DAMAGE: ======= Id on a weapon will say something like this: Item is: ANTI-GOOD FORGED Weight: 12.0 lbs, Value: 43500 Damage Dice is '9D3' Damage type is Bludgeoning (WEAPON CRUSH FIRE) Can affect you as : Affects : DAMROLL By 6 Affects : HITROLL By 3 Affects : SLAY vs Human This means.... ANTI-GOOD: Weapon can't be used if you are good-aligned. Similar flags exist for neutral and evil. FORGED: Adds +1 to the weapon's damage (does not affect DR shown in stats). Weight: If heavy, you will need a certain strength to wield it. If it weighs 25 lbs or less, even a gnome mage can wield it (once maxed strength), but for heavier weapons you might have problems. Damage Dice: 9D3 means "Throw nine 3-sided dice". A 3-sided die has 3 sides, 1, 2 & 3. Average 2. So 9D3 has an average of 9 * 2 = 18. Minimum result 9 (all 1:s) and maximum result 27 (all 3:s). A y-sided dice rolls, on average, (y+1)/2 Formula, xDy: Average = x * (y+1)/2 Min = x Max = x * y Damage type is Xxx: This affects the output, ie what you see when fighting someone. Eg a "Bludgeoning" weapon deals pounding damage: "You vaporize with your pound." The only real importance of this damage type is that rogues can't backstab with a weapon unless its damage type is "Pierce". (WEAPON CRUSH FIRE): These flags affects the damage you do, depending on your opponent's irv:s. Every weapon should have the "WEAPON" flag. Every (normal) weapon should also have either SLASH, CRUSH or PIERCE. If the weapon does special damage it can also have one or more of the other flags, like IRON, PURE, WATER, FIRE, WOOD,... Any flag that matches the opponent's vulnerabilities will increase total & max damage with 25% (cumulative). Any flag that matches the opponent's resistances will decrease total & max damage with 25% (cumulative). Any flag that matches the opponent's immunities will decrease the damage to 0. Affects : HITROLL By 3: Improves your hitroll Affects : DAMROLL By 6: Improves your damage. Added before irv is applied. Affects : SLAY vs : Doubles your damage dice when fighting creatures of this type. So for the above example, when fighting humans the damage dice of 9D3 would be multiplied by 2. Worth noting: A weapon with "Damage type is Piercing (WEAPON)" can be used to backstab mobs that are immune to PIERCE. ----- NWD = Normal Weapon Damage (whatever damage you do with your weapon). Damage and Maxdam is NOT affected by stats Maxdam for lvl 72 Te/Te: 451 + max_mana/13.3 Maxdam for lvl 64 Ma/Ma with 1706 maxmana: 661 Maxdam for Pr/Ma or Ma/Pr: (100 + extra_damage_skill + lvl/2) * (1 + /4800) resist: 70/450 Cindy normal: 93/600 vuln: 116/750 manashield: 300 spelldamage and half weapon damage If a mob has 95% chance of saving a spell for half damage, the expected outcome will be: spelldamage * 0.525 slay = damage-dice * 2 vuln = damage * 1.25 Slay does not affect maxdamage. Vulnerability improves maxdamage (and damage) by 25%. Resistance decreases maxdamage (and damage) by 25% Resistance (and vuln?) is added _after_ sanc calculation. Race vuln is NOT cumulative with eq-vuln, so eg a troll can wear fire-vuln eq without any added penalty. I think a vuln and a resist cancel each other out, but you can't cancel a race vuln and then add a resist. So a troll wearing one vuln-fire and one resist- fire item is still vulnerable to fire, while if wearing two fire-resist items I don't think he'll be resistant to fire. And a human putting on one vuln-fire item and then two resist fire items will probably be resistant to fire. But this is just a guess. Max weapon damage through sanc: level/2 + 20, rounded down Max skill damage through sanc : level/2 + 20, rounded down Max spell damage through sanc : level/2 + 20, rounded down + maxmana/100, rounded up Miss Tick Bare Hits Hard Very Extre Massa Oblit Annih Vapor Pulv Atom Ultr ULTR *U*L*T*R* SPANK 0 1-2 3-4 5-6 7-10 11-15 16-22 23-31 32-42 43-56 57-69 70-90 91-120 121-160 161-250 251-396? ?400+ Berserk from Orb of Madness: ---------------------------- With