Difference between revisions of "Medieval Mode"

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== Maps ==
 
== Maps ==
The only official map that has Medieval Mode by default is cp_degrootkeep. It can be enabled on any other map with the server variable ''tf_medieval'' set to 1. To add it into any other maps, the entity ''tf_logic_medieval'' can be added.
+
The Medieval Mode is currently only available by default on the map cp_degrootkeep. It can be enabled on any other map with the server variable ''tf_medieval'' set to 1.
  
 
{| class="wikitable grid"  
 
{| class="wikitable grid"  
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===General===
 
===General===
*By default melee weapons have a 15% chance of Critical hits rather than the 2.5% chance of ranged weapons. Be aware of this when using weapons that cannot Crit.
+
*By default melee weapons have a 12% chance of Critical hits rather than the 2.5% chance of ranged weapons. Be aware of this when using weapons that cannot Crit.
*Taunt Kills are not a good strategy as even though the enemy is more likely to be in range they are too long to be used seriously.
 
  
 
===Scout===
 
===Scout===
*Throw [[Mad Milk]] when you see a large group of players fighting one another.
+
 
 +
*Throw [[Mad Milk]] when you see a large gathering of players fighting melee.
 
*Because you can only use melee attacks, using [[Crit-a-Cola]] is very risky.
 
*Because you can only use melee attacks, using [[Crit-a-Cola]] is very risky.
 
*The [[Sandman]]'s ball gives the Scout a ranged attack, albeit a very weak one.
 
*The [[Sandman]]'s ball gives the Scout a ranged attack, albeit a very weak one.
 
*Without the presence of [[Sentry Gun]]s, [[Bonk! Atomic Punch]] is limited to distractions and escapes.
 
*Without the presence of [[Sentry Gun]]s, [[Bonk! Atomic Punch]] is limited to distractions and escapes.
*Without explosives, you can use the [[Candy Cane]] without as much risk of explosive damage, but be wary of Ullapool Caber Demomen.
+
*Without explosives, you can use the [[Candy Cane]] without as much risk of explosive damage, but beware Ullapool Caber Demomen.
*With the [[Candy Cane]], enemy players will drop two small health kits on death.
+
*The [[Special Delivery]] set grants an additional 25 Health. This gives you 150 Health as opposed to 125 without the set or 110 with the Sandman equipped. Even if you can't select the Shortstop, 150 health is very useful (However you are restricted to Mad Milk and Holy Mackerel).
*The [[Special Delivery]] set grants an additional 25 Health. This gives you 150 Health as opposed to 125 without the set or 110 with the Sandman equipped. Even though you can't actually use the Shortstop, the set bonus is still applied so long as the Shortstop is equipped in the loadout menu.
 
*Be very careful with the [[Boston Basher]], for every time you don't hit anything (be it the map, a player, or otherwise) you hit yourself, dealing damage and applying the bleed effect. However, using it with the [[Mad Milk]] can sometimes compensate for health lost due to missed hits.
 
*Use the [[Mad Milk]] for Spy checking, as disguised enemy Spies will drip with the Mad Milk's particle effect.
 
  
 
===Soldier===
 
===Soldier===
 
*The [[Buff Banner]] and [[Battalion's Backup]] can be useful in the absence of Übercharges.
 
*The [[Buff Banner]] and [[Battalion's Backup]] can be useful in the absence of Übercharges.
*The [[Shovel]] and the [[Pain Train]] are poor melee choices due to the Soldier's slow speed. The [[Equalizer]] should be taken instead, although the [[Equalizer]] does less damage than the [[Shovel]] when you are at full health.
+
*The [[Shovel]] and the [[Pain Train]] are poor melee choices due to the Soldier's slow speed. The [[Equalizer]] should be taken instead.
*Melee attacks register as bullet damage. Be aware of this if using the [[Pain Train]], as you will receive additional damage from almost all sources.
+
*Due to melee attacks registering as bullet damage the Pain Train is currently not a good choice.
  
 
===Pyro===
 
===Pyro===
 +
 
*Due to the lack of buildings and fire, the [[Homewrecker]] and [[Axtinguisher]] are poor choices for Medieval Mode.
 
