Terrain types and room properties
Every location (room, cell) in zones has some terrain type and certain hidden properties.
Room properties determine under what conditions you can reach a given place, as well as how various skills and spells work there. Here are just a few examples:
- Safe room: in such rooms no combat can begin -- neither in PK nor even with monsters -- and limits deteriorate faster. Found very rarely. Also, a character under the effect of adrenaline cannot enter these rooms.
- No-recall, cursed: the recall prayer does not work and neither do other transport skills. If you try to use them, you will see "The gods have abandoned you." A similar effect is also given by the curse effect on you.
- Private: only two characters can be in this room at the same time. There are also solitary rooms -- for one person only.
- Indoors: in such places you cannot see the weather (logically) and cannot use various nature-based or weather skills. Indoors, vampires are not hurt by sunlight. Logical.
Terrain types determine how many skills work, as well as the speed of movement through the room. A couple of examples:
- Inside: space within some building, but not necessarily under a roof (indoors) -- for example, a monastery's inner courtyard. Sunlight is gentler on vampires here.
- Forest: in these places you can chop a tree. Sunlight is gentler on vampires here.
- Desert, mountains: in these places the spell fist of the desert and some others will trigger. Moving through mountains and deserts is slower. Also, in deserts items made of ice and similar materials melt.
- Water, underwater: see
help swim - Air: to pass through, you must learn to fly. Sunlight burns vampires harder here.
Most ranger and druid skills work only in wilderness: this includes forest, field, hills, and mountains. If wild terrain is mentioned, this also includes desert. There are very many terrain types and properties, and some of them you will only discover through experience...
