About Nelkum
FOR ACADEMY GRADUATES READY TO TAKE ON THE WORLD

Contents of this page:

 

Click here to go back to the FAQs1 page, which is especially for those who haven't graduated from the Academy yet.

 

Help!  My sack is gone! (And other stuff about containers)

Sacks don't disappear by themselves, so let's consider the possibilities of what may have happened.  If you drop something on the ground, there's a good chance that a thief mob will pick it up.  Thief mobs are usually hidden, and you would need the "detect hidden" spell to see them.  There is no way that your container can be stolen unless you set it on the ground.

But perhaps you didn't set your container down.  Some equipment disappears when you leave the game because its level is higher than your level.  There are many containers that you can use at low levels, such as the burlap sack, the rune-covered bag, and the pouches that you get in the Academy (and all of these are the same size!).  None of these will disappear when you quit.  For a bigger container, visit New Ofcol and buy a small birch chest.  The path to New Ofcol is safe at any level, so there is no reason why you can't make the trip at level two if you wish. 

Perhaps you still have your container but don't realize it.  If you use a small birch chest, it's possible that you could be holding it in your hands, and if so, you won't have it in inventory where you can look for it.  Some people have been seen wearing shop bags on their heads!  Type EQ to see if you are accidentally wearing your container instead of keeping it in your inventory.

Another possible difficulty is that when you go to take stuff out of your container, you might be trying to get it from the wrong container.  Try "get (item) 1.sack" or "get (item) 2.sack".  Or if there is a similar container on the ground, you've probably been looking in that one instead.  Move to a different room and look in your container.

If you still haven't found your sack, it's possible that you may have some loose screws.  Are you under the influence of poison?  Check your mentalstate... type "group" and under "[mst]" you should see "===" in green if you are in good shape.  Otherwise you need to have someone cure your poison, and you'll have to eat, drink and rest before you can get back to normal.  If you are poisoned you may have some trouble seeing things even though they are in your inventory.  You might even see some freaky stuff if you are really tripping.  Here's a way to tell that you probably have a container in your inventory even if you can't see it: Type "score" and check the weight of what you are carrying.  Chances are, if you have a container it probably has a lot of heavy stuff in it, and your weight load will always show up in your score no matter how poisoned you might be.  Also, your score will tell how many items you are actually carrying, even when your mentalstate prevents you from seeing these items when you check your inventory.

The shop bags that you get when you buy items in bulk are pretty lousy, because they wear out and cause you to lose what was in them.  You should Empty shop sack, Drop shop, Sac shop.  You'll be glad you did.  All the containers except the shop bags have an infinite shelf life, although they might be damaged and destroyed during combat.  If this happens the contents will spill out but will not be lost.

Unless your strength is greater than 18, the small birch chest will hold just about all you can carry.  A much bigger container is the heavy wooden crate from Raven Tor with a level range of 18-22, but its weight is 100!  For further details about the various containers up to level 20, see my equipment page.
 
 

How do I know which equipment is better?

There are good ways and bad ways to compare equipment.  The worst way is to use the "compare" command and believe what it says.  The "compare" command doesn't take everything into account.  It looks only at the item's armor class, or for weapons it looks at the average damage.  Wouldn't you be more interested in whether an item raises your strength or hit points or constitution?  Or maybe you've already maxed out your strength, and you don't need items that raise strength anymore.  This is why there can't be a single command that would give all the right answers for every situation.  But if you rely on Compare, you'll never know the right answers.  And you'll drop the good equipment and walk around wearing junk.

There is one good use of the "compare" command, and that is to determine the item's wear location.  If you find the sailor's hat and type "compare hat", you might learn that the sailor's hat looks about the same as the helmet that you got in the Academy, which isn't true at all.  But at least now you know to identify your hat and helmet.

The surest way to tell what an item does is to identify it using the Identify spell, or a magical tablet.  You can buy a tablet at 2s 3w n from DH[].  Better yet, buy twenty of them, and don't forget to empty the shop bag into your permanent container.

When you identify an item, the statistics that you find are for that particular item, rather than for that item in general. The shortsword named "Snakebite" that you may have found in the Academy might do 1-6 damage, or 2-7, or 3-7. It varies from sword to sword. Other items may vary in level or in their armor class. There's also the complication of items from different areas that use the same item name. There is a wooden spoon in the Warehouse that does 2-6 damage.  In Tullfuhrzky Manor you can find a wooden spoon that does 2-10 damages with bonuses that add to your hit roll and damage roll.  So far I have located three different items called simply "long sword" (each from a different area) and three more called "longsword".  But these are exceptional cases.