*Due to the lack of buildings and fire, the [[Homewrecker]] and [[Axtinguisher]] are poor choices for Medieval Mode.
*The [[Powerjack]] and the [[Back Scratcher]]'s higher damage can really come in handy. When using the Powerjack, if you also have the [[Attendant]] and [[Degreaser]] equipped, your speed becomes higher than a Medic's. Be warned, melee weapons register as "bullet" damages so you will still be more vulnerable to attacks.
+
*The [[Powerjack]] and the [[Back Scratcher]]'s higher damage can really come in handy. When using the Powerjack, if you also have the [[Attendant]] and [[Degreaser]] equipped, your speed becomes higher than a Medic's. Since melee weapons register as "bullet" damages, you will be more vulnerable to attacks.
 
*The [[Back Scratcher]] is ideal for Medieval Mode, as there are no Mediguns and everyone drops [[Health|medkits]] upon death.
 
*The [[Back Scratcher]] is ideal for Medieval Mode, as there are no Mediguns and everyone drops [[Health|medkits]] upon death.
  
 
===Demoman===
 
===Demoman===
 +
 
*The Demoman has the most melee weapons of any class, try out different combinations in Medieval Mode.
 
*The Demoman has the most melee weapons of any class, try out different combinations in Medieval Mode.
 
*Due to the [[Stickybomb Launcher]] being unavailable, use of the [[Chargin' Targe]] is highly recommended.
 
*Due to the [[Stickybomb Launcher]] being unavailable, use of the [[Chargin' Targe]] is highly recommended.
 
*The [[Eyelander]]'s ability of collecting heads, as well as its larger range, can prove to be greatly useful.
 
*The [[Eyelander]]'s ability of collecting heads, as well as its larger range, can prove to be greatly useful.
 
*The [[Scotsman's Skullcutter]] in combination of the Chargin' Targe can work very well due to its higher damage and chance of random Crits.
 
*The [[Scotsman's Skullcutter]] in combination of the Chargin' Targe can work very well due to its higher damage and chance of random Crits.
*The [[Ullapool Caber]] is the only weapon capable of causing explosive damage (barring the Soldier's [[Kamikaze]] taunt) and can be used for a 'Caber Toss' in place of sticky jumps though at a great health penalty.
+
*The [[Ullapool Caber]] is the only weapon capable of causing explosive damage (barring the Soldier's [[Kamikaze]] taunt).
*The [[Claidheamh Mòr]] makes the Demoman more effective at charging in exchange for a lack of the Eyelander's power gain.
 
  
 
===Heavy===
 
===Heavy===
 +
 
*The [[Buffalo Steak Sandvich]] can be used to grant Mini-Crits for your melee weapon. Use this to your advantage in Medieval Mode.
 
*The [[Buffalo Steak Sandvich]] can be used to grant Mini-Crits for your melee weapon. Use this to your advantage in Medieval Mode.
 
*The [[Killing Gloves of Boxing]] can guarantee Crits for 5 seconds after a kill with them.
 
*The [[Killing Gloves of Boxing]] can guarantee Crits for 5 seconds after a kill with them.
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===Engineer===
 
===Engineer===
*Without the ability to build, the [[Jag]] is not recommended.
+
*Without the ability to construct the [[Jag]] is not recommended.  
*The default [[Wrench]] can have random Crits but gives the Engineer no advantage over other classes of similar health and speed.
+
*With the [[Southern Hospitality]] the Engineer can Spycheck in the absence of Pyros.
*With the [[Southern Hospitality]] the Engineer can Spycheck in the absence of the [[Flamethrower]] and [[Flaregun]]. Keep a watch out for fire arrows though.
 
 
*The [[Gunslinger]] gives the Engineer a much needed extra 25 health, a guaranteed Crit after completing three punches and a Taunt Kill.
 
*The [[Gunslinger]] gives the Engineer a much needed extra 25 health, a guaranteed Crit after completing three punches and a Taunt Kill.
  
 
===Medic===
 
===Medic===
*The Medic is at his best when equipped with Medieval Set weapons as the Mediguns are disabled.
+
*The Medic works best when equipped with Medieval Set weapons as the Mediguns are disabled.
*Make sure to memorize the ammo placements as the Medic is the only class besides the Sniper which has a reliable ranged weapon and one of only three with any need for ammo.
+
*Make sure to memorize the ammo placements as the Medic is the only class besides the Sniper which has a reliable ranged weapon.
 
