How to get started NOTE: This is only a small text to help you get started, it is *highly* recommended to read all the help texts. HOW TO CREATE A CHARACTER First off, when you enter the game you will be asked to name yourself, and then choose a race. You can chose between these races: *Elf +10 to starting Psychic Ability Half experience required for Psychic Ability quests Always can "see invisible" (see the "see invisible" spell) *Dwarf +10 to starting Constitution Half experience required for Constitution quests Always "sturdy" (see the "sturdiness" spell) *Human +10 to starting Intelligence Half experience required for Intelligence quests Never affected by traps *Ogre +10 to starting Strength Half experience required for Strength quests Increased odds of not being bashed by monsters or players *Halfling +10 to starting Dexterity Half experience required for Dexterity quests Increased odds of dodging offensive spells Once you have chosen your race, you will be asked to chose your class. Take not that even if you aren't specialized in spellcasting, you can still cast spell, or you can rob even if you ain't a thief, a class is mostly bonuses. You may want to switch later. You can chose between these: *Warrior Starts with +3 shield ability Starts with +3 two-weapon ability Starts with +3 defensive ability 25% chance of dealing double damage (sysop configureable) 50% combat damage bonus (sysop configureable) No 2 second action penalty when fighting with 2 weapons Can use talismans to repair weapons, shields and armor. Must earn double experience when training Psy and Thief. Only needs to earn half experience when training Shield, Two-Weapon and Defense *Sorcerer Has double magic points 100% bonus (sysop configureable) to timed offensive spells (langour, weakness, mesmerization, mania and aggravation). 400% bonus (sysop configureable) to damage-dealing offensive spells (fireball, blast, lightning and exhaustion). Starts out knowing the lightning and langour spells May use the 'trance' command 5% chance of dealing double damage (sysop configureable) No 2 second action penalty when casting spells May instill items with spells Increased odds of spell targets failing to dodge Must earn double experience when training Weapon and Thief bonuses Timed spells last longer (based on your Psy) Magic points regenerate at twice the normal rate *Barbarian Has increased body and fatigue points Has increased carrying capacity Increased odds of successfully bashing an opponant Permanant +10 to armor class 20% chance of dealing double damage (sysop configureable) Can use the berserker rage- multiplies your combat bonus by 2.5 (sysop configureable), and can be turned on and off at will Must earn double experience when training Psy and Thief. *Thief Starts with +5 thief bonus Always hits when attacking enemies unaware of thief's presence Has increased odds of successfully stealing from players and monsters Cannot be blocked by monsters when attempting to leave a room 15% chance of dealing double damage (sysop configureable) 40% chance of dealing triple damage when attacking unaware enemies (sysop configureable) When achieving thief bonus "auto-hide", can automatically find a hiding space when entering a room with more than 25% cover. 2 second action timer bonus when robbing Must earn double experience when training Psy. Have their thief skill level figured into stealth checks Cannot be robbed (sysop configureable) When achieving "lockpicker" thief level, can walk through locked regular and magic doors without first unlocking them (does not apply to special doors or chant operated doors) *Duelist Starts with +3 edged weapon bonus Starts with +3 blunt weapon bonus Starts with +3 pole weapon bonus Parrying does full damage 50% combat hit bonus (sysop configureable) No 2 second action penalty when fighting with 2 weapons 25% chance of dealing double damage (sysop configureable) Can use talismans to repair weapons, shields and armor. Must earn double experience when training Psy and Thief. Only needs to earn half experience when training Edged, Blunt and Pole *Cleric Has increased magic points Starts with +5 blunt weapon bonus No 2 second action penalty when fighting with 2 blunt weapons 100% bonus (sysop configureable) to timed defensive spells (invisibility, invulnerability, shield, see invisible, stealth, haste, protection, strength, sturdiness, and levitation). 100% bonus (sysop configureable) to healing spells (healing, vigor and restoration heal twice as many body/fatigue points) Casting heal/vigor/restore restores ALL points if both the caster and target are not engaged in combat Starts out knowing the healing and vigor spells May use the 'trance' command 10% chance of dealing double damage while using blunt weapons, 5% chance when using other weapons (sysop configureable) No 2 second action penalty when casting spells May instill items with spells Increased odds of spell targets failing to dodge Must earn double experience when training Weapon (excepting blunt) and Thief bonuses Timed spells last longer (based on your Psy) Only needs to earn half experience when training Blunt and Psy Spell casting only costs 1/2 the normal number of magic points Magic points regenerate at twice the normal rate *Mystic Starts with +5 unarmed combat bonus Starts with +5 defensive ability Has increased magic points 50% boost (sysop configureable) to all timed spells 125% boost (sysop configureable) to damage-dealing spells (exhaustion, lightning, blast and fireball) 10% chance of dealing double damage in unarmed combat, 5% chance with other weapons (sysop configureable) Starts out knowing the seek, bring and safe return spells May use the 'trance' command No 2 