Movement is accomplished with the mouse, or with the same keys that some rouge-like computer games use. To move using the mouse, position the cursor over a square you wish to move to in the view window then click the right hand button. If you want to use the keys, here's a simple diagram of where the various movement keys will take you:
y | k | u | ||
---|---|---|---|---|
h | . | l | ||
b | j | n |
If you move into something, you will attack it. This means walls, doors, and monsters will be damaged if you hit them. Players and friendly monsters may also be attacked in this way, but only if you set the peaceful flag to ``off''. To learn more about the combat system see section combat.
Picking up items
To pickup items, move over the item, then either hit the ``,'' key or move the cursor over to the look window, position it over the desired item and click the left mouse button. You will see the item appear in your inventory window. If you pick up too much stuff, you won't be able to see it all at once. Use the ``<'' and ``>'' keys to rotate through the inventory list.
Applying stuff: wear armour, wield a weapon, eat, and so on.
Most of the time, in order to manipulate or ``apply'' items you have to be holding them. Move the cursor over to the desired item in the inventory window. By using the middle button on the mouse, you may toggle the status (ie between ``applied'' or ``unapplied'') of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include ``food'' , ``potions'' and ``scrolls'' To learn more about the uses of various items see chapter 6 (Equipment).
Shoot a ranged weapon
Ranged weapons include bows wands rods , or horns . Apply the desired weapon, then check to see that the Range: slot in the status window indicates that item is ``readied'' (yes...you can have something applied but not readied). If its not ready, use either the plus or minus keys to rotate though all of the slots. Once readied, use the ``&lotshift>'' key followed by a movement key to fire the object in that direction. Alternatively, place the cursor in the view window, then hit the middle mouse button to fire.
Enter a building or boat.
Move over on top of the desired structure. Then hit either middle mouse button while the cursor is on the icon of the structure in the look window, or hit the A key. If there is a link to a map drawn of the ``inside'' you will be taken there. If no link exists, you will get the message ``the <structure> is closed.''.
Use a skill
In order to use a skill, it must first be readied. You can ready any skill you have with the ready_skill command. Also, some skills will automatically be readied when you undertake certain actions. For example, if you run into a hostile monster with a wielded weapon the melee weapons skill is readied. A ready skill will show up in the stat window in the Range: slot. If a skill doesn't appear in the slot, rotate the range slot to check for the skill. When a skill is readied, the range slot will appear as ``Skill: <skill>'' (otherwise it appears as ``Skill: none''). To use the skill, make a ``ranged attack'' (ie hit the same keys or mouse button as for firing a wand). To learn more about the skills system see chapter 5 (Skills).
Cast a spell
In order to ``cast'' spells (either incantations or prayers), you must have the skills of wizardry (incantations) or praying (prayers). Possession of a ``talisman'' or a ``holy symbol'' will also allow you to respectively cast incantations or prayers). You can only cast those spells you have learned. Issue the meta-command `cast <spell> to ready a spell in the Range: slot. To ``fire'' the spell, make a ranged attack. Note: if you don't have enough mana an incantation will fail. If you don't have enough grace a prayer may work. For more information concerning the magic system see chapter 4 (Magic).
Other NPCs may not speak to you, but display intelligence with their movement. Some monsters can be friendly, and may attack the nearest of your enemies. Others can be ``pets'', in that they follow you around and help you in your quest to kill enemies and find treasure.
Here is a summary of the attack system; in fact, its a bit more complicated.
Hitting an opponent
Several quantities are involved in determining whether an attack will hit its target. The attacker will hit if his Wc is less than or equal to the defender's Ac + 1D20 (Note: 1D20 is a random number between 1 and 20) or if the D20 gives a 20 (remember, both Wc and Ac improve as their value drops lower).
Damaging a hit opponent
Damages are randomly generated, with the magnitude of the random number being based on the attacker's Dam stat. If defender is immune to an attacktype in the attack, he receives no damage, if he's protected he receives half damage, if he's vulnerable to this kind of attacktype, he receives double damage. For physical attacks, the percent of your Arm value is subtracted from incoming damage. Some magic weapons can ``slay'' various races of creatures. If the weapon slays the defender, the attack damage is tripled.
Level | Experience |
---|
The player accumulates experience into various ``experience categories'' according to their actions. Another way of putting this is that you become better at what you do most often and most successfully. For example, a player who kills monsters with incantations gains experience in casting incantations. A player who steals from creatures often will get better at stealing, and so on.
Each experience category will have a level assigned to it based on the amount of experience accumulated in it (using the same schedule shown in the table above.) Use the skills command to investigate which skills your character has and to see the level of ability you have in each experience category. See chapter 5 (Skills) for more information about skills and skill-based experience.
