Materia Magica
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Getting Started: FAQs: Page Two
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Technical Support FAQs

Game Address: materiamagica.com
ports 23, 4000, 6666, 8000, and 9000


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The following are the most frequently asked questions that players have about Materia Magica and the web site. These questions will be updated as new ones arise.

Frequently Asked Questions : Page Two

How do I heal after I am hurt in combat?
You will slowly regenerate hitpoints, spellpoints and stamina naturally. If you want to do so faster, look for a player who can heal, such as a paladin, druid, priest, or shaman, using such spells as 'cure light', 'cure serious', 'minerals evocation', etc. You can also type RECALL in most places, and a healer will be there, whom you can pay to heal you. Such services are available in most major cities, and can be accessed with the SHOP commands.

When I try and practice <x>, it says I don't know the skill/spell <y>...?
When practicing a skill or spell, if the name has more than one word (Example: Enhanced Damage), then it must be enclosed in single quotes. For example, to practice Enhanced Damage, without the quotes, it would revert to Enhanced Strength (A spell). To practice it correctly, type: Practice 'Enhanced Damage'.

How do I get from location <x>, to location <y>?
The map of Alyria is located here. Most major towns situated on the same continent have roads that connect them to each other. If the area you're trying to get to is across the ocean you will need to be affected by the spell "levitation". If you're unable to acquire this spell (either by class spells, wearing an item, or eating an herb) you may have to make use of a boat called the Merdraco. This boat periodically docks at the piers of Rune, Sigil, Pirate's Cove, Tellerium, and Templeton. It can take a while to complete its course as it is not the most efficient form of transport. If you are outside on the docks with the yell channel enabled, you will hear a masculine voice yell to announce its arrival. You can then use the "survey" command to find the boat, and use the "ship board <direction>" command to get on it once you've found it and are in an adjacent room.

I just saw an 'Oval of energy'. What is this?
This is either a Worldgate, or a player's Nexus. Worldgates are a phenomenon of the world of Alyria, these magical portals open between two Circles of Stones, usually found near major towns. These gates open on a schedule determined by the moons of Alyria, and only last a certain amount of time. Nexi are created by players casting the Wizard spell "Nexus". This is an extremely powerful, and costly, spell, that allows the caster to create a portal between them and their target (Either another player, or a mob, within the same zone). These Nexi last an amount of time depending upon the caster's level. (WARNING: Be careful when entering either of these type of portal! If it disappears after you enter, or you get lost when exploring the surrounding area, you may become lost! You have been warned). Note that you can LOOK IN PORTAL to see the location to which is is going.

I reached level 10 while in Lasler, and I've been transported outside the village of Lasler. What should I do?
When you reach level 10 inside Lasler, you will be transported out of the village to the entrance. This is because Lasler is considered a novice towne, and as such is for novices only. At level 10 you are considered strong enough to venture out a bit into the real world.

You will also be given a magical transportation gemstone at level 10 that, when held and used, will take you to the most appropriate towne for your class. So, after level 10 you may choose to head north and explore Rune Forest and Rune Graveyard, and perhaps even the Towne of Rune itself, or you may decide to proceed immediately to the towne designated as appropriate for your class. Fighters (Barbarian, Paladin, Cavalier, Valkyrie) go to Tellerium. Mages (Wizard, Psionic, Monk, Ranger) go to Sigil. Clerics (Druid, Priest, Shaman) go to Xaventry. Thieves (Bard, Rogue) go to New Rigel. The town you are sent to is considered the best place for you to continue your adventuring, because it caters specifically for your class's needs. The town will contain trainers that specialize in the skills/spells that you will most likely have. If you find the mobs a little hard to tackle (Make sure you use the 'Consider' command before attacking), then you may decide to adopt the strategy of teaming with other players. Making friends around your level in that town can help you to learn the outlay faster, and to also to gain experience and rise in ranks faster than by yourself.

I'm in Rune, and I heard there was an 'Iron Worm' that can take me somewhere else. Where is it and how do I use it?
Ganuk's Iron Worm is located four rooms east of the Crossroads of Solomon Road, and one north. There, you'll find Ganuk's son, Ganuk Jr., who will offer you a list of places where the Iron Worm goes when you type SHOP LIST. To choose a location, simply buy the token of the specific city to which you want to go, and go down into the Departure Station. Once there, you have to give the token to Ganuk. If he is not there, then you'll just simply have to wait for him to arrive. (WARNING: The Iron Worm WILL NOT take you back to Rune. If you go to another city using the Iron Worm, BE PREPARED. You will have to either know how to get back, or be willing to spend your time in that place until you can get back. You have been warned).

