ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/doc/historic/playbook/chap3.tex
Revision: 1.1
Committed: Thu Sep 7 21:42:59 2006 UTC (17 years, 9 months ago) by pippijn
Content type: application/x-tex
Branch: MAIN
CVS Tags: rel-2_82, rel-2_81, rel-2_80, rel-3_1, rel-3_0, rel-2_6, rel-2_7, rel-2_4, rel-2_5, rel-2_2, rel-2_3, rel-2_0, rel-2_1, rel-2_72, rel-2_73, rel-2_71, rel-2_76, rel-2_77, rel-2_74, rel-2_75, rel-2_54, rel-2_55, rel-2_56, rel-2_79, rel-2_52, rel-2_53, rel-2_32, rel-2_90, rel-2_92, rel-2_93, rel-2_78, rel-2_61, rel-2_43, rel-2_42, rel-2_41, HEAD
Log Message:
Moved documents to doc/historic

File Contents

# User Rev Content
1 pippijn 1.1
2     \chapter{Playing \cf}
3    
4     \section{Basics}\label{sec:basic}
5    
6     In this section, several basic bits of information are detailed in
7     a concise way in rough order of importance.
8     Various pointers to other sections of this document will help you to
9     round out your knowledge if you want to. All of the available player
10     commands are concisely explained in appendix \ref{app:commands}. You
11     can always get a summary of available commands while playing the game;
12     hit ``{\tt ?}'' for help. \\
13    
14     \subsection{How to do simple stuff} \index{How to do simple stuff}
15    
16     \subsubsection{Move around and attack}\index{commands, movement}\index{movement}\index{combat}\index{running}
17     Movement is accomplished with the mouse, or
18     with the same keys that some rouge-like computer games use. To move using
19     the mouse, position the cursor over a square you wish to move to
20     in the view window
21     then click the right hand button. If you want to use the keys, here's a
22     simple diagram of where the various movement keys will take you: \\
23     \begin{center}
24     \begin{tabular}{ccccc}
25     {\tt y} & & {\tt k} & & {\tt u} \\
26     & $\nwarrow$ & $\uparrow$ & $\nearrow$ & \\
27     {\tt h} & $\longleftarrow$ & . & $\longrightarrow$ & {\tt l} \\
28     & $\swarrow$ & $\downarrow$ & $\searrow$ & \\
29     {\tt b} & & {\tt j} & & {\tt n} \\
30     \end{tabular}
31     \end{center}
32     The ``{\tt .}'' refers to yourself; you don't move anywhere when you
33     press it.
34     In order to ``run'' in a particular direction (i.e. move continuously
35     without having to repeatedly punch the key) hold down the control
36     key then hit any movement key or the right hand mouse button to
37     start moving. Release the {\tt $<$control$>$} key when you wish to stop running.
38    
39     If you move into something, you will attack it. This means walls,
40     doors, and monsters will be damaged if you hit them. Players and
41     friendly monsters may also be attacked in this way, but only if
42     you set the peaceful flag to ``off''. To learn more about the combat
43     system see section \ref{sec:combat}. \\
44    
45     \subsubsection{Pickup stuff}\index{commands, pickup}\index{picking up items}
46     To pickup items, move over the item, then either hit the ``{\tt ,}'' key
47     or move the cursor over to the look window, position it over the desired
48     item and click the left mouse button. You will see the item appear in your
49     inventory window. If you pick up too much stuff, you won't be
50     able to see it all at once. Use the ``{\tt $<$}'' and ``{\tt $>$}'' keys
51     to rotate through the inventory list. \\
52    
53     \subsubsection{Applying stuff: wear armour, wield a weapon, eat, and so on.}\index{commands, apply}
54     Most of the time, in order to manipulate or ``{\tt apply}'' items you have
55     to be holding them. Move the cursor over to the desired item in the
56     inventory window. By using the middle button on the mouse, you may
57     toggle the status (ie between ``applied'' or ``unapplied'') of items.