On another page I give statistics on some of the more useful lowbie equipment items.  The Druidic Cartographers web site has the best equipment database that I have seen.  However, it has not been fully revised to take into account all of the changes to the game that occurred with the shattering.  This will be a gargantuan task, because it means verifying every single statistic in the database by re-examining all of the equipment that was included already (in all the different manifestations that exist for each item) as well as adding in all of the new items.  So complaints that this database is outdated are unfair because they don't take into account the years of work that went into preparing it.
 
 

How can I join a group?

Often it can be more effective and more fun to team up with others than to fight all by yourself.  You can follow someone who is up to 10 levels higher than your level, and that person can add you to the group if there is no more than an 8-level difference between you and that person.  The group leader uses the Group command to add you to the group.  There is a Grouptell command (abbreviated GT) that allows you to talk to everyone in your group.

To see who wants to join a group, type "Who group".  At first you'll see a long list of people who are already grouped, which proves that grouping is a fun thing to do.  At the bottom of the group is a list of people wanting to group.  To add your name to the list, type "config +groupwho".

If the list doesn't produce enough group members for you, you'll probably find some takers if you advertise on chat: "Would anyone like to go to the Sentinel with a level 12 ranger?"  Of course, if you aren't a level 12 ranger, you might want to rephrase that.

By the way, I've heard that asking Cersei or other immortals to group up to go to the fire newts has rarely proven effective.
 
 

Where's a good place to gain levels quickly?

How quickly you gain levels doesn't depend solely on where you fight.  It also depends on what you fight, how frequently you've been fighting the same mobs recently (the list, commonly known as the "kill buffer", remembers the last 50 mobs that you killed), but most importantly, what you do to prepare for combat.

So some words are in order about preparation.  Take equipment, for example.  This time I'll ask you a question.

You'll gain levels fastest if you: 

(A) use good equipment; 
(B) use junky equipment; 
(C) don't use equipment at all, but just stand there poking mobs with your pinky.

If you had trouble answering this question, type "help me ".

Spells are a good preparation, too.  Levelling spells, the type that you get from a spellbot, can make you fight much more effectively.  And the cleric spell Sanctuary is the most important.  With this spell on you, your enemies will do only half damage, so you'll hold out twice as long.  What's especially nice is that with sanctuary, your equipment won't suffer so much from what otherwise would be really nasty blows.

Potions are absolutely essential.  Buy them from Zelah at 2s 2w n from DH[]: glowing maroon potions at level 2, glowing puce potions at level 5, and glowing purple potions at level 7.  If you can afford it, try getting 40 or more potions in your container before you start off on your journey.  And you can quaff them directly out of the container, too: Quaff purple chest.

I’m not a fan of staying in the same place for one level after another.  So I’ve done some research into which places have mobs that allow for quick levelling.  My suggestions below are for well-dressed characters using leveling spells and sanctuary (and blessing of thoric for low levels).  I collected data using warriors, which are about the best class for quick leveling, so other classes will have different results.  If the areas suggested here seem too hard, you might consider an equipment upgrade.  Or perhaps you haven’t yet found the best levelling mobs in these areas.

The experience you gain from a fight is more than just the number you see when you make the kill.  You also gain experience as the fight is in progress.  To track this more closely, put the experience token %X in your fprompt.

You’ll gain experience most quickly if you fight mobs that are most vulnerable to your attacks, in other words, mobs that don’t have sanctuary and can’t parry or dodge.

The “high stakes” areas give a lot of experience very quickly, but with a high risk of getting killed unless you know the area well and take the proper precautions. 

Level

Fair

Good

Excellent

High stakes

2

MNAT

DH

ACAD, MIDN, SHAT, TULL, WARE

GRNF, SOLC

3

MNAT

 

ACAD, DH, MIDN, SHAT, TULL, WARE

GRNF, SOLC

4

MNAT

 

ACAD, DH, MIDN, SHAT, TULL, UNHL,
WARE, WNDL

GRNF, SHIR, SOLC

5

 

