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The following information is obsolete, it was last updated
in the summer of 1995, and is kept as historic documentation only:
- LPMUD Name:
- Open Since:
October 10, 1990
(Moved from Chalmers to Algonet, probably in the fall of 1995.)
- IP Address:
- Port Number/s:
- Hours open:
24 hours a day, 365 days a year, and an extra day in leap years.
- Registration Requirements:
Some sites are email restricted, but for most none.
Dworkin (Source), Elara (Law), Bod (QC), Electra (Balance),
- Contact Person/s:
Anders B Jansson, 'Hardwark', firstname.lastname@example.org
- Driver/Server version:
Similar to lysator 3.1.2 in compat mode. Soon to be DGD.
- Game/Mudlib version:
2.4.5 heavily modified
- Machine Type:
Sun Sparcstation 2
- Machine Memory:
- Machine Disks:
c:a 700Mb local, c:a 12 Gb over NFS
- Machine OS:
- Typical CPU Load by LPMUD:
- Typical Memory Load by LPMUD:
30 - 90% increasing after long uptimes
- Typical CPU Load by other users:
5% (not users but various daemons)
- Typical Memory Load by other users:
5% (not users but various daemons)
- Disk space free on host machine:
Depends, some Gb free since most disk are NFS mounted
- Disk space used by entire LPMUD:
- Disk space used by documentation:
Documentation, what's that? you mean sourcecode?
Docs and examples c:a 2 mb
- Disk space used by driver/server:
- Disk space used by game/mudlib:
- Disk space used by wizards only:
- Total number of player characters:
- Average number of players online:
- Total number of wizard characters:
360 (c:a 40 Creators (level 22))
- Average number of wizards online:
10 (counting anybody above 20 as wizards)
- Total Number of Quests Available:
- Number of Quests Required for Levels:
No quests required for levels.
- Number of Quests Required for Wizardhood:
Quest system based on points. Average 11 quests needed for wizardhood.
- Minimum Experience Required for Wizardhood:
- Other (if any) Requirements for Wizardhood:
You need an arch or wizhelper to sponsor you.
- Player Advancement beyond/instead of Wizardhood:
Avatar class available for players with 1 million experience and
all the quests needed for wizhood completed. Avatars get special
spells, access to special areas and the ability to build their
own castle. They also lose less experience when they die.
- Number/type of available genders:
3 (male, female & neuter)
- Number/type of available classes:
2 (mortal and avatar)
- Number/type of available guilds:
5 guilds: Vampire, Knights of the Bath (good), Blue Order (evil),
Loremaster (hacker) and Mauve Brigade (Swashbuckler).
2 clubs: Spice club and Shitar Fan club
(all guilds/clubs are wizard-run)
- Number/type of available skills:
5 (intelligence, strength, constistution, dexterity and unarmed combat)
Anything goes. We have dragons, golfers from hell, sumo wrestlers,
cartoon characters and everything else.
- Primary Orientation:
Balance. Lots of quests and mini-quests which require a mix of
fighting and problem solving.
- Policy on Player Killing:
Player killing is illegal though we are moving control of this
from the arches to a council of elected Avatars who will oversee
- Policy on Individual Privacy:
We respect individual policy as much as possible. Wizards cannot
snoop a player except in areas they have created, and only for debugging
purposes, not if the player is talking to anyone else. Arches only snoop
for debugging or game security purposes. We have numerous private and
snoop proof rooms available.
- Policy on Multiple Characters:
Officially illegal. Of course, if you don't make it obvious that
you have multiple characters, we'll never know.
- Policy on Player/Wizard Interactions:
Wizards allowed to talk to players, etc but not share quest solutions
or help in combat.
- Policy on Wizard Coding/Approval of areas, objects, etc:
Until a wizard is level 22, any objects or areas she/he makes must
get approval from a Balance and QC arch. After having an area approved,
the wizard will be made level 22 and can add things to the game at
her/his discretion. Major changes or additions by creator must be approved,
like adding a guild or club to an existing area.
- Policy on Individual Castles:
Wizards can work individually or as part of a domain.
- Policy on Coding Style:
All code must be workin correctly and have good descriptions
(without too much bad grammar ;) before it is released into
the game. Buggy code will be taken out of the game until fixed
by the creator or someone appointed by her/him.
Not too much hardcoded stuff in the mudlib. We try to leave
the creative stuff to the wizards and only add stuff that will
make coding easier.
- Policy on Making Wizard:
Frobbing is extremely rare. Everyone is welcome to become a wizard
regardless of coding skill and we have many wizhelpers who are
happy to help people learn how to code. If a player becomes a wizard
and then decides she/he would rather stay mortal, we will make their
character an avatar again (only once, though).
- Policy on General Rules:
Some posted by Avatar council. Most common sense (don't harass other
players, don't knowingly abuse bugs, etc).
Most of the rules are for the wizards, keeping wizards from interfering
with the game (helping/harassing players, snooping and so on).
- Policy on Disciplinary Actions:
Everyone gets one warning for major rule violations and then it's
either total removal from the game (removal of the player's
file) or timed demote, depending on the circumstances.
- Policy on Retension/Reimbursment:
There are lockers in the game that will hold items while you are
gone and refund your money after reboots/crashes (typically we reboot
once a week). Money will be reimbursed if it was lost due to a bug
but we do not reimburse for money lost in crashes.
or whatever, depending on the mood of the arches ;)
Revised November 1998 / nobody is responsible for this information