Difference between revisions of "Invoke"
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Revision as of 03:43, 29 December 2006
The #invoke extended command allows you to activate certain objects. The only objects that can be activated this way are crystal balls and some artifacts, especially quest artifacts.[1]
Some artifacts tire after you invoke them. In this case, you must wait before you can invoke them again. If you do it to soon, a message appears like "You feel that the Eye of the Aethiopica is ignoring you" and you must wait 3d10 more turns.[2]
List of possible invocations
- The Eye of the Aethiopica: branchport to another dungeon branch
- The Eyes of the Overworld: provides enlightenment
- The Staff of Aesculapius: heals half HP damage, cures sickness, unblinds, unslimes
- The Orb of Detection: toggles invisibility on/off
- The Sceptre of Might: toggles conflict on/off
- The Magic Mirror of Merlin: gives random rumour, from the true file if blessed, the false file if cursed, or either if uncursed
- The Mitre of Holiness: boost in spell energy
- The Heart of Ahriman: levitation; you can stop this levitation with '>' at will, or by invoking the Heart again, providing no other levitation sources interfere.
- The Platinum Yendorian Express Card: charges objects like a scroll of charging with the same blessed/cursed status. Only Tourists can perform blessed charging
- The Orb of Fate: level teleport
- The Longbow of Diana: creates 7-16 uncursed arrows if uncursed, 7-21 blessed arrows if blessed, 6-11 cursed arrows if cursed
- The Master Key of Thievery: untraps boxes and doors with 100% success
Invoking a crystal ball is exactly the same as applying it.