OFCL, WNDL

ACAD, BRTK, DH, MIDN, SENT, SHAT,
TULL, UNHL

ATFP, GRNF, MRIA, SHIR

6

OFCL

ACAD, PIXI

BRTK, DH, MIDN, NOFC, SENT, SHAT,
TULL, UNHL

ATFP, DCAT, DRCU, GRNF,
MRIA, SHIR

7

WARE

ACAD, PIXI, THAL

ATFP, BRTK, DH, DRCU, MIDN, NOFC,
OLTH, SENT, SHAT, SHIR, TULL, UNHL

DCAT, GRNF, MRIA

8

OFCL

GED

ACAD, ATFP, BRTK, CORL, DH, DRCU,
MIDN, NOFC, OLTH, PIXI, SENT, SHAT,
SHIR, THAL, TULL, UNHL

DCAT, GRNF, MRIA

9

OLTH,
MIDN

ACAD, BRTK, DH,
NOFC, SENT

ATFP, CORL, CRYS, DRCU, JUAR,
MACH, NEWT, PIXI, SHAT, SHIR, THAL,
TULL, TZEN, UNHL

DCAT, GRNF, MDES, MRIA

10

ACAD,
BRTK,
NOFC

DH, MIDN, SENT,
THAL

ATFP, CORL, CRYS, DRCU, JUAR,
MACH, NEWT, SHAT, SHIR, TULL,
TZEN, UNHL

DCAT, GRNF, MDES, MRIA

11

MIDN,
NOFC,
TULL

SENT, SHAT

ATFP, BRTK, CORL, CRYS, DH,
DRCU, JUAR, MACH, NEWT, SHIR,
THAL, TZEN, UNHL

ASHN, DCAT, GRNF, MDES,
MRIA

12

 

BRTK, CRYS,
MACH, TULL

ATFP, CORL, DH, DRCU, JUAR, MIDN,
NEWT, SENT, SHAT, SHIR, THAL,
TZEN, UNHL

DCAT, GRNF, MDES, MRIA

13

CRYS,
MACH,
SENT

MIDN, THAL

ATFP, CORL, DH, DRCU, JUAR, NEWT,
SHAT, SHIR, TZEN, UNHL

DCAT, GRNF, MDES, MRIA

14

MACH,
SENT,
UNHL

CRYS, JUAR,
THAL

ATFP, CORL, DAG, DH, DRCU, DUNH,
NEWT, SHAT, SHIR, TZEN, VELV

DCAT, GRNF, MDES, MRIA,
OMRS

15

 

MACH, THAL

ATFP, CORL, CRYS, DAG, DH, DRCU,
DUNH, JUAR, NEWT, SHAT, SHIR,
TZEN, UNHL, VELV

ASTR, DCAT, GRNF, MDES,
MRIA, OMRS

16

CRYS,
MACH

ATFP, JUAR,
SHAT, VELV

CORL, DAG, DH, DRCU, DUNH, NEWT,
SHIR, THAL, TZEN, UNHL

ASTR, DCAT, GRNF, MDES,
MRIA, OMRS

17

 

 

 

OMRS

18-49

 

 

to be continued…

 

For an explanation of the abbreviations used here, see my home page.  Use Ctrl-F to find the abbreviation you need.

 

What's a quest?

There are two kinds of quests.  One is an individual quest, a sort of entrance exam for a guild.  The other is a competition in which the winner receives money, a prize, or glory points.  Competitive quests use the quest channel.  Often they involve a bunch of avatars killing a really tough mob.  Occasionally they are oriented toward low-level players.

You will be assigned to a guild quest if you apply for membership.  The various guilds each have their own procedures.  The Guild of Clerics, for example, takes applicants as early as level 15.  Other guilds may require that you reach level 25 before applying.  I asked Kellandra and Turalyon for advice on guild quests.

If you have reached a sufficient level to join your respective guild, I strongly urge you to consider applying.  Guilds rock.  Seriously.

Each guild has a recruiting office, which you can find by looking at "Help map".  In the recruiting office you'll find information that you are expected to read.  Don't be afraid to ask questions.  If you type "Who GoC", you'll see which members of the Guild of Clerics are currently present in the game.  The abbreviations in their titles identify people who have specific responsibilities.  For example, CoC is the Council of Clerics, the people who supervise quests for the Guild of Clerics.  Other guilds use different abbreviations, such as RQC, the Guild of Rangers Quest Council.  Most guilds encourage applicants to engage in conversation with guild members.  They might give you hints about the quest, and it helps to make new friends in the guild rather than talking only to the friends you already have.

The quest channel is used for competitive quests.  If you are doing a guild quest, do not use the quest channel, because you'd get a lot of people thinking that there is a competitive quest in progress.

One last word of advice: don't be an idiot.  Guild members are watching to see how well you'd fit in with the group.  I once saw a questor ask on chat: "Where can I get something that starts with the letter S?"  How would you like to be in a guild with an idiot like that?
 
 

What's a whirling portal of energy?

A whirling portal of energy is a shortcut to a distant land.  It lasts only a short time.  Mages can make them, but there are restrictions. Some places can't have portals (for example, the Coral Depths, Darkhaven, and the Academy), and it's hard to cast a portal to a player or mob who is higher than you in level.  No one can make a portal to a corpse, but it might be possible to cast a portal to a nearby mob or player.  There are a few permanent whirling portals of energy, also, like the one at the western end of the Academy, and the one in the Ancient City of Aurora.

Always look in a portal before you enter it.  Sometimes you might run across a portal that avatars used to get to a really nasty place.  You might not want to die there.

A whirling portal of energy is not the same as an extradimensional portal, which is a container that mages make for their own use.
 
 

When I buy a sword in a shop, why do I keep getting the wrong one?

