recursal/Fanatic-Fandom huggingface dataset:
Unwield command

This command attempts to unwield a weapon you currently have wielded. There are a variety of means of doing this (as listed below) and you can use whichever method floats your boat.

## Usage

unwield - without modifier, tries to unwield primary weapon

unwield primary - unwield primary weapon

unwield 1 - unwield primary weapon

unwield offhand - unwield offhand weapon

unwield 2 - unwield offhand weapon

unwield <weapon> - unwield a weapon by name (don't use brackets)

unwield sword 2 - unwield the second sword in your inventory
Lesser idol of Loviatar

## Description

```
   This idol is triangular in shape with a 3 x 4 inch panel on each side.
The panels are sturdy black fabric attached to a solid bleached-bone frame.
On one side is a spider depicted in gray embroidery in the center of its
simplified web. On another side is a green cactus embroidered with red
thread spines and on the other side is a puffed up blow-fish embroidered in
brown and white with white thread spikes.

```
Scully

Scully typically seems to be a rather congenial fellow garbed in a neat uniform boasting a fine silver anchor upon the lapel. Undoubtedly, Scully spent many years at sea as can be deduced from his tan, leathery skin. Some even say he has a twinkle in his eye, but if you ask me it's an evil one.

I was adventuring with my ever-present companion and stalwart friend, Hashhead. We had just finished slaying some gnomes and we downed a few ales in celebration. We decided some exploration was in order so we set out to the West Gate of our fair city, Sable. Just outside the gate is the grandest sight I ever did behold — the massive ocean crashing its relentless waves upon the beach in a beautiful harmony. There upon the shores was a well kept building, nestled amongst the grand Sablean docks which thrived with trade and commerce. We decided to enter the building and met there, for the first time, Scully, the Harbormaster. The room was laden with parts of old ships, trinkets, tools, and ocean-going paraphernalia. In the center of the room next to a massive wheel stood Scully polishing a fine brass instrument. Without any kind of introduction, Scully asked, "Would ye like to take a sea voyage?" We looked at one another and I said, "We need to talk about it first." With that, I strode from the building followed closely by Hashhead.

Once outside, I whispered to Hashhead that I noticed a very valuable instrument in Scully's hands — an astrolabe. We knew we could really make some money, so we began discussing our strategy for attack. We smiled, rather pleased with ourselves, and we felt certain we would be victorious.

I snuck quietly into the door and hid in the shadows awaiting my cue. With the fury of an Avatar of Tempest, Hashhead came crashing through the door screaming a savage war cry — distracting Scully. I leapt from the shadows and drove my blade through Scully's back as the battle lust coursed through my veins. Scully never even flinched or hesitated. He spun, revealing a huge rusty hook, which he plunged into my abdomen. In a single, swift motion Scully ripped the hook from my stomach spilling my entrails upon the floor into rapidly forming pools of blood. I fell to my knees and my blades slipped from my grasp as I clutched reflexively at my terrible wounds. I glanced up at Scully as he swung his fearsome hook once more tearing my throat from my body with a mighty heave. I slumped to the floor and the last thing I saw was Scully's sadistic grin as he turned to face Hashhead.

I awoke to the grinning visage of Mortis saying, "Welcome to my abode." A shiver ran through my spine forcing me to tremble fearfully. I was more frightened than ever before in my life, but I took comfort in my ever-present companion's stupid grin...

## Author's Note

For the sake of protecting my friend's identity, I refer to him in this entry as "Hashhead". I give him this pseudonym for a variety of reasons that are not vital to the scholarly interests of this Bestiary submission.
Wire-rimmed monocle

The **wire-rimmed monocle** is an item purchasable from the card shops that allows you to easily review all battle cards in your inventory.

You can see the following information when you review your cards:

* Relative strength is shown in how the cards are sorted in your view. Be careful as this is NOT the order they appear in your inventory.
* The progress of the cards is shown in a bar graph to the right of the card's name
* The rarity of the card is reflected in the colour shown on the card's name
* The bonus levels of the cards are shown by the +XX in front of the card names

## Sample Output

```
> review cards
With the aid of your monocle, you expertly analyze your battle cards:

     Spark                   [@@@@@@-----------------------------]
     King Cobra              [@@@@@@@@@@@@@@@@@@@@@@@------------]
  +1 Virulent                [@@@@@@@@@@@@@@@@@@-----------------]
     Chartoad                [@@@@@@@@@@-------------------------]
  +2 Disturbed Angry Crab    [@@@@@@@@@--------------------------]
  +1 Polar Worm              [@@@@@@@@---------------------------]
  +2 Hornet Swarm            [@@@@@@@@@@@@@@---------------------]
  +1 Young Buck              [@@@@@@@@@@@@@@@@@@@@@@@@@@---------]

```
Listen command

If no target or object is given, you will listen 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 listen to that target more closely.

