839 lines
31 KiB
Plaintext
839 lines
31 KiB
Plaintext
chapter 1 "Introduction"
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If you are unfamiliar with LPC based muds in general or Dead Souls
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mudlib in particular, you will find this handbook valuable in
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orienting you around what you can do and how you can do it.
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Keep in mind that this handbook describes the features of a mud
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running an unmodifed version of the lib. The mud you are on may
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differ somewhat, though probably not extremely so.
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To advance a page in a chapter, just hit "return".
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Let's start with just navigating this book. Once you are done
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reading this chapter, you can read the next chapter by typing:
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%^GREEN%^read chapter 2 in handbook%^RESET%^
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Make sure you wait until you are done reading this chapter,
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though. The reason you should wait is that you are now in "reading
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mode", which means that anything you type and send to the mud
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is actually a command to the editing system that is displaying this
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text.
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To leave reading mode (or more accurately, pager, or ed mode)
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you can hit "return" a bunch of times to complete the chapter, thus
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automatically exiting the pager. Another way is to enter the
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letter "q" (without the quotes) and then "return". That will also
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make you stop reading.
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When you are not in reading mode, you can find out the chapter
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titles by typing:
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%^GREEN%^read index in handbook%^RESET%^
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You really should read the whole thing, but in case you don't, the
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chapter titles will help as a reference to find the information you
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need.
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Something to watch out for is that if you or your environment
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contain another handbook, the mud may not know which one you are
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trying to read. If you get a message like "Which of the two handbooks
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would you like to read?", you can try one or more of the following:
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%^GREEN%^read index in first handbook%^RESET%^
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%^GREEN%^read index in my handbook%^RESET%^
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%^GREEN%^read index in my first player handbook%^RESET%^
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\n
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chapter 2 "Command Syntax: Doing Stuff"
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Section 1: Manipulating Objects
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----------
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You've already noticed that Dead Souls, like most modern LP muds,
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uses natural-like command syntax, like:
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%^GREEN%^read first handbook%^RESET%^
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rather than:
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%^GREEN%^read handbook 1%^RESET%^
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This is because Dead Souls uses a natural language parser. It isn't
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perfect, of course. If you try to "put all apples from box in my bag after
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opening them" you won't see much success, but this will work:
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%^GREEN%^open box%^RESET%^
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%^GREEN%^open bag%^RESET%^
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%^GREEN%^get apples from box%^RESET%^
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%^GREEN%^put apples in bag%^RESET%^
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The parser will understand "the first box" or "my second bag",
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assuming those objects exist in your inventory or in your environment.
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If you want to know what is in the box, the command is:
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%^GREEN%^look in box%^RESET%^
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The command "look at box" or "examine box" will usually *not* show
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you the contents of that box. This is because normally, boxes are
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opaque, and in the real world, just looking at a box is rarely enough
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to see what it contains as well.
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An exception to this rule are transparent containers (a glass
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trophy case, perhaps) whose interior is always visible from the
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outside.
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Sometimes looking at an object reveals its contents because of
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the nature of the object. A table, for example, can have things on it,
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and typing:
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%^GREEN%^look at table %^RESET%^
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...will usually let you know what is on it. It is also possible to
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see what other players are carrying by just looking at them,
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unless what they have is inside a container.
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You'll want to remember that while you can "put apple in bag",
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if you want to put that apple on a surface like a table, you'll
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need to:
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%^GREEN%^put apple on table%^RESET%^
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You can give things to people, and they will automatically
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accept them. However, you may not "take" or "get" things from living
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beings. It's theirs, and it's up to them if they want to share.
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You can try to "steal sword from fighter" if you dare, but unless
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you have trained a lot, this is unlikely to succeed. We'll talk
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more about training and skills in a later chapter.
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Naturally you may also drop things you no longer need, though
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it's nicer to your fellow mudders (and the mud's memory) to put
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them in recycling bins so the bits can be reused.
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Some other common object manipulation commands are:
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close, donate, attack, eat, drink, listen, smell, search,
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shoot, touch, turn.