Try "List sword".  If the one you want is third from the top of that list, buy 3.sword.
 
 

How does armor class work?  What's "affects armor class by"?

You have an armor class, and items have an armor class, too.  If you are level 15 or above, you can see your armor class as a number, otherwise it will be a description, such as "envy of barons".  Type "Help ac" to learn the numerical range for each armor class description.

For your armor class, negative numbers are good.  But for an item's armor class, positive numbers are good.  Most items that you can wear will contribute to your armor class.  If they don't contribute to your armor class (lights and held items), you won't see the item's armor class when you identify it.  But it still has an armor class.

The item's armor class determines how many times it can be damaged in combat before it falls to pieces.  If you identify an item and it says that it has an armor class of 5, then the item can be damaged four times and still survive.  You won't know the item's maximum armor class unless you examine it and find that it is in superb condition when you identify it.  Damaged items can be repaired at 2s e s from DH[].  Remove all, repair all, wear all.  If an item's armor class doesn't show when you identify it (lights, held items, keys, etc.), then it cannot be repaired.  Weapons are the sole exception.

Many items may vary in armor class from piece to piece.  A frosty roseate ring, for instance, may have an armor class of 2 in superb condition, or it may have an armor class of 1 or 3.  It just depends on whether you happened to get the best frosty roseate ring.

Depending on the item's wear location, it may give you a bonus toward your own armor class.  Headgear, legwear and articles worn about your body count double towards your armor class.  And bodywear counts triple.  Some items also have an extra effect indicated as "Affects armor class by -5", etc.  This is a further bonus, and the negative numbers are good.

For the sake of illustration, let's consider the plaid smoking jacket from Tullfuhrzky Manor.  Its armor class is 6, and it affects armor class by -4.  The wear location is "body", so the armor class is tripled.  So the difference in your armor class when you wear this jacket is three times 6, plus 4, or 22.  The jacket can survive being damaged in combat 5 times.

One of the best lowbie items around is sold in the halfling hometown, and only halflings and perhaps one or two other races can wear it.  This is the bright green vest, and it has an armor class of 50.  But it's bodywear, so it improves your armor class by 150.
 
 

What are my maximum stats?


There are no imposed maximum values for your hit points, mana, movement points, armor class, hit roll, and damage roll. But some of your most important statistics have imposed limits, depending on your class:
 

Class:

 Primary
(max 25)

 Secondary
(max 22)

 Deficient
(max 18)

Others
(max 20)

Augurer

Wis

Luc

Dex

Str, Int, Con, Cha

Cleric

Wis

Int

Dex

Str, Con, Cha, Luc

Druid

Wis

Con

Cha

Str, Int, Dex, Luc

Fathomer

Dex

Int

Con

Str, Wis, Cha, Luc

Mage

Int

Wis

Str

Dex, Con, Cha, Luc

Nephandi

Int

Dex

Luc

Str, Wis, Con, Cha

Paladin

Str

Wis

Int

Dex, Con, Cha, Luc

Ranger

Str

Wis

Cha

Int, Dex, Con, Luc

Thief

Dex

Cha

Wis

Str, Int, Con, Luc

Vampire

Dex

Int

None

Str, Wis, Con, Cha, Luc

Warrior

Str

Dex

Int

Wis, Con, Cha, Luc

What skills and spells will I get later?

Now here's a question that will take a really long answer.  I think I'll answer it later.  Maybe.  In the meantime, type "Slist" to see which skills and spells you'll get, and when.  The list is long, so you should restrict it to a level range.  "Slist 30 35" will tell you the new skills and spells between levels 30 and 35.  Or you can keep the screen fom scrolling too fast if you set the pager.  Type "Pager 24" and "Config +pager".

If you're curious about what skills another class gets, try creating a level 1 alt  in that class, and then type Slist.  It takes all of, what, thirty seconds to do that?
 
 

How do I get through a maze?

Mazes can be frustrating or challenging.  It depends mostly on how you choose to think about them.  They present all sorts of difficulties, but I've enjoyed mapping lots of them.

Some mazes shift, and for these it's useless to make a map or memorize directions through them.  The smallest shifting maze I've found is under the Warehouse, where it's actually only one room that shifts.  There are three exits from that room, and every so often, when the maze shifts, the connections from that room get shuffled up.  So if the east exit went to Room A, south went to B, and west went to C, then after the maze shifts, east might go to C, south to A, and west to B.  Larger shifting mazes follow this same principle.  Suppose there is a 20-room shifting maze in which each room has four exits.  After the shift, each room will still be connected to the same rooms as before, but the connections will be shuffled.  Often these connections are one-way, so even if you can get from room A to B in one move, that doesn't necessarily mean that you can get from B to A in one move.

