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Abscond:
With
this command, you will attempt to beat a hasty and stealthy retreat
from combat. Once you have set up, you will try to slip behind your
opponent the next time you dodge and sneak out the specified exit. If
you are successful, your opponent will not be able to tell which way
you went.
This command uses your relevant covert.stealth bonus to determine
whether you are successful. Each attempt will cost you 45 covert
points for a 'basic' attempt; If you want to go directly into hiding,
abscond sneaking, or ambush it will cost you 55 covert points for this
command, plus the cost for the additional command.
Forms of syntax
available for the command "abscond":
abscond <direction> and sneak {low|medium|high}
abscond <direction> and hide
abscond <direction> and ambush
abscond <direction>
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Ambush:
The ambush command causes you to attack with strength based on your skill bonus in the relevant subskill of covert.stealth. The attempt costs a total of
65 covert points, with the difficulty based on the ambient light of your environment and the total amount of light on yourself and things you are carrying and on your
targets' bonus in other.perception. You can ambush unarmed or with any melee weapon(s) but you will need a sufficient bonus in covert.items.weapons to manage it well. Some weapons are specifically suited to ambushing and will be more effective.
Ambushing is done in two stages. First you find a suitable location and use 'ambush' to lay the ambush in that room, which costs
20 guild points. Then, when a suitable target enters the location use 'ambush <person>' to leap out and attack which costs an additional
45 guild points.
Forms
of syntax available for the command "ambush":
ambush
ambush <victim>
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Backstab:
With
the backstab command you mount a stealthy attack on somebody who is in
the same room as you. You cannot use this attack while you are in
combat in that location.
Your ability to sneak around your victim depends on your skill bonus
in the relevant subskill of covert.stealth with the difficulty based
on the ambient light of your environment, the total amount of light on
yourself, things you are carrying and on your target's bonus in
other.perception. Should you fail you might be in for a nasty
surprise.
The strength of the attack is based on your skill with the weapon
backstab you're holding, as well as how covertly you manage to use it.
If your attack is particularly effective, your victim will become
confused and shocked and will be affected accordingly. Some weapons
are specifically suited to backstabbing and will be more effective.
Backstabbing costs a total of 90 guild points.
Forms
of syntax available for the command "backstab":
backstab <victim>
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Bash:
This command
allows you to prepare an attack against an opponent with a blunt
weapon.
Your ability in fighting.combat.special.weapon determines your ability
to prepare the attack, and your weapon skill determines the efficacy
of your attack. It will cost you 35 fighting guild points to attempt
to bash.
Forms of syntax available for the command "bash":
bash <living> with <object>
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Bandage:
The bandage command lets you bandage an injured person in an effort to ease their suffering. You will need a
bandage. Your skills in firstaid will determine how successful you are. The extent to which person is hurt
will make your task more or less difficult.
You may manage to stay hidden while bandaging yourself or your patient if your patient is hiding with you and
if you have an appropriate amount of sleight-of-hand.
You can use the tear
command to tear clothing into bandages.
Forms of syntax available for the command "bash":
badange <living> with <bandage>
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Beat:
This command
allows you to attempt to knock an opponents weapon aside and out of
position leaving them at a disadvantage for a future attack.
Your ability in fighting.combat.special.weapon determines your ability
to knock aside your opponents weapon. It will cost you 20 fighting
guild points to attempt to beat.
Forms of syntax available for the command "beat":
beat <living> with <object>
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Bob:
With this command, you can attempt to bob one of your opponents in combat. To do a bob attack you need to have a bucket and an apple. This means that you prepare yourself for a special bobbing attack that replaces,
and can be much more damaging than, your next regular round of attacks. Your ability in
fighting.combat.special.unarmed determines your ability to prepare, which costs 10 fighting points, while your
skill in unarmed combat determines the efficiency of your bob.
Forms of syntax available for the command "bob":
bob <living>
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Case:
This command lets you check a potential victim to see if a theft would be viable, in much the same way that "consider" helps you to decide whether someone would offer a reasonable fight or not. Casing a person depends on your bonus in covert.casing.person for accuracy and your bonus in the relevant stealth subskill to see if you're noticed, although you won't necessarily be told if you are noticed. Every attempt costs 20 covert guild points.
Forms
of syntax available for the command "case":
case <living>
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Chop:
This command
allows you to chop into someone with a large axe or similar weapon.
Your ability in fighting.combat.special.weapon determines your ability
to prepare the attack, and your weapon skill determines the efficacy
of your attack. It will cost you 35 fighting guild points to attempt
to chop.
Forms of syntax available for the command "chop":
chop <living> with <object>
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Conceal:
This command lets you conceal something on your person so that other people looking at you won't be able to see it unless they're very perceptive. It uses your bonus in covert.hiding.object and costs 10 covert points to make the attempt. You cannot conceal something you are holding or wearing, and suitable clothing will make hiding things easier.