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There are many others you may find useful, but these will be
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the ones you use most often to handle simple objects.
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* A note about articles:
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Dead Souls understands both definite and indefinite articles.
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This means that you can refer to a specific apple, like so:
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%^GREEN%^get the apple%^RESET%^
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But you can also be unspecific. If there are a dozen
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apples in a crate and you don't care which one you pick up:
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%^GREEN%^get an apple from the crate%^RESET%^
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Section 2: Navigation
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---------
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Moving around here is probably much like any other mud. You
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can expect to move mostly in cardinal directions (like north and
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northwest), but you may sometimes need to go up, down, or out.
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Strictly speaking, the way to do this is:
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%^GREEN%^go south%^RESET%^
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%^GREEN%^go out%^RESET%^
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...and so on, but this can get tedious after a while. Instead
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of having to type in "go" plus the entire direction, the mud allows
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you to enter shortcuts like "sw" for "go southwest" or "u" for
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"go up".
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When you enter a room, very often you will see letters in
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brackets above the room description, like this: [n, u, out]
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These are the "obvious exits" of that room, and help you
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quickly find your way around without having to go through each
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description. But remember! Just because a room has obvious exits
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doesn't mean those are the only exits. Sometimes a room must
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be searched to discover an exit, or there may be an exit available
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that just doesn't happen to be very obvious.
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If a room is dark, obvious exits may not be visible at all.
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Aside from those ordinary means of travel, there are situations
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that require more specific locomotion than just "go". These are
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examples of the use of some other commands to get around:
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%^GREEN%^jump onto road%^RESET%^
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%^GREEN%^enter window%^RESET%^
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%^GREEN%^climb ladder%^RESET%^
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%^GREEN%^crawl east%^RESET%^ (if you are lying down and can't get up)
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%^GREEN%^fly up%^RESET%^
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%^GREEN%^follow thief%^RESET%^
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%^GREEN%^evade hunter%^RESET%^
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Section 3: Armor
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-------
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Now that you can manipulate objects and move around, you'll want
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to be able to defend yourself, should the need arise. The special
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object categories of "weapons" and "armor" should help.
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Armor is an item that can be worn. That means that a pair of
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blue jeans is considered armor, and a suit of chainmail is considered
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armor as well. Basically, if you can wear it, it's "armor", because
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whether it's a lot or a little, it protects you.
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Assuming you are humanoid, you have the following limbs:
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head, neck, torso, right arm, right hand, left arm,
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left hand, right leg, right foot, left leg, left foot.
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Properly coded armor must be worn on the corect limbs. Usually
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a command like:
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%^GREEN%^wear chainmail%^RESET%^
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or
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%^GREEN%^wear all%^RESET%^
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...will cause you to automatically wear armor where it makes
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most sense. However, it is possible to find armor that,
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for example, can be worn either on your neck or your torso, like
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an amulet. If this is so, you'll need to specify where you want it.
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There are various types of armor, like cloak, pants, glove,
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etc. Many of them overlap. You can wear a shirt on your torso as
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well as a cloak and combat armor, but you may not wear two of
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the same type. If you have a robe and a cape that are both cloaks,
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you'll have to decide which one is going on.
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You will find that shoes and gloves are often for one of your
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hands but not the other. Sometimes you will find shoes, or gloves
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that don't care which appendage they occupy, but usually these
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are simply incorrectly coded.
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If you are of some exotic or non-humanoid race, you may have
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additional limbs to consider, and humanoid armor may not work for you.
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Section 4: Weapons
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---------
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You may be surprised to learn that almost any manipulable object
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can be wielded as a weapon, or thrown as a missile. You can wield
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a can of Spam and try to kill an orc with it...and you may even succeed,
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if you are strong and tough enough. Don't count on it, though,
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and instead go for items that are made specifically with personal
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security in mind.
