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....·····.....·····/ \·····.....·····.... · . . · · . | Help on: welcomerealms | . · · . . · ····.....·····.....\ /.....·····.....···· Realms of Hell Version 2.01b DMs: Bane, Dominus **************************************************************************** NOTE: It is recommended that players read this file in its entirety. ALSO: Please type help policy at your earliest convenience. Help policy explains all the rules of our mud. Ignorance of the rules will not exempt you from being required to uphold them. **************************************************************************** For the purpose of this document, a DM is a dungeonmaster, and a CT is a caretaker. INTRODUCTION Realms of Hell is a multi-player game set in a fantasy realm in cyberspace. It is first and foremost a game of person-to-person interaction. In this interactive realm, players may talk amongst themselves, fight fantastic creatures and gain treasures, fight each other, or solve puzzling quests throughout the realm either for entertainment or in order to become more powerful. Players may gain experience by killing various creatures and completing quests. By gaining experience, your character may gain in levels. Levels are what indicates how powerful any particular player is. The range of levels is 1(weak and inexperienced) to 30(almost godlike). A player may be several different classes and races. A class is similar to a profession, such as wizard or fighter. There are several races other then human a player may be in Realms of Hell. They come in three size categories, each category determining what armor or weapons you can use or wield. Some races can see in the dark and others cannot. Information on every single race and class, as well as abilities and attribute adjustments can all be found in the Book of Knowledge. Although Realms of Hell can be played with a telnet client, we recommend that you get a MUD client, which is a program specially designed for playing online games like ours. The one we suggest you get is Zmud. Shareware and Freeware versions of it can be found at: http://www.zuggsoft.com/zmud/zmudinfo.htm. A program called Putty also works very well with the mud. It is a single file and acts an all-around telnet client, but is more user friendly. http://www.chiark.greenend.org.uk/~sgtatham/putty/ Realms of Hell is administered by several people who are more often then not there to assist you. The administration staff consists of DMs (Dungeonmasters), CTs (Caretakers), and Watchers. DMs are higher then caretakers, but if you have a problem, a caretaker should be contacted first whenever possible. Also, whenever possible, it is best to contact the administration via mudmail instead of asking to talk to them personally. Mudmail will be explained later in more detail. There are also Watchers in the game now, which are players that have been chosen as a liaison for the DMs and CTs. It is best to contact a Watcher if you want to contact a DM or CT about a problem or issue. The players that are Watchers will have white text when you type "who". Additionally, typing "who watcher" will give you a list of watchers if any are online. CHARACTER CREATION If you have never played an online game such as Realms of Hell before, you naturally will be quite dumbfounded as to what's going on. The first thing you must do is create a new character. When you log on to the mudsite, you are prompted with: Enter Name: What you must do is choose a name for yourself. This name should not be something goofy like Iwillkillyouall, or Firefart, or anything else similar. Sometimes a goofy name is ok, but be warned that if anyone on the administration staff doesn't like it, you will most likely be asked to choose another name. A watcher can assist you in the renaming proccess. Profane names are NEVER allowed under any circumstances. If you enter a name and are prompted with: Enter Password: This means that someone has already chosen that name. Don't panic! All you have to do reconnect and try another name. Once you choose a name, the mud will ask for confirmation of yes or no. If you do not like the name you chose after all, tell the mud no, and you can choose another. If you are satisfied with your name, choose yes and go on. The next thing the mud will do is ask you to press return. It is a mystery of the universe why it does this. Nevertheless, you must press return in order to move on. The next thing the mud will ask is if you want to be male or female. Keep in mind that if you are male in real life and want to play a female character or vice versa, there is nothing wrong with that. It all depends on your personal preference. The next thing the mud will ask you is what race you want to be. There are a total of 20 races to choose from. All races and their attribute adjustments, size class, and whether they can see in the dark are all listed in the Book of Knowledge. The most important thing about races is that specific races can only be specific classes. Also, each race will have add or subtract to specific attributes. You can type HELP (racename) at the prompt to see a brief description. If you choose your race as human, the mud will ask which attribute you want to add one to, and then which one to subtract from. This is an advantage humans have over other races, since they are such a flexible race. The next thing the mud will ask you is what class you wish to be. All of our classes and their descriptions and different abilities are listed in the Book of Knowledge, or you may type HELP (classname) at the prompt to get a brief description of the class. After choosing a