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1. recall command hrecall frecall
Syntax: recall or /
recall house
recall recall to recall while in a party quest zone
frecall ('set') ‑ to recall to pilgrimage giver
hrecall to recall to your House Stronghold

recall other <message or clear>

To set a location to recall to, use the waypoint command.

If you recall during combat, you will lose experience. The chance that
you will be successful at fleeing is based on your recall skill, although
having 100% does not insure success.

It is possible to force your group members to attempt to recall with you
if you are the leader of your group by using the 'group recall' command.

Related helpfiles: Custom Recall, Waypoint.



2. word of recall
Syntax: cast 'word of recall' (<1‑max rooms>) (see help mental acuity)

This spell works the same as the recall command. The same restrictions
apply, such as attempting to recall when cursed. Word of recall works well
with the memorize spell. When using this spell in combat, it has the same
restrictions that flee would have, such as not being able to move when
stunned.

Related helpfiles: Memorize, Mental Acuity.



3. custom recall
Syntax: custom recall self <message>
custom recall other <message>

This feature allows you to set a custom message that appears to you and
nearby players when you recall. The variable $n, which represents your
name, must be included at least once in the "other" message. Each message
can be a maximum of 125 characters, including color codes.

This feature requires a customization token. Once the process has started,
you have a grace period of 15 minutes to make updates to the custom
self/other message.

Related helpfiles: None.