Forms
of syntax available for the command "conceal":
conceal <object>
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Crack:
With this command you will be able to crack safes. It will cost you 50 guild points for each attempt to open a safe. If you fail it will cost an additional 50. It uses the skill covert.lockpick.safes for determining your bonus. You will need a set of safe cracking tools, and the better the tools, the easier the safe will open.
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Disable:
With this command you will be able to disable a trap in an item. It will cost you 80 guild points for each attempt. It uses the skill covert.items.traps and covert.lockpick.traps to determine your success.
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Disarm:
This command costs 40 guild points and is used for attempting to disarm someone. You can try and disarm a target, but you will not necessarily succeed. In fact, you can even lose your own weapon by doing this. If you are holding a weapon, the chance of success is based on your 'fighting.combat.special.weapon' bonus. If you are unarmed then the chance of success is based on your 'fighting.combat.special.unarmed' bonus. Defending against a disarm uses the 'fighting.combat.parry.melee' skill and takes into account the relative weapon weights and how many hands you're using to hold the weapon. It is slightly easier to disarm someone when you are unarmed.
Forms
of syntax available for the command "disarm":
disarm <living>
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Filch:
This command allows you to pickpocket people and steal worn or held items. It will cost you
90 guild points for everything you attempt to steal. It uses the skill covert.manipulation.stealing for determining your bonus. It is more difficult to steal heavier things. Note: This will leave a receipt, as in the Discworld books.
Forms
of syntax available for the command "filch":
filch <item> from <container> [of|in] <living>
filch <item> from <living>
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Fix:
This
command allows you to fix up weapons and armour which have been
damaged through their use in combat. If your bonus in
crafts.smithing.black.weapons for weapons and
crafts.smithing.black.armour for armour is high enough for the job,
you may be able to repair the item completely; otherwise you will only
be able to repair it a little that time. It does not cost guild points
to fix an item, but you will be charged an amount of money for
materials that you use. This cost depends on how much you are able to
fix the item, how much it is worth and where you do the fixing - you
must be in a smithy. The cost of repairs will also be more for an item
with a lower all-time minimum condition.
Forms
of syntax available for the command "fix":
fix cost <object>
fix <object>
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Hack:
With this command, you can attempt to hack at one of your opponents in combat with an axe-type or sword-type weapon. This means that you prepare yourself for a special hacking attack that replaces, and can be much more damaging than, your next regular round of attacks. Your ability in fighting.combat.special.weapon determines your ability to prepare, which costs
35 fighting points, while your skill with your chosen weapon determines the efficacy of your hack. Given the nature of combat in general and the hack attack in particular, you must be using offensive tactics to use the command and you must be concentrating on your chosen target.
Forms of syntax available for the command "hack":
hack at <target> with <thing>
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Hide:
This command lets you hide so that you won't be seen except by very perceptive people. It uses your bonus in covert.hiding.person and costs 10 covert points to make the attempt. Using "hide stop" will bring you out of hiding.
Forms of syntax available for the command "hide":
hide
hide stop
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Iai:
With the Agatean iai technique (lit. "To free the blade to cut open the bellies of the unworthy dogs") you can draw a weapon from its scabbard and attack your opponent in one movement. To use this technique your hands must be free, and the bladed, one-handed weapon must be in a scabbard. Iai is used to initiate combat, so you can't be fighting while using this command. Your skill in fighting.combat.special.unarmed determines your ability to prepare, which costs 60 fighting points, and your skill in fighting.combat.special.weapon determines your ability to hit your opponent. Your skill in your chosen weapon determines the efficacy of your attack.
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Judge:
By
judging a weapon, you can get an idea of how much damage it is
capable of dealing and you can compare one weapon against another to
see which is the better. You can only judge the mundane damage
capabilities of weapons and how well you are able to judge depends on
your bonus in other.evaluating.weapons. It costs 25 other points to
judge a weapon and twice that to compare one weapon with another.
Forms
of syntax available for the command "judge":
judge <weapon> against <weapon>
judge <weapon>
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Leatherwork:
This
command allows you to patch up leather goods. depending on the
extent of damage, simple sewing may succeed in fixing it, or leather
may have to be tanned, cut and sewed into place, which will, of
course, be rather more expensive. If the item is not too badly damaged
then the skill crafts.materials.weaving will be used to fix the item,
if it is very badly damaged then the skill crafts.materials.tanning
will be used instead.
Forms
of syntax available for the command "leatherwork":
leatherwork cost <object>
leatherwork <object>
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Lpick:
With this command you will be able to pick locks in doors and containers. It will cost you
25 guild points for each attempt to open a lock. It uses the skill covert.lockpick.doors for determining your bonus. You will need a lockpick, and the better the lockpick, the easier the lock will open.