class, the mud will ask you to enter in the numbers for your five attributes. The attributes, in order are: Strength, Dexterity, Constitution, Intelligence, and Piety. Each attribute affects your character in different ways depending on which class you choose to be. To see what each attribute represents, take a moment to look at our online attributes file by typing HELP STATS. We recommend that you read it in it's entirety before choosing your attribute scores. The game will be better for you in the long run should you do so. Even though you may not understand some of the terminology used there yet, it is still best to read it. Anyway, the mud is now asking you to put 56 points in your different attributes spread out however you so choose. There is a restriction though. The stat points for each attribute cannot be lower than 3 our greater than 18. Let's say for example you wanted to put a 10 in all of your attributes but piety, which you would put a 16 in. To do this you would simply type: 10 10 10 10 16 and then press return. If you chose your race as human, the mud would then ask which attribute you want to add one to. This is an advantage humans have over other races. Note that 10 10 10 10 14 are horrible stats to put in your attributes. It is a simply a bad combination for any class. Those numbers were just used for example's sake. Hint: Generally, it is best to use either a combination of: 2 18s, 2 3s, and a 12, or 3 16s and 2 3s, depending on which class you pick and what race. Some attributes are more important then others for some classes. You will learn this from playing experience and talking to other players over time. After choosing class, the mud will then ask you what weapon proficiency you wish to use. In Realms of Hell, there are 6 types of weapons. These are, in order, sharp, thrust, blunt, pole, missile, and cleave. Sharp weapons are weapons like razor blades and hunting knives. A thrusting weapon could be a dagger, sword, or spike. Blunt weapons can be clubs, maces, or anything else you smack an enemy upside the head with. A pole weapon could be a halberd, walking staff, or huge battle axe. A missile weapon would be a bow, sling, crossbow, or anything else which uses a projectile. A cleave weapon would be something like a hook or an axe. Whichever one (two if you are a fighter) you pick will start with a 20% proficiency rating. Proficiency can range from 0 to 100%. Over time and use of different weapons, they will rise closer and closer to 100%. Keep in mind that just because you choose one weapon proficiency, you are NOT limited to that proficiency. The beginning proficiency you choose is simply a head start. Depending on your class, the higher your proficiency gets, the more likely you are to do critical damage with that weapon when you hit. Fighters and berserkers get the most critical hits, and mages and liches barely ever get them, for example. You should choose the proficiency based on your class. For example, if you are an assassin or thief you would choose either sharp or thrust because you can only use sharp or thrust weapons to backstab. In the game you can be either chaotic or lawful. However, this is a key decision you can make when you reach level 7. All characters will start off as lawful in order to prevent people from taking advantage and killing you. Chaotic players can be killed by other chaotic players, can be stolen from by other chaotic players, and can likewise kill or steal from other chaotic players. Killing another player is called pkilling, and it is for the most part the sole propriety of being chaotic. Some people simply kill other people just because they are chaotic and for no other reason. Lawful players cannot be stolen from or killed by anyone, nor can they kill or steal from other players. The only exception to this rule is pledging, which means joining a clan. Fighters, thieves, assassins, clerics, death knights, rogues, and paladins all must join a clan in order to rise in power. This means you can be killed or stolen from by people of other clans then your own regardless of being chaotic or lawful. Paladins and Death Knights can ALWAYS attack one another, regardless of being chaotic or lawful. This is part of being one of those two classes. They are in a permanent holy war with one another. In general however, the game is much safer for you if you chose to be lawful. If you are new to the game, it is highly recommended that you chose to be lawful in order to get the hang of the game before ever making a chaotic character. The mud will now ask you to make up a password. This can be anything from 3 to 14 characters in length. There are certain criteria you have to follow when making your password. First it must be from 6 to 12 characters in length. It must contain at least 2 letters and it must contain at least 2 numbers or special characters. Lastly, it must contain no leading or trailing spaces. You can change your password later in the game by typing PASSWORD at the prompt. Do to not lose your password. The staff does not give out password information. Pick something that is easy to remember or easy to type. After this, you are ready to go! You should appear in the Origin of Life and there will be three doorways in front of you. The first thing you should do is type HELP POLICY. This explains all our policies. You may not understand some of the terminology in the file, but it still needs to be read so you can be familiar with what you can and cannot do. You will learn what it all means later. COMMUNICATIONS There are several ways to communicate in Realms of Hell. This is important for player interaction as well as survival