TorilMUD Newbie Guide

By: Cherzra and Todrael

Newbie Guide

It is generally agreed upon that the mud is hard if you are a newbie, so this document is intended to help with all the problems new players might encounter when first creating a character on Toril. Input on what to add or change can be sent to Todrael.


Contents

  1. Mud Client
  2. Character Creation
  3. General Game Dynamics
  4. After Rolling
  5. Basics
  6. Eating & Drinking
  7. Training Skills
  8. Spells
  9. Fighting
  10. Shops
  11. Towns
  12. Quests
  13. Terminology

1 - Mud Client

To get the most enjoyment out of the game, use a special MUD client. Perhaps you are currently using a standard telnet client - in this case a whole new world will open for you after one simple download. Telnet has no backscroll or color, while MUD clients do. Also, MUD clients allow you to make aliases, macros, triggers etc, and sometimes contain automappers too. In short, they make your MUD life a whole lot faster, easier and more fun.

My personal recommendation for Windows is Zmud, since it is very user friendly yet very powerful. It costs $20 with free upgrades for life, but you can run it for free 30 times to evaluate it. Alternatively, you can download version 3.62, which is freeware. This is great for starting out with as it contains many functions and is free. You can always start using the newest version later if you decide you like it and want more power.

Under Unix, I recommend using TinyFugue.

It's also a good idea to get an mcclient program that will compress mud information without any slow-down to your connection.

2 - Character Creation
2.1 - Choosing a Race

The races fall in 2 categories: good and evil. Good races can group with each other and evil races can group with each other. The different sides cannot group with each other. Keep this in mind: the mud is effectively divided into two sides.

Every race has some advantages and disadvantages. For example: Gnomes are very smart - they memorize and cast spells fast. However, they are also small and weak, thus they cannot carry many items, and they don't get very much damroll which makes them poor hitters. Read the helpfiles on the races available when choosing things for more information. Keep in mind that there are fewer evil players and they have a rougher time starting out, with the exception of drow who have a really easy hometown. Evil races generally have some stronger innates (natural strengths), but also drawbacks. Note: Elves are a good aligned race, yet they have a harder time starting out since they are confined to the island of Evermeet for the first 20 (!) levels!

If you are new, it is probably best to choose a human and start in Waterdeep (WD). Even if other races attract you much more, this is very beneficial: WD is a populated place and you will learn and see many things much faster. Play a character there for a few levels to learn the ropes before rolling anything else. Don't worry about choosing the wrong race or class for now - once you've been around for a few weeks you'll probably see another race and class you prefer to play instead, and with the knowledge/equipment you gained with your first character it will be easier to level! (see towns)

General race indications:

Easy races to start with are humans, dwarves, half elves, ogres and drow.

2.2 - Choosing a Name

When creating a character, you choose a race, a class, a sex, attributes, a starting hometown (if there is more than one option for that race) and a name/password. You can either come up with your own original name, or choose a randomly generated one. When choosing a name, be sure to look for the message if there are any gods (a.k.a. staff/immortals) on. If you choose your own name, it has to be approved - and a god has to be on to do that. Approval may take a few minutes, the gods are usually busy with something or other. If the message appears that no gods are on, it is best to choose a generated name - you can ask ('petition') a god later to change it to something of your own. If you enter your own name and no god is on, you'll likely end up waiting an hour before finally giving up - losing the character you rolled.

Choose a name that fits your race! Names like Exterminator or Gandalf will not be accepted.

General guidelines:

Keep in mind that several races have one or more letters which their names cannot contain due to their inability to pronounce these. See the in-game helpfiles for more information.

2.3 - Choosing a Class

The classes can roughly be divided into 2 categories: spellcasters and melee (physical combat) classes.

Spellcasters are either priest types or mage types. Priests consist of the Shaman, Cleric and Druid classes. Mage types would be Invokers, Enchanters, Illusionists, Conjurers and Necromancers. There are also Psionicists, which can only be of the Illithid race, which are classed as Mage type too.

