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Annotated Help - PLAYER CHARACTER HOMES
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PLAYER CHARACTER HOMES

NAME
homes - information on purchasing and modifying player character
owned homes

DESCRIPTION
Homes are a luxury in Alyria, and are quite expensive as a result.
Anyone level 60 or over may own a home if they can afford the
fees involved. Homes may be located in special real estate locations
all over the world; these can be purchased with gold or reward
units, depending on the location. Before requesting a home, please
ensure you have read this help entry in its entirety, as well as
HELP HOME REQUEST SAMPLE.

When you purchase a home, the location will be added to your RECALL
list (see HELP RECALL), which will allow you to be able to return
instantly to your home from your current location (unless restricted
by magic or special room attributes), as long as that location is not
too far away. If you have more than one home it will cost between 5,000
to 30,000 gold (depending on your level) to change your default recall
setting.

Homes are for one or two individuals only (depending on marriage status).

AVAILABLE HOME LOCATIONS
New Rigel   Xaventry    Tellerium    
Rune*     Sigil*     Pirate's Cove*     Decara*

*Locations noted with a * are only available via reward unit vouchers,
which can be obtained via trading for reward units at a Rewards Shoppe.
They are considered "Reward Unit-Only Housing Areas". See HELP
REWARDUNITS and http://www.materiamagica.com/store/ru for further
details on reward units.

Reward unit vouchers only cover the base home/room(s) themselves. All
additional attributes or item upgrades must be purchased at the normal
cost in Alyrian gold at the cost specified this help entry.

HOME TYPES
Default home types are as follows:

A. SMALL HOUSE
Base cost: 9,000,000 gold
Includes: 1 Room, 1 entry door with lock and key

B. MID-SIZED HOUSE
Base cost: 14,000,000 gold
Includes: 4 Rooms, 1 entry door with lock and key. You may also
give the home a title. See the information on estate names in
this help entry.

C. LARGE HOUSE
Base cost: 23,500,000 gold
Includes: 8 Rooms, 1 entry door with lock and key

D. MANSION
Base cost: 32,000,000 gold
Includes: 12 Rooms, 1 entry door with lock and key

E. TOWER
Base cost: 42,000,000 gold
Includes: 16 Rooms, 1 entry door with lock and key

F. CASTLE
Base cost: 50,000,000 gold
Includes: 20 Rooms, 1 entry door with lock and key

Homes may have up to 75 rooms per home, however you may not purchase
additional rooms until the house is a CASTLE and already has twenty
rooms, with the exception of single rooms that are obtained using the
reward unit system. These reward unit-only rooms can be added onto
any home of any class and in any housing area. When the home reaches
the required rooms for the next house level via RU-added rooms, it
will become that house level. Single rooms for homes that are CASTLE
size or larger, in non-reward unit areas, are 2,650,000 gp apiece.
Homes that are in reward unit areas may only have rooms added via the
reward unit system.

See HELP REWARDUNIT and http://www.materiamagica.com/store/ru for the
cost of adding rooms to homes of any size in reward unit areas.

ESTATE NAMES
Each home has a name that is comprised of the owner's name and the
area in which the home is built. This name is displayed to a
homeowner when recalling to the home, or when any player enters from
the street or via other means. Players that own homes with 4 or more
rooms (Mid-Sized House) can choose to christen their home with a
special Estate Name.

Estate Names are governed by strict rules of etiquette and must contain
some sort of dwelling name (house, estate, manor, hut, yurt, yard, hall,
etc.). Some examples are "House of Vandyne", "Gath's Manor", "Seaside
Villa", or "Crumley Hall". Estate Names cannot contain color codes
or ASCII art and cannot be longer than 50 characters. These special
names are available at no additional charge for the first naming,
but subsequent renaming will be considered a home modification and
will cost 350,000 gp.

PURCHASING A HOME
To purchase a house, send an email to gameservices@ingenii.com
with the following information:

1. The type of home you want to purchase
2. A list of each room, with a room description, and additional
items you want for each room
3. The location you prefer for the home
4. The estate name, if applicable
5. Total cost of the house

See HELP HOME REQUEST SAMPLE for an example of the home submission format.

