Quick reference list

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A handy reference list for some of Discworld's aspects.

Octarine

Enchantment stages

  1. It occasionally pulses with octarine light.
  2. It emits a slight octarine glow.
  3. It softly pulses in dull octarine shades.
  4. It gives off a steady, but dull, octarine glow.
  5. It gives off a steady octarine glow.
  6. It glows an intense octarine.
  7. It emits a bright octarine colour.
  8. It brightly pulses octarine.
  9. It glows brilliant octarine shades.
  10. It radiates pure octarine brilliance.

Delude stages

  1. It has a faint octarine shadow about it that disappears if you look at it squarely.
  2. It has a faint octarine shadow about it.
  3. It has an octarine shadow about it that flickers occasionally out of the corner of your eye.
  4. It has a flickering octarine shadow about it.
  5. It has a flickering octarine haze about it.
  6. It has the hazy octarine sparkle of a magical talisman.

See also

Witch crystal

Types

Colour Effect Spell
Amethyst Firefly Hag's Blessing
Amber Bug shield Mama Kolydina's Instant Infestation
Aquamarine Float in water Granny Lipintense's Layer of Lard
Emerald Earmuffs Wee Flaudia's Fluffy Earmuffs
Jet Anti-scry Banishing of Prying Eyes
Ruby Anti-tempt Banishing of Unnatural Urges

Stages

  1. It is crystal clear. (empty, can be imbued)
  2. It is crystal clear with a faint hint of <colour> at its core.
  3. It is crystal clear with a small <colour> heart.
  4. It is nearly clear with a faint cloud of <colour> at its heart.
  5. It is clearing and has a swirling <colour> cloud at its heart.
  6. It is filled with a swirling <colour> cloud.
  7. It is a swirling <colour>.
  8. It is solid <colour>.
  9. It is solid, shimmering <colour>.
  10. It is solid, shining <colour>.
  11. It is brilliant <colour>.
  12. It is such a brilliant <colour> that it hurts your eyes to look at it directly.

Condition stages

 % of
total
condition
Item is <condition>
91 - 100 in excellent condition.
81 - 90 in very good condition.
71 - 80 in good condition.
61 - 70 in decent condition.
51 - 60 in fairly good condition.
41 - 50 in fairly poor condition.
31 - 40 in poor condition.
21 - 30 in really poor condition.
11 - 20 in very poor condition.
1 - 10 in atrocious condition.
< 1 a complete wreck.

Roleplaying mode

Score HP message % of maximum Score GP message
in perfect health 90 - 100 full of energy
slightly wounded 70 - 89 enthusiastic
moderately wounded 50 - 69 not quite so full of beans
seriously wounded 30 - 49 weary
gravely wounded 15 - 29 tired
critically wounded 6 - 14 exhausted
near death 1 - 5 nearly unconscious
GP monitor % of maximum guild points
fully rested 90 - 100
alert 80 - 90
fresh 70 - 80
weary 60 - 70
slightly fatigued 50 - 60
fatigued 41 - 50
very fatigued 31 - 40
highly fatigued 20 - 30
severely fatigued 11 - 20
nearly unconscious 0 - 10
HP monitor % of maximum hitpoints
unhurt 100
practically unhurt 95 - 99
somewhat scratched 90 - 95
slightly hurt 81 - 90
slightly injured 71 - 81
somewhat injured 61 - 71
slightly wounded 51 - 61
wounded 41 - 51
badly wounded 31 - 41
heavily wounded 21 - 31
seriously wounded 11 - 21
critically wounded 6 - 11
near death 1 - 6
Score wimpy message Wimpy set to this % of maximum hit points
You will flee when you are seriously wounded. 30
You will flee when you are gravely wounded. 15 - 29
You will flee when you are critically wounded. 6 - 14
You will flee when you are near death. 1 - 5
You will not flee. 0
% for next level Score experience point messages How many average levels?
0 - 20 You don't think you can learn much at the moment. 0 - 1/5
21 - 59 By the luck of a coin, you might be able to learn something new. 1/5 - 3/5
60 - 100 If you squeezed it, you could gain some insight. 3/5 - 1
101 - 300 You might be able to learn something new, if you found the right teacher. 1 - 3
301 - 400 A small amount could be learned with training. 3 - 4
401 - 800 A bit of training might be in order. 4 - 8
801 - 1200 You could very well learn something new from training. 8 - 12
1201 - 1500 You could benefit from training. 12 - 15
1501 - 2000 You feel like training might help. 15 - 20
2001 - 2500 You should consider training your skills. 20 - 25
2501 - 4000 Your skills could be greatly improved with training. 25 - 40
4001+ Certainly a hearty training session is in order. 40+
Lives Score lives message
Never died Death has never visited you in a professional capacity.
0 Death has a special interest in your next appointment.
1 - 3 Death is starting to lose patience with you.
4 - 7 You and Death are on good terms.
8+ You have an "arrangement" with Death.
Bonus Skills description
0-50 Novice
51-100 Apprentice
101-200 Competent
201-300 Proficient
301-350 Skilled
351-400 Adept
401-500 Expert
501+ Master
Ability (%) Language description
0-15 Novice
16-30 Apprentice
31-45 Competent
46-60 Proficient
61-75 Skilled
76-85 Adept
86-95 Expert
96-100 Master