Forms of syntax available for the command "lpick":
lpick <direction> <object>
lpick <object>
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Palm:
This
command allows you to silently pick up an object either from the
ground or from another object. If you use the special "to my
hands" argument, you will also attempt to quietly hold the item.
The use of this command will cost you 5 covert points.
It uses the skill covert.manipulation.palming for determining how
successful you are at not being seen.
Forms
of syntax available for the command "palm":
palm <object> from <object> {to|into} [my] <string>
hand
palm <object> from <object> {to|into} [my] hands
palm <object> {to|into} [my] <string> hand
palm <object> {to|into} [my] hands
palm <object> from <object>
palm <object>
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Peek:
This command lets you look covertly at someone, whether to see if they have anything worth stealing or to see how they might defend themselves if attacked or for whatever other purpose you have in mind. Peeking successfully, that is, without being noticed, depends on your bonus in the relevant covert.stealth subskill, although you won't necessarily be told if you are noticed. Every attempt costs 10 covert points.
Forms of syntax available for the command "peek":
peek [at] <object>
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Pierce:
This command
allows you to prepare an attack against an opponent with a large
piercing weapon.
Your ability in fighting.combat.special.weapon determines your ability
to prepare the attack, and your weapon skill determines the efficacy
of your attack. It will cost you 35 fighting guild points to attempt
to pierce.
Forms of syntax available for the command "pierce":
pierce <living> with <object>
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Plant:
This command allows you to plant things on players without generating a give message. The use of this command will cost you 5 guild points for every object you plant on someone else. It uses the skill covert.manipulation.passing for determining the skill bonus.
Forms of syntax available for the command "plant":
plant <object> on <living>
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Probe:
With this command you will be able to determine how difficulty it will be to pick a lock or crack a safe. It will cost you 40 guild points. It uses the skill covert.casing.place and covert.items.traps to determine your success.
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Rifle:
With
the rifle command you can stealthily take inventory of another
object's container. You cannot use this command while you are in
combat in that location.
Your ability to get an accurate inventory depends on your skill bonus
in covert.manipulation.sleight-of-hand with the difficulty
based on the ambient light of your environment, the total amount
of light on yourself, things you are carrying, the size of the
container and its number of pockets.
If you succeed at all depends on your target's bonus in rifle
other.perception (if living). Should you fail you might come out of
hiding.
Rifling costs a total of 20 guild points.
Forms
of syntax available for the command "rifle":
rifle <object> in <object>
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Riposte:
With this command, you can attempt to riposte after an opponents attack with a sword-type weapon. This means that you prepare yourself for a special riposte attack that replaces, and can be much more damaging than, your next regular round of attacks. Your ability in fighting.combat.special.weapon determines your ability to prepare, which costs
25 fighting points, while your skill with your chosen weapon determines the efficacy of your riposte. Given the nature of combat in general and the riposte attack in particular, you must be concentrating on your chosen target and your combat response must be parry.
Forms
of syntax available for the command "riposte":
riposte <person> with <object>
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Scope:
This command will give you an idea of how easily you think you'll be able to steal an item from a shop. It is the equivalent of case for shops. Scoping an item depends on your bonus is covert.casing.place for accuracy and your bonus in the relevant stealth subskill to see if you're noticed, although you won't necessarily be told if you are noticed. Every attempt costs 20 covert guild points.
Forms of syntax available for the command "scope":
scope <object>
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Shoplift:
This
command allows you to steal things from shops. It will cost you
45 guild points for everything you attempt to steal. It uses the skill
covert.manipulation.stealing for determining your bonus. It is more
difficult to shoplift heavier and more expensive things.
Forms
of syntax available for the command "shoplift":
shoplift <string>
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Shove:
This command
allows you to push your opponent to the ground. This does not directly
injure them but does leave them vulnerable while they try to regain
their feet.
Your ability in fighting.combat.special.tactics determines your
ability to prepare this tactic, and your unarmed fighting skill
combined with your strength determines the efficacy of your manoeuvre.
The opponents defense skill and their strength and dexterity determine
their ability to defend against your attack.
It will cost you 30 fighting guild points to attempt to shove
somebody.
Forms of syntax available for the command "shove":
shove <living>
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Slash:
With this command, you can attempt to slash at one of your opponents in combat with a knife-type or sword-type weapon. This means that you prepare yourself for a special slashing attack that replaces, and can be much more damaging than, your next regular round of attacks. Your ability in fighting.combat.special.weapon determines your ability to prepare, which costs
35 fighting points, while your skill with your chosen weapon determines the efficacy of your slash. Given the nature of combat in general and the slash attack in particular, you must be using offensive tactics to use the command and you must be concentrating on your chosen target.