Non-shifting mazes can be challenging, too.  For example, there's a place in the Warehouse maze where you can leave a room by going north, but when you arrive in the next room, instead of arriving from the south, as you would expect, you actually arrive from the north.  And to go back to the previous room, you would have to go north again!  So your intuitive sense of direction won't help.  But non-shifting mazes can be mapped, even if the map won't be pretty.

Probably your objective will not be to map the maze, but to get through it or out of it. 

Tracking works wonderfully in most mazes, if you have that skill and know the name of a mob or player on the other side of the maze, in the same area.

One simple strategy is to use the Exit command to find a neighboring room with a different roomname.  This doesn't work when it's dark, unless the neighboring rooms have lights or fires in them.  Scrying into neighboring rooms works, too.

Another strategy is to mark where you have been by dropping items or coins.  Many people drop a coin in each room they've visited.  For larger mazes I use a more sophisticated version of this strategy.  After dropping the coin, I scry in all directions so I can decide which room to try next.  If all of the neighboring rooms already have a coin, then I drop a second coin in the room from which I scried.  That way, whenever I see a pile of coins in a room, I will know that none of its exits lead to a room I haven't visited yet.  Of course if I'm trying to map the maze, I would use lots of different objects as markers rather than piles of coins.

Many mazes have scavenger mobs who will pick up stuff that you drop, but you can still mark these rooms by creating springs or fires, unless the rooms don't allow magic.

There are a few mazes where you need to be especially cautious.  One is the Azure Sea maze, because it has an exit that leads to Antall Harbor, where even avatars can easily be killed by the shadowsharks.  The sharks also scrap your containers, dumping your stuff on the ground, so that even if you supplicate your corpse, you won't get back what was in your container.  Another nasty maze is at the entrance to the Blasted Lands, a shifting maze that has a deathtrap in it.  And as for the chaos maze in Seth's Fortress, it's bad enough that Seth has his personality problems, but what's even worse is that the entire maze is "no-supplicate."  This maze is one of the reasons why Help CR includes the statement that "an Immortal may refuse to do any CR at their discretion."
 
 

How do I make triggers?

Triggers are automatic responses to text that you see on your screen.  In order to use triggers, you need a client that supports them, such as gMud or zMud.  I use zMud, so I don't know how to use triggers in other clients.  You'll find zMud at www.zuggsoft.com.  There is a free trial version and a version that costs money.  I don't know anything about the free version.

If you have zMud version 6.13 or later, then the following instructions will help you on your way to making triggers.  The trigger has two parts, a pattern and a set of commands.  When the pattern matches something on your screen, you will do the commands automatically.

For the sake of this example, go to Zelah's Apothecary at 2s 2w n from DH[].  Every so often you'll see that Zelah makes another potion.  Click on "Triggers", then "New".  Use this for the pattern (without the quotes): "Zelah places a newly created potion".  Use this for the value (command): "cheer Zelah".  Then in the "Edit Trigger" window click on "File" and "Save and Close".  Now your trigger should work.  Wait for another potion to be finished, and if everything works, Zelah will soon be congratulated.

Let's try another trigger.  Click on "Triggers", then "New".  Use the pattern "Zelah hums a fine melody" and the value "croon Zelah".  Save and close, then wait for the singalong.

What if you don't want to do your trigger on the same person all the time?  You'll need to use a variable for the person's name.  We'll use the variable "%1".  Click on "Triggers", then "New".  Use the pattern "%1 yawns" and the value "coffee %1".  Now go west from Zelah to visit Poshir, and see if you can cure him of his sleepiness!  This will work not only on Poshir, but on anyone who yawns!
 

Where can I get money?

There aren't many places where you will find a lot of money at low levels.  Nana in Tullfuhrzy Manor has been saving up for her retirement, and the eels and crab guards in the Coral Depths tend to have a lot of money when the local economy is good.  But a very good source of income that you might have overlooked is that some items have high resale value, if you can find a shop soon enough after reboot that the shopkeeper hasn't run out of money yet.  If you can't find a shop willing to buy your stuff, then you could benefit from the midas touch spell (Remember the story about King Midas?).  If you don't have this spell, maybe you can get someone to cast it for you, thus converting your unwanted junk into cash.  Granted, this advice might be regarded as a blatant plug for a certain midas bot located at 6e, n from DH[].  But the point is that you can make money at this without too much effort.

When you get to level 30 or so, you will find high-value equipment in the Spectrum painting in Darkhaven Art Gallery, and also at Mithril Hall.  But listed below are some low-level items along with their midas value (number of coins), not including any fee that someone might charge for the midas-touch service.  If you happen to be going to these places anyhow, look for these items and bring them back with you to Darkhaven.

