Adventuring Ph.D.

Adventurer's Guide

A step-by-step guide to playing the game, for players who are new to it or who wish to brush up on their knowledge.

GUIDE FOR NOVICE ADVENTURERS

guide for novice adventurers - a general overview of Materia Magica

 The Adventurer's Guide will give you information on how to get started

 in the world of Alyria. You may view any section by typing HELP followed

 by the section label, such as: HELP guide_1

 

 guide_1       Adventurer's guide I - welcome to alyria!

 guide_2       Adventurer's guide II - creating your character

 guide_3a      Adventurer's guide IIIa: attributes

 guide_3b      Adventurer's guide IIIb - vital statistics and training

 guide_3c      Adventurer's guide IIIc - secondary statistics

 guide_3d      Adventurer's guide IIId - tertiary statistics

 guide_4       Adventurer's guide IV - skills

 guide_5       Adventurer's guide V - race, class, and gender

 guide_6a      Adventurer's guide VIa - basic and informational commands

 guide_6b      Adventurer's guide VIb - movement related commands

 guide_6c      Adventurer's guide VIc - communication commands

 guide_6d      Adventurer's guide VId - general commands

 guide_6e      Adventurer's guide VIe - combat commands

 guide_6f      Adventurer's guide VIf - item commands

 guide_6g      Adventurer's guide VIg - magic-related commands

 guide_7a      Adventurer's guide VIIa - movement

 guide_7b      Adventurer's guide VIIb - formations, recall, and ships

 guide_7c      Adventurer's guide VIIc - other transportation methods

 guide_8a      Adventurer's guide viiia - items and shops

 guide_8b      Adventurer's guide viiib - equipment

 guide_9a      Adventurer's guide IXa - magic

 guide_9b      Adventurer's guide IXb - spellcasting classes

 guide_9c      Adventurer's guideIXc - Bardic, Herbal, and Druidic Magics

 guide_10a     Adventurer's guide Xa - combat

 guide_10b     Adventurer's guide Xb - armor resistance and combat defenses

 guide_10c     Adventurer's guide Xc - player killing combat

 guide_10d     Adventurer's guide xd - death and the afterlife

 guide_11a     Adventurer's guide, XIa - Questing

 guide_11b     Adventurer's guide, XIb - Marks

 guide_12      Adventurer's guide, XII - the village and valley of lasler

 guide_13      Adventurer's guide, XIII - verity isle and multiclassing

 

 THE NOVICE CLAN

 Novices also have available to them a special clan, the Novice Clan,

 that is available for characters level 90 and under. You will be auto-

 enrolled in the Novice Clan every time you log in, until you reach 

 level 60, when you will graduate.

 

 Before level 90 you may enroll/unenroll any time by typing 'NOVICE' at the

 prompt. The NOVICE clan is designed to help new players assist each other

 in their exploration of the world and for general camaraderie.

 

 For information on the Novice Channel after level 90, see the

 HELP NOVICE CHANNEL entry for more information.

ADVENTURER'S GUIDE - SECTION 1: WELCOME TO ALYRIA

adventurer's guide I - welcome to alyria!

 The world of Alyria is a fascinating and dangerous place, teeming with 
 magic, mystery, and monsters. Orbiting the planet are the twin moons,
 Marabah and Trigael. An odd alignment of the moons and stars causes the 
 world (and nearby planes) to be saturated with chaotic, etheric energy. This 
 energy is anthropomorphized in the form of the elemental Powers, from which 
 all magic-users of Alyria draw to produce magical effects.

 Inhabiting the four major continents of Alyria are fourteen major species of

 organized, intelligent life. From this life has sprung townes, villages, and 
 other communities. The Council of Seven, a group of Lords and Ladies

 that also individually control their own territories in the world, 
 collectively governs as much of Alyria as it can. The Council is led by Lord 
 Agrippa, who lives in a castle near the Towne of Rune.

 Providing support for the Council of Seven, as well as "handling their 
 own", is the Council of the Arcane, a group of powerful magic-users that 
 (attempt) to provide order and logic to the many magicians that exist in 
 Alyria. Magic, by its very nature, is chaotic, so the governing attempts of 
 the Council of the Arcane are thought by many to be an uphill battle.

 Beneath the overworld of Alyria lurks the Great Alyrian Underground, a vast 
 network of tunnels and caverns, and even featuring a massive underground 
 ocean. Lord Agrippa himself has authorized expeditions to seal the opened 
 passages to this treacherous place, to keep the population of horrific 
 creatures from spilling out into the world. Home to some of the most 
 malicious and evil creatures ever recorded, the Great Alyrian Underground is 
 not for just any curious adventurer.

 Existing in a sort of "pocket plane" near Alyria is the Faerie Plane. Those 
 of the faerie races, including the powerful Fey and Sidhe, call this place 
 home. The nature spirits of faerie are very powerful, since they command the 
 forces of the elements themselves, and cannot be bound or coerced by common 
 magical means. They have their own agendas and thus are very dangerous 
 individuals to deal with. Divided into two groups, the Seelie and Unseelie 
 Courts, the faeries are led by a King and a Queen, respectively.

 As a new player character starting out in the world of Alyria, you will 
 begin your journey in the Village of Lasler, a small farming village in the 
 Valley of Lasler, located to the northwest of the Towne of Rune. The village

 is a good place to learn for the budding Adventurer. It contains places to 
 explore and rewarding tasks to perform, places to practice spells and 
 proficiencies, and places to train attributes. Lasler also contains 
 interesting (and sometimes aggressive) flora and fauna, from faerie rings to 
 floating eyes.

ADVENTURER'S GUIDE - SECTION 2: CREATING YOUR CHARACTER

adventurer's guide II - creating your character

 Character Name
 The name of your character is important - you're going to have it for a long 
 time, so please consider it carefully. You should use a name that fits into 
 the medieval-like theme of the game. Or you can make use of the 
 automatically-generated names - once you type NEW, you will be asked if you 
 wish to view a list of automatically-generated names for your character. 
 Pick from one of those or make up a name of your own.

 Password
 Once you've selected the name for your character, you'll be asked to enter 
 a password. Your password should be from 5 to 25 characters long, cannot 
 contain your character name, and must contain at least one number. For 
 security reasons, text echoing will be turned off so you may briefly not be 
 able to see what you are typing in. You'll need to enter your password twice 
 in order to confirm it. It is a good idea to use a unique password that only 
 you will know. It should not be a password you have used elsewhere.

 Character Race and Class
 The next step in the character creation process is to pick the race and class
 of your character. Before you can do that, however, you should know more about
 the attributes and vital statistics that will make up your character. More
 information about these options is covered in the next entry of this guide.
 Once you have selected your race and class, you will be shown your stats and
 asked if you would like to keep this character.  If you are satisfied with
 your choices and select yes, you can proceed to adding a security question.

 Security Question
 You will need to pick a security question (also known as a challenge 
 question) and enter an answer for your character. The answer to the security 
 question should be something only you would know, and should be at least 
 three characters long. We'll also need to know your real name and email 
 address. This information will only be used for account validation and to
 verify your identity in the event you forget your password and need it reset.
 We won't be adding your name or email address to any annoying email or spam
 lists, and this information will not be made available publicly, either
 in-game or on the website.

Adventurer's guide iiia: attributes

adventurer's guide iiia - attributes

 Character Attributes

 

 Your character's attributes represent his innate characteristics and 

 capabilities: strength, sanity, stamina, knowledge, wisdom, agility, 

 personality, courage, luck, and vitality. Attribute values are quite 

 important, as they systemically affect everything about your character, and 

 each attribute value will affect them in a different way. You can increase 

 the primary attributes through working with a Trainer, or they can be 

 magically increased through spells or items.

 

 Attribute values can be as low as 3 points and as high as 25 points. How 

 high and how low your attributes can go is affected by the race of your 

 character. Additionally, each class has a "prime" attribute, one that the 

 class needs most of all in order to learn the skills of that class.

 

 Individual primary attributes are defined as follows:

 

 Strength:    This is a measure of the brute force one can bring to bear in 

 any given endeavor. It affects how much you can carry, how much damage you 

 do with weapons.

 

 Knowledge:   This is a measure of the intelligence of your character. The 

 higher the knowledge of a character, the less effort they will need to expend

 in spell casting and learning new skills.

 

 Wisdom:      This is a measure of the "common sense" of a character. It 

 allows for self-improvement, and in some cases, helps a character resist 

 certain works of deceit. 

 

 Agility:     This is a measure of the speed and precision of a character.

 Its affects are most obvious in a combat role, as agile characters are more

 likely to accurately hit a target, and conversely, cause an opponent to miss them.

 

 Personality: This is a measure of a character's charm. It is not just a 

 measure of how likable a character is, but helps to measure their ability 

 to lead, negotiate, or otherwise interact with other characters.

 

 Vitality:    This is a measure of a character's general health and well-

 being. More robust characters are able to take more hits in combat, travel 

 farther distances, and tend to need less sleep than normal. Vitality helps 

 in the regeneration of hit points and stamina.

 

 Luck:        This is a measure of how lucky your character is and affects 

 random probability.

 

 Courage:     This is a measure of a character's ability to conquer his or 

 her fear. Some monsters (also known as NPCs, or Non-Player Characters) 

 generate a magical fear which instills a completely irrational terror in 

 nearby living creatures. Courage can help a character override this fear and 

 act normally for a period of time. 

 

 Sanity:      This is a measure of a character's ability to resist insanity, 

 and their ability to control magical forces. Characters with a high 

 sanity characteristically recover from their spellcasting efforts in less 

 time, and can sometimes force a spell to finish regardless of the absence of 

 material components.

 

 The guide continues about Vital Statistics in section III a.

Adventurer's guide iiib - vital statistics

adventurer's guide iiib - vital statistics and training

 Vital Statistics

 

 Hit points, spell points, and stamina are often referred to as vital statistics.

 These statistics will all be altered via normal game play and will regenerate

 regularly as time passes.

 

 Hit Point:   Hit Points (also known as "hp") is a value that is reflective 

 of how healthy your character is. These points can be used up by receiving 

 damage through combat, magic, and other miscellaneous factors. When your 

 character's hit points drop to zero, they will die.