## Usage

listen

listen <target or object>

## Special Note

See also: look, smell, taste, touch, feel, glance
Say command

## Usage

```
say <message>
say to <someone> <message>

```

This command allows you to communicate with players and NPCs in the same room as you. This command defaults to speaking in the common tongue. However, you can always, also, speak in your native racial tongue.

If you are invisible, other people cannot hear what you are saying. This command is globally aliased to the apostrophe (') character. All you have to type to speak is:

```
'hello

```

Also, if you will be chatting at length, you may wish to use chat mode.

## Targeting Your Say

Sometimes, particularly in a crowded room, you want to be clear about who you are speaking to. In which case, you would type:

```
say to <person> <your message>

```

and everyone in the room will see more clearly to whom you are speaking.

## Colors

You can also use the settings command to change the color of people's say text.

## Help File

```
help say

```
Threshold RPG Wiki/Section 4

Wiki Community
## Wiki Community

We are always looking for more contributors! If you're looking to help, please **be bold** and start editing! Remember to check out our help wiki if you're new to wikis. Areas most in need of help are...

* Finishing up articles

Remember, this wiki would be nothing without contributions from people like you!
Skill ranks

"Skills" refers to general and guild skills, as well as spell schools, spell spheres, disciplines, lessons, etc.

Skill training takes more than practice and repetition. Throughout the land of Threshold you may meet experts or masters in certain skills, or find tomes of instruction which can teach you how to use your skills in unique fashion. The benefits of such training are enormous. First, you become a better and more effective student. This translates into cheaper training in coin and/or experience. In rare circumstnaces you may also learn additional abilities from this specialized knowledge. These benefits vary depending on the skill, and when your rank increases, you will learn some or all of the benefits of your new rank.

If you have any training in a skill, your level of expertise, or "rank" is Novice. After that, the ranks are **Adept**, **Specialist**, **Master**, and **Grand Master**. Trainers are often difficult to find, and almost always require some kind of favor or test before they will teach you how to reach the next rank. If you wish to reap the benefits of this advanced knowledge, you must explore the land to find these trainers, and accomplish whatever task they give you to obtain their training. Books of instruction are scattered throughout the realm which can be studied to improve your skill or spell mastery.

It is important to note that the location of such trainers, and how to obtain their training is similar to a quest. Thus, the rules in help quests apply. However, since being an **Adept**, **Specialist**, **Master**, or **Grand Master** is an IC thing, you CAN talk about that (unlike other types of advancement). So in other words, it is ok to be excited about becoming an "expert in attack!" or discuss your ranks amongst others.

If the concept of skill ranks still confuses you, one way to think about skill levels vs. skill ranks is this: Your skill level is like your physical ability or actual capacity in that skill. Your skill rank is your academic or philosophical understanding of the intricacies and nature of that skill.

## Commands

skills ranks - displays your ranks for all skills

skills spells ranks - displays your ranks for just spells skills
Mounts

Mounts (currently only horses) are available in Threshold RPG for:

1. Quicker travel between two locations or while moving around zones for the purpose of adventure or resource gathering; and
2. Limited, temporary inventory space while the mount is in use (meaning, while you are in an area and so is the mount, moving together through the area).

Any other use or expectation is unintentional and out of scope of the design of mounts within Threshold RPG. The loss of your mount or its inventory through death, during a zone's cleanup or through resummoning/desummoning should not be reported to the administration.

Reports should be made, however, if mounts are able to overcome obstacles ordinarily placed on player characters, such as entering a place you cannot go, or providing some odd benefit, combat or otherwise, other than as outlined above.

Be careful with your mount, lest it die in your care. They are as susceptible to attack as you are and you cannot get your deposit back if rented if you get them killed.

The use of mounts is improved by the riding skill. This skill increases both the damage mitigation to the rider, the health of the mount as well as the ability of your mount to avoid damage under your guidance.

## Usage

mount <horse name> - Mount your horse

dismount - Dismount from your horse

<direction> - When riding in a compass direction, you need only type the direction to ride that way.

ride <direction> - To ride in a direction that is more unique (for example: out, in, leave, enter).

mount equip <armor> - Equip gear on your mount.

mount unequip <armor> - Remove gear from your mount.

mount inventory - Check your mount's inventory.

mount pasture - Put your mount out to pasture (in Bit and Bridle only).

hitch <horse name> - Tie your horse up to a post (if provided).

unhitch <horse name> - Untie your horse from a post (if provided).

## Special Note

1. Guard your mount well, for when you are riding, you will also be harmed by the damage that falls upon your horse.
2. Remember that you will see everything your horse sees when you are mounted, and this may sometimes confuse you. It takes practice to get used to the different vantage point of horseback.

## Help File

* help mount
* help mounts
Lord Wyvith Celebration

The grand Lord Wyvith Celebration explores the quandary of an ancient ruler whose story lives on as a lesson to others. Ancient Lord Wyvith found himself in the first recorded instance of a Love Triangle between the beautiful and gracious Eris and the luscious and vivacious Bys.

