We have the people who work and contribute their time to 4Dimensions, the Immortals.
And we have the wicked and devious builders resources located here.
And of course there's our players too. And here you can read the backgroundstories for those players who have applied for an RP-flag.
As a Seeker you will have a flaming red feather in your inventory. If you have this feather, you can toggle on the hintchannel. On that channel you'll get to see a hint on how things work in 4D every 3 minutes.
Some people think this is a bit spammy, and prefer to toggle it off. For those, there's a list below of all those hints mentioned:
* You can always toggle the Hint Channel off by typing nohint.
* If you log out, you need to turn the Hint Channel on again.
* If you find the gossip channel too spammy, toggle it off by typing nogoss.
* If you lose your feather, go 2 south of Recall and say I am new here.
* Recall Point is the center of 4 Dimensions.
* New players can get to Recall Point at any time by just typing Recall.
* The ability to use the Recall command lasts until level 40.
* You can quit in any room, and your equipment will autosave. Just type quit.
* If you want to visit the Seekers' Guildhall, just type hold feather.
* Elementary Square with Gordy the Greeter is the center of the Newbie Area.
* To get to Elementary Square from Recall, go north twice and say please at the gate.
* New players don't really die in combat until level 10.
* Later, when you die, you need to go back to where you died to get your corpse.
* Type meld to reunite with your corpse in the room where you died.
* You can also use the Crypt, 1 east, 1 d from Recall, to recover your corpse at a cost. (also a bank)
* You'll eventually automeld with your corpse but it might take some time.
* Type toggle to see all the options that you can toggle on and off.
* Type nobat to reduce the battlespam when fighting.
* On our website are several Maps of the Realms. Or you can visit this link.
* To learn more about the features in 4D, visit our Travel Agency south of Recall!
* Maproom 3 s of Recall, has descriptions of all zones and directions how to get there.
* You can also visit the Helpers' Library 1 down from the Travel Agency.
* Have a look in the Donation Pit 1 d from recall, if someone donated something useful.
* Don't carry too much weight, it will slow you down in combat.
* Carrying too many items might stop you from getting things you really want.
* You will need to hold a light once you venture out of the Newbie area.
* There is a ball of Light in the Donation Pit, 1d from Recall, but it disappears on logout.
* At the west end of Venture Way is a list of easy zones and a shortcut to 5 of them.
* Look < name > shows the equipment of a player. Exa < name > shows the description.
* Exa shows both the description and what is inside the container.
* Looking at every noun in a room description can give you hints how to solve a Quest.
* Listening and smelling sometimes give hints. You can also smell, taste and feel objects.
* Spellcasting classes use orbs or staffs instead of traditional weapons.
* Recite identification scrolls on all items you find to see their stats.
* Identify a melee weapon to tell whether it is a long or short.
* Short weapons are used best by rogue classes, long weapons by fighter classes.
* Spellcasting classes use orbs or staffs instead of traditional weapons.
* You can manifest weapons into an orb, which are used for spell-casting classes.
* There is a Healer west of recall for some basic protection and healing spells.
* Your clan hall has a Healer, a Trainer and some useful shops for food, drink and containers.
* If you're in need of assistance type newbie followed by your question.
* Don't share Quest information... that is considered cheating.
* You may only have one char logged on at the same time.
* Remorting becomes possible when you start scoring negative after level 50.
* You can either remort to a new Class or to a higher tier in the Class you've already got.
* Type score to show you basic stats about yourself.
* Type gold to see your financial state (coins and tokens).
* Type worth to see some important information about yourself.
* You can deposit and withdraw your gold in the room 1e, 1d from Recall, or in any bank.
* If you have a Bankbook you can deposit and withdraw your gold anywhere.
* Start battles with backstab if you have the skill. (cost: 20 MovePoints)
* Sleeping mobs can be backstabbed 100% of the time.
* Type corpse to see if there are any player corpses around.
* Type corpse track to find out the location of your own corpse.
* Player corpses cannot be looted or sacrificed under normal conditions.
* You cannot go beyond 'Learned' in a skill if you're only Tier 1.
* You can improve a skill by using it once it is practiced as far as possible.
* Try to learn the relevant precursor skills first. (Examples: melee or firearm).
* Use balanced weapons to increase speed, attack and defence.
* The Helpers' Library is 1 down from the Travel Agency.
* There's a second Donation Pit in Mudschool, 2 north from Lionel.
* To recover your corpse you need to have enough money in the bank.
* Make a habit of depositing your money, so you don't lose it! There's a bank 1e, 1d from Recall.
* Don't carry valuable tokens around, they can be lost or stolen.
* Tokens, bills, 4d credits and cauri shells are put in the Token Machine n w w from Recall.