 

 Spell Points: Spell Points (also known as "sp") is used when 

 your character casts magical spells, uses certain magical or esoteric 

 proficiencies, or makes use of certain magical items. If your character's 

 spell power drops below the amount required for a certain spell, they will be 

 temporarily unable to cast that spell.

 

 Stamina:     Stamina (also known as "st") is used when your character moves 

 - either through combat actions, normal walking, making use of certain 

 magical items, and various proficiencies.

 

 Training Attributes and Vital Statistics

 

 Through use of the TRAIN command, you can increase the attributes

 (strength, intelligence, etc.) or vital statistics (hit points, spell 

 points, stamina) on your character, thus increasing his effectiveness. 

 Training sessions cost practice points. Additionally, there are limits on 

 how much any attribute or vital statistic can be trained, depending on your 

 character's race.

 

 You may only train at a designated trainer (sometimes called Guildmasters). 

 These trainers can be found in most major cities and in some remote 

 locations.

adventurer's guide iiic - secondary statistics

adventurer's guide iiic - secondary statistics

 Secondary Statistics

 

 You won't see all of these statistics when you are in the process of 

 creating your character, but they are important as you progress in the game 

 and it will be helpful to have some knowledge of them. Some of these 

 attributes will appear under AFFECTS if your character is affected by the 

 Detect Magic spell.

 

 Experience Points and Level

 

 Your character advances in power by gaining experience points. Experience 

 points are a way of keeping track of how much your character has learned 

 over the course of their lifetime. You can gain experience through 

 combat, completing quests, and other methods.

 

 As you gain experience points, your character's overall experience (known 

 as "level") will increase as well. Level is broken up into two values - 

 class level and total level. Your character may gain a maximum of 60 class 

 levels in each class. Total level is the total amount of your class levels. 

 Your character can get up to a maximum of 240 total levels, at which point 

 they will become a Hero, having excelled in any of the four major adventuring class 

 archetypes (Fighter, Thief, Mage, and Cleric).

 

 Beyond that, your character may choose to become an Archon (Level 241), 

 which is a special class available to Heroes. Once your character becomes

 an Archon, their total level will stop rising and they will be able to gain up to 

 180 additional class levels for a total of 241 total levels and 241 class levels.

 

 Practices

 

 Practices are considered the amount of training sessions your character has 

 earned. Your character primarily earns practices through gaining levels, but 

 they can also gain practices through completing quests, performing special 

 tasks, and other methods. Practices are spent when your character wants to 

 learn more about a particular spell or proficiency. As well as training attributes

 and vital statistics.

 

 Equipped Weapon Damage

 

 Equipped Weapon Damage will show up in your character's EQUIPMENT 

 information. This is an estimate based on how 

 much damage your character can potentially cause to a target that is not 

 wearing any armor or affected by protective spells.

 

 Accuracy

 

 Accuracy is a modifier that affects how effectively your character can hit 

 a target, whether using magic or weapons. It can be seen on weapons, 

 as all weapons have a base accuracy modifier. Accuracy affects spells in 

 that it will modify your character's chances of hitting a target with 

 specific spells.

 

 Armor Resistance

 

 Your character is comprised of several body parts. While they may not all 

 be called by the same names in all races (and all may not be available to 

 all races), they can be classified into the following categories: head, 

 torso, arms, legs, wings, and tail.

 

 Each body part has its own armor resistance, which is a way of measuring 

 how much damage your character can absorb if a hit successfully connects 

 with that body part. 

 

 Armor resistance does not have a cap but offers diminishing returns the higher

 value you have. An armor resistance value of 0 means that there is no resistance

 to attacks.

 

 Affects

 

 Affects are active "conditions" on your character, whether magical or 

 physical. For example, if your character was affected by the "armor" spell 

 that improved their armor resistance, this would be considered an affect. 

 Affects usually, but not always, will wear off after a certain period of 

 time. A full list of your current affects can be seen via the AFFECTS command,

 and an even more detailed breakdown with AFFECTS ALL.

 

 Saving Throws

 

 Saving throws are the chance that a player has when certain spells and 

 effects are used on the player. There are five different saving throw types, 

 namely saving vs. spells and magic in general, saving vs. petrification, 

 saving vs. paralyzation, saving vs. breath attacks, and saving vs. rods. 

 Saving throws may be modified through certain spells and enchantments on 

 some magical items.

adventurer's guide iiid - tertiary statistics

adventurer's guide iiid - tertiary statistics

 Tertiary Statistics

 

 Quest Points

 

 Quest points are gained through the completion of quests. The members of 

 the Council of Seven - the Lords and Ladies of Alyria - will allow you to 

 undertake quests in order to gain quest points as well as other rewards, 

 such as practices, gold, experience points, and special items. Quest points 

 can additionally be saved up and used at any quest master to purchase 

 especially items.

 

 Gold

 

 Gold is used to purchase most goods and services within the world of Alyria 

 from shops, some NPCs, and PCs (Player Characters). You can carry a limited 

 amount of gold on hand before it starts slowing down your movement (this is 

 known as "encumbrance"). You can store extra gold in banks, which can be 

 found in most major townes in Alyria.

 

 Reputation

 

 Reputation is a value that ranges from -100 to 100 and represents your 

 character's notoriety to other PCs. A low reputation score marks your 

 character as someone from which to stay away, and a high reputation score 

 marks your character as a "safer". Reputation is modified in a negative 

 manner when you defeat other PCs in combat and will regenerate very slowly.

 

 Height

 

 Height can be seen when you or someone else LOOKs at your character as well

 as your SCORE screen.  Height is based on race and gender.  A player's

 height may affect many gameplay mechanics and can be magically modified.

 

 Alignment

 

 Alignment is a number that can vary from -1000 to 1000 that describes your 

 character's tendency for good or evil. The lower the number, the more evil 

 your character will be. The higher the number, the more holy your character 

 will be. Alignment affects what NPCs may be inclined to attack you, as well 

 as how well you can use certain magical items and equipment.

 

 Age and Birth Date

 

 Age is the current age of your character based on a random birth date

 selected for you upon character creation and can be modified via magical

 means.  You can view this from the top right of the 'SCORE' screen.  

 

 Next you will learn about character skills and how attributes and vital

 statistics help in their use and effectiveness.

ADVENTURER'S GUIDE - SECTION 4: SKILLS

adventurer's guide IV - skills

 Skills

 

 Skills are special feats, or actions, your character can take that produce 

 certain (usually) predictable results. Skills are broken up into two major 

 types: Spells and Proficiencies. Spells are of a magical nature and require 

 the use of spell power to cast. They also usually require physical magical 

 supplies (known as reagents). Proficiencies are everything else, including 

 the more physical skills (weapon use, tracking, stealing, etc.) and special 

 

 race-based skills such as Fey and Sidhe shape-shifting. The skills your 

 character will have access to are dependent upon their race and class 

 selection. Some magical items can also grant the use of particular skills to 

 a character.

 

 There are several different schools among which proficiencies and spells 

 are divided. Schools are a way of classifying the tangible aspects of a 

 spell or proficiency, and while some skills may seem to overlap schools, 

 there is generally one main school in which they fit the best, as follows:

 

 Proficiency Schools

        

 Weaponry  (WEA)  Proficiencies that involve a physical weapon

 

 Defense   (DEF)  Proficiencies that are primarily defensive in nature

 

 Combat    (COM)  Proficiencies that are primarily combative in nature

 

 Technical (TEK)  Proficiencies that involve technical knowledge

 

 Mystical  (MYS)  Proficiencies that use supernatural forces or mental powers

 

 Spell Schools

 

 There are many spell schools, but the ability to cast spells listed in a

 character's spell list is based on their Spell Complexity Comprehension.

 

 Spell and Proficiency Complexity and Comprehension (SCC and PCC)

 

 Spell and Proficiency comprehension percentages are used to determine what 

 skills your character can use, and how difficult they are for him to use. 

 These comprehension ratings run from 1% to 100%, 100% being the best, and 1% 

 being the worst. For example, if a spell had a complexity rating of 45%, it 

 means that only a spellcaster who had a Spell Complexity Comprehension (SCC) 

 rating of 45% or higher would be able to cast it. And, of course, the further 

 above 45% their SCC rating was, the easier the spell would become to cast.

 

 Spell Complexity Comprehension has just one rating, which applies to all 

 magic across all schools used by the character. Proficiency Complexity 

 Comprehension is split up into five separate ratings, based on the school of 

 that proficiency.

 

 Both SCC and PCC are listed on a character's SCORE sheet, just below their

 stats and ability scores.

 

 Practicing Skills

 

 The PRACTICE command allows you to train a skill (proficiency or spell) and 

 increase your knowledge of it. It is different from the TRAIN command in

 that you are not learning about an attribute or a vital statistic, but about 

 something more specific.

 

 You may only PRACTICE at a designated trainer (sometimes called 

 Guildmasters). These trainers can be found in most major cities and in some 

 remote locations.

 

 You cannot practice all available skills at the same trainer. As in real 

 life, each trainer has a skill set they are most familiar with and 

 offers that knowledge to Adventurers.

 

 To practice a skill or spell, type PRACTICE <'skill name'> <#>.  Practicing

 an ability by 1 will raise that ability's learned percent by 1%. You can

 practice a skill or spell by up to 75 at a time.  Practicing a skill

 past 75% takes extra resources.  More information on that by typing

 HELP PRACTICE.

 

 The number of practice points it will take in order to raise a skill by one

 percentage point is largely based on your level. As you progress through

 levels and change classes, it will take more and more practices to raise a

 skill one percentage point, as it is harder to learn new skills as you get

 more experienced in multiple disciplines.

 

 Now that you know more about what goes into making your character unique, 

 it is time to discuss race and class.

