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Avendar

Getting around

See also
recall, positions

Avendar consists of 'rooms', through which you may traverse. The basic commands for doing so represent the directions in which you may move:

north, east, south, west, up, down

Typing any of these (or simply the first letter thereof) will move your character in the specified direction, so long as there is an associated exit in the direction you are attempting to move. You can determine the valid exits from a room by observing the list that is displayed by default whenever you enter a new location, which appears below the room description, looking something like:

[Exits: east up]

You may also view the exits from a room by typing 'exits', which will give you a more descriptive explanation of the connecting rooms. (Note: If the above exit information is not being displayed upon entering new rooms, you may have accidently turned this display off. Type 'autoexit' to turn the function back on.)

At times you may need to open a door in order to be able to proceed in a direction. Exits with closed doors do not appear in the exit list until they have been opened, so be sure to read room descriptions carefully, as that is the only way of making sure you're not missing something! In order to open a door, simply type 'open <direction>'. Once again, direction may be specified by simply the first letter. If the door is locked, and you have the proper key, you may first unlock the door by typing 'unlock <direction>'. As well, doors may be closed and locked with the 'close' and 'lock' commands, respectively.

Now you have the basics of moving around in the land of Avendar. You will also want to view the helps below to learn more.

Directions

See also
exits

To move in a particular direction:

Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down

You may also just use the first letter of the direction.

Exits

Syntax
exits

Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into).

Changing Positions

Syntax
sit
rest
sleep
stand
wake
See also
positions, controlled flight
Syntax: fly
Syntax: land

These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. SIT can be used to sit on the floor, or in conjunction with furniture.

Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters.

Characters with natural methods of flying (ie. aelin and nefortu) can use the FLY and LAND commands to switch between flying and walking. Natural flight provides innate movement cost bonuses comparable to magical flight, and provides skill at controlled flight.

Flight

Many characters have the ability to fly, either due to class skills, temporary effects (for example, from flight potions) or because they are naturally possessed of wings. Flight offers several advantages over walking, including immunity to certain abilities such as tripping, somewhat reduced movement cost when traveling, and the ability to fly over obstacles such as water which would otherwise require a boat or other means of traversal. Some places may not be traveled through at all without some means of flight.

For all its benefits, flight is not without certain disadvantages. In particular, those who are flying may find themselves susceptible to being blown about by high winds. Furthermore, they will have a harder time saving against bashing checks, as they lack a means of bracing themselves. This applies to save checks only, and will not modify damage nor other effects. These penalties may be obviated by passing a controlled flight skill check, for those classes with that skill.

Natural flight -- that is, flight maintained through the use of natural wings rather than magic -- will tire the flier over time, consuming movement points regularly. If the flier also has a source of magical flight, this penalty will not apply.

A character with some means of flight may use the 'fly' and 'land' commands to change back and forth. Note that it is impossible to fly underwater.

Examine look

Syntax
look
look <object>
look <character>
look <direction>
look <keyword>
look in <container>
look in <corpse>
examine <container>
examine <corpse>
inspect <character>

LOOK looks at something and sees what you can see.

EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.

INSPECT will give you a simple estimation of how much health a character has.

Inspect

Syntax
inspect <person>

The inspect command lets you quickly inspect a person, getting an idea of their physical condition.

Syntax
search

Any character may attempt to search a room to uncover items stashed or concealed by rogues or others. Bandits are especially killed at searching, and intelligence and wisdom both are a boon to finding hidden items.