Melee classes are Warriors, Anti-Paladins, Paladins, Rogues, Rangers and Dire Raiders.

Bards, and their evil raced counterparts the Battlechanters, exist as well. They are hard to place in the lists above. See below for a more detailed description.

A general guideline is that melee classes are easier to level, especially at the lower levels, but their power diminishes as their level rises. Spellcasters are weak and frail at first, have a hard time leveling, but grow very powerful as they rise in levels. Be forewarned that some classes are less 'required' than others. This may mean that you are turned down for groups sometimes because they are full and need the remaining spot for a 'required' class, but usually less required classes have some niche that they fit into and can come along just fine so I wouldn't worry about it and play what you want. A group usually consists of several classes that can do the following:

Not all classes are mentioned in the list above since they're more generalized, several such as druids can be used for healing, utility and damage for example.

A short description of each class, their strengths/weaknesses and place in groups (click on the class name for a more detailed guide, if one is available):

Cleric

Clerics heal. They pray for their spells, which are granted to them by their gods. They have good hitpoints, much more than mage types and can wear more equipment, for example platemail. Clerics are always a requirement in groups.

Shaman

These are a 'hybrid' priest and mage. They are more tribal, drawing their power from spirits. Shamans can heal to a lesser extent than Clerics, but they get some powerful offensive spells, a spirit pet, defensive and utility spells and a group healing spell which is very nice. Shamans are not a definitive requirement in groups (that is, without a shaman a group can still be formed), but they are always very welcome to join because of their strengths. For fighting dragons and other casting mobs, group heal is a requirement - this is when you cannot go without a shaman.

Druid

Priests of nature. They draw their spells from the gods of nature and the woodlands. They have healing and offensive spells, in addition to nice utility spells such as moonwell. Not a requirement in groups but nice to have.

Invoker

These are mages who specialize in offensive magic. They have few hitpoints and no defensive spells, but their offense is really strong. Someone is always needed for damage in groups, so invokers are usually more than welcome.

Enchanter

These are mages who specialize in defensive magic. Similar to invokers in that they have few hitpoints, they protect and defend the group. They also get very nice utility spells and are very powerful at higher levels. Always needed in groups.

Illusionist

Mages who specialize in illusions and shadows. They get some nice offense, some nice defense and some nice utility stuff. For smaller zones they are not a required class, but like shamans are always welcome because of their added value. For big zones however they are a required class.

Elementalist

Mages who specialize in conjuring. They get some nifty spells and four powerful elemental embodiments, each giving the recipient special powers. Using these, they can actually do a lot solo, too. Not a core requirement but very nice.

Necromancer

These are mages who dabble with the dead. They can raise corpses and command these undead. They get nice offensive spells, and the option to quest for the Lich class at high levels, which makes them even more powerful. Not a required class, but always welcome.

Psionicist

Only the Illithid can be this class. They use their strong mental powers to influence the world around them. Psionicists ('psis') have very strong offense and self-only defense (they cannot will it onto someone else), but are physically the weakest class in the game. Not a requirement, but very welcome because of their strengths.

Warrior

Warriors take the beating from the enemy while the rest of the group fights it ('tanking'). They have the highest hitpoints in the game and skills which keep them alive and allow them to save other group members. Warriors don't do much damage, so know that before you roll one; choose a rogue or ranger instead if you want that. Always needed in groups.

Paladin

Crusaders of the just cause. They are hybrid Warriors/Priests, that is, they are warriors with priestly spells. They have fewer hitpoints than warriors, but some nice spells to make up for it. Also, they have the best defensive skills in the game. They ride on mounts and fight in mounted combat. They can wield 2-handed weapons without penalty. Get extra experience for slaying evil aligned creatures, but lose experience for slaying neutral or good creatures. They have to remain of good alignment, or lose their powers. Can easily replace a warrior as tank in a group. Overpowered in my opinion since they can do almost everything warriors can do, but better, in addition to many unique skills/spells.