In Eris' presence, he felt his heart swell with love and desire, but when he found himself with Bys, he found other parts of him swelling. Both would have presented an excellent union for him, but he could not decide between the two lovely ladies. Finally, tired of his excuses, indecision, and infidelity, both ladies sought other suitors. In a fit of rage, Lord Wyvith tried to kidnap one, and when he failed, he tried for the other. In the last last attempt, he was killed by both of the ladies' new husbands in an epic battle, the epicness mostly coming from how quickly he was slaughtered.

This tale has been retold in a million ways since Lord Wyvith lived, and now people celebrate his indecision as an instructional holiday for budding teenagers. Tradition dictates that magical, playful arrows are sent either to
a friend (or an enemy's) heart or groin to help Lord Wyvith's spirit make its choice.

Once the spirit of Lord Wyvith has made his choice, it is said that he makes his way to a place that most represents his desires to be with his Lady.

## Gameplay

Once per RL hour, you may visit Peeki in Sable or Foroni in Thrace and there you will find a heart-shaped pinata. To use this item, you must type `beat pinata`. Possible rewards from the pinata include a heart-shaped cookie that is perfect for sharing, a tiny candied heart, and a miniature golden bow and arrow.

The bow and arrow is used to generate the numbers for the event. To use the bow, you shoot someone near or far in the heart or the groin. The heart will contribute toward the Lady Eris, while the groin will contribute to Lady Bys. Or, you can just shoot someone, not contributing to either number. The general syntax (neither heart nor groin) will result in a blemish on the recipient in the form of a lips-shaped mark that will increment in number the more that person is shot.

### Syntax

```
shoot <name>
shoot <name> heart
shoot <name> groin

```

## Progress

You can track the progress of the event, by typing the holiday command.
Special command

This command is for manipulation of special items that are handled differently than regular game items. This includes autoloading custom weapons or clothing, certain quest items, and items we want you to be able to amass without having to store them somewhere.

## Usage

special - List special items you are carrying.

special carry <item> - Move an item from your inventory into your special inventory (if permissible).

special hold <item> - Move an item from your special inventory into your regular inventory (if permissible).

special weapon - If you have a custom weapon read its help file.

special summon - Summon any custom autoloading items you own.
Edge of Night

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

The Edge of Night is Lord Set's personal domain within the Aetherial realm. Edge of Night has been described as a massive citadel of the darkest obsidian arrayed with massive spires and towers guarded by legions of dark supernatural beasts, his numerous servitors and agents.
Scant few demi-gods have visited this dark realm and fewer still mortals and none without Lord Set's express bidding.

Reason: "*Is this necessary?*"

**This page is a candidate for deletion.**
Reason: "*Is this necessary?*"
Skills

Skills are trainable attributes of a character which are the major factor in determining things like ability duration, damage, etc. Your prowess in certain skills will contribute heavily toward whether you successfully hit or miss your targets as well.

## Training Skills

Your skills may never be more than twice your player level and they cost both coin and expertise at your guild trainer or the East Vestry in your temple if you are a paladin.

## Combat Skills

All characters possess the following combat skills, which determine a variety of effects including the success of hitting your foe. Most players train the majority of these skills.

* attack
* defense
* blunt weapons
* cutting weapons
* missile weapons
* offhand weapons
* thrusting weapons

* attack
* defense
* blunt weapons
* cutting weapons
* missile weapons
* offhand weapons
* thrusting weapons

## Specialty Skills

There are two skills that could be considered specialty skills as they are used in different mechanics in the game.

### Swimming

This skill serves a very basic function. If you have a skill greater than 1 in swimming, you will not drown while in water. Not having any skill in swimming will cause you to take damage while in water rooms and ultimately die if you don't find a way to exit.

### Riding

The riding skill is used when on mounts. The higher the skill, the less likely you will be thrown from your mount if it gets attacked and also the higher the skill means that you will be adept enough at evading damage while mounted. This was implemented because players were using mounts as shelters to escape aggressive NPC damage as they wandered through the wilderness, which is not the purpose of mounts.

## Resource Gathering Skills

Learned at Peeki (Sable) or Foroni (Thrace), characters require this in order to be able to gather resources from the world.

The following resource gathering skills are available:

* Furrier
* Herbalist
* Lumberjack
* Miner

* Furrier
* Herbalist
* Lumberjack
* Miner

## Guild Skills

In addition to the general and specialized skills above, every guild also has their own set of skills that are trainable which impact everything from ability duration, ability cooldowns, and ability effect.

### Spell Skills

Spell skills are also guild skills and only differ semantically from physical skills, being used in the exact same way. The difference is only for roleplay purpose and if it helps, it may be easier to think of them as spell schools, disciplines, or spheres in other games.
Proving Grounds

## Lore

The Proving Grounds of Sable City have been an important test of all would-be adventurers for many decades. It is unknown exactly who created it, but its presence is most certainly a contributing factor to the abundance of adventurers who reside or frequent the City of Sable.

