Yehn's Command Reference and Miscellanea

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Interpersonal Interaction and Communication

say or ' (apostrophe) - talk to others in your currently selected language. Example: say The asapis are coming! Others see: Yehn exclaims, "The asapis are coming!"

say >person - talk to a specific person in your currently selected language. Example: say >Jade The asapis are coming! Others see: Yehn turns to Jade and exclaims, "The asapis are coming!"

act - emotes to others in the room. Example: act waves to everyone. Others see: Yehn waves to everyone.

acts - Similar to the above, but your name becomes possessive. Example: acts hair blows dramatically in the wind. Others see: Yehn's hair blows dramatically in the wind.

message FIRSTNAME LASTNAME YOURMESSAGE - If you get a message from one of the game's GMs (AKA staff members; this message will be colored yellow), you can reply to them with this command. This can also be used to communicate with other players, but may not be the preferred method of doing so.

think YOUR MESSAGE - Talk on the telepathy channel. To gain access to this channel: From the Abbindolate Gates, 'go gate', go northeast until you see Soleil Sanctuary, then 'go arch', 'climb staircase' twice, go west until you see doors, 'go doors'. With at least 8 skill ranks in occult ('train occult' if you don't have this), you can then 'research telepathy'.

think to FIRSTNAME LASTNAME YOUR MESSAGE - Use telepathic communication to talk to a specific individual. By default, you can only talk to others studied in telepathy unless you also learn the 'Mental Link' ability.

follow PERSON - Follow someone as they move. You can use leave to stop following or disband to stop others that are following you.

find PROFESSION - Find people online of a certain profession. Do not use the plural form. Example: find bureaucrat But please be aware, players can choose to hide themselves from this list.

Inventory, Items, and Shops

This is not a command, but you can usually precede nouns with my to make sure you're not accidentally referencing something in a store or on the ground. For example, put my book in my backpack.

swap - Swap items from your left hand to right hand and vice-versa.

rummage - Search a container, such as your own or those in a shop, and display a list of items inside. The container must be open.

rummage for alchemy or rummage for ammo - Look for items of specific types. For example, to find all alchemy ingredients and potions, or to find all the ammo you might be carrying. Works even if a container is closed, as long as it is on your person.

search for ITEM - Similar to rummage, but this command searches for a specific item. Also works for finding items in shops, as long as the shop's stock can be appraised.

worn - Show items you are wearing, and where they are worn. Please note that each location has limits (for example, you can only wear 2 items in the 'shoulder' slot, 2 items in the 'back' slot, and so on.)

armor - Shows armor you are wearing and its coverage. This is not shared with regular clothing from the worn command. As far as I've tested, each slot can only be covered by one armor piece, and some armor (such as siege suits) can cover many slots at once.

tap ITEM - Sometimes a shop might have many similar items, such as, say, 5 different shirts. You can use tap to check if the game knows which item you mean before you buy. If you tap the wrong item, then you can try tap second shirt or tap green shirt until you find the right one.

appraise ITEM - This shows many properties of an item, included its shop price, how much damage a weapon does or how well armor protects you, and so on. Note: If you do not train up your appraise skill, this results of this command can be very inaccurate.

sense ITEM - This will show you the magical enchantments on an item. You must have researched the 'object reading' ability in psionics before you can use this.

grab ITEM and stow ITEM - The first time you use this command, you must specify a container. For example: stow scanner in backpack or grab scanner from backpack. After this, the game remembers your container and allows you to quickly grab or store items from it, even if the container is closed.

draw WEAPON and sheath WEAPON - Similar to grab and stow. The first time you use one of these commands, you must specify a sheath or holster. After that, you can quickly retrieve or put away your weapons using the command's short form.

Fighting and Combat

advance - Begin closing the distance on your target. Necessary for close ranged weapons.

hangback RANGE - Attempt to keep a target at range. For example, if you are using a polearm, you may wish to use hangback pole. The range increments from nearest to farthest are melee, pole, pilum, and missile. hangback stop aborts. The success of this depends on your skills (namely tactics and athletics) and stats. It used to be thought this was very unreliable - but this was recently discovered to be bugged (and then fixed), so it may be worth trying again.

retreat - Attempts to move you to the maximum engagement range. For ranged weapon users, this should be used in tandem with hangback to delay an enemy's approach as long as possible (Beyond the lower levels, it is generally impossible to keep an enemy from closing indefinitely or even for very long).

flee - Try to quickly get to maximum range at a great cost to stamina and invoking a roundtime. If you have to use this past the newbie levels, you are probably doomed - enemies are likely to cut off your exit before you recover from the roundtime. It may be better to simply try to fight your way out.