Anti-Paladin

Crusaders of a foul cause. They are also hybrid Warriors/Priests, although their spells are more offensive in nature. Also ride and fight mounted and wield 2-handed weapons. No bonus for killing any specific alignment, but don't have to worry about it either. Not required in groups, but a good addition.

Rogue

The thief/assassin class. Frailer than Warriors and (Anti)Paladins, they don't tank very well. But they can dual wield, backstab, use various poisons and do a great deal of damage. Can detect traps and disarm them and pick locks. Very strong offense. Sneak and hide are extremely powerful skills. Not required in groups unless the zone has traps or locks, but always welcome.

Ranger / Dire Raider

Rangers are warriors attuned more to nature. They cannot tank as well as Warriors or (Anti)Paladins, but easily better than rogues. They get most skills warriors do, but are not as good at them. They can wield two weapons with great skill and do good damage. They can also use ranged combat, that is, fight with bows, and they do incredible damage this way. They are also granted some spells by their gods. Not a requirement in groups but nice to have. Dire Raiders are the evil equivalent to rangers, although it can be argued that they are more fun to play. Only orcs can be dire raiders, and they ride around on large wolves which sets them apart from rangers. Dire Raiders are granted different spells due to their time spent with orc shamans.

Bard / Battlechanter

Battlechanters are evil raced Bards. Bards are musicians, their skill with song and instrument gives them the ability to magically influence players, fights and monsters. They can heal, do some damage and provide nice utilities with their songs, especially at higher levels. They can do some damage with weapons as well. Bards are basically a cross between rogues and illusionists, and battlechanters a cross between rogues and shamans. At higher levels, they gain access to several of these caster classes' spells.

Evils and goods don't have access to the same classes. Goods have more options.

Evils can be warriors, clerics, enchanters, invokers, illusionists, shamans, psionicists, necromancers, battlechanters, rogues and dire raiders.

Goods have access to all these except psionicists, dire raiders, and battlechanters, in addition to druids, paladins, anti-paladins and rangers.

Easy classes to start out with: warriors, (anti)paladins, rangers/dire raiders, clerics and rogues.

Here are my recommendations for what race to choose for a class in case there is more than one option:

2.4 - Rolling Stats

At the end of character generation, you will have the option to customize your character's stats. The MUD will generate a set of attributes and you can choose to either keep that set, or roll another set. There is a fixed amount of points which will randomly be distributed over the attributes, so every roll will be different. Once you have selected a roll you want to keep, you will get 3 bonuses. This means you can choose 3 specific attributes you want to add more points to, the bonus rolls. You can also trade a set of stats, substituting one value for another.

The attributes are:

The attributes ranges are bad, mediocre, mundane, fair, good, mighty, heroic and perfect.

Here is an indication of the stats different classes need:

You don't necessarily need a mighty or heroic for everything! Sometimes a good is good enough. There are different 'notches' which represent the different intervals for bonuses. For example, for troll warriors anything over 91 constitution (mighty) will give you the last constitution notch, so there is not much use in rolling for a perfect constitution. Likewise, ogre shamans reach their last constitution notch at 60-something, so it's not much use spending a bonus on that. Although it is always nice, because higher con still means less failed resurrections.

Before or even after rolling a char, if you don't know if your stats are good enough, just ask on NHC (see communication). Players will gladly help you out and tell you if you should re-roll or not.

2.5 - Choosing a Hometown

If your race has more than one town available to start in, you can choose a hometown. This is currently only the case for humans, who can start in Waterdeep, Calimport and Baldur's Gate, and Half-Elves, who can start in Waterdeep or Leuthilspar. It is recommended to choose Waterdeep as this is the middle of the wheel where most everyone of good alignment is. Calimport and Baldur's Gate are much less populated and quite a distance off; you will be lost without help if you are new. More details on towns are found later in this guide.