58     Note that
59     some items when applied will be used up (they disappear from the
60     inventory window). Examples of these kind of
61     items include ``food''\inputimage{foodone}, ``potions''\inputimage{potion},
62     and ``scrolls''\inputimage{scrolls}.
63     To learn more
64     about the uses of various items see chapter \ref{chap:equip}. \\
65    
66     \subsubsection{Shoot a ranged weapon}\index{commands, fire}\index{bows}
67     \index{wands}\index{rods}\index{horns}
68     Ranged weapons include bows\inputimage{bows}, wands\inputimage{wands},
69     rods\inputimage{rods}, or horns\inputimage{horns}. Apply the desired
70     weapon, then check to see that the {\tt Range:} slot in the status window
71     indicates that item is ``readied'' (yes...you can have something applied but
72     not readied). If its not ready, use either the plus or minus keys to
73     rotate though all of the slots. Once readied, use the ``{\tt $<$shift$>$}'' key
74     followed by a movement key to fire the object in that direction. Alternatively,
75     place the cursor in the view window, then hit the middle mouse button to fire. \\
76    
77     \subsubsection{Enter a building or boat.}\index{commands, apply}
78     \index{entering buildings}\index{movement}\inputimage{guild}
79     Move over on top of the desired structure. Then hit either middle mouse
80     button while the cursor is on the icon of the structure in the look window,
81     or hit the {\tt A} key. If there is a link to a map drawn of the ``inside''
82     you will be taken there. If no link exists, you will get the message
83     ``{\tt the $<$structure$>$ is closed.}''. \\
84    
85     \subsubsection{Use a skill}\index{commands, ready\_skill}
86     \index{skills, how to use}
87     In order to use a skill, it must first be readied. You can ready any skill
88     you have with the {\tt ready\_skill} command. Also, some skills will
89     auto-matically be readied when you undertake certain
90     actions. For example, if you run into a hostile monster with a wielded weapon
91     the {\tt melee weapons} skill is readied. A ready skill will show up in the
92     stat window in the {\tt Range:} slot. If a skill doesn't appear in the slot, rotate
93     the range slot to check for the skill. When a skill is readied, the range slot will
94     appear as ``{\tt Skill: $<$skill$>$}'' (otherwise it appears as
95     ``{\tt Skill: none}'').
96     To use the skill, make a ``ranged attack'' (ie hit the same keys or
97     mouse button as for firing a wand). To learn more about the skills
98     system see chapter \ref{chap:skills}. \\
99    
100     \subsubsection{Cast a spell}\index{spells, how to use}\index{commands, cast}
101     \index{talisman}\index{holy symbol}
102     In order to ``{\tt cast}'' spells (either \incantation s or prayers), you must have
103     the skills of {\tt \spellcasting\ } (\incantation s) or {\tt praying} (prayers).
104     Possession
105     of a ``talisman''\inputimage{talisman}\ or a ``holy symbol''\inputimage{holysymbol}\
106     will also allow you to respectively {\tt cast} \incantation s or prayers). You can
107     only {\tt cast} those spells you have {\em learned}. Issue the meta-command
108     {\tt `cast $<$spell$>$} to ready a spell in the {\tt Range:} slot. To
109     ``fire'' the spell, make
110     a ranged attack. Note! if you don't have enough mana a\ina\ \incantation\
111     {\em} will fail.
112     If you don't have enough grace a prayer {\em may} work. For more information
113     concerning the magic system see chapter \ref{chap:magic}.
114    
115     \subsection{Saving the game and ending the \cf\ session:}\index{commands, quit}
116     \index{commands, save}\index{quitting}\index{saving}
117    
118     The {\tt save} command is to provide an emergency backup in case of a game crash.
119     To save your player at the end of your game session you must find a ``Bed to
120     reality''\inputimage{savebed}, move your player over it and
121     {\tt apply} it (``{\tt A}''). These beds can usually be
122     found in the inns and
123     taverns dotted around the maps (especially in cities). This prevents you
124     just saving anywhere and forces you to finish what you are doing and return
125     somewhere safe.
