Mounts

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Mounts are noble companions that can help you carry things, you can ride them and they can help to fight.

Currently the only mounts in the game are horses. Camels are not yet in the game, but they are in the help files as mounts, so they should come in later, on Thursday.

  • Horses as the first mounts were added on April 2, 2021.

Mount is also a command used to mount the various animal mounts.

For the wild animals, see Horse (Bestiary) and Camel (Bestiary).

For the skills, see Adventuring.movement.riding.horse and Adventuring.movement.riding.camel.

PLEASE NOTE! April 3rd 2021, 1730 London time: Capita announced fix for horseshoes. Old horseshoes did not protect hooves and still do not protect hooves. Please buy new horseshoes to protect hooves.

The latest horse changes can be found here: [1], also archived here.

The skillchecks for assessing and grooming horses are now affected by docility, like the others. If your horse has more than 60 docility, they will now be easier compared to before; if it has less, they will be harder.

Usage

Horses can be used for riding, carrying equipment, and combat.

  • To mount a horse, you need to learn the mount command from another player (needs 25 base levels in adventuring.movement.riding).
    • You do not need to be able to mount a horse to use it for carrying equipment, but you still need adventuring.movement.riding to lead it.
  • Horses provide a fast travel system using the ride command, traversing routes between locations they have been taught at much faster speed than normal travel.
    • Note however that, unlike magical & divine methods of travel, they do actually traverse the intervening space and the trip can be interrupted mid-way (e.g. due to the horse running out of stamina).
    • Horses can also be ridden or led through magic & divine portals, though they cannot remember routes that involve them.
  • Horses can fight both alongside their owners and under their owners. The charge and storm commands are combat special attacks that can only be performed while mounted.

Locations need to be taught by riding your horse between places they remember (you can remember the destination when getting there).

  • You need to stay mounted while teaching a new route.
  • It might fail if it's too long, so you can put a remembered place in between.
  • With more intuition the horse can remember more locations and routes.
  • Locations learned by horses are case insensitive.
  • The list of locations in "ask my horse to remember" is alphabetized.

Riding & leading a horse requires adventuring Guild Points. If you run out, it becomes likely that you'll be thrown from the horse, or that it will stop following you. This can also happen even with full GP if your riding skill is too low.

You need to get off your horse to pass through doors.

  • If you ride through a doorway (including portals) while mounted, you will be knocked off the horse and incur minor damage (~200 HP).
  • A riding skillcheck will then be performed to determine if you at least automatically start leading your horse.
  • If you do not, you will silently leave your horse behind (though at least on the exit side of the door / portal).
  • Note that if you have insufficient adventuring GP available, you will likely auto-fail the skillcheck.

You can follow along on a ride if both of you are mounted.

How to obtain

  • Horses can be rented & purchased from Prinscilla at the stable on King's Down (northern Ankh-Morpork).
    • Rentals are only available during April 2021.
  • You can only own one horse per character.
  • Default prices before haggling range between &&&&&&&&&+120000 A$300 and &&&&&&&&&+360000 A$900.
  • You can haggle to lower the price when buying a horse, this involves a people.trading.buying skill check.
  • Essential equipment (saddles, shoes, ever-stylish jodhpurs, etc) can be purchased around the corner from the King’s Down stable, in the Ridings Bit Shop on The Ridings (northern Ankh-Morpork).
    • You need some crafts.husbandry.animal.grooming to dress your horse.
    • You need to dress your horse yourself with equipment (like the important horseshoes) / clothing. The command is not available to others.
  • You can name your horse. name my horse as Your Horse Name Note the as bit.
    • The name works with a space.
    • If you're getting something like You cannot name a buckskin horse Buttercup. it means you did not put the as before the name.
    • For name already taken there might already be a player with the same name.
    • Only the owner can refer to the horse with that name.
    • Anyone can see the name by looking at your horse.
    • You cannot put two saddles on one horse.

Stables & facilities

This table lists stables and horse equipment shops.