ADVENTURER'S GUIDE - SECTION 5: RACE, CLASS, AND GENDER

adventurer's guide V - race, class, and gender

 Race

 

 Each race has some benefits and some drawbacks - no race has a definitive 

 advantage over the others. Where one race might be physically strong and 

 able to do lots of damage in melee combat, another may excel in magic, 

 allowing them to make use of more spells and magical items. Finding the 

 right race for you is a matter of taste and style of play, but with one 

 additional caveat: the race that you have chosen will affect the range of 

 classes from which you are able to select, so be sure to take that into 

 consideration.

 

 The races you may choose from are as follows.

 

 Human       Elf         Half-elf    Dwarf       Ogre        Fey       Sahuagin

 Gnome       Halfling    Dracon      Minotaur    Drow        Sidhe      Sporefolk

 

 If you want to view more information about a specific race, as well as to 

 see a list of classes that is possible for that race, type help <race name>.

 

 Class

 

 Four main categories make up the class range for adventurers: thief, mage, 

 cleric and fighter. Throughout your character's career, they will have the 

 opportunity to choose one class from each of the four categories. As with 

 races, each class has benefits and drawbacks. There is no one perfect race 

 and class combination and so it comes down to personal choice.

 

 The classes you may choose from are as follows. 

 

 FIGHTER          MAGE          CLERIC          THIEF

 Barbarian        Wizard        Priest          Rogue

 Cavalier         Monk          Druid           Bard

 Valkyrie         Ranger        Shaman          Knave

 Paladin          Psionic       Witch

 

 If you want to view more information about that specific class, as well as 

 to see a list of proficiencies or spells to which that class has access, 

 type help <class name>.

 

 Gender

 

 Gender has no mechanical function in Alyria, and is primarily for roleplay. 

 Once a player reaches level 240, their gender may be changed at any time by

 using the CLASS RESPEC command at a Class Master.  

 

 There are six genders available for adventurers to choose from:

  Male             - he/him/his

  Female           - she/her/her

  Non-binary       - ou/them/their

  Asexual          - ou/them/their

  Androgynous      - ou/them/their

  Monomorphic      - it/it/its

 

 Attribute Range

 

 Characters will have a set of statistics applied based on their race and

 class.  Keep in mind that each class has a "prime" attribute, one that the

 class needs most of in order to learn the skills of that class.  A classes

 primary attribute receives a discount on the practice cost to train it.  

adventurer's guide via - basic and informational commands

adventurer's guide via - basic and informational commands

 Interacting With the Game







 These are the basic commands you will need to get started in the world of

 Alyria.  Most commands have a lot more functionality than is shown in this

 brief list.  Common abbreviations for the commands are specified in

 parentheses to the right of the command itself.





 To see an entire list of available commands at your character level, type

 'commands' within the game. 




 Informational Commands




 These commands will tell you more about your character, other characters,

 and the world around you.




 help:          Materia Magica has an extensive help database and many 

                questions may be answered by typing HELP <topic>. Help train will

                give the max statistics for each race, HELP <race name> and HELP

                <class> will give an overview of each race and class. 

 

 look:          Tells you about the room or area that you are currently in. You

                can also look at other characters, look at objects, look inside 

                objects, and look in a specific direction to see what's in the

                adjoining area. This command can be shortened to (l).

 

 skills:        The SKILLS command is used to display your character's list of

                available proficiencies or spells.

 

 who:           The WHO command is used to display a list of players that are

                currently active and online.

 

 where:         This command will report a list of nearby players and their

                specific locations, based on their proximity to you.

 

 score:         This command displays a complete list of information regarding

                your character, such as attributes, spell comprehension, number of 

                kills, experience points, etc.

 

 affect:        The AFFECT command will display a list of spells or conditions

                with which you are currently affected, as well as applicable

                durations. This command can be shortened to (aff).

 

 set:           SET lets you turn in-game environment settings ON or OFF. These

                settings can be used to customize what you see in the game, among 

                other things. 

 

 socials:       The SOCIALS command displays a list of the several hundred 

                "actions" or "emotions" that you can use to show how you feel to 

                other players. To create your own socials, emote <description>.

 

 commands:      Displays a list of commands that are available at your character's

                current level of experience.

 

 levels:        Command that lists how many experience points your character needs

                in order to advance through the levels in his class.

 

 time:          Displays the current Alyrian time, game time, phases of the twin

                moons Trigael and Marabah, as well as other information. If you do 

                not have a clock or watch in your possession you will see an

                approximation of the current Alyrian time.

 

 weather:       Displays the weather conditions for your current location, if you

                are outdoors.

 

 gold:          Lets you view the amount of gold you have on hand, and  in any bank

                accounts. This command may be shortened to ($).

 

 description:   This command allows you to change the descriptive text shown when

                other people see your character in the game. When they view you 

                using the 'LOOK' command, they will see the description you enter.

                This command may be shortened to (desc).

 

 title:         Title sets the phrase that immediately follows your name when

                people LOOK in the same room as you. You can check your title by

                typing SCORE.

 channels:      Materia Magica has several global and semi-global communication

                methods that you can activate or deactivate based on your current

                desires. Using the CHANNELS command, you can set the channels that 

                you wish to see displayed in the game.

 

 survey:        With the SURVEY command, you will examine the area for familiar

                landmarks to determine your current location.

 scan:          Closely examine what lies beyond all exits from a location. 

 

 notify:        Notify is a feature that allows you to track the comings and

                goings of your friends - when they log in to the game, when they

                log out, etc.

Adventurer's guide vib - movement related commands

adventurer's guide vib - movement related commands

 Movement-Related Commands



 These commands will let you move around in the world of Alyria, as well as

 other movement-related actions.  For general information on moving in the

 world of Alyria, see HELP MOVEMENT.

 

 north     (n)  Moves your character north, if an exit exists in that direction.

 

 south     (s)  Moves your character south, if an exit exists in that direction.

 

 east      (e)  Moves your character east, if an exit exists in that direction.

 

 west      (w)  Moves your character west, if an exit exists in that direction.

 

 northwest (nw) Moves your character northwest, if an exit exists in that direction.

 

 northeast (ne) Moves your character northeast, if an exit exists in that direction.

 

 southwest (sw) Moves your character southwest, if an exit exists in that direction.

 

 southeast (se) Moves your character southeast, if an exit exists in that direction.

 

 up        (u)  Moves your character up, if an exit exists in that direction.

 

 down      (d)  Moves your character down, if an exit exists in that direction.

 

 enter          Lets your character enter a special exit item, such as a portal.

 

 recall         RECALL lets your character return instantly to your home, or 

                nearest recall point (usually a SAFE location). This command is useful

                if you become lost. Typing RECALL LIST will show you the nearest

                recall point.

 

 sleep          Lets you sleep on the ground, or on an item, such as a travel cot.

 

 wake           If you are asleep, WAKE will cause you to awaken. You can also

                use WAKE to wake another sleeping player.

 

 stand          Causes you to stand up if you are resting or sitting. You can also

                stand on an item, such as a platform or carpet.

 sit            Lets you sit on the ground, or on an item, such as a chair.

 

 rest           Lets you rest on the ground, or on an item, such as a chair or bed.

 

 search         Searches the room for hidden items. You may have to search multiple

                times to find hidden items, depending on how well they are obscured.

 

 hide           Hide in the shadows so that you cannot be detected, or hide an item

                at your current location.

 dig            Dig up ground at a location to look for a buried item or door. You

                will need a spade to dig, and if the ground is hard enough, a 

                pick-axe as well.

 

 bury           Bury an item in the ground using a spade. If the ground is hard,

                the job may require a pick-axe as well.

adventurer's guide vic - communication commands

adventurer's guide vic - communication commands

 Communication Commands

 

 These commands enable you to communicate with other characters (both NPC and 

 PCs) around you.

 

 pray           If you are stuck and need help, pray will send a message to 

                any Immortals who may be online.

 tell           Sends a message to a specific character, privately.

 

 reply          Sends a message to the last character to send you a tell.

 

 say            Sends a message to your current room, and everyone within that room.

 

 sayto          Sends a message to your current room, but directs it to a 

                specific character within the room.

 

 whisper        Sends a private message to a character in your current room.

 

 yell           Sends a message to everyone in your area / general vicinity.

 

 shout          Sends a message to everyone in your area / general vicinity. 

                SHOUT has a greater range than YELL.

 

 dream          If you are sleeping, you can use the DREAM channel. Dream 

                sends a message to other sleeping PCs.

 

 clantalk / ct  As a novice you will be automatically enrolled in the Novice 

                Clan, which is a group of novice adventurers (some more novice

                than others) who can use CLANTALK to communicate and assist

                each other in learning the game.

 

 auction        Auctioning is a way to sell items to other players globally, 

                regardless of their location in the world. Anyone may bid on any

                item being auctioned if they have enough money. Auction is

                available to players level 20 and higher.

adventurer's guide vid - general commands

adventurer's guide vid - general commands

 General Commands

 

 These are general commands with which every Adventurer should be familiar.

 

 alias         Using the alias command, you may create a synonym for a longer

                legitimate command, and then use the shortened version

                instead of the full version.

 

 chat           Materia Magica has a special chat room feature. These rooms 

                allow people who want a break from playing the game, or who just

                want to chat in a fantasy role-playing setting, a place to do so

                without fear of evil sorcerers, insane shopkeepers, and the like.

 

 train         Through use of the TRAIN command, you can increase the 

               attributes (strength, intelligence, etc.) or vital statistics

               (hit points, spell points, stamina) on your character, thus 

               increasing their effectiveness.

 

 practice      The PRACTICE command allows you to train a skill (proficiency 

               or spell) and increase your knowledge of it. It is different from

               the TRAIN command in that you are not learning about a general

               attribute or a vital statistic, but about something more specific.

 

 

 shop          Through your travels in Alyria you will come across many 

               merchants seeking to sell you goods and services, or buy goods

               from you. You can buy many different types of goods and services

               from shopkeepers, such as weapons, magical spells, horses, pets,

               etc. - all using the SHOP command in the presence of a shopkeeper.

 

 quest         The QUEST command allows you to undertake and manage quests. The

               members of the Council of Seven - the Lords and Ladies of Alyria

               - will allow you to undertake quests in order to gain special

               points called 'quest points', as well as other rewards, such as

               practices, gold, experience, and special items. Quest points can

               additionally be saved up and used at any quest master to purchase

               specially-enchanted items.