in most cases. Following is a list of all communication commands and their syntax. say Syntax: say (message) or ' (message) Say is used to speak to others in the same room as you are. Everyone currently in the room can see what you say. If you are not visible, you will appear as "someone" when you talk. yell Syntax: yell (message) Yell is similar to say, but with one difference. When you yell something, not only can everyone in the current room see what you are yelling, but all others in adjacent rooms will hear what you yell as well. People in other rooms will see what you say as "someone" since they are not in the room to see who is yelling. Once again, if you are not visible, all those currently in the room with you will see you as "someone". gtalk Syntax: gtalk (message) or gt (message) If you are traveling in a group, meaning you followed someone or they followed you, you can gtalk. This means that whatever you say is only seen by you and those people who are following you or you are following. To see who all is in the group you are currently in, you can type PART or GROUP to see. Once again, if you are not visible, you will appear as "someone" to all people who cannot detect you. send or tell Syntax: send (message) (person) or tell (message) (person) Send and tell are used for private communications between players. No one but you and the person you are sending the message to can see what you are saying. This can be done anywhere in the game from one point to the other. Think of it as a type of telepathy. Once again, if you are not visible, you will appear as "someone" to the person you send the message to unless they can detect you. On the same note, if the person you wish to send a message to is invisible, you must be detecting them in order to send anything to them. classsend Syntax: cls (message) or classsend (message) Classsend is used to send a message to all others of your same class who are currently logged on. For example if you are a fighter, then all fighters currently logged on will see your message. You can type "who" to see the class of everyone currently logged on, and you can type "who fighter" to see only the fighters. As with the other communication commands so far, if you are not visible, you will appear as "someone" to all people of your class who are not detecting you. clansend Syntax: clan (message) or clansend (message) Clansend is similar to classsend above, but the people who see your message are only those who currently belong to the same clan as you. For the purposes of this command, clerics pledged to certain gods will use the chat channel of another clan. For example, anyone pledged to the Crusaders of Enoch will also be able to speak with clerics worshiping Enoch. broadcast Syntax: broad (message) or broadcast (message) Broadcast is a method you use to send a message to all people currently logged onto the game. You must be level 2 before you are allowed to broadcast, although sometimes you are able to at level 1. You are allowed only a certain number of broadcasts per day, depending on your level, so use them wisely. If you are not visible, all people who do not detect you will see you as "someone" when you broadcast. Please remember that broadcasting excessive foul language can be insulting to some people, and thus is considered to be a player etiquette violation by us if continually done. For more information on this, check the player etiquette section in our policy by typing HELP POLICY. ignore Syntax: ignore (person) Ignore is used to stop people from gtalking to you or using send and tell to send you messages. Sometimes people just get annoying and you may want to do this. Doing this will place the person on your ignore list. To remove them, you simply have to ignore them again. gag Syntax: gag (person) Gag works similar to ignore. When you gag someone, you do not see any socials they do, anything they say, anything they broadcast, emote, and very few things they do at all. emote Syntax: emote (action) Emote is used to make your character perform actions not covered by social commands (read below). It is used to perform actions and allow those in your current room to see what you do. For example, let's say your character is named Fred. If you were to type: "emote eats some chicken", everyone else in the room would see: "Fred eats some chicken." Note that you do NOT have to enter a period after what you do. Emote does that for you. classemote Syntax: classemote (action) OR clem (action) A classemote is the same as an emote, but it works in a similar way to classsend above. The result is that everyone online of your class sees what you emote. Another method of communication is to use social commands. These can all be found bytyping HELP SOCIALS. These commands allow you to nod your head, shake your head, hug people, growl at people, slap people, kiss people, etc. The list goes on forever. They also help you in role-playing your character, which we highly encourage here at Realms. It makes the game more fun. Note that help on any of the above commands can be accessed while you are playing by typing HELP (commandname). MOVEMENT Movement can be accomplished in several ways in Realms of Hell. First of all, you need to LOOK at the room you are in or just type "l". Listed are "Obvious Exits:" These are the directions you may move. The directions north, south, east, west, northeast, northwest, southeast, and southwest can all be typed in order to move. Their abbreviations of n, s, e, w, ne, nw, se, sw can also be used. In fact, most people use the abbreviations. Up, down, and out can also be typed to move in those directions. If you see an exit