attack - Attempts to determine the best attack command for you. OK starting out, but you may wish to use more specific attacks appropriate to your weapon. For example, if appraise tells you a weapon's best damage is slashing, you don't want to bash things with it. Check the bottom section of the commands command to get hints on attack types.

load and unload - By itself, this command will attempt to load your weapon with any appropriate ammo it can find. Unloading will dump the ammo into your hand, or alternatively, on to the ground if you are dual wielding.

aim and fire - For ranged weapons, you must first aim them and then fire (if you are a mercenary, you can skip aiming with no penalty). When you aim, you are shown both a round time and an aiming time. Round time is the earliest you can fire, but waiting for the full aim time gives you more accurate shots. Note! The first time you use aim, you must specify your target. After that, using the command by itself will aim at the same target.

search CORPSE - Gets rid of a felled foe's corpse. Useful if you're having trouble targeting living enemies that are attacking you, and gives you loot besides.

loot into CONTAINER and loot from CONTAINER - You may have noticed searching monsters sometimes drops boxes with shiny loot, and sometimes these boxes are locked (and maybe even trapped!), so you may want to deal with them later. These boxes also have a wide variety of names that isn't just 'box'. Using the loot command specifically targets these boxes so you can quickly get them into, or out of, a container.

gather ammo or gather arrows or gather bolts - For one reason or another, your munitions might have ended up on the ground. This might be because you unloaded while both hands were full, or you might be using a bow or crossbow with reusable ammo. Using one of these gather commands after a skirmish quickly collects them together.

Other Miscellanea

ammo types:

  • Standard: Accuracy +1, stun +1, likelihood of jamming +1.
  • Shredder: damage +2, jam +2.
  • Soft-tip: accuracy -2, stun +2.
  • Hollow-point: damage -1, accuracy -2, stun +4, jam +1.
  • Armor piercing: accuracy +3, stun -3, cuts through some resistances.
  • Marksman rounds: damage +2, accuracy +3, stun +2, jam +1. Much more expensive than other types.

From Trevor on appraisals:
For damage the ranks from least to most are:

  1. insignificant
  2. weak
  3. poor
  4. fairly low
  5. below average
  6. decent
  7. good
  8. very good
  9. impressive
  10. excellent
  11. spectacular
  12. amazing
  13. bone-crushing
  14. god-like

From Trevor on armor:
To clarify on armor, here's some points to know.

  • It reduces how much damage you take when hit by most attacks.
  • It can increase the damage you take in very specific cases. For example, some metals are hyperconductive and you'll take extra electrical damage in them.
  • Your profession doesn't dictate how much hindrance you get from armor, your armor skill does. If you have enough skill to use the armor unhindered then you'll never suffer penalties to evasion and so on from wearing it.
  • Guardians cannot benefit from wearing armor (and can't use weapons, either) but Guardians have other tools to protect them.
  • Armor can be mixed and matched. You can use light armor gloves, heavy armor boots and no armor protecting your head for instance. Hindrance is based on your overall armor worn.

Jade on the Vagabond's Detect Magic Quest:
So, it looks like (just guessing here) but the vagabond is specific about food because the things he will accept were entered into a list that the game code accesses remotely. At the time the quest was created, the staff member who set it up only thought of a few foods and entered those specifically by name.
As for clothing, depending on the stage of the quest you're at, the clothing item's wear location is what determines whether it is accepted. So for example, when he asks for a shirt it must specifically be something worn on the chest.

Jade in Knitting:
I don't believe there is a knitting list currently, but it looks like you can knit a hat, scarf, sweater, socks, mittens, shawl, blanket, or comforter. It does take your tailoring into account, to some degree.

The lucky trait and a lucky item can stack, but apply differently.

Trevor on Weapon Stats:
For ALL weapon attacks, 100% of your coordination goes to your attack as if it were skill 1:1. 60% of your mentality as 0.6:1 skill. Intellect isn't used in chance to hit or damage calcs for any weapons or unarmed. For melee and thrown, strength adds to damage. For fired weapons, coordination, mentality and perception all affect damage equally.

Trevor on Human Racial Bonus:
The exact bonus you get to a stat is (b * .15) * (player level / 100) where b is one of the random possible values I gave (20, 25, 30, 35, 40, 45, 50 or 60)
So if you have b of 60 (best possible scenario) and your level is level 30, then that's (60 * 0.15) * (30 / 100) which equals 2.7 (rounded up to 3)
At level 100 you're talking about a bonus between 3 and 9 points.
However, you have no control over which stat gets which of those. It's randomly chosen and once chosen it remains that way unless you retrain / reallocate.