 

 

 class         Once a player reaches level 60 in their current class, the

               option to change classes is available. Classes are changed by

               collecting and providing desired gemstones - black tourmalines

               - to a local Lord (such as Lord Agrippa). The CLASS command, 

               when used in the presence of a local Lord, allows you to deposit

               gemstones with them, view your multiclass gemstone account, as

               well as change classes when you are ready.

 

 shift         Faerie characters - those of the Fey and Sidhe races - have 

               the ability to shift shape due to their magical natures. The

               SHIFT command allows the faerie to change shapes for a limited

               amount of time and can only be done at night.

 

 quit          This command allows you to exit the game safely and saves 

               your character for later return. While you do not have to use

               this command to have your items saved, it is recommended as

               if there are items that will not persist or that you cannot

               take with you (items that are greatly out of your level range,

               and some special items) you will be informed. You do not have

               to be in a special location to quit and save in Materia Magica.

adventurer's guide vie - combat commands

adventurer's guide vie - combat commands

 Combat Commands

 

 These commands are used to start, navigate, and end combat situations.

 

 combat        The COMBAT command allows you to toggle combat settings, such 

               as defenses, combat display modes, etc.

 

 consider      This command gives a rough estimate on what your chances are 

               of defeating a character in combat, based on a limited set of

               criteria, including hit points, level, and race.

 

 kill / attack When you wish to attack a creature or person, simply use the 

               ATTACK or KILL command to begin melee combat. If you are in

               area where combat is permitted, you will begin exchanging blows

               with your opponent.

 

 flee          Allows you to flee from your current combat situation, if 

               possible. Setting contextual-directions on will allow you to

               flee simply by entering the direction you wish to attempt to

               flee to.

 

 bash          Bashing a victim is a special combat move that requires one 

               (in most cases) to be wielding a shield of some kind and allows

               one to smash their opponent over the head with it. Bashing

               requires a great deal of stamina and strength on the part of the

               user. Minotaurs can bash without holding a shield. You must have

               the 'bash' proficiency to use the BASH command properly.

 

 feed          Feed allows one to drink blood either from puddles on the ground

               or directly from the neck of an enemy.  Fey may only use feed 

               while not in combat.  Sahaugin may only use feed in combat to

               tear a chunk of flesh from their victim. You must have the 'feeding' 

               proficiency to use the FEED command properly.

 

 kick          Kicking allows the attacker to cause a karate-chop type of attack

               to the target. However, a failed kick may throw an unwary fighter

               off balance, causing them to miss the next round of combat.

               You must have the 'kick' proficiency to use the KICK command properly.

 

 backstab      Backstab is the favored attack of thieves, murderers, and other

               rogues. It can be used with any small-sized piercing weapon, such as

               a dagger or hook. You must have the 'backstab' proficiency to

               use the BACKSTAB command properly.

 

 breathe       BREATHE allows those of the Dracon race to use a special breath

               attack on their victim. Breath attacks include frost, fire, gas 

               (poison), acid, and lightning. Depending on the level of the

               Dracon, one or more breath attacks will be available.

adventurer's guide vif - item commands

adventurer's guide vif - item commands

 Item Commands

 

 These commands are used to interact with items in the game. For more 

 information on item attributes, see HELP ITEM ATTRIBUTES.

 

 inventory:    The INVENTORY command lists the items you are currently carrying.

               It does not show the items that you are wearing on your body - 

               for that you need to use the EQUIPMENT command. This command may

               be shortened to (inv).

 

 equipment:    This command lists the items in your inventory that you are

               currently wearing, and their locations on your body. You will also 

               see a list of body locations and the Armor Resistance (AR) values

               for each location. This command may be shortened to (eq).

 

 wear / equip / hold    EQUIP lets you wear an item or wield a weapon.

 

 remove / unequip       UNEQUIP lets you remove an item (in most cases) that 

                        you have previously EQUIPped.

 

 examine       EXAMINE is a synonym for LOOK. It lets you inspect an item's

               visible attributes. If you have the LORE proficiency, it will 

               reveal even more information about the item.

 

 get / take    GET allows you to pick an object up from the ground or from

               inside a container, such as a chest or a bag.

 

 put           PUT transfers an item from your inventory to a container.

 

 drop          DROP drops an object that you are carrying, including gold coins,

               on the ground.

 

 open          OPEN allows you to open a door or container.

 

 close         CLOSE allows you to close an open door or container.

 

 eat           EAT allows you to ingest an item of food, a potion, or a pill.

 

 drink         DRINK allows you to drink from a container of liquid or ingest

               a magical potion.

 

 use           USE lets you make use of an item such as a magical wand, orb,

               or scroll.

 

 sacrifice:    SACRIFICE lets you destroy an item in honor of the Power(s) that

               your character serves. Using this command usually results in a 

               gold reward. This command can be shortened to (sac).

 

 give          GIVE allows you to hand an item or gold to an NPC or PC.

 

 lock          LOCK allows you to lock a door or container (if you have its key).

 

 unlock        UNLOCK allows you to unlock a locked door or container (if you

               have its key).

 

 fill          FILL allows you to fill an empty container or lamp with a liquid,

               such as water or oil.

 

 empty         EMPTY allows you to empty a container filled with a liquid, so

               that you may refill the container with something else.

 

 light         LIGHT ignites a light source (such as a torch or lantern). Light

               sources, unless magical, can only remain lit for a certain period

               of time before burning out. If the light source can be refilled - 

               such as in the case of most lanterns - you can replenish the light

               source with lamp oil (available at most General Stores) by using

               the FILL command. Only magical lights may be used underwater.

 

 extinguish    EXTINGUISH puts out a burning light source (such as a torch). Lit

               items usually have limited amounts of time they can be used, so

               it is a good idea to extinguish lights when you do not need them.

 

 push          Allows you to PUSH an item, such as a button. Not all items can

               be PUSHed.

 

 pull          PULL allows you to PULL an item, such as a lever. Not all items

               can be PULLed.

 

 turn          TURN allows you to TURN an item, such as a dial or knob. Not all

               items can be TURNed.

adventurer's guide vig - magic-related commands

adventurer's guide vig - magic-related commands

 Magic-Related Commands

 

 These commands are used by classes with magical abilities. Most 

 spellcasting classes will make use of scrolls and spellbooks in order to 

 gather the magical knowledge needed. Some have the abilities through other 

 methods, such as Druids who can invoke and evoke energies.

 

 cast          CAST allows you to cast a spell on a target, such as a 

               creature or item.

 

 invoke        INVOKE works very much like CAST, and is used by Druids to 

               invoke elemental powers to protect them during battle and

               empower other miscellaneous magical effects. INVOKE requires

               individual Druid-only element-based spells in order to use.

 

 evoke         EVOKE works very much like CAST, and is used by Druids to 

               invoke elemental powers to summon elemental powers outside

               of themselves, whether to inflict harm on a target or for

               another purpose. EVOKE requires individual Druid-only

               element-based spells in order to use.

 

 play          PLAY allows the Bard to produce magical effects through 

               music. You must have the MUSIC proficiency, and be holding

               a musical instrument, in order to use the PLAY command.

adventurer's guide viia - movement

 Adventurers can move around in the world of Alyria in the following 

 directions:

 

 north           south           east            west         northwest

 northeast       southwest       southeast       up           down

 

 Directions can be abbreviated for convenience (example: 'n' is the same as 

 'north', 'ne' is the same as 'northeast').

 

 Movement consists of moving your character from location to location. 

 Locations in the game are usually referred to as "rooms", even if they are 

 outside. "Rooms" can be of varying shapes and sizes based on the type of 

 room, and may have different terrains as well.

 

 Generally, movement costs stamina. Different types of terrain (such as a 

 hilly room or heavily-wooded forest, versus a city street) will take more or 

 less stamina to move through.

 

 Some bodies of water (lakes, rivers, the ocean) as well as special rooms 

 cannot be crossed unless you have an active levitation spell. There are also 

 areas (high mountains, steep cliffs) that are impassable, and cannot be 

 negotiated with conventional means of transportation.

 

 You may also come across Portals in your travel - these are special 

 constructs (usually magical) that can take you to areas that are otherwise 

 inaccessible. Portals and other special items can be entered using the ENTER 

 command. But beware - once you enter a portal, you may not be able to get 

 back! Look IN a portal before entering it to see where it goes.

 

 The Compass Display

 

 The Materia Magica Compass tells you the obvious directions in which you 

 can move, as well as in which directions there are obvious doors. The 

 following is an example of the compass (shown when you type LOOK, or just 

 enter a room normally):

 

  The Iron Temple                                        -      N     NE

 (-------------------------------------------------)     # <-U-(M)---> E

                                                         -      S      -

 

 You may turn the displayed compass ON or OFF using the SET COMPASS command. 

 If you prefer to display the exits on one line instead of as a compass 

 (which may be easier for some auto mappers), you can toggle SET SHOW-EXITS 

 to ON.

 

 The symbols displayed in the compass locations may vary depending on the 

 status of the room that lies in that direction, or the exit between you and 

 the room that lies in that direction.

 

 No Exit        -

 Directional Symbols    N, S, E, W, NE, NW, SE, SW, U, D

 Windows        [ or ]

 Closed Door    #

 Uncertain/Obscured Exit        ?

 

 The color of the displayed compass direction will give you information as to 

 conditions in that room. Bright colors indicate that the room has a light 

 source, and dark colors indicate that the room requires a light source.

 

 Bright Yellow   Indicates the room is normal and lit

 Dim Yellow      Indicates the room is normal and dark

 Bright Red      Indicates the room is flagged as PK and lit

 Dim Red         Indicates the room is flagged as PK and dark

 Blue            Used to display a window

 Magenta         Used to display a closed door

 

 PK Rooms will also add a line in bright red to the displayed room 

information, such as "WARNING: You are in a LAWFUL PLAYER KILLING room". Be 

 cautious of these rooms.

