Wyvern Adventuring 101
This manual covers some of the more advanced adventuring concepts in Wyvern.
One of the best ways to go on an adventure is to to create a group of several players and go kill monsters together. Your group will share experience for any kills, and you have a group chat-channel you can use for group communication. Read more about groups in the Wyvern Player Groups Manual.
"Dungeon" is a generic term for an area where you go to do some adventuring. It doesn't have to be a true dungeon, necessarily — it could be a castle, an island, a cavern, or any place where there are monsters or puzzles to deal with.
Some dungeons are randomly-generated, and others were created by hand by some Wizard.
Dungeons usually have a sign at the entrance telling you what level you should be before you try to enter the dungeon.
Dungeons are typically full of monsters, treasure, traps, and puzzles. You may not have everything you need to make it through a dungeon — for example, some dungeons are dark, and you'll need a light source to see your way around. Others may have water, lava or other areas that require special abilities to pass.
You may be able to make it partway through a dungeon, and then it gets too hard. You can leave a dungeon at any time and come back to it later.
One of the key things to understand about Wyvern is that areas reset after a certain period of time, usually half an hour to an hour. If a dungeon has been cleared out by someone, you can check back later, and it will usually have reset. The monsters will be back, the puzzles will be reset to their original states, and so on. A dungeon will not reset if there is a player in it.
You may encounter traps in dungeons. They come in two basic varieties:
Traps can be anything from annoying to lethal. Here is a sample of some of the traps you may find:
There are other kinds of traps as well, and more are being added as Wizards develop new areas.
Some traps disappear after being triggered a certain number of times; others stay there forever.
You can type search at any point in the game, and it will make your character look for traps in the squares adjacent to your character. If you uncover a trap, it will become visible, but stepping on it will still trigger it.
You may have to search multiple times to find a trap — each time you search, you have a percentage chance of finding a trap (if there is one), based on how many skilled you are at searching.
Some races (e.g. elves) have automatic searching — every time they take a step, one search command is executed as well, and they have some points already allocated to the search skill.
Some magical items (e.g. ring of searching) will search for you automatically when you take a step. If you have automatic searching, either from a magical item or a racial ability, it doesn't mean you'll automatically find every trap that you step next to. It just means you'll spot traps occasionally as you walk around, without having to search manually for them.
Some walls can be destroyed. You can tell if a wall can be destroyed if you move into it and the game tells you that you have damaged the wall. Keep hitting the wall and you will eventually destroy it.
Be careful when you're digging — you may uncover nasty monsters!
They function differently. Door teleporters take you to another map when you apply them. Normal doors can be opened and closed, and when they're open you can walk through them, if you're not too big. To open a door, stand next to it and type open door; to close it, type close door. You can't close a door that's blocked by something.
Normal doors can be locked. If the door is locked, you will have to obtain the proper key for it, or try to pick the lock.
To use a key, make sure it's in your inventory and type unlock door. To lock the door, type lock door. If you have the wrong key it will fail. Some keys can open more than one door. Sometimes a key will disappear when you use it — usually during a quest.
You can try picking a lock — it requires a set of lock picks, which can be purchased in some stores. If you fail, you will not be able to try again until the area resets. Your chances of picking the lock are proportional to the number of Skill Points you've put into your Lockpicking skill.
Certain areas of the game are dark, and you need light sources (or darksight) to see your way around. You can purchase torches and lanterns in some shops, and certain magic items give off light naturally — these are usually rare and expensive.
Torches will eventually burn out, and lanterns can run out of fuel and require refueling, so make sure you bring enough light for your entire adventure.
Most monsters can see in the dark, and will chase you and attack you even if you can't see them.
You will occasionally find ships or other vehicle types in the game. To use a ship or vehicle:
You may find other vehicles in the lands of Wyvern, including rafts, rowboats, and hot air balloons. Hot air balloons have an advantage that they can move across water and land, even across tall mountains that players can't fly across. You have to land balloons on a clear spot of land, though.
Your character's alignment starts at neutral. If you kill good monsters, your alignment gradually goes towards evil. If you kill evil monsters, your alignment gradually goes towards good. Your alignment is sometimes important — for instance, the Paladins Guild requires your alignment to stay good, or you lose your special powers until your alignment is good again.
Generally, your alignment doesn't really matter, unless you're a Paladin. Some quests may require you to set your alignment to good or evil to get past part of the quest, and some magic items are aligned, so you can't wield them unless you have a like alignment.