As an aside, monsters also are assigned a level of proficiency and may gain experience. The main way which monsters gain experience is by killing players! Beware going after a monster that has killed several players, it will be much more difficult to challenge!
Note: categories are given for the default settings, and this can be changed by the server administrator
Refer to table primary stat effects if a quantity in a calculation is left unexplained.
Weapon class (Wc)
The Wc calculation is:
class Wc - thaco(STR) - weapon Wc - level - 1 every 6 levels
where thaco is found using the STR stat on table primary stat effects, the weapon Wc can be determined from the Crossfire Spoiler and the level is taken from the physique experience category.
Weapon Speed
The calculation for weapon speed is quite complex (but here it is!). The value for the weapon speed is:
speed/(LF * NastyFactor * LessNastyFactor)
where LF (``level factor'') is a number between 0.8 and 1.2
that increases with the level as
(4+level)/(6+level)*1.2, (the level
is taken from the overall level), and both NastyFactor
and LessNastyFactor are calculated below.
The value of NastyFactor is:
2/3 + MaxC/363 - ((0.00167*WpnW)/MaxC) + (speed/5) + ((Dex-14)/28)
where MaxC is the maximum carrying limit of the character, WpnW is the weapon weight. Weapon weight can be determined from examining the given weapon (ie look at the number to the right side of the weapon icon in the inventory window).
The value of LessNastyFactor is:
2 - ((WpnF - magic/2)/10)
where WpnF is the ``weapon factor'' and magic is the
value of the enchantment on the weapon (i.e. +1, +2, etc.).
Weapon factor is given for some weapons
in the table below.
1.6 | nunchacu |
---|---|
1.5 | dagger |
1.4 | Sting, katana, shortsword, taifu |
1.3 | Belzebub's sword, Darkblade, Excalibur |
1.2 | Firebrand, Frostbrand, Mjoellnir, Mournblade, Stormbringer, broadsword, falchion, light sword < long sword, quarterstaff, sabre, sword, trident |
1.1 | Deathbringer, Demonbane, Dragonslayer, Holy Avenger club, hammer, mace, unicorn horn |
1.0 | axe, stonehammer |
0.9 | Skullcleaver, morningstar, stake, stoneaxe |
0.8 | large morningstar |
0.5 | Bonecrusher, Gram, shovel |
0.3 | large club |
0.1-0.4 | chair |
0.1 | bed |
Class bonus + DmB + Weapon damage + Skill damage
In addition, for every 4 levels of fighting expertise (physique
experience category level) 1+(Dmb/5)) is added to
Dam. Some skills (namely the hand-to-hand, or martial arts
skills) can add significant damage to the overall total. The amount that is
added depends on the user's level in that skill. Note that
weapon damage is automatically added to your damage rating in the stat
window when you wield any weapon.
Class Ac - level/3
The value of the character Ac may decrease to the value of -10.
After that, no more improvement is made regardless of earned
experience. The overall level is
always used for this calculation.
(HpB)/2 + D4 + D4 + 1 + 1/every even level
if HpB is even.
Where D4 is a random number between 1 and 4 and you always get 1 hit point
gained per level, regardless of HpB. For levels
after 10th, Hp grow 2 per level. The overall
level provides the correct value for level in the
calculation.
(MgB(POW))/2 + D3 + D3 + 1 every even level if MgB is even.
Where D3 is a random number between 1 and 3 and you always get 1 mana gained
per new level. For magic levels past the 10th,
mana grows 2 per level.
(MgB(WIS) + MgB(POW))/8 + D3
Where D3 is a random number between 1 and 3 and you always get 1 grace gained
per new level. For levels past the 10th,
grace grows 1 per wisdom level.
For each time you die, your character loses 20% of their experience (in all categories) and a random primary stat decreases by 1. At low levels, the stat loss is bad news, while it is the experience loss that really hurts at those high levels. You may still re-gain lost stats (up to your natural limit) by drinking potions.
If the server administrator has made death permanent, there is still hope for your character. When the RESURRECTION option is enabled (the default option when NOT_PERMDEATH is not being used) other characters may bring you back from the beyond. There are 3 spells that are capable of doing this, but remember to retrieve the corpse of the character that is to be resurrected!
'bind use_skill meditation
then press <return>. The game will then ask you for a key to bind the
command to, you then hit m. You can also re-bind this key to something
else later if you wish too. Issue the command:
'unbind reset
to totally reset bindings on keys.
1) To form a party issue the command:
'party form <party name>
2) To join a party, type:
'party join <party name>
To see all of the options, type 'party help.