 

 Turning SET SHOW-COLOR-ALTERNATIVES on in conjunction with SET SHOW-EXITS 

 will show you text-based status information (not just with colors). This can 

 be useful for players who make use of screen readers.

 

 There are additional display settings you can also tweak - please see HELP 

 SET for a list.

adventurer's guide viib - formations and recall

adventurer's guide viib - formations, recall, and ships

 Formations

 

 During your journeys through the world of Alyria, you needn't travel alone 

 - you may decide to travel (or fight) in a FORMATION.

 

 A Formation is a group of 2 to 9 players traveling together, following a 

 leader. All members of the formation share experience points equally, based 

 on level and the other members of the formation.

 

 Formations can be grouped in special structures. All formation structures 

 are based on a 5x5 box. The leader may arrange the players to their liking 

 within the available positions for the chosen structure. Depending on your 

 location in the formation, you may receive less attention from attacking 

 creatures, since they are more likely to focus on formation members in the 

 front.

 

 Recall Points and Word of Recall

 

 The RECALL command petitions the Powers for transportation should you 

 happen to become lost. If you own a home, it can be used to return there. 

 If you do not own a home, it will take you to the nearest recall point 

 (usually the closest towne or dungeon), so long as you have less than 75 

 total levels.

 

 Use of RECALL costs a lot of your stamina, and it may not work in some 

 magically protected locations where teleportation magics cannot penetrate. 

 Characters who are suffering from the effects of a Curse may not be able to 

 recall at all.

 

 There is also a spell called Word of Recall spell, which has the same effect

 as recalling to the nearest recall point. It is available to all classes in

 the game and may be cast without a spellbook or reagents. Check your RECALL

 LIST before using this spell to ensure you end up where you think you'll be.

 

 Ships

 

 Ah, to sail the seas of Alyria! The sea-faring Adventurer's dream. 

 Through use of Materia Magica's unique ship system, it is possible to buy, 

 control, sail, and even pillage on the wide blue oceans. Ships allow one to 

 voyage between continents and other landmasses, as well as fight the hostile 

 pirates that sail the non-patrolled oceanic waters. Many of these pirates 

 are known to carry valuable treasure in their cargo holds. An enterprising 

 crew could well make a fortune for themselves as well as gain valuable 

 experience for engaging these pirates in ship combat.  See HELP SHIPS for 

 more information on player-owned vessels.

 

 It can take a long time to save enough gold in order to be able to afford a 

 ship. In the meantime, you can catch a ride on a passenger ship, such as the 

 Merdraco, Hallowhold ferry, or Riddenmast ferry. You'll want to take 

 advantage of these free passenger ships to sail from continent to continent 

 - Alyria is a big place! Typing HELP FERRY will bring up more information

 on NPC ships.

Adventurer's guide viib - other transportation methods

adventurer's guide viib - other transportation methods

 Magic Carpets, Broomsticks, and other Transport Items

 

 There exist in Alyria magically-enchanted items that bestow upon the bearer 

 the power of flight. Beyond simple levitation, these items can actually take 

 the wielder into the air, soaring above the plains of Sepharia or the wide 

 greenish-blue reaches of Oceanus Ingenii. Common items are magic carpets and 

 witchcraft broomsticks, but other specially-prepared items exist, such as 

 the magical rocking horse that is offered by Lord Vendredi in the Towne of 

 Sigil as a reward for fulfilling QUESTS for him.

 

 Teleportation and Gating Magic

 

 There are several spells that can be used by those with the knowledge of 

 matters mystical, or by those less mystically inclined, so long as the 

 proper spell scroll is used. These spells allow for magical transportation 

 from point A to point B. Teleport, Blink, Vacuum Invocation, Nexus, Warp, 

 and Gate Travel are all spells which enable the caster (and sometimes their 

 formation) to transport about in the blink of an eye. These spells may also 

 be enchanted in certain objects, either to good or bad effect.

 

 Worldgates

 

 The twin moons, Marabah and Trigael, control the mysterious portals known 

 to the denizens of the world as Worldgates. As the moons wax and wane, so 

 do the Worldgates appear and disappear in varied locations around the 

 world. You can view the current conjunctions of the moons by use of the 

 TIME command.

 

 There are several circles of stones which were built by an ancient group of 

 druids. These circles were apparently designed to trap the moons' energy and 

 thus create the Worldgates. They are still in existence today, ready for the 

 wary traveler. Worldgates can take you to locations around the world of 

 Alyria, the Great Alyrian Underground, the Ethereal Void, as well as to the 

 Faerie Plane. There are worldgate locations near most major townes - just be 

 on the look out for a circle of stones.

 

 Worldgates are a fast way to get around the world and often one gate will 

 stay open for hours, allowing passage back and forth between two locations, 

 which can give the adventurer plenty of time to explore a new territory 

 without losing their life link back home. Just be aware that once the moon 

 phases change, the worldgate positions will change as well.

 

 Worldgate circles may also be used to boost the player's ability to visit

 their Clanhall. It takes magical power to travel to one's Clanhall from across

 the world or on another plane and many clans prohibit these cross-realm

jumps to save on their stores of clan currency, known as roots.  Standing in

 the center of the worldgate stones will allow you to recall to your Clanhall

 from any worldgate location, regardless of if it has an active worldgate.

 

 Mounts

 

 What knight would be a knight without their trusty steed? Having a creature 

 to ride, or MOUNT, will save you precious stamina. Mounts can be found in 

 townes and villages, as well as wandering in the wilderness  (and some mounts,

 such as dolphins, may be found in the oceans). Use DISMOUNT if you no

 longer wish to ride the animal.

 

 Mounts will attempt to follow roads and trails, if they are given a 

 command while they are on such a road or trail and the direction they are 

 given will result in them moving to the nearest road or trail in the 

 requested direction. They will try to stay on the best road available but 

 can be persuaded to move to a less desirable path by stopping and 

 reorienting them.

 

 It is not advisable to enter into combat while mounted unless you have the 

 riding proficiency, given to classes such as Cavalier. Attempting combat 

 without that proficiency will result in an accuracy decrease by half, 

 meaning that your attacks, be they spells or sword, will land half as much 

 as normal.

adventurer's guide viiia - items and shops

adventurer's guide viiia - items and shops

 In your adventures in the world of Alyria, you will obtain items of varying 

 desirability and value. Items can be won through combat, purchased at 

 auction, bought in a shop, given by an NPC as a reward for a quest, or 

 simply stumbled over during your explorations.

 There are many different basic types of items. These may range from 

 treasures, artifacts, and jewelry, to mundane items such as lockpicks or 

 water container. Additionally, there may be different subtypes.

 

 Interacting with Items

 

 The most common method of obtaining an item is by GETting it. GET allows 

 you to pick an object up from the ground or from inside a container, such 

 as a chest or a bag. Be careful when picking up an unknown item, if the 

 item is cursed with evil magic, you might not be able to let go of it. You can

 also GET items from a container (for example: GET TORCH BAG (the "from" is 

 implied). A container is a special type of item that can hold other items.

 

 Once you have an item, you can choose to PUT it somewhere if you wish. 

 Items can only be PUT in containers.

 In situations where there are duplicate items (items with the same names) 

 in the same container or in the same room, you may reference a specific 

 item by putting a number and a period before its name (for example: GET 

 5.TORCH BAG or PUT 3.AMULET BAG).

 

 Item Attributes

 

 You will see basic information about an item simply by LOOKing at it. Item

 attributes determine the core nature of the item in question, deciding in

 what ways it can be obtained and used. When you LOOK at an item, you will

 see something similar to the following:

 

 You focus your powers of observation on a phoenix feather quill:

 Item 'a phoenix feather quill' is type writing-instrument, alignment

 500, made of organic, has keywords 'quill phoenix feather'.

 This item weighs 0 stones and 4 pebbles, and is valued at 1,125 gp. {Cat. 2}

 This level 45 item has the attributes: nodrop permanent wont-fuse

 will-float no-steal

 A phoenix feather quill is in excellent condition.

 There are about 1 ounces of ink remaining.

 *This item may be repaired 6 more times.

 

 In this example, the attributes of the item are identified as "nodrop

 permanent wont-fuse will-float no-steal". You can find out more information 

 as to the meaning of each attribute in HELP ITEM ATTRIBUTES.

 

 Magical Items

 

 Due to the powerful nature of magic in the world of Alyria, Adventurers 

 will often come across enchanted items - these can be as simple as a shield 

 that enhances the Adventurer's Vitality or as complex as a rare artifact, 

 such as the Skull of Riga.

 

 Buying and Selling Items

 

 Through your travels you will come across many merchants seeking to sell 

 you goods and services, or buy goods from you. These are called SHOPS.

 

 You can buy many different types of goods and services from shopkeepers, 

 such as weapons, magical spells, horses, pets, etc.

 Shops usually only have a limited amount of inventory on hand. Once that 

 inventory is depleted, you must wait until the shopkeeper replenishes their

 supply. Depending on the item, this can take days, weeks, or months. 

 Usually the more exotic the item, the less the shopkeeper will have in 

 stock, and the longer it takes them to acquire more.

 

 Shopkeepers will be denoted by the yellow [Shop] tag before their name in a 

 room. When you find a shopkeeper, you may type SHOP LIST to see their

 inventory. SHOP IDENTIFY <#> will show you more information about that 

 particular item, and you can buy an item by using SHOP BUY <#>. If you wish 

 to sell an item, you can try SHOP SELL <item name>. The shopkeeper may not 

 always want what you are selling, or may need to get rid of their current 

 inventory of that particular item before buying more.

 

 PCs (and PC Clans) can also lease and stock their own shops. These shops 

 are located in an area known as the Alyrian Bazaar, which can be accessed

 from many RECALL points in major townes by typing SHOP BAZAAR. 

 You may find interesting and rare goods in these shops, but expect to pay a 

 hefty price!