Area Location Facilities (unless otherwise noted there is a stable) Horse supplies sold (unless otherwise noted all clothing are for horses)
Ankh-Morpork King's Down stable, 6 s,w from Deosil Gate Horse dealer Prinscilla, Supplies in stable, Horsepital hay, oats, grooming kit, huge brown towel
Ankh-Morpork Ridings Bit Shop, on The Ridings, 2 east of King's Down & King's Way Horse supplies (not a stable) iron horseshoes, Lancrastian saddle (riding), Genuan saddle (combat), pack saddle (transport stuff, no riding), pair of brown leather saddlebags (transport stuff behind saddle)
Ankh-Morpork Sulphurous shoproom, on the Street of Cunning Artificers near Bitwash Street (in front of the T-shop stop) Horse supplies (not a stable) horse ball, football
Ankh-Morpork Emerald Necklace coaching inn, nw,w from Hubwards Gate Supplies in stable, souvenirs shop, Eaterie hay, oats, grooming kit, huge brown towel, stylish assassin costume, pretty Pishite costume, mighty wizard costume
Ankh-Morpork Cattle Market stables, Chittling Street, south of Shades Horse supplies shop hay, oats, grooming kit, huge brown towel
Sto Lat The Palace Inn Stables, Wall Street, from intersection with Heritage Hill 2 e,s Horse supplies shop, Eaterie, frog board hay, oats, grooming kit, huge brown towel
Bleak Prospect Stables, from southeast end nw,w,nw,w Horse supplies shop hay, oats, grooming kit, huge brown towel
Lancre Town feed merchant, north of Jason Ogg's smithy Feed (not a stable) hay, oats
Uberwald Harvest of Thorns, journey nw,w from Escrow's west exit Horse supplies shop, Misc Shop, Eaterie, Bath, Water, Fire, Lemonery, Tannery, Wood workshop hay, oats, grooming kit, huge brown towel, impeccable evening dress, ridiculous werewolf costume
Ephebe Stables (3), in the outer part of the citadel, before the maze None None
Tsortean Desert Lower Djel Trading Post, from Djelibeybi north across the Djel and then west Eaterie, traders, shop None

Item information

Item Usage Weight Notes
sacks of hay Feed to mounts to increases fibre. +Expression error: Unrecognized word "lb". 11 2/9 lb 20 handfuls of hay, sack weighs 1/9 lb
sack of oats Feed to mounts to increases vitamins. +Expression error: Unrecognized word "lb". 11 2/9 lb 20 handfuls of oats, sack weighs 1/9 lb
grooming kit Needed to groom. &&&+1700 1 8/9 Gets damaged when grooming. Need to fix / repair / mend the tools.
huge brown towel Dry a mount faster than regular-sized towels. +Expression error: Unrecognized word "lb". 2 lb
iron horseshoes Protects horse hooves when worn. +Expression error: Unrecognized word "lb". 1 7/9 lb
Lancrastian saddle (riding) Slightly reduces stamina consumption from riding. +Expression error: Unrecognized word "lb". 7 lb
Genuan saddle (combat) Slightly reduces stamina consumption from fighting. +Expression error: Unrecognized word "lb". 5 lb
pack saddle Transport big heavy things on the mount, but cannot ride. +Expression error: Unrecognized word "lb". 10 lb
pair of brown leather saddlebags Transport stuff behind saddle. +Expression error: Unrecognized word "lb". 10 lb It can hold about 35 pounds, or about seventy items.

Upkeep

You need to dress, feed, and groom horses to keep them healthy & functional. If you are careless or inattentive, you will also need to get their ailments treated regularly.