*Due to the inability to Übercharge or Kritz-Charge, use of the [[Vita-Saw]] or [[Übersaw]] is not recommended.
 
*Due to the inability to Übercharge or Kritz-Charge, use of the [[Vita-Saw]] or [[Übersaw]] is not recommended.
 
**You can still use the [[Spinal Tap]] taunt kill while equipped with the [[Übersaw]], however, at the cost of 20% slower firing speed.
 
**You can still use the [[Spinal Tap]] taunt kill while equipped with the [[Übersaw]], however, at the cost of 20% slower firing speed.
*If you manage to have the [[Amputator]], use it over [[Bonesaw]], as it is currently a straight upgrade.
 
**The [[Amputator]]'s taunt will quickly heal all the teammates around you, but will leave you wide open for a counterattack.
 
*Aim the [[Crusader's Crossbow]] into the thick of the fray. Your bolts both damage enemies and heal allies.
 
  
 
===Sniper===
 
===Sniper===
 +
*When on the [[BLU]] team on [[Degroot Keep]], once the gate opens, position yourself in front of the gate, spam arrows toward the capture point and duck to the side out of the gate's line of fire after each shot then reload. People will be clustering in the capture point and it will be easy to hit opponents without much aiming.
 +
*When on the [[RED]] team on [[Degroot Keep]], once the gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
 
*Remember that arrows can pass through the holes in the gates and the tower window slits.
 
*Remember that arrows can pass through the holes in the gates and the tower window slits.
 
*Snipers that focus on using [[Huntsman]] should use [[Razorback]] to prevent backstabs by Spies. Snipers that use the bow as merely a ranged weapons (and willing to get into melee range) should consider equipping the [[Darwin's Danger Shield]].
 
*Snipers that focus on using [[Huntsman]] should use [[Razorback]] to prevent backstabs by Spies. Snipers that use the bow as merely a ranged weapons (and willing to get into melee range) should consider equipping the [[Darwin's Danger Shield]].
*The [[Bushwacka]] is mostly useful when teamed up with a [[Buff Banner]] Soldier or against Heavies and Scouts that dare use the Buffalo Steak Sandvich and Crit-a-Cola respectively.
+
*The [[Bushwacka]] is only useful when teamed up with a [[Buff Banner]] Soldier.
*Unlike typical modes, not using the full charge is a good idea, especially at enclosed cap points or choke points.
 
**When on the [[BLU]] team on [[Degroot Keep]], once the gate opens, position yourself in front of the gate, spam arrows toward the capture point and duck to the side out of the gate's line of fire after each shot then reload. People will be clustering in the capture point and it will be easy to hit opponents without much aiming.
 
**When on the [[RED]] team on [[Degroot Keep]], once the gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
 
  
 
===Spy===
 
===Spy===
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*Without the presence of the [[Flamethrower]], Spies are harder to find. Classes with [[bleeding]] effect weapons can be substitute spycheckers.
 
*Without the presence of the [[Flamethrower]], Spies are harder to find. Classes with [[bleeding]] effect weapons can be substitute spycheckers.
 
*The best time to stab is when the gate is open and the defending team is focusing their attention on the gate leaving them prone.
 
*The best time to stab is when the gate is open and the defending team is focusing their attention on the gate leaving them prone.
*Ammo placements are unlikely to be used by anyone else besides Snipers and Medics so make use of them to refill the [[Invisibility Watch]] or [[Dead Ringer]] charge.
 
*Due to the lack of ammo placements and the small size of maps the [[Cloak and Dagger]] is the more favorable Invisibility Watch.
 
*Good classes to disguise as are Sniper, Demoman and Medic. Be aware that if you disguise as a Skullcutter Demoman your speed won't be adjusted to match which may give you away.
 
