CONSIDER

This command will compare your Level with a monster's level. You will then receive a rough estimate, which is by no means exact, of the difficulty of terminating that monster. Consider does not take hitpoints/special attacks/damage into account, except insofar as those special abilities are reflected in the monster's level.

Example:

CONDITION

This command tells you the condition of the specified monster; that is, how close to maximum hit points it is. If you're actually in a battle, you can use "condition" without specifying a monster name; it then means your current opponent.

See Also: PROMPT, HP

EXPERIENCE XP

Whenever you kill a monster or a player, you earn experience points. When enough experience points are earned, you rise a level. Things you should know about experience points:

See Also: GROUP, PLAYERKILLER.

GROUP

If you are a group member, then you will share experience points for killing monsters among the group. Experience points will only be shared among group members that are in the same location, at the time of the killing blow. Sharing is regardless of whether the group members have been participating in the fight. If you're grouped with a person of much higher level than yourself, your experience points are scaled down. Stick with people at around your own level.

Group with no argument shows a list of people with whom you are grouped.

To make a group, a "leader" must be selected. All members of the group must then "follow" the leader using the follow command. The leader should NOT follow anyone at all! The leader can now toggle group membership for each player in the group, by using "group ". The leader should remember to include himself in the group.

Example:

Later when Dragon gets upset at Quifael (because he is sleeping all the time) he types: "group Quifael" to kick Quifael out of the group.

See Also: XP EXPERIENCE, GTELL, GCONDITION , SPLIT.

GCONDITION

If you are in a group, this command will tell you the condition of all the group members that you can see. It's equivalent to having done "condition X" for each X in your group.

Example:

See Also: GROUP, CONDITION.

GTELL

If you are in a group, "gtell" will tell a message to every member of the group, as though you did "tell X message" for each X in your group.

Example:

See Also: GROUP.

SPLIT

If you are in a group, this command splits the specified amount of gold equally between all the members of your party present.

Example:

See Also: GROUP.

QUAFF POTION POTIONS

Quaff is used to "drink" a (magical) potion.

Example:

See also: CAST, RECITE, USE.

RECITE SCROLL SCROLLS

Is used to "read" a magical scroll. Target can be an object, character or nothing (which may be yourself).

Examples:

See also: CAST, QUAFF, USE.

USE WAND STAFF STAFFS WANDS

Using staves will automatically target all living things in a room, except yourself. Therefore staves are naturally very powerful, and yet may be very dangerous to use around other players (or creatures, for that matter). Staves and wands must be equipped (normally held) prior to use.

Most wands require that you point it at a target, which can be either a character or an object. If you use a wand *with* a target when it doesn't require one (or vice versa), a charge is still used.

Example:

See also: CAST, QUAFF, RECITE.

"ARMOR"

The Armor spell will improve your AC by 2.

See Also: AC.

"TELEPORT"

Teleport (with error) will instantly transfer the target of the spell to another location in the world. This location is random, and thus there will always be a risk of landing in a fatal location. Some parts of the world cannot be so escaped, however.

"BLESS"

Bless on a victim will improve the victims saving throw versus spells by 1, and furthermore improve the hitroll by 1.

Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weigh no more than five pounds per level of caster.

"BLINDNESS"

Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to both hitroll and AC. See Also: AC, CURE BLIND

"CONTROL WEATHER"

This spell will change the "course" of the current weather.

"CREATE FOOD"

This spell instantly creates an edible magic mushroom. The mushroom will provide filling for the next (5+level) hours, up to a maximum of 24 hours.

"CREATE WATER"

Expect disastrous results if cast upon a drink container which contains another liquid than water. Empty or water containers will be filled depending on the level of the caster.

Double amount of water will be created if it is raining (or worse).

"CURE BLIND"

This spell will cure a person blinded by the " blindness" spell, it cannot remove blindness caused by for example cursed items.

"CURE SERIOUS"

This spell cures 2d8+1 hitpoints of damage.

"CURE CRITIC"

This spell cures 3d8+3 hitpoints of damage.

"CURE LIGHT"

This spell cures 1d8 hitpoints of damage.

"CURSE"

Curse cast on a person that fails the saving throw, will reduce the hitroll by one, and reduce the saving throw versus paralysation by one.

"DETECT ALIGNMENT"

Detect alignment will allow you to see the red aura surrounding evil items and beings, and the white aura surrounding good beings. Neutral beings show no aura.

"DETECT INVISIBILITY"

This spell enables you to see invisible items and players.

"DETECT MAGIC"

This spell will let you see the magical aura surrounding magical objects. It will also tell you what spells and spell-like effects that people are under.

"DETECT POISON"

Cast on food or drinks (drink containers) you will be able to sense if it is poisoned.

Cast on a person you will be able to see if that person is poisoned. Note: this aspect of the spell is now mostly useless, since "detect magic" will show poisoning on people.

"ENCHANT WEAPON"

This spell will enchant non-magical (non-modifying) weapons only. By non-modifying weapons we refer to weapons that might alter any ability such as for example damage. The only way to know if a weapon is suitable for enchantment is to fully identify it.

The enchantment will modify the weapon as:

Level          Hit Roll        Damage

 0..17             +1             +1
18..19             +2             +1
20+                +2              2

"HEAL"

Heal will heal all the hitpoints from a person, except 1d4 points. Maximum 100 points can be healed.

"INVISIBILITY"

Attacking while invisible will immediately break the spell. Naturally invisible creatures do *not* become visible in combat, although anyone attacked does automatically counterattack.

See Also: DETECT INVISIBILITY

"LOCATE OBJECT"

  • Usage: cast 'locate object' [object]
  • Accumulative: -
  • Duration: Instantaneous

    If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects. The maximum number of objects you can simultaneously locate is your level divided by 2.


    Copyright 1994-1995 The Mudde Pathetique

    25 March 1995 - - - stenor@zeemud.org