Food
  • Basic feed (hay & oats) are available for purchase in the King’s Down stable. Horses have also been known to eat other things, if offered them.
  • Feeding hay raises +10% fibre for one handful of hay.
  • Feeding oats raises +10% vitamins for one handful of oats.
  • Feeding sugar lumps (cubes) raise calories, about 10% for 20 lumps, but it gives the illness toothache after around 40 lumps.
  • Horses fed too often might become sick though. It is unclear if this is above 100% of needs or at a lower percentage or if it's when feeding them things other than hay & oats.
Grooming
  • Your mount needs to be groomed regularly to prevent diseases.
  • You need a grooming kit. Having the tools in component pouches does not work.
  • The tools in the grooming kit lose condition as they are used. You can repair the brushes, fix the combs & pick and mend the towel.
  • Grooming your horses is easier with high docility and harder with low docility, especially below 60.
Illnesses
  • See the #Illnesses section for details.
  • Witches can treat most diseases using turpentine. Witches can fly-in as long as it’s outside and not in no-fly zones.
  • There is a horsespital in the south corner of the King’s Down stable, where Doughnut Jimmy offers treatment for ill horses, except for Resurrection sickness. Typically this costs &&&&&&&&&&+20000 A$50 to &&&&&&&&&&+24000 A$60.
  • Horses must be properly shoed, otherwise they will rapidly become injured (cracked hooves).
    • Camels will not require shoes, per the help files, though there is currently no known way to rent or buy a camel mount.
Hit points
  • Horses have finite hit points, and just like players & NPCs their current HP level can be evaluated using the health command.
  • Horses may be healed using most normal means, such as rituals (e.g. Cure Light Wounds) and bandages.
Knowing what's wrong

Since you cannot really ascertain the status, needs, & diseases of your horse until you can assess them successfully, it is recommended you do not buy a horse before developing substantial bonuses in the relevant skills:

  • adventuring.movement.riding.horse at least a bonus of 190 (for very high docility horse) or more like 250 (for a high docility horse), used to assess traits and to reliably lead your horse. Possibly higher if you wish to ride the horse frequently.
  • crafts.husbandry.animal.grooming to assess needs, no matter what uses your are looking for, at least a 215 bonus.
  • crafts.medicine.diagnosis to assess health, strongly recommended in order to detect diseases early, to minimise expense and inconvenience. (210 bonus gives around 20% success rate)
  • fighting.special.mounted if you wish to ride the horse into combat.

See the Assess section for more details.

You can practice on any horses you find, such as those sold by Prinscilla. You can use assess on all mounts in the room (assess mounts).

Without sufficient skills, you're unlikely to be able to care for your horse. It will become at first disobedient (walking off on its own, and refusing to follow you or let you ride it) and then ill, eventually leading to the death of the horse. At the very least it will require frequent trips to the horsepital, at significant expense.

Note: horses emit room chats that seem like they might be conveying its needs, such as that their tummy rumbles or they poke around at you for food, but they can be difficult to interpret (and it’s not yet proven that these horse emotes are actually conveying the horse’s needs, it could for example be indicating that the environment of the horse is likely to increase some disease).

Stabling a horse will slowly restore their fibre and calories, but will NOT restore their cleanliness. Stabling costs $1 per hour logged on.

Needs

To be healthy, a horse needs certain things. You can see most of those things with assess <mount> needs.

  • Burden: Must not be too high from stuff on the horse.
  • Fibre: Feed hay, but not too much or it could become sick.
  • Calories: Feed oats, but not too much or it could become sick.
  • Cleanliness: Groom the horse to keep this up.
  • Stamina: Regenerates over time. (sickness probably reduces this)

Illnesses

Illnesses reduce the traits of the mount until it is treated.

  • This often reduces docility, doing anything to the horse including treat becomes harder.

Most diseases can be treated by Treat or the horse doctor at the Horsepital in the stable on King's Down, Ankh-Morpork.

Disease Cause Cured by Not cured by
Overweight Feeding too much oats. Feeding too much hay does not trigger it. Treat
Toothache Feeding too much sugar lumps, around 40. Treat
Colic Probably not enough fibre. Treat
Malnutrition Probably not enough vitamins. Treat
Skin lice Not enough grooming. Treat
Pneumonia Wet + cold for too long? There's now a big towel sold at the stable to dry horses. Treat
Cracked hooves Lack of iron horseshoes, possibly also some riding failure? Not enough grooming? Treat
Concussion Using the horse retrophrenologist (lower docility and raise other stats or the reverse). Treat
Exhaustion NOT cured by Treat.
Resurrection sickness (Dead) ghost horse returned to corporeality. Pale horse's balm from the T-shop or very slowly over time (~2.5-3 hours to be fully cured but improvement is gradual.) Treat, horse doctor, Soothing Rain, Restore.

