Waypoint

Waypoints (often abbreviated wps) are used to move quickly between locations, serve as the target location for recalls, and as the respawn location for a player after death. The current waypoint is always the one which the player last prayed at or moved to from another waypoint. Waypoints are generally safe areas from aggro mobs.

Syntax

To bring up a numbered list of waypoints type way. To travel to between waypoints, go to a waypoint then use either way <number> or way <name>. Note that the name can be abbreviated i.e. way elb for The city square of Elborat.

Waypoints can be renumbered by typing way reorder <number> <number> to change a waypoint's number or swap two waypoints.

Waypoints can be removed by typing waypoint remove <number>. You may want to do this as when you have too many waypoints, the game will begin to track how often you are using them and remove unused waypoints. You will be informed with a message if this happens, but you can also check explicitly using way check.

Recall

Players can recall to the last prayed at waypoint by using the recall command (which can be abbreviated /) or casting a cleric recall spell such as word of recall or group recall. Players are automatically recalled when the game reboots.

Some rooms or areas are difficult to recall from. In such cases you may see a message that your god "does not immediately respond". You will need to attempt to recall repeatedly or use a more powerful method such as the aforementioned word of recall.

Characters can have their right to recall temporarily revoked by the cleric curse revocation.

Template:MUDDisplay

Fixed Waypoints

There are several fixed waypoints in the game that have been sanctified by a god - key locations like many major towns and cities will often have a waypoint for players to use. These are typically what players refer to when they mention a waypoint.

The command where waypoint can be used in a well-known area to find out if it has a waypoint. Using pray can be used outside of a well-known area to see if an area has a waypoint, but it will only give you the name of the room if it exists.

List of waypoints

Some waypoints may be defunct, god only, require payment or the completion of quest before use. This list may become out of date as new waypoints are added or removed.

Westering Isles

The Westering Isles are the three "newbie islands" located far to the west of the mainland and surrounding continents. Meant for players up to level 28, the waypoints here (except for those on Archais) will no longer be usable after you gain too many levels.

Room Area Sector Note
A heavily warded waypoint The Refugee Camp Sloe
A large waypoint in a stony field The Stony Field Sloe
The Pellam Cemetery Waypoint The Cemetery near Pellam Sloe
The Pellam Town Waypoint Town of Pellam Sloe
Shrine of the Vemarken Faithful Town of Vemarken Sloe
Stillwater Plaza Village of Stillwater Sloe
La Iglesia del Cambio Village of Bandera Azul Sloe
A waypoint on the edge of the Blue Marshes The Blue Marshes Sloe
The town square of Hildabrad The farming community of Hildabrad Sloe
The Indira Shrine The Town of Indira Kordan
The village of Gnomian Gnomian Village Kordan
The New Thalos Temple Waypoint The city of New Thalos Kordan
The Accepted Chapel of Dentin in Naphtali Island Kordan, town of Naphtali Kordan
The Temple of Stillness in Gad's Landing The City of Gad's Landing Archais
The Seaside Village Square The Village of Seaside Archais
Crossing the Brom Bridge You are wandering the Island of Archais. Archais
The Dragon Tooth Waypoint The Town of Dragon Tooth Archais
A highly unusual waypoint Redferne's Floating Palace Archais

