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movement.md

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Movement

;go2 <target> walks the character anywhere the community map knows, by the fastest route. Every script that travels (;hunt, ;athletics, ;heal npc...) uses the same walker, so what holds here holds for them.

Using ;go2

;go2 1234            a map room id
;go2 bank            a map tag (bank, herbalist, npchealer, ...)
;go2 herald street   part of a room title
;go2 home            the profile's home room
;go2 safe            the training plan's first safe room
;go2 direct <target> ignore the avoid list for this trip
;go2                 where the map thinks you are
;go2 update          download a fresh map
  • The first use downloads the map (~13 MB) into ~/.revenant/mapdb/; any walking script fetches it again once the copy is a week old, and keeps the old copy if the fetch fails.
  • ;stop go2 stops the walk where it stands.
  • To find a wandering NPC the map has no room for, use ;seek <noun>: it loops the nearby streets until a room lists it, then stops there. town=crossing (or dirge, shard) walks that town's wanderers' streets instead, dr-scripts' list; area=<place> walks every room whose title holds the place.

What the walk does for you

  • Stands up first if you are sitting or kneeling, and reads the answer: overburdened, it stops with "bank or stow the load first" instead of walking on seated; unbalanced, it waits a moment and stands again. A step that throws you down (mud on Reshalia Trade Road) gets a STAND and the step again.
  • Waits out roundtime before every step; a step the game answers "...wait N seconds." is sent again once that roundtime is over.
  • Searches for hidden ways: a map edge that SEARCHes first repeats the SEARCH (15 at most) until something is found — one often finds nothing.
  • Escapes an engagement: a step that stalls gets RETREAT, RETREAT and the step again, once.
  • Checks every room it lands in against the route, and stops rather than guessing when it is lost.
  • Goes round a closed way: a guild or circle gate ("not experienced enough"), an exit the game cannot find, or a climb that failed twice is dropped from the route and the walk replans from where you stand. A gate stays dropped for every later walk until the session is relaunched.
  • Leaves a room the map has no exits for by trying OUT and the compass exits, and remembers the way in ~/.revenant/mapdb/local.json.
  • Tags a room with what FORAGE or COLLECT found there (;forage, ;task), in the same file, so the next walk for that herb goes there.

Rides

Ride Between Fare
Faldesu ferry the Crossing's North Road and Riverhaven 30 Lirums; short of it, a young character rides on debt and anyone else is turned away
Alfren's Ferry the Crossing and the Segoltha's south bank (the way to Leth Deriel and Shard) 35 Kronars
Obsidian Pass gondola the two platforms over the Chasm free
The Jolas Mer'Kresh's Wharf End and Hara'jaal's Sumilo Dock (it waits up to an hour for the ship) free
Sea mammoths Fang Cove's dock and Ratha's Shore Walk (the massive one), or Acenamacra's pier (the tall one) free
Sand barge Hvaral's Dry Dock and Muspar'i's Barge Platform, past the Desert Oasis (about 20 minutes) free

Arnshal Keep's west gate, between Fornsted and Hvaral, wants a passport in hand: the walker shows yours and stows it again, and with none or an expired one walks to the licenser at Therenborough's Ibec Hall for a new one, then plans the walk again.

The walker boards, waits for a ferry that is out (up to fifteen minutes), and steps off at the far side. Turned away for the fare, it runs ;bank keep=200 lirums=200 (the coin the captain named, from the nearest teller and the money-changer) and plans the walk again, once a walk. A ride costs five minutes in the planner, so a land route wins where one exists. The other escort routes (airships, barges) are not walkable.

A climber with Athletics 540 skips the gondola: the way under it, the branch off the Obsidian Pass trail and six climbs below, plans shorter than the ride, both ways.

A strong swimmer skips both rivers' ferries: the Faldesu is swum at the Marsh's Stone Road to Riverhaven's Stone Bridge with Athletics 300, the Segoltha between Fisherman's Trail by the wreck and its north bank with Athletics 350 — bescort's strokes, half a minute in the planner. Below those ranks the walker keeps to the ferries; it takes no armor off to swim, so empty your hands of anything heavy.

A mammoth is joined (join sea mammoth) once the dock lists it or its driver calls — at an empty dock the walker waits, up to twenty minutes, and sends nothing — and sets you ashore itself. A Premium character walks from the Crossing to Ratha by the meeting portal into Fang Cove and the mammoth; Fang Cove's exit portal only returns you to the town you came in by: a walk from outside never plans through it, and inside the walker plans only the exit to the town you entered from, remembered across relaunches; an exit that lands elsewhere corrects the record and plans again from there.