Regarding pneumonia:

  • After riding, it is important to rub your mount dry with a towel so that it does not get pneumonia. (from mount riding help file)
  • There's a big towel sold at the stables to dry horses.
  • The rate at which pneumonia progresses has been tweaked. (from horse changes)
  • Horses will now be dried off by the blessing of Fish after passing through His passage room. Additionally, they will not get pneumonia until they leave the water. (from horse changes)

Resurrection sickness now recovers very slowly over time.

Death

Unfortunately mounts can meet the grim Reaper.

Ghost horses will still follow you around until you get them into more corporeal form.

  • You can get your horse raised in a stable.
  • You can also ask a priest to perform one of Raise dead or Resurrect rituals on the ghost horse.
  • After returning to life it will have Resurrection sickness.
  • The Raise Dead Pet ritual does not work on the ghost nor on the player for mounts.

Otherwise you can try to sell your dead mount, but that's unlikely to give you much money in return.

  • Dead horses will now be taken by Death immediately after being sold, to prevent shenanigans.

Traits

There are five traits:

  • Vitality determines the stamina of the horse. Stamina is consumed during fast travel, regular travel while burdened, and combat - if it runs out, the horse may stop mid-travel, or be less effective in combat.
    • Stamina is not consumed during unburdened regular room-by-room travel (including journeying in terrain using “journey <direction>”).
  • Docility determines how easy the horse is to use (i.e. adjusts the skillchecks up or down).
    • At least one player has reported that docility lowered and another trait increased while doing things with a horse. This made doing everything harder and the player could no longer ride their horse.
    • You can visit a stable to retro your mount to be more docile, adding to docility and reducing another trait, or less docile, reducing docility and increasing another trait.
  • Speed determines how much the horse can carry, how quickly it travels, and how far it can travel before becoming exhausted (in concert with vitality - faster horses cover more distance per unit of stamina).
  • Strength determines the horse’s effectiveness in combat (in combination with your fighting.special.mounted), and how much it can carry.
  • Intuition determines how many routes & places the horse can remember, and how engaged it can be in combat (from weakly fighting beside you at low intuition, to being a powerful warhorse upon which you trample your enemies, at high intuition).
    • A riding skillcheck opposed by the (inverse of the) horse's intuition is required to engage the horse in combat (and perform specials like charge and storm).
    • Any ailments of the horse - including simply exhaustion (low stamina) - reduce its effective intuition, potentially making the horse unexpectedly unwilling to fight.
    • Horses roll to trample opponents every round.
    • If your horse is attacked and set to assist you, you will assist your horse automatically (regardless of its intuition).

Thus while vitality & docility apply universally, only two of the other three matter for each of the horse’s three uses:

  • Speed and strength are important for carrying.
  • Speed and intuition are important for riding / fast travel.
  • Strength and intuition are important for combat.

Traits are (temporarily) reduced while a horse is sick. The most obvious manifestation of this is increased difficulty getting the horse to do what you want (i.e. reduced docility).

Adjusting traits

Horses’ traits change only through use, or (in a limited fashion) through a horse retrophrenologist.

It appears horses have 220 points to spread amongst the five traits (similar to the 65 point system for player stats). Increasing one trait requires taking points from another trait. Thus if you e.g. take a horse bred for riding, and use it instead mostly in combat, it will over time increase its strength trait at expense of its speed trait (potentially among others).

The dapple grey horse puffs a breath out of her nose and gazes at you.  Somehow, you can tell that she has more strength and less intuition now.

The horse retrophrenologist can adjust only the horse's docility trait directly, lowering it - and thus adding a point into one of the other four traits - or increasing it (by reducing one of the other four traits). Consequently, your riding skill is crucial in determining the ultimate capabilities of your horse, as a higher riding skill allows you to work with less docile horses, freeing up trait points from docility to be spent elsewhere.

Each application of the retrophronologist's skills moves 3 trait points, and costs &&&&&&&&&&&&+200 A$0.50. It results in a concussion to the horse (or, if the horse is already concussed, increases the severity by approximately 13 percentage points). Horsepitals & witches can treat concussions.

  • Furthermore, you can only retro a limited amount of docility into the other traits. The breeds that naturally have high docility cannot have it lowered as low as horses that naturally have decent docility.
  • There are no known stat modifiers for horses. Bless, for example, gives the appearance of succeeding but has no actual effect.

