq is to pay an additional 10 orb fine for Contempt of Court.

The fines and the retribution (total of 25 orb) are to be collected by a Justicar within three months after the publication of the Judgement. The Justicar will pay the 5 orb to Afel.

Failure to pay the fines will result in **DEATH** without a hearing.
Loyalty

Once per day, a new loyalty reward becomes available. You may claim this reward by visiting Lady Peania near the castle of King Borgia or Subtribune Ola near the palace of Emperor Rendel.

## Special Notes

* The specified rewards are granted on the day of the month shown. For days exceeding 28, the reward is one of each elemental stone.
* Tokens are invokable items that grant the bonus for the period described.
* Forgiveness is the same as a boon, but possesses an expiration date.
* Elemental stones go directly to special inventory.
* Consumables may not be stored.
* Members of the King's Court are eligible to crit noted (\*) loyalty rewards.
Quests

*This article is a stub. You can help Threshold RPG Wiki by expanding it.*

**Quests** are a crucial gameplay element in the game Threshold RPG.

## Quest List

The following are a list of quests that are available to adventurers in Threshold, in approximate order of difficulty.

1. Adventurers Guild Explorers Club
2. Skill Mastery
3. Where have the Children Gone?
4. Something is Rotten in K'Flerion
5. Succor for a Kelnore Villager
6. Appease the Deities of the Aether
7. The Old Man and the Swamp
8. The Great Gem Heist
9. Proving Grounds
10. Tragedy of Othello
11. Citadel of Wizards-Yrammang
12. Fall of the House of Dubrecht
13. Mysteries of the Everwood Forest
14. Mummy's Challenge
15. Mystery of Lord Armag's Tower
16. Slay Virulent
17. Heal the Forest of Silvanus
18. Learn the Fate of Morrigan's Horn

1. Adventurers Guild Explorers Club
2. Skill Mastery
3. Where have the Children Gone?
4. Something is Rotten in K'Flerion
5. Succor for a Kelnore Villager
6. Appease the Deities of the Aether
7. The Old Man and the Swamp
8. The Great Gem Heist
9. Proving Grounds
10. Tragedy of Othello
11. Citadel of Wizards-Yrammang
12. Fall of the House of Dubrecht
13. Mysteries of the Everwood Forest
14. Mummy's Challenge
15. Mystery of Lord Armag's Tower
16. Slay Virulent
17. Heal the Forest of Silvanus
18. Learn the Fate of Morrigan's Horn

## See also

* Gameplay
* Quest command
Lesser idol of Erosia

## Description

```
   This fair-sized plaster idol of this foot-tall peanut stands on a
circular pedestal. Though the peanut itself consists of an uneven, slightly
asymmetrical shape, the dimples upon the shell are perfectly the same. They
each measure approximately half an inch in diameter. A tiny, perfectly
carved rose rests at the base of the peanut next to an equally tiny wolf.

```
Lesser idol of Set

## Description

```
   This polished copper idol is formed of a flat, thin panel mounted inside
a black wooden frame. Crudely engraved into the copper is a giant cobra
spreading its hood in a threatening display. Tangled with the snake's long
body are strangle-vines, the entire mass so woven together it is difficult
to tell which is vine and which is snake. There is a sturdy hook on the
back suitable for hanging.

```
Succor for a Kelnore Villager

*This article is a stub. You can help Threshold RPG Wiki by expanding it.*

## Lore

Of the many sad tales and horrific stories about the current plight of the residents of Kelnore, there is one that seems to tug on the heartstrings of travelers more than many of the others.

One middle aged woman, a long time resident of Kelnore, is said to have lost half of her children, and has suffered other losses that have left her even more downtrodden than the average citizen. It would be quite a heroic deed to find this poor woman, and try to help assuage her painful condition. Considering the terror that the villagers of Kelnore have experienced, you can bet that whatever has befallen her is probably something quite nasty - and to help her will likely involve tangling with some gruesome beasts.

For the less altruistic, it is also told that her family was once a noble in the village of Kelnore, so she still might have something of value to reward such a helpful adventurer.
Takzul

**Takzul** is one of the playable Races in the game Threshold.

The Takzul came into being after the Demon Wars in late 200s. Their origins were probably orcish, but prolonged exposure to the stones from the demon tower caused dramatic mutations. The Takzul are much more intelligent than the average orc and much less prone to thoughtless rage. Naturally cautious and secretive, Takzul society is relatively new and underdeveloped. They struggle to find a place for themselves in the world of Threshold.

Takzul culture is quite new but distinct. They live in sturdy huts that can be dismantled and moved in a few hours. The Takzul enjoy community feeding times, and eating, for them, is immensely pleasurable as well as social.