  • In Ancient City of Aurora: runaway scroll (25,000)
  • In Bartok Grove: orange sweater (26,666)
  • In (New) Darkhaven: crystal monocle (1,666)
  • In Desert of Despair: basket (3,333); braided thin-rope belt (2,666); pair of leather sandals (6,666); thobe (3,333)
  • In Dragon Cult: meerschaum dragon pipe (4,166); ornate robes (1,666)
  • In Dragon Tower: black silk belt (3,333); copper hammer (10,000); dragon skin bracelet (13,333); golden wand (3,333); leggings of dark dragonscale (60,000); Staff of the Dragon (3,333); stone club (2,500)
  • In Drow City: black longsword (3,416); snake headed whip with 3 heads (1,666); snake headed whip with 4 heads (3,416)
  • In Dunhill Demesnes: brown leather satchel (16,666); cuir-bouilli breastplate (3,333); cuir-bouilli helmet (2,000); hardened leather buckler (1,666); iron shortsword (1,666); iron-tipped boar spear (1,666); pair of supple leather boots (3,333); quilted leather chansses (3,333); quilted leather sleeves (3,333); warm woolen cape (1,666)
  • In Dwarven Catacombs: black cape (1,833); Prism Shield (2,666); shield of defense (11,000); Sapphire Blade (4,052)
  • In Elemental Canyon: elemental amulet (33,333); elemental bracelet (33,333); lodestone (1,666); some platinum armbands (3,333); some platinum legbands (3,333)
  • In Emerald Hills: clay pipe (3,333); grappling hook (8,333); halfling's glasses (5,000); handful of magical soil (3,166); mountain climber's boots (11,666); pair of furry slippers (1,666); tattered set of robes (1,666)
  • In Gauntlet: Duke's robes (5,000); flaming sword (25,000); Gauntlet (75,200); plain wooden pipe (1,666); red plate mail (19,186)
  • In Great Eastern Desert: brilliant sapphire (29,666); copper bracelet (7,666); deep blue lapis lazuli (7,000); fiery green emerald (30,666); glittering diamond (40,000); glowing suit of banded mail (25,000); halberd (4,000); large ruby (25,000); red-eyed jewel (1,833); strange energy bow (50,000)
  • In High Tower of Sorcery: black robe (1,666); bound scroll (3,166); curved scimitar (5,833); golden flute (5,000); onyx bracelet (2,833); pair of spectacles (3,333); scroll written on blue paper (6,666); silvery key (3,333); small figurine (2,000); white gold bracelet (1,666); white robe (2,500)
  • In The Keep of Mahn-Tor: battle axe (2,500); huge halberd (6,666); kopesh sword (3,333); pair of fur lined boots (3,333); pair of steel vambraces (1,666); white pelt of a yeti (1,666)
  • In Kingdom of Juargan: staff of ruling (3,333)
  • In Lake of Tich'Pyga: curly tail of a seahorse (3,333)
  • In Land of the Fire Newts: blackened mace (4,333); flaming pike (5,000); pumice stone (1,666); smouldering axe (5,000)
  • In Miden'nir: Brajtkomu's sceptre of Doom (63,333); pair of black Doom insignia armguards (2,000)
  • In Moria: black demon blade (3,333); light silver dagger (9,333); thieves dirk (21,333)
  • In Mountains of Desolation: golden staff of the Hunter (5,000); stone sword (1,833)
  • In New Ofcol: polished brass plate (8,333)
  • In Ocean Keep: porcupine quill (2,533)
  • In Ockwater Fens: crinkled parchment (13,333); pelt of a wolf (20,000); pelt of an ice fox (20,000); roughly cut emerald (33,333); T-handled blade (23,333); tiny, darkly stained, crystal disk (166,666); tiny green stained, crystal bowl (166,666); tiny, red stained, crystal bowl (166,666); white ice ring (23,333)
  • In Old Marsh: dark horned helmet (5,000); long, strange spear (6,666)
  • In Old Thalos [Note that similarly named items from Thalos do not have the same value as these items from Old Thalos]: clear stone (2,966); dark green cloak (4,833); green serpentine staff (2,533); mandolin (2,000); pale blue stone (1,833); scarlet and blue stone (1,833); silver flute (3,500)
  • In Sentinel: broadsword (5,083); gargoyle head (1,916); periapt of health (16,666); unicorn horn medallion (16,666)
  • In Sewer: devil rod (5,333); purple cloak (1,666)
  • In Shadow Grove: strange template (5,000)
  • In Shadowport: black opal (8,333); black sapphire (8,333); drum (1,666); flute (1,555); jacinth (8,333); lute (1,666); star ruby (8,333); star sapphire (8,333)
  • In Shattered Refuge: electrum sword (33,333); gnarled sceptre (4,733); heavy banded mail (11,666); large club (6,666); pair of gnome boots (4,000); patchwork fur robe (5,000); stone shield (3,000)
  • In The Shire: polished brass plate (8,333); rainbow staff (1,333); silvery cloak (3,333); sting (3,333)
  • In Thalos: dark green cloak (4,833); tattered scroll (3,666)
  • In Town of Solace: earrings of Solace (8,333); ring of Solace (3,333); Solace charm (10,000)
  • In Tullfuhrzky Manor: avatar's scroll (3,333); cockroach's exoskeleton (3,333); expensive-looking pocket watch (8,000); gold spectacles (2,866); ivory cane (3,333)
  • In Unholy Grounds: golden ring encrusted with diamonds (3,333)
  • In Valley of the Elves: bulette carapace shield (3,333); runed silver ring (3,333)
  • In Warehouse: frosty roseate ring (5,000)
  • In Wyvern's Tower: mithril bracer (2,166); pair of travelling boots (1,666)