* To see how much damage you'll probably do and take in a fight, use the command consider mob-name.
* When you're mounted you'll use up less movepoints than when you're walking around.
* Players with the race Centaur can be mounted - but only if they consent to it.
* After you've reached level 50 and remorted, you won't be able to use the Seeker's feather anymore.
* Try to find a Clan to join after you remort, info about the Clans is in the Clan Office south of Recall.
* After each remort your hp will go down again, but you'll keep your mana- and movepoints.
* Items you don't need can be junked or sacrificed, this will also keep the Realms clean.
* You'll regenerate faster when you're sitting or sleeping and when you're not hungry or thirsty.
* Skills and spells have to be trained at a Guildmaster.
* There's a Guildmaster in the Seekers' HQ; another n, e from Recall. Lionel in Mudschool is also one.
* To get rid of hunger and thirst drink from the free milkfountain east of Recall.
* There is lots of free food and drinks in the realms, and you can also buy both from shops.
* To see what an item does before you buy them in a shop, type id followed by the number of the object.
* Type list in a shop to see all the things that are for sale and their prices.
* To see what an item does or is, you can use scrolls of knowledge or scrolls of identify.
* If you see a 'Someone' talking to you it means that person is invisible to you, possibly an immortal.
* You can only respond to an invisible player with the command reply < message >.
* Reply < message > sends the message to the last person that sent you a tell, so use it with caution.
* To see invisible persons or objects you can quaff detect invis potions from the Magic Shop in Olde York or other shops.
* Grouping with other players is often useful in battle. Type help group to see how it works.
* Looking at an object sometimes gives info about what to do with it, identifying it gives more accurate info.
* Looking at an object can sometimes give Quest hints.
* To see the health of person you can type diagnose person.
* The command affect will show you what spells/skills you're affected by.
* To regenerate your healthpoints, visit a healer and type heal to get a list. Then follow the instructions.
* Type heal < kind of cure > at a healer to use it (be sure to look at the price first).
* There is a healer west of recall, one in your Guildhall, and several others around the Realms.
* To regenerate your healthpoints in battle, use cure or heal potions.
* You can buy cure potions in your Guildhall or 2s of Recall, but you can find better ones on your travels.
* You can improve most skills by using them, once they are practiced.
* Find out what addaffects an innate spell an object has by using an identify scroll.
* Different addaffects are best for different Classes. Str and con are good for all Classes.
* Fighting classes will like hitroll and damroll affects on their gear.
* Rogue classes will like speed and dex affects on their gear.
* Spellcasting classes will like int, wis and cha affects on their gear.
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4D has more features than many Pay-to-play Muds, but maybe the best of them all is that it is 100% free to play. No hidden agenda , where you suddenly find out that you have to pay real money to get access to the best things in the game, no cheesy 'donation equipment' that gives those with fat wallets advantages over others.
In 4D your success is totally dependent on your own gaming skills. But to make things a bit easier for you, we have gathered some information about our most prominent features under this heading.
To get an idea about what 4D can offer, run through the links on the left. The full potential of the game only unfolds as you play it, but this will give you a head start, because in 4D knowledge equals success.
There are better game clients available to use, and here is a walkthrough on how to get and use one, it is really simple.
ESPERS get a few powerful attacks through the use of their Psi abilities. But their main advantage is their evasion tactics. They can disable their opponents and take advantage of their weakened state. They also have a few nice protection spells. While Espers do not compare to Mages for damage, they are equally as physically weak. Like all the SPELLCASTING classes, Espers fight barehanded or can use an ORB or STAFF to enhance the power of their spells.
Espers, like Mages and Priests, prefer equipment that increases their Intelligence, Charisma and Hit Points.