126    
127     \subsection{About NPCs}\index{commands, say}\index{commands, \"}
128     \index{NPC}\index{talking}
129     {\em N}on {\em P}layer {\em C}haracters are special
130     ``monsters'' which have ``intelligence''. Players
131     may be able to interact with these monsters to help solve puzzles and find
132     items of interest. To speak with a monster you suspect to be a NPC, simply
133     move to an adjacent square to them and push the double-quote, ie. {\tt "}. Enter
134     your message, and press {\tt $<$return$>$}. You can also use the meta-command
135     {\tt 'say} if you feel like typing a little extra.
136    
137     Other NPCs may not speak to you, but display intelligence with their
138     movement. Some monsters can be friendly, and may attack the nearest of your
139     enemies. Others can be ``pets'', in that they follow you around and help you
140     in your quest to kill enemies and find treasure.
141    
142    
143     \subsection{Important special items}
144    
145     There are many special items which can be found in \cf , of those shown
146     below, the most important may be the signs. \\
147    
148     $\bullet$ {\bf Signs:}\index{signs}\inputimage{sign}
149    
150     Signs often have messages that might clue you in on quests and puzzles
151     or even refer you to NPCs. It is your job as a player to make sure you
152     read every sign to make sure you do not miss things. \\
153    
154     $\bullet$ {\bf Handles and Buttons:}\index{handles}\index{buttons}
155     \inputimage{handbutt}
156    
157     These items can often be manipulated to open up new areas of the map.
158     In the case of handles, all a player must do is apply the handle. In
159     the case of buttons, the player must move items over the button to
160     "hold" it down. Some of the larger buttons may need very large items to
161     be moved onto them, before they can be activated. \\
162    
163     $\bullet$ {\bf Gates and locked doors:} \inputimage{gatedoor}
164     \index{doors}\index{gates}
165    
166     Gates are often tied to a handle or button and can only be opened by
167     manipulating the the handle/button. Doors that are locked can either be
168     smashed down by attacking the door, by using keys\inputimage{keys}\
169     which can be found
170     throughout the game, or by picking the lock. \\
171    
172     $\bullet$ {\bf Pits:}\inputimage{pit}
173     \index{pits}
174    
175     Pits can be doorways to new areas of the map too, but be careful, for
176     you could fall down into a pit full of ghosts or dragons and not be
177     able to get back out! \\
178    
179     $\bullet$ {\bf Break away walls:}\inputimage{br_wall}
180     \index{walls}
181    
182     Are a common occurrence in \cf . These type of walls can be
183     "destroyed" by attacking them. Thus, sometimes it may be worth a
184     player's time to test the walls of a map for ``secret doors''. \\
185    
186     $\bullet$ {\bf Fire walls:} \inputimage{fr_wall}
187    
188     Will shoot missiles (including bullets, lightning, etc.) at players.
189     Some firewalls can be destroyed while others cannot. \\
190    
191     $\bullet$ {\bf Spinners and Directors:} \inputimage{dir_spin}
192     \index{spinners}\index{directors}
193    
194     These odd items will change the direction of any item flying over them,
195     such as missile weapons and spells. \\
196    
197    
198     \section{Matters of life and death}
199    
200     \subsection{Attack system}
201     \label{sec:combat}
202     \index{combat}\index{attacktypes}\index{slaying}\index{Dam}\index{Wc}\index{Ac}
203    
204     Every time you make an attack, your attack is classified with one or more
205     ``attacktypes''. For example, an attack made with a ordinary sword
206     results in the attack being made with the attacktype of ``physical''.