## See also

* Races

Playable races
Crim182-3

*See:* Case history

## Judgment: Crim182-3j

Rex v. Xiphias

Facts: The defendant committed an assualt and battery against the person of
Oobtaj the Footpad. Before any charges were filed, the defendant plead his
case before a justicar, wherein he admitted to the crime and essentially
requested leniency from the court.

Decision: It is certainly true that the crimes of both assault and battery
exist in this realm and as such are proscribed by the powers of the realm.
It is not necessary in this case to address the elements of these crimes as the
defendant has admitted to committing them.

While penalties will be applied in cases depending on the various facts and
subjective severity of the crimes, it does not seem necessary here to
pass an onerous sentence on the accused.

Judgment: Defendant is guilty as charged. No penalty applied due to the
defendant's good faith and timely confession.
Resistance

*See:* Damage types

For nearly every damage type there is a method of resisting it, whether it be by spell, ability or a buff provided by gear. Included below are the most common resistances provided by the game. There are other resistances which exist, but are considered more secretive as they counter other specific abilities.

* Armor
* Acid
* Asphyxiation
* Bleeding (rare)
* Blunt (regardless of source)
* Cold
* Cutting (regardless of source)
* Disease
* Electricity
* Fire
* Gas
* Magic
* Melee
* Missile (regardless of source)
* Poison
* Psionic
* Spell
* Thrusting (regardless of source)
* Vampiric
* Weapon

1. ↑ While typically a resist is a quality that prevents in part or whole damage that is done to the person benefiting from the resist, the armor resist ignores a percentage of the armor value of the benefactor's foe. So, if a character had 10% armor resistance, he would ignore 10% of his foe's armor, effectively reducing their armor class for the purpose of the To Hit calculation.
2. ↑ Bleeding resist is rare as most bleeds are very small amounts of damage and don't generally warrant a resist. This does not include Damage over Time (DoT) effects, as those would be covered by other resistances.
3. ↑ 3.0 3.1 3.2 3.3 This can be from the physical weapon blow or by any ability or environmental effect.
4. ↑ This resist protects against physical attacks, not including weapon attacks. Special abilities from melee guilds will fall under this category.
5. ↑ This resist protects against spell-casting abilities from guild-related abilities.
6. ↑ This resist protects against weapon attacks. Specifically, their melee swings.
Tell command

A tell is a mental message sent to another living being. Due to the incredibly private nature of sharing thoughts with others, there are restrictions:

* Tells can only be sent between people who are fully introduced (or famous).
* If the tell you send is not received by your intended target, you will not receive any feedback informing you of this.
* You cannot send tells to people in the same room.

## Usage

tell <username> <message>

tell <username> <;emoted message>

tell <username> <;stock emote/feeling command>

## Sample Usage

```
       > tell foo I love your new pants.
       > "foo I love your new pants.

       > tell foo ;loves your new pants.
       > "foo ;loves your new pants.

```

## Special Note

When using the commands, do not type the brackets < >.

The settings command allows you to control a number of features that affect the tell command.

See also: reply, last, hegemon, introduce
Unequip command

This command allows you to unequip a piece of armor. If you are carrying more than one of a certain type of armor, and the one you are currently wearing is not the first armor in your inventory, you should specify which of that object type it is.

## Usage

unequip <armor>

unequip <armor> #

### Sample

```
 unequip leather 2

```

or

```
 unequip leather armor 2

```
Newbie spell

The newbie spell is your first real combat ability in the game of Threshold. When you are in your heritage levels, you should use this ability liberally during combat to increase your chances of survival!

## Usage

```
newbie
newbie <targetname>

```

This "spell-like" power differs depending upon your heritage. You can use this power either while in combat, or to initiate combat.

If you are in combat, just type:

```
newbie

```

If you want to initiate combat, type:

```
newbie targetname

```

Where <**targetname**> is the name of your potential target.

Some heritages get to keep their newbiespell beyond heritage, others do not. If yours works, you are fortunate =).

## Help File

```
help newbiespell

```
Mail

There are post offices in the major cities where you can send mail to fellow
mortals within the realm.

From the Adventurers Guild of Sable City: 1w, 1s.

## Post Office Commands

mail - brings the user into the mail system

read - this command will give directions

mail <username> - send mail to another character

mail <groupname> - send mail to an entire group (see below for active groups)

package - check to see if there are any packages

```
 Threshold Mail System (Type: ?  for help)
    3 Foo                            (Wed Oct  7) Test mail #3
    2 Foo                            (Mon Sep 28) Test mail #2
    1 Foo                            (Wed Sep 23) Test mail
 [MAIL] [3 of 3]

```

n, +, <CR> - Read the next note. <CR> means hitting the enter key.

<#> - Read the specified letter #

p, - - Read the current note.

m <user> - Send a letter to user

R <#> - Reply to letter, including all CC'ed users.

r <#> - Reply only to sender of the letter

d <#> - Delete current letter or letter <#>.

u <#> - Undelete current letter or letter <#>.

