- GUIDE FOR NOVICE ADVENTURERS
- ADVENTURER'S GUIDE - SECTION 1: WELCOME TO ALYRIA
- ADVENTURER'S GUIDE - SECTION 2: CREATING YOUR CHARACTER
- Adventurer's guide iiia: attributes
- Adventurer's guide iiib - vital statistics
- adventurer's guide iiic - secondary statistics
- adventurer's guide iiid - tertiary statistics
- ADVENTURER'S GUIDE - SECTION 4: SKILLS
- ADVENTURER'S GUIDE - SECTION 5: RACE, CLASS, AND GENDER
- adventurer's guide via - basic and informational commands
- Adventurer's guide vib - movement related commands
- adventurer's guide vic - communication commands
- adventurer's guide vid - general commands
- adventurer's guide vie - combat commands
- adventurer's guide vif - item commands
- adventurer's guide vig - magic-related commands
- adventurer's guide viia - movement
- adventurer's guide viib - formations and recall
- Adventurer's guide viib - other transportation methods
- adventurer's guide viiia - items and shops
- adventurer's guide viiib - equipment
- adventurer's guide ixa - magic
- adventurer's guide ixa - spellcasting classes
- Adventurer's guide ixc - bardic, herbal, and druidic magics
- adventurer's guide xa - combat
- adventurer's guide xb - armor resistance and combat defenses
- adventurer's guide xc - player killing combat
- adventurer's guide xd - death and the afterlife
- adventurer's guide, xia - questing
- adventurer's guide, xib - marks
- ADVENTURER'S GUIDE - SECTION 12: THE VILLAGE AND VALLEY OF LASLER
- ADVENTURER'S GUIDE - SECTION 13: VERITY ISLE AND MULTICLASSING
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.