Breeds

The following table uses the information from the breed that can be seen by looking at the mount.

  • The variability of "new" mounts is displayed in the table.
  • This will not be representative of mounts that have had traits change through the normal course of being a mount to a player.
  • Mounts are checked for signs of previous ownership, but this cannot be 100% foolproof.
  • When there is a best task, marked with a "+", this means that the two skills for that task are decent or high.
  • When there is no best task (only one or zero skills above poor for all 3 tasks), but rather a worse task, marked with a "-", for which the two skills are poor. This means higher vitality and/or higher docility, since the sum of traits is constant at 220 points.
  • If the mount also has decent or better vitality, this is marked with (+Stamina) for decent and (++Stamina) for high.
  • Some don't have two skills at decent or high, those are marked "- All".

By default, the table is sorted first by putting higher breeds with higher initial and potential docility, then secondly by putting higher breeds with a smaller number of skills above poor.

Breed Best (+) / worse (-) task
(for default traits)
Vitality Speed Intuition Strength Docility Price range (before haggling)
April foal - All (++Stamina) 3high 1poor 1poor 1poor 3high &&&&&&&&&&+47624 A$119.06
Pseudopolis pony - All (++Stamina) 3high 72-89 1poor 12-27 1poor 14-25 1poor 14-28 3high 74-86 &&&&&&&&&+120000 A$300
Pumpkin pony - Carrying 1poor 17-27 1poor 20-25 3high 69-87 1poor 11-22 3high 77-90 &&&&&&&&&+120000 A$300
Copperhead mining pony - Carrying (+Stamina) 2decent 48-56 1poor 13-25 2decent 45-63 1poor 14-28 3high 73-84 &&&&&&&&&+120000 A$300
Llamedos pony - Riding (+Stamina) 2decent 40-59 1poor 14-26 1poor 12-27 2decent 46-59 3high 70-94 &&&&&&&&&+120000 A$300
Chalk pony + Carrying 1poor 18-29 2decent 41-53 1poor 14-32 2decent 43-53 3high 75-81 &&&&&&&&&+120000 A$300
D'reg warpony + Combat 1poor 14-23 1poor 20-24 2decent 47-58 2decent 42-58 3high 74-87 &&&&&&&&&+120000 A$300
Tsortean horse - Riding (++Stamina) 3high 1poor 1poor 2decent 2decent &&&&&&&&&+380976 A$952.44
Hillshire horse - Riding (+Stamina) 2decent 1poor 1poor 3high 2decent &&&&&&&&&+380976 A$952.44
Ephebian horse - Carrying (++Stamina) 3high 1poor 2decent 1poor 2decent &&&&&&&&&+380976 A$952.44
Sum Dim horse - Combat (++Stamina) 3high 2decent 1poor 1poor 2decent &&&&&&&&&+380976 A$952.44
Morporkian puller - Combat (+Stamina) 2decent 3high 1poor 1poor 2decent &&&&&&&&&+380976 A$952.44
Sto Plains charger + Combat 1poor 1poor 2decent 3high 2decent &&&&&&&&&+380976 A$952.44
Munz charger + Combat 1poor 1poor 3high 2decent 2decent &&&&&&&&&+380976 A$952.44
Il Drim dreamhorse + Riding 1poor 3high 2decent 1poor 2decent &&&&&&&&&+380976 A$952.44
Hunghungese golden horse + Riding 1poor 2decent 3high 1poor 2decent &&&&&&&&&+380976 A$952.44
Bad Ass horse + Riding (+Stamina) 2decent 45 2decent 53 2decent 51 1poor 23 2decent 55-58 &&&&&&&&&+380976 A$952.44
Al-Khalian horse + Carrying (+Stamina) 2decent 2decent 1poor 2decent 2decent &&&&&&&&&+380976 A$952.44
Breed Best (+) / worse (-) task
(for default traits)
Vitality Speed Intuition Strength Docility Price range (before haggling)

While there are only three trait categories shown connected to each breed when looking at horses, the traits actually have numeric values that are much more detailed.