# <#> - Set current letter #

h <#> - List letter headers starting at <#>. (Default is 1st).

g - List groups, clans, organizations, etc. you can mail to

f <#> <user> - Forward a copy of letter # to <user>

q, x - Quit the mailer. (All deleted mail will be removed)

Q - Quit the mailer without changes.

$ - Check for new mail that arrived while you were in the mailer

## Active Mail Groups

This is a list of currently active mailing groups.

1. Council-Sable
2. Council-Thrace
3. akanee
4. artemis
5. calendar
6. civiljudge
7. clan
8. clan-approval
9. cobalt
10. council
11. council-sable
12. council-thrace
13. crimsons
14. emirikol
15. guild-improvement
16. guildmasters
17. homestead
18. jumpinjoe
19. justeyes
20. justicar
21. justice
22. magius
23. masterthief
24. museum
25. necromancer
26. noble
27. paenash
28. publishing-house
29. pythian
30. rpstaff
31. rpstaff-mains
32. sga
33. socrates
34. stea
35. templar
36. times
37. triumvirate
38. uga
39. valonius
40. vulcanara
41. wyvith

1. Council-Sable
2. Council-Thrace
3. akanee
4. artemis
5. calendar
6. civiljudge
7. clan
8. clan-approval
9. cobalt
10. council
11. council-sable
12. council-thrace
13. crimsons
14. emirikol
15. guild-improvement
16. guildmasters
17. homestead
18. jumpinjoe
19. justeyes
20. justicar
21. justice
22. magius
23. masterthief
24. museum
25. necromancer
26. noble
27. paenash
28. publishing-house
29. pythian
30. rpstaff
31. rpstaff-mains
32. sga
33. socrates
34. stea
35. templar
36. times
37. triumvirate
38. uga
39. valonius
40. vulcanara
41. wyvith

## Special Note

If you need to contact the administration, please see the support page for further instructions.

See also: packages
Smell command

If no target or object is given, you will smell around your current environment. If you specify a target (which could be another player, an NPC, an object in the room, or something mentioned in the description of the room), you will smell that target more closely.

## Usage

smell

smell <target or object>

## Special Note

See also: look, taste, touch, feel, listen, glance, displaying
Sludge serpent

Very little is known about the origins of this reptilian beast. Only found in the murkiest, dankest, most vile regions of the Sablean Sewers, this snake-like creature appears to feed off of the mire and fetid remains deposited there by unknown persons. Not surprisingly, it is avoided by almost all who journey there, except for the proudest of the King's Scout force...and the Magi of Sable. The Magi have been studying this beast since it's discovery — puzzled by the frequent spoor of powerful magiks near a serpent's lair. The current theory holding prominence in the raging debates in that Guild is that there is, in fact, some unknown and immense magical power source deep below Sable — accounting for not only its prominence in the eyes of the Gods, but the mutations found in this beast. To be specific: the Sludge Serpent appears as an abnormally large snake of approximately 12 feet in length, with 6 of those feet consisting of the normal rear of the serpent, but the front half consisting of 2 heads instead of merely one. Each head moves independently and appears to have a co-operating mind — allowing complete freedom of movement for attack but also coordinating attacks and strategy. This is no dumb brute, but a vicious, calculating beast to be dealt with.

The Serpent is known to fight both conventionally, with its mouths full of long, sharp teeth, and quite unconventionally using the aforementioned teamwork between its heads. A favored attack noted by those who survived involves the Serpent plunging both heads below the slime and muck, then suddenly springing back up to grab both legs of its enemy — dragging the poor sap back underneath the filth. The survivors reported that they struggled free only after receiving several septic wounds, and being well nigh to death by drowning. The other known attack of these creatures has been nicknamed the "frenzy": The Serpent, in a fit of rage, madly flails across the chamber, wounding and smashing everyone unfortunate to be in the room. The result is massive wounds that are worsened by the vile contents of its saliva.

There is usually only one reason for explorers to fight a Sludge Serpent: survival. Known to frequent the more perilous regions of the conduits and pipes, the solitary Serpent is so easily angered by unexpected guests that the unwitting meet Mortis before they may even defend themselves. Strangely, no recorded examination of the corpse of such a beast has detected any reproductive organs on them, further giving credence to the idea that they are, in fact, a mutation of another species. The questions before Sable must be then, what species could this be, what is causing such a large and frequent number of these mutants, and most troubling — why and how are these powerful creatures being driven away from where they spawn? The troubling answer can only be that whatever lives at the spawning grounds for these creatures, be it the original species or some unknown race, the Serpent fears them much more than they fear us...
Sable

*This article is a stub. You can help Threshold RPG Wiki by expanding it.*

Sable City stands on the western edge of the Sablean Continent and is the oldest and largest standing city in Threshold. It once housed the majority of the great temples and all of the guilds of Sable, and Maelstrom's Fortress also once hovered solely over this city.