Within its tunnels and caverns are many challenges both for the mind and the body. Combat and thinking skills are developed and tested. The degree of combat difficulty is magically attuned to the individual who accepts the challenge which makes this locale appropriate for many different types of individuals.

## Location

From the Center of Town of Sable: 8n, 1e, 1ne

## Special Note

This was designed for people who have completed their heritage, joined a guild, and are somewhere between the levels of 4 and 12. As noted, the combat difficulty is gauged to your level, so people of all levels in that range should be able to solve the quest. Even if you are unable to solve the quest, it is still a good area to explore and pick a fight or two. If you are higher level, there will not be much combat challenge, but you still may find the quest enjoyable and challenging to solve.
Territories

Threshold is split into sections of game called **Territories**. These regions can be both large and small, while some are again subdivided, though they are all referred to as territories.

Discovering a territory you have not previously visited grants your character experience points.

You can see how many territories you have discovered via the territories command. You can see the name of the territory you're in via the territory command.

Each clan, temple, and guild have their own territories, as well.

## Examples

The following are well-known territories in and around Sable and Thrace.

### Sable

* Beleaguered Farm
* Capital Highway
* Gloridome
* Gingerbread house
* K'Flerion
* Maelstrom's Fortress
* Newcomer Academy
* North Road
* Private Residence
* Sable City
* Sunswift Plains
* Temple of Vivoria
* The Shrine of the Aether
* Victory Park
* Village of Kelnore

### Thrace

* Banyee Village
* Isle of Thrace
* Jumpin' Jehosephat's Java Junction
* Maelstrom's Fortress
* Private Residence
* Seedsom Plains
* Thrace City
* Thrace City - Eastvine
Strangle vines

In ancient times Silvanus had a garden, where many plants, vegetables, beans, and many other types of vegetation used to grow. He liked those vegetables very much and kept his garden well cared. Meanwhile, a small tribe of tiny dirty humanoids appeared at the foot of a mountain. They were tired and needed food, and though they had nearly starved to death, they finally discovered the garden, found a way in, and discovered a means of exploiting it. Despite the well-established defense, the valiant and devoted Green Guards of Silvanus, the tribe penetrated into the garden and ate the Great God's favorite plants.

The Anger of Silvanus was horrible when he learned this, but he preferred not to call forth dreadful disasters — such as avalanches or forest fires — to put them into oblivion. Instead, showing his generous, merciful nature, he created a new kind of plant — able to wake at a moment and use its vines to grab the food seeker and suffocate him.

The reasons are unclear, but soon after, that tribe vanished and disappeared from the earth's face in short time. Only legends reside and tell us that Vines have a magical property: once they have killed an intruder, they gain a strong influence upon his mind and call him to return to the place where he died again and again. This can lead to the eventual doom of the intruder-victim!

Perhaps, Mortis had been invited by Silvanus to assist him in his creation and due to that such a weird property appeared. This author and one of my friends suffered from this horrific mental power many times and got quite enough. The physical might of Strangle Vines is enormous too. They strike hard and in the meantime don't let you get out, sucking out from you force, vigor, and endurance. If you can't vitalize yourself efficiently, don't even dream about getting food there. But the feeling of danger is sweet and thus new adventurers seek such Gardens and try to satisfy their seditious souls.

You may eventually be able to get satisfaction and kill the Vines, but while you are young, it is better to stay away. This author eventually gave up on seeking the riches they protect. A Brave fighter, who attempted to help me, was slain by them too. Heed their danger and be on guard in such mystical but luscious gardens.
Mortis

Without surprise, the religion of Mortis is solemn and somber, for the Silent One presides over an aspect of reality that is dreaded by nearly all mortal beings. Mortis was once a sad and lonely deity, for no one, not mortal nor immortal, chose to dwell in his realm for very long. His long time obsession, Vivoria, the former goddess of Life and Healing, gave up her position in the Aether to better serve the mortal sparks that often venture into his realm. There she resides with Mortis in his realm of afterlife also known as [text smudged]. With her addition to the underworld, Mortis' pain from the disappearance of his long time associate, Chronos, is lessened.

Erosia celebrates for Mortis, since his pure love has finally been realized. His relief from his previous suffering delights even Bast, who believes that her advice is how he finally convinced Vivoria to join him in his dark realm. Many former followers of the now demi-goddess, Vivoria, believe that she entered the underworld, not out of love for Mortis, but out of love for the mortal realm. Her sacrifice ensures that all mortals have a chance at rebirth.