 

 Hidden and Buried Items

 

 Sometimes items will be hidden from sight. To find hidden items and doors, 

 you will need to use the SEARCH command. To uncover items that are buried, 

 you need to use the DIG command. To DIG, you need a spade and a pickaxe from 

 a store. You can also BURY items you find, so you can use them later. Keep 

 in mind though that other players may find the items you bury.

adventurer's guide viiib - equipment

adventurer's guide viiib - equipment

 Equipment

 

 You may choose to WEAR (or equip, or hold - they're all synonyms for the 

 same thing) the item. This is how you would wear a cloak (which helps 

 protect you), or wield a sword (which you can use to fight a creature). You 

 can view items that you have equipped with the EQUIPMENT (eq) command. 

 Equipped items may be removed with the REMOVE command.

 

 Equipped items are worn on body parts. Your character is comprised of 

 several body parts. While the parts may not all be called by the same names 

 in all races, they can be classified with the following titles: head, torso, 

 arms, legs, wings, and tail.

 

 Not all races will have the same body parts, the same number of each 

 body part, or even the same name for each body part. A large animated plant 

 might have a trunk (instead of a torso) and pseudopods (instead of arms). 

 Dracons have tails and Feys and Sidhe have wings, whereas humans do not.

 

 Through use of the EQUIPMENT (eq) command, you can see a list of what you 

 are wearing on each body location, and a list of the body parts present on 

 your character, with the armor resistance listed for each body part.

 

 This is an example of what you might see by typing 'equipment':

 

 You are using:   

 <used as light>         a torch

 <worn on finger>        a bronze ring

 <worn around neck>      an beautiful silk scarf

 <worn on body>          a defenders chest plate

 <worn on head>          a turtle shell helmet

 <worn on legs>          some platinum leg bands

 <worn on arms>          copper armbands

 <worn on feet>          ebony boots

 <worn around wrist>     an opal bracelet

 <right hand>            a silver dagger

 

 Current Armor Resistance (AR):

 (Head    )  68  (Reduces damage taken by 51.000%)

 (Torso   )  59  (Reduces damage taken by 44.250%)

 (Arms    )  12  (Reduces damage taken by 9.000%)

 (Legs    )  12  (Reduces damage taken by 9.000%)

 (Tail    )  0   (Reduces damage taken by 0.000%)

 Your value if CPKed would be 7,483,568gp. You have a 60% chance to resist a critical hit.

 

 Your CPK value refers to the value of the hoard you would leave behind

 were you to be killed in Chaotic Player Killing. Further information can be

 found by typing HELP CPK.

 If the item is of a certain type and you can hold it in your hands, you may 

 choose to USE it. Items such as scrolls, wands, orbs, or potions may be 

 USEd, among others.

 

 If you wish to give an item to another character, be they NPC or PC, you 

 may GIVE it to them. (Example: GIVE CLOAK ORC).

 

 When you decide you no longer want an item, you may DROP it. This puts the 

 item in the room before you, where it may be picked up by other characters. 

 Be careful not to drop items in the ocean or aboard a ship, as most items do 

 not float and will sink into the water. Similarly, do not drop your items in 

 lava unless you really don't want them anymore.

 

 When your character is created, you will have a set of basic equipment that 

 will get you started. But you should also take the time to investigate shops 

 for helpful gear that can boost attributes or stats as well as finding 

 weapons that hit harder and armor that protects better. Some helpful 

 equipment can also be earned by performing special tasks.

adventurer's guide ixa - magic

adventurer's guide ixa - magic

 The magical world of Alyria is a complex one. The same underlying forces 

 that create the effects known as magic can be tapped in varied ways, 

 producing many different disciplines of the occult and spellcasting. For 

 instance, Wizards will call upon the ethereal forces using combinations of 

 reagents (ingredients designed to fuel a spell), speech (words and 

 inflection), and/or somatic movements (hand and arm movements, as well as 

 body stances). Druids, on the other hand, can call upon elemental forces 

 present in the physical plane and channel them through their bodies by using 

 will power alone, although they cannot produce as complicated and specific 

 an effect as the Wizard.

 

 Scrolls and Spellbooks

 

 Most magical spells start out scribed with magical ink on specially-

 prepared paper. These are known as SPELL SCROLLS. Scrolls can be USEd 

 directly to swiftly cast a spell once with the MAGICAL ITEMS proficiency, 

 and do not require reagents in those cases. Spell scrolls can also usually 

 be SCRIBED into SPELLBOOKS, increasing the spell's skill power. Once

 directly cast, or scribed into a spellbook, the scroll will disappear. 

 

 Spellbooks are collections of magical spells. These books themselves

 have power, but are not required to cast any spell which you have the

 proficiency in casting. Casting a spell still may require a combination of

 magical reagents, verbal intonations, and some somatic gestures to 

 pull off.

 

 Magical Reagents

 

 One common similarity among most of the magic-using classes is the

 requirement of REAGENTS. Reagents are the ingredients that make up most 

 powerful magics

 they are specially-prepared substances capable of producing 

 reactions when combined with other reagents and the binding forces of the 

 ethereal plane. Reagents are required for many spells, as they provide 

 additional power and definition in a spell's outcome. Magic users can 

 attempt to cast some spells without reagents, and in cases where the will 

 and power of the caster is strong enough, may succeed.

 

adventurer's guide ixa - spellcasting classes

adventurer's guide ixb - spellcasting classes

 Spellcasting Classes

 

 Most, but not all, of the Adventuring Classes in Alyria can utilize some 

 form of magic in their day-to-day lives and during combat situations. Those 

 classes are as follows:

 

  Wizard   Wizards are powerful and versatile magic-users. They utilize 

           scrolls, spellbooks, and reagents in their magic. To activate their

           spells, Wizards use the CAST command.

 

  Witch    Witches prefer the more subtle arts of hexes, jinxes, and curses.

           They also specialize in conjuring and controlling spirits. They utilize 

           scrolls, spellbooks, and reagents in their magic. To activate their

           spells, Witches use the CAST command.

 

  Druid    Druid magic is closely attuned with the natural world, and invoke or 

           evoke primal elemental forces to produce effects. While Druids have

           no need for spellbooks or scrolls in order to cast their spells,

           they do utilize reagents in their magic. Druids use the INVOKE and

           EVOKE commands.

 

  Priest   Priests worship a specific Power and can channel the holy energy to 

           produce miraculous effects in the world. They utilize scrolls,

           spellbooks, and reagents in their magic. To activate their spells,

           Priests use the CAST command.

 

  Shaman   Shamans are very similar to Priests in that they can call upon a lot 

           of the same Powers and can produce similar effects. They utilize

           scrolls, spellbooks, and reagents in their magic. To activate their

           spells, Shamans use the CAST command.

 

  Psionic  Psionics are practiced in the powers of the mind and as such can 

           produce most of their effects silently (before the target realizes

           they are casting). Psionic magic does not require the use of scrolls,

           spellbooks, since the power comes directly from the mind of the

           Psionic and not external forces. Psionics do however use special 

          focusing reagents. To activate their spells, Psionics use the CAST command.

 

  Ranger   Rangers are closely attuned to the cycles and voices of nature, and

           can make use of many Wizard spells as well as herbalism. They

           utilize scrolls, spellbooks, reagents, and herbs in their magic. To

           activate their spells, Rangers use the CAST command. To produce

           magical herbal mixtures, Rangers make use magical herbs, a mortar

           and pestle, and the MIX command.

 

  Paladin  Paladins are holy knights and while their primary focus is spiritual

           salvation, they have some of the same powers as Priests and Shamans,

           as well as a few skills known only to Paladins. They utilize

           scrolls, spellbooks, and reagents in their magic. To activate their

           spells, Paladins use the CAST command.

 

  Bard     Bards make use of a special form of musical magic, in which they 

           produce effects through magical instruments (and in some cases,

           rhyming vocals). Bards require a musical instrument for their

           magic, and use the PLAY command to produce effects.

 

  Monk     Monks have magical training in both wizardly magic and herbalism 

           magic, but limit their expertise to fewer effects in order to

           hone their fighting skills as well. They utilize scrolls, 

           spellbooks, magical herbs, and reagents in their magic. To activate

           their spells, Monks use the CAST command. To produce magical herbal

           mixtures, Monks make use magical herbs, a mortar and pestle, and

           the MIX command.

Adventurer's guide ixc - bardic, herbal, and druidic magics

adventurer's guide ixc - bardic, herbal, and druidic magics

 Bardic Song Magic

 

 Making magic through the use of musical instruments and specially-

 formulated mantras is the domain of the Bard. Similar to casting a spell, 

 bards are able to shape the forces of magic through the vibrations of their 

 songs and cause an effect in listeners, using the PLAY command.

 

 The power of the song can also be modified depending on the musical 

 instrument on which it is played. Allowing the bard to go beyond the ranges 

 of his voice, the musical instrument serves to enhance the strength of the 

 vibrations that are used to create magical effects.

 

 Instruments range from the very simple: such as a practice lyre, to the 

 very complex: such as the legendary hand-carved viola, a very high-level 

 and high-powered creation. Vendors selling instruments, as well as 

 opponents one can combat for their instruments, can be found in most major 

 townes and throughout Alyria.

 

 Bards can play up to 21 different musical notes - A B C D E F G (whole 

 notes), A# B# C# D# E# F# G# (sharp notes) and Ab Bb Cb Eb Fb Gb (flat 

 notes). While the musical notation is similar in transcription to more 

 traditional music, Bards are able to produce special sounds that go beyond 

 the effects of ordinary music. By using a musical instrument such as a lyre 

 or harp, bards can cause magical harmonies. Trained from birth, the music of 

 a true bard is an amazing thing to hear.

 

 At least three, and up to seven notes can be strung together to create a 

 magical effect - too many notes and the combination becomes unstable, and 

 has been known to result in lethal backfires of the harmonies. The whole 

 notes - A B C D E F G - have heavier weight than sharps and flats. Depending 

 on the order in which they are played, the notes may have lighter or heavier 

 weights.

 

 The ability to conjure more complex magic depends on the musician's skill 

 level and the complexity of the instrument with which he shares his music 

 with the world.

 Bards can also make use of the 'PLAY <song name>' command instead of

 using musical notation.  Some Bards gifted with amazing voices are able to

 forego using an instrument and instead can SING their songs.