such as a "jade door" or a "cave", you must type in: GO jade, or GO cave. If the exit you wish to go through is closed, such as an "iron door", you will probably need to type OPEN door. If a door is locked when you try to open it, you must find the proper key and UNLOCK the door, or use a thief to pick the lock. Sometimes exits are hidden. In this case, you need to SEARCH the room. You may or may not find anything, and you can search every 7 seconds. Some classes (rangers and druids) can search better then others. Exits are sometimes invisible as well. To see them you must be detecting invisibility. If an exit is both invisible AND hidden, you must detect invisibility as well as search for it. Realms of Hell has no movement allowance like most other MUDs. Instead, we just make you slow down and wait three seconds if you try to move too fast. The only way to avoid this is to be a druid which has the endurance ability. This allows a druid to avoid the three second wait and run really fast from place to place. Sometimes you may be required to be flying to go through some exits. In this case, you must find the proper spell or item and cast a fly spell on yourself or have someone else do it. OBJECT MANIPULATION In order to play Realms of Hell, you must know how to manipulate objects in your inventory and on the ground. There are several commands which allow you to do this. Note that in the following explanations, wherever you see [ ], these are OPTIONAL parts as far as how the commands work(syntax). Things in ( ) are parameters, or things the commands must act on. For example, in "get (item) [#] [container]", the (item) is an item name of something on the floor, and the [#] would mean an optional number. In this case it would be used if you saw two of the same thing on the ground. To get the second thing you would put 2 where # is.The [container] means an optional bag or backpack item name if getting the item from there and not from the floor. Inventory Syntax: inventory or i This command will allow you to look at all your character is carrying. You may only carry a certain amount. The higher your strength is, the more you are able to carry. Note that you must never have more then 100 items in your inventory. If you do, then they may disappear. This is ANY item. 20 of the same item count as 20 items not one. Equipment Syntax: equipment or eq This command will allow you to see what all your character is wearing and what weapon he/she is using/wielding. If you are ever killed by a player, then all of the things you are wearing and wielding will be dropped on the floor. No one but a thief can ever get to your inventory, and then only if you are chaotic. Wear Syntax: wear (item) [#]/[all] Wear is the command you use to put on items that are armor. You can then see if you are wearing them with the Equipment command. If you "wear all" your character will put on all items of armor in your inventory in alphabetical order. Note that sometimes items you can wear are cursed. If this is the case, you can not take them off. Be careful. Also note that mages and liches are severely limited in the types of armor they may wear, and that monks and werewolves may not wear any protective armor at all. Remove Syntax: remove (item) [#]/[all] OR rm (item) [#]/[all] This command allows you to take off armor and/or weapons so they are not worn and/or ready. If you "remove all", your character will remove all armor and weapons he/she is wearing/wielding. Most people will "remove all" quite often if they are chaotic, as if they are killed by a player while wearing things, all those things are lost when they die. Note that some items are cursed. If this is the case and you are wearing/wielding a cursed item, it cannot be removed until yourself or someone else casts a remove-curse spell on you. Wield Syntax: wield (weapon) [#] This command is used in order to wield/ready a weapon for use in combat. Note that some classes such as mages and liches are extremely limited in the types of weapons they may use. Also, monks and werewolves are only able to use weapons specifically designed for their classes. Use Syntax: use (item) [#] [(target [#])] This is an all-purpose object use command. It will take the place of wear, wield, drink, zap, etc... If you don't know what an object is or does, use the use command. However, be careful, because if you use a wand and don't indicate a target, you could cast a damaging spell on yourself. For using weapons, it is highly recommended you use the wield command, since use sometimes gets confused and can cause you problems when you try to wield something that is spelled the same as your weapon but isn't a weapon. This can get you killed sometimes if it delays you a second or so to try to wield the right thing. Get/Take Syntax: get (item) [all]/[#] [(Container [#])] or get all This command allows you to get items from the floor or out of containers in your inventory. If there is more then one item you want on the floor of the same name, and you do not want the first one, you must indicate you want the second one by placing a 2 after the item name. For example: There are 2 swords on the ground. To get the second one you would type: "get sword 2". If you wish to get something from a container such as a bag, let's say a sword, you would type: "get sword bag". If you wanted to get the sword from the second bag of the same type in your inventory, you would type: "get sword bag 2". If you wanted to get the 2nd sword of the same type within the 2nd bag of the same type, you would type: "get sword 2 bag 2". If you wish to get everything out of a bag, you can type: "get all bag". If you wish to