Fence specialisation

Fence Location Specialisation Currency High demand
items to all
Notes
Dodgy Bill Mad Stoat, Thieves' Guild, north of the threatening sign Weapons Lancre No
Aristide Felon Genua, Nawlins Road and Dead Man's Walk, Warehouse Weapons Genua No Only criminals in Genua can get in.
Tiffany Glitter Pekan Ford, Pub Armour/clothes AM No
Shifty Jim AM, Thieves' Guild, Entrance hall Armour/clothes AM No
Notorious Jones Bes Pelargic, Ricecake Alley, Thieves' Guild Jewellery Agatean Empire No
Mariania Genua, Sewers, Thieves' Guild Armour/clothes Genua No
Ragman Sto Lat, Grave's Hope, Dark hut Gems/pearls AM Yes
Jak Raplin AM, Troll's Head, Alcove Weapons AM Yes
Scrakkik Djelibeybi, Thieves' Guild Armour/clothes Djelibeybi No
Sol AM, Thieves' Guild, Wandering Jewellery AM No
Klepton the Fixer Ephebe, Dead-end of Ponder Alley Jewellery Ephebe Yes
Elusive Adriano Ephebe, Underground, Thieves' Guild Weapons Ephebe No

Warning: Some Locations are dangerous! Like the Shades where the Troll's Head is. It is not always worth the slight increase in return to go to a specialist. Any fence will trade.

Dry units

Unit Pinches Handfuls Unit
Pinch 1 Pinch
Handful 50 1 Handful
Bucketful 1000 20 Bucketful
Unit Pinches Handfuls Unit

