Items: Difference between revisions
(Created page with "== Items == Items are objects in the world. Most can be interacted with, often by getting them and storing them in the inventory. Many items can be worn and bestow various bonuses. == Item Types == Item type determines an item's main use. Weapon: wield <weapon>. Weapons replace base unarmed damage with the weapon's damage dice and damage type. Armor: wear <armor>. Armor items contribute to armor class. Clothing, jewelry: wear <clothing/jewelry>. Same as armor but d...") |
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== Item Types == |
== Item Types == |
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Item type determines an item's main use. |
Item type determines an item's main use. |
Revision as of 22:52, 9 May 2023
Items
Items are objects in the world. Most can be interacted with, often by getting them and storing them in the inventory. Many items can be worn and bestow various bonuses.
Item Types
Item type determines an item's main use.
Weapon: wield <weapon>. Weapons replace base unarmed damage with the weapon's damage dice and damage type.
Armor: wear <armor>. Armor items contribute to armor class.
Clothing, jewelry: wear <clothing/jewelry>. Same as armor but does not always contribute to armor class.
Food: eat <food>. Food reduces hunger.
Drink container, Fountain: drink <drink container>, fill <drink container>. These hold liquid that you may consume to reduce thirst. Drink containers hold a limited amount of liquid. Fountains are infinite.
Container: get <item> <container>, put <item> <container>. Containers hold multiple items and often reduce the combined weight of the items. A container, no matter how full, counts as one item for carry number purposes.
Furniture: sit <furniture>, rest <furniture>, sleep <furniture>. Furniture provides increased regeneration over sleeping on the ground.
Key: unlock <direction or item>, lock <direction or item>. Keys unlock and lock doors or lockable containers. Keys will disappear from a character's inventory upon quitting.
Boat: (automatic on moving). Boats allow a character to move over water. They work automatically and only need to be stored in the inventory.
Portal: enter <portal>. Portals transport characters to another room. Typically, they cannot be picked up.
Potion: quaff <potion>, throw <potion> <target>. Potions cast a spell upon a person, either the quaffer or the target of the throw. One use only.
Pill: eat <pill>. Pills cast a spell upon the eater. One use only.
Scroll: recite <scroll> <target>. Scrolls cast a spell upon a target. One use only.
Wand: zap <target>. Wands cast a spell upon the target. They come with multiple charges, and one charge is used per zap.
Staves: brandish <staff>. Staves cast a spell over the brandisher's group. Consumes charges. Not to be confused with the weapon type staff.
Instrument: hold <instrument>. Instruments are required for some bard songs.
Bow: hold <bow>. Bows are required to shoot arrows. Bows contribute their damage dice to the attack. See: archery.
Arrow: nock <arrow>, shoot <target> <optional direction>. Arrows can be shot while holding a bow. Arrows contribute damage type to the attack.
Net: hold <net> or automatic. Some skills use nets. See: entangle.
Treasure, gem: wear <treasure/gem>. May or may not be wearable. Often fetch a good price at shops.
Corpse: get <item> <corpse>, trophy <corpse> <body part>. Corpses appear after mobs or pc's are killed and contain their items. Trophy allows characters to remove body parts from the corpse. See also: tan, exsanguinate.
Writing: read <writing>, write <writing> <page number> <line to write>. Writings contain, amazingly, writing. Usually lore or clues.
Smoke: hold <smokeable>, puff, inhale. Smokables convey no bonus beyond looking cool. See: smoking.
Node: harvest <node>. Nodes give out items and a little experience. There is a cooldown between uses. Unlike containers, nodes contain an 'infinite' supply and multiple players may harvest from the same node.