T

Talk, n., adj.
(1) Mode of activity where player to player language basedcommunication is of primary importance.
(2) Social Game. Not a combat oriented game.

Tank, v.,n.
(1) To shield.
(2) Lead attacker in a wolfpack like tactical manuever. In it the toughestcharacter , one having high AC and HP , oftenof the class of warriors ,strikes the target first, attracting its attention andshileding the other members of the pack from attack. While thetarget is occupied with defending itself against the strongwolf the rest of the pack,hitters , join in the attack.Popular tactic on combat games where players mayshare exp .
See: healer , hitter , stabber .

Teleport, v.
(1) Command by which authorized persons may travel to otherlocations without using conventional exits .
(2) Spell or method, only available under special circumstances,used to move the caster or other target to another location withoutusing conventional exits .

Tell, v.
Command for communicating messages to a specific user . Beware: Onsome games what you tell others with the "tell" command can always beseen by others in the same room .
See: whisper , shout .

Telnet, n., v.
Means of establishing and maintaining a connection to a game.
See: client .

Terminal, n.
Endpoint for communication. Usually means your computer.

Terminate, n.,adj.,v.
Symbol or method of ending a message.

Terrain, n.
(1) Location described as having features whichaffect movement on the ground. Typically such features limitmobility relative to other locations. Example: a swamp that mustbe crossed by a pc is difficult to cross.
(2) Resistance or ease of movement as measured in thecost of mp required of a character totraverse the location characterized by theterrain.

THAC0, n. [Comp. of To-Hit Armor Class Zero.]
To-Hit Armor Class 0 (zero). A holdover termfrom the days of D&D ® that indicated how wella person was able to hit. Strictly speaking, itis the number you had to roll (or exceed)on a 20-sided die in orderto score a hit on a person with a given AC .Hence, it was best to have a low THAC0.In MUDS, because the computer handles the die-rolling, it is notuncommon to hear people invert the meaning (i.e.good ability to score combat hits is a high THAC0).
See: combat , die .

Theme, n.
Underlying subject of a game or area .

Thief, n.
(1) One who steals from others.
(2) (DIKU) Class of those who steal.

Tick, n.
Period of time. Usually refers to a constant or unchangingperiod that is how often a particular game willupdate or reset objects . On DIKU MUDs a PC maynot be affected bythe condition of their stats until the next tick occurs. On a DIKUgame 1 tick most often lies somewhere between 40 and 90 seconds. Tickmay refer to the time interval used in performing many different jobs(such as updating zones or moving NPCs about).
See: heartbeat , pulse .

Tinybot, n.
See bot .

Tinyworld, n.
(Early DIKU) Name given to all of the working DB files . Example:tinyworld.wld, tinyworld.obj, tinyworld.mob, tinyworld.shp.
(2) The universe of a game called TINY.

Title, n.
(1) String thatappears after a player's name. Usually under fortycharacters 2. long.Some MUDs allow you to set yourown title while others may change it for you depending on yourclass , guild , level or combinationsthereof. Game set titles most often a feature of combat oriented games but may also be found on non-combat role-playinggames.
See: pretitle , who .
(2) Occupation or role within a MUD. Esp. pertaining tothose in administrative or creative positions.Some people go from game to game claiming that theywant to help build but never do. These collecttitles like baseball cards.

TLA, n. [Comp. of Three Letter Acronym.]
Short commonly used phrases which are shortened to three lettersfor ease of typing. Examples: BRB and AFK .

Toad, v., n.
(TINY) Same as frog 1 .

Town, n.
Game area which is called a town by its owner. Such areaswill typically contain imagery or locations that parallel those of areal urban community.
See; area .

Troll, n., v.
(1) Race of mythical creature with hideous apperance thought tolive beneath bridges.
(2) Commonly, one who seeks to provoke others to anger for sport.
(3) Attempt to gain players for one's own MUD by spamming ortells

Trigger, n.
(1) Client feature that allows a user to automaticallysend commands to a MUD in response to events. Often illegal oncombat oriented games because it gives those with it alarge advantage.
(2) Any action that iniates an automated game response. Most often theterm is used in conjunction with unusual or special responses.

Twink, n.
Player who isonly interested in scoring points.Typically twinks abuse channels ,do not follow rules and communicate little using terse idiomsconsisting entirely of acronyms. They will do anythingto obtain the best eq , stats , ac , etc. Obnoxiousand boastful. Probably exclusive to combat games.Example 1: Psi's who don't actually knowhow to get around a zone , they just portal intothe mobs with the best xp .Example 2: Newbie who expects adepts or other higher level playersto give him the best eq and to take him on xp runs so that hecan level quickly with little work.
See: powergamer , spam .

Twinkie, n.
Not the kind of pastry snack you'll find in a storeTwinkies are things too good to be true; things that tend tounbalance the game system .Popular with players ,despised by administrators .Examples: a magic sword that does more than twice the damage ofwhat should be the most powerful sword in the game, an easy tokill NPC that provides lots of EXP (experience points) .

Type, n.
(1) Group of MUDs or a unique MUD sharing a common ancestory butdistinguished from the original MUD.
(2) Programmer lingo for the classification of avariable . Note: if you have to ask you probably aren'ta programmer.

Encyclopædia of MUDs, © 1993-2000 by Henry McDaniel III. Licensed to Blane Bramble, Virtua-Web Limited.