From Cities

Jump to: navigation, search

This page contains items that can be used to (sometimes permanently) change the terrain you're standing on. User generated terrain usually overrides other terrain (including other user generated terrain!), so don't try to set up a display on top of a party or on Holiday Island as this might cause severe dissing.




(Wizards only) Combine with another Acle to make a Duoacle, or join 4 to make a Quadacle (1 AP for either operation).


(Wizards only) Combine with another Acle for 1 AP to make a Triacle.


(Wizards only) Combine with a Duoacle for 1 AP to make a Pentacle.


(Wizards only) Combine with another Acle for 1 AP to make a Pentacle.

Has anyone ever actually made one of these? There's no option to make it from a triacle and an acle. I'm presuming this entry was based on conjecture only. Nuru nuru 15:39, 23 April 2007 (JST)
If it actually exist, it should be named a tetracle, following the greek pattern--Solune 19:53, 23 April 2007 (BST)
It's in my Recipe Book. "Make a Quadacle from 2 Duoacles", "Make a Quadacle from 4 Acles", and "Make a Pentacle from an Acle and a Quadacle. However, for some reason there isn't an option to combine a Triacle and an Acle. Random4518 10:08, 22 May 2007 (BST)


(Wizards only?) Made from a Triacle and a Duoacle for 1 AP. Or indeed a Quadacle and an Acle, also for 1 AP. Set it up somewhere to turn the terrain square into a Pentacle, which makes wizards generate three Mana when they would normally generate one mana, and gain three spells per night instead of the usual one.

Anyone know duration?
It lasts a week, and it's free to join. PotatoEngineer 16:07, 4 March 2007 (GMT)
It disturbs me that no-one's asked this - what happens if you put two PentaAcles together? --Alaric 09:06, 22 May 2007 (BST)
Satan himself appears and drags you into the under world, kicking and screaming. --Ade 15:56, 7 June 2007 (BST)
Well, that explains how to start the next part of the Underworld quests :-) -- Thog 16:00, 7 June 2007 (BST)
Well Alaric, if 5 acles make a pentacle, then two pentacles would clearly make a tentacle. (sorry it took me over ten years to state the obvious) AmishRobots 09:33, 14 November 2018 (UTC)

Bowling Permit

Allows one to build a bowling alley on an empty lot for 1 AP. The bowling alley lasts for 24 hours. Once built, it can be used for bowling, by anyone with a bowling ball.

Perhaps something interesting happens if you use this on the Cricket Grounds in Oz? -- Thog 19:58, 26 January 2007 (GMT)
You lose a Bowling Permit.
You lose 10 Pins.
Commence bowling!
Now using Fists.
You bowl....
You lose a Bowling Ball.
You gain a Spare.
You gain a Bowling Ball.

It is possible to get Columbines, Spares, Soups, Strikes, and Lucky Strikes by bowling. -HBookbinder

Columbines? Is that a Michael Moore Reference?

it seems to be, as well as a Bowling For Soup reference

Are these, "Columbines, Spares, Soups, Strikes, and Lucky Strikes" of any practical use?

Strikes have the only known practical use: Miracle Pill creation. Columbines and Lucky Strikes can be smoked, Soups can be eaten, and Spares have no obvious function. Random4518 03:48, 23 July 2007 (BST)
Strikes and spares can be feed to pet peeves.
For bonus points, the rather rare Lucky Strikes (and less rare Columbines) are no more useful than a common fag that you can get by the 10-pack at the Festival.

Bridge Plans

The Royal Engineer down in the NE Tunnels gives you these for a Fur Coat.

Holding it you can build a bridge over water terrain or maintain a rickety bridge. See Bridge Maintenance for a map of existing bridges.


Dropped by a Witch. Sorts under junk. Enables creation of a Cursed Field


Purchased at general stores for 10000 GP. Creates a dazzling fireworks display labeled with your name on the square on which you are standing. This negates the effects of a free party for the duration of the display (4 hours). Remember, remember the fifth of November....

Not available anymore?
No, they were removed shortly after Guy Fawkes Day. --Dragon 01:53, 30 March 2007 (BST)

Guild Permit

Can be bought from the Guild Registry for 200,000 GP.

Guild Kits

For more information on guilds see Guild. Guild Terrain must be maintained weekly else it collapses.

Demolition Kit

Made from 20 Measures of Black Powder. Useful to destroy your own guild's locations as you expand: first, set charges, and then detonate them. Very hard to use accidentally. Cannot be used on any guild location except your own.