Tempest visits Mortis often, though not for very long. He comes to retrieve the souls of brave and valiant warriors to return them to battle or to carry them aloft to the Grand Eternal Battlefield of the Aether. Mortis envies Tempest enormously because all the other deities respect him and seek his friendship and alliance. For this reason, Mortis tends to be surprisingly liberal and generous regarding Tempest's requests. Belphegore also rarely visits, though his visits are often memorable to a god who resides in Twilight. Mortis envies Belphegore's vibrant personality and ability to command those who follow him. Though Mortis has won Vivoria's heart (at least in his mind), his years of solitary living and loneliness still make him susceptible to envy and dourness.

Mortis, Set, and Gethsemane occasionally work together in the crafting of undead beasts. Mortis is most definitely the expert in this, and Set and Gethsemane are merely participating to corrupt his works. Mortis is always angered by the way they twist and abuse his creations, but for years, he has craved divine companionship. Even with Vivoria by his side, he still longs for the approval of the other deities.

Clerics of Mortis are always teaching that death should not be feared or reviled. The Silent One embraces them in the Underworld, where they will no longer feel pain, discomfort, or the burdens of tiresome mortality. Mortis' clerics are surprisingly gregarious and extremely interested in discussing religious doctrines. They seek companionship with almost anyone since they are used to being outcast and trod upon by society because nobody supports their belief in the grandeur of death. Mortis seeks clerics with a wide variety of personalities since he is accepting of most. Though his followers worship death, they do not seek it nor do they seek to produce it without reason. They wish to spread the word that death is not evil, but rather it is a natural and wonderful transition from the mortal realm to a much happier world.
Other resources

Apart from the main resource classes, there exists a completely separate, though equally valuable, sort of resource that is typically only found through means that differ from the norm.

These resources, themselves, require no gathering skill to obtain.

## Resource Types

### raw wool

Raw wool can be found in numerous places and is easily found as it spawns directly on the ground. Raw wool has a raw dominance value of 1.

### silk cocoon

Silk cocoons is usually found in wooded areas and can be found by searching the grounds, but also sometimes cocoons can be found when chopping down trees. Silk cocoons have a raw dominance value of 5.
Reinforced burlap satchel

The reinforced burlap satchel is intended to provide members of a clan an automated method of collecting resources they successfully gather. The satchel carries 3,000 weight units of resources and is a magical container, which does not impact the character's inventory space. The satchel costs 1,000 coins which are deducted from the character's bank balance.

The satchel can be obtained from the Hall of Clans and can be tributed there later. Once tributed, the player will need to obtain a new satchel.

```
reinforced burlap satchel < 3FC >

   This satchel is made of burlap. All of its seams have been reinforced
threefold, making it incredibly sturdy and unlikely to come apart. This
satchel is intended for holding resources for later tribute to Clan Vindicator.

It contains:
   iron ore {2}

```

When invoked, the satchel provides the following information:

```
   This satchel will automatically gather resources for later use in
tributing to Vindicator. This behavior can be toggled with the following
commands:

    satchel on   - automatically gather resources
    satchel off  - disable automatically gathering resources

* You cannot add or remove items from this satchel.
* Resources tributed in this manner are worth fifteen times their raw
  value versus the normal ten.

```
Thrace

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

Thrace City is the seat of civilization on the stormy Isle of Thrace. Its inhabitants boast themselves to be a hardy breed due to the tempestuous environment the weather brings. Those who reside in Thrace welcome both the
soothing rains and the booming thunder and lightning.

The continent is home to a booming economy, rich with a variety of precious wares. The scorpien city is rumored to be hidden away somewhere in the stormy isle, full of oddities. Those who avoid the merchant lifestyle hone their martial abilities and are divinely favored with long life. Many seek out the isle of Thrace as a home for those with a militant and disciplined lifestyle.

## Places of Note

The following places are also available via the travel command where noted.
STEA

The Social Tourism and Entertainment Authority (STEA) works to make the lives of everyone happy and interesting! They ensure that all visitors or new residents understand the laws of the land and how everything works. They give
tours of Sable and Thrace City. They organize social events, parties, sporting events, and the like. In general, they work to provide entertaining diversions to all citizens of the Sable Kingdom and Thracian Empire!

An STEA employee is generally there to welcome newcomers to the game, answer questions for newcomers, and be that guide for them. This is a valuable position to all players of the game not to mention the administration, the latter regarding the STEA as one of the keystones of the game and are greatly appreciative of their volunteer work.

## Offices

The STEA offices can be found each in Sable and in Thrace. In Sable, the STEA office is located 1 west, 1 north, and 1 up from the center of town. In Thrace, the office is located 3 north, 3 west, north, and up from the center of town.

At each office, players can type **help me** to get their attention for either assistance or to announce events to the realm.

## Booking Events

You can book events with the STEA to appear on the events calendar by sending a mudmail with the details of your event that you would like to publish to (calendar).
Thunder stone

A thunder stone is an elemental stone of the elemental type air.