Sable City was founded by King Glamis who pushed back an infestation of orcs and built a walled city to house the humanoid races. Though most of the inhabitants of Sable are regular people with normal lives and
professions, a very few individuals stand out and pick up the mantle of adventuring. These individuals are blessed with an unnaturally long life as well as divine favor.
Mages

A world of wonder, mystery, and most of all unfathomable power: this is the world of the mage. The unending pursuit of knowledge and power is what mages consign themselves. To study magic is to seek understanding of the incomprehensible. It is to try to bend to your will that which does not wish to be controlled. The potential is limitless, and the power is unimaginable.

The mage is a rare being capable of doing an incredibly wide variety of things with his powers and skills. This power comes at a cost, of course. This knowledge require intense research, study, and practice: often at the expense of the mage's physical well being or health. For this reason, mages are not well equipped for hand to hand combat, yet their mighty spells certainly make up for this fact.

Undeniably, to choose the path of the mage is to choose a path of wonder, and a path of never-ending excitement. And of course, though this path is fraught with peril, it ultimately leads to incomprehensible power.

Guildmaster: Jaheria T'En th

## History

The sorcerors guild merged with the **mages** in the year 396 and now have guild halls in both Sable and Thrace.

## Symbol

A mage can be recognized by their carried tome of spells that is often customized to reflect the interests of the mage.
Salamae

**Salamae** is one of the Races in the game Threshold.

Centuries ago, when the founders of the Sable Kingdom were exploring the continent in search of a location for their capital city, they met with a tribe of salamae who were living in the swamps just north of modern day Sable City. They found them to be a friendly, fun-loving race of individuals, and an alliance was quickly and easily struck. They assisted with clearing the surrounding lands of dangers, and participated in the founding and the construction of the capital city. Ever since then salamae have made up a significant portion of the population of Sable Kingdom and its surrounding lands.

Salamaes are humanoid, amphibious creatures that are slightly shorter and significantly less muscular than humans. Their skin is very smooth and usually dark colored with bright spots of various hues. They have a thin tail that tapers along its approximate 3 foot length. They have thin tongues and wide, round eyes. They are generally very social, friendly creatures (at least to their allies). Like other humanoids, they are warm blooded.

Salamaes are intelligent and agile beings, who are also known to be quite lucky. They are slight of build, and though this makes them less hardy than a human or dwarf, they are certainly not weak or fragile. They are well suited to almost every guild (except necromancers), and they make especially good mages, thieves, clerics, and rangers.

## See also

* Races

Playable races
Storage

There are two types of storage facilities in Threshold:

**Armory:** Storage for weapons and armor.

**RP Storage:** Storage for clothing, role play oriented items, or other items specially flagged to be RP Storeable. In character this is called "Reserved Property."

There is a storage facility located in every major city. Each facility has at least two rooms. One for Armory storage and one for RP Storage.

### Sablean Storage Facility

```
From the Center of Town (CoT): 1 west, 1 north, 2 east.
Sable Adventurers Guild: 2 east

```

### Thracian Storage Facility

```
From the Center of Town (CoT): 4 east, 1 north

```

### Androctan Storage Facility

```
From the Obsidian Obelisk: 2s, se, sw, s, 4w, n, w, u

```
Worg

The worg wolf is one of the more vicious races of canine in the Realm. In ancient times, goblins bred wolves to be guard dogs and hunting companions. Over the course of centuries, these wolves developed an exaggerated jaw structure, fearsome teeth, and oversized grasping claws. Yet, the goblins (never very skilled at domesticating any animal, really) could not keep the wolves from attacking their hosts. Packs of goblin-bred wolves became common in the deep forests and on mountain trails. The common gray wolf became nearly extinct as their larger cousins slaughtered them.

Within the past decade, adventurers have reported a disturbing new type of goblin-bred wolf — the worg wolf. This terrifying creature can be as large as a horse. More troubling is the fact that worg wolves seem to have been magically enhanced with some kind of malevolent intelligence. Rumor has it that the worgs can even speak in their own bizarre, guttural language. Worgs have a voracious appetite for raw flesh and will pounce on any living creature to satisfy their bloodlust.

