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Armour Types
( armor )


The amount of AC an item gives depends on the location its worn on.

AC-apply  
Multiple  Locations
x1      : Arms, Hands and Feet.
x2      : Head, Legs.
x3      : Body.
x1*     : Shield.
x0      : Ring, Necklace, Belt, Cloak(About), Wrist

(*) This May change.

So an item with an AC-apply of 8, worn on the Body is: 8x3 = 24 AC.

Items with a x0 multiplier aren't considered "Armor" and will only change your AC if the item has a "Magical Armor bonus" ( Affect : ARMOR ).

See Also: Armour Class, Armour Spell

Death
( die dying ghosts lives )

During your adventurers it is expected that you will encounter creatures or
situations that overwhelm your abilities. In such case you may actually die.
Death is not the end of your adventure however, but merely part of the journey
to reach your goal. When you start the game you have 3 lives, when these reach
zero you will have physically died and upon re-entering the game you will be
a ghost. The only way to return to normal play once you are a ghost is to be
resurrected or by similar means if you are a vampire. If you find that you
have crossed over and have become a ghost then you will notice that there are
some differences to how you may interact with the world. many commands
available to the living will no longer exist, you will not be able to engage
in combat, and you will be tethered to the zone in which you died. That said,
if you are lucky enough to die in an interesting place, you will be able to
explore unrestricted by such mundane physical things as creatures and doors.

See Also: Resurrection Spell, Seance Spell

Armour Spell
( armor )


Mana Cost : 20                Target    : victim
Save      : None
Effect    : -20 to AC

Even some of the novice in the magic arts learn to use their new knowledge to
protect themselves.  The Armor spell will improve your AC by 20.

See Also: Armour Class, Armour Golem

Darkness Spell

Mana Cost : 50                Target    : None
Save      : None
Effect    : Home made orb of darkness

This spell conjures an orb of darkness. The orb will absorb light from the
room with the effect that the room will darken. You can hold, drop, or throw
the orb to achieve different effects.

See Also: Shroud Of Darkness Spell, Dark Fog Spell, Illuminate Spell

Draw Skill

   This skill allows you to draw a new weapon in the midst of battle,
including putting away your current weapon, if any.  Be warned that if
you fail, you will drop your weapon!

Heal Spell

Mana Cost : 50                Target    : victim
Save      : None
Effect    : 

Heal will restore about 100 hitpoints to a person depending on the skill of
the caster. Exceptional casting proficiency can heal considerabley more than
100. A target suffering from blindness will also be cured by this spell.

See Also: Cure Light, Cure Serious, Cure Critical, Cure Blindness

Offer, Rent, Capacity

   There is no longer a rent system in the Worlds of Carnage; however, you
can still "rent" out at an inn. Renting just means your items are stored
someplace safe until you return. The offer command will let you know how much
your items are worth and both commands will let you know when you have
exceeded your maximum storage capacity.

See Also:: Inn, Save, Crash, Idle, Autorent

Pword Stun Spell
( power word )


Mana Cost : 45                Target    : none
Save      : None
Effect    : 

This spell enables you to recite one of the words of power, instantly stunning
some of the weaker creatures in the room. The effectiveness of the spell is
dependent on your level.

See Also: Pword Fear, Pword Kill

Repair

The repair command is used to repair a damage item. You must have the
relevent repair skill for the item you are attempting to fix. For instance
if you have repair armour, but not repair weapon and you attempt to repair
a sword, then you will not be able to. To repair an item you just need to
type the following:

    Usage:

        repair <item name>

    Example:

        repair skeleton sword

See Also: Repair Armour Skill, Repair Weapon Skill, Repair Artifact Skill

Retreat Skill

The advanced manuever of retreating requires a cool head, along with
fast reflexes.  Masters in the skill of retreating will find that
they'll be able to flee from combat in the direction of their choice.
They will also find that the penalties for retreat aren't as high
as fleeing.

    Usage:

    retreat <direction>

    Example:

    retreat south

 Preparing to retreat takes a noticable amount of time, up to a full
combat round in some cases.  Also, You'll notice that it becomes much
more difficult to retreat when being attacked by multiple opponents.

See Also: Flee