2.6 - Grouping Restrictions

Goodraces and evilraces cannot group. They can however trade and sell items to each other.

All evilraces can group with all other evil races.

On the good side, there aren't any grouping limitations, but Paladins cannot be rejuvenated (made younger) by Necromancers or Liches, like other classes can. As time goes by they will grow older, lose some hitpoints and regenerate moves/hitpoints at a slower rate.

3 - General Game Dynamics

The world is based upon AD&D, The Forgotten Realms. This means it is a fantasy world, with swords, sorcery and monsters. There are many towns throughout it, which are usually safe to stay at and explore for those races on the same race side. This means that humans can enter gnome towns and barbarians can enter halfling towns, but not the troll and other evil race hometowns. Towns are technically zones, but are usually referred to as, well, towns. Most of the characters you see walking around town are NPCs: non-player-characters (also referred to as 'mobiles' or 'mobs') This means that they are created and controlled by the mud and not by a player.

There are many towns in the game, one for each race players can choose to be, and some others as well. You can walk from one town to the next via roads, which are often populated with other npcs.

Connected to these roads are non-town zones. These can be dangerous to enter, so be careful where you go. When in doubt, ask someone! The world will be daunting at first. Even after years of playing there will still be parts unknown to you! Your hometown will be very large and you won't know how to walk around in it, where the stores are, where you can rent, where aggressive mobs and zones are, etc. The best thing to do is to try to map it and learn its layout. In due time you will grow accustomed to the ways of the mud and it will all seem very simple.

As mentioned above, the mud world is divided into zones. Type 'credits' to see the different zones on the mud, and their general level range (don't enter a level 50's only zone if you are level 20, and not even if your are a lone level 50). Each zone can be considered stand-alone in that the mobs in it do not leave their zone. So if you have to flee from a tracking mob, leave the zone - but more on that later.

4 - After Rolling

New characters start out in the newbie zone. In my opinion this is a confusing zone, and I wouldn't stay there very long. From the first room, go east (type 'east' or 'e') and pick up a ball of fungus (type 'get all' or 'get ball'). This is a light. You will need one to see in the dark! It won't extinguish like a torch would. Like all (illuminating) objects, it's a permanent lightsource. You can also eat it, so you might want to take as many as you can!

Type 'wear all' to put on the newbie armor and weapons. Now you can take more fungus balls since you made some room in your inventory. You can 'drop torch' (or lantern, in case your race starts out with lanterns instead of torches) twice since you won't need these anyway with a permanent lightsource. You can 'open bag' and 'put ball bag' to put some fungus balls into your bag, after which will be able to pick up a few more. You can also type 'put all.ball bag' to put all of them in with a single command. Get as many as you can, and remember to not eat all of them, save one and keep it in your inventory (type 'inv' to see what's in your inventory) so you have a permanent lightsource!

Once you have the fungus balls, type 'recall'. You are now back in the newbie zone starting room. You can recall until you are level 4, so if you get lost, feel free to use it. If you happen to enter the real mud world (your hometown), you cannot recall from inside buildings - go outside or find a road. Also, you cannot recall from certain zones, leave the zone if you can't recall, then try again.

From the newbie starting room after recalling, go west. There will be a bard standing there. Look at him (type 'look bard') and talk to him ('ask bard hello') - he will talk back! This is the start of a small tutorial. You can follow the cavern westward, and each mob will explain a bit about the world and how to make your fame in it. Once you have reached the end of it, type 'recall' again and 'enter toril'. You will now be in the guildmaster's room for your class in the hometown for your race. You will have to find your way out and into the world, meeting other people, learning the game basics and then go off and have fun.

Once you got the fungus balls and did the newbie tutorial in the newbie zone, enter the real mud. If you have mage spells, scribe them at your guildmaster (see scribing), then explore your town a bit.

