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Inactive GMs

Inactive GMs are deactivated after a time to make way for new GMs. The decision to deactivate a GM is made by Xype (the admin) and the collective input of the active GMs.

Returning GM?

If you are a returning GM, please contact staff on the Discord server for possible reinstatement.

Many of the older GMs have been stripped of their wands and set to adventurer status and can be played as a player, gear and items made by the gm belong to the character.

GM Deactivation

Commands must be done on the Prime map.

Step 1: Remove the Wand

Use GM Tool to view the GM's inventory and get Wurm ID's for all wands.

Use #loadItem wurmiD to pull all wands from the GM's inventory. Note, the command is case-sensitive.

Step 2: Deactivate the GM

Use the ban command to ban the GM.

#ban <playername> <days> <reason> - bans the player and the ipaddress. You must provide the number of days and a reason.

#ban gmname 9999 Inactive GM. Please contact staff for character reinstatement.

Ban also bans the IP address.

Step 3: Pardon the IP

Pardon the IP so that they can log into their players.

#pardon <playername> - pardons the player and the IP address.

#pardonip xx.xxx.xxx.xx

If you think they have alt GM's, feel free to use the command #showheros x (where x is a number between 1-5) to list players with elevated privileges. See Power Levels for more info.

You can also use an IP search with GM Tool to see alts that have logged in with the same IP.

GM Restoral

Step 1: Activate the GM

This procedure is for a GM that is returning and already has a power level. See Set Power to set a new GM's power level.

#pardon <playername> - pardons the player and the IP address.

#pardon gmname

Step 2: Wand

Give the GM the appropriate wand. See below.

A level 5 GM can give themselves an ebony wand using this command: #give 176 99 1

Overview

The table below lists the abilities given with each power level and each wand.

  • Abilities are listed in the order they are unlocked. A level 3 GM with an ebony wand inherits all of the abilities listed in the table for the lower power levels.
  • If a GM is creating items with the prefix “weird”, it means their power level isn't high enough to create that item. The item will not function and some of them might auto destruct. For example, you need power level 4 to be able to create items successfully.
  • The best level for a new GM to be able to be productive is 4.
Power Level Name Abilities Wand (if any)
0 Normal Player Standard player with zero admin abilities None
1 Hero Invisibility, single point teleportation → Wand of teleportation
2 Demigod Set teleport marker and port to other maps, protect tile, treasure maps, mute tool, set data (items), flight Ivory Wand
2 Demigod Paint terrain, plan building, set data (items, not terrain), summon player via right click menu only if in view (summon menu disabled, no ability to summon creatures), get info, skills Ebony Wand
3 High God Summon players and creatures, change terrain, GM tool, goto chat command Ebony Wand
4 Arch Angel Set data (terrain manipulation, also terrain chat commands), server menu, creatures menu, create items Ebony Wand
5 Implementer Can spawn uniques Ebony Wand

Wand of Teleportation

Most often given to CA/CM (also for a “Hero” of power level 1) to be able to port back to a set location, much like a farwalker twig or stone. Requires one silver lump (.10kg) per port.

A level 1 can turn invisible using the right click menu or #invis command.

Ivory Wand

Most often given to a level 2 only as it has restricted abilities.

Abilities tied to the Ivory Wand for power level 2+:

NOTE: Abilities do not increase with higher GM level than 2, making the Ivory Wand limited in use.

  • Specials
    • Get coordinates
    • Set teleport marker
    • Turn invisible
    • Teleport north/south
  • Nature
    • Grow trees (Wild Growth)
  • Spy
  • Protect (tile)
  • Get log events (not implemented in Mythmoor)
  • Treasure map
    • Create random treasuremap
    • Create treasuremap here
    • Spawn treasurechest here

Ebony Wand

Most often given to a level 3 or higher, but can be given to a level 2 to give enhanced abilities vs the ivory wand.

Abilities tied to the Ebony Wand for power level 2+ (in addition to the above):

Level 2

  • Paint terrain
  • Dig
  • Flatten
  • Plan building
  • Specials
    • Set data (items, not terrain)
    • Summon player via right click menu only, if in view (summon menu disabled, no ability to summon creatures)
    • Find path (highways)
    • Create (items)
  • Get info
  • Skills
    • Learn

Level 3

  • Specials
    • Summon menu; the ability to summon players and creatures (but not uniques)
    • Change terrain (note, level 2 can paint terrain only, not set the paint texture)
  • Reload configuration
    • GM Tool
    • Port chat command
    • Reload morepotables config (for the planter mod)

Level 4

  • Set data (terrain; also terrain manipulation chat commands)
  • Server menu, Creatures menu

Level 5

  • Specials
    • Summon uniques

NOTE: There may be other abilities not listed here that are enabled according to level based on what you're right clicking on.

gmdeac.txt · Last modified: by 127.0.0.1

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