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There are four main types of weapons:
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knife: knives, daggers
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blade: like swords, and spears
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blunt: like clubs, staves, and shillelaghs
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projectile: things designed to be thrown, like darts or grenades
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Unless it is a special device or magical item, weapons
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must be wielded in order to be of use in combat. Some weapons,
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like staves or pikes, may require the use of both hands. If this
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is the case, wearing a shield may not be possible at the same time.
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Like armor, weapons differ in quality and effectiveness. A
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"well-crafted sword" is probably a better choice than a "small
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rusty knife", but then again, you never know. Maybe rusty knives
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are exactly what some monster is most vulnerable to.
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Note also that, like armor, weapons wear down with use.
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Examples of commands that involve weapons or fighting:
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%^GREEN%^wield sword%^RESET%^
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%^GREEN%^wield hammer in left hand%^RESET%^
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%^GREEN%^wield staff in left hand and right hand%^RESET%^
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%^GREEN%^unwield dagger%^RESET%^
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%^GREEN%^shoot gun at otik%^RESET%^
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%^GREEN%^throw dart at beggar%^RESET%^
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%^GREEN%^kill all%^RESET%^ (this makes an enemy of everyone in the room)
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%^GREEN%^ignore first orc%^RESET%^ (lets you concentrate on the other orcs)
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%^GREEN%^ignore all%^RESET%^ (don't fight anyone in the room, even if they are attacking you)
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%^GREEN%^target boss orc%^RESET%^ (this makes you ignore attacks from anyone else)
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%^GREEN%^wimpy 30%^RESET%^ (this makes you run away if your health points drop below 30%)
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Section 5: Miscellaneous Things to to with Things
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---------
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%^GREEN%^turn on flashlight%^RESET%^
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%^GREEN%^turn off flashlight%^RESET%^
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%^GREEN%^strike match%^RESET%^
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%^GREEN%^light torch with match%^RESET%^
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%^GREEN%^extinguish match%^RESET%^
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%^GREEN%^dig hole with shovel%^RESET%^
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%^GREEN%^move bed%^RESET%^
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%^GREEN%^search %^RESET%^ (by default searches the room)
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%^GREEN%^search rocks%^RESET%^
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%^GREEN%^unlock east door with silver key%^RESET%^
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%^GREEN%^bait pole with worm%^RESET%^
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%^GREEN%^fish with pole%^RESET%^
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%^GREEN%^stop fishing%^RESET%^
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%^GREEN%^drop all%^RESET%^
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%^GREEN%^donate 2 silver%^RESET%^
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%^GREEN%^get all%^RESET%^
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%^GREEN%^get all from corpse%^RESET%^
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%^GREEN%^sell first right glove to otik%^RESET%^
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%^GREEN%^sell all to otik%^RESET%^
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%^GREEN%^buy sword from otik%^RESET%^
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%^GREEN%^buy 8 from otik%^RESET%^ (get Otik to sell you item number 8)
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chapter 3 "Your Health and Abilities"
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In the previous chapter you learned the basics of getting
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around and taking care of yourself. It's important also to care
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*for* yourself, and this chapter describes the various aspects of
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your body's state and what abilities you may have.
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The command that tells you almost everything you need to
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know is "stat". This diplays a whole lot of stuff, perhaps some of
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it completely unfamiliar. Let's start at the top, using my output
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as an example.
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First line:
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%^CYAN%^Cratylus aka Cratylus the unaccomplished, level 10 male human Explorer%^RESET%^
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Here you see my short name, my name with title, my level, my
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gender, my race, and my class. Let's go over each.
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* short name: What a person would use to address you. "look at cratylus",
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for example.
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* name with title: This displays my title. Creators can have whatever title
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they want. Players can only have the titles they earn. As a player, a
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title is usually earned when you are promoted a level or complete a
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quest, though it is not always so on every mud.
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* level: This is a measure of your overall experience, expertise, and
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all-around game status. Being promoted a level means your skills,
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health, and vital statistics increase. This often means you can handle
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tougher monsters, for example, or tackle more challenging quests, learn
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new spells, and so on.