forged parang (11D1) and 52 damroll: Expected damage without madness: 64 Avg 100 damage per hit (+36, 55% bonus) Possible function: 64 + 30% = 83 + 17 = 100 With small knife (1D1) and 18 damroll: Expected damage without madness: 19 Avg 42 damage per hit (+23, 120% bonus) Possible function: 19 + 30% = 25 + 17 = 42 Improved critchance from Orb of Carnage: --------------------------------------- Testing against mira-monk, using +8+8 parang Dr +19 - Expected damage each hit: 31 (Massacre) Without orb of carnage: Hitlog Name Miss ... Extr Mass Obli Anni Vapo Pulv Atom Ultr ULTR U*L* SPNK Cindy 62 0 0 963 60 1 2 0 0 0 1 0 0 Damlog Name Miss Hits Weapon Skill Spell Total Average Ticks Cindy 62 1027 32406 0 0 32406 2160 15 Avg dam per hit: 31.55404089581305 Bonus: 1.787% (6.23% of the hits) With orb of carnage: Hitlog Name Miss ... Extr Mass Obli Anni Vapo Pulv Atom Ultr ULTR U*L* SPNK Cindy 55 0 0 824 50 119 9 0 0 0 0 0 0 Damlog Name Miss Hits Weapon Skill Spell Total Average Ticks Cindy 55 1002 33843 0 0 33843 2417 14 Avg dam per hit: 33.775449101796404 Bonus: 8.953% (17.76% of the hits) Dr +44 - Expected damage each hit: 56 (Annihilate) Without orb of carnage: Hitlog Name Miss ... Extr Mass Obli Anni Vapo Pulv Atom Ultr ULTR U*L* SPNK Cindy 56 0 0 0 0 1039 116 3 1 4 1 0 0 Damlog Name Miss Hits Weapon Skill Spell Total Average Ticks Cindy 56 1164 66287 0 0 66287 770 86 Avg dam per hit: 56.947594501718214 Bonus: 1.692% (10.74% of the hits) With orb of carnage: Hitlog Name Miss ... Extr Mass Obli Anni Vapo Pulv Atom Ultr ULTR U*L* SPNK Cindy 56 0 0 0 0 903 144 3 61 2 2 0 0 Damlog Name Miss Hits Weapon Skill Spell Total Average Ticks Cindy 56 1115 66228 0 0 66228 4139 16 Avg dam per hit: 59.39730941704036 Bonus: 6.067% (19.01% of the hits) Conclusion: Carnage doubles the number of critical hits, and also doubles the bonus-damage given for each of these hits, resulting in a net damage weapon boost of approx 5%. XP: === xpgain: 1 xp per damage done (nothing for damaging self) xploss for dt:ing at lvl 1-10: 2 * maxxp xploss for dt:ing at lvl 50/1: 392 (9 -> -389) xploss for dt:ing at lvl 56: 5000k xploss for dt:ing at lvl 66+: 1250k xploss for dying at lvl 1: 0 (even with excess xp) xploss for dying at lvl 2-7: 1/10 of current xp, rounded down) xploss for dying at lvl 8: 50k (can never go below 0) xploss for dying at lvl 50/1: 0 (if on negative exp) xploss for dying at lvl 50/50: 5M-10M depending on number of stats bought. xploss for dying at lvl 59 19M? xploss for dying at lvl 66+: (lvl-40)*250000 Above level 50, you will stop gaining xp once you reach 2.1B. Above level 50, you will/may drop in stats when dying, if below -200M xp? Bringing 3 pets with you in a group, brings your xp down by 25%. Only leader will suffer this xp-loss. The pets may gain more xp than these lost 25%. MONEY: ====== Cost for buying corpse seems to be fixed and depend on level, until you reach 50/50. Then it depends on... the value of your eq? Buying corpse from a place you cannot walk to (you need to use obelisk or enter portal or other object) costs more. Buying corpse with lvl 1-12, walkable place: 500*lvl Buying corpse with lvl 16-22, walkable place: 2000*lvl Buying corpse with lvl 50 Mthead, walkable place: 1398890 Eq value: 656440 (approx), Inside bag: 487649 (approx), Sum: 1144089 (approx) Buying corpse with lvl 50 Mthead, walkable place: 1570750 Eq value: 664440, Inside bag: 756810, Sum: 1421250 SPELLS: ======= Spellsave 2 gives 95% save against blindness, poison & curse. Probably same for most (all?) of the other spells too. Each step in saves changes your chance of saving with 5% The level of the spell/caster does not alter this chance. The chance of saving a spell is never below 5% and never above 95% There is always a 5% risk of the caster losing concentration So: spell save 1 should be the lowest you will ever need, making you as safe as possible, even if you get cursed. REGENERATION: ============= Mana regen for Pr/Ma: 