Mock

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Mock
Command information
GP Cost 25 + 25 per person mocked, or 100
Learnt At Level 15 in magic.methods.mental.charming
Skills Used magic.methods.mental.charming magic.methods.mental.cursing magic.methods.spiritual.banishing
Items Needed None
Guild Witches' Guild

Through harsh criticism, witches can inspire an individual or group to strive for greater things. Mocking costs 25 gp plus an additional 25 gp for every person mocked. A witch must place the evil eye on her target, then be in the same room as the target when the target is checked on a mockable skill check. The target can then be mocked. This uses the charming and cursing skills.

After being mocked, the target will gain a temporary increase in their relevant skill's bonus. For example, a successful mock on throwing will increase their fighting.range.thrown bonus. This can give you an edge in combat, spell-casting, or whatever else you're doing.

Mocking can also be used to un-Delude an item affected by Delusions of Grandeur before it becomes a talisman. The object doesn't need to be eyed first. This form of mocking uses the cursing and banishing skills.

Acquisition

First a witch must learn the eyeing squint from Millie Hopgood in Slice.

A witch will then automatically gain the mock command on raising (either by advancing or tm'ing) magic.methods.mental.charming to or past level 15.

Syntax

mock group <action> by saying <something scathing>

mock <living> <action> by saying <something scathing>

mock <object> by saying <something scathing>

How to Mock

To perform a successful Mock, follow these steps in order:

  1. Place the evil eye on your target (or targets). This will only be effective for a few minutes, so work quickly!
    • You squint critically at Starnell.
    • You put the evil eye on Starnell.
  2. Wait for your target to perform a mockable action.
    • Starnell palms an apple from the orchard basket.
  3. If you have no idea what to mock for what they did, eye them again to get a hint!
  4. Mock your target with decisive, yet derisive commentary!
    • You loudly say: You call that slipping, Starnell? What kind of slipping was that? It was pathetic, that's what. Back when I was young, I tried stealing the underwear off Old Gammer Lankrat, and she burnt a hole through me with pure energy, you could see right through! So in conclusion, visit the awesome Unofficial Official Discworld Wiki, where I took this mock from.
  5. Profit. In this case Starnell's covert.manipulation.passing bonus is increased temporarily.
    • Starnell looks determined to try harder.

Maximum length

If you try to use a mock that contains more than 1200 characters, it won't go through. Instead you'll get this message:

Thinking things through, no-one in their right mind would be encouraged by a harangue that long, more likely would they fall asleep halfway through it.

Keep in mind that leading and trailing spaces are removed in commands and consecutive spaces are condensed into just one.

Group Mockery

It works in the same way as above, only:

  • Place the evil eye on one of your group members. This will auto-eye the other group members.
  • Mock the group using the "mock group" syntax.
  • Make sure you have enough guild points! It costs 25 gp to mock, plus 25 gp per group member:
    • 50 gp for one player
    • 75 gp for two players
    • 100 gp for three players
    • 125 gp for four players
    • 150 gp for five players

Mocking talismans

You can mock a deluded item to try to break its delusion, with the syntax:

mock <object> by saying <something scathing>

You don't need to put the evil eye on the object for this kind of mockery. You can also mock natural talismans, such as broomsticks, but it will have no effect on them.

This costs 100 gp.

Why Did My Mock Fail? (or, You Call That Mocking?)

There are all sorts of things which can cause your mock to go wrong, which happened when you see:

  • Starnell is unaffected by your mockery.

Here's a list of things you can do, to troubleshoot your mockery.

  • Did I put the evil eye on? You need to place the evil eye on your targets before you unleash your tongue on them!
  • Did the evil eye wear off? The evil eye wears off after a few minutes ('You lose interest in Starnell.'), so you need to start back at step 1: place a new evil eye on your target, wait for them to do something, etc. etc.
  • Did I see them perform a mockable action? Your target must perform a mockable skillcheck with you in the same room while your evil eye is active!
  • Not sure how to call the action? Eye them again while under the evil eye to get a hint of what you saw them do is called!
  • Am I low on guild points? It costs 25 gp to mock, plus 25 gp per target. It will fail if you have between 25 and 50 gp (in other words, if you have the 25 gp to mock, but not the 25 gp for your target).
  • Did I repeat myself? You can't use the same mockery twice in a row. Think up something original!
  • Was my mockery good enough? What you say makes a big difference! The lower your mockery skills, and the fewer warts you have, the better your mock needs to be. To improve your mock:
    • Make it longer. For newbies, four or five lines should be sufficient. (They put a limit on length after Denbe put a full-screen short story into a mock.)
    • Mention the skill being mocked.
    • Mention the names of old, withered hags (?)
    • Tell them how terrible they are (?)
    • Listen to the mockery inform channel — "inform mockery" — to hear how other witches are doing it

Mocking yourself? Daft!

Mocking yourself fails to have positive effects, instead giving you a temporary stat loss of wisdom by 2 points for about 15 minutes, then -1 wisdom for another 15 minutes for a total of 30 minutes of stat loss.

You can repeat this to lower your wisdom further but if your wisdom goes to 0 you fall asleep.

Mockable Actions

Here's a list of actions you can mock. There is not a one to one mapping of actions to skills. Rather, there are some actions that can apply to multiple skills, and there are also skills whose bonuses can be increased by more than one action being mocked. The skill bonus of a particular skill can only be increased by one mock at a time though. Any given player may only have the bonuses of five different skills increased at the same time. This list may, like everything else on the Discworld MUD Wiki, incomplete and possibly inaccurate. Please feel free to bonk on the 'Edit' button and help out (but don't guess, ensure that it works before adding it to the list).