  
 
== Ye Olde English Chat Parser ==
 
== Ye Olde English Chat Parser ==
 
[[Image:Gette it Onne!.png|thumb|right|200px|Promotional Logo For the Medieval Gamemode]]
 
[[Image:Gette it Onne!.png|thumb|right|200px|Promotional Logo For the Medieval Gamemode]]
  
When playing on Medieval maps, a {{w|Parsing|parser}} modifies all text chat between players to look like [[wikipedia:Ye Olde|Ye Olde English]] by applying rules found within [[File:Autorp.txt|autorp.txt]] ([http://wiki.tf2.com/w/images/7/7d/Autorp.txt direct link]).
+
When playing on Medieval maps, a {{w|Parsing|parser}} modifies all text chat between players to look like [[wikipedia:Ye Olde|Ye Olde English]] by randomly applying the following rules:
 +
 
 +
<!-- what's the best way to organize the parser modification rules? alphabetically? -->
 +
=== Modification ===
 +
* "a-" is prepended to verbs
 +
* "eth" is appended to verbs
 +
* words beginning with the letter ''h'' have it replaced by an apostrophe
 +
* words ending in the letter ''n'' have it replaced by an apostrophe
 +
* words ending in ''ng'' have it replaced with ''n'''
 +
 
 +
=== Replacement ===
 +
<!-- can someone re-format this section as a table? -->
 +
* "are" becomes "be"
 +
* "is" becomes "be"
 +
* "my" becomes "mine"
 +
* "over there" becomes "yonder"
 +
* "thank you" becomes "grammercy"
 +
* "the" becomes "ye"
 +
* "you" and "u" becomes "thou"
 +
* "buy" becomes "obtain" or "purchase"
 +
 
 +
''Class-related:''
 +
* "demoman" becomes "blademaster", "knight", "paladin", "drunkard", or "swordsman"
 +
* "engineer" becomes "blacksmith", "craftsman", "ironsmith", "smithy", "golemist", or "machinist"
 +
* "heavy" becomes "bouncer", "boxer", "brawler" or "bruiser"
 +
* "medic" becomes "leech", "medicine man", "bonesetter", "healer", "nursemaid", "priest", "cleric", "apothecary", or "witchdoctor"
 +
* "pyro" becomes "firebrand", "fire mage", "fire magus", "flamewielder", "masked salamander" or "pyromaniac"
 +
* "scout" becomes "advance guard", "explorer", "runner", "scouteth", or "spotter"
 +
* "soldier" becomes "champion", "mercenary", "shovelman", or "warrior"
 +
* "sniper" becomes "australian", "bowman", "fletcher", "hunter" or "ranger"
 +
* "spy" becomes "backstabber", "blackguard", "haunt", "pickpocket", "pilferer", "rogue", "thief" or "vagabond"
 +
 
 +
''Gameplay-related:''
 +
* "server" becomes "sirver"
 +
* "flag" becomes "colors"
 +
* "lol" becomes "lollery" or "lolleth"
 +
* "heh" becomes "cahinnate!", "and there was much guffawing!", "and there was much snickering!", "Forsooth, say I, there was much tittering!"
 +
* "rofl" becomes "rofleth"
 +
* "AFK" becomes "aft, frisking knickers", "away, fruity knights", "away, fighting kobolds" or "abaft, flailing knouts"
 +
* "kill" becomes "best", "bring low", "conquer", "fleece", "foil", "humble" or "vanquish"
 +
* "map" becomes "chart"
 +
* "shit" becomes "nightsoil"
 +
* "mic" becomes "voice"
 +
 
 +
=== Added to Beginning of Sentences ===
 +
* Alas,
 +
* By my faith,
 +
* Hark!
 +
* In truth,
 +
* Perchance,
 +
* Pray,
 +
* Pray tell,
 +
* Surely
 +
 
 +
''Invocations of Deities:''
 +
* By Allfather Odin,
 +
* By Mad Poet Navarl's Fertile Heel,
 +
* By Scandalous Imhotep's Incessant Gall,
 +
* By the Misbegotten Thigh of the Forgotten Minerva,
 +
 
 +
=== Added to End of Sentences ===
 +
* Anon!
 +
* Good sire!
 +
* Guvnor!
 +
* Hear hear!
 +
* Ho!
 +
* I say!
 +
* Milady.
 +
* My liege!
 +
* what sayeth thou?
  
==Trivia==
 
*The "Ye Olde English" is also known as the Shakespearian language.
 