A weary warrior came into Sable on the 15th of Dawn, 188, and staggered into the Green Griffon. He told of his near escape from a cavernous goblin lair, where he had encountered two worg wolves:

> "They hit me suddenly, from behind...," he stammered, his arms trembling. "I recall their bloodstained fur and a horrible rancid smell.... Before I could react, one worg bit into my platemail, sank his teeth into my gut, and thrashed me around...." He described how he rammed the worgs with his massive shield and fled to safety. "The most unusual thing is that I remember goblin guards rushing to the scene...as if they had been called by the worgs themselves."
>
>

Most veteran adventurers agree that such a monster is beyond the ability of goblins to breed and create...and that some powerful magical being or force must be involved in the recent appearance of these utterly vicious worg wolves. Travelers should be ready to flee when venturing into known worg territory.
Scroll rack

Collecting some scrolls in your travels? What better place than the security of your own home to house them. Buy a scroll rack today and place it in any room! Limit 1 per household, scrolls do not save over reboot.

## House Object

**Scroll rack** is a house object which can be purchased for a player house at a cost of either **100000 coins** or **180 ThreshCredits**.

## Commands

Only the owner of a house may issue commands to the scroll rack.

```
rack - Examine the contents of your scroll rack
rack store <scroll> - Place a scroll in your scroll rack

rack view <#> - Examine a specific scroll by number in your rack
rack take <#> - Retrieve the numbered scroll from your rack
rack take <scroll> - Retrieve a scroll from your rack

```

## Default Appearance

```
scroll rack

   This rack has several arms onto which scrolls may be placed. It is
magically enchanted to only allow the owner of the scrolls to retrieve
them.

```

## Customizing

In order to customize the short and long descriptions of your scroll rack, you must decorate the items *scrollrack-short* and *scrollrack-long* in the room where the scroll rack rests. For the short, it is important to note that you should put the description only on one line in the editor.

### Example

```
> decorate item scrollrack-short

Enter the description for scrollrack-short:

When finished, type a period on a blank line. To cancel, type ~q

# ***ALWAYS*** hit return at the end of each line. The length of a line is:
Scroll Rack Statue of a Woman with Four Arms and One Long Nose
.
You decorate the scrollrack-short here.
> gl

Plush Library
     The only obvious exit is down.

   Scroll Rack Statue of a Woman with Four Arms and One Long Nose

```
Sunswift Plains

*This article is a stub. You can help Threshold RPG Wiki by expanding it.*

The Sunswift Plains also know as the Sunswift Meadows east of Sable city nestled between the city's outskirts and the foothills of Kelnore bisected by the King's Highway to north and south halves both boasting a rich flora and fauna along with the homes of adventurer's favoring the open rolling plains instead of the bustle of the nearby capital. But such peace can be deceptive as dangers can easily hide among the grasses.
Stats

The term **stats** typically refers to your core stats and is generally only really useful for determining which guild you may join. Stats are a nod to the D&D game system outside of the guild requirements, they offer modest value. It would be inaccurate to say that they don't impact anything at all, however, it is actually your training in your skills and spells, your level, and your skill as a player that contribute the most to your abilities. There are items in the game that boost your stats and while moderately useful and typically temporary, it is the above that really make your character more powerful. Hit points, spell points, and endurance points increase as you advance player level and guild level.

Every player character has the following stats.

* Strength
* Intelligence
* Wisdom
* Dexterity
* Constitution
* Charisma
* Luck

## Changing Stats

While stats are typically permanent, if you have not yet joined a guild but have completed heritage, you are welcome to take advantage of the Stat Re-Allocation Room. You can enter this room from both Adventurers Guild in both Sable and Thrace. This room behaves similarly to how you allocated your stats during creation and may only be used *once*.

### Stat Expansion

A stat expansion was implemented on Feb 12, 2018 which enabled players to train stats for their characters beginning at guild level 1 and at every 5 level interval in the training room of their guild.

## Stat Bonuses

The following table describes the benefits of increased stats. Note that most stat bonus effects don't manifest until a certain value has been reached. This includes all bonuses, even temporary buffs.
Tells

Tells are a way for people who have fully introduced themselves to each other to be able to communicate with each other telepathically. Those who have been elevated to the status of hegemony can send and receive tells to anyone, regardless of introductions. Just because a tell is sent doesn't mean the person is awake, or has forgotten you. Be sure to check your friendship band to know for sure if your friend is awake.

## Uses

To send a tell to another player, simply type "tell <username> <message>". Emotes can be used in tells as well through the ";". Please note that tells sent to someone in the same room as you will not be received.

The tell command has also been globally aliased to the " symbol.
Skinning knife

**Skinning knife** is one of four resource gathering tools, and is used to skin various critters for usable hides found in various ecosystems throughout Threshold. It can be strapped to an adventurer belt for easy carrying and use, and will remain strapped to your belt through resets and death, similar to an autoload item. The benefit of strapping your resource tool to your adventurer belt is that you can skin a node without having to unwield your current weapon and wield your resource tool.