2(int+wis) + (lvl-24) mana per rl minute (with maxed age, standing up and without any other mana boosters). Mana regen is NOT affected by maxmana. Regenerate gives +10% bonus to regen. Cumulative. (same bonus for hp regen) Treeform gives +50% bonus to regen. Cumulative. Outposts gives +50% bonus to regen. Cumulative. (regardless of outpost type) Cos gives +25% bonus to regen. Cumulative. Regen-aura gives +100% bonus to regen. Cumulative. (same bonus for hp regen) Sitting gives same manareg as standing Resting improves manaregen with 11.4% compared with standing ( *10/9 ) Sleeping improves manaregen with 22.5% compared with standing ( *11/9 ) Reef's regen room improves regen-rate with average +229 mana/minute (irregular) Lvl 89 test data: RL value Standard: 2(25+25) + (89-24) = 165.0 165.3 Regen-spell: (* 165 1.1) = 181.5 181.6 Tipi+sleep+regen: (* 165 1.1 1.225 1.5) = 332.7 334.9 Tipi+regen: (* 165 1.1 1.5) = 272.2 273.7 Wood+regen: (* 165 1.1 1.5) = 272.2 273.8 Stone+regen: (* 165 1.1 1.5) = 272.2 273.2 CoS+regen: (* 165 1.1 1.25) = 226.9 225.3 CoS+sleep+regen: (* 165 1.1 1.225 1.25) = 277.9 278.2 Age: Approx 44% higher at 79 years old compared to age 17 WEAPONS: ======== Weapon levels (uncertain): Fighter has increased level for PIERCE weapons. For anti-good flagged weapons, divide level by 1.15. Each bonus to hitroll normally adds +2 level Weapons without MAGIC flag can be forged. The "enchant weapon" spell puts a MAGIC flag on the weapon and increases the weapon's levels. The increase in levels depends on the power of the enchant (and on whether the weapon gets an anti-good flag or not). Enchants made by a good-aligned player puts an anti-evil flag on the weapon. Enchants made by a neutral-aligned player puts no flag on the weapon. Enchants made by an evil-aligned player puts an anti-good flag on the weapon. If an enchant weapon scroll is used, the power of the enchant is based on the level on the scroll, while the (possible) anti-align flag put on the weapon depends on the alignment of the reciter, NOT the alignment of the scroll creator. REPUTATION: =========== Some of this data isn't certain, but I _think_ this is how it works: * You start with 0 rep points. * Every 100 rep points gives you 1% discount. * Getting to a new 100-interval gives you a new rep title. After you've advanced a few steps, you will need 200 for each new title, and at the end you will need 300 for each new title. * Max rep points is 3599, giving you 35% discount. * Membership in a merc improves your discount by up to 10%, depending on the sum of the rep of the members in the merc. This sum is _maybe_ just taken from the members shown in "merc info ", not counting the rep of other chars from those accounts. You aren't considered a member (no crest and no discount) until you've reached lvl 20. * Rep title depends on your alignment and your first class. * Discount is applied when paying for ship between continents, in most npc shops, and when buying stats and levels above 50 (don't know about obelisk costs). For buying stats and levels, the discount is applied to the cost in both money and xp (you still need to get excess xp, but when you buy your level, the xp you earned by your discount is given back, so you'll start on your next level with some xp already earned). * To figure out your discount, check the price of the fireball staff in the Kender Village magic shop. Unmodified price is 100k, so if your price is eg 97k, you have 3% discount. * At lvl 65+, your discount for buying level & practices is reduced. Formula for this is still unknown (seems like you get to keep approx 35% of your discount, but not exactly 35%. More like 34.889%) * Bublina before getting lvl 65: 259M excess after getting lvl 65: Exp: 166M (needing 1433M) 17-18% rep, + merc = 27%. 1/4 of this is 6.75%, and 6.75% of 1.5B = 101.25M 101.25M + 259M/4 = 166M Illegal before getting lvl 65: 52M excess after getting lvl 65: Exp: 99M (needing 1501M) 13-14% rep, + merc = 23%. 