Once your home has been built, you will be contacted via return email.
You will need to pay the Real Estate Manager first (or the money can
also be extracted from your bank account while you are offline), before
you'll be able to use your home.

If you already own a home, you may upgrade it into the next available
level by paying the difference of the original home cost according to
the aforementioned price list, plus a 200,000 gp building modification
fee (see the section of this help entry on home modifications for more
information).

EXTRA HOUSE KEYS
When you purchase a home, you will get one house key. You may purchase
additional house keys at the cost of 75,000 gp (for example, if you
have a spouse, or if you want to let your friends use your house when
you aren't there, you can purchase additional keys). House keys are
used to unlock all locked items within the house, so if you purchase
additional locked doors or locked furniture items, they will be unlocked
using your master house key.

ROOMS
Homes are considered part of the world of Materia Magica and therefore
must follow some basic guidelines. Rooms must have between 5 and 15
lines of description. The description must not contain anachronistic
references, and homes must be "in character" with the rest of the game.
Room names cannot contain color codes.

EXTENDED ROOM KEYWORDS AND DESCRIPTIONS
Rooms may have extended keywords and descriptions added to them. These
extended keywords can be used to further elaborate on an item mentioned
in the room's description. For instance, if you have described a table
in the room description but do not want to put an actual table in the
room (as a piece of furniture), you may add a keyword such as "table"
attached to a description for that table. If someone were to LOOK TABLE,
they would then see the description for the table that you provided.
Extended descriptions must be between 3 and 20 lines long. A extended
room keyword pair (1 keyword and 1 description) costs 40,000 gp.

Extra descriptions can also be added to enhance the ambiance of walking
through doors and exits. See the section on room exit descriptions
in this help entry.

BLOCK DESCRIPTIONS
In order to add more detail to your home, block descriptions can be
added to directions in which there are no exits. These special
descriptions are used to express to a person why he or she can't walk
in any specific direction. For instance, if you've built an island that
only has an east exit, you could add a line indicating that someone
shouldn't walk north because they'd end up in the water. Block
descriptions cannot be added where current doors exist, should be a
single line of text and cost 25,000 gp for each direction. They may
not contain color codes.

ROOM ATTRIBUTES, CLASS I
Rooms come with no attributes by default, save that they are INDOORS.
Additional attributes cost 100,000 gp apiece per attribute, per room:

dark - people need a light to see in the room
safe - no one may attack or use offensive magics in the room
outdoors - room is set as "outdoors" meaning you can see  
   weather from it - useful for courtyards, etc.
private - only two characters may be in the room at one time
solitary - only one character may be in the room at one
   time (useful, perhaps, for a bathroom)
high-regen - characters regenerate hp, spell points, and
   stamina at twice the normal rate in this room
low-regen - characters regenerate hp, spell points, and
   stamina at half the normal rate in this room
no-regen - characters will not regenerate hp, spell points, or
   stamina while in this room
silence - characters may not speak or cast spells requiring
   verbal components within this room
reinforced - room and all within it are protected from earthquake
   damage
icy - the floor in the room is slippery
no-mob - npcs cannot enter the room
no-mount - mounts and mounted characters cannot enter the room
no-emote - characters may not use the "emote" command, or
   socials, within this room
no-chat - players cannot enter the chat rooms from this room
   (can only be set on rooms already set as SAFE rooms)
no-form - characters cannot enter into a formation in this
   room; existing formations may be broken up by a "strange wind".
no-trap - traps (such as snares) may not be set in this room.
no-track - while in this room, one cannot be tracked