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* gender: This has no effect on your status. It is a cosmetic feature
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of your body that is only useful to you in the social context of your
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fellow mud players.
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* race: In Dead Souls, race has nothing to do with your local genetic
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makeup on planet Earth. In the mud, "race" refers to what one typically
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would call "species" in real-life. An example of a race other than human
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might be "orc" or "feline". Not all races are available for players. Once
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you have chosen a race to play, it is in theory possible to change it, but
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there is a nonzero chance you'll hose up your player file and lose your
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character forever. Besides, it's up to your local admins whether race
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changing is permitted on your mud. Different races have different
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abilities. Elves see better in darkness, for example. Orcs are stronger
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than some other humanoids, but dumber, too (which does affect gameplay).
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* class: This can be considered an occupational specialty. In the real
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world you have plumbers, doctors, soldiers, etc. In the mud world,
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we can have explorers, fighters, mages, and the like. Each class brings
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its own unique advantages and disadvantages to your gameplay. A fighter
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can really kick more butt in melee combat than a mage, but a mage
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gets to cast powerful spells. Explorers are a middle of the road class
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that gives you a bit of everything without specializing in anything.
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Next line:
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----------
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%^CYAN%^Alive / Awake%^RESET%^
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It is indeed possible for your virtual body to cease life functions.
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When this happens your spirit speeds off to the land of the dead,
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where you drift until you decide to "regenerate" and regain your
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physical form. Except for some special magical items, anything you
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were carrying when you died is with that dead body, so it's a good
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idea to rush your new body back to the scene of the fatality and get
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your stuff back before someone else grabs it. Death is not only
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inconvenient, it also incurs major penalties on your statistics, so it
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should be avoided.
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It is also possible to sleep. If you are drunk and asleep, your
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injuries will heal more quickly. It's magic, don't worry about the
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logic behind it.
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If you are attacked while sleeping, you will wake up. You can
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force yourself awake, too, but it's a bit tedious.
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Next line:
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---------
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%^CYAN%^Health: 350/350 Magic: 560/560 Stamina: 400/400 Carry: 1184/1300%^RESET%^
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In each case, the number on the left of the slash indicates the
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current level, and the number on the right indicates what the maximum is.
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health: When I am 100% healthy, I have a total of 350 hp. If my hp ever
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reach 0 or less (!), I die. Poison and illness can cause hp's to
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gradually decrease, and although with time my hp's will normally
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return to 350 as I heal, poison and illness can slow down that healing
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or even cause me to die. Injury in combat is the most common source
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of hp loss, though spells, falls, and other adverse events can cause
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you injury or death.
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magic: I cast magic missile! Spell casting takes a toll on your magical
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abilities, and mp measure how much magic you've got left in you at
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any given point. Like hp, mp gradually grow back to your max if you
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avoid spellcasting for a while.
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stamina: Fighting is tough work, and swinging around swords while
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getting bashed with hammers really takes a lot out of a guy. Therefore
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keep an eye on this stat while you're fighting, because if it gets too
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low you will collapse and be unable to do anything for a while.
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carry: Objects have mass, and your body is of limited size and strength.
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My carry capacity is 0 when I carry nothing, and 1300 when I can
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carry no more. Creators are allowed to exceed their bodies' carry
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capacity, but players cannot.
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Next line:
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---------
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%^CYAN%^Food: 0 Drink: 0 Alcohol: 0 Caffeine: 0 Poison: 0 %^RESET%^
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These are pretty self-explanatory. Alcohol is good for healing,
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bad for fighting. Food and drink also help speed healing. Poison
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has the opposite effect. Caffeine can speed up your combat slightly,
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but tends to prevent full rest.
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You will not die from lack of food or lack of drink, but you
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will do better with a body not starved for nutrients.
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Your maximum load for any of these is not fixed, and varies
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depending on many factors, such as level, endurance, etc.
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Next line:
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---------
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%^CYAN%^Training Points: 0 Quest Points: 0 Experience Points: 50 %^RESET%^
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Training points can be cashed in with special NPC's called
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trainers, who can help you improve some skills. A trainer that
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specializes in fighting might be able to raise your "blade attack"
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skill, for example. you earn training points when you are
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promoted a level.