 

 See HELP MUSIC to learn more about the specifics to Bardic magics.

 

 Magical Herbalism

 

 Herbalism is a powerful proficiency of Rangers and Monks that enables them 

 to create magical powders. Different herbs of varying strengths are combined 

 to form mixtures using the MIX command and a mortar and pestle.

 Mixing herbs together will create powders that are either throwable or 

 edible, depending on the effect the herbalist wishes to achieve. The herbs 

 by themselves have some power, but it is the concentration and visualization 

 of the herbalist during the mixing process that gives them the ability to 

 create magical effects.

 

 Herbs are no longer purchased from herbalist shops and are instead delivered

 by Imps for the cost of them when you MIX a concoction.

 To MIX herbs into a workable combination, you must have a mortar and pestle 

 in your hand. With mortar and pestle in hand, one wishes to create a glimmering

 white herbal mixture ("cure light"). Simply type MIX 'CURE LIGHT' If all goes well,

 a glimmering white herbal mixture will be in your inventory waiting to be eaten.

 If the mixture is too powerful to contain in the mortar and pestle, there can 

 be dire - often explosive - consequences.

 

 See HELP HERBS AND MIXTURES for more detailed information about the

 compounds you can make.

 

 Druidic Magic

 

 Druids can INVOKE or EVOKE elemental powers to protect them during battle, 

 harm opponents, and create other magical effects. Different elements do 

 different things when invoked or evoked. Invocations and Evocations draw 

 upon the spell power of the druid.

 

 In order to successfully evoke the elements, druids must have the 

 appropriate reagent on hand, or combination of reagents.

 

 The quasi and para-elements, such as ice and radiance, require more than 

 one reagent in order to evoke successfully, as they are actually 

 combinations of the four main elements of earth, air, fire, and water.

 

 See HELP INVOKE and EVOKE to learn more.

adventurer's guide xa - combat

adventurer's guide xa - combat

 Combat in Alyria is a fact of life. Many dangerous and tricky creatures 

 inhabit the lands, and an Adventurer must be prepared to face them.

 

 How Combat Works

 

 Melee combat occurs in a series of rounds. A round is when attacks and 

 blows are exchanged between opposing forces. Combat is started when one 

 side utilizes the ATTACK command or uses a special attack on an opponent.

 

 During combat, damage is inflicted in two overall ways. The first way is a 

 series of hits from your WIELDed weapon, or if no weapon is being wielded, 

 by your fists (also known as hand-to-hand combat). The hits will occur 

 automatically once combat is started, and will not stop until someone FLEEs 

 from combat, an opponent is incapacitated, combat is stopped through other 

 means (for example, a calm spell, momentary darkness spell, etc.) or when 

 there are no opponents left on one (or either) side.

 

 The second way is from using a "special attack". These can be magical 

 spells, items that are THROWn at the target, or special rebounding defenses 

 such as fireshield or reflect-magic shields. Using special attacks during 

 combat will usually result in the number of hits you can issue per round 

 being diminished, depending on how busy you are preparing the special 

 attack.

 

 The amount of damage done to the opposing participant is dependent on the 

 type of attack, the level of the attacker, their skill in using the weapon 

 type, spell, or other special attack, and other attributes such as agility 

 and strength.

 

 Combat Preparation

 

 Before entering combat with an unknown foe, it is always wise to CONSIDER 

 the opponent first. This will tell you what you (potentially) may face in 

 terms of difficulty. You will also want to LOOK at the opponent, which will 

 provide you with valuable information, such as if they are in a formation of 

 other NPCs (or PCs). The description you see when looking at someone may 

 also tell you that they are someone you may not want to mess with.

 

 If your opponent is in a formation when you enter combat, and their formation 

 members are in the room with them, it is very likely that they will join 

 combat the round after the first attack is initiated. Beware that the single 

 creature who looks so defenseless may be formed with some very powerful 

 friends!

 

 If you are a spellcaster, take the time before combat to apply any defensive

 spells to yourself (such as Armor or Bless), and possibly a few offensive spells

 to your opponent (such as Weaken, Faerie Fire, or Curse). Depending on the

 spells used, you can gain a nice bonus to your combat rounds, as well as

 weakening your opponent's blows.

 

 Initiating Combat

 

 You can start combat rounds by ATTACKing your opponent. Combat can also be 

 initiated by casting an offensive spell such as Spark or Shocking Grasp.

 

 If you are a Fey, you may FEED upon your opponent. Thieves can sneak up on 

 a target and BACKSTAB them. You may choose to BASH or KICK, if you have the 

 knowledge to do so. THROW is an additional option for Monks, Rogues, and 

 Rangers.

 

 If you are of the Dracon race, you may make use of the BREATHE command. 

 Dracons may breathe fire, acid, frost, gas, or lightning. Lightning and acid 

 will hit only one victim at a time. Fire, frost and gas are area attacks and 

 may hit other creatures in the same location and melee. Dracons gain the 

 ability to use these individual breath attacks one at a time as they raise 

 in experience levels.

 

 Escaping from Combat

 

 To leave combat, you may FLEE. Combat may also be stopped through use

 of the calm spell, momentary darkness spell, or other magical intervention.

 If CONTEXTUAL-DIRECTIONS are SET on, the player may flee by attempting 

 to walk in a valid direction.

adventurer's guide xb - armor resistance and combat defenses

adventurer's guide xb - armor resistance and combat defenses

 Armor Resistance

 

 Each body part has its own armor resistance, which is a way of measuring 

 how much damage you can absorb if a hit successfully connects with that 

 body part. 

 

 Armor resistance can be increased through items designed to protect the 

 specific body part (a helm for the head, for example), and it can also be 

 increased through the use of magic spells or enchanted items.

 Each body part has its own damage multiplier - meaning that if a hit lands 

 there, the damage from the hit is either increased or reduced based on the 

 body part. For instance, a blow to the head would do more damage to a 

 humanoid than a blow to the leg.

 

 The modifiers for the damage done to the specific bodyparts are as follows:

 

  head    120%          

  tail    60%

  torso   100% (no modification)

  wings   60%

  arms    70%

  legs    70%

 

 Combat Defenses

 

 Unlike armor resistance, which reduces the damage caused by hits, combat 

 defenses can cause a hit during an attack to be avoided entirely. A defense 

 must be active in order to be used during a combat round. Active defenses 

 can be changed using the COMBAT DEFENSE command. Available defenses can 

 include the following:

 

  Acrobatics

  Parry

  Dodge

  Shield Block

  Evasion

  Magical Fade (Fey and Sidhe only)

 

 

 There are additional ways to block attacks - special equipment, magical 

 spells such as telekinetic shield, combat blink and so forth.

adventurer's guide xc - player killing combat

adventurer's guide xc - player killing combat

 PK Combat

 

 Within Alyria some adventurers have chosen to fight amongst each other in 

 mortal combat. Special areas and zones have been marked off as acceptable 

 places to do battle with other adventurers, but this sort of combat is 

 governed by certain rules. If you enter a player killing area, it is assumed 

 that you have accepted the risks and understand the rules involved. 

 Player killing zones may be found scattered all over the world.

 

 There are three different types of rooms where player-killing (PK) is 

 acceptable. These rooms are denoted by red text that warns you when you 

 enter or LOOK into a room of this type. The types of PK rooms are as 

 follows:

 

 CHAOTIC PLAYERKILLING ZONES (CPK)

 Your corpse and some of your possessions will remain in the place in which 

 you were slain, and can be looted by anyone. CPK is restricted to players 

 level 45 and higher.

 

 NEUTRAL PLAYERKILLING ZONES (NPK)

 You will keep your possessions, merely turning into a ghost. Your slayer

 will not gain any experience from the fight. NPK is restricted to players 

 level 25 and higher.

 

 LAWFUL PLAYERKILLING ZONES (LPK)

 You will keep all your possessions and will reincarnate instantly, but must 

 regain hit points and other attributes before you can fight again. This type 

 of room is most commonly found in Arena combat areas.

adventurer's guide xd - death and the afterlife

adventurer's guide xd - death and the afterlife

 Death

 

 Most likely you will die at some point during your adventures. When your 

 hit points drop to zero and death inevitably occurs, the most important 

 thing is to remember not to panic. In the world of Alyria, death for 

 Adventurers follows different rules than you might otherwise expect, due to 

 the intervention of the Powers.

 

 If you are under level six, the Powers usually take pity on you and restore 

 you immediately to life, with all your equipment and inventory on you, 

 without penalty. You'll have to rest a bit to rejuvenate your hit points, 

 stamina, and spell power any time you are restored to life.

 

 You'll often be restored to the nearest RECALL point to where you were 

 slain. If you are under level six and die in Lasler, for example, you will 

 be restored in the Shrine of St. Wisehart. If you die in or near the Towne 

 of Rune, you will be restored in the white-marble covered walls of the Runic 

 Temple.

 

 At level six and greater, when you die you will become a shade - a ghostly 

 specter forced to roam the world until a Power takes pity on you and 

 reincarnates you. Luckily, the Powers are pretty predictable about when they 

 will get around to restoring you (after they feel you've learned your 

 lesson), and by utilizing the SCORE command, you will be able to see how 

 much time you have remaining as a shade.

 

 Those of the Faerie Plane will find themselves back on their native plane,

 where they may beseech the Queen or King, if they are Fey or Sidhe

 respectively for instant reincarnation. The powers are forgiving to all

 adventurers and will provide them with a new corporeal manifestation

 after a short period of time.

adventurer's guide, xia - questing

adventurer's guide, xia - questing

 Besides gaining experience and levels, there are other ways to measure and 

 achieve success in the world of Alyria. Two common methods are known as 

 Questing and Marks.

 

 Questing

 

 Within Alyria law and order is overseen by a noble council of seven Lords 

 and Ladies, the most powerful men and women in the realm, with great armies 

 at their command. These members of the Council of Seven, as it is called, 

 are known to grant rewards to Adventurers that seek them out in their local 

 townes. They grant these rewards in exchange for the Adventurers performing 

 a series of tasks for them known as QUESTS. These quests can be as simple as 

 the minor errand of picking up a delicacy from a nearby bakery and returning 

 it to the Lord or Lady who issued the quest (known as the Questmaster), or 

 something more complex. Utilizing the QUEST command in the presence of these 

 Questmasters will let you request a quest.