ROOM ATTRIBUTES, CLASS II
These attributes are special, and therefore cost 650,000 gp each,
per room:

anti-magic - spells cannot be cast within the room
falling-rocks - rocks occasionally fall on people who move or
   speak within this room
tangle-vine - a tangle vine will appear within the room,
   occasionally snaring those who enter
fear - characters will have an unreasonable fear, that may  
   cause them to flee
disorient - the room is disorienting, exits may not be what they
   seem
icestorm - a continual icestorm roars through the room
thunderstorm - a continual thunderstorm roars through the room
momentary-darkness - room is continually affected by a 'momentary
   darkness' spell
player-kill-lawful - sets the room as appropriate for LPK (see
   HELP PK)
player-kill-neutral - sets the room as appropriate for NPK (see
   HELP PK)
half-pk-damage - any pk combat performed within the room will have
   half the normal damage (cannot be combined with double-pk-damage)
double-pk-damage - any pk combat performed within the room will
   have double the normal damage (cannot be combined with
   half-pk-damage)
windy - prevalent 'strange wind' blows visitors to their knees
magic-unstable - magical items don't work in this room, spells
   have a greater chance of backfiring
fiery - heat and flames burn inhabitants within the room
swamp - toxic gas wafts through the room, potentially poisoning
   visitors

Homes may NOT have CPK rooms, death traps, or traps, so please do
not ask. They are not to be used as places to trap players and/or
to ambush them.

DOORS and DOOR ATTRIBUTES
Each home has a front door included with it. This is the door
between the street and the first room of your home. All front doors
are CLOSED and LOCKED by default at no additional charge, with no
special attributes and one single key. Other door attributes may be
added at the cost of 75,000 gp each.

Doors may also be added inside the home at any room exit. One-word
keywords may be added for either side of a door - for instance, a
hidden door could be called a "panel", while the other side of the
door could look like a normal one, and be called "door". You must
specify a single keyword when buying a door. You should also specify
whether you wish to have a door remain opened or closed. Interior
doors cost 100,000 gp to add, which includes both sides of the door,
and no key. Interior doors may also have special attributes added
to them for 75,000 gp apiece.

The following door attributes are available:

locked - locks the door; door is openable using your house key
   (front doors are locked by default)
pickproof - keeps the door from being picked open by thieves
passproof - keeps the entrance from being crossed by someone who
   is affected by the PASS DOOR spell.
bashproof - keeps the door from being bashed open
magic-resistant - keeps the door from being MAGIC LOCKed/MAGIC
   UNLOCKed or KNOCKed/BARred
hidden - the door does not show up until it is searched for; front
   doors(street entrance) may not be hidden; exits without doors
   may also be hidden to create a "walk-through wall" type effect
buried - the door does not show up until it is dug for using a
   spade; front doors (street entrance) may not be buried
illusion-disguised - the door cannot be seen unless the viewer is
   under the effects of a 'detect illusion' spell; front doors
   may not be disguised
see-through - the door can be LOOKed through to see what's on
   the other side

WINDOWS
Windows may be added instead of a door exit. They cannot be passed
through, but people can LOOK through them and see the description
of the room on the other side of the window. They must be used on
adjacent rooms. An example of where this would work nicely would
be in a home with a central courtyard - the courtyard might have
one door leading to the rest of the house, and three walls with
windows that let people in the courtyard see the room on the other
side of the wall, and vice versa. Windows cost 100,000 gp to add
and you cannot add them on a wall that already has a door or other
exit. Windows cannot be added facing the realty area street.

SPECIAL DOOR ATTRIBUTES
You can choose, instead of using a key, to have a verbal command
to open a door in your. Doors can be opened with a phrase, and closed
with a different phrase. An example:

'Open sesame', you say.
There is a *click* from the north door. (Door is now unlocked)

'Close sesame', you say.
There is a *click* from the north door. (Door is now locked)

Doors must have the "locked" attribute in order to be able to add
passphrases. To add an open and close passphrase it is 450,000 gp
per door, which includes both opening and closing phrases. The
passphrase is bound by the public channel rules of the game (see
HELP RULES).

ROOM EXIT DESCRIPTIONS
The feel of walking into or out of a room, opening or closing doors,
or locking and unlocking a door can be enhanced through the use of
room exit descriptions. These are 1-2 line bits of text that convey
additional details to a person or a room full of people. For example,
if your home has room that exits down through a locked trapped door
in the floor, extra bits of description can be added so that you see
a message when unlocking, opening or walking through that trapdoor.
Room exit descriptions are available for 35,000 gp per description.
They are subject to the same building guidelines as other descriptions
(see HELP HOME REQUEST SAMPLE for more information).