5 - Basics

Type 'help rules', don't do anything to break these. The staff try to make it as fun as possible and having to enforce them and punish people is no fun for anyone. Don't multiplay! The only time you can have 2 characters in the game, is in the same inn - to transfer equipment for example.

Don't just lose link or use the quit command! This is important, as there is a chance that you may die and lose all your equipment! If you lose link, your character will remain in the game for 15 minutes until it 'voids' and you are vulerable to any attacks from mobs during this time. Find an inn! At the bottom of this document (towns) is a brief description of the location of every town's inn. You can safely rent at no cost at the inn by typing 'rent'.

5.1 - Display

Type 'toggle roomsize' and then 'look room' to see the room you are in. There is a room name, a room description, the room exits (a # behind a direction means it's a closed door) and possibly one or more mobs or other players there.

You will also see a line displaying something like this: < 31h/37H 105v/105V >

This is called the prompt. You can change it (we will later), but for now this will be good enough. It shows your current hitpoints (h), maximum hitpoints (H), current (v) and maximum (V) movement points. If you fight a mob and it hits you, your current hitpoints will go down. When you gain a level, your maximum hitpoints will rise. There are 50 levels.

5.2 - Movement

To move, type east, west, north, south, up or down, depending on the room exits. Room exits with a # behind them are closed doors. If you walk into one, it will say 'the <doorname> is closed'. Type 'open <doorname> <direction>' to open it. <Doorname> can be door, doors, iron, wooden, huge, etc, and there is no way to tell until you try to go that direction. The <direction> is optional, but is needed if there are 2 doors with the same keyword in the room.

Some rooms, shown with a (water) flag after the room name, you can only enter if you have a canoe or similar item in your inventory. Likewise, for some other rooms, shown with a (no-ground) flag, you need a fly spell or item which grants fly.

If you get the message "Naah.. You are too relaxed for that", type 'alert'. This means you have been resting for a bit and you need to tense up before you can move on.

To get onto a ship or ferry, type 'enter <shipname>'. To get off, type 'disembark'. Note that for some ships you need to buy a ticket first!

5.3 - Item Manipulation

To get something on the floor, type 'get <itemname>'. To try to wear it, type 'wear <itemname>', 'hold <itemname>' or 'wield <itemname>', depending on what kind of item it is. Type 'remove <itemname>' to remove something. 'Drop <itemname>' will drop something. Don't drop your newbie equipment! It will disappear! To get an item from a container, type 'get <item> <container>'. Put it back in with 'put <item> <container>'.

Type 'equipment' to see what you are wearing. You can also just type 'eq'. Most commands can be abbreviated. What you are wearing will be basic now, but take a look at other players to see what the possible slots (places you can wear eq at) are. As you gain levels, you might find more eq, buy it, or be given some by other players. Other good places to check out what people have are the sales board west and south of the Waterdeep fountain or the Auction Hall in Baldur's Gate.

Sometimes you may find or buy a scroll. Scrolls contain spells and can be used by all classes. To use a scroll, have it in your inventory and type 'recite <scrollname>'. If the spell requires a target, you will need to use 'recite <scrollname> <target>', for example an identify scroll works on an item, while combat spell scrolls require a mob as target.

5.4 - Other People

Type 'who' to see who is in the game. The list shows their level, their name, their class and their race. Some people may choose to not be seen. They are 'anonymous'. However, if you know their name, you can type 'who <name>' and you will see them anyway. Invisible players are not seen either without the detect invisibility spell, and if you are an ultravision race (drow, duergar, illithid) you will not see players who are out in the daylight.

Walk around town, try to get a feel for the place. Don't leave it yet - just look around.

To group with someone, type 'follow <playername>'. You will then be following them. He/she has to type 'group <yourname>' and you two will be grouped! Type 'group' to see the group information. To communicate with the group, use 'gsay <blabla>'. Another way for someone to group you, is if you type 'consent <name>'. They can now group you as well, but you will not follow them. Useful if they are not in the same room as you are.