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Quest points are awarded when you complete a quest. In
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the default version of Dead Souls, you cannot advance past a
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certain player level unless you earn some qp's. Read the sign
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in the adventurers guild for more details on this.
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Experience points can be awarded for various reasons: completing
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a quest, solving a puzzle, winning a contest. Most often you
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will receive xp after killing an NPC. The amount of xp awarded
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will depend on the level of the NPC. Like qp, xp are needed to
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qualify for level advancement.
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Limb section:
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------------
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Remember how wearing armor requires the right body parts?
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Well here they are, and this is their health. You can issue the
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"body" command for a quicker self-check.
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Let's look at what the numbers mean with an example:
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%^CYAN%^left leg (2) 160/160%^RESET%^
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Obviously the first item identifies the limb in question.
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The (2) is a kind of "importance score", indicating how critical
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a body part is. If this number is (1), like the head, it means that
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losing that limb causes immediate death.
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The number on the right side of the slash indicates the hit point
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damage you may receive on that limb before it is severed. The number
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on the left is how many of those hits you have left.
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It doesn't mean my leg has 160 of my hitpoints. If that were true,
|
|
my hit points would add up to a heck of a lot more than 350.
|
|
This means that if I've lost, say, 200hp fighting a troll, and
|
|
159hp of those hits were on my left leg, getting hit there again means I
|
|
lose my left leg.
|
|
I would then collapse and have to crawl away to seek medical attention.
|
|
Wearing armor on your limbs is a great way to minimize the danger of
|
|
this happening.
|
|
|
|
|
|
Skills section:
|
|
--------------
|
|
|
|
Let's review skills by examining one of mine:
|
|
|
|
%^CYAN%^blade attack (1) 00% - 20/24%^RESET%^
|
|
|
|
This measures how likely I am to hit an opponent when I
|
|
use a blade, and how good a hit it was. The number (1) means
|
|
that this is a skill critical to my class. If an explorer can't
|
|
swing a sword, he oughta think about another line
|
|
of work.
|
|
The 00% means I have thus far earned no blade attack
|
|
experience toward achieving the next level of this skill.
|
|
The 20 is my current proficiency level.
|
|
The 24 is the maximum level I can reach at my current
|
|
player level and with my current stats.
|
|
|
|
What's all this mean? Well, if I practice a lot of blade
|
|
attacking, that 00% will gradually climb up to 99, and one more
|
|
point causes me to go from a level 20 slicer of things to a
|
|
level 21 slicer of things. This increases my likelihood of
|
|
hitting my target in the future.
|
|
|
|
Meaning, in short, practice a skill, and you'll get
|
|
better at it.
|
|
|
|
Of course, if my blade attack level reaches 24, I can advance
|
|
my blade attack skills no further until my player level rises.
|
|
|
|
|
|
Stats section:
|
|
-------------
|
|
|
|
Remember these from Dungeons & Dragons? No? Well these vital
|
|
statistics measure your general giftedness in that feature of your
|
|
body. Let's look at one of mine:
|
|
|
|
%^CYAN%^coordination (2) 42/42%^RESET%^
|
|
|
|
Coordination is one of those important stats for fighting and
|
|
such. The more coordinated you are, the more likely you are to hit your
|
|
target. The (2) indicates that this stat is important to my class,
|
|
but not critical. This influences its effect on my skills.
|
|
42/42 means that my coordination is not currently impaired. If
|
|
someone cast a "stumble" spell on me, for example, this might look more
|
|
like 30/42, and if I were drunk, it would look very shabby indeed.
|
|
|
|
Last section:
|
|
------------
|
|
|
|
"Cratylus has amassed a net worth of 11 gold." means that when you
|
|
add up the money in my bank accounts and the money I'm carrying,
|
|
converted to gold, I have 11 gold to my name. It looks bad, but gold
|
|
is actually quite valuable in the default Dead Souls economy.