get everything on the ground in a room, you may type: "get all". However, we discourage you from doing this if someone else is in the room around you, as it is not good player etiquette to do so. Put Syntax: put (object) [all]/[#] (container) [#] This command lets you put items in container type objects such as bags or leather backpacks. Bags have a limited amount that can fit in them, and some bags negate the weight of the items inside them. If you wish to put all of your inventory into a bag, you may type: "put all bag". However, keep in mind that the mud will go through your inventory in alphabetical order when it chooses what order to put the items in the bag, and it will not exceed the bags maximum capacity. Drop Syntax: drop (item) [#] OR drop all This command lets your character drop items in the current room they are in. Use the [#] option in order to drop different items of the same name. For example, if you have 4 gems in your inventory and want to drop the 3rd one, you would type: "drop gem 3". If you wish to drop your entire inventory (which is usually not a good thing to do) you may type: "drop all". GAME MECHANICS In order to play the game you must know how the game works. Knowing the meaning of some general terms will help as well. This section will explain the basics to you. Hit Points Hit points, sometimes called HP, are what determines how much health your character currently has. When these reach zero or below, your character dies. As you get more powerful and advance in levels, you get more hit points depending on your class. Your hit points are shown on your prompt. The prompt looks like: (22 H 2M). Depending on your class and level, the numbers will be different. In this case, the hit points shown are 22. Over time your hit points regenerate at certain intervals. This is called "ticking" by most people. Another way to get hit points back is to have people cast vigor or mend-wound spells on you, or to cast them on yourself. Magic Points Magic points (called MP too) are what you use to cast spells. Nearly all classes in Realms can cast spells, but some are better then others. For example, berserkers cannot cast spells at all, while a lich or mage are both excellent spell casters. Each spell you cast costs a certain amount of MP to cast. You can find out how much by typing "help (spellname)" whenever you are online. Over time your magic points regenerate just like hit points do. Your current MP is shown on the prompt to the left of the M next to your hit points. Note that if you are a lich, you do not cast with your MP, but with your HP instead. Liches do not have MP. Experience and Leveling The power of your character is dependent on what level he/she is. Characters on Realms can get all the way to level 30. In order to gain levels, you must gain experience. There are several ways to do this. The most common is by killing monsters. Note that "monster" refers to any mobile creature on the mud, whether it be acity guard, a dragon, or a lost kitten. Each type monster is worth a different amount of experience. If you fight in a group, the experience is divided amongst the entire group when the monster dies, but not necessarily evenly. There are several factors involved. Another way to gain experience is to do quests. Quests are puzzles in the game that you complete to gain items or complete tasks. Each one is worth a different amount of experience. Each level also requires a certain amount of gold to level. This is half of your total experience to level. After certain number of levels you will be required to obtain items to prove your skill to level. If you die you will lose a certain percentage of your total exp which may cause you to delevel. However, when releveling it doesn’t require gold or the item again. It will automatically relevel you once enough experience points are obtained. Training When you have gained enough experience to level, you must train. To do this you must first have enough gold. Training costs money. To figure out how much you need, simply type "info". You then find your total experience and add that to your experience needed to level. Half of this final number is how much gold you require to level. After you have the gold, you must find your training location. The absolute best way to do this is to ask players online. You also may find Xenis the Sage off of Trade Street in Highport, and type "talk xenis training". He will give you a hint. Some classes must fight an opponent to level, some may have to buy a key, and others simply walk into the room and train. When you are in your training room and are ready to train, simply type "train". Congratulations! You made a level! Good and Evil Alignment There are two parts to alignment: chaotic or lawful, and good, neutral, and evil. Monsters are always either good, neutral, or evil in alignment. For them, chaotic or lawful does not matter. Some monsters are more evil or good then others, and neutral monsters are extremely rare. Monster alignment affects you by changing your own alignment. If you kill a good monster, you will move more towards evil, and if you kill an evil monster, you will move more towards good. Killing a neutral monster doesn't change your alignment at all. Some classes, such as Death Knights, Paladins, and Liches, must remain a certain alignment to avoid losing powers or gaining penalties. In general, unless you are one of these classes, it is bad to be at either alignment extreme. At alignment extremes, you will start fumbling your weapons more, and your spells may start to fail. How can you tell if you are good or evil? Well, to do this, you must have the know-aura spell