Skills and spells:
For info about what the individual skills/spells do, see the page Skills and Spells
Espers get the following skills and spells:
Tier: 1 - Lev: 1 - Skill or Spell: 'life transfer'
Tier: 1 - Lev: 1 - Skill or Spell: 'manifest'
Tier: 1 - Lev: 2 - Skill or Spell: 'chill touch'
Tier: 1 - Lev: 2 - Skill or Spell: 'fortify mind'
Tier: 1 - Lev: 2 - Skill or Spell: 'mount'
Tier: 1 - Lev: 3 - Skill or Spell: 'detect poison'
Tier: 1 - Lev: 3 - Skill or Spell: 'word of recall'
Tier: 1 - Lev: 3 - Skill or Spell: 'infravision'
Tier: 1 - Lev: 3 - Skill or Spell: 'forsee'
Tier: 1 - Lev: 3 - Skill or Spell: 'riding'
Tier: 1 - Lev: 4 - Skill or Spell: 'minor identify'
Tier: 1 - Lev: 7 - Skill or Spell: 'shield'
Tier: 1 - Lev: 10 - Skill or Spell: 'confuse'
Tier: 1 - Lev: 12 - Skill or Spell: 'sleep'
Tier: 1 - Lev: 12 - Skill or Spell: 'fortify body'
Tier: 1 - Lev: 15 - Skill or Spell: 'detect invisibility'
Tier: 1 - Lev: 20 - Skill or Spell: 'magic missile'
Tier: 1 - Lev: 20 - Skill or Spell: 'static shield'
Tier: 1 - Lev: 21 - Skill or Spell: 'create food'
Tier: 1 - Lev: 23 - Skill or Spell: 'sweet dreams'
Tier: 1 - Lev: 24 - Skill or Spell: 'drunk'
Tier: 1 - Lev: 25 - Skill or Spell: 'armor'
Tier: 1 - Lev: 25 - Skill or Spell: 'detect alignment'
Tier: 1 - Lev: 25 - Skill or Spell: 'strength'
Tier: 1 - Lev: 30 - Skill or Spell: 'mana transfer'
Tier: 1 - Lev: 31 - Skill or Spell: 'shocking grasp'
Tier: 1 - Lev: 35 - Skill or Spell: 'detect magic'
Tier: 1 - Lev: 35 - Skill or Spell: 'cone of cold'
Tier: 1 - Lev: 39 - Skill or Spell: 'scribe'
Tier: 1 - Lev: 40 - Skill or Spell: 'poison'
Tier: 1 - Lev: 43 - Skill or Spell: 'recharge'
Tier: 2 - Lev: 5 - Skill or Spell: 'clone'
Tier: 2 - Lev: 5 - Skill or Spell: 'devine mind'
Tier: 2 - Lev: 10 - Skill or Spell: 'teleport'
Tier: 2 - Lev: 16 - Skill or Spell: 'haste'
Tier: 2 - Lev: 16 - Skill or Spell: 'protection from cold'
Tier: 2 - Lev: 32 - Skill or Spell: 'invisibility'
Tier: 3 - Lev: 4 - Skill or Spell: 'phase'
Tier: 3 - Lev: 6 - Skill or Spell: 'locate object'
Tier: 3 - Lev: 8 - Skill or Spell: 'mind electricity'
Tier: 3 - Lev: 8 - Skill or Spell: 'mind water'
Tier: 3 - Lev: 12 - Skill or Spell: 'group shield'
Tier: 3 - Lev: 16 - Skill or Spell: 'hold person'
Tier: 3 - Lev: 19 - Skill or Spell: 'psi panic'
Tier: 3 - Lev: 21 - Skill or Spell: 'dispel sanctuary'
Tier: 3 - Lev: 24 - Skill or Spell: 'group recall'
Tier: 3 - Lev: 24 - Skill or Spell: 'burning skull'
Tier: 3 - Lev: 25 - Skill or Spell: 'earth elemental'
Tier: 3 - Lev: 30 - Skill or Spell: 'charm'
Tier: 3 - Lev: 30 - Skill or Spell: 'energy drain'
Tier: 3 - Lev: 30 - Skill or Spell: 'vitalize'
Tier: 3 - Lev: 40 - Skill or Spell: 'gate'
Tier: 3 - Lev: 40 - Skill or Spell: 'evil eye'
Tier: 3 - Lev: 43 - Skill or Spell: 'flame arrow'
Tier: 3 - Lev: 48 - Skill or Spell: 'steelskin'
Tier: 4 - Lev: 1 - Skill or Spell: 'numb mind'
Tier: 4 - Lev: 14 - Skill or Spell: 'magic bubble'
Tier: 4 - Lev: 16 - Skill or Spell: 'ice shield'
Tier: 4 - Lev: 20 - Skill or Spell: 'control weather'
Tier: 4 - Lev: 26 - Skill or Spell: 'nightmare'
Tier: 4 - Lev: 29 - Skill or Spell: 'paralyze'
Tier: 4 - Lev: 32 - Skill or Spell: 'demonshreak'
Tier: 4 - Lev: 41 - Skill or Spell: 'suffocate'
Tier: 4 - Lev: 48 - Skill or Spell: 'slowness'
The Maps provided on this page are pretty accurate, although not very detailed. They are meant to present a general lay-out of the 4 Realms, without revealing the deeper secrets of the zones - for those you still have to explore.
There are also some maps available on line. Those can be found in the Old Yorke Map Shop, The Library of Light in Fenizia, the island Kea in the Greek Archipelago and the Federation Hall on Pleasure Planet.