1/4 of this is 5.75%, and 5.75% of 1.5B = 86.25M 86.25M + 52M/4 = 99M So: When gaining level 65, the cost is 1.5B xp, lowered by a fourth of your discount. And you get to keep 1/4 of your excess exp. Ie: = 0.25 * (1.5B * + ) You get higher rep for: Killing Morgoth @ Well Killing Dao Hetman @ Well Killing The Marid Padishah @ Well Killing The Efreeti Pasha @ Well Killing The Balrog @ Well Killing The Djinni Vizier @ Well Killing The Marid Shah @ Well Killing The Djinni Caliph @ Well Killing The Efreeti Sultan @ Well Killing The Dao Khan @ Well Killing Gond @ Well Getting to lvl 50, 50/50, 55, 60,... Solving mud quests Participating in / Winning Imm quests Becoming Ktv / training stats at Gond Solving daily Leronah quest Exploring the world (every 5%) Finding the well entrance (in some cases) Cost for buying practices: (max 1M) Lvl 50 Mthead with 18%: 8,200,000 Exp AND 820,000 Coins. (18.0% discount) Lvl 50 Mthead with 20%: 8,000,000 Exp AND 820,000 Coins. (20.0% discount) Lvl 74 Cindy with 45%: 8,431,250 Exp AND 843,125 Coins. (15.7% discount) Lvl 78 Cindy with 45%: 8,431,250 Exp AND 843,125 Coins. (15.7% discount) Lvl 78 Cindy with 45%: 1,686,250,000 Exp to buy level (15.6875% discount) Lvl 80 Cindy with 45%: 1,686,250,000 Exp to buy level (15.6875% discount) Lvl 50 Mthead with 20%: Buying lvl 51 = 80M xp & 8M gold CHARMIES: ========= Charmies and pets: * Have varying stats. * Con does not affect hp * Dex does not affect moves * Int does not affect mana * Str skips the 18/X steps, but can't go above 30. * Str affects carry capacity and hr/dr * Dex affecting ac? Don't know. * Maxmana affects spell damage? Don't know. Standard: * Until you pass lvl 50, the highest level mob you can charm is your own level. When you pass lvl 50, the highest will be lvl 51. Somewhere above lvl 57 the max is changed to 52 and somewhere below lvl 67 the max is changed to lvl 53. Nobody has sofar been able to charm a lvl 54+ mob. * The time a charmie will stay charmed depends on his int, so a feeblemind (lowers his int to 3) before charming helps a lot. * If you want to recharm, first order him to sit (so you can spell on him without risking that he'll flail) and have him wear some eq that ruins his saves (large dwarven shield from the tomb in southwest part of Juargan usually does the trick). * Give your charmie a boat and some money, so you don't lose him when travelling over water or by navigators. * If your charmie can't see invis, he may have problems either with you (if you are invis) or with your opponents (if they are invis). A detect invis potion fixes this. * If your charmie doesn't seem to obey you, it's usually because charm has run out ("order followers smile" to check), or because he can't see the target ("order followers smile "). * Any charmie can protect you. So if you want protection, just "order followers protect ". * If you are attacked and a charmie is protecting you, you can improve your chance of getting rescued by "order followers rescue ". This will make him try an additional time to rescue you, above his standard protection try. * I think all charmies can be ordered to kick, so if you don't have anything else you need to do, this can boost their damage a little bit. * All charmies can recite scrolls. They are often poor at doing this during battle, but starting the battle with a damage scroll works just fine. * Charmies can wear any eq allowed to be worn by a mage at the same level and with the same alignment as the charmie. Good eq kan improve your charmie a LOT, but there's always the risk of losing your charmie and the eq he's wearing. * Weapons wielded by a charmie don't improve their damage with the hit dice, but elemental damage done by the weapon counts, as does all bonuses a weapon gives. So an enchanted low-level weapon is probably better than an unenchanted high-level one. * When charm runs out, the charmie will still follow you, but won't obey any orders. If he's been set to protect you, he will keep doing so. Good charmie