 

 Rewards granted for these quests can range from practice points, gold, 

 experience points, Marks, and useful items, such as a weapon or a scroll. 

 Additionally, for each quest completed the Adventurer will receive a number 

 of what are referred to as "quest points", which are recorded by the Council 

 of Seven and, when the Adventurer has enough, can be redeemed at any 

 Questmaster in exchange for special items, often magical and enchanted.

 

 Questmasters and their respective townes are as follows:

 

 Lord Agrippa    - the Towne of Rune, on Sepharia

 Lady Undya      - the Towne of Xaventry, on Sepharia

 Lord Vashir     - the Towne of New Rigel, on Sepharia

 Lord Telleri    - the Towne of New Tellerium, on Avros

 Lady Templeton  - the Towne of Templeton, on Avros

 Lord Vendredi   - the Towne of Sigil, on Auryn

 Lord Maldra     - Maldra's Keep, on Beltane

 

 In addition to the quests governed by the QUEST command and granted by 

 Questmasters, the interested Adventurer can usually find other people and 

 creatures who will sometimes grant rewards in exchange for errands. These 

 "mini-quests" as they are called (although that is a misnomer, for sometimes 

 they can be more complex than the most complex Quest granted by a 

 Questmaster) can be found in virtually all townes, villages, and even in 

 remote locales. The methods of triggering these "mini-quests" are varied

 

 sometimes they can be triggered by talking to the NPC, perhaps about 

 something you saw when you LOOKed at them, or heard from another NPC. Other 

 times they can be triggered simply by walking into the same room as the NPC, 

 who may be looking for someone to help them.

adventurer's guide, xib - marks

adventurer's guide, xib - marks

 Marks

 

 A Mark is a type of magical branding that creates a mystical symbol upon 

 your aura, visible only to specially trained magic users. While certain NPCs 

 within the world of Alyria may bestow Marks upon your person for performing 

 tasks, Marks are most often given by the Powers themselves, who watch and 

 guide all the denizens of the land.

 

 You may receive Marks for:

 

  Visiting special locations

  Defeating certain NPCs

  Performing certain actions

  Solving certain puzzles

 

 Marks will always have descriptive names, such as the Mark of Truth, or the 

 Mark of Wisdom. You may view a list of the Marks your character has 

 received by using the SCORE MARKS command. There are hundreds of different 

 Marks that can be obtained.

 Many Marks found throughout Alyria have conditions attached to them that 

 must be met in order for the Mark to be awarded to your person. Some 

 conditions can include:

 

  Being above or below a certain level

  Defeating certain NPCs without aide from others

  Defeating certain NPCs while the NPC is not affected by certain affects

 

 When a Mark is bestowed upon you, it will usually come with a reward of 

 some kind, usually in the form of additional practice sessions, gold, 

 and/or experience. Sometimes having a specific Mark will allow you safe 

 passage into a certain area, or will let you receive a special item. There 

 may be multiple ways to receive the same Mark, but you can only obtain each 

 specific Mark once.

 

 Below are various hints and secrets on how to acquire certain marks:

 

 The Mark of Youth      Find the three colored leaves and complete the quest 

  the druid in Lasler gives you.

 

 The Mark of the Adventurer     Complete a certain number of quests before 

  you reach level 61 in order to obtain this mark.

 

 The Mark of Courage    Prevail against the creatures below the Mad Overlord 

  Bloodbane's citadel, and battle to the bottom of the Proving Grounds!

 

 The Mark of Judgment   A wrongfully-imprisoned knight of Agrippa's will 

  reward you with this mark, when you free him from his orc captors!

 

 The Mark of Truth      Cross the bridge where a samurai warrior lives in 

  the forest close to Rune, without resorting to combat.

 

 The Mark of Wisdom     Listen to the advice from the druid in Lasler and 

  you will have a chance to acquire this mark.

ADVENTURER'S GUIDE - SECTION 12: THE VILLAGE AND VALLEY OF LASLER

adventurer's guide, XII - the village and valley of lasler

 Once you have created your character, you will be at the beginning of the 
 Schoolhouse tutorial in the Village of Lasler. This is a linear path that
 will teach you the basics of playing the game - make sure to pay attention
 to each room and what each creature you meet says! Progress along this path
 at your leisure; don't let others hurry you along. When you reach the end
 of the path, you'll be given a Quest that will direct you to your next 
 objective - the village itself, across the Lasler Valley's wilderness.

 You'll enter the wilderness through the lobby of the Schoolhouse, and if 
 you follow the High Road northwest, SURVEYing as you go, you'll arrive at
 the south gate of the Village. If you get stuck, type 'quest status 3091'
 for more information. You'll be directed to meet Brother Rufus, who will 
 also give you more quests (view-able by typing QUEST STATUS), and then 
 Master Irvin, who is the area's questmaster (you can turn quests in at him).
 The quests Rufus gives you will lead you through the area's content, so 
 make sure to look at them! These quests include the Mark of Orienteering,
 the Trial of Youth, the Trial of Wisdom, and the battle against Atrascus,
 the King Crab and Scourge of Lasler Valley.

 Confused? Need help, directions, or a light?
 If at any time you feel lost, or do not understand how to perform an 
 action, do not get discouraged or panic. There are several ways you can get 
 answers to your questions and help. First, try asking on the Novice Clantalk
 by typing 'CT <question>' i.e. 'CT I'm lost, can anyone help me?' If you 
 don't get a satisfactory response from there, you can use the PRAY command
 to send your question or issue to any Player Guides or Immortals (game 
 administrators). Finally, you can try the HELPfiles, by typing HELP <issue,  
 skill name or query here> i.e. HELP RECALL.

 You can also type RECALL and be returned to the Lasler recall room at any 
 time if you lose your way and become lost. The recall command returns you
 to the area's sanctuary or safe room, which in Lasler's case is the Shrine
 of St. Wisehart.

 Leaving Lasler
 Lasler's level limit is level 20. Unlike most areas, once you reach this 
 level, you will be transported to the area's exit if you were still inside.
 This is to ensure an enjoyable novice experience without higher-level 
 players or creatures intruding upon the area.

 Depending on which type of class you chose, you will receive two magical
 gemstones at level 15. The garnet gemstone will transport you to the towne
 of Rune, south of the Lasler Valley, while the other, dependent on which
 class you picked, will send you the towne which identifies with your 
 particular type of class i.e. fighter classes gemstones will send you to
 Tellerium. This town may not be particularly appropriate for leveling in;
 indeed, the novice area that immediately follows Lasler is Rune Forest, 
 just north of the Valley. If you visit your class' town, you can teleport
 back to Rune by using the garnet gemstone.

ADVENTURER'S GUIDE - SECTION 13: VERITY ISLE AND MULTICLASSING

adventurer's guide, XIII - verity isle and multiclassing

 Upon reaching level 60, you will need to MULTICLASS, which means you will 

 be changing classes from your current one to another from one of the four 

 class archetypes. In order to do that, you will need to collect a number of 

 special gemstones - black tourmalines, which the Council of Seven uses as an 

 energy source to provide magical power for some of their projects - and 

 return them to any of the Quest Masters. Black tourmalines can be found in 

 two locations - The Proving Grounds on Irda Isle, and inside the Tower of 

 Riga on Verity Isle. Many people start going to Verity Isle after they have 

 practiced all their skills and decide to gain levels and experience in the 

 Tower of Riga while gathering tourmalines. Verity Isle is restricted to 

 those below 70 levels of experience.

 

 You don't need to collect all 250 and deposit them at once. You are allowed 

 to hand them to the Quest Masters in small amounts each time. It doesn't 

 matter which Quest Master you choose each time you deposit tourmalines, as 

 the Quest Masters share your deposit information amongst themselves.

 

 The Tower of Riga on Verity Isle has eight floors, the layout of which 

 changes occasionally due to the magic that permeates the area, left behind 

 by the powerful Archmage, Riga, who has long since vacated the premises 

 (after being stabbed in the back by his apprentice, Cassandra). The Tower is 

 now loosely monitored by the Council of Seven as a training ground for 

 novice adventurers. It has only one shop, one bank, and one fountain at the 

 entrance, which have been set up by representatives of the Council.

 

 Journeying to Verity Isle

 

 In order to travel to Verity Isle and explore the Tower of Riga, you need 

 to find a recently-retired adventurer in your nearest large Towne, and give 

 him 25,000 gold to transport you. These retired adventurers may commonly be 

 found loitering in several cities across Alyria. In Tellerium, you will find 

 him northeast of the Town Square fountain. In New Rigel, you will need to 

 ride the gondola in the canal and exit west. In Sigil, you will find him two 

 rooms south of recall. In Xaventry, you will find him at the entrance of the 

 Vandyne Temple. There are recently-retired adventurers located in additional 

 spots as well.

 

 Once you are transported, head to the southeast and you will see the tower.

 Be careful as you journey across this wasteland as there are many aggressive 

 creatures that will attack you without provocation. Be prepared to fight, or 

 flee!

 

 Inside the tower on the ground floor, you will see a druid shopkeeper 

 standing near a fountain. The druid sells food, water and light in case you 

 run out. The room is also a bank you may use. When the time comes to leave 

 Verity Isle, you need to give 10,000 gold to the druid, and he will send you 

 to Sigil.

 

 In the Tower of Riga, you also may obtain a mark that will give you extra 

 practice points and experience. It is called the Mark of Patience. You will 

 need to travel to the uppermost floor and find Cassandra. To get to her, you 

 will also need to defeat the Ariel ancient who guards the entrance to the 

 upper chamber, where Cassandra resides.

 

 When you have decided you have enough tourmalines (or simply cannot carry 

 anymore) and have returned to your favorite large Towne, visit a Quest 

 Master with the tourmalines in your inventory and use the CLASS command to 

 deposit them. When you have enough tourmalines, you may use the CLASS 

 command to change to a new class.