To obtain a gathering tool, speak to Peeki in Sable or Foroni in Thrace for more information on each individual gathering skill, making your purchase, and being properly trained in how to use it.
MUSHclient

## Connecting to Threshold

In MUSHclient, connections to games are called Worlds. To create a new world in MUSHclient to connect to ThresholdRPG, follow these steps:

1. Open MUSHclient
2. Click **File** > **New World ...**
3. Complete the following fields
	1. **World Name**: Threshold
	2. **TCIP/IP Address**: thresholdrpg.com
	3. **Port Number**: 3333
4. Clicking **OK** will open your new connection in a new window. Click **File** > **Save World Details** to save the World file somewhere on your computer.

### Optional

If you make changes to your world configuration while you have Threshold connected and then close it, you will be prompted to save your world, so, you could optionally check the box **Save World Automatically On Close** to have it save without prompting.
Emote command

## Usage

emote <text>

;<emoted text>

The semicolon is the shortcut key to emoting in rooms, tells, whispers, and channels.

### Emote in a Room

;really loves Threshold!

```
 Yourname really loves Threshold!

```

### Emote on Channels

threshold ;loves Threshold!

```
 [threshold] Yourname loves Threshold!

```

### Emote in Tells

tell aristotle ;loves this place!

```
 Secretly, Yourname loves this place!

```

## Suggesting New Emotes

You can suggest new emotes, including guild and race emotes by typing **emote suggestion**. This will bring you into an editor like bug, idea, typo, or praise and then you can type in detail your emote idea.

## Special Note

Do not use this command to try to simulate a game or system message.

See also: Emotes, Racial emotes, Premote, Channels
Sable Farm

The **Sable Farm** or the **Beleaguered Farm** is a residence just off the Southern Byway south of Sable city. Newcomers are encouraged wander around and explore and maybe even solve the quest here. The animals are the easiest while the skeletons and zombies are a little tougher.

## Quest Information

Quest name
newbiefarm
A well known and respected farmer residing south of Sable City has not been seen around town for some time now. His townie friends have become concerned, and have reported the lack of contact to the justicars.

A dispatch was sent to the farm, and it did not return. Subsequently, the justicars have declared the matter to be "under internal investigation" but will not state whether further action is being taken.

Friends of the farmer and his wife are extremely concerned, and hope that since the justicars seem unable to do something, perhaps some local hero can investigate the situation.
World drop

The world drop system is a mechanism by which random loot drops off kills no matter where you are in the game. The loot could be potions, magical scrolls, Battle cards, all sorts of different rewards.

These drops are in addition to what may drop from a monster's loot table, or a specific region's Zone drop table.

## Drop rules

There are a few rules governing how drops will be awarded.

* World drops will not drop off critters
* You must be within an acceptable level range of the monster's level
Sable Sewers

The **Sable Sewers** are accessible somewhere in the slums of Sable city. The difficulty of encounters rises as you venture deeper within. Newcomers are might wish to restrict their exploration to the first level until they become confident and powerful enough to foray deeper.

## Territories

* Sable Sewers
* Sable Sewers - Second Level
* Sable Sewers - Third Level
Peel command

This command works almost identically in function to the split command, except it only creates a stack of {1}.

### Sample

```
 peel torch

```

Which will result in one stack of:

```
 wooden torch
 wooden torch {9}

```

## Special Note

Stacks of 1 do not contain a stack identifier. Consumable items may not be restacked.

See also: Stack, Split
Vishnu

Vishnu is the embodiment of pure goodness and the source of all light in the universe. He espouses mercy and truth as the core virtues in the purification and perfection of the mortal soul, and he expects his worshippers to serve as examples of paragons of these virtues. Much like the sun, the Golden One can be benevolent and warm or harsh and unforgiving. He is an exacting and demanding god who strives for perfection and often succeeds. Though they may not admit it, many of the other gods admire and respect Vishnu's ability to stay a course as well as his determination to perform any actions he determines is right.

His proudest creations are the Sun and the mortal Conscience. It is a precept of Vishnu that: **"It is the Conscience that chooses the right path, and the Sun that illuminates the way."** The day is his domain, and he encourages the many activities done in its glorious light. Oftentime, he will have debates with Silvanus and even Tempest over the amount of cloud coverage that surrounds the world, though their arguments rarely get heated.

Vishnu demands that his followers devote their lives to the promotion of all that is good and light as well as expunging evil and darkness wherever it may be found. Evil must always have been encouraged to reform whether by word or by force. Mercy, however, must always be shown for those who may be redeemable.