What are tankset potions?  Which spells affect resistances?

The information provided here was compiled by Tortall Greyborne and is provided with his permission.  Thanks also to Amorthan for an important addition and Nariel for catching a mistake that I made.

When multiple characters fight together as a group, the one who suffers the brunt of the mob's attacks is known as "the tank."  There are many potions that the tank can quaff before the battle to lessen the severity of these attacks, and these potions work by affecting the tank's "resistances."

Mages and clerics are the only classes that are able to brew potions, though only some of the mage and cleric spells are brewable.  Some of these spells require that the caster be of a particular alignment (E = evil, N = neutral, G = good).  Most of these spells are not castable on others.

Here are the brewable mage spells that affect resistances:

  • antimagic shell: ResistMagic 10% self only [also cleric EG]
  • blazeward: ResistFire 10% self only
  • demonskin: ResistSlash 10% self only [also nephandi E] 
  • dragonskin: ResistPierce 10% self only 
  • eldritch sphere: ResistMagic 10% ResistNonmagic 10% self only
  • ethereal shield: ResistEnergy 10% self only
  • inner warmth: ResistCold 10% [also augurer EG]
  • shadowform: ResistNonmagic 10% self only
  • valiance: ResistParalysis 10%

These are the brewable cleric spells that affect resistances:

  • alertness: (EG) ResistSleep 10% self only
  • antimagic shell: (EG) ResistMagic 10% self only [also mage]
  • grounding: (G) ResistElectricity 10% self only

These spells affecting resistances are not brewable, but can be cast on others:

  • acidward: (cleric G) ResistAcid 10%
  • nimbus of light: (cleric G) ResistUnholy 15%
  • resilience: (cleric) ResistDrain 10%
  • confidence: (mage path of defense) ResistBlunt 5% ResistSlash 5% ResistPierce 5%
  • prismatic shield: (mage path of defense) ResistFire 5% ResistCold 5% ResistElectricity 5%
  • voice of reason: (mage N path of balance) ResistHoly 10% ResistUnholy 10%

These unbrewable spells affect resistances of the caster only:

  • iron veil: (cleric E) ResistBlunt 20% self only
  • boannaich nadur: (druid) ResistFire 15% ResistCold 15% ResistElectricity 15% self only
  • dance of vines: (druid) ResistFire 10% ResistCold 10% ResistElectricity 10% self only
  • depuinsean: (druid) ResistPoison 10% self only
  • sgorr craiceann: (druid) ResistBlunt 10% self only
  • aquaeform: (fathomer) ResistPierce 10% ResistSlash 10% SusceptBlunt 10% self only
  • inviola magicka: (mage path of counterbalance) immunity to magic
  • demonic aura: (nephandi E) ResistPoison 10% ResistFire 10% self only
  • hellskin: (nephandi E) ResistFire 40% ResistMagic 10% self only
  • divine armor: (paladin G) ResistDrain 10% self only
  • ward of divinity: (paladin G) ResistDrain 10% self only

The following are aggressive spells that affect the victim's susceptibilities:

  • damnation: (cleric E) SusceptUnholy 10%
  • feebleness: (cleric E) SusceptDrain 10%
  • fatigue: (cleric EG) SusceptSleep 10%
  • unravel defense: (cleric EG) SusceptMagic 10% SusceptNonmagic 10%
  • ethereal funnel: (cleric G) SusceptEnergy 10%
  • salvation: (cleric G) SusceptHoly 10%
  • blazebane: (mage) SusceptFire 10%
  • ethereal funnel: (mage) SusceptEnergy 10%
  • razorbait: (mage) SusceptPierce 10%
  • swordbait: (mage) SusceptSlash 10%
  • winter mist: (mage) SusceptCold 10%
  • execrate: (nephandi E) SusceptPoison 10%
  • fatigue: (nephandi E) SusceptSleep 10%
  • feebleness: (nephandi E) SusceptDrain 10%
  • petrification: (nephandi E) SusceptParalysis 10%
  • woodland harmony: (ranger) ResistSleep 10%

How does layerable armor work?

