daleken/
daleken/data/notes/
daleken/data/player/
daleken/data/system/poses/
daleken/doc/Homepage/images/
daleken/log/
DalekenMUD 1.12 Release.
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Symposium 7/00

This file contains miscellaneous information about hidden or not very obvious
things in the game.  Most of the things in this document are strange quirks
that could be termed 'easter eggs', really they are little things that
improve the depth of the game.  This information is provided as a guide for
immortals as well as being a little bit of a cheat guide for players.
However nothing here couldn't be found out using other methods, so this is
more a quick and easy list for rapid access.

Read on only if you don't care for a slight spoiler.

Easter Eggs.
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Being drunk has a number of effects.
	- You tend to slur words, making it a little more difficult to
	understand, and very hard to give instructions.
	- You can stumble about going a different direction to the one you
	intended.
	- Casting is made more difficult, you can mumble and cast a totally
	different spell, this can also result in a spell you didn't know
	before, but don't be so sure that it was the one you wanted.
	- Being drunk improves your resilience but reduces your speed.

Carrying too much reduces your speed.

For the purposes of a racial skill, the player is considered to have 80%
skill.

Racial tnls are based on the bonuses/penalties that the race has.  Skill
bonuses are based on the lowest level that the skill is available to any
class.

Dispelling a delayed effect spell doesn't remove its effect, it only triggers
it to go off straight away.

A level 250 character is considered to be aspiring in ALL classes, at level
250(250) they will then have access to every skill in the game.

Some items may be worn in different locations.  Wearing an object on the body
gives a triple bonus to its base armour class, whereas wearing it on head,
legs or shoulders gives a double bonus.

The light in the room affects how races which are hurt by sunlight are
affected.  Certain sectors such as indoors are less likely to be dark.
Dropping a light into the room has the same effect as wearing it.

Objects and characters each have a unique identifier that can be used as a
keyword.  This keyword can only be found by immortals but may be used as a
keyword by anyone if it is prefixed by a hash '#'.  Objects will always have
the same unique key, but characters are assigned their key when they log on,
or are created.

Mobiles may not attack if you fail in casting an offensive spell at them.

If a vampire casts 'create spring' the spring runs with blood.

Dispel magic always has a chance at dispeling the sanctuary affect from a
mob.

It is possible to survive being killed if you have the swan song skill, the
chance is slim, but you may be able to live, albeit on very low health.

Mercenaries will loot the corpses of their victims for gear.  They will
compare the gear with what they already have and exchange it, if it is
better.  However they are incapable of determining if something is magical,
so they will sometimes drop some pretty good stuff.

The target 0. is the same as "self".