Wearing gear
- Syntax
hold <object>remove <object>wear <object>wear allwield <object>wield <object> twohand
Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons.
WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory.
You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or other reasons.
By using the TWOHAND argument, you may wield a weapon with two hands even if it was not made to be used so. Wielding a weapon this way will not incur any penalties and will enable the usage of skills that require or benefit from two-handed weapons.
Armor Slots
This is a short list of the more common wear-slots accessible to mortals. There are a few more, but are comparatively obscure. These should be most all that you'll deal with:
-Left finger -Right finger
-Neck (first) -Neck (second)
-Torso -Head
-Legs -Feet
-Hands -Arms
-Shield/Held/Dual Wielded/Light -About body
-Waist -Left wrist
-Right wrist -Wielded (weapons)
-Floating -Branded (immortals' sigils and brands)
Armor Class
Your armor class, visible with the 'SCORE' command, tells you how well-armored you are against the physical and magical dangers of the world. It is a combination of natural intelligence, the protection offered by worn items, and magical enchantments or enhancements. Your AC is also affected by your body position--sleeping characters have worse AC.
The lower (more negative) your AC number is, the more effective your armor will be at reducing damage, as a percentage value, with increasing returns for lower values. Against lesser opponents it may help to avoid being hit altogether. On the other hand, having an AC higher than zero will increase vulnerability to damage.
Encumbrance
Every character has a maximum amount of weight they can carry; approaching this limit too closely will begin to incur encumbrance penalties. Additionally, equipment worn on the hands, torso, and arms can encumber the wearer, regardless of how much is carried.
Maximum carry weight and maximum equipment weight are largely determined by the strength statistic; more is always better.
The degrees of encumbrance are: unencumbered, lightly-encumbered, encumbered, and heavily-encumbered. Being over your maximum carry weight has further penalties, but this is largely only possible if you have taken penalties to your strength.
Unencumbered characters act normally, suffering no penalties.
The penalties for encumbrance are as follows:
Light encumbrance: This status simply serves as a warning.
Encumbered: Encumbered characters will receive a small penalty to their ability to cast, failing occasionally. They will also receive a 1-point dexterity penalty and incur higher movement costs.
Heavy encumbrance: Characters under heavy encumbrance will fail attempts to cast spells a little more often. They will take a 3-point penalty to dexterity, feel higher movement point costs, and have a slightly higher amount of lag when moving from room to room.
Characters over their maximum carry weight will fail spells even more often, take a 5-point penalty to dexterity, and as above, will have heightened movement costs and increased lag when moving.
Characters will be notified any time their encumbrance state changes; it may also be checked with the SCORE command and WORTH commands.
Limited Equipment
The best equipment in Avendar is limited. This means that there is a limit to the number of these items that can exist in the world at any given time. Therefore, if a mob starts out with the piece of equipment, if you keep killing the mob, eventually the equipment won't come back until a piece of this equipment has been destroyed elsewhere. Due to the power of limited equipment, those below level 10 cannot retain the equipment if they quit, and it cannot be stored in containers.
In order to prevent these powerful items from becoming lost or stagnated, characters possessing such items who do not play on a regular basis for meaningful periods of time will find that these items have crumbled, and will be gone from their inventory next time they enter the realm. The more powerful the items, the higher chance of this occuring.
Unless your character is logged on for one contiguous hour per week, any limited EQ will automatically crumble.
Repair estimate
- Syntax
examine <object>estimate <object>repair <object>
Most weapons will deteriorate in effectiveness over time.
To see how damaged your weapon is, use the EXAMINE command.
To repair an item, go to a forge, and use the REPAIR command.
To estimate the cost of a repair, use the ESTIMATE command.
The cost to repair and item will be proportional to its power.