The ancient battles between Vishnu and Set are legendary. Every few millennia, the source of deity power shifts to a new realm of the universe, and when it does so, Vishnu and Set begin their confrontation anew. Many times in the history of time, their war has nearly resulted in the annihilation of the very fabric of time and space. At long last, after millions of millennia, and after the complete destruction of battlefield after battlefield, the final conflict between Vishnu and Set, good and evil, has been joined. This battleground is the mortal realm of Threshold, where both deities know a final decision will be reached. Thus, Vishnu seeks to spread the word of goodness, truth, and mercy — thereby increasing his own power with which to wage war upon Set. Contemporaneously, Set proceeds upon a similar strategy. In the hope of eternal triumph over evil and darkness, Vishnu's clerics must persuade their fellow mortals that the word of Vishnu is the word of truth — the word which must be acknowledged, and followed.
Xp reduction

XP reduction (or XP penalty) describes a condition whereby the amount of XP you receive from an action or killing is reduced or nullified.

# NPCs

Many NPCs in the game will reward a reduced amount of or no XP on a kill if a player's level exceeds a certain threshold. This is to encourage players to not farm easier targets and to seek out newer, more challenging locales in which to hunt.

# Crafting

As a crafter advances in level, the XP gained from recipes suffer diminishing returns. For example, a level 15 crafter will gain no XP from a level 1 recipe. This reduction has no other effect, meaning, procced components and other effects remain in full effect.

# Hegemony Reduction

When a player hits level 20 (player level or guild level), the power of his gear will determine whether and how much XP reduction will occur. This reduction is calculated on the number of pieces that a character is wearing that is considered hegemony gear. Note that hegemony gear does not strictly refer to hegemony gear sets, but includes some of the strongest armor in the game, whether found or crafted. For example, some top tier crafted armor is considered hegemony gear. The game only calculates armor, not weapons, when determining the XP reduction.

The reduction only comes into play when the monster that has been slain is below level 20. A common observation is that mutated lobsters will provide less or no XP to a hegemon upon death.
Resource pets

## ThreshCredit Item

 King's Court 2000 | No

Resource pets follow you along and automatically pick up items you mine, clip or chop. This item can be purchased with ThreshCredits. Although they are shown to mimic living beings, they are not, in fact and won't respond to "say to" or emotes. However, you can emote using the regular emote command.

## Duration

Resource pets do not expire, but will disappear fairly quickly if you logout and take all your hard work with them!

## Pet Types

There are four types of resource pets and each can carry a specific type of resource, in addition to the findable type of resources such as silk or wool.

 short, stocky dwarf miner" | ore, ingots, silk, wool

## Commands

```
summon <miner/gardener/lumberjack/furrier>
give <item> to <pet>
put <item> in <pet>
get <item> from <pet>
release <pet>

```
Crim196-1

*See:* Case history

## Judgment: Crim196-1j

```

                        )
Rex,                    )
                        )
                        )
v.                      )       Crim196-1d
                        )
                        )
Vargr     ,             )       DECIDED: Hoerfest 8, 196
Defendant               )
                        )
________________________)

```

In light of the fact that Vargr did not submit a defense brief, he is found guilty of terrorism and murder.

The sentence is death to be carried out by any means the Justicars can obtain.

-Judge of Sable
Taste command

If no target or object is given, you will taste around your current environment. If you specify a target (which could be another player, an NPC, an object in the room, or something mentioned in the description of the room), you will taste that target more closely.

## Usage

taste

taste <target or object>

## Special Note

See also: look, smell, touch, feel, listen, glance, displaying
Threshold RPG

**Threshold RPG** is a high fantasy, real-time, multi-player, online role playing game. Once you step across the Threshold you will be absorbed by the rich, detailed, highly developed role playing atmosphere that comprises this fantasy realm. You become the hero, the heroine, or even the villain depending on your character and your imagination.

On Threshold, role playing is required and enforced. This policy creates and preserves Threshold's top notch role playing environment. Although there are places to communicate "out of character" within the game (after all, it is nice to get to know the people you are gaming with), outside of such areas players stay completely in character.

Threshold RPG opened to the public in June of 1996. It is the oldest role playing enforced MUD currently in operation.

Available 24 hours a day, 365 days a year, this exciting gaming environment is home to thousands of players from all over the world. These players are indeed what makes Threshold RPG a truly unique and marvellous gaming community.
Glyph embellishment

Embellishing a glyph improves its stats and can be performed at an Engraved silver sorberus. Embellishing requires a component of embellishment inks that can be obtained by deconstructing other glyphs (also at a sorberus). The process of embellishing will improve the main stat and one other random substat.

### Number of embellishments

Glyphs may be embellished a number of times according to the quality of the glyph.

 uncommon
 rare
 elite

### Embellishment ink requirements

The ink requirement for embellishing a glyph is determined by the quality of the glyph being embellished.

### Embellishment chances

The chance for a successful embellishment is determined by the quality of the glyph being embellished and the attempted embellishment level.

### Embellishment bonuses

When a stat is increased as a result of embellishing, the increase is determined by the stat.

 Armor
 Attack power
 Infliction
 Resistance
 Critical chance
 Critical damage
 Quickness
Split command

This command creates a second stack with the specified number and reduces the first stack by the same amount.