mobs: There are lots around! And how good they are depends on what you want them for, what equipment you give them, whom you want to use it against etc. Mobs that powerheal are often prefered since they will last long. Lvl 50 Paladin of the third ring from Citadel of Order is a good choice. Just make sure you get the one that does powerheal. For lowbies a lvl 33 Rhododen cadet may be of interest (casts trueheal). The level 20 monk that casts miracle every round is no longer charmable :-) If you want to level up a lowbie, Foreman Floyd from Mob Factory is a good choice if you can prepare" him first. There's a staff with lvl 40 charm, so by first cursing Floyd, having him to wear eq that ruins his save and making him sit, then ditching, anyone of any level can get him for a pet, using that staff. Give him a cheap fire-headed mace and he'll clean out hobgoblin camps for you. If you are a lowbie and just want someone to stand in your way, a Rock slug from Graveyard Plus might be a good deal. Great hp for his level, and resists weapon. For highbies interested in a good combination of damage dealing and tanking, the Purple sand worm in Desert has been a valued companion. Nowadays the Sand Snake in Reef seems to be the most popular one. Ceng in Dunheim went straight to the top as (ab)used charmie nr 1 when he was introduced. He's been downgraded conciderably, but is still a great charmie. Paladin of the third ring has always been a good choice and probably always will, thanks to its combination of damage- and healing spells. And if you want to experiment, you could try a Maid from Dunheim. She doesn't hit too hard but has a lot of attacks, so with some eq she may become deadly. And for mana, I prefer using Revenants in Underdark. To find out which mob is on todays hotlist, just locate "dwarven" and check out which mobs are wearing that large dwarven shield (charmie item no. 1) Advanced: Some of these things _could_ be considered abuse. But imms know about these possibilities as well as many players. Better to let everyone know, imho. * To kill a mob doing non-normal damage, it can be a lot easier if you use a mob that is immune to that type of damage. Some mobs do a certain damage naturally, as does any mob with a weapon that does special damage. If the mob doesn't cast any nasty spells, any mob immune to that type will be sufficient. Ex: A level 1 fish is enough to tank Poseidon (though you must probably have the fish quaff a detect-invis potion to be able to attack him, or attack yourself and have the fish rescue you). A pixie is enough to bring down King Tomaaukkhen, if you can deliver the damage needed). * Some mobs with weapons have been "fixed" so they remove their weapon if fighting an immune charmie. Not all, though. Tomaaukkhen doesn't do this. Poseidon does, but a powerblind will take care of that. * Mobs like to switch target and attack the one controlling the charmie. Any mob can do this, even if they can't normally switch target. This can be removed by disbanding right after having ordered your charmie to attack. This will stop the mob from doing any switch-to-controller. However, if the mob has the ability to switch, or if you use backstab/murder, your opponent may still switch to you. In this case it's up to you to decide if you want to wait and hope for the mob to switch back, or perhaps just flee, go back and attack again, from behind your former charmie. * For extra protection you can order your charmie to protect you before the fight. ANY charmie can be set to protect you. And this setting will stay even after he's been ditched. * If you want to try an army, charm a guard in King's castle (they assist eachother). Have it protect you. When charm runs out, charm another guard, then another and another, etc. Whenever you attack a mob, the guard you charmed first will rescue you and the other guards will then assist him. When all guards of interest have been charmed, you can still afford to charm one more