The Inq codebase is a robust, roleplaying-centric codebase with depth and breadth. It was developed over many years to provide an environment highly conducive to roleplaying, and as such has many subtle aspects which are not truly appreciated until the game has been played for awhile. It is a skill-based, levelless system. Characters must work to learn the skills within the game, and can teach what they know to others. Experience is awarded through roleplay, rather than killing creatures. A list of the features of Inq 2.5: (Possibly too numerous to list) -Movement - o is based on abilities and encumbrance. Some players will move faster than others, making it possible to outdistance someone o is broken down into a grid within a room, allowing intra-room movement and combat to be realistic and sensical. o is readily apparent to others within the area o within dark areas with a light will announce to others nearby o leaves tracks which may be followed by others o allows for players to hide themselves and objects within rooms -- objects remain until they are discovered, even over reboots -- players may QUARTER the area for objects or persons. -- Players who know the location of a hidden object or player may MARK that location to others in the room -Doors - o May be bashed, wedged, and broken. o Locking a door on one side notifies those on the other side o Opening/closing a door on one side notifies those on the other o Wedging a door on one side notifies those on the other o May be concealed by builders, and invisible to players -Languages - o Are translated by the code, so they each sound different (yet with a pattern) to those who do not understand them o May be switched on-the-fly by those who speak them, within the same sentence o Are learned through exposure; the more one hears a foreign language, the better their ability in it becomes o Have verbs provided based on the context of the message. Ie, the puncutation determines whether you ask, state, query, exclaim, etc o May be whispered to others in the room, with possibility of overhearing handled by the code. o May be yelled within the room, and broadcast to others nearby. Yells have a chance of awakening sleeping players. -Combat - o Is entirely based on descriptive sentences generated by the players, much like an emote o May involve multiple parties simultaneously o Has the potential to leave permanent damage on players o Will only cause DEATH when committed by another player character; NPC- caused deaths will only result in the player being sent to the infirmary o May invoke the NPC guards to intervene o Is the single best way to improve in combat abilities -Magic - o Is very difficult to learn o Involves balancing of the 5 moons within the world o Has VERY definite consequences. Some spells were never known in the time TI was around, but were very powerful o Is very visible to those who are present in the room -Helpfiles - o Are very comprehensive o Are indexed and searchable o Often include Immortal-only information viewable by immortals to aid in the understanding of a particular command o Contain over 1000 entries o May be ASSISTed to others, allowing polite notification of the need for that individual to read a particular helpfile -Abilities - o Are used rather than skills. o Are teachable and learnable through use (for the most part) o 'Cost' experience to learn - thus, it is possible to become a master of few, or knowledgeable of many, but difficult to do both o Are integrated closely with numerous underlying aspects of the code o Take time and effort to improve -Roleplaying - o Is integrated into every aspect of the code. A custom algorithm for roleplaying experience is factored into the game, and awards exp to players for interacting with one another. -Time - o Is calculated on system startup, and remains nearly constant despite reboots, downtime, crashes, etc o Utilities exist to convert game time into real life time and vice versa o Occurs on a ratio of 6 RL hours to 1 MUD day. It takes about 104 days in real life for a single year to pass within the game. o Passage of time affects the strength of some spells -Communication - o Contains a myriad of options, many of which were disabled in the latter days of TI operation. o The Q&A Channel is logged to a qa.txt file within the shell, which is good for MUDwide discussion with logging output o All global channels are by default OFF for players o Are kept in a local history queue, viewable with the HISTORY command until the next reboot, in a FIFO buffer.