In addition to these maps we use the Wilderness Grid for large grid zones. You will mainly find these in Prehistoric (the Sea, the Greek Mainland and the desert of Wawat) and in Future (the Outer Space Grid). If you type MAP in a Wilderness area, it will display a map of 11x11 rooms, with yourself in the centre.
The same MAP command in an ordinary room, will only display the exits of that room.
Central Area Maps - Prehistoric Maps - Medieval Maps - Old West Maps - Future Maps
More maps might be added later, as the world grows.
PLEASURE PLANET:
ALPHA CENTAURI PLANETS:
The world has not been the same since the outbreak and ending of World War 3 in the same year, 2079, when the "Developing Countries" in Africa and Asia finally rebelled against the exploitation by the western "industrial countries". A massive launching of nuclear and "space" weapons on the side of the latter not only quenched the rebellion, it also caused considerable and irrevocable damage to the very structure of Universe.
Huge rifts suddenly appeared in the Time Warp, and there are no more just the usual 3 dimensions to the world as we knew it. A 4th Dimension has occurred - the "Time-space Dimension", which makes it possible to move between one time period and another in a split second.
While these phenomena were not unknown to the scientists back in the 1980s, who used to call them "Black Holes", they used to be extremely rare and confined to space. Now they are becoming increasingly frequent, and they can occur almost anywhere on earth. The primitive and superstitious people in the early ages shun them like death itself, believing them to be caused by evil sorcery and witchcraft. As you walk peacefully down a country lane, you may suddenly step into one of these rifts in the Time Warp - and suddenly you find yourself in a quite different time period, where the surroundings are totally different and possibly hostile too.
The locals call them "Time Traps", and have learned how to avoid them. Indeed Man - the most adaptable of all creatures - has even learned how to exploit them. Ruthless adventurers use them for their own shady means, hopping from Time to Time, to ransack and plunder. There is also quite a considerable Tourist Industry developing around them, offering the customers "Travels Through Time" and "Time Safaris", with or without guides and professional bodyguards. The resourceful tourist can hire himself some armed bodyguards, and make the travels in reasonable safety, while the less well to do will have to venture the exploit on their own.
Needless to say the Travel Companies take no responsibility whatsoever, lest you should happen to get killed during the Time travels. Needless to say such events occur pretty frequently too, since quite a few of the places you land in are all but peaceful. However death isn’t such a big deal anymore because of the time rifts - you can always be resurrected at a time before the unfortunate event occurred, and thus return to life again without much ado. (Needless to say there are people who exploit that fact too, and being resurrected after getting killed will cost you a neat sum, that will be deducted from the experience points you gathered. If you want your corpse and equipment retrieved too, it is going to cost you quite a bit extra).
For some reason the Rifts in the Time Warp seem to be more frequent than otherwise in a few places on earth, and one of these concentrations of "Time Traps" is right at the place called "Recall". One of the larger Travelling Companies - (run by Molly & Peace Travelling and Adventure Co. Inc.) - has set up a Travel Agency at that place. There is a Time Guardian in a room upstairs from Recall, who will on request send you to any of the 4 most popular time periods - PreHistoric, Medieval, OldWest and Future, and you can in most cases return to that place too simply by reciting a "Recall" scroll.
You can gather gold, equipment and experience in all 4 Dimensions, but if you want to avoid being gawked at by the locals, maybe you’d prefer to attain your equipment from that Dimensions solely? Even though it isn’t forbidden to bring modern equipment to the earlier time periods, a laser gun in medieval time will make you a bit conspicuous, and most travelers like to melt into the surroundings. (You know, there is nothing a Tourist fears more than looking like a Tourist!)
So maybe the 4th dimension isn’t such a great catastrophe after all. Sure enough, the first time you step into a Time Trap can be a shattering experience. But once you get used to it, you too may develop into one of those successful Time Hoppers, who have gathered vast experience and fortunes from their adventures, and who are now being regarded as "Gods" in most time periods - people like the mighty Directors Shorty, Kalten, Molly and Mordecai. Who knows - one day you may even reach immortality yourself...

| Affect | Magnitude |
|---|---|
| Speed | +180 |
| Melee Damage | 0 % |
| Magic Damage | +5 % |
| Defence | -50 |
| Attack | +5 |
| Unique Body Positions | Antenna, Ankles (x2) |
Martians come from the red planet Mars. They are small compared to humans, their skin is green and they have developed antennae to help them sense things that others can not. Because of their small stature, Martians are not as strong or have as much vitality as humans, but their balance is rivaled only by the carefree Fauns. The great intelligence of the Martians have helped them develop basic ESP powers which they can use on their enemies.
Since Martians do not respire (breathe), they are able to enter space without a spacesuit and can swim underwater without a breathing apparatus and not take damage.