Prompt
Prompt is what you see next to your cursor when you press enter in the game.
Prompt can be configured to display various things, such as your health, spell points,
carried money and exp.
See 'prompt' to view the options and syntax.
Commands and aliases
You can create your own commands and aliases to ease your typing.
Commands are used for replacing existing commands. You can for example
create a command 'la' for 'look at'. Commands do not replace parameters passed
for the command, so in this example 'la dog' would execute command 'look at dog'.
See 'command' for more detailed help.
Aliases are meant for replacing words in arguments for commands. You can for example
create an alias 'target' as 'goblin', and use the command 'kill target' which in this case
would issue 'kill goblin' instead.
See 'alias' for more detailed help.
Combining the two examples above, you could now type 'la target' which would then issue the command
'look at goblin'.
Quests
In your character info, you can see Quest Points. These points are used for reducing the cost of
Adventurer levels. Quests are voluntary.
See 'quests' for more information.
Advanced combat
Damage types and resistances
There are eight different damage types (or 'preferences'/'prefs') total.
These are cold, fire, magical, psionic, electric, poison, acid and physical.
Weapons always deal a portion of damage as physical. Spells on the other hand
deal their damage purely in the pref specified in the spell's help. Some spells
might inflict damage in several different prefs.
For each pref there is a resistance. All players and monsters have resistances.
The higher the resistance, the less damage a will be dealt with a weapon
or a spell that inflicts damage of the same pref.
Monsters may gain complete immunity against a single pref. Players can not.
There are ways to find out resistances and alter them within various guilds.
Monsters of certain type might reveal their weaknesses. For example, a fire golem
will probably be very susceptible to cold damage, but will likely resist
fire damage a lot.
Stunning
Monsters and players can be stunned in various ways. A stunned player or monster
can not fight back, cast spells, use skills or move.
Stunning can be done with the skill 'stunning', that enables you to stun enemies
with melee hits. Stun can also happen with various offensive skills and spells.
The duration of a stun varies. Stuns can also be lessened or completely avoided
with various skills and spells.
Critical hits
It is possible to score critical hits with melee damage, if your character
has the skill 'critical' trained. A critical hit will deal significantly more
damage than a regular hit.
Parrying and dodging
Fighters may parry and dodge melee hits done by monsters with the skills 'parry'
and 'dodge'.
Dodging happens automatically and is affected primarily by your character's carried weight
and dexterity.
Parrying on the other hand can be set to either offensive or defensive mode. You can use
the commnand 'parry' to set your current parry level. 'parry 51' will put you to maximum
defensive mode, which means your character will focus on parrying hits rather than scoring
hits. 'parry 0' will focus on scoring hits. You can specify any number between 0 and 51.
Parrying without a shield will divide your defence factor by three.
To set parry, you must have the skill 'parry' trained.
Memebers of certain guilds can even reflect skills aside, or tumble and avoid
spells completely.
Protection
The most basic form of protection is armor. Armors have armour class what will reduce
physical damage taken from monsters.
In addition to armour, there are several guilds that provide protection spells, from
basic barkskins to greater invulnerabilities. The guild of Abjuration focuses on
protection, while other guilds such as the guild of Paladins also have their own
set of protection spells.
Turbos
At times a spawned monster or NPC will be significantly more powerful than it would normally
be. This is called a 'turbo'. A turbo will yield double experience points compared to
an equal 'normal' monster or NPC.
Tracking
Some monsters or NPCs might 'track' you, meaning if you flee from combat they will follow you.
If you wish to be flee a tracker, you must run quite far, preferably out of the
area you are currently in. It is also possible to cast spells like 'shelter' to prevent
a monster or NPC from entering the room you are in.
Equipment and items
Binding equipment
If you kill a monster that has an wornable or wieldable item, you can bind to yourself
to somewhat increase whatever bonuses it might provide. Binding can be done by a member of the Sorcerers guild.
You must have participated in the killing of the monster or NPC that carried the item in order to bind it.
Note that equipment bound to you will lose their glow extremely fast when used by
someone else than you. Others will also not receive the bonuses as the item is not bound to them. An item
can only be bound once.
Bound items can not be unbound.
Item glow and decay
If you are able to see magical auras, you might notice that items have a specific glow.
The brighter the glow, the newer the item.
When an item goes dull, i.e. loses it's glow, it will start to lose whatever bonuses
and stats it has, eventually reaching a state where it is unusable.
How fast an item loses its glow is called decay rate. Some items decay extremely slowly,
some extremely fast. Majority of items fall in between these two extremes.
An item loses glow when it is not inside a closed chest or locker. I.e., when you are offline
your items do not decay, only actual game play does.
» Back to Topics or proceed to the Quick start guides.
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