LIGHT

Keywords: LIGHT, LIGHTING, LIGHTS, DARKNESS, DARK, TORCH, FLASHLIGHT

Category: Basics

=== USER MANUAL === Overview: Light and darkness are critical survival mechanics. Many areas of the world are shrouded in darkness -- underground tunnels, ruined buildings, and the surface of LV-426 at night. Without a light source, you are effectively blind: you cannot see room descriptions, spot enemies, or navigate with any certainty. In pitch-black rooms, you will see only: "It is pitch black..." Light Sources: Light comes from items of type LIGHT -- portable devices you carry or wear that illuminate your surroundings. Common examples: Flashlights Battery-powered, reliable, and the most common source of light. Require a charged battery to operate. Torches Simple, disposable light sources with a limited burn time. No battery required. Flares Short-lived emergency lights. Bright but burn out quickly. Equipment Some weapons, armor, and attachments produce light as a secondary effect. Brightness & Radius: Each light source has a brightness radius that determines how far its glow reaches into adjacent rooms: Radius 1 .... Illuminates only the room you are standing in. Radius 2 .... Light bleeds into rooms 1 room away. Radius 3 .... Light reaches 2 rooms away (default). Radius 4+ ... Powerful lights that illuminate a wide area. Light does not pass through closed doors or barriers. An open doorway lets light through; a closed one blocks it completely. Battery-Powered Lights: Most flashlights and advanced light sources are battery-powered. They require a charged BATTERY item worn on your person to operate. Powering On Use the power command to toggle a battery-powered light on or off. The light only functions while powered on. Drain While powered on, the light steadily drains your battery. Monitor your battery level to avoid being plunged into darkness unexpectedly. No Battery If your battery is depleted or removed, all powered equipment -- including lights -- will automatically shut off. Auto-Off Certain events (such as being forced to appear from invisibility) may power off your equipment. Zone Lighting: Not all darkness comes from rooms alone. Entire zones can control their ambient light level: Bright ........... Always lit regardless of light sources. Natural .......... Lit during the day (6am - 8pm), dark at night. Weather .......... Tied to weather conditions -- overcast skies and storms bring darkness. Dark ............. Permanently dark. Light sources required. Dim .............. Faint ambient glow -- enough to see, but barely. When a zone is dark, you must carry an active light source to see. Even scanning and combat are affected by darkness. Infravision: Characters with the AFF_INFRAVISION affect (from abilities, racial traits, or equipment) can see in pitch-black rooms without a light source. Infravision detects heat signatures, allowing basic visibility even in total darkness. Infravision does not replace light for other players nearby -- only the character with infravision benefits from it. Tips: - Always carry a backup light source or spare battery when venturing into dark zones. Running out of light underground is often fatal. - Lights with a higher brightness radius illuminate nearby rooms, helping allies and revealing threats before you enter. - Closed doors block light -- use this to your advantage to stay hidden in darkness while enemies are lit. - Some enemies have infravision. Turning off your light does not guarantee you are hidden from them. Related Helpfiles: LOOK, SCAN, POWER, EQUIPMENT === END MANUAL ===