### Sample

```
 split 5 from torch

```

Which will result in two stacks of:

```
 wooden torch {5}
 wooden torch {5}

```

## Special Note

Stacks of 1 do not contain a stack identifier. Consumable items may not be restacked.

See also: Stack, Peel
Retraining

Retraining is available to tradesman wishing to switch trades. Retraining is like remorting except that your guild does not change. If a tradesman tires of his current trade, the option exists to retrain in the Trade Courtyard.

## Character Effects

* Character's levels are set to 1/1.
* Character's skills and spells are reset.
* Character keeps clan.
* Character keeps religion.
* Character keeps house.
* Character keeps bloodoath.
* Character spends 50 orb to retrain. The coin must be in the bank.
* Character's tribute is reset to 0.
* Character's shop cut is reset to 0.
* From whatever is remaining after the 50 orb retraining cost, character donates all but 5,000 coins to the crafting guild.
* Character will lose bloodjewels and belt.
* If the character is a hegemon, he/she will lose that status.
* Character will lose all current abilities that are not related to his new trade, general guild commands, church, race, clan, or bloodoath.
* Hegemon characters remorting lose the benefits of being famous.

## Autoload Weapon Effects

* You will receive your autoload again when you reach level 20.
* You may opt to have your autoload recoded as an autoload held item (recoding fees apply). This item should reflect your character's primary trade.
* You will have the option to donate your autoload to the game if you wish to do so.
* If you donate your autoload weapon to the game, you will be allowed to pay the autoload recode fee and receive a unique recipe for your crafter at level 20/20. The unique recipe MUST fit your character's primary trade.

## Important Notes

* RETRAINING IS AVAILABLE TO ALL CRAFTERS WHO CAN AFFORD TO DO SO.
* YOU ARE EXPRESSLY FORBIDDEN FROM ACCEPTING COINS FROM ANYBODY ELSE IN ORDER TO RETRAIN.
* RETRAINING DOES NOT REQUIRE ADMIN PERMISSION.
Weapons

Weapons are objects your character wields to slay another living being. Weapons come in different sizes and this will determine how many hands are required to use them, whether they can be used in the main hand, offhand, or with a shield.

## Weapon Types

There are three major weapon types with a fourth that is rarely used. The weapon type determines what kind of damage is delivered to your foe.

* blunt
* cutting
* thrusting
* missile (rarely used)

* blunt
* cutting
* thrusting
* missile (rarely used)

## Autoload Weapons

At level 20/20, if you have registered enough, you can submit a request to have your character own an autoloading weapon coded specifically for your character. If you have such an autoloading weapon, feel free to list it below.
Rope

Item Type
 Fuel Duration | Furnace: 10sGenerator: 2.5s

A **Rope** is a basic crafting material used for stone Tools, making early game armor and some structures.

## Usage in recipes

 Stone Pickaxe

 Stone Axe

 Stone Knife

 Stone Pickaxe

 Crossbow

 Simple Toolbox

 Splint

 Braided Helmet

 Braided Chestplate

 Quilted Hat

 Quilted Padded Helmet

 Quilted Coat

 Closed Metal Helmet

 Metal Chestplate

 Metal Skull Helmet

 Wooden Watering Can

 Drying Cabinet

 Wooden Barrel

 Fermentation Barrel

 Floor Rug

## Console

Console command:

/addItem Rope
Wield command

## Usage

```
wield <weapon>

```

This command is used to wield a weapon in your primary hand. If you have more than one of a certain type of weapon, you can use the following syntax:

```
wield sword 2

```

This will equip the second sword in your inventory.

If you want to wield a weapon in your secondary or offhand, use the offwield command. You may not be able to wield some weapons due to guild, race, level, alignment, shield, use of a twohanded weapon, etc.

SEE ALSO: equip, unwield, ready, unready, offwield

## Help File

```
help wield

```
Peeki

Peeki is a pleasant salamae who works in the Industrious Square in Sable City. She teaches people how to harvest different resources, which she does for free, recouping this cost by means of her refining service. Peeki installed herself adjacent to the Tradesmen for what are probably obvious reasons, but, it is unclear how this specifically benefits her.

## Holidays

There are two holidays of interest to Peeki: the Plight of Lord Wyvith and Pokka Gobbling Time.
Non-living creature

A non-living creature is an item in the game that has been coded in the likeness of a creature, however, it does not contain any of the properties of an actual living being. Non-living creatures are items and cannot respond to the attack command, xa command, or any other general command you could use to interact with a living creature without special, customized code support to allow it. Items, often pets, are coded in this way as to make them portable, meaning that you can carry them around in your inventory.

This is, however, trivial and completely out of character information and is presented here only to clarify what this means, as in character, you should treat them as living creatures.