## Description

```
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.

```

## Greater Stone

There exists a greater version of this stone for use in elemental enchanting.
Lodges

The Lodges of Primordiax number three in total and each are devoted to a specific ideology that governs the nature of their special abilities. The three lodges are

* Badger lodge
* Crow lodge
* Otter lodge

## Joining a Lodge

Joining a lodge is available once you reach level 5/5. You must be 5/5 or higher. You may not be 4/5 or 5/4. Each level, player and guild, must be 5 or higher. Seek out the Lodge you desire to join and sign up! There are no dues and probably no secret handshake. But if there were, it wouldn't be a secret if we were to put here 😉

## Advancement

When you join a lodge, you are lodge level 1. The currency for advancing your your lodge level is Kingdom Allegiance (KA). KA is rewarded by donating natural resources and task vouchers, themselves rewarded by completing city tasks, to the city to which you have sworn fealty. Using the lodge command, you can see how much KA you have as well as how much you need in order to advance to a new Lodge Level.

## Lodge Points

When you join a lodge, you are granted 1 lodge point. Lodge points can be used to learn a new ability or improve an ability you have already learned. As you improve abilities, they benefit from increased functionality, power, shorter cooldowns, the specifics of which are detailed in the abilities' help files. Lodge points are gained every lodge level, so if you are Lodge Level 5, you will have accrued 5 points. Every odd lodge level (1, 3, 5, etc) you have an opportunity to spend your new lodge point by learning a new ability. What this means is that while you gain a lodge point every level, you may only learn new abilities once every 2 levels. The number of points invested in a lodge ability, and therefore its power, is shown when you use the lodge command.

## Cartouches

Each lodge has a cartouche which they can power up by submitting completed city tasks to city task masters. It will require a number of completed tasks for a cartouche to reach its zenith of power. A cartouche which has reached its zenith empowers the lodge by effectively increasing all abilities as if the lodge members had +1 point invested in that ability. Cartouches reset at 6AM EDT/5AM EST.

### Note

Some lodge powers offer new options depending upon your lodge level. It should be said that cartouche zenith does not allow you to be able to use more advanced versions of an ability, rather, you are simply more effective/powerful/etc with that ability.

## Leaving a Lodge

You are, of course, not forced to remain with your lodge. However, should you choose to depart, the following effects will be applied:

* You will lose all the abilities you learned while in the lodge.
* Your lodge points bought via registration will be preserved.
* You will lose your stat benefits from the lodge you've left.
* You may not join any Lodge for one real life month.
Tome of spell mastery

```
tome of spell mastery (brewing)

   This large tome has a thick cover with brass trim on each of the four
corners to avoid wear. The cover is sapphire blue and is of a sturdy
cloth that has a slight shine to it. The brass trim at each corner
is hammered into a pattern of half-moon shapes and in the center of the
cover is a brass circle embossed with the same hammered pattern. The pages
are of a creamy, heavy vellum.

   This tome would advance one's mastery of the brewing spell school once
invoked.

```

These incredibly useful tomes can occasionally be found throughout the course of adventurer's journeys through some of the more violent areas of Threshold. Those of the more arcane arts of combat could potentially find the knowledge stored within one of these tomes useful. If you come across one, and the tome is written on a topic in which your skills align, you can invoke it to consume the knowledge within, destroying the tome in the process. With this increased knowledge of a subject, training costs for that skill diminish greatly. This becomes useful when you advance a player level and enhance your training in your skills.

Please note, upon gaining Grand Master understanding of a skill, you will not be able to invoke the tome. Maybe another in your guild could use the knowledge within.

## Warning

Often confused, there are skills and spell skills bearing the same name. It is worth mentioning that if you have skills and not spells and you try to use a tome instead of a manual, the tome will be removed from the game upon your attempt to use it. When in doubt, you can type **skills spells** to see what spell skills you have. If you have it listed in spells, then what you need is a tome, and not a manual. If it's not there, and it's in your skills screen, you need a manual.
Religions

The following is a list of religions in the game Threshold RPG.

## List of religions

* Bast
* Belphegore
* Bilanx
* Calypso
* Chronos
* Erosia
* Gethsemane
* Herastia
* Kylamane
* Loviatar
* Mortis
* Set
* Silvanus
* Tempest
* Vishnu
* Vivoria

* Bast
* Belphegore
* Bilanx
* Calypso
* Chronos
* Erosia
* Gethsemane
* Herastia
* Kylamane
* Loviatar
* Mortis
* Set
* Silvanus
* Tempest
* Vishnu
* Vivoria
Pillar of destruction

A pillar of destruction is magical device that allows for the destruction of most items. It is a player-oriented method of cleaning up after themselves, allowing one to rid oneself of items they no longer need or want and cannot or will not give away. Pillars can be found in many locations in the game, often shops, guild halls, etc. Not every item in the game is destructable in this manner. You can use the ooc command to determine if an item cannot be destroyed.

## House Object

**Pillar of destruction** is a house object which can be purchased for a player house at a cost of either **30000 coins** or **54 ThreshCredits**.