 
{{AustralianChristmasNav}}
 
{{AustralianChristmasNav}}
  
 
[[Category:Game modes]]
 
[[Category:Game modes]]

Revision as of 17:41, 23 December 2010

File:Medieval mode tf2.png
Promotional for Medieval Gamemode
Welcome...to the Dominatening!
The Demoman

Medieval Mode is a mode added to TF2 during the Australian Christmas event with the December 17, 2010 update.

Gameplay Mechanics

  • Players drop small medkits instead of weapons upon death.
  • Using the Übersaw does not build the Medic's ÜberCharge meter.
  • Generally, only non-ranged weapons and items or bows may be used.
  • Snipers may set their arrows on fire and have them deal additional fire damage by touching the braziers positioned near the bases.
  • Third person mode can be enabled without sv_cheats. type in console: tf_medieval_thirdperson 1 to enable it.

Allowed Weapons

Maps

The Medieval Mode is currently only available by default on the map cp_degrootkeep. It can be enabled on any other map with the server variable tf_medieval set to 1.

Map File Name
100px Degroot Keep cp_degrootkeep

Strategy

General

  • By default melee weapons have a 12% chance of Critical hits rather than the 2.5% chance of ranged weapons. Be aware of this when using weapons that cannot Crit.

Scout

  • Throw Mad Milk when you see a large gathering of players fighting melee.
  • Because you can only use melee attacks, using Crit-a-Cola is very risky.
  • The Sandman's ball gives the Scout a ranged attack, albeit a very weak one.
  • Without the presence of Sentry Guns, Bonk! Atomic Punch is limited to distractions and escapes.
  • Without explosives, you can use the Candy Cane without as much risk of explosive damage, but beware Ullapool Caber Demomen.
  • The Special Delivery set grants an additional 25 Health. This gives you 150 Health as opposed to 125 without the set or 110 with the Sandman equipped. Even if you can't select the Shortstop, 150 health is very useful (However you are restricted to Mad Milk and Holy Mackerel).

Soldier

  • The Buff Banner and Battalion's Backup can be useful in the absence of Übercharges.
  • The Shovel and the Pain Train are poor melee choices due to the Soldier's slow speed. The Equalizer should be taken instead.
  • Due to melee attacks registering as bullet damage the Pain Train is currently not a good choice.

Pyro

  • Due to the lack of buildings and fire, the Homewrecker and Axtinguisher are poor choices for Medieval Mode.
  • The Powerjack and the Back Scratcher's higher damage can really come in handy. When using the Powerjack, if you also have the Attendant and Degreaser equipped, your speed becomes higher than a Medic's. Since melee weapons register as "bullet" damages, you will be more vulnerable to attacks.
  • The Back Scratcher is ideal for Medieval Mode, as there are no Mediguns and everyone drops medkits upon death.

Demoman

  • The Demoman has the most melee weapons of any class, try out different combinations in Medieval Mode.
  • Due to the Stickybomb Launcher being unavailable, use of the Chargin' Targe is highly recommended.
  • The Eyelander's ability of collecting heads, as well as its larger range, can prove to be greatly useful.
  • The Scotsman's Skullcutter in combination of the Chargin' Targe can work very well due to its higher damage and chance of random Crits.
  • The Ullapool Caber is the only weapon capable of causing explosive damage (barring the Soldier's Kamikaze taunt).

Heavy

  • The Buffalo Steak Sandvich can be used to grant Mini-Crits for your melee weapon. Use this to your advantage in Medieval Mode.
  • The Killing Gloves of Boxing can guarantee Crits for 5 seconds after a kill with them.
  • Use of the Gloves of Running Urgently is not a good idea, as Medics can't heal you with their Mediguns, as well as the lower damage.
  • Use of the Fists of Steel is not recommended for Medieval Mode due to their effect of boosting the Heavy's vulnerability to melee weapons, which are widely used in this mode.

Engineer

  • Without the ability to construct the Jag is not recommended.
  • With the Southern Hospitality the Engineer can Spycheck in the absence of Pyros.
  • The Gunslinger gives the Engineer a much needed extra 25 health, a guaranteed Crit after completing three punches and a Taunt Kill.

Medic

  • The Medic works best when equipped with Medieval Set weapons as the Mediguns are disabled.
  • Make sure to memorize the ammo placements as the Medic is the only class besides the Sniper which has a reliable ranged weapon.
  • Due to the inability to Übercharge or Kritz-Charge, use of the Vita-Saw or Übersaw is not recommended.
    • You can still use the Spinal Tap taunt kill while equipped with the Übersaw, however, at the cost of 20% slower firing speed.