207     For another example, if a Mage attacks with a fireball spell the
208     attack is made with the ``magic'' and ``fire'' attacktypes. In
209     similar fashion, a defender may be protected, vulnerable, or immune
210     to any attacktype. \\
211    
212     \noindent{Here} is a summary of the attack system; in fact, its a
213     bit more complicated. \\
214    
215     \subsubsection{Hitting an opponent}
216     \indent{Several} quantities are involved in determining whether an attack will
217     hit its target. The attacker will hit if his {\tt Wc} is less than or equal
218     to the
219     defender's {\tt Ac} + 1D20\footnote{a random number between 1 and 20} or
220     if the D20 gives a 20 (remember, both {\tt Wc} and {\tt Ac} improve as
221     their value drops {\em lower}).\\
222    
223     \subsubsection{Damaging a hit opponent}
224     \indent{Damages} are randomly generated, with the magnitude of the random number
225     being based on the attacker's {\tt Dam} stat.
226     If defender is immune to an attacktype
227     in the attack, he receives no damage, if he's protected he receives
228     half damage, if he's vulnerable to this kind of
229     attacktype, he receives double damage. For physical attacks, the percent
230     of your {\tt Arm} value is subtracted from incoming damage.
231     Some magic weapons can ``slay'' various races of creatures. If the weapon
232     slays the defender, the attack damage is tripled.
233    
234    
235     \subsection{Experience}\label{sec:experience}\index{experience}
236     \index{experience, categories}\index{level, overall}\index{level}
237    
238     Accumulation of experience will result in increasing the {\tt level} of the
239     player's character. In a \cf\ game where skills are {\em not} present,
240     experience is only gained for removing traps and killing monsters.
241     A player will gain a new {\tt level} when their
242     experience total reaches a new amount in the hierarchy shown
243     in table \ref{tab:exp_level}.
244    
245     In the skills-based game, {\em several} kinds of experience exist. The
246     {\tt score} represents the ``{\em overall}'' proficiency of the player
247     and is the
248     {\em sum} of all the differing kinds of experience possessed.
249    
250     The player accumulates experience into various ``{\em experience
251     categories}'' according to their actions.
252     Another way of putting this is that you become better
253     at what you do most often and most successfully. For example,
254     a player who kills monsters with \incantation s gains experience in
255     casting \incantation s. A player who steals from creatures often will
256     get better at stealing, and so on.
257    
258     Each experience category will have a {\tt level} assigned to it based on
259     the amount of experience accumulated in it (using the same schedule
260     shown in table
261     \ref{tab:exp_level}). Use the {\tt skills} command to
262     investigate which skills your character has and to see the {\tt level} of
263     ability you have in each experience category. See chapter
264     \ref{chap:skills} for more information about skills and skill-based
265     experience.
266    
267     As an aside, monsters {\em also} are assigned a {\tt level} of proficiency
268     and may gain experience. The main way which monsters gain experience
269     is by {\em killing} players! Beware going after a monster that has
270     killed several players, it will be much more difficult to challenge!
271    
272     \begin{table}
273     \begin{center}
274     \caption{Relationship between experience and {\tt level} for the first
275     10 levels. \label{tab:exp_level}}
276     \vskip 12pt
277     \small
278     \begin{tabular}{|rl|}
279     \hline
280     {\tt Level} & \multicolumn{1}{c|}{Experience} \\ \hline\hline
281     \input{levels}
282     ... & ... \\
283     \hline
284     \end{tabular}
285     \end{center}
286     \end{table}
287    
288     \subsection{Calculation of selected secondary stats}\label{sec:stat_calc}
289     \index{stats, secondary}
290    
291     Both the primary stats and {\tt level} of the character will influence
292     the secondary stats given below. In the skills-based game, the
293     appropriate experience category\footnote{categories
294     are given for the default settings, this can be changed by the
295     server administrator} is identified for purposes of determining
296     which {\tt level} is used in the calculation. In the non-skills
297     game, the {\em overall} {\tt level}\index{level, overall} is always used.
298    
299     Refer to table \ref{tab:pri_eff} if a quantity in a calculation is
300     left unexplained.
301    
302     \subsubsection{Weapon class ({\tt Wc})}\index{Wc}\index{stats, Wc}
303     The {\tt Wc} calculation is:
304     \begin{quote}
305     class {\tt Wc} - {\tt thaco}(STR)\index{thaco} - weapon {\tt Wc} - {\tt level} - 1 every 6 {\tt level}s
306     \end{quote}
307     where {\tt thaco} is found using the STR stat on table \ref{tab:pri_eff},
308     the weapon {\tt Wc}
309     can be determined from the \spoiler\ and the {\tt level} is taken from the
310     {\tt physique} experience category.
