In Alanthia the use of objects and equipment is key to
leveling and playing. There are several types of objects :
Armor : equipment worn to protect against magic and weapons
Weapons : Objects weilded to fight
Jewelry : worn equipment that may affect stats
Treasure : Mischellanious objects
Warp_stones : Miscellanious stones
Furniture : Objects most often used to sleep/sit on
Light : Light sources
Potions : Quaffed to activate spells
Pills : Eaten to active spells
Scrolls : Recited to cast spells
Staves : Staffs and other brandished objects that cast spells
Wands : When held and zapped cast a spell on the target
Food : Objects that are eaten
Drink : Objects that are dranken or contain liquids
Trash : Miscellanious Objects
Containers : Objects that hold other objects
Boats : Used to cross water
Objects may be worn on several parts of the body, simply
taken, or unable to be picked up. (Such as fountains)
Objects may be worn :
Head
Neck
Shoulder
Arms
Right wrist
Left wrist
Right finger
Left finger
Floating nearby
Light
Held
Body
Torso
Waist
Legs
Feet
The following commands are used with objects :
take <object>: Get an object
get <object>: Get an object
get <object> <container>: Get an object from a
container.
give <object> <name>: Give an object to a character
put <object> <container>: Put an object in a container
sacrifice <object>: Sacrifice an object to Sahma
sacrifice all: Sacrifice everything in a room to Sahma
compare <object1> <object2>: Compares two objects in
inventory based on level.
compare <object>: Compare an object in inventory to a
similiar one worn
weild <weapon>: Weild a weapon
hold <object>: Holds an object
wear <object>: Wear a piece of equipment
wear all: Wear all equipment possible
remove <object>: Remove a piece of equipment
remove all: Remove all equipment.
inventory: Display inventory
equipment: Display currently worn equipment
eat <food/pill>: Eat food or a pill
drink <drink>: Drink a liquid.
pour <drink> out: Pour a drink out
pour <drink> <drink2>: Transfer liquid from one drink
to another.
feed <corpse>: As a vampire, drain blood from a corpse.
fill <drink>: Fill a drink container
quaff <potion>: Quaff a potion
zap <name>: Zap a character with a wand. (The wand must
be held)
recite <name>: Recite a scroll(held) directed at a character.
brandish <stave>: Brandish a stave.
play <jukebox>: Turn a Jukebox on.
look <object>: Show an object's short description and with
lore show an object's stats.
look in <container/corpse>: Look inside a container.
examimine <container/corpse>: Look inside a container.
open <container/door>: Open a container/door
close <contaienr/door>: Close a container/door
pick <container/door>: Pick the lock of a container/door
unlock <container/door>: Unlock a contaienr/door with
the key
lock <container/door>: Lock a container/door with
the key
Objects are flaged depending on the spells that have been
casted upon them. Possible object flags are
Glowing
Dark : Darkens the object
Invisible : The object is invisible without spells.
burn_proof : Will not explode or be damaged by fire
Hum
Nodrop: The object cannot be removed from inventory
Noremove: Once worn, the object cannot be removed
Locked: The container is locked
Closed: The container is closed
Closeable: The container can be opened and closed
Vibrating
Bless: Makes an object more effective against evil
Anti-Evil: Not to be used by evil characters
Anti-Good: Not to be used by good characters
Anti-Neutral: Not to be used by neutral characters
Evil: An object of evil alignment
Magic
There are several different types of weapons. They are :
Sword
Dagger
Mace/Club
Spear/Staff
Polearm
Axe
Exotic
Each weapon type is used only with it's cooresponding weapon
skill. Exotic weapons can be weilded by anyone.
Weapons are flagged with their own set of flags as well
as typical object flags. They are
Sharp : Creates extra damage with piercing edges
Frost : Causes extra damage with a blast of cold shock
Flaming: Causes extra damage and destroys equiment that
is not burn-proof equipment with a burning sting.
May cause "firebreath" blindness.
Shocking : Causes an electric shock and may damage
equipment.
Vorpal
Vampiric: Drains life from the victim and lowers the
weilder's alignment.
Poison: The weapon is coated with poison and with each
succesful hit poisons the target.
Twohands: The weapon requires two hands to weild (meaning
the weilder must remove his/her shield.)