|
|
|
|
"Money on hand: 79 dollars, 34 silver" means that this is the amount of
|
|
money I'm carrying. Don't forget that the amount of money you are carrying
|
|
affects your overall carry capacity. Gold is an especially heavy
|
|
currency.
|
|
|
|
|
|
Final notes:
|
|
-----------
|
|
|
|
"stat" is a great command to get thorough information about
|
|
yourself. It is, however, quite a screenful. Briefer reports can be
|
|
viewed with the following commands:
|
|
|
|
%^GREEN%^body%^RESET%^
|
|
%^GREEN%^skills%^RESET%^
|
|
%^GREEN%^stats%^RESET%^
|
|
%^GREEN%^score%^RESET%^
|
|
%^GREEN%^status%^RESET%^
|
|
|
|
chapter 4 "Quests"
|
|
|
|
Some muds don't have quests, and the fun people have is
|
|
through role-playing and social activities with other players.
|
|
|
|
Other muds prefer to concentrate on killing lots and lots
|
|
of monsters, a lot, over and over.
|
|
|
|
Quests give you a chance to problems-solve by performing some
|
|
series of actions that satisfies a pre-determined requirement.
|
|
|
|
For example, Dead Souls' sample town contains a quest called
|
|
Orcslayer. Leo the archwizard lives in the basement of the old
|
|
abandoned church, and he has lost a powerful magic sword called
|
|
"Orcslayer". If you return it to him, he will reward you with
|
|
experience points, quest points, and a new title you can use. To
|
|
complete the quest, you need to defeat the warrior orcs, penetrate
|
|
deep into their lair, defeat the orc shaman, and take Orcslayer from
|
|
his corpse, then go to the church basement and give the sword to Leo.
|
|
|
|
In this case, if you're a level 1 newbie, the orcs will massacre you
|
|
before you get anywhere near the shaman. So either team up with
|
|
friends to tackle the orcs together, or raise your level to the
|
|
point where you're tough enough to take them on.
|
|
|
|
To raise your level, wander around in the newbie mansion, which
|
|
is south of the village church.
|
|
|
|
There's lots of loot there you can sell at Otik's shop, and with the
|
|
cash you can then get some proper weaponry and armor.
|
|
|
|
Silver is heavy, so don't try to carry all your money around
|
|
all the time. Request an account from Zoe the banker and keep your
|
|
money there until you really need it.
|
|
|
|
There is a quest in the newbie mansion, and solving it by
|
|
finding the secret room will give you experience and quest points too.
|
|
(hint, there might be more than one secret room)
|
|
|
|
Once you have enough experience and/or points, go to
|
|
Dirk in the adventurers hall and "%^GREEN%^ask dirk to advance%^RESET%^".
|
|
|
|
Make sure you learn some spells from Herkimer, because if you
|
|
go up against a bunch of orcs in their lair, you'll want spells to
|
|
shield you from attacks, and spells to recover your strength after
|
|
combat. As a non-mage, your spell abilities will be limited at
|
|
lower levels, but as you gain levels you'll get better. Also, spells
|
|
will rarely work after you first learn them. Keep casting them,
|
|
even if you screw them up, so that your magic skills increase.
|
|
|
|
Also, save your money. Drinking and sleeping help you heal,
|
|
but not fast enough. By the time those natural processes finish
|
|
and you're ready for combat again, the orcs may have gotten reinforcements.
|
|
So if you can afford it, buy healing slips and use them at Clepius'
|
|
healer's guild. His treatment is expensive, but you will heal much
|
|
more quickly.
|
|
|
|
In the tragic event of the loss of a limb, Clepius can also magically
|
|
regenerate a new limb...but obviously at some great cost.
|
|
|
|
There. I've just spoiled the Orcslayer quest for you. Normally,
|
|
all you'd know about a quest is a cryptic clue, like the one in the
|
|
scroll in the adventurers guild. Instead I've just spoiled the quest
|
|
for you by telling you all about it. They're more fun when you have to
|
|
figure them out on your own, like puzzles.