311    
312     \subsubsection{Weapon Speed}\index{stats, weapon speed}
313     \index{weapon speed}
314     The calculation for weapon speed is quite complex (but here it is!).
315     The value for the weapon speed is:
316     \begin{quote}
317     {\tt speed}/({\tt LF} * {\sl NastyFactor} * {\sl LessNastyFactor})
318     \end{quote}
319     where {\tt LF} (``level factor'') is a number between 0.8 and 1.2 that
320     increases with the {\tt level} as (4+{\tt level})/(6+{\tt level})*1.2,
321     (the {\tt level} is taken from the overall {\tt level}),
322     and both {\sl NastyFactor} and {\sl LessNastyFactor} are calculated below.
323    
324     The value of {\sl NastyFactor} is:
325     {\small
326     \begin{quote}
327     2/3 + {\tt MaxC}/363 - ((0.00167*{\tt WpnW})/{\tt MaxC}) + ({\tt speed}/5) + ((Dex-14)/28)
328     \end{quote}
329     }
330     \noindent{where} {\tt MaxC} is the maximum carrying
331     limit of the character, {\tt WpnW} is
332     the weapon weight. Weapon weight can be determined from examining the given
333     weapon (ie look at the number to the right side of the weapon icon in the
334     inventory window).
335    
336     The value of {\sl LessNastyFactor} is:
337     \begin{quote}
338     2 - ((WpnF - {\tt magic}/2)/10)
339     \end{quote}
340     where {\tt WpnF} is the ``weapon factor'' and {\tt magic} is the
341     value of the enchantment on the weapon (i.e. $+$1, $+$2, etc.).
342     Weapon factor\index{weapon factor} is given for some weapons
343     in table \ref{tab:weap_factor}. \\
344    
345     \begin{table}
346     \begin{center}
347     \caption{Weapon factor ({\tt WpnF}) for selected weapons}\label{tab:weap_factor}
348     \small
349     \vskip 12pt
350     \begin{tabular}{|crlc|} \hline
351     & & & \\
352     & 1.6 & nunchacu & \\
353     & 1.5 & dagger & \\
354     & 1.4 & Sting, katana, shortsword, taifu & \\
355     & 1.3 & Belzebub's sword, Darkblade, Excalibur & \\
356     & 1.2 & Firebrand, Frostbrand, Mjoellnir, Mournblade, & \\
357     & & Stormbringer, broadsword, falchion, light sword & \\
358     & & long sword, quarterstaff, sabre, sword, trident & \\
359     & 1.1 & Deathbringer, Demonbane, Dragonslayer, Holy Avenger & \\
360     & & club, hammer, mace, unicorn horn & \\
361     & 1.0 & axe, stonehammer & \\
362     & 0.9 & Skullcleaver, morningstar, stake, stoneaxe & \\
363     & 0.8 & large morningstar & \\
364     & 0.5 & Bonecrusher, Gram, shovel & \\
365     & 0.3 & large club & \\
366     & 0.1-0.4 & chair & \\
367     & 0.1 & bed & \\
368     & & & \\ \hline
369     \end{tabular}
370     \end{center}
371     \end{table}
372    
373    
374     \subsubsection{Damage ({\tt Dam})}\index{stats, Dam}\index{damage}
375    
376     Current weapon, character class
377     (table \ref{tab:char_cls}) and STR ({\tt DmB} in table \ref{tab:pri_eff})
378     all effect the value of {\tt Dam}. The calculation for {\tt Dam} is:
379     \begin{quote}
380     Class bonus $+$ {\tt DmB} $+$ Weapon damage $+$ Skill damage
381     \end{quote}
382     In addition, for every 4 levels of fighting expertise ({\tt physique}
383     experience category level) 1$+$({\tt Dmb}/5)) is added to {\tt Dam}.