mob, That you keep under your control. Kerish and I did this, and in the end we had 5 guards (one set to protect me), Goldmoon (set to protect Kerish), a paladin of the 3:rd ring (controlled by me) and 3 spectres. Result: A 10 10-mob-2-pc army! (and they all died when we tried King Rok). AVOIDING DAMAGE: ================ Dodge is checked first. Parry is checked second. Ac is checked third. Chance for mob to hit = (mob hr - mob thac0 - your ac + 20) * 5 % (min 5%, max 95%) Good-aligned hobbit fighter, lvl 65: dex 25: ac +20 h d ac 48 eye of the storm +1 13 hp+10 42 inc. helm o/t gods +1+2 31 42 pendant of the seas +1 15 dex+1 42 pendant of the seas +1 15 dex+1 48 ring of Lorgon 17 48 ring of Lorgon 17 52 Solamnic armplates +2 13 48 mithril elbow prot. 6 hp-10, save-1 48 mithril elbow prot. 6 hp-10, save-1 48 pitch black gauntl. +1 16 44 dragon bracelet +2 16 hp+25, breath-3, DARK 44 dragon bracelet +2 16 hp+25, breath-3, DARK 54 laerkai justice +1 34 39 bones . Nexus beast +2+2 10 S+1,C+1,D+1, dodge 45 blessed platemail +1+1 45 52 gold etched S. cape +1+1 16 60 Phase spider leggings +1 32 48 mithril knee prot. 6 save-1, hp-10 48 mithril knee prot. 6 save-1, hp-10 51 laerkai stealth +1+1 15 33 gleaming white sword 12d1 10 50 pendant of eternity 15 S+1,C+1,D+1,I+1,W+1 Sum: ac = +20 - 370 = -350 lvl 100 armor -450 hazy vial -500 lvl 65 spirit arm -532 +15 ac with ktv-dex -547 +10 ac with orb of steel -557 +3 ac if skipping dodge +8 ac if accepting vuln fire +5 ac with crest-ac SHOPS: ====== Cost: 20M. Gives you a shop and 20 slots. Possible to buy more slots for 1M per slot. Max slots allowed: 50 You can add items to a slot until the weight (in lbs) or number exceeds 500 VALUES: ======= Sacrificing donated eq gives 0 gold. Other eq gives itemvalue/16 gold, rounded down. Min 1, Max 200. Auction: Item Max Multi- Value Startbid plier 50 550 11 120 1320 11 150 1650 11 2750 30250 11 3670 40370 11 4160 45760 6000 66000 11 7000 77000 7500 82500 7750 85250 11 7820 172040 22 8000 176000 8700 287100 10500 231000 22 12050 397650 12550 414150 14370 316140 22 16200 534600 33 16750 368500 18000 594000 19000 209000 19800 435600 21200 699600 33 25500 841500 28450 938850 33 40060 1321980 33 43300 1905200 44 LERONAH QUEST REWARDS: ====================== Lvl below 50/50 gets X * max-xp (NOT divided by 3 for multiclass) Lvl 50/50 gets X * 1M xp Lvl 51/51 gets X * 1.2M xp Lvl 52/52 gets X * 1.4M xp Lvl 53/53 gets X * 1.6M xp Lvl 54/54 gets X * 1.8M xp Lvl 55/55 gets X * 2.0M xp diff -8 to -5: X = 2 diff -4 to 0: X = 3 diff 1 to 5: X = 4 Lvl 56+ gets 1 or 2 qp. Probable formula: 1 qp if (1d20 > 10+diff) So, the chance of getting 2 qp is 25% if the mob is 5 levels below, 50% if the same level and 75% for creatures 5 levels above you. If you gain level before killing, max-xp and level-diff are recalculated. ITEM STORE: =========== Each level adds 2 slots to the item store. Each level as multiclass adds 2 slots to the item store. Each level past 50 adds 4 slots to the item store. All characters in your account are summed up. HINTS & TRICKS: =============== * To find if a hidden door in a room, looking in all six direction seems like a nearly infallible method. Ie, "look north", "look south", "look up" etc. * If a mob has a strange description and you don't know his name, you can try exa 1."", exa 2."", etc and you will be able to look at him. Usually he is 2."" if you are alone, since the last person entering a room (which probably is you) is 1."" * Found stuff and don't know who it belongs to? The items are probably marked, so try to donate the least important item in the pile (a bread or a barrel, eg) and you will get a "You can't donate it, since it belongs to Cindy". This way you can figure out the owner and just mail the whole lot and get rid of it. * Buying con early or late does _NOT_ affect your hit points in the end. This goes for both normal con and the one bought for frags. Thanks Virus for clearing this out! * Immortals are never wrong. * On