A group can be maximum 15 players.

Group with others! You will find that you have a lot more fun and that you can do things you couldn't do alone. Getting experience will go faster, and you can't kill many mobs with eq alone. Send tells to anyone around your level on the same race side (type 'who [good/evil] 10-20 sort' for example, showing all goodies or evils between level 10 and 20) and ask them to group with you. Casters need warriors, and warriors need casters. Even if you have a good group going already and don't 'need' anyone else, consider letting someone who asks join. It's for the better of the mud eventually, and being refused and having nothing to do alone sucks!

5.5 - Communication

To communicate, type 'say <blabla>'. Everyone in the room with you will see this. To talk to someone in particular, use 'tell <name> <blabla>'. This will send your text <blabla> to player <name>. To talk to mobs (see quests), use 'ask <name> <blabla>'. To let everyone see what you want to say, type 'shout <blabla>'. Everyone in the zone will see it. Note: shouting repeatedly is generally frowned upon, and the admins may remove your shouting privileges for a while if you abuse it. People generally shout when they are trying to sell some equipment, or looking for a group.

If you are stuck, type something like 'nhc hello, I'm having a problem with XXX, what should I do?'. NHC ('newbie help channel') is a communications channel for newbies and newbie helpers, where hopefully someone will help you. You can recognize a helper on NHC by the yellow (H) behind their name. To see who is a helper, type 'who helper'. There is another communications channel, OOC, which means Out Of Character. You cannot use this until you are level 3, and it is not meant to discuss MUD stuff on, it is for real life/tv/jokes/anything else. To use it once you are level 3, type 'OOC <blablabla>'. Also, you can 'toggle ACH' to turn on the arena channel, or 'toggle AUCTION' to turn on the auction channel.

To ask a god something, use 'petition <blabla>'. They might not respond if they are busy or for whatever other reasons they may have.

In addition to the standard communication means say, gsay, shout, whisper, ask and tell there is also mud mail. To list your messages, type 'mlist'. To send a message, type 'mwrite <recipient> <subject>' and +w on a new line to send it. To read a message, type 'mread <number>'. Delete it with 'mdel <number>'.

Sometimes you will see message boards in rooms. These are a means to write and read notes on the game, sell equipment, etc. Type 'l board' to see the posts on it, and 'read board <postnumber>' to read a certain post. Type 'write <subject>' to post something, end the message with @@ on a new line.

5.6 - Information

To get help on something, type 'help <topic/command>' or just 'help'. Be aware that some helpfiles may be outdated, incomplete or just missing.

5.7 - Exploration

Before you enter an unfamiliar zone, ask around what zone it is and if it is safe you go in there. Type 'credits' and look up the zone's level range. There is no way to know the name of a new zone you find, but you can usually make a good guess. Another good thing to do is to add 10 levels to the high end limit, just to be safe. A lvl 10-30 zone just may contain level 40 mobs!

Important! Do not map with your equipped character, roll a newbie to explore. Chances are you die to a level 55 aggro monster and cannot get your hard-earned eq back.

Scan before walking in zones! Scan shows you what is in the rooms around you. Beware, if it is dark and you do not have infra/ultravision, you won't see if something is actually there! Also, some mobs may be invisible or hidden, and just plain not show up at all.

Don't walk around with too much money, it weighs you down a lot and may be stolen by mobs or you may die and be unable to retrieve it. Deposit it in the bank instead (see after combat).

Sometimes while walking you will bump into a mob in a room with only two exits. This is a single file room, to get past the mob you have to type 'recline' and then the direction you were going in. Once you've done that, type 'stand'. Note that when you moved, you didn't leave the room - instead you have moved 'past' the mob. If there are 2 mobs in the room, you will have to move twice while reclined to get past them, etc. Take care when fighting in single file rooms as everyone behind you cannot help you assisting! Single file rooms usually contain 5ft in the width or length and have only two exits, so it is possible to spot them in advance by typing 'look <direction>'. There are also teleport rooms that create mazes, but these are pretty rare and only occur in higher level zones.

