Movement is the process of relocating your character from one room in the MUD to another. The most common directions are north, east, south, west, up, down, northeast, southeast, southwest, and northwest. You may also move in these directions by using the abbrieviations of n, e, s, w, u, d, ne, se, sw, and nw.
unlock <direction> unlock <door name> open <direction> open <door name>
If you need to pass through a door, at times they require being unlocked and opened. To unlock a door, you type 'unlock <direction or door name>'. To open a door, you type 'open <direction or door name>'. Most rooms' exits are not named, but occasionally you will need to specify an exit's name. For example, some exits might requite using the commands 'unlock gate' or 'open grate'.
Movement requires spending your character's movement points. These points appear in your prompt by default and also appear in your character's score. Each move takes a certain amount of movement points. These points will regenerate over time. However, at times, you may run out of movement points. To allow for faster recovery, you may sit, rest, or sleep. When are finished with your recovery and wish to continue adventuring, type wake or stand.
Combat also uses up movement points. They will drop a certain amount each combat round. Some special attacks use up additional movement points. However, if a character's moves drop to zero during combat, they will still be able to fight.
Characters gain additional movement points for each new level.
Some rooms that you travel to may be partially or completely filled with water. In a water sector, you will start to lose movement points very rapidly, even while standing still. To avoid drowning, you must quickly exit to the nearest non-water sector. If your movement points fall to zero, you will be unable to move out of the room. Each tick in a water sector will cause hit point damage, and you will soon die. To counteract this, cetain measures can be taken. Use of the float or fly spells will allow a player to hover above the water. Being mounted will players to pass through some water sectors. Possession of a boat will also allow for safe travel through water sectors. However, if the sector is fully underwater, only use of the aqua breath spell will allow passage.
The following spells affect or are related to movement:
- Astral walk
- Beacon of recall
- Gigantic growth
- Helical flow
- Pass door
- Plant pass
- Solar flight
- Word of recall