Forms of syntax available for the command "slash":
slash <target> with <weapon>
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Slice:
This command allows you to use a sword or similar weapon to slice into someone.
Your ability in fighting.combat.special.weapon determines your ability to prepare the attack, and your weapon
skill determines the efficacy of your attack. It will cost you 35 fighting guild points to attempt to slice.
Forms of syntax available for the command
"slice":
slice <target> with <weapon>
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Slip:
This command allows you to slip things to players or containers without others in the room seeing. If you don't want the recipient to know you gave them an item use the command 'hide'. You can also use the special destination 'here' to covertly drop an item. The use of this command will cost you 5 guild points for every object that you slip to someone else.
Forms of syntax available for the command "slip":
slip <object> from [my] <string> hand
slip <object> from [my] hands
slip <object> {to|into} here
slip <object> {to|into} <object>
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Smash:
This command
allows you to prepare a smashing attack against an opponent with a
heavy blunt weapon.
Your ability in fighting.combat.special.weapon determines your ability
to prepare the attack, and your weapon skill determines the efficacy
of your attack. It will cost you 35 fighting guild points to attempt
to smash.
Forms of syntax available for the command "smash":
smash <living> with <object>
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Snatch:
This command allows you to snatch things from people. It will cost you
20 guild points for everything you attempt to steal. It uses the skill covert.manipulation.stealing for determining your bonus. It is more difficult to steal heavier things.
Forms of syntax available for the command "snatch":
snatch <item> from <living> leaving <direction>
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Sneak:
This command controls how stealthily you attempt to move. There are three levels of sneaking 'high', 'medium', 'low' and 'stop'. The level determines how careful you are in attempting to sneak, thus it affects the likelihood that you will be spotted and the guild points it takes. With sneak set to high you will use all your skill and lots of guild points. At low some of your skill and fewer guild points and medium is somewhere in the middle. You can also stop moving sneakily using 'sneak stop' or review your current sneak level with just 'sneak'.
Forms of syntax available for the command "sneak":
sneak
sneak {stop|off}
sneak {low|medium|high}
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Stab:
This command
allows you to prepare an attack against an opponent with a piercing
weapon.
Your ability in fighting.combat.special.weapon determines your ability
to prepare the attack, and your weapon skill determines the efficacy
of your attack. It will cost you 35 fighting guild points to attempt
to stab.
Forms of syntax available for the command "stab":
stab <living> with <object>
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Steal:
This command allows you to steal things from people. It will cost you
45 guild points for everything you attempt to steal. It uses the skill covert.manipulation.stealing for determining your bonus. It is more difficult to steal heavier things.
Forms of syntax available for the command "steal":
steal <item> from <living>
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Trip:
This command
allows you to trip your opponent up. This does not directly injure
them but does leave them vulnerable while they try to regain their
feet.
Your ability in fighting.combat.special.tactics determines your
ability to prepare this tactic, and your unarmed fighting skill
combined with your dexterity determines the efficacy of your manoeuvre.
The opponents defense skill and their strength and dexterity determine
their ability to defend against your attack.
It will cost you 30 fighting guild points to attempt to trip somebody.
Forms of syntax available for the command "trip":
trip <living>
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Unconceal:
This command lets you unconceal something that you have previously concealed. It uses your bonus in
covert.manipulation.sleight-of-hand and costs 5 covert points to make the attempt.
Forms of syntax available for the command "unhide":
unconceal <object>
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Unhide:
This
command will allow you to 'sneak' out of your hiding place
without alerting everyone else in the room. It uses your bonus in the
relevant subskill of covert.stealth, and is harder if there are more
people in the room.
Note that this is different from the "hide stop" command,
which costs no guild points, but notifies everyone in the room.
It will cost you 10 covert points to make the attempt.
Forms of syntax available for the command "unhide":
Unhide
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Value:
Description
With the value command you can estimate the value of clothing, weapons, armour, gems and jewellery. The value
command will also give you information on the laundering history of the item.
The skills used to value items are the various other.trading.valueing sub-skills and the thief will have to have
five guild points available for other commands to execute the command.
Forms of syntax available for the command "vurdere":
value <object>
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Vurdere:
The
Vurdere command (from the Hublandish "to eat pickled herring
to excess"... Oh, wrong page, sorry, it means "to
wildly and inaccurately guess the value of a lump of wood used to
deflect helmet spikes during a ritual quaff-to-the- death") is
used to see how good armours are and to compare them against each
other. It uses your skill in other.evaluating.armour to see what
degree you can tell two armours apart (and how good they are).
Forms
of syntax available for the command "vurdere":
vurdere <from> against <to>
vurdere <normal>
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