A character with an Estate Holder ring (the profile's estate_ring, e.g. copper band, worn) is PUSHed to Fang Cove when the walk from there is far shorter — about 300 steps or more — or the only one; from inside Fang Cove a PULL returns to the room the walker last pushed from. The walker STUDYs the ring first, since each verb is charged once an hour. PUSH works only outdoors; refused, the walk goes on foot. After a PUSH no exit portal is planned: it returns you to the town you last came in by.

A Moon Mage standing at a Grazhir shard crosses the Astral Plane to another with ;astral <shard> (;astral list names the shards learned): Moongate in, the pillars, Moongate out, about four minutes. From the 100th circle it starts from any room, casting at Grazhir itself, and every walk crosses to a learned shard when that beats the walk or nothing else reaches the goal (Hara'jaal from the mainland); ;astral list puts the learned shards on record for it; a crossing that stops inside the plane is taken on from there once, never walked on foot. harness= sets the mana held (100 by default); from=<shard> walks to a shard first, and ;astral learn <shard> walks there and studies it until it is learned.

A Moon Mage can leave a moonbeam and teleport back to it: ;moonbeam focuses one where you stand (outdoors) on the moon with the most time left, and ;moonbeam teleport returns to it from afar. A beam lasts no longer than its moon is up, so the teleport first checks the moon with PERCEIVE MOONS and the beam with Distant Gaze, and casts nothing if either is gone: Teleport on a moon that is down kills. The mana is DISCERN's most unless mana= names it. Every walk (;go2, a hunt's way home, a task's hand-in) teleports to a beam on record when that beats the walk, ahead of the ring; refused, it walks.

Ratha to Hara'jaal is the Tasia'zaul, from the lower Uasin Dock behind a guard's bribe: ;harajaal gets you down there (;harajaal quest on a first trip). The ship itself is not a walker ride yet.

Shard to Hibarnhvidar is the ice road: twelve steps between the Rope Bridge and the Himineldar Shel mountain road, each followed by the map's eleven-second pause so the walk does not slip on the ice. With ice skates in the profile (skates, and footwear for what they replace; the Crossing's Town Green Pond sells them in winter, GET SKATES FROM RACK then BUY) the walker changes into them for the road, skips the pauses while the skates say they help, and changes back after it; a "slow down" line brings the pauses back. The way to it from Shard is Seord Kerwaith's stone wall, a hidden door: the walker tries GO STONE WALL and, while it is shut, turns the basin (the torch from the tunnel side) and goes again.

Hara'jaal's Glaren Kweld grass is dozens of rooms under one title, three of them on the map. The walker crosses it the way bescort does: down the slope, then NORTHEAST until a room lists a rock; out, NORTHEAST until a slope, then CLIMB SLOPE. A walk begun lost in the grass goes NORTHEAST to the rock first. With a poloh'izh in the room each move goes as RETREAT, RETREAT and the move. ;hunt there never walks between the mapped rooms: it steps through the maze one room at a time and fights in each.

The Riverhaven–Throne City barge is ridden the same way: at the Salt Yard's barge dock or Throne City's Stone Docks the walker waits for a barge, boards it by name (go riverhawk, go glory), pays the 120 lirums, and steps off at the far dock. Fifteen minutes is the longest it waits.

Rooms to avoid

avoid_rooms in ~/.revenant/settings.json lists ;go2-style targets the planner detours around. The default is the cougar grounds. Ratha's Bazaar, a maze whose ways shift, is always avoided. When no clean detour exists, the walk says so before the first step and goes through. ;go2 direct skips the list once.

Climbs

A climb depends on Athletics ranks, then Agility and Strength, then load, armor and injuries.

  • When the game turns a climb back, the walker stands, stows whatever the game named as hindering, and tries once more.
  • A second refusal closes that way and replans. If there is no other way, it stops and names the load and the choices: shed it, train Athletics (;athletics), or go the long way.
  • Climbs the map gates by skill ("needs Athletics 540") are skipped when your ranks fall short, judged from the exp window. If the only way is gated, the walk stops before it starts and says what it needs.
  • ;climbexp records each climb attempt so you can see where your ranks stand against an obstacle.

Caveats

  • Circle and guild gates are unknown until the game refuses one; the walker learns them per walk, not permanently.
  • Edges that need a password, citizenship or a spell are treated as closed.
  • The towns' meeting portals into Fang Cove open only when the character's profile says premium (the account has Premium).
  • From Fang Cove the walk leaves by the EXIT portal (go portal), which returns you to the town you entered from; a landing elsewhere than planned replans from there.
  • Inside a sub-room (a Fang Cove tent) the game reports the room outside's id; the walker goes by the title there.