Inscriptions

Inscriptions are notes you can mark on objects using the { command. You can use this to give the game commands about the object, which are listed below. You can also set up the game to automatically inscribe certain items whenever you find them, then save these autoinscriptions to pref file by using = then t.

Why do we need them? Inscriptions are used to simplify object’s interaction. Let’s imagine that you need to drink a potion fast, eg a potion of Berserk Strength. As you may know, to drink it we needed two actions:
1) press q (quaff command). When you will do it, you will see this:

2) now you need to select proper potion index; in this case – to press d

As you might remember – if contents of your inventory will change in time – and d index may correspond to other item. At the same time Berserk Strength potions are very rare so it’s not worth it to make macro for them. You will find a several different buff potions and it’s rare case when you have full stack of them to replenish. In most cases you will drink this potions from time to time and it’s quite good idea to solve problem with item indexes by inscriptions.

We have two commands for inscriptions:

{ to inscribe an item, and
} to erase an inscription

Lets inscribe Berserk Strength potion with q1:

  1. press {
  2. choose which item to inscribe; in our case press d to inscribe potion of Berserk Strength
  3. you will see prompt “Inscribe with what?”; enter there @q1 and press Enter

Now when you press q and then press 1 key – you will drink this potion. Even if item index will change from d to another letter – this potion will still have an inscribed index 1.

 

Useful inscriptions

Always pick up =g
This is useful for picking up ammunition after a shootout (please note that you don’t need to pick up ammunition if you fire magic ammo (like magic arrow, magic shot, etc). Also there is a bug which prevent’s to auto-pick up items if you are running; if you fail to pick up your projectiles – try to ‘walk’ into them, not run. If there is a number immediately after the ‘g’, then the amount picked up automatically will be limited. If you have inscribed a spellbook with ‘=g4’ and have four or more copies in your pack, you will not automatially pick up any more copies when you have the ‘pickup if in inventory’ option enabled. If you have three copies in your pack with that inscription and happen to find a pile of two copies, you’ll automatically pick up one so there is four in the pack.

prevent me from using this item ! followed by a command letter or *
!w means ‘prevent me from wielding’, !d means ‘prevent me from dropping’, and so on. If you inscribe an item with !* then the game will prevent any use of the item (even wearing it!).

You may inscribe like @w1@w0 !k!d!s!v; this item will be wielded with 1 or 0 key, and you cannot destroy(k) / drop(d) / sell(s) / throw(v) it.

Say you inscribed your potion of Speed with !q. This would prevent you from drinking it to be sure you really meant to. Similarly, using !v!k!d makes it very hard for you to accidentally throw, ignore or put down the item it is inscribed on. Some adventurers use this for Scrolls of Word of Recall so they don’t accidentally return to the dungeon too soon.

Select an item by number @, followed by a command latter, followed by 0-9
Normally when you select an item from your inventory you must enter the letter that corresponds to the item. Since the order of your inventory changes as items get added and removed, this can get annoying. You can instead assign certain items numbers when using a command so that wherever they are in your backpack, you can use the same keypresses.
If you have multiple items inscribed with the same thing, the game will use the first one.

For example, if you inscribe a staff of Cure Light Wounds with @u1, you can refer to it by pressing 1 when using it. You could also inscribe a wand of Wonder with @a1, and when using a1 would select that wand.

Spellcasters should inscribe their books, so that if they lose them they do not cast the wrong spell. If you are mage and the beginner’s spellbook is the first in your inventory, casting maa will cast magic missile. But if you lose your spellbook, casting maa will cast the first spell in whatever new book is in the top of your inventory. This can be a waste in
the best case scenario and exceedingly dangerous in the worst! By inscribing your spellbooks with @m1, @m2, etc., if you lose your first spellbook and attempt to cast magic missile by using m1a, you cannot accidentally select the wrong spellbook.

Prevent action ^, followed by a command letter
When you inscribe an item with ^, the game prevents you from doing that action. You might inscribe ^> on an item if you want to be reminded to take it off before going down stairs. Like with !, you can use * for the command letter if you want the game to prevent you from doing any action. This can get very dangerous, beware!

 

Auto-retaliator

Note that you can change the behaviour of auto-retaliator.

– All classes can use books and missiles for this purpose.
– Fighter classes(Warrior, Unbeliever, Monk) can also use potions,
scrolls, wands, rods and staffs.

{@O} : Specify the item to be used. You can mark only 1 item.
{@Ox}: If you have an item with this inscription, you’ll do nothing.
{@Oa}: Uses spell ‘a’ of the book.
{@O-}: (Fighter classes only) Use the item if your HP gets halved.

Those tags should be on items in inventory (and not equipments).
If you wrote them on more than one item, upper one is used(a,e=>a).

If the neighboring monster is inside a wall, auto-retaliator will
melee it regardless of those inscriptions (except {@Ox}).
———————————————–
[ex.1] If you’re an archer you may wish to inscribe

l) a Magic Arrow (1d4) (+0,+0) {name,1} {@f1!=@O}

and you’ll fire it in place of meleeing neighboring enemy.
Of course, if you don’t wield a bow you’ll be in trouble 🙂

(Please note that neighboring monsters can hinder your
attempt to fire!)
———————————————–
[ex.2] If you’re a sorceror,

a) 2 Books of Sorcery [Apprentice Handbook] {name,1} {@m1@Oa}

and you’ll cast magic missile for retaliation.

g) a Book of Sorcery [PoAS] {name,40} {@m8!*@Oh}

and you’ll use Mana Strike.
If you run out of Mana, you’ll go on failing to cast so be warned.

———————————————–
[ex.3] It’s sorta hack, but you can inscribe on no matter what;

f) 3 food rations {name,1} {@Ox}

And auto-retaliator is turned off (you do nothing).
With this, you won’t get stuck when surrounded by enemies.

———————————————–
[ex.4] A Warrior might wish to use old-fashioned retaliator;
However he can inscribe

e) 30 Potions of Healing {name, 15} {@q1@O-}

And he’ll quaff it when his HP is less than half of its max
(only when meleeing).

If you inscribe {@O}, you’ll simply quaff’em all in a row.

h) a Staff of Teleportation {name, 8} {@O-}
might also be a good idea.

Only Warriors/Unbelievers/Monks can use this {@O-} tag.

 

Word of Recall

Word of Recall works as following:

If in dungeon/tower, recall to the surface regardless of inscription.
If on surface, it acts depending on the inscription…

(no inscription):
1. if on surface and dungeon exists there, the deepest depth possible.
2. if tower exists there, the highest height possible.
3. do nothing.

#R2400:
same as ever… but it’s from the sea level, so 2400ft means 2400ft
below the surface.

#RW29,3:
Takes you to (29,3) of the world-map.
If you’ve never been there(or you’re already on (29,3), it lands you to
the center of world (the starting town).

(not working!) #T:
Lands you to the center of world (the starting town).
(in the future, you’ll be able to specify the name of town like @TBree.)

Current client cannot display your location correctly – eg it always tells you ‘Town’ on the bottom line. However, you can check your coordination on ‘@’ screen.

In the near future, wilderness will be more hard to cross and challenging.

To report typo, error or make suggestion: select text and press Ctrl+Enter.

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