Keep in mind that you can eye again someone under your evil eye to get a suggestion of what they did that you can mock!

  • Magic
    • abjuring After you mock somebody. When you do that, they attempt to resist with their abjuring skill — so you can follow any mockery with another mock of their abjuring! (This may make them harder to mock in the future, so it's for Professionals only.)
    • brewing After your target brews a potion. (Good for random acts of kindness at Granny's.)
    • casting After your target casts a spell.
    • chanting After your target casts a spell with a chanting stage.
    • convincing After your target attempts to convince a trick of something.
    • dancing After your target casts a spell with a dancing stage.
    • educing After your target attempts to educe a spell or trick from a hag stone. Can affect multiple skills.
    • enchanting After your target casts a spell with an enchanting stage.
    • evoking After your target casts a spell with an evoking stage.
    • flying After your target flies off on her broomstick.
    • fueling After your target fuels her broomstick. Also channeling.
    • imbuing After your target attempts to imbue a hag stone with a spell or trick.
    • circling After your target traces a magic circle.
    • mocking After your target mocks somebody. (We call this meta-mockery...) Also cursing and charming may apply after your target mocks somebody.
    • scribing After your target scribes a spell.
    • squinting After your target squints at somebody.
    • fading After a witch has faded.
    • singing After a witch performs hedgehog. Can affect multiple skills (one per mock).
  • Fighting
    • bashing In combat, after your target bashes an enemy (doesn't have to be a special attack).
    • beheading In combat, after your target beheads.
    • berserking In combat, after your target berserks.
    • blocking In combat, after your target blocks.
    • bludgeoning In combat, after your target bludgeons an enemy (doesn't have to be a special attack).
    • dodging In combat, after your target dodges an attack.
    • grappling After your target performs an action that uses grappling, such as trip, shove, resisting the fumble ritual.
    • impaling In combat, after your target impales.
    • parrying In combat, after your target parries an attack.
    • piercing In combat, after your target pierces an enemy (doesn't have to be a special attack)
    • slashing In combat, after your target slashes an enemy (doesn't have to be a special attack)
    • stabbing In combat, after your target stabs an enemy (doesn't have to be a special attack)
    • striking In combat, after your target performs an unarmed attack (like kick, punch).
    • throwing In combat, after your target throws something at an enemy.
  • Faith
    • After your target ritually buries a corpse. Raises faith.rituals.special.
      • Pishe: ventisepelating
      • Gufnork: decomposing
      • Gapp: shrouding
      • Sandelfon: ventisepelating
      • Fish: pyroscipating
      • Hat: envalising
      • Sek: ensumpfing
    • consecrating After a priest consecrates an object to their god.
    • godbothering or performing After your target performs a ritual or bestows a ward. Raises one of the skills that the ritual uses--for rituals that use multiple skills, mocking more than once in a row can raise more than one of them.
    • praying After your target prays. Raises faith.rituals.special.
    • healing After your target uses a healing ritual. Raises faith.rituals.curing.self, possibly faith.rituals.curing.target depending on who was targetted.
    • resisting After your target is the target of a ritual (like longsight). Raises faith.rituals.defensive.self.
  • Covert
    • backstabbing After your target does a backstab.
    • concealing After your target conceals something.
    • cracking After your target attempts to crack a safe.
    • hiding After your target hides
    • lockpicking As/After your target picks at a lock.
    • palming After your target palms something from a container
    • probing After your target probes a lock/trap.
    • snatching After your target tries to snatch something. This also works for the escape skill after the snatch, mocking stealing does not improve the escape skill.
    • slipping After your target slips something to a container
    • sneaking After your target does anything using the covert tree.
    • stealing After your target has stolen, shoplifted or snatched.
  • Crafts
    • blacksmithing After your target repairs for the Genua Job Office missions.
    • designing After your target replaces a sett or cobble (from the Ankh-Morpork Job Market missions) or presumably after any other action that uses the skill.
    • fixing After your target fixes a metal item in a smithy.
    • foraging After your target forages for truffles.
    • goldsmithing After your target fixes a gold item in a smithy.
    • leatherworking After your target leatherworks something.
    • needleworking After your target uses a needle and thread to stitch up an item, after your target leatherworks an item or pinning the head on the horse in Slippery Hollow.
    • panning After your target pans ore from the riverbed (such as in Blue Moon Park).
    • playing After your target plays some musical instrument.
    • serenading After your target serenades someone with some musical instrument.
    • sewing After your target uses a needle and thread to stitch up an item.
    • silversmithing After your target fixes a silver item in a smithy.
    • tanning After your target tans a skin using a tanning kit.
    • turning After your target makes an item by bodging.
    • woodworking After your target repairs a wooden item (such as a broomstick).
    • writing After your target uses the calligraphy skill or deciphers handwriting for the dead letter missions.
  • Adventuring
    • balancing After your target performs an action that requires balancing.
    • climbing After your target climbs (rock, rope or tree).
    • judging After your target judges a weapon.
    • navigating After using adventuring.direction, for example to resist Endless Halls being performed on you, you can ask Hermal of Sandelfon for that.
    • sailing Tying a practice rope.
    • watching After you or anybody else performs a covert action e.g. palm/slip/hide. (So, you can hide, then mock everybody's watching skill! They don't need to do anything!) Fading only works if you don't come out of it by mocking.
    • vurdering After your target vurderes some armour.
  • People

Related achievements

Note that a "successful mock" is where a player "looks determined to try harder". Achievements are counted as per-person; so mocking a 5-player group is more effective than mocking individual players!

External links