  • Values seen: poor (11-32), decent (40-63) and high (69-94)
  • Please only add traits from mounts at the horse seller without indicators of changed stats such as -- / ++ after treating any illnesses. (This might indicate that the mount was previously owned.)
  • Complete success with assess traits prove that traits can go up to at least 111 and as low as -1.
  • The MUD help files for charge and storm indicate that intuition can go above 40.
  • The mount fighting help file refers to the levels: basic, low, moderate and high, but those do not seem to correspond to the look breed levels.
  • It is not yet known how much (if any) variance there is in exact trait values between specific examples of each breed.

Appearance Colour

The types of horses are mare (her), gelding (it/its) and stallion (him/his).

<type> <pronoun> <possessive>
mare her her
gelding it its
stallion him his
Colour Description
bay This bay <type> has a chocolate brown body with a black muzzle, eartips, mane, legs and tail, like the markings of a fox.
bay dun This bay dun <type>'s coat is a creamy tan all over with a black mane and tail and faint black striped markings on <possessive> legs.
black While called black, this black <type>'s coat is actually a deep, dark brown, bleached by exposure to the sun.
blood bay This blood bay <type> has a rich red body with a black muzzle, eartips, mane, legs and tail, like the markings of a fox.
blue roan This blue roan <type>'s deep brown, almost black, coat is intermixed with a speckling of white hairs around <possessive> body, giving <pronoun> a silvery brown appearance.
brindle This brindle <type>'s copper brown coat has faint yellow stripe-like markings across <possessive> body and legs.
brown This brown <type> has a dark brown body with a black muzzle, eartips, mane, legs and tail, like the markings of a fox.
buckskin This buckskin <type>'s coat is a cream yellow all over with a black mane and tail.
chestnut This chestnut <type>'s coat is a coppery brown all over with a slightly lighter shade on <possessive> mane and tail.
dapple grey This dapple grey <type>'s copper brown coat is dappled with starry white spots around <possessive> body and legs.
dark This dark <type> has a deep brown, almost black coat with white "socks" on <possessive> feet and white markings around <possessive> muzzle.
dun This dun <type>'s coat is a creamy tan all over with a slightly darker shade on <possessive> mane and tail and faint striped markings on <possessive> legs.
grey While called grey, this grey <type> is actually what most people would call a white horse. However, <possessive> skin under the white coat, visible around <possessive> eyes and muzzle, is black.
piebald This piebald <type> has a deep brown, almost black coat with large white patches around <possessive> body and legs.
liver chestnut This liver chestnut <type> is a dark brown all over with a slightly lighter shade on <possessive> mane and tail.
red roan This red roan <type>'s copper brown coat is intermixed with a speckling of white hairs around <possessive> body, giving <pronoun> a silvery brown appearance.
rose grey This rose grey <type> has a grey coat with a slight pinkish tinge and a mane and tail in a dark shade of chocolate brown.
skewbald This skewbald <type> has a chocolate brown coat with large white patches around <possessive> body and legs.
sorrel This sorrel <type>'s coat is a reddish tan all over with a slightly lighter shade on <possessive> mane and tail.

Assess

GP cost: 25 gp.

  • Each additional target uses 25 gp.
  • The type of gp used is the same as the skill, crafts gp for needs & health, adventuring gp for traits.
  • If you are out of GP, then you can still get good results if you have enough skill to always succeed for that type of assess.
  • Assess is easier with high docility and harder with low docility, especially below 60.
  • Sick horses have lower traits, lower docility makes assessing them harder.
  • All the tiers of assess moved result down by one rank - if you could get a vague result before, you will be able to get a semi-vague result now, and if you could get a semi-vague result you will now get an accurate one. It is now impossible to get the unknown result, regardless of how ferocious your horse is.

Vague results

The values in numbers format (e.g. 10) in the table also apply to percentages (e.g. 10%).

Value Range Name Used in assess <type> Comment
? Beyond maximum traits
? Maximum traits
100% Full needs
80-99 Very high all
60-79 High all
40-59 Moderate all
20-39 Low all
1-19 Very low all
0 None traits
0% Empty needs

Values to be determined: negative in traits, 100 in traits, Maximum in traits, Beyond Maximum in traits research

Semi-vague results

What's shown is basically the rounded up value.