cast on you. Your aura will change color depending on what alignment you are. If you have ANSI set (type SET ANSI to turn it on) your prompt will change colors based on your alignment. A paladin can always naturally detect auras around them. Basically, when you see that you are at one extreme, you can use know-aura to find monsters of the same alignment and kill them to get back to neutral alignment. Depending on your class, neutral alignment is where you want to stay whenever possible. Paladins must remain good, death knights must remain evil, and liches must remain evil. Magical Realms Each of your magical realms has a percentage. Over time these percentages increase with the damage you do and the experience you gain from killing with spells. The higher the percentage is, the more damage your spells will do in that realm. In total there is 6 magical realms: earth, air, fire, water, electricity, and cold. The first four basic elements are easier to obtain while electricity and cold is harder. Some creatures and perms might resist magic or a certain element, however there is a low chance of them resisting electricity or cold which is why it is more rare. Each elemental realm has five levels of spells and an area spell. Proficiencies You have six weapon proficiencies. At character creation you pick one that gets 20% in it initially. If you are a fighter you pick two. Over time, the proficiencies go up with the damage you do and experience you gain. The higher the percentage is, the more likely (depending on your class) you are to do critical hits, and the less likely you will fumble a weapon in that proficiency. Note that just because you pick specific proficiencies at character creation, this doesn't mean that you can only use those proficiencies. You can use any of them. The ones you pick at creation simply give you a head start in them. Dying There are three types of death: dying to a monster, dying to a player, and dying to a damaging room or trap. When you die to a monster, you drop the weapon you were wielding where you died. You also lose a percentage of your total experience based on your level. Below level 5 you lose 10%. After that, it's always 15%. Death to a player is handled a little differently. First off, you don't lose any experienced unless pledged to a clan and killed by someone else in a clan. You also drop all you were wearing and wielding where you died. There are no player corpses in this mud, so corpse retrievals are not necessary. As mentioned, experience loss only happens if both people are pledged to a clan. If someone of your own clan kills you, then you both lose experience. If someone from a different clan kills you, they gain experience and you lose 2x what they gained. The amount of experience they gain depends on your level. Note that Paladins and Death Knights always lose and gain experience when they kill one another. Pledging to a clan is not necessary for them. If you die to a damaging room or trap, you lose 10% of your total experience and do not lose any equipment. Traps can be avoided by preparing for them. HELP PREPARE. Mudmail Mudmail is how players can communicate to one another and to caretakers and dungeonmasters. To do this you find a post office. Once in a post office, you may do one of three commands: readmail, sendmail (person), or deletemail. No more then 80 characters per line may be typed, and you type a period on a line by itself to end your message. Combat Combat is probably the most important thing to be informed on when playing Realms. The following sections should familiarize you with our system. The System First and foremost, the combat system of Realms is NOT automatic. You do not simply attack and let the mud do all the work for you. Several other types of muds do this, but this is not the case with mordor muds like ours. You must attack your enemy every 3 seconds or so (2 seconds if you are a frenzied werewolf) and press enter. If you fumble your weapon, you must wield it again. Fleeing If you are getting hurt badly, the thing to do is to flee. When you flee, you run to a random exit from the room and drop your wielded weapon. Some people suggest removing your weapon before you flee. Remember this though: A lost weapon is easily replaced. A loss of up to 15% of your experience due to dying to a monster is not. Acquiring Spells Spells must be acquired through studying scrolls. Most any spell can be learned by any player. To gain a spell, you must find a scroll, and then "study" that scroll. Sometimes these are not scrolls per say, but can be stone tablets or magical feathers, or something else similar. As mentioned, a spell may only be cast if you have the current magic points to cast it. Offensive Spells Realms has several offensive spells. As mentioned before, some classes are much better at casting at others. These classes' (mages and liches mostly) primary method of attack is to cast spells, since they aren't very good at physical combat. By making use of the stun spell, enemies can be devastated by these classes. As in attacking normally, time must be spent between casting spells. The classes who cast better (mages and liches) do not wait as long as other classes between casts. Saving System A new system of saving throw resistances have been implemented in the game. The saving throws are broken down into 5 categories: Poison/Disease Death/Traps Breath/Explosions Mental Attacks Spells. Your resistance of each category can be viewed by typing "score". The resistances range from Normal to Immune. To raise the saving throws you have to build of resistance. For example, if you want spell resistance to go up, you have to keep