## Commands

```
destroy/trash <item>    - remove an item from the game

```

## Description

```
Pillar of Destruction

   This strange object or structure is a six foot high pillar made of an
unfamiliar, unknown black material that is not quite metallic and not
quite stone. It has a large opening above which a message has been chiseled
into the pillar. It reads: To dispose of an item: destroy <item>

```
Tempest

Even among the gods, Tempest is an imposing figure. In all of his forms he exudes incredible power, and when he speaks, his voice booms like thunder.

Tempest's greatest love is war. He is always practicing, perfecting, and developing new skills, tactics, and strategies. He often rewards mortals who develop new ideas about war that he has not discovered himself. He also rewards mortals who display incredible courage, skill, or brilliance in war — as this pleases him greatly.

For Tempest, war is the most accurate and perfect measure of the quality of a living being. War requires intelligence, ingenuity, courage, physical prowess, and perseverance. No other endeavor is so universally demanding or so incredibly vital to the balance of power. It is important to note that skill in making war is about much more than just killing. Intellectual and psychological aspects are equally, if not more, important to skilled warfare as the physical elements. Finally, Tempest is not a lover of death. Death is a sad but necessary consequence of war, and those who wage war properly do not create unnecessary death or destruction.

Another of Tempest's great loves is storms- particularly thunderstorms. In this respect, Tempest works with his close friend Silvanus to create incredible and shocking displays of weather. The two gods often compete with each other over who can dream up the most outstanding and spectacular storms. Generally, such contests are much to the dismay and inconvenience of mortals (usually, in direct proportion to how much fun the storms are for Silvanus and Tempest).

Historically, Bast and Erosia have both been extremely intrigued by Tempest. They often competed for his attentions because they both felt that he should direct his potent energies to activities less destructive than his endless bellicose pursuits. Though Erosia currently holds his affections, his drive for conquest and battles remain strong. It is unclear if Bast still plots to win his affections or if she has turned to other matters.

Vishnu and Set are also in frequent competition for an alliance with Tempest. Mainly, they feel that Tempest's incredible understanding of war would assist them should battles between old foes arise. Tempest often consults with Belphegore, who was one of his former generals, on matters regarding armies, battles, and wars.

Followers of Tempest exult in honing their skills in waging war. These include their personal hand to hand combat abilities, leadership skills, knowledge of strategy and tactics, and proficiencies with weapons and armor of very diverse varieties. They respect combat and do not engage in it frivolously. They respect life and never seek to cause more death or destruction than is necessary to achieve political or military goals. They also tend to be very loyal as loyalty is crucial to any military war machine. Further, they demand incredible loyalty from their own minions and followers. Followers of Tempest have been known to be incredibly zealous in all matters involving religion and war.
Lesser idol of Bast

## Description

```
   This idol is shaped into a circlet 6 inches in diameter. It is made of
carnival glass and catches the light in flashes of garish iridescent color.
The smooth colorful glass shows very little detail but it appears serpents
are entwined with humanoid forms in various poses of embrace forming the
endless circle.

```
Look command

If no target or object is given, you will look 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 examine that target more closely.

This command is globally aliased to l, so instead of typing look with any of these syntaxes, you only need to use the letter l.

In all examples, < > surrounds variables. You shouldn't type the < >.

## Usage

look

look <target or object>

look at <target or object>

look <target or object> here - this command is the same as the above but it will only check for the target or object in your location. This is useful in cases like when you have a symbol in your possession, and want to look at a symbol that is in the room.

look at <something> on <object> - look at some specific part of an object that is either in the room or in your possession. Also look at items another player is displaying (help displaying)

look <object> # - for multiple objects that share an id you can use this to look at ones other than the the first (example: look sword 3)

## Special Note

See also: smell, taste, touch, feel, listen, glance, displaying
Languages

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

Languages are prolific in the world of Primordiax on which the game of threshold occurs, while most speak the common tongue or a variant each of the civilized races speak their own racial language as well. But the power of language is not the sole providence of the civilized as many of the more intelligent and organized racial foes of the kingdoms have their own languages as in the case of the orcs, goblins and others.

*See:* Rsay command, Say command
Paladins

**Paladins** in Threshold are not a Guild per se; there is no guild to which they belong. Rather, paladins belong to the church which they serve. Being chosen as a paladin of their church is the highest honor that a holy warrior or devoted champion can achieve. A paladin can be recognized by the holy symbol of their faith.

Paladins are chosen from the ranks of the Warriors and Rangers guilds.

## Admission

All Paladins must create their characters as Warriors. The absolute minimum level to become a Paladin is 10/10, but it is more likely that a fighter will be around 20/20 (or higher) if and when they are made a Paladin. This is particularly true since it is \*rare\* that anyone under 10/10 is even chosen to become an official follower of a religion. Just becoming an official member of a church requires many real life months of roleplay.