Value Range Shown Comment
105-114 ~110
95-104 ~100
85-99 ~90
75-94 ~80
65-84 ~70
55-74 ~60
45-64 ~50
35-54 ~40
25-34 ~30
15-24 ~20
5-14 ~10
(-5)-4 ~0

Assess needs

Assess needs uses crafts.husbandry.animal.grooming (confirmed by tm)

  • For 60 docility, getting a semi-vague result starts around a 215 bonus.
  • For 60 docility, getting an accurate result succeeds with a 276 bonus without gp.
  • For "low" docility, a 299 bonus is not enough to see above vague.
  • For "low" docility, a 329 bonus is enough to always see semi-vague result, but not accurate results.

Vague result (if you fail)

The sorrel horse:
  Burden ..................... Empty
  Fibre ................... Very low
  Calories ............... Very high
  Cleanliness ................. High
  Stamina .................... Empty

Semi-vague result

The dark horse:
  Burden ....................... ~0%
  Fibre ....................... ~90%
  Calories ................... ~100%
  Cleanliness ................. ~90%
  Stamina .................... ~100%

Accurate result

The liver chestnut horse:
  Burden ........................ 0%
  Fibre ........................ 89%
  Calories ..................... 50%
  Cleanliness .................. 65%
  Stamina ...................... 20%

Assess health

Assess health uses Crafts.medicine.diagnosis (confirmed by tm)

  • For 60 docility a 210 bonus gives 9/44 ~20% success rate to see semi-vague, a 226 bonus always works.
  • For 71-76 docility, a 273-289 bonus usually succeeds to see accurate results, but returns semi-vague results without enough gp.
  • For "low" docility, A 294 bonus is not enough to see accurate semi-vague results.

Vague result (if you fail)

The dark horse:
  She is in good health.

The bay horse:
  It has the following illnesses:
  - Overweight

Semi-vague result

The dun horse:
  He is in good health.
The brindle horse:
  He has the following illnesses:
  - Concussion ................... Low
The red roan horse:
  He has the following illnesses:
  - Concussion .............. Very low
The rose grey horse:
  He is in good health.
The red roan horse:
  She has the following illnesses:
  - Concussion ................... Low
  - Malnutrition ............ Very low

Accurate result

 The dark horse:
 She is in good health.
 The liver chestnut horse:
 She has the following illnesses:
 - Colic ........................ 20%
 - Skin lice .................... 20%
 The blood bay horse:
 It has the following illnesses:
 - Pneumonia .................... 23%
 The bay dun horse:
 She has the following illnesses:
 - Cracked hooves ............... 18%
 The buckskin horse:
 She has the following illnesses:
 - Toothache .................... 18%
 - Malnutrition ................. 17%

Assess traits

Assess traits uses Adventuring.movement.riding.horse (confirmed by tm)

  • With a 243 bonus you can always see at least semi-vague results and often accurate results for horses with 71 or more docility, but fails all the time for horse with "low" docility.
  • For horses of "low" docility, more than a 277 bonus is required to see accurate results.

Vague result (if you fail)

The red roan horse:
  Vitality ............. Very high
  Speed ................ Very low
  Intuition ............ Very low
  Strength ............. Very low
  Docility ............. Very high

Semi-vague result

The blue roan horse:
  Vitality ................. ~20
  Speed .................... ~50
  Intuition ................. ~0
  Strength ................. ~50
  Docility ................. ~90

Accurate result

Horsey McHorseface the bay dun horse:
  Vitality .................. 38 (-2)
  Speed ...................... 1 (-2) --
  Intuition ................. 40 (-2)
  Strength .................. 53 (-2) ++
  Docility .................. 78 (-2)

The numbers in parenthesis show the temporary modifiers that are in effect, usually from diseases (in the above example, a mild concussion from recently being retro'd).

  • This is similar to how score stats show temporary modifiers for player stats.
  • In the above example, vitality is going to be 40 when the concussion is treated.
  • In the example the -- indicates that a decrease from speed and ++ an increase for strength. (Changes that are going to happen or the changes that happened last?research)

Help files

Discworld object help: Horse Dealer

Discworld object help: Mount

Discworld object help: Mount Fighting

Discworld object help: Mount Riding

Discworld object help: Mount Carrying

Discworld object help: Horse Doctor

Discworld room help: Stable

See also