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When a player reaches level 20, he can choose if he wants to stay as a player, perhaps as a peer or if he wants to become a wizard. Wizards aren't playing the game anymore; they are sort of out of the game. Wizards can enlarge or modify the world, add new areas or update old ones. It is also not uncommon (and made very easy) for a community of wizards to form who will combine their efforts to do some projects that couldn't be done single-handedly. Such projects can be done in domains, where several wizards work on the same project.
It is also not required for a wizard to make any modifications to the game. There can be a lot of social, organisatory and other aspects of wizardly life one can engage oneself in. There really is no restriction on what a wizard has to or can do (apart from a set of wizard rules which mostly deal with the upholding of the world's athmosphere and game's balance).


There are 4 wizard levels on Tubmud: Archwizard (Level 75), Elderwizard (Level 60), Wizard (Level 50) and Apprentice Wizard (Level 45).

The Archwizards with Demos (our god) are the Administration of the Mud. They improve and modernize the core mudlib and they are in question for important decisions about the mud and the gameplay. They can also help you with questions about coding or in case that a bug occurs. Archwizards in Tubmud are: Alfe, Carador, Chameloid, Coogan, Mentar, Monst, Surak and Ugh.

Elderwizards can help you with questions about coding too, since most of them coded quests or other areas for Tubmud and are familar with coding. They have write access to the mudlib like the archwizards and can fix bugs in the areas of Tubmud.

Wizards have an own directory in Tubmud and can write their own areas. They have read access to all the other wizard directories and to the mudlib and write access to their own directory. They have an own workroom and full wizard commands.

Apprentice Wizards are new Wizards without a sponsor. All players who advance to wizardhood will be Apprentice Wizards until they found a Wizard who can sponsor them. Sponsors can be all wizards in the Domain Sponsors. A sponsor should have knowledge about the mudlib, LPC and coding in general. Apprentice Wizard is not a real wizard level on Tubmud since most of the new wizzes already have a sponsor when they advance to wizardhood. So the average time of being an Apprentice Wizard is about 1 minute :) An Apprentice Wizard neither can write nor read code and he has no own directory or Workroom.


Several Wizards can code on the same project in a domain. A domain has an own directory where all the members have read and write access. A domainlord is the leader of the domain. He can add new members to a domain or remove them. New domains can be opened by Elder or Arch Wizards. If you have an idea for a domain and other wizzes who want to help you, ask them for a domain (if you are a wizard but not an Elder or Arch).

About Coding in Tubmud

The code in Tubmud is written in LPC, some kind of an easier C. Tubmud has a lot of configurable basic classes to inherit into your objects and to configure to your own needs. Tubmud has an up to date examples area with many good examples of LPC objects. For level 20++ players there is the possibility to become Wizard on a Tubmud testmud called Serendipity where they can write objects for Tubmud without becoming a Wizard there. That way you don't have to become wizard on Tubmud if you want to code. You can read the text How to make a good quest here.

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