> l
Reference
    Forumulas and other codes explained.
> i
You are carrying:
a BOGLEG
> Bogleg formulas
Stats: hp = str*2 + con*3 hp (beer elf) = str*2 + con*3 + wil hp (dwarf) = str*2.5 + con*3 (trunc) hp (draconian) = str*2 + con*2 hp (brown draconian) = str*2 + con*3? hp (pig) = str*2.5 + con*3.5 (trunc) hp (troll) = normal, but effectively con*4 because they remain alive until hp is below negative con hp (merfolk) = (25% bonus when wet, -25% penalty when dry) mana = int*3 + wil*2 mana (draconian) = int*4.5 + wil*3.5 (trunc) mana (high elf) = int*3 + wil*2 + chr mana (merfolk) = (25% bonus when wet, -25% penalty when dry) ftg = con*2 + wil*3 ftg (merfolk) = (25% bonus when wet, -25% penalty when dry) ftg (pig) = con*2 + wil*2 ftg (wood elf) = con*2 + wil*3 + dex chr must = 1/12 total stats (to sell in most shops) Time: Mud time 1 mud month = 30 mud days 1 mud year = 300 mud days = 10 mud months sunrise - 7 am sunset - 7 pm Season - months Spring - Arienle, Teliminus, Lorien Summer - Ysaril, Karmina Fall - Ingot, Alystos Winter - Gettrellyn, Rozgayn, Blayhrr Real time conversions 1 min = 12 mud mins 1 hour = 12 mud hours 1 day = 12 mud days 1 month ~ 12 mud months = 1.22 mud years 1 year = 14.6 mud years 1 mud minute = 5 seconds 1 mud hour = 5 mins 1 monster reset = ~20 mins 1 mud day = 2 hours 1 mud month = 2.5 days = 60 hours 1 mud season = 7.5 days 1 mud year = 25 days max time til day/night change = 1 hour = 3 resets Damage levels: damval0 miss 0 hp damval1 graze 1-3 hp damval2 hit 4-6 hp (barely) damval3 light_wounds 7-10 hp damval4 hard 11-14 hp (hit hard) damval5 very_hard 16-18 hp damval6 ex_hard 20-22 hp damval7 massacre 23-26 hp (plunge deeply) damval8 so_hard 27-34 hp (profuse bleeding, hurts to see it) damval9 chunk 39-49 hp (roots disgustingly) damval10 splinter 51-99 hp (dissect, shattering) damval11 disfigure 101-199 hp (ravaging, permanent hole) damval12 mist 201-399 hp damval13 decimate 401-599 hp damval14 eradicate 601-799 hp damval15 annihilate 801-999 hp damval16 obliterate 1001+ hp (atomic dust) (What's with all these colors?) Resistances (and susceptibilitites) (my code) Beneficial 10 100% Completely 9 51-99% Extremely 8 31-50% Highly 7 26-30% Very 6 21-25% Quite 5 16-20% Significantly 4 11-15% Moderately 3 6-10% Somewhat 2 1-5% Slightly 1 (resistant) 0% No resistance 0 Slightly -1 (susceptible) Somewhat -2 Moderately -3 Significantly -4 Quite -5 Very -6 Highly -7 Extremely -8 Dangerously -9 Devastatingly -10 Oracle armor "protection qualities" (AC) levels 11 unbeatable 10 supreme 9 excellent 8 extremely good 7 very good 6 good 5 above average 4 average 3 below average 2 poor 1 very_poor 0 no protection Oracle armor "redeeming magicks" levels unbeatable exceptional moderate no Oracle shield blocking levels superb excellent good ok Arcana Protection levels: insanely awesome awesome excellent very good good fair poor none Deathgate runes: Albert says: Rune... GaX translates to magic_fire. GbF translates to sonic. GbL translates to drain. GdT translates to edged. GfK translates to piercing. GgR translates to psychic. GGQ translates to crushing. GhA translates to electric. GiZ translates to fire. GkP translates to holy. GlW translates to magic. GnB translates to energy. GnI translates to unholy. GoS translates to magic_cold. GqU translates to magic_elec. GsE translates to asphyxiation. GtM translates to psionic. GtO translates to corrosive. GvG translates to cold. GwV translates to blunt. GyD translates to disease. GzJ translates to poison. ocP translates to str. oGD translates to int. ohL translates to wil. ojG translates to con. ooj translates to dex. osE translates to chr.

> quit_
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