Many thanks to Wexel for his extensive research into layerable armor.  Thanks also to Akael and Hikedha also for important discoveries.

Certain armor is flagged as "layerable," meaning that it can be worn together with other layerable armor items in the same wear location.  To stack these pieces of armor together into the same wear location, you have to put them on in the correct order.  These items belong to groups that we can call "tiers" (or layers).  You cannot combine items that are in the same tier, but you can wear them on top of items in a lower tier.  For example, you can combine tier 1 bodywear with items from tiers 2 through 7 to wear all seven tiers together.  You can wear tier 4 bodywear on top of tier 2 and/or tier 3.

The following armor is layerable. (For an explanation of abbreviations, see my equipment page.)

Worn on body
Tier 1 [GRAV] blood-soaked bandages (4-6) [9] hp 10 CON 2
Tier 1 [OCKW] pelt of an ice fox (15-22) [28] spe -2
Tier 1 [OCKW] olive coloured shirt (23-37) {not V} [42] CHA 2
Tier 1 [TICH] silken doublet (32-34) [9]
Tier 2 [THUL] undertunic (11-16) [3]
Tier 2 [DUNH] padded woolen gambeson (27-34) [12]
Tier 2-3 [INIQ] finely crafted suit of black mesh armour (11-14) {EN only} [36] occupies multiple tiers
Tier 3 [OCKW] bodymesh of knotted rope (5-17) {not M} [24] DEX 1 weight -5
Tier 3 [GRAV] mottled poncho (8-11) [38]
Tiers 3-4 [THUL] drulna (11-16) [3] occupies multiple tiers
Tiers 3-4 [DPAS] black dragonscale hauberk (47) {WC only, not ranger?} [80] hp 100 mana 75 hr 7 dr 7 occupies multiple tiers
Tier 4 [DUNH] rough buckram robe (21-24) [24]
Tier 4 [DUNH] double chainmail hauberk (26-34) {NG only, not MT} [32] hp 20 CON 2 spe -5
Tier 4 [OTHR] winter wolf pelt (42-44) {WD only} [41] CON 1
Tier 4 [FRGT] black lace brassiere (49-50) [-21] CHA 4
Tier 5 [BURR] rouge halfling dress (5-16) {halfling only} [15] deathrot
Tier 5 [OTHR] studded leather keshka hide (42-47) {not MT} [60] hp 30 DEX -1 CON 2 dr 3
Tier 5 [FRGT] tight bustier (50) CON 4 mv -55 small container capacity 15
Tiers 5-7 [THUL] glass plate (15-19) [18-21] occupies multiple tiers
Tier 6 [DUNH] blazing white surcoat (27-34) {G only, not TV} [6] CHA 1 spe -8
Tier 6 [DPAS] white Gryphon Keep tabard (41-42) {not T} [10] hr 1 dr 1
Tier 6 [DPAS] Tabard of the Roses (41-45) {not T} [18]
Tier 7 [OCKW] runecape (15) {not TV} [12]mana 10 spe -3

Worn on legs
Tier 1 [CORL] pair of black silk boxers (11-20) [8]
Tier 2 [THUL] pair of Drulnocht (12-16) [2]
Tier 2 [MAHN] pair of black leather pants (36-40) {not WCD} [14] DEX 2
Tier 3 [THUL] pair of glass leggings (16-17) [12]

Worn on arms
Tier 1 [DUNH] padded woolen sleeves (27-35) [2]
Tier 2 [DUNH] pair of double chainmail sleeves (27-34) [10] hp 10 hr -2 par -1

Worn about body
Tier 1 [THUL] thin underrobe (11-16) [2]
Tier 1 [TOL] cloak of Death (invis) (41-43) [30] mana 20 STR 1 DEX 3 hr 4 dr 4
Tier 1 [MOON] silver tunic (47-49) [26-30]
Tier 2 [LCHT] essence of kundalini (47-49) {G only, MW only} [28-30] hp 75 mana 40 hr 6 dr 8
Tier 2 [SETH] shroud of darkness (47-49) {EN only} [40] hp 90 mana 90 hr 9 dr 9 sneak
Tier 3 [X] infernal pentagram (10) {E only, M only} [8]
Tier 3 [THUL] oma'aneh (12-16) [2]
Tier 3 [THUL] silk Oma'aneh (24) [2] DEX 2
Tier 3 [SCRG] Kahl's Green Dragonhide Pouch (49-50) large container capacity 666
Tier 4 [DSRT] sparkling gold bed sheet (18-28) [4]

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Greetmir chats '*egrin*'

You chat 'I'm sober and I'm 3077 years old.'
You chat 'And I'm not a babe.'
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Someone chats 'i wish the DCoL came in level 20's'

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