be hit by spells by monsters. The advantage of having high resistance is that with higher resistance you will be unaffected or for minimal damage. For example, sometimes you will save a spell cast on you and only receive half the damage. This will occur more as your resistance to spells increases. Armor Class Your armor class, or AC, is what keeps you protected in battle. The lower this number is, the safer you are, because monsters have more of a problem hitting you. You can improve your AC by getting and wearing armor, which can be found in many shops, and also is dropped by some monsters when they die. After a time, your armor will break. When this happens, you can find a repair shop and get it fixed. Some armor cannot be fixed, however. Note that some classes (Monks, Werewolves, and Liches) have natural AC and do not wear armor. In addition, almost no armor fits mages, as they cannot wear it due to their need to be free of constraints to cast their spells. In addition, several classes require the armor they wear to be "light". These classes are: thieves, assassins, rogues, druid. To find out more information about combat, just type "help" from the command line. Listed are several topics under the subheading of Combat. You may type "help (commandname)" in order to learn more about each. Also, you should be aware of your classes abilities. Many of them are used in combat. Each classes' abilities are listed in The Book of Knowledge. You can then link to our online help from each class description to learn what each ability does. HELPFUL HINTS There are several helpful hints which will help you as you begin to play Realms. Choose Your Class Wisely It is highly recommended that you do not play certain classes when starting out. These are: Monk Lich Mage Druid Multi-class characters All of these classes are more difficult and it is best to play them once you have more of a grasp for the game and the system. We recommend playing: Berserker Werewolf Paladin Fighter These classes are relatively simple to get used to. Also, keep in mind that some classes are required to pledge to a clan, thus allowing you to be killed by players from another or the same clan whether you are lawful or not. These classes are: fighters, assassins, thieves, clerics, paladins, rogues, and death knights. Keep in mind also that death knights can always be killed by paladins and vice versa. This can make them a bad choice for a starting player. Choosing the right class will definitely help you as a beginner. Look Before You Leap Before you attack anything, you should always look at it first. This will give you a general indication as to whether the monster is ok for you to kill. Note that this is NEVER an absolute indicator. Just because it says something is easy to kill, does not ever mean it will always be easy for you to kill. Some classes are better at combat then others. Others, like monks and werewolves, get better at combat all around as they level, so they are bad fighters at low level but very dangerous at high level. If a monster casts, you can be sure looking at it is most likely not an effective indicator. Basically, looking can help you, especially at lower levels. However, as you advance in level, it is not as much help to you. Be Careful Where You Fight At lower levels (1 and 2), we advise you to not to leave the area in which you start. This area has monsters in it designed specifically for players who are learning. Some of the monsters are tough, however, especially the ones that cast (although in the square these are few and far between). In the square, it is usually safe for you to look at something and be able to tell if you can kill it or not. If you are new and wish to venture outside this area, be sure you are careful or have a higher level friend you can follow. The smaller towns to the south of Highport are also mostly designed for lower level players. Know When to Flee One of the biggest problems new players have is that they do not flee in time if they are in trouble. It can and will always get you killed if you wait until the last minute to attempt to flee. If you are getting beat up, run away! You can always go back and kill something after you heal. Ask Experienced Players to Help You You should always make friends in high places. This is the absolute BEST way to learn about the game. Ask around for help. Sometimes they may be busy, but keep trying. Eventually they won't be. We have several players who are more then happy to set aside some of their time to help you. Failing this, you can always go to a post office and mudmail a caretaker. We are happy to answer the questions of new players, provided they fit within the bounds of our policy. Make Friends Realms is a much more enjoyable game if played in groups, and in order to do this, you need friends to group with. Most of our players are very friendly and will gladly help you or group with you. This also adds to the interactive environment we wish to maintain here. In general making friends makes the game much more enjoyable to everyone online. Roleplay!!!! Roleplaying is the idea of making up an alternate personality then your own and playing it online. This can be quite fun to do, especially when everyone does it. Not only is it fun to do, but it can get you free experience to help you level! If a staff member (DM or CT) sees you roleplaying a lot, they will often award you experience for doing so! It's simple to do, and it makes it easier for you to level.....So why not do it? We hope this file has helped you to get a head start. As mentioned, we mostly always are available to you for suggestions and questions you may have.