Idlechasing for warriors

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Idlechasing for Dummies

Warrior 30x Commands

30x commands are the commands that give 30 xp for every gp you spend on them. Using only 30x commands will give twice the xp as using only 15x commands, which can mean the difference between making 200,000 xp per hour versus 100,000 per hour. Here's a list of your 30x commands:

  1. Bandage
  2. Bash
  3. Beat
  4. Behead
  5. Bob
  6. Chop
  7. Crush
  8. Feint
  9. Fix
  10. Guard
  11. Hack
  12. Iai
  13. Impale
  14. Judge
  15. Kick
  16. Leatherwork
  17. Pierce
  18. Punch
  19. Riposte
  20. Shove
  21. Slash
  22. Slice
  23. Smash
  24. Stab
  25. Track
  26. Trip
  27. Vurdere
  28. Warcry
  29. Probably the rest of the combat specials too, if they haven't been tested

Warcry is special: the "preparation" part is 30x, while the second part is only 15x. So, for pure xp return, it's preferable to have your warcry after combat so that you don't do the second part (since it "dies unuttered on your lips" if you wait too long). For tm potential, though, you might want to go through with the warcry.

So that's at least 25 30x commands! The heavy trend toward combat may seem daunting for an idlechaser, but there are still several good options for aliases.

Non-combat idling

These are good for warriors who can't calm and want to be able to idle in a big group even if there isn't a training dummy.

Judge and vurdere

The judge and vurdere commands are somewhat unique in that one use of the command can target multiple items, and accordingly multiply the xp return. You can vurdere one item for 25 gp and 750 xp return, or you can vurdere up to 10 items at once for 250 gp and 7500 xp return. Judge is more limited: you can only judge two weapons at a time, with judge <weapon> against <weapon>. Pretty awesome way to idle. Of course, just doing that won't take 5 minutes for gp to regen for the next cycle, and it definitely doesn't meet the 11 command alternative minimum for getting full command xp when returning a command, so you'll need to use a few other commands along with those. The vurdere and judge parts of your alias(s) could look like this:

get armours from pack;
vurdere armour & armour 2 & armour 3 & armour 4 & armour 5 & armour 6 & armour 7 & armour 8 & armour 9 & armour 10;
put armours in pack;


get weapons from pack;
judge weapon 1 against weapon 2;
put weapons in pack;

The weapons and armours should be in your inventory briefly enough that you don't fumble them, if an alias is used. You can probably leave them in the room with you as an alternative, but make sure your groupmates know not to bury them. You can also wear the armours, and/or use lightweight armour and weapons. Keep in mind that jewellery counts as armour, and you can wear 8 rings and a few other light weight things to avoid wearing a lot of heavy armour or carrying it around in a pack. Small sticks (pickling sticks) are very lightweight and count as weapons.

Note that if you're too specific about the number of armours you're vurdering, the alias can be easy to break. A simple "vurdere 10 armours", for example, will fail if you don't have enough pieces of armour. The even more basic "vurdere my armours", while somewhat more flexible, will fail if you have more than ten pieces of armour--since you can only vurdere ten at a time--or if you have more than your adventuring gp allows you to vurdere at once (if, for example, you normally vurdere 7 at once, which is your limit, but you've recently aquired a blorple, meaning you're trying to vurdere 8 at once now). This makes the above example--edited to the number of armours you're actually able to vurdere at once--the best solution, since there's a maximum number of armours it will try to make you vurdere, and having fewer armours out than usual won't break it (you'll just vurdere as many as are there). The & character lets you refer to multiple things at once without breaking the command if one of the things referred to isn't present (unlike the comma).


You can also prepare a warcry without actually entering combat--since the first part, preparing it, gives 30x xp while the second part, actually performing the warcry, is only 15x, this is actually preferable to doing a full warcry.


Track can also be used; however, trying to track someone who's in the room with you will take no gp. You also can't track players who are logged off, pk players if you're npk (may or may not be true all the time), most npcs without unique names, or npcs who aren't on the Disc at the moment. The best bet, therefore, is to track an npc who is always/nearly always alive and never in the place where you idle. Pewsey (can't be attacked, stays around Granny's cottage), Gretta (protected shopkeeper, doesn't wander from Tarnach's), Henry (can't be killed?), and Ryattenoki (can't be killed?) would all be reasonable choices.

Please note that tracking uses crafts points, not fighting points, so assuming your fi.poi bonus is higher than your cr.poi bonus, you will want to use track in the beginning of your alias, rather than the end.


Warpaint is semi-sustainable command, due to the material component. It takes 20 gp and you can warpaint yourself or another warrior--note that some animals count as warriors, so warpainting pets may be viable. Shearers are probably the best targets, since obbling and unobbling them removes the paint. (You can't remove an npc's warpaint otherwise, it seems.)