second action penalty when casting spells No 2 second action penalty when fighting with 2 unarmed combat weapons May instill items with spells Increased odds of spell targets failing to dodge Must earn double experience when training Weapon (excepting unarmed combat) and Thief bonuses Timed spells last longer (based on your Psy) Magic points regenerate at twice the normal rate If you don't like your character, type SUICIDE and create a new one. There may also be a choice of switching classes. If your game permits this, type SWITCH. By switching you will lose gold and stats. (10% of depending on the game.) Here are my favorite classes for each races: Elven: Sorceror, Cleric, Mystic Dwarf: Cleric (Dwarves get more hit points because of their Constitution Bonus) Human: Barbarian, Warrior, Duelist, Thief Ogre: Barbarian, Warrior, Duelist Halfling: Thief BASIC COMMANDS BASH - You can try to STUN an opponent, beware as it will make you more vulnerable to attacks if you miss. HIT - Attacks a target GREATBLOW - Attacks a target. It does TWICE damages but also takes 2 uses from your weapon and you are also temporarily vulnerable. PARRY - You hit only half damages (unless Duelist) but it temporarily adds 10 to your armor class. CAST ON - Cast a spell on target, you can use CONJURE ON either the name or the spell number to cast the spell. (type SP to see your spells) CAST - Cast a spell, you can use either the name CONJURE or the spell number to cast the spell. (type SP to see your spells) FLEE - You're almost dead? Or you simply want to escape from a battle? Try to FLEE, if successful, you might drop an item on the ground though. SPELLS - See your spellbook. INV - Shows your inventory, you can USE/REMOVE/DROP items. You can also use the # of the item instead of the name in order to save time. YELL - Type in a room and you shall yell, people and monsters will then appear. WARNING: If you type yell while there's already monsters in the room, they might get annoyed and attack you even if they are usually friendly. ROB - Attempt to rob the target of an item. Beware if you get caught tho.. TIMERS - Used to see the duration of timed spells/enhancements. EXP - Shows your experience points required for the stats. ST - Shows informations about your player. There are also other commands, type HELP while in the game to see them. WHAT'S THIS PROMPT? [BP FULL Ftg 97 MP 82] BP are your body points, if you go under 0, you will die. Watch them closely. Ftg is your fatigue, if you go at 0, you will be unable to move or to do actions, you will have to wait for your points to regenerate. MP are you magic points, if you go at 0, you will be unable to cast spells and have to wait for your points to regenerate. HOW TO GET STARTED Once you have chosen your race and class, it's time to make experience points and to build your levels. Since you start with 1000 gold, you must spend them wisely. You should go to the ALCHEMIST and buy some QUICK POTIONS, those potions will allow you to go twice as fast, allowing you to kill monsters faster. Type this (; are comments) W ; you can move using cardinal direction (N-S-E-W-D-U) S W S GO ALCHEMIST ; you can enter places by typing GO BUY 5 ; buy item #5 (type CAT or CATALOG to see items listing) . ; a dot (.) repeat last command you did, very useful . OUT ; OUT will make you leave the Alchemist shop N E N E Now it's time to show off your muscles (or your brain). Type E If there is no monsters, type YELL and a monster will appear. Now, type USE POTION to drink one of your quick potions. Type TI to see how much time left you are in HASTE (quick) mode. Now, kill the monster. If you are a Sorceror, type CAST LIGHT ON Else, type HIT or GR Yahoo! You killed the monster! There will be items lying on the ground, you can try to grab some, get the coins and the pouches for now. Type W if you need to heal yourself, then retype E to return. Continue killing monsters, and type EXP to see how much experience points you need for the first five stats. Once you have gained your stats, type E once more and type GO ACADEMY and then type TRAIN. Type TRAIN # where # is the number of the stats you wish to train. First off, train only the first 5 stats, the others are not important currently (well, they are, but you'll see that later :) Then, type OUT and WEST and continue fighting. If you need gold, then with all the items you got by killing the monsters, type SOUTH and sell them at the mercantile. NOTE: Only the first five stats are calculated for your level, but other stats are important as well. You might want to train them later. EXAMPLE OF A FIGHT > inv Carrying 12 items and 0 gold (0% of your capacity) Bank: 6389 1. some leather Armor (5 +0) (worn) 2. a quick Potion 3. a quick Potion 4. a quick Potion 5. a quick Potion 6. a quick Potion > use 6 You begin to move faster! Your potion vanishes in a puff of smoke! > e You're in the mall at the end of Piper. You see the Elfhelm Merchant Bank to the north and the Elfhelm Mercantile to the south. Exits: north, south, east and west (heavy cover) [BP FULL Ftg 97 MP 82] > Go! [BP 90 Ftg 93 MP 80] > y You yell like a maniac! [BP 90 Ftg 94 MP 82] > You encounter two officials! [BP 90 Ftg 95 MP 82] > cast light on off Official #1 fails to dodge! You zapped official #1 for 36 points! Official #1 looks very weak! [BP 90 Ftg 98 MP 78] > Official #1 parries and hits your armor! Next action in 1 seconds. >. Go! [BP 91 Ftg 99 MP 80] > [cast light on off] Official #1 fails to dodge! You zapped official #1 for 75 points! You killed official #1! You gained a strength point! You earned 289 experience points! On official #1 you find: some Coins a Staff of strength a Staff of strength [BP 92 Ftg 100 MP 76] >