Guild Comms Room Kit

Made by Armourers from 30,000 GP, 50 Stones, 100 Pieces of Wood, 10 Contract Palantirs and 1 Antenna. Everything you say here, is transmitted to all guild members.

Guild Factory Kit

Made from 8 Brass Wheels, 4 Conveyor Belts, 100 Glories, 50000 Gold Pieces, 100 Pieces of Wood, 50 Stones and 20 Brass Cogs. When built, you can configure it to construct anything (except armorer-only items). It takes its sweet time doing it (about 1.5AP per hour, though it's always the "right alignment"), but all you need to do is drop off supplies and it will busily construct things. Once configured, a factory cannot be reprogrammed to build anything else. Rumor has it (i.e., GL Ruthven musing in IRC) that you can chain factories together (by placing them next to each other?) to construct multi-step items.

Are they secure (ie: only guild members can pick up the items created etc?) Phw 23:50, 1 April 2009 (BST)

Guild Locker

Made from 5,000 GP, 8 Mana and 100 Bits of Iron. Can block access to a guild square for non-members (and must be surrounded by four guild squares in order to work).

Guild Namer

Made from 5,000 GP, 8 Mana and 1 Sheet of Paper. Renames a guild square.

Guild Prop Kit

Made from 20 Pieces of Wood for 20AP. Takes 10AP to set up, and prevents that location from collapsing like normal dug-out tunnels. It does not help seal off locked guild terrain. This is effectively the Poor Man's Guild Tube: it forces travelers to walk the entire distance one AP at a time, but can serve a similar purpose.

Guild Stairs Kit

Made from 10 Glories, 10000 Gold Pieces, 300 Pieces of Wood and 50 Stones.

You need to set up in an empty tunnel by a current guild location. Also, the location must be exactly a multiple of 5 in number of locations off from the guild entrance. And above it must be clear (not water etc). Evidently it creates another exit (and entrance ?) to the guild.

Guild Store Kit

Made by Master Armourers from 30,000 GP, 50 Stones and 100 Pieces of Wood for 200AP. It works like a publicly accessible vault and can be locked for non-members using a Guild Locker.

Guild Teleport Kit

Made by Master Armourers from 40,000 GP, 50 Stones, 100 Pieces of Wood and 5 Power Crystals.

Guild Temple Kit

Made by Armourers from 50,000 GP, 50 Stones, 100 Pieces of Wood and 10 Relics. New members can be initiated into a guild here if (and only if) all current members are present as well.

It's best not to misread this as 50 Relics, as that gets QUITE expensive. Now what do I do with all these extra relics? Syagrius 01:41, 13 May 2010 (BST)

Guild Ticket Office Kit

Made by Armourers from 20 Sheets of Paper, 30,000 GP, 100 Pieces of Wood and 50 Stones for 100AP.

Put a ticket office next to any locked guild location, and you can configure it to charge for passes. A pass is valid for 24 hours, and will allow the bearer to walk from that ticket office to any of the adjacent locked locations. The pass is used up in doing so. Walking out again is free. Darksatanic 16:18, 6 October 2007 (BST)

Guild Trading Post Kit

Made by Master Armourers from 30,000 GP, 50 Stones and 100 Pieces of Wood for 200AP. Creates a Trading Post.

Guild Travel Node Kit

A Master Armourer can make a Guild Travel Node Kit from 30000 Gold Pieces, 100 Pieces of Wood and 50 Stones, for 200AP. It takes 50AP to set up. Guild Tubes are connected by Guild Travel Nodes; think of them as subway stops.

Guild Treasury Kit

Made by Master Armourers from 30,000 GP, 100 Pieces of Wood and 50 Stones for 200AP. Creates a Guild Treasury, which is basically a bank that issues debit cards. Guild members can get a card for 1AP; with a card one can either deposit or withdraw gold from a combined pool, and need not be at the Treasury square to do so. A record of transactions is displayed at the Treasury square. Non-members may not obtain cards from the Treasury, although they may view the balance and transaction history if they stand on the Treasury square. --Dragon 04:56, 9 October 2007 (BST)

Also costs 100ap to make the kit.Syagrius 17:14, 9 October 2007 (BST)

Guild Tunnel Kit

Made by Armourers from 10,000 GP, 50 Stones and 50 Pieces of Wood for 100AP. Normal guild terrain.