NC, in 3 Mages, there is a looking pool. You can "look " and see the room that mob/player is in. * With the "locate object" spell you can locate outposts too. Nice way of finding a place to rest. Feel free to tell me "locate outpost", for an updated list. * Dwarves are NOT vulnerable to energy. The fact that people use ghostly spears & swords against dwarves is NOT for their ENERGY flag, but for their MAGIC flag (they are vulnerable to MAGIC). * There's a large pirate treaure in Venden that pops each boot. If you need money, you might want to check it out. Even a level 1 char can safely get that treasure. * If the flowing blue longsword is on a trainer, it is always on the southernmost trainer in hobgoblin camps. * Everful pouch & mug are rare, but very useful for lowbies. Found on Satyrs in Enchanted Forest. Satyrs can't be summoned, but the pouch & mug can at k least be located with 'locate object' spell. Everfuls can spawn during gameplay, if the satyrs have been killed. * An oak leaf symbol held as light will keep your belly happy forever. * Fire breath can VAPORIZE equipment. It always vapes the top item in your inventory. So do not have anything valuable as top item. Especially not your bag with all your needed items. I'd suggest keeping a canoe as the top item in your inventory (or at least above your container), since it's easy to replace if vaporized and EVERYONE should carry a BOAT. Yes, even mages! * Most spellcasters have triggers to automatically cast spells on you when you ask them. If you don't know how this works, ask someone about it. Whenever you see me on FS, feel free to (ab)use my triggers. If you want help on how to use them, just "ask cindy info" and feel free to test all my triggers. * If you need a weapon enchant, "ask cindy scribe enchant weapon". * If you want to know if an item is loaded, "tell cindy locate []". Example: "tell cindy locate pink doll" (I will then locate "pink" and return every hit containing the word "doll", ie you will see if the pink ice ring is loaded on any of the old dolls). * If you use TinyFugue and want an extra window that shows the map of the area you are in, automatically switching the map whenever you enter a new area, have a look at areaviewer.tf in the /tf directory. * If you want to download all map files neatly packed, try the file 0maps_061207.tar in the /maps directory. * The navigator summoned from the Milorai obelisk can transport you to NC. To move a whole group to NC (leader must be Ktv), you bring the group to the thalos obelisk, leave east (so group is still by the obelisk), find the navigator and enter Milorai. Rub the obelisk to summon the navigator, and then "transport thalos" quickly followed by "transport myrridon". Done! * If you haven't solved the quest Rainbow after the Rain, you can quickly get from NC to OC, by joining the quest, getting into the quest area and then recall (bringing you to Karandras). This, unfortunately, can't be used to bring a whole group. If you're sneaky, you can instead try the Demon King in Narnia - sneak in and "enter bones" before he attacks you, and you will also get to Karandras. But fail and you _will_ die (noexit & norecall, can't enter bones when fighting). * If you're looking for hidden treasures: The chance of sensing something buried when looking is bigger than the chance of finding something when digging. And looking is fast. So look several times, and don't bother to dig unless "You sense something buried here.". * One of the above hints is a total, complete and obvious lie. The rest are things I believe in, but that doesn't mean they're true. * Cloudkill cast by mobs will damage other mobs in the room, within the level limited by the spell. Which eg means that V'rama Vair can often be killed by the minions he himself summoned. So if you find a tough mob that casts cloudkill, you can summon other suitable mobs to his room, and once he casts the spell, all these mobs will get hit and start fighting him.