If you're already wearing warpaint you can't put more on, although you can "warpaint remove me" to get rid of it.

Warpainting consumes around an ounce of paint. A one-quart tin has enough for fifty applications and costs $1 or so, depending on where you buy it.


Finally, you can guard:

guard east against all;
guard stop;

This, however, requires that you know which exit to guard before you run your alias. If you always idle in the same place, it's easy, but if you try to guard an exit that doesn't exist, it'll fail. There's no good way to avoid this aside from having multiple guard aliases and switching them out depending on where you are.

Less practical 30x commands


Since this consumes cloth strips and requires a wounded person, this isn't usable all the time and isn't sustainable without a steady supply of bandages. Still, it might be usable if someone in your group is using Holy Sacrifice, or combat-idling and getting hurt.


This consumes money and requires a damaged weapon, piece of armour, or piece of jewellery, as well as only being usable at a forge/tannery. If you have an idle group going at a forge, though, you could use engrave, then polish, then fix on an item, since polishing an engraving off damages the item.

Other commands

Using all of these uses, at best, 349 gp with six commands. 349 gp is around 3 minutes and 52 seconds' worth with 3 gp regen, or around 2 minutes and 55 seconds' worth with 4 gp regen. This is not enough time in between repetitions to get full xp each time, so you'll probably want to round out the alias with a few more commands. If there aren't any skills you especially want to try to tm, try a musical instrument for crafts.points tms.

Training Dummies

A training dummy is essentially a weak npc who can't die, making them excellent for combat idling: there's little risk to yourself, and you don't risk killing the dummy and losing it. The training dummy in the Djelian Guard doesn't hurt you when it hits you, so there's no risk to fighting it.

As above, you can incorporate judge and vurdere into your alias, however you can also use any other combat commands you like. A huge advantage over the vurdere/judge aliases is that you can TM useful skills this way.

Some warriors create an idle group in the basement of the Djelian Guard, in the room with the training dummy. The guild npc here, Limdul, will stop you from attacking the dummy after a short period (around thirty seconds), removing the need for calming. (He'll also comment on your technique and offer advice, which can be useful if you're low-level.)

To make your alias, choose at least 11 of the above 30x commands. Repeat the aliases as soon as your gp regenerates fully. For the best results, use neutral attitude (tactics attitude neutral) while fighting the dummy: other settings can be a slight drain on your gp (or possibly gp regen).

Members of any guild may use this dummy, not just warriors--and apart from fighting the dummy, it's also possible to backstab it, to use various covert commands on it (plant, steal, peek, rifle, case, etc) or target it with spells or rituals.

Sheep Shearers (with example)

You must be able to calm the shearer reliably for this to work (if you can only calm semi-reliably, you may want to duplicate the "calm" line) and you must have enough faith gp to use calm at that point in your alias. If you can pull it off, though, this option gives you the best of both worlds. You can use mostly 30x commands and TM some combat skills without restricting your grouping options.

kiss obble;
kill shearer;
shove opponent;
stab opponent with <really crappy weapon>;
trip opponent;
impale opponent with <really crappy weapon>;
pierce opponent with <really crappy weapon>;
feint at opponent with <really crappy weapon>;
perform calm on opponent;
kiss shearer;
warcry IDLE ON!;
vurdere <armours>;
judge weapon 1 against weapon 2;
track pewsey;

So you have 10 30x commands and 1 15x command (calm), but the 15x is probably worth it because you getter better shared xp by being in a big group. You can use this alias as often as needed, without bothering with the time limit, because you have 11 or more commands. You can replace the stab, impale, and pierce commands with whatever you want, and add more specials to the alias. Just be sure you don't drop below 11 commands.

Good options for <really crappy weapon> (so you don't kill the shearer), are often weapons that appraise as misc, or weapons made from crappy materials, such as a wooden sword. A rubber knife is also great to avoid accidental slaughter.

Having vurdere, judge, and track in there--as well as non-direct-damage specials (trip, shove, and feint)--also help you avoid killing your shearer, since then you don't need as many damage-causing combat commands. The non-direct-damage specials use less gp, though (with trip and shove at 30 gp, riposte at 25 gp, and feint at 15 gp), so it's best to still use as many direct-damage specials as you can get away with without killing your shearer.

The "wait" (or frimble, or score brief, or group status) helps make sure that you're actually in combat with the shearer when you attempt your other commands, since if you try a special immediately after "kill", it may not work (or, if it's trip or shove, it may treat it as the soul instead of the special), only resulting in a "You are not fighting the x" message for that first command.