Guild Tube Kit

A Smith can make a Guild Tube Kit from 10 Lumps of Beeswax, 500 Gold Pieces, 20 Pieces of Wood and 10 Stones, for 10AP. It takes 10AP to set up. A series of tubes is like a subway: you walk on at a Travel Node at one end, and you will travel all the way down the tubes until you reach a dead end or a Travel Node. In this way, Travel Nodes are like subway stops (and terminal stations). Since each above-ground tile corresponds to 5 Guildspace tiles, it will take quite a number of Tubes to achieve any meaningful travel distance, though Guilds next to thin obstacles may be able to get some decent use out of a short Tube. To maintain a Tube, use Heavy Boots so you can walk the tube one square at a time.

It only takes 1AP to travel from a Travel Node, for any length of tube, to the next travel node, the end of the tube, or a turn in the path.

Hill Fort Permit

For 50AP and 100 Pieces of Wood you can build a Fort on Hills (not crags or mountains). Once built, there's no way to enter or exit, and you can't talisman out. You can Dismantle your Fort for 20AP. Only known use is to protect a hat.

These seem to have changed? Upon building a fort just the other day, I was able to exit, then re-enter with no problem, and also one of my alts was able to enter/exit just the same. Unless it would keep out user's from a different IP address (untested) the hill fort that I built seemed to do not much of anything at all, aside from decoration. AmishRobots 06:15, 8 February 2018 (UTC)
Note that if other people are on the same square, they are also trapped in the fort, although they also get the option to dismantle it. This also applies to people who manage to get into the hill fort once it's constructed (sorry Johnny...) --Dragon 17:46, 16 August 2006 (BST)
Out of idle curiosity where does one get a Hill Fort Permit? --Scary Mike 17:20, December 6th, 2006 (GMT)
Monster drop, or you can buy them from 'King Elseware's stall ("Everything is Permitted" northeast of Windy City). Or, as always, the markets. --Dragon 18:04, 6 December 2006 (GMT)
  • A good tactic for a hill fort permit is you get yourself a permit, Scout out a hill not too far from a temple, 100 wood, lots of spare raw materials of various sorts (even anti aligned crafting is OK) then find yourself an unsuspecting mark with a hat. Nick the hat (except don't nick bad or useless hats, and preferably one that gives AP past your max limit). Immediately talisman out to the temple that is near the hill of choice (since if someone else sees you with a hat including the person you stole it from you will lose it asap), move to the hill and build the fort. Now sit back and relax and use your crafting skills in your fort while racking up masses of hat points. If you picked a smart hat (one that gives AP past your maximum) then you can eventually have enough AP that you can afford to dismantle the fort, wander around a bit, buy a new fort and gather the few wood lost in the dismantle inefficiency (Maybe 1d100 recollected?), and be safe back in the fort wearing the hat again. Do this ad nauseum until you are at the top of the hat ladder. A baseball cap was giving 2 hat points per hour November 11, 2006. --Splotch
May I suggest enchanting your own talisman to get you to the hill of choice. That way you don't have to deal with going through the city and getting your hat nicked. vloodo 19:13, 6 December 2006 (GMT)

Lava Solvent

Can be used to dissolve a square of cooled lava for 1AP. It gets used up in the process.

Length of Bunting

Made from a String, a Small Blue Flag, a Small Yellow Flag and a Small Pink Flag. Gives option to "Bunt!" for 10AP.

Mining Permit

Allows the creation of a named mine on Mountains, Crags or Desert Rocks, costing 200AP and 100 Wood. Mining in a named mine halves the cost of mining (so, Spade + named mine = 9AP per mining attempt). Not sure of the longevity of the mine.

Does not work in an outcrop (Desert terrain), though it can be set up there. Cerril 05:20, 25 January 2007 (GMT)
What do you mean 'does not work' ? I've seen lots of mines in the desert and built one myself with no problems. Has it changed ?--Solune 09:28, 25 January 2007 (GMT)
It does work, but there's a bug whereby the AP costs on Outcrops are reported wrongly for mines. MrFoo 09:54, 25 January 2007 (GMT)
Mine lasted ~125 minings over a 24 hour period. Gonzometro 02:11, 23 February 2008 (GMT)
According to Big Brother, a mine should last about 116 uses or so. PotatoEngineer 05:47, 24 February 2008 (GMT)

Sometimes requested by Smithing Gods.

Magic Mining Permit

Allows you to set up a Magic Mine on minable terrain, from which you can mine Anti-Histas. This Anti-Hista-mine is a great resource to anyone who is working in the south-east tunnels.

