This document describes the different levels of players in LPmud 3.0, as well as the procedures to manipulate these levels. Levels: ======= Mortal. This is the ordinary player that has no special powers. Mortals are level 0 regardless of their advancement in the game. Apprentice. This is what the mortal becomes when he has reached a certain point in the game. The apprentice is fitted with abilites to read the documentation and to look at the existing domains and their descriptions. He is then expected to learn the wizard rules and some basics of how the game works before appying for membership in a domain. Apprentice wizards are level 1. Pilgrim A pilgrim is a VIP of some kind, usually a visiting Keeper or Arch from another MUD. He has been granted access to the mud in order to participate in discussions and look around in general. A pilgrim has no building capabilities but can read all relevant information. A pilgrim is level 2-9. Wizard. There are two types of wizards. The most common kind is the domain wizards, i.e. a wizard who has joined a domain. The other kind is an independant wizard who works on his own. This last kind of wizard is very rare and should have good reasons for not joining a domain before being granted this special status. A wizard has been given a home directory and have the ability to create LPC programs. A wizard may leave the chosen domain at any time, but this action reduces them to apprentice level until he decides to join a new domain. A wizard is level 10 to 19, but starts at level 15. Mage. A mage is essentially the same as a Wizard. However, he has been promoted to his higher level in recognition of special abilities or favour done. A mage can apply to join a domain if he so wishes. A mage is level 20 to 29. Lord. A lord manages a domain. He acts as the administrator of a project with several wizards attached to it. The lord decides who is allowed to be a member of his domain and not. Apprentices applies for membership and may be accepted only if the lord wishes to. The lord can expel any of his domain members if he decides that that action becomes neccesary. An apprentice becomes a wizard at acceptance into a domain and reverts to apprentice status if he is expelled. A mage can be expelled from the domain but a lord, but he won't revert to apprentice level. Instead he is moved to the independant domain automatically. A lord may also increase or decrease the level of a domain member without expelling him, but only within his type. However, if an archwizard or keeper is a member of a domain, the lord has no power over his level, he only decides wether the archwizard or keeper is a member of the domain or not. A lord is level 30 to 39 with 35 as the starting level. Archwizards. An archwizard is responsible for a certain administrative function in the game. The power of an archwizard is almost unlimited. Archwizards are able to promote and demote players of all types as long as both the old and new level is lower than the lowest archwizard level. Their function in the game is entirely of administrative character and they are not leaders of domains. One archwizard has the responsability of creating new domains and appointing new lords, even though all have the power to do this. Archwizard levels are 40 to 49. Keepers. The administrators of the game are called keepers. They are naturally able to do anything a lower leveled wizards can do. It is they who handle the basic administrative functions of they game, add and remove archwizards and handle some other administrative functions in the game. A keeper is level 50.