Eek!@# I just died, where am I, and how do I get out of here?!
You are in the Ethereal Void, or the Faerie Plane (Depending upon what race you are. Fey and Sidhe (Faeries), go to the Faerie Plane. All other races go to the Ethereal Void). There are two ways out. The first, and most often used, is to wait. Type "score", at the bottom of the information presented is the amount of time (RL Time) that you will have to wait before you are reincarnated. The second will depend on what plane you went to. Non-Faeries (In the Ethereal Void), will have to find the Hermit. He is located somewhere within the maze, and changes every so often. The maze can be entered by finding the 'Featureless Copper Door' within the void. Faeries (Feys and Sidhes), will have to find their respective ruler within the Faerie Plane. Fey will have to find their Fey Queen (In Unseelie Castle), whereas Sidhe will have to find their Sidhe King (In Seelie Castle). The locations of these two rulers do not change to a large degree. (Note: You may also drink one of three vials within your inventory. These will teleport you to a random location within the world of Alyria, so that you can explore around. Try not to die again, you will add more time to your wait).

Ok.. I reincarnated, but now I can't move? Why?
Does it say 'Nah... you feel too relaxed.'? Type "stand". (Remember that your equipment will be in your inventory, not on your body. Rewear your items before continuing).

Ack! I'm stuck! I can't get out! Help!?
If you are truly stuck, ask a Guide for help. (Type GUIDE within the game to see a list of available Guides). The Guides hold the right to refuse to transfer you out. They will determine whether the area you are in is too hard for you to leave. If they do, they may give you directions as to how to leave. Do not get angry, it is the Guide's decision to make. (Note: Guides are selected for a reason. Trust their judgment).

I heard that to gain extra practices, and special rewards called 'Quest Points', I should undergo a Quest. How do I do this?
Quests are given out at the local Quest Master. The Quest Master will be located somewhere within the town (The best tactic to use, is probably to type "Where" within the game, and see who is on that list. Then send them a polite tell, asking them where the Quest Master is for that town). Quest Masters can be found in Rune, New Rigel, Xaventry, Sigil, Templeton, Tellerium, and Maldra's Keep. Beware that Maldra's Keep is an area meant for players who are level 120 or higher. For more information on quests, type HELP QUEST within the game.

What do I do with 'Quest Points' that I earn?
Quest Points (QP) can be used to purchase items at a quest master. These are special items, since they are harder to acquire (Questing is hard work). To see what a Quest Master has to offer, go to them and type "Quest List". To see what the item does while at the quest master type QUEST IDENTIFY #.

How should I spend my Starting Practices?
Well this is truly a personal thing, and depends vastly on your race and class and more so on how you like to play, in general my best advise is that everyone needs a decent attack skill, and at least one good defense so if your class has a defense available (dodge, acrobatics, magical fade) save up for that, it will increase on its own quickly as well. As for an 'attack' this refers to a weapon skill first (sword, dagger, club) and the special attacks second (second attack, bash, fireball, enervation, etc.) which includes spells. Attributes (such as Vitality, and Wisdom) are also a good idea to increase early in the game, so you can take full advantage of them later on. To see what each attribute does, just type HELP ATTRIBUTE.

What Characteristics affect my hit points, stamina, and spell points?
Mostly these numbers are time of leveling are effected by your class & overall (multiclassed) level. When you level higher Vitality = more HP, Higher Wisdom = more practices, Higher Knowledge = More SP, during play however Sanity affects SP regeneration.

What do these 'Flags' on items mean?

  • identified - the item has been identified
  • nodrop - this is a type of curse, you may not drop this item
  • vanish-death - item decay's when holder dies
  • insulated - item is resistant to fire and cold damage
  • wont-fuse - item will not be damaged by lightning/electrical effects
  • nonmetal - item is not made of metal
  • nouncurse - item is cursed forever, this prevents looting
  • unbreakable - item immune to damage
  • nodecay - item will not decay
  • nochange - item cannot be restrung (see HELP RESTRING)
  • no-dispel - item will not spontaneously dispel/loose
  • enchantments - item has special features you must discover
  • blessed - item is blessed, help item resist damage
  • weight-reducer - all items place in container weight less (or nothing)
  • magic-resistant - item is resistant to spells
  • will-float - item will float if dropped in water
  • locker - item gives access to your locker (Rune)
  • no-sac - item may not be sacrificed
  • no-auction - item may not be auctioned
  • invis - item is invisible
  • poisoned - item is poisoned (blade end if weapon)
  • throwable - item can be thrown
  • explode - item will explode and consume itself if thrown
  • noremove - type of curse, once worn item cannot be removed
  • shocking - Weapon causes 'shocks' to opponent, can cause extra 'wait times' on commands - can frag EQ
  • flaming - Weapon bursts into flame, can cause blindness in opponent -can frag EQ
  • freezing - Weapon chills opponent, can cause 'wait time' - can frag EQ
  • vampiric - Weapon drains life force from opponent
  • vorpal - Attack can cause extra damage, and critical hit
  • magically sharp - Attack can cause extra damage

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