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Exploration
World is separated into Zones, and each Zone is a 256-by-256 region you can move around in.
The World will have a maximum of 256-by-256 Zones.
There is no impassable terrain.
256-by-256 area you move around in. Use movement commands like nw, northeast, south, etc. to move. Also move X Y can move you to a particular coordinate.
Your stride length is how far you can move in one movement. It is the same as your speed, unless you are creeping. So nw will move you northwest by 6 squares if your speed is 6. So if your starting position is 128, 128, nw will move you to 122, 122 (0, 0 is at the top-left corner), and w will move you to 122, 128.
Notice that we hate trigonometry here.
When trying to creep precisely around enemies, you can use creep to slow your stride to 1. If you're pretty sure about an enemy's perception range vs your stealth, you can creep very close to it.
There are no impassable squares.
If you are at the edge of the zone, and you attempt to move out of the edge, you will exit the zone into the adjacent zone in the corresponding direction.
You can think of the 8 edges as the edges left after you slice the zone like a Tic-Tac-Toe grid with a fat middle. More precisely, 0, 63 to 0, 0 to 63, 0 would be the northwest edge, and 255, 64 to 255, 191 is the eastern edge.
When you appear in the next zone, you always appear in the middle of the edge from which you came. If you left this zone on the eastern edge, you will appear in the zone to the east, on the western edge's middle, at 0, 128.
You can look in a zone to read the zone description and see nearby enemies.
Whenever you move, you will be shown nearby enemies that you are able to see.
Cities allow you to do everything that Forts and Camps allow. You can:
- Train powerful skills. Use
learn. - Rest at a very accelerated rate. Use the usual
rest. - (Late to implement) Hire "friends" to protect you. Will be implemented as
hire. - Quitting in a city allows you to make money while logged out, depending on your level and your skills (note: those "preparatory" skills actually can be very profitable here). See
quit. - Hire guarded coaches to take you to other cities. See
citytravel.
Forts allow you to everything that Camps allow. You can:
- Bank money. All cities' banks are interlinked into one accounting system (thanks to the System magicians). See
depositandwithdraw. - Get quests. Influence increases quest rewards. See
quest list,quest claim. Quest rewards are deposited into your bank account. - Buy equipment. Influence makes things cheaper. See
shopandbuy. - Adjust equipment options. See
weaponstyleandimplements. - Train skills. Influence makes this cheaper. Use
learn. - Sell loot. Your Influence skill grants you more money per loot. See
sell.
Camps allow you to:
- Be safe from attack by other players. They literally cannot attack you, the game doesn't let them.
- Buy supplies and ammunition. Influence makes things cheaper.
Roads have few enemies. Wilderness have some more.
Lots of enemies, and quest objectives. You will frequently fight multiple enemies at once.
Some areas have restricted visibility, and others are flat and easy to survey. Mountains, jungles, swamps, and such restrict visibility and are nice for stealthy characters.
There is no day/night cycle in this game.
Monsters are spawned in a Zone upon the first player's entry into an empty Zone. They are despawned when all players have left. They do not respawn while at least one player remains.
Some monsters are aggressive, some are not. They have a perception range and will charge and attack you if they spot you. If multiple monsters are in the same square, you have no choice but to fight them at once.
Each Zone has fixed spawn locations for its Monsters.
To conquer a zone, you must exceed its level ceiling, and you must be in the area when the last monster in that zone falls (i.e. in a single-player setting, you've killed them all).
Once marked as a conqueror of a zone, you can now "fast travel" through that zone, skipping over it, and no monsters will initiate attacks on you in that zone.
Note: roads and civilized places do not need to be conquered for fast travel purposes.
To relieve the tedium of walking over conquered places, you can "fast travel", by typing travel s. If the zone you are in is conquered by you, you will appear at the northern edge of the zone to the south. travel nw, likewise, brings you to the southeastern edge of the zone to the northwest.
If a chain of zones are conquered, you can simply fast travel through them in a chain.
Fast travel does cause a longer delay than standard movement.