Available exit descriptions are as follows:
exit-tochar - Shows a message to a person when leaving a room.
exit-toroom - Shows a message to everyone left in a room when
   someone walks out of it.
enter-tochar - Shows a message to a person when entering a room.
enter-toroom - Shows a message to everyone present in a room
   when someone walks into it.
open-tochar - Shows a message to a person when opening a door.
open-toroom - Shows a message to others in the room when someone
   else opens a door.
close-tochar - Shows a message to a person when they close a door.
close-toroom - Shows a message to others in the room when someone
   else closes a door.
lock-tochar - Shows a message to a person when they lock a door.
lock-toroom - Shows a message to others in the room when someone
   else locks a door.
unlock-tochar - Shows a message to a person when unlocking a door.
unlock-toroom - Shows a message to others in the room when someone
   else unlocks a door.

Some examples:
exit-tochar: You brace yourself for a long climb down the creaky ladder.
enter-toroom: <Player>'s head pops up through the open hole in the
   floor as he climbs into the room.
open-tochar: You strain to pull the brass handle upwards opening
   the trap door below you.
unlock-toroom: You hear a faint clicking sound as <Player> turns
   a shiny key in a near invisible hole in the floor.

FOUNTAINS
Four types of fountains may be purchased for your home. Only one
fountain may be purchased per room. Fountains can be described
similarly to furniture; they must contain keywords, a short description,
long description, and a full description of 5-20 lines. Fountain
descriptions may not contain color codes. See HELP HOME REQUEST
SAMPLE for an example of a proper fountain description.

Normal fountain - normal water fountain: 350,000 gp
Blood fountain - fountain that expresses blood (for fey, drow,
   dracon): 400,000 gp
Refresh fountain - fountain that has curative properties of the
   "Refresh" spell: 1,000,000 gp
Healing fountain - fountain that has curative properties of the
   "Cure light" spell: 5,000,000 gp

Vouchers good for the building of one fountain may be obtained in
exchange for reward units (see HELP REWARDUNITS) at Lucinda Van
Pelt's Reward Emporium just outside of the town of Rune. These
vouchers can then be turned into a customized fountain within your
home by following the instructions printed on the voucher.

BASIC FURNITURE
Custom-built furniture (for decoration only) may be purchased at
the cost of 750,000 gp. You may have a maximum of two pieces of basic
furniture per room. Suggestions for furniture include: beds, lamps,
rugs, artwork. Furniture cannot be a container (though containers
are available and described further in this file). Furniture can be
described by the player, and must contain keywords, a short description,
long description, and a full description of 5-20 lines. Furniture
descriptions cannot contain color codes. See HELP HOME REQUEST
SAMPLE for an example of a proper furniture description.

REWARD UNIT FURNITURE
Vouchers good for the addition of specific pre-made furniture as
well as generic customizable furniture may be obtained in exchange
for reward units (see HELP REWARDUNITS) at Lucinda Van Pelt's Reward
Emporium just outside of the town of Rune. These vouchers can then
be USEd in your home to commission the building of common furniture
items or the customization of specific items by following the
instructions on the voucher and do not fall under the per-room
furniture limits specified for BASIC FURNITURE. Some of the
reward unit items can be customized by the user, as specified in
their voucher descriptions.

"SPECIAL" FURNITURE
These items are not included in the limit of 2-furniture items per
room. They do not have customizable descriptions, and only one of
each may be placed every four rooms.

Save-Item Containers
A special container that saves items placed in it between reboots
may be received for your home in exchange for a reward unit voucher.
See HELP REWARDUNIT or http://www.materiamagica.com/store/ru for
further details. Only one of these containers may be obtained per
home. This container comes with a lock that is keyed to your main
house key. This container will hold 35 items not weighing more than
30 stones.