Sniper

  • When on the BLU team on Degroot Keep, once the gate opens, position yourself in front of the gate, spam arrows toward the capture point and duck to the side out of the gate's line of fire after each shot then reload. People will be clustering in the capture point and it will be easy to hit opponents without much aiming.
  • When on the RED team on Degroot Keep, once the gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
  • Remember that arrows can pass through the holes in the gates and the tower window slits.
  • Snipers that focus on using Huntsman should use Razorback to prevent backstabs by Spies. Snipers that use the bow as merely a ranged weapons (and willing to get into melee range) should consider equipping the Darwin's Danger Shield.
  • The Bushwacka is only useful when teamed up with a Buff Banner Soldier.

Spy

  • Stay out of direct melee fights. Instead, backstab enemies when they are distracted in battle.
  • Without the presence of the Flamethrower, Spies are harder to find. Classes with bleeding effect weapons can be substitute spycheckers.
  • The best time to stab is when the gate is open and the defending team is focusing their attention on the gate leaving them prone.

Ye Olde English Chat Parser

Promotional Logo For the Medieval Gamemode

When playing on Medieval maps, a Template:W modifies all text chat between players to look like Ye Olde English by randomly applying the following rules:

Modification

  • "a-" is prepended to verbs
  • "eth" is appended to verbs
  • words beginning with the letter h have it replaced by an apostrophe
  • words ending in the letter n have it replaced by an apostrophe
  • words ending in ng have it replaced with n'

Replacement

  • "are" becomes "be"
  • "is" becomes "be"
  • "my" becomes "mine"
  • "over there" becomes "yonder"
  • "thank you" becomes "grammercy"
  • "the" becomes "ye"
  • "you" and "u" becomes "thou"
  • "buy" becomes "obtain" or "purchase"

Class-related:

  • "demoman" becomes "blademaster", "knight", "paladin", "drunkard", or "swordsman"
  • "engineer" becomes "blacksmith", "craftsman", "ironsmith", "smithy", "golemist", or "machinist"
  • "heavy" becomes "bouncer", "boxer", "brawler" or "bruiser"
  • "medic" becomes "leech", "medicine man", "bonesetter", "healer", "nursemaid", "priest", "cleric", "apothecary", or "witchdoctor"
  • "pyro" becomes "firebrand", "fire mage", "fire magus", "flamewielder", "masked salamander" or "pyromaniac"
  • "scout" becomes "advance guard", "explorer", "runner", "scouteth", or "spotter"
  • "soldier" becomes "champion", "mercenary", "shovelman", or "warrior"
  • "sniper" becomes "australian", "bowman", "fletcher", "hunter" or "ranger"
  • "spy" becomes "backstabber", "blackguard", "haunt", "pickpocket", "pilferer", "rogue", "thief" or "vagabond"

Gameplay-related:

  • "server" becomes "sirver"
  • "flag" becomes "colors"
  • "lol" becomes "lollery" or "lolleth"
  • "heh" becomes "cahinnate!", "and there was much guffawing!", "and there was much snickering!", "Forsooth, say I, there was much tittering!"
  • "rofl" becomes "rofleth"
  • "AFK" becomes "aft, frisking knickers", "away, fruity knights", "away, fighting kobolds" or "abaft, flailing knouts"
  • "kill" becomes "best", "bring low", "conquer", "fleece", "foil", "humble" or "vanquish"
  • "map" becomes "chart"
  • "shit" becomes "nightsoil"
  • "mic" becomes "voice"

Added to Beginning of Sentences

  • Alas,
  • By my faith,
  • Hark!
  • In truth,
  • Perchance,
  • Pray,
  • Pray tell,
  • Surely

Invocations of Deities:

  • By Allfather Odin,
  • By Mad Poet Navarl's Fertile Heel,
  • By Scandalous Imhotep's Incessant Gall,
  • By the Misbegotten Thigh of the Forgotten Minerva,

Added to End of Sentences

  • Anon!
  • Good sire!
  • Guvnor!
  • Hear hear!
  • Ho!
  • I say!
  • Milady.
  • My liege!
  • what sayeth thou?