Mainland and surrounding continents

Room Area Sector Note
The Unholy Temple of Dentin in Ralnoth The City of Ralnoth Atmir, the Mainland
The Cathedral in the Temple of Dentin The City of Ralnoth Atmir, the Mainland One north of Unholy, so not an important waypoint to keep
Wallachia City Inn Dormitory Wallachia City Atmir, the mainland Requires payment
A small campfire in the woods The birch and aspen forest Atmir, the Mainland
Atop a small knoll Dark Forest East of Ralnoth Atmir, the Mainland
A small deserted chapel along the southern road The Great Southern Road Atmir, the Mainland
A shrine to Dentin Province of Cornia Atmir, the Mainland
On the steps of Aomizu Temple Daigaku-Tatami, capital of Kurita Province Atmir, the Mainland
The Blessed Garden of the Amagawa Spirits Village of Bo Shin Tao Atmir, the mainland
The Temple of Zin The Town of Zin Atmir, the Mainland
The Fire Tower, third floor The Fire Towers Atmir, the mainland
The Naginag Chapel Porch The capital city of Naginag, Market District Atmir, the mainland Requires quest Completed tasks for the god Seth in order to use the waypoint at the Naginag Pantheist Temple
The Society of Succor The Viscounty of Rogonia Atmir, the mainland Requires payment of 25,000 gold
The Blue Temple Dunn Hurr Atmir, the mainland Requires quest Drove the Anchorite garrison out of Steinhaus
The Wellinghall Waypoint Along the Greywater Atmir, the Mainland Requires quest Pleased the Lord of Wellinghall by slaying the vile knucker.
Overlooking a small lake high in the Ash mountains The Ash mountains Atmir, the Mainland
Before five ancient statues The Ash mountains Atmir, the Mainland
Glade of spirits The Jo'Kerin Gardens Atmir, the Mainland
A stone tower The Florin-Verian Flowage Atmir, the mainland
The Center of Vandar The Kingdom City of Vandar Atmir, the mainland
A tall room in the fortress of Koralia's Heart The City of Koralia's Heart Atmir, the mainland
Ostiary Occidental Recall Site Green River Valley Atmir, the mainland Requires ???
A large blackened waypoint Nemean Fields Atmir, the mainland
The Westhome Chapel of the Silver Flame The Western Atmiri Coast Atmir, the mainland
The Marikest Temple Waypoint The village of Marikest Atmir, the mainland Requires quest
Before a massive oak tree. Caer Bre'en Valley Atmir, the mainland
The Crimsonia chapel of the Silver Flame Port Crimsonia Ramanek, the northern continent Requires quest Sent all of the famous pirates of the northern ocean to their final resting place.
A small meditation room Village of Votara Ramanek, the northern continent
The Temple of Night The Ramanek wasteland Ramanek, the northern continent
City of Airam, Town Square The capital city of Airam, Marketplace and Castle Ramanek, the northern continent
A vine covered temple The Wyvinian Stronghold Ramanek, the northern continent
The city square of Elborat The City of Elborat Suboria, the southern continent
Central square of Dorna The city of Dorna Suboria, the southern continent
The temple of the Summer Sun in the city of Finspang The City of Finspang Suboria, the southern continent
Inside a long log building. The Firbolg Forest Suboria, the southern continent
The Xidan Camp Ishi Province Suboria, the southern continent Requires ???
The Onsen Haiden Yuki Province Suboria, the southern continent Requires quest
The Nishi Haiden The Mitsuto-Shima Province Suboria, the southern continent
The Riaza Order of Harmony Dojo The Isle of Riaza Suboria, the southern continent

Outer Planar Realms

Room Area Sector Note
The Chapel of Fonts The City of Fonts, Purnima Outer Planar Realms

Old or Defunct Waypoints

These are rooms that used to be waypoints but have been removed. This list is kept out of historical interest.

Room Area Sector Note
The Old Mud School Recall The Ralnoth Mud School Museum Atmir, the Mainland South out of the Ralnoth, on the west side
A lovely hideous temple The City of Ralnoth Atmir, the Mainland Underneath the kitchen of Fozzie's Hamburger House
The Blood Priestess' Chamber The City of Ralnoth Atmir, the Mainland Underneath "A lovely hideous temple"
The Temple of Shift The Temple of Shift in Ralnoth Atmir, the Mainland In the southwest corner of Ralnoth
A tranquil shrine The Arbor Forest, east of Ralnoth Atmir, the Mainland Just east outside of Ralnoth, north off the path
A star-shaped courtyard before the Temple The Arbor Forest, east of Ralnoth Atmir, the Mainland Just before the Temple of Heart, east outside of Ralnoth, south off the path
Inner Sanctum of Heart Temple of Heart Atmir, the Mainland Just east outside of Ralnoth, south off the path
The Temple of Cygnii The Temple of Cygnii Entertainment Complex Atmir, the Mainland Just south out of Ralnoth, east off the Southern Road
High-Temple to Grolantor. The Temple of Cygnii Entertainment Complex Atmir, the Mainland Underneath the Temple of Cygnii
The inside of a small cabin The Zephyr Forest, west of Ralnoth Atmir, the Mainland Northwest portion of the forest
A small shrine to Vember. Former Castle Rubicon Atmir, the Mainland West from outside the front entrance of the castle
a small sheltered clearing in the woods Maybe room 15199 in Thalenwood?
room of paddedness and pillows
somewhere in the bazaar
Walking through grassy fields The birch and aspen forest Atmir, the Mainland Unconfirmed
in a protected glade
the porch of the house of draak
Warming before the hearth Jo'Kerin Bazaar Atmir, the mainland Unconfirmed
The temple to Morpheus The Monastery of Dreams Archais
a secluded hermitage
Reception Room The Svirfneblin ruins Archais Unconfirmed
a small alley behind two shops
a small church
the temple waypoint
mooncalf's room
in a small, enclosed clearing
A small shrine The lower K'tinga River Atmir, the mainland Just north of Behr'zok, this waypoint is still usable but is only accessible to low level characters. Since the area is not a low level area, it is unlikely you will be able to use it naturally.

Temporary Waypoints

High level clerics can use the hallowed ground spell to create a temporary waypoint. As its name suggests, the waypoint must be on land and not at sea or in the air. It also cannot be created at a nosum location. Care should be taken when choosing a location as unlike most fixed waypoint, which tend to be in safe non-aggro locations, these can be created in dangerous areas with aggressive enemies.

When the effect ends, the message A sense of loss fills the area as the powerful presence recedes. is shown.

Notes

  • Personal and clan storage lockers can be accessed while at a permanent waypoint, but not a temporary waypoints
  • While at a permanent waypoint, characters will not get better at using spells or skills