Doesn't last nearly as long as a normal Mining Permit. Mine wore out after 19 mining attempts, but at least it only costs 10AP and no wood to set it up in the first place. PotatoEngineer 13:21, 13 May 2007 (BST)
Big Brother claims this will last 13 uses, on average. PotatoEngineer 05:48, 24 February 2008 (GMT)

Picnic Basket

Can be Spread for 10 AP to create a Picnic, assembled from a Bacon, Gorganzola, Cucumber, and Breakfast Club Sandwich for same (also 10 AP). Once spread, you get this message:

You eat sandwiches and drink Pimms. You feel like taking on the world!

Others can join your picnic for 10AP. It temporarily increases your and your participates to-hit by 40% (this increase is not registered in your Me page). There is no effect on damage dealt or received.

Do you lose the effect straight away when you move off the square? --Gabor Kiss 07:57, 2 March 2007 (GMT)
No, you only have to join the picnic. Being on the square doesn't matter--Solune 09:06, 2 March 2007 (GMT)


Allowed for the creation of a sculpture as part of the Royal Festival. Created by the 'King and handed out - not currently available.

Plowshare (see Tools)

Generates a Plowed Field where you can plant 10 Magic Beans at once.

More information here

Rig (see Music)

Generates a Party that lasts a week and gives halved AP regeneration to all attendees.

More information here

Sign Post

Allows you to permanently create a spot of "safe" terrain with an arbitrary name and descriptive text (the description is visible when people stand at that terrain). The previous terrain is overridden. They are generally used to mark locations of interest, most often by GLs.

Sign Posts are not generally available--they do not drop from monsters, etc. They are very, very occasionally given out at the whim of Elseware, usually in reward for doing something monumental, but in general are used by the Great Lords only. (Only about a half-dozen players have ever had Sign Posts.) Players lucky enough to get some are stringently warned about their use and misuse (well, at least some of them are), as the potential to permanently override terrain could be used for any number of unbalancing purposes.

Examples of GL-placed Sign Posts include the statues of ChaS (near Fire City) and Alexander the Tiny (near Earth City), the monument to the insurrection in the Thieves' Forest, and possibly (?) the Ranger Stations.

Examples of player-placed Sign Posts include:

  • the Isle of Kaos at 66E 87S DSSGCM (made of nine Sign Posts), a monument to Kaos Dragon's ...kaoticness
  • Dragon's Landing at 29E 207S DSSGCM, the location where civilized man dragon-man dragon first set foot in Oz
  • two signs marking the passes through the Andies (at 13E 239S DSSGCM and 87E 259S DSSGCM)
  • the sign marking the Koala Forest at 19E 279S DSSGCM
  • The head quarters of the cabal, although there is no cabal
  • MrFoo's End 46E 225S DSSGCM, a monument to the location of the 70th Morpheus killed whilst looking for a Copy of 'You spin Me Round (Like a Record)' before being given one for free by dragon.

Shimmering Thingy (see Wizard Items)

Can set up a portal to a given location for 24 hours.

More information here.

Stall Permit

Allow you to open a Market Stall on an Empty Lot (or in Darth Mall) for 1AP.

Different types of permit are available, allowing the proprietor to sell different numbers of product lines. They drop from various monsters, but some are currently available from Everything is Permitted at 10E 7N (itself a Market Stall, run by Apprentice elseware). that location is now crags; mining them did NOT yield a permit. AmishRobots 21:34, 9 April 2010 (BST)

  • Stall Permit (6 items) - 20000 GP
  • Stall Permit (11 items) - 30000 GP
  • Stall Permit (16 items) - ?
  • Shop Permit (200 items) - 150000 GP

There is currently a bug that allows you to share a permit between characters. -- 9 October, 2006 -- Splotch

Um, I started to set up a stall, and click the set up button, and I got an error screen. I when back to the game, my stall was sent up, and I still had the Permit. - Cameron

It appears you can only have one stall. Attempting to set up a second store on another floor of the mall, I am told:

You already have a shop.

Vault Permit

Used to set up a stall in the Vault, allows stuff to be stored, ideal for clearing out some of the clutter you might be carrying, hiding Blings from Bling Wraiths, hiding Herbs from your Tribbles, or simply keeping a spare stash of equipment for when you die.

WARNING: "Close Vault" means "I don't want the vault anymore, nor do I want any stuff in the vault." You lose your stuff!

Personal tools