384     Some skills (namely the hand-to-hand, or martial arts skills)
385     can add significant damage to the overall total. The amount
386     that is added depends on the user's {\tt level} in that skill.
387     Note that weapon damage is automatically added to your damage
388     rating in the stat window when you wield any weapon.
389    
390    
391     \subsubsection{Armour class ({\tt Ac})}\index{stats, Ac}\index{Ac}
392    
393     For characters that cannot wear armour (ex. Fireborn), their
394     {\tt Ac} can improve as their score increases. The calculation for {\tt Ac} is then:
395     \begin{quote}
396     Class {\tt Ac} $-$ {\tt level}/3
397     \end{quote}
398     The value of the character {\tt Ac} may decrease to the value of -10.
399     After that, no more improvement is made regardless of earned
400     experience. The overall {\tt level}\index{level, overall} is
401     {\em always} used for this calculation.
402    
403    
404     \subsubsection{Hit points ({\tt Hp})}\index{hit points}\index{stats, Hp}
405    
406     A character will gain the following number of {\tt Hp} for {\em each} new
407     overall {\tt level} gained between levels 1$-$10:
408     \begin{quote}
409     ({\tt HpB})/2 + D4 + D4 + 1 + 1/every even {\tt level} {\em if} {\tt HpB} is even.
410     \end{quote}
411     Where D4 is a random number between 1 and 4 and you always get 1 hit point
412     gained per {\tt level}, regardless of {\tt HpB}.
413     For levels after 10th, {\tt Hp} grow 2 per {\tt level}.
414     The overall {\tt level} provides the correct value for {\tt level} in
415     the calculation.
416    
417    
418     \subsubsection{Mana ({\tt Sp})}\index{mana}\index{stats, mana}
419    
420     A character will gain the following number of {\tt Sp} for {\em each} new
421     {\tt magic} experience category {\tt level} gained between levels 1$-$10:
422     \begin{quote}
423     ({\tt MgB}(POW))/2 + D3 + D3 + 1 every even {\tt level} {\em if} {\tt MgB} is even.
424     \end{quote}
425     Where D3 is a random number between 1 and 3 and you always get 1 mana gained
426     per new {\tt level}. For {\tt magic} levels past the 10th, mana grows 2 per level.
427    
428    
429     \subsubsection{Grace ({\tt Gr})}\index{stats, grace}\index{grace}
430    
431     A character will gain the following number of {\tt Gr} for {\em each} new
432     {\tt wisdom} experience category {\tt level} gained between levels 1$-$10:
433     \begin{quote}
434     ({\tt MgB}(WIS) + {\tt MgB}(POW))/8 + D3
435     \end{quote}
436     Where D3 is a random number between 1 and 3 and you always get 1 grace gained
437     per new {\tt level}. For levels past the 10th,
438     grace grows 1 per {\tt wisdom} {\tt level}.
439    
440     \subsection{Death $---$ the ultimate penalty?}\label{sec:death}
441    
442     Should your hit point total drop below 0 you will die\inputimage{gravestone}.
443     What happens next depends on how the game is compiled. If the
444     {\tt NOT\_PERMDEATH} option is being
445     used (this is the default) then your character (and his all of his
446     {\em carried}
447     equipment at the instant of death) will appear in the base map (the one
448     you first started out in).
449    
450     For each time you die, your character loses 20\%
451     of their experience (in all categories) and a random primary stat decreases by 1.
452     At low levels, the stat loss is bad news, while it is the experience loss that
453     {\em really} hurts at those high levels. You may still re-gain lost stats (up to your
454     natural limit) by drinking potions.
455    
456     If the server administrator has made death permanent, there is still hope
457     for your character. When the {\tt RESURRECTION} option is enabled (the default option
458     when {\tt NOT\_PERMDEATH} is {\em not} being used) other characters may bring you back
459     from the beyond. There are 3 spells that are capable of doing this, but
460     remember to retrieve the corpse\inputimage{corpse}\ of the character
461     that is to be resurrected!