|
|
|
|
Normally, spoiling quests like this is a bannable offense on
|
|
a mud, so if you solve a quest, keep it to yourself unless you know
|
|
the admins on your mud don't mind.
|
|
chapter 5 "Communication"
|
|
|
|
There are many ways to communicate with other players. If
|
|
you're in the same room as your intended listener, you can just
|
|
use the "say" command, like this:
|
|
|
|
%^GREEN%^say hi, crat%^RESET%^
|
|
|
|
If the message is secret, you can "whisper":
|
|
|
|
%^GREEN%^whisper to cratylus are you idle?%^RESET%^
|
|
|
|
If you want to say something that everyone in the mud can
|
|
hear, use the "shout" command (at the cost of a lot of stamina):
|
|
|
|
%^GREEN%^shout hey crat, wheredya go?%^RESET%^
|
|
|
|
Or, if it's an important secret and the target is not in the
|
|
same room as you, you can use the magical "tell" command:
|
|
|
|
%^GREEN%^tell cratylus are you mad at me or something?%^RESET%^
|
|
|
|
|
|
There are also special communication lines on the mud that are
|
|
class or role-specific. For example, if you type:
|
|
|
|
%^GREEN%^newbie does anyone know what's up with cratylus?%^RESET%^
|
|
|
|
All people who are tuned into the newbie line will get
|
|
your message. To see what lines are available to you, type:
|
|
|
|
%^GREEN%^lines%^RESET%^
|
|
|
|
To see who is listening to the newbie channel:
|
|
|
|
%^GREEN%^list newbie%^RESET%^
|
|
|
|
To see who is listening to some other channel on some other mud:
|
|
|
|
%^GREEN%^list otherchannel@othermud%^RESET%^
|
|
|
|
|
|
To enable or disable a line, just type the name of it with no message.
|
|
|
|
To see a brief history of the past few messages on a line (in
|
|
this case, the newbie line), type:
|
|
|
|
%^GREEN%^hist newbie%^RESET%^
|
|
|
|
|
|
Spamming lines is rude and probably dangerous to your character, so
|
|
be sure you comply with your mud's rules on lines.
|
|
|
|
|
|
Your mud may be on the intermud network. To find out, type the
|
|
command:
|
|
|
|
%^GREEN%^mudlist%^RESET%^
|
|
|
|
If a list of muds comes up, you know your mud is probably
|
|
on the intermud3 communication network. Dead Souls by default restricts
|
|
players from access to intermud channels, but you can "tell" to
|
|
players on other muds, if you want. If you think your friend Xyzzy
|
|
is online on a mud on intermud3, you can issue this command:
|
|
|
|
%^GREEN%^locate xyzzy%^RESET%^
|
|
|
|
If he's logged into a mud on i3, you will get something like:
|
|
|
|
Xyzzy was just located on Frontiers. (idle 00:03:17) [status: inactive]
|
|
|
|
You can then tell to him:
|
|
|
|
%^GREEN%^tell xyzzy@frontiers dude, what's the deal with crat lately?%^RESET%^
|
|
|
|
|
|
Sometimes a player or NPC does not understand your character's
|
|
native tongue. For example, if you are en elf, your native tongue is
|
|
not English, it is Edhellen. If someone talks to you in English, you
|
|
might see something like this:
|
|
|
|
Xyzzy says in English, "leka mifahmam, potong-hwa."
|
|
|
|
Since your character doesn't speak English, what you see is gibberish.
|
|
If you find a language teacher, your proficiency in the language they
|
|
teach you will allow you to understand more of the words you hear.
|
|
|
|
Suppose that your elf character is now 100% fluent in English.
|
|
If you greet a human player named Xyzzy by typing:
|
|
|
|
%^GREEN%^say hello there, xyzzy%^RESET%^
|
|
|
|
Xyzzy will probably see something like:
|
|
|
|
Noobie says in Edhellen, "pericolo temak, forshtor."