6 - Eating & Drinking

(Note: Eating and Drinking are currently disabled.)

If you took the fungus balls from the newbie zone, type 'eat ball' to eat one. You should also have a waterskin or something similar with you. Type 'inventory' and look for a skin, waterskin, canteen or something like that. Type 'drink <containername>'. You can also drink from fountains. Towns always have one or more fountains and these are safe to drink from.

Don't drink from fountains in zones unless you know them, they may contain poison, although usually not fatal unless you are low level, so ask someone first!

Type 'look in <containername>' to see how full your drink container is. If it is almost empty, refill it! Go to a fountain and type 'pour out <containername>' to empty it, and then 'fill <containername> <fountainname>' to refill it. Alternatively, you can buy a full one in a store or ask a spellcaster to create a new one for you or fill an old one.

Always have some food and water with you. If you are hungry and thirsty, eat and drink. You cannot memorize spells when hungry or thirsty! Also, you will regain hitpoints and moves much slower.

The best food and drink are goodberries and (un)holy water. If you eat a goodberry using the full name ('eat goodberry'), you'll get a cure light cast on you. Blessing a drink container that has plain water in it will create holy or unholy water, depending on the alignment of the person blessing it. Whenever you drink (un)holy water, you can get a cure light or cause light spell cast on you, depending on if you're the same or opposite alignment as the drink.

7 - Training Skills

After you leave the newbie zone by typing 'recall' and 'enter toril', you will be in your guildmaster's room in your hometown. Type 'practise' to see all the skills you can learn and at what price. Checking 'help skill_<classname>' (note the underscore) will show you when you'll get new skills in the future. Until level 10 you can practise for free. You won't be able to practise any skills at your guildmaster for the first few levels because he'll only train you if you're below the average for your level, and even though your skills are bad to start out, they're still far above average for level 1.

Type 'prac <skillname>' to practise a skill. E.g. 'prac 1h slash' to practise 1h slashing. You can do this a few times until you reach the maximum skill proficiency for your level.

After level 10 you have to pay for practising. The price depends on your level, your current skill proficiency and your charisma. For levels 1-20, practise whenever you gain a level! It will still be cheap and you NEED skills to be good at casting/fighting.

Don't worry about skills like mount and swimming. They are not pivotal, and they will notch by themselves when you use them.

After level 20 the prices start becoming heftier - only pay for skills which are hard to notch, unless you can spare the money. All skills will rise automatically with regular use. Always practise a new skill when you first attain it. They start out at 0 when you first get them.

8 - Spells
8.1 - Scribing

If you are a mage spellcaster, you will have to scribe your spells at your guildmaster. Type 'inventory' and look for the quill and spellbook in your inventory, or get them from a container if you put them in there. Free your hands by remove anything you are wielding or holding (e.g. 'rem dagger' and 'rem torch'), type 'hold quill' and 'hold spellbook'. Now type 'rest' at your guildmaster.

You are now ready to start scribing. Type 'practise' to see the available spells and choose one, for example magic missile. Type 'prac magic missile'. You will now start scribing. A first circle spell takes up one page, a second circle spell takes up two pages, etc, so you will need multiple books as you rise in power. When finished scribing, don't forget to remove the quill and spellbook and wield your dagger.

At level 1-5 you can scribe only first circle spells. As you gain in levels and power, you also rise in spell circles. At level 6 you get second circle and at level 46 you will be a tenth circle mage. So remember to scribe every time you gain access to a new circle! Scribing costs quite a bit of money at higher circles. Check 'help spell circle' for more.

Once you get higher level, you will want to have a spare or backup set of spellbooks for in case you die and have to memorize spells to fight your way back to your corpse. Buy empty books, hold them and have the full book in your inventory. Scribe the spells into the new book from the old one by typing 'scribe <spellname>' and put the backup books safely in storage at an inn (see 'help storage').