Save-item containers are customizable in the same manner that furniture
is. Customized containers must contain keywords, a short description,
long description, and a full description of 5-20 lines. Container
descriptions may not contain color codes. See HELP HOME REQUEST
SAMPLE for an example of a proper chest description.

Trophy Cases
A special container that can be closed and locked, yet the contents
can still be viewed from outside by LOOKing at the container. These
trophy cases will only hold items of type TREASURE, holding 25 items
weighing no more than 20 stones total. This container will save items
between reboots, and comes with a lock that is keyed to your main
house key. Only one trophy case may be purchased per home, at a cost
of 4,250,000 gp. Trophy cases are not customizable.

Document Cases
A special container that will only contain items of type PARCHMENT,
and can be closed and locked. The document case will save items
between reboots, and will hold up to 50 parchments weighing no more
than 2 stones total. This container comes with a lock that is keyed
to your main house key. Only one document case may be purchased per
home, at a cost of 3,000,000 gp. Document cases are not customizable.

Grandfather Clocks
A large clock that tells time and chimes the hour, this clock may
be added to your home at a cost of 2,000,000 gp. Grandfather clocks
may also be obtained by exchanging reward units (see HELP REWARDUNITS)
for a voucher that can be USEd in your home.

FRUIT AND SEED BEARING TREES
Special trees can be purchased for 300,000 gold pieces each. These
trees will produce seeds or fruit on a regular basis. The currently
available trees are:

moon oak    produces acorns, which can be planted to grow into other
         moon oak trees
orange tree   produces edible oranges
lemon tree   produces edible lemons
apple tree   produces edible apples

Trees must be placed in a room with the OUTDOORS attribute and you
are limited to one tree per room.

CREATURES
House pets may be purchased for homes from the Van Pelt Reward
Emporium, located west of Rune. Read HELP HOUSEPETS for more
information.

SHARING HOMES
Homes are only shared between legally married couples in the game.
Move-in fees for the spouse vary per location. Homes built in all
locations can be shared at a cost of 1,500,000 gp.Move-in fees
include one additional house key plus the inclusion of the home
location in the spouse's recall list.

In order to share an existing home with your spouse you will need
to purchase a Purple ribbon at one of the Chapels of Love located
in Sigil, Rune, or Templeton. These ribbons include instructions
for use that will imprint them with specific information about
which home, who the owner is, and the name of his/her spouse to
be added to the home.

In the event of a divorce, the home will revert to its original
purchaser.

CHANGING LOCKS
Changing the locks on a home costs 500,000 and includes all the
locks within the home and any special furniture or doors. New keys
are not included; these may be purchased for 75,000 gp apiece.

TRANSFERRING HOMES
Homes may be transferred to other players at the cost of 20 percent
of the estimated real estate value of the home. The player to which
the home is being transferred cannot already have a home in the same
area. Homes may not be transferred to players with less than 60 total
levels. Homes in reward unit areas are subject to the reward unit
item rules and therefore may not be transferred for any reason.

HOME MODIFICATIONS
Once you have initially sent in the request for your home and it has
been built, any modifications will incur a service charge of 200,000
gp PLUS the cost of the modifications (additional attributes, etc.)
specified. Therefore it is best (and cheapest) to batch-order home
modifications. This fee is not charged for upgrades to the home
size or the addition of extra rooms, but is instead reserved for
changes to existing designs.

SEE ALSO
  clanhall, recall, home request sample, marriage, housepets

Player-contributed annotations for PLAYER CHARACTER HOMES
Date posted: 08-08-2003 11:23 pm by Ovelia
If you're planning on purchasing a home, make sure to plan ahead, rethink your decisions at least twice, ask for second opinions and when you're finally ready it would all be worth it.

Date posted: 03-09-2004 01:56 am by Scrooge
Be aware that if you own multiple homes it will cost you gold to switch between them as recall points. The amount of gold is dependant on your level.

Date posted: 11-11-2004 01:54 am by Durova
If you're choosing between a home or a ship, buy a home. House recall is a powerful feature.


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