The road to Paladinhood is an exceptionally difficult one. The vast majority of people who seek Paladinhood will not be tapped by their deity for this position. It requires game decades of intense devotion to one's faith to even be considered for this duty. To actually be chosen requires exceptional dedication and work. Becoming impatient or expecting a deity to choose oneself as a Paladin are two easy ways to guarantee that you will never be selected. As noted above, the vast majority of aspirants will never become Paladins no matter how badly they wish for the position. The amount of work and talent it requires is prodigious and should not be underestimated.

## Symbol

Holy warriors wear a symbol specific to the faith to which they belong.

## See also

* Guilds
* Subguilds
* Religions
Prosperity

There are three cities vying for the position of most dominant: Sable, Thrace, and Androctonus. To see which city is dominant, type **cities**.

To contribute to a city's dominance, you can tribute resources, dominance vouchers, and other special items to the cities.

In thanks for contributing to the prosperity of the city, you are rewarded Kingdom allegiance.

### Resources

Resources that are deposited into a crate are a value determined by their difficulty to harvest. When refined, a resource provides ten times the value.

The base values can be found at each of the resource pages herbs, lumber, ore, skins, other resources.

## Crates

In each city is found a large wooden crate into which you can deposit your resource or voucher.

### Sable

Directions from the center of town: 6e, 5s, w, court, n.

### Thrace

Directions from the center of town: 3n, 2e, 2n.

### Androctonus

Directions from the center of town: 2w, sw, 2nw, 3n, w, u, n

## Benefits of City Dominance

Presently the benefits of city dominance are:

* Faster regen in taverns in the dominant city
* Cheaper teleports between major cities to the dominant city
* 5% bonus to selling to shops in the dominant city
* 5% cheaper to publish books at the publishing house in the dominant city
* 5% cheaper to buy books at the publishing house in the dominant city
* 10% cheaper augments
* 5 Kingdom allegiance are distributed every 30 minutes to citizens of the dominant city
Stack command

This command takes two stackable items (or stacks) and combines them into one or more stacks of the same item type. This can be useful in tidying up the inventory and decrease the lines the inventory takes up on the screen.

## Usage

stack <item stack> with/on <item stack 2>

stack all - stack all stackables in your inventory; costs 25 ep

### Sample

```
 stack torch with torch 2

```

or

```
 stack torch on torch 2

```

Will result in one stack of:

```
 wooden torch {2}

```

## Special Note

Most stackable items bear a property that determines their maximum stackable amount. For example torches have a max stackable amount of {10}.

So, if you have two stacks of torches one with {6} torches and one with {8} and you combine them, you will end up with:

```
 wooden torch {4}
 wooden torch {10}

```

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

See also: Split, Peel
Pair of of dice

Pair of dice is used to play craps in the Games Parlor in the Green Griffon Tavern.

## Description

```
a pair of dice (6 and 6)

   This pair of ivory dice have black painted dots indented in each of its
six faces. These are used for playing craps. Read help dice and help craps.

     *   *
     *   *
     *   *

     *   *
     *   *
     *   *

```

## See also

* A plainer set of dice can be purchased for your player house.
Belt command

This command is used to make use of your Adventurer Belt. If you do not have one yet, you should speak to someone in the nearest Adventurers Guild.

## Usage

belt
Take stock of the pouches in your belt.
belt gems
List the gems encrusted into your belt.
belt all
List potions and gems.
belt <potion>
Put a potion in the next pouch.
belt <potion> in <#>
Put a potion in a specific pouch.
belt strap <tool>
Strap a resource gathering tool to your belt
belt unstrap
Unstrap a resource gathering tool from your belt
belt hide/unhide
Hide or unhide your belt from view.
belt swap
Swap your current belt out for your second belt.
## Belt Swapping

A character can have more than one belt. This provides him with the opportunity to customise his character further, but allowing him to have different belts to match different situations. There is more discussion on this topic at belt swapping.
Sacrificial altar

## House Object

**Sacrificial altar** is a house object which can be purchased for a player house at a cost of either **50000 coins** or **90 ThreshCredits**.

You can place a sacrificial altar in your house for the purpose of private worship to a god or goddess. Sacrifices made at these altars add to dominance nearly the same as sacrifices at a deity's primary temple. These altars provide safety and privacy by sacrificing in your home rather than in a publicly accessible location such as a temple.

## Default Appearance

```
Sacrificial Altar

   This altar is one of many of its kind which have been fabricated for the
masses. It is made of a single, solid granite block atop which sits a copper
brazier. Sacrifices are made regularly as is evidenced by the amount of soot
left in the brazier's depths.

```

## Customizing

In order to customize the altar for your deity and the long description, you must decorate the items *altar-deity* and *altar-long* in the room where the altar rests. For the deity, it is important to note that you should put the deity's name only on one line in the editor.

### Example

```
> decorate item altar-deity

Enter the description for altar-deity:

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:
Erosia
.

You decorate the altar-deity here.
> gl
Private Santuary
     The only obvious exit is north.

   Sacrificial Altar of Erosia

```