Priest spellcasters do not have to scribe - their deities grant them their spells as they level. Bards don't have to scribe or mem, but typing 'mem' for them will list how many spells they have available and for which circles. Their spells are refreshed every 24 minutes (1 mud day).

8.2 - Casting

After scribing, you have to 'mem' or 'pray' your spells before you can cast them. Type the appropriate command ('mem' or 'pray') depending on whether you're a mage or priest class to see how many Spell Slots you have free for any circle. You can only fit one spell of the appropriate circle into a spell slot. To put a spell into your mem queue, type 'mem <spellname>' or 'pray <spellname>' while resting. It helps to try to use your meditate skill too (cuts mem time in half if succesful). To memorize, you need the spellbooks in your inventory or held, they cannot be in a bag.

When you've finished memming, the spell will be in your memory and you can cast them. Stand up, and you can cast the spell by typing: 'cast '<spellname>'' or 'cast '<spellname>' <target>' You need the ''s around the <spellname>, or it will give you the message "Magic must always be enclosed by the holy symbols: '"

After you've cast a spell, it will leave your memory and go back onto your spell queue. You can remem/repray the same spell by typing 'rest', 'med', then 'mem' or 'pray' by itself. It will list your queue, show you how long it will take to mem them all, then tell you that you've begun your studies/prayers. If you want to mem a different spell, type 'forget <spellname>' to free up the mem slot. You can use 'forget all' to clear your queue completely. For most spellcasters, each new level will add more spell slots and reduce the mem times of older circles.

To recap: type 'rest', type 'memorize <spellname>', type 'meditate'. When your studies are complete, 'stand' up and 'cast '<spellname>' <target>'. Priests use 'pray' intead of 'mem'! Example: rest, mem magic missile, med, stand, cast 'magic missile' dog.

9 - Fighting

IMPORTANT: do not fight people mobs in town! Fighting human (or other mobs of any race on your good/evil side) mobs in towns is not allowed by the guards and they will either attack and kill you, or drag you off to jail to see the judge! Instead, attack dogs, cats and stuff like that. Or, even better, go outside of the town and look for stuff to kill there. Ask people what a good place is for your level.

9.1 - Preparation

Before you begin, type 'toggle'. This shows a list of options you can toggle. Type 'toggle vicious', turning your vicious flag on - this means you will kill monsters which are mortally wounded. Paladins cannot toggle vicious on, but all other classes can. Type 'display all' to show as much info as possible in the prompt. If you want this on 1 line instead of two (which I personally find nicer), type 'display twoline'.

Wimpy is the amount of hp at which you will automatically attempt to flee if your hps fall below this amount. Toggle your wimpy to a decent amount. Dying does no good, it is better to flee! Experience is hard to get and you will lose a quarter of a level every time you die. You don't lose experience from fleeing! If you have 30hp, put it at 10hp or something. If you have 500hp, put it at 100hp, or whatever else makes you feel safe. Note that when you're higher level and zoning, most group leaders prefer you turn wimpy off.

Take care not to lose a level until you are level 26! You will lose the maximum possible gain of hitpoints, which usually means you lose 1-5 permanent hitpoints. Since dying costs you around 26% of xp, don't do risky stuff until you are at least 30% into your current level. After level 26 you won't have this problem anymore. Check 'score' to see how much progress you've made toward your next level.

When fighting over water or no-ground rooms, be aware that weapons that do not float will be lost forever if you fumble them! To find out if a weapon floats, buy an identify scroll and 'recite scroll <item>' or ask around. If your weapon has the ITEM-FLAG "float", it will float on water. If it is "magic" in addition to being "float", it will float in no-ground rooms. Other items besides weapons can also be lost in these types of rooms, but corpses won't be.

Consider

Important! Before you attack something, look at how it compares to you by typing 'consider <mobname>'. This will give you an estimate