|
|
|
|
Instead, if you want to speak to a human, you'll have to type:
|
|
|
|
%^GREEN%^speak in english hello there, xyzzy%^RESET%^
|
|
|
|
|
|
To find out what languages you speak, type:
|
|
|
|
%^GREEN%^language%^RESET%^
|
|
|
|
|
|
chapter 6 "Note to New Creators"
|
|
|
|
You should probably hang on to this book for reference. If
|
|
you lose it, pick up a copy at the adventurers hall.
|
|
|
|
However, you need to start reading the Creators Manual. If
|
|
you don't have one on you, get the one in the chest in your workroom.
|
|
|
|
If you're new to coding, start with chapter 31. It'll
|
|
get you started with the Quick Creation System, or QCS.
|
|
|
|
Cratylus @ Frontiers
|
|
04 Jan 2006
|
|
chapter 7 "Hints and tips"
|
|
|
|
* The "wimpy" command helps you avoid death due to inattention or
|
|
network lag. If you "wimpy 20", you will automatically try to escape
|
|
combat if your health goes below 20% of your maximum.
|
|
|
|
* "target" and "ignore" are extremely useful when fighting more than
|
|
one enemy. You should always target the toughest npc first, and
|
|
always ignore any npc who can't get up because their foot or leg
|
|
is severed.
|
|
But if they collapse due to exhaustion, it's a good idea to keep
|
|
beating on them, otherwise they may get back up and get healthy sooner
|
|
than you expect.
|
|
|
|
* By default, different races speak different languages. If someone
|
|
says something to you and you see no words in the same language as
|
|
the rest of the mud, it means they are speaking a language you do
|
|
not understand.
|
|
For example, if you are an elf, and you ask Radagast to teach
|
|
magic attack, you might get something like this:
|
|
|
|
Radagast exclaims in English, "embleer con boltehe oota goota nehi auch"
|
|
|
|
Even though in the real world you may speak English fluently, in
|
|
the mud world, you do not speak English fluently. As an elf, your
|
|
native tongue is Edhellen, and you may find human speech incomprehensible.
|
|
|
|
If you find a trainer to teach you English, your skills in that
|
|
language will need time to improve. As you get better at a language,
|
|
you will see fewer gibberish words.
|
|
|
|
If you are a "newbie", this does not apply to you. A newbie in the
|
|
default Dead Souls distribution is a player at level 4 or below. This
|
|
definition may be changed by your admin.
|
|
Newbies need all the help they can get just to survive, so they
|
|
are magically granted understanding of all languages, until they outgrow
|
|
their naivete.
|
|
|
|
If you are a student of languages in the Real World, you may
|
|
recognize many of the "gibberish" words used by Dead Souls to represent
|
|
a foreign tongue. Your understanding of these words is not useful in
|
|
the context of the game, however, because they are not intended to
|
|
convey meaning other than "non-comprehensible words".
|
|
|
|
|
|
* Your ability to see is affected by various things:
|
|
|
|
- A room's ambient light level
|
|
- Time of day
|
|
- Local light sources (flashlights, torches, etc)
|
|
- Your race's light sensitivity
|
|
- Magical effects
|
|
- Exposure to an excessive-light event
|
|
|
|
It's important to remember that a room may be too dark for
|
|
you to see everything in it. You might be able to see the description
|
|
of a room with no problem, but it may be necessary for you to
|
|
light a torch in order to see the treasure chest there.
|
|
|
|
In the same way that darkness can impair vision, brightness
|
|
can do the same. For elves, an outdoor area in bright sunlight that
|
|
contains additional light sources can be just as hostile to
|
|
vision as a dark cave with no torch would be for a human.
|
|
Regardless of race, a sufficiently adverse event, such as
|
|
a bright flash or special spell, can render you temporarily blind.
|
|
|
|
As with languages, newbies have some exemption to light-level
|
|
limitations.
|
|
|
|
* Mages can wield knives but are pretty much helpless with any other
|
|
kind of edged weapon.
|