Liquid units

Quantities seen in vessels with ranges
Look in container Range (drops) Unit Drops for unit Corresponding container
1 drop 1 drop 1 a teat pipette can add one drop at time
10 drops 10 dollop 10 10 drops = crystal phial (Ephebe), teat pipette, poison-containing jewellery
12 drops 12
many drops 13 - 19
1 teaspoon 20 - 29 teaspoon 20 20 drops = small <colour> glass phial (assassin guilds), small clear glass phial (AM glassmaking)
2 teaspoons 30 - 49
3 teaspoons 50 - 59
1 tablespoon 60 - 89 tablespoon 60
2 tablespoons 90 - 119 shot 100 100 drops = shot glass
1 ounce 120 - 179 ounce 120
2 ounces 180 - 299 200 drops = crystal phial (Thee Magick Boxe, Genua)
3 ounces 300 - 419
4 ounces 420 - 500
5 ounces 600 gill 600
6 ounces 700 - 790 750 drops = wine glass of blood
7 ounces 800 800 drops = Granny's cup
8 ounces 900
1 cup 1000 - 1400 cup 1200 1000 drops = Granny's sugar basin, 1200 drops = half-pint glass, small clear bottle (AM glassmaking)
2 cups 1500 - 2300
1 pint 2400 - 3500 pint 2400 2400 drops = pint glass, 3000 drops = Granny's large jar
2 pints 3600 - 4700 4000 drops = Granny's large turquoise bottle
1 quart 4800 - 6400 quart 4800 4800 drops = small barrel from the Box and Barrel Shop on Ankh Street (AM), Analla Lumberg's small cauldron
2 quarts 7200 - 11200
3 quarts 12000 - 16000
4 quarts 16800 - 18400
1 gallon 19200 - 28000 gallon 19200
2 gallons 28800 - 42000 42000 drops = not very shiny large bucket
4 gallons 76800 76800 drops = wooden rain barrel
Look in container Range (drops) Unit Drops for unit Corresponding container

Please note that the table was constructed from water quantities observable in vessels, this does not quite map to what appraise returns for the same containers, for example shots and gills.

Unit conversion

Unit drop dollop teaspoon tablespoon shot ounce gill cup pint quart gallon Unit
drop 1 drop
dollop 10 1 dollop
teaspoon 20 2 1 teaspoon
tablespoon 60 6 3 1 tablespoon
shot 100 10 5 1 2/3 1 shot
ounce 120 12 6 2 1 1/5 1 ounce
gill 600 60 30 10 6 5 1 gill
cup 1200 120 60 20 12 10 2 1 cup
pint 2400 240 120 40 24 20 4 2 1 pint
quart 4800 480 240 80 48 40 8 4 2 1 quart
gallon 19200 1920 960 320 192 160 32 16 8 4 1 gallon
Unit drop dollop teaspoon tablespoon shot ounce gill cup pint quart gallon Unit
See also

Vessel fullness description

% filled Description
1 - 12 It is almost empty.
13 - 37 It is about one-quarter full.
38 - 62 It is about half full.
63 - 87 It is about three-quarters full
88 - 95 It is almost full.
96 - 100 It is completely full.

Vessel fullness adjectives

These determine when you can, for example, "locate totally full jar", "locate totally bottles", "locate kept full things", etc.

% filled Adjectives
0 - 4 Totally empty
5 - 13 Empty
65 - 94 Full
95 - 100 Totally full

Temperature

Environment
Intensity Temperature message
< -50 colder than a brass monkey
-50 ... -31 incredibly, unbelievably cold
-30 ... -21 dangerously cold
-20 ... -11 damn cold
-10 ... -4 freezing cold
-3 ... 0 very cold
1 ... 3 cold
4 ... 6 very chilly
7 ... 9 chilly
10 ... 12 slightly chilly
13 ... 15 cool
16 ... 19 pleasantly warm
20 ... 22 warm
23 ... 25 very warm
26 ... 30 reasonably hot
31 ... 35 hot
36 ... 40 very hot
41 ... 45 damn hot
46 ... 50 amazingly hot
> 50 incredibly, unbelievably hot
Variation
Intensity You <change>
< -50 are freezing fast
-50 ... -21 are cooling down quickly
-20 ... -11 are cooling down
-10 ... -6 are cooling down slowly
-5 ... 5 will stay pretty much as you are
6 ... 10 are warming up slowly
11 ... 20 are warming up
21 ... 50 are warming up quickly
> 50 are cooking rapidly
Items
Temperature Your <object> provides
< -18 an enormous amount of cooling
-18 ... -9 a lot of cooling
-8 ... -4 quite a lot of cooling
-3 ... -2 some cooling
-1 a bit of cooling
0 little or no effect
1 a bit of warmth
2 ... 3 some warmth
4 ... 8 quite a lot of warmth
9 ... 18 a lot of warmth
> 18 an enormous amount of warmth