Skip to content
  • 43 adventurers online
  • 12:48 pm, Oct 2, 1518 · Afternoon · Heading toward evening Alyrian time
  • 95% Base spell regen
  • West Beltane and Underground Lava Worldgates

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

Updated when gossip is imported, not a live feed.

Welcome to Alyria Online — fan guides and archive for Materia Magica

Adventurer'S Guide Viia - Movement

Player-written reference — verify important details in-game.
Field Value
In-game help help 3490
Last updated Mon Nov 25 07:22:26 2024

Description

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

Top
Alyria Online