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Hlegmal's Tavern in the ticker is the latest imported kill — not who is on stage now. Details

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MOVEMENT

Official in-game help from

help 1088

Name

  • movement — information on moving around in the world of Alyria north (n) - moves your character north south (s) - moves your character south east (e) - moves your character east west (w) - moves your character west northeast (ne) - moves your character northeast northwest (nw) - moves your character northwest southeast (se) - moves your character southeast southwest (sw) - moves your character southwest
  • up — moves your character up
  • down — moves your character down
  • enter — enters a special item, such as a portal

Description

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

north south east west up northwest northeast southwest southeast down

Directions can be abbreviated (example: 'n' is the same as 'north', 'ne' is the same as 'northeast'), if NOVICE mode is off (see 'HELP SET').

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. Using a horse or other mount to get around can save you stamina points. Different types of terrain (such as a hilly room 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.

Portals and other special items can be entered using the ENTER command (example: enter portal).

The Materia Magica Compass tells you the obvious directions in which you can leave, 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 Runic Temple - - - (-------------------------------------------------) W E

-      -      -

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 on SET SHOW-EXITS.

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: ?

Windows are a special type of exit. You may LOOK and see the room that lies beyond the window, but you may not move in that direction.

If you are in a rooms that is "dark" (no visible source of light, or the light is quenched due to a smoke bomb or 'momentary darkness' spell) the exits may appear as question marks.

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