462    
463    
464     \section{Some advanced stuff}
465    
466     \subsection{Some useful advanced commands}
467    
468     \subsubsection{Meta-command ({\tt '}) }\index{meta-command}\index{commands, meta}
469     Any command listed by the use of help ({\tt ?} key) can be
470     used by spelling it out after the meta-command is issued. For example, you
471     can use the command {\tt say} either by hitting the double-quote ({\tt "} key) or
472     by issuing the command string {\tt 'say}.
473    
474     \subsubsection{Binding commands ({\tt 'bind} and {\tt 'unbind})}\index{binding}\index{unbinding}
475     \index{commands, bind}
476     \index{commands, unbind}
477     You may bind any key with a complex command. For example, you could
478     bind the use of the meditation skill to the key ``{\tt m}''. To do this first
479     type:
480     \begin{quote}
481     {\tt 'bind use\_skill meditation }
482     \end{quote}
483     then press {\tt $<$return$>$}. The game will then ask you for a key to bind the
484     command to, you then hit {\tt m}. You can also re-bind this key to something
485     else later if you wish too. Issue the command:
486     command:
487     \begin{quote}
488     {\tt 'unbind reset }
489     \end{quote}
490     to totally reset bindings on keys.
491    
492     \subsubsection{Pick up toggle ({\tt @})}\index{picking up items}\index{commands, pickup}
493     This allows you to change your pickup status. Eight different modes
494     for pick up exist: ``don't pick up'',``pick up 1 item'', ``pick up 1 item and
495     stop'', ``stop before picking up'', ``pick up all items'', pick up all items
496     and stop'', ``pick up all magic items'', ``pick up all coins and gems''.
497     Whenever you move over a pile of stuff your pickup mode controls
498     if and what you collect. You can always pickup stuff using the pickup
499     command ({\tt ,}) regardless of your current pickup mode.
500    
501     \subsubsection{Invoke ({\tt 'invoke})} \index{commands, invoke}
502     A useful way to quickly cast both \incantation s and prayers is via the invoke
503     command. To use it effectively, {\tt bind invoke $<$spell$>$} to any
504     key. Then, when that binded key is pressed, your character will cast that magic
505     in the direction they're currently facing.
506    
507     \subsection{Playing with other people}
508    
509     As a general rule, other \cf\ players will prefer to co-operate or
510     at least leave each other alone. If you go about killing other player's
511     characters you may not only risk their continued wrath, but the anger of
512     the server administrator as well. Check out the house rules before you
513     start slaying players.
514    
515     \subsubsection{Useful multi-player commands}
516    
517     Here are some useful commands for playing with other players: \\
518    
519     \noindent{\bf\tt shout}\index{commands, shout} \\
520     This meta-command will broadcast your message to every player currently
521     logged in. The say command only sends messages to players who share your
522     current map. Invoke this command just like {\tt say}.\\
523    
524     \noindent{\bf\tt who}\index{commands, who} \\
525     This will give you a listing of all the current players and the maps
526     they are on currently. Invoke this command as {\tt 'who}.\\
527    
528     \noindent{\bf\tt tell}\index{commands, tell} \\
529     Will send your message only to the player indicated. It is invoked as:
530     {\tt 'tell $<$character name$>$ $<$message string$>$}.\\
531    
532     \subsubsection{The simple party system}\index{party system}\index{commands, party}
533     If the {\tt SIMPLE\_PARTY\_SYSTEM} has been enabled on your server you can
534     use this to adventure with other players. All experience gained by
535     members of the party is split equally, and in addition, party members
536     are always peaceful towards each other. Here's 2 useful party commands:\\
537    
538     \noindent{1)} To form a party issue the command:
539     \begin{quote}
540     {\tt 'party form $<$party name$>$ }
541     \end{quote}
542     2) To join a party, type:
543     \begin{quote}
544     {\tt 'party join $<$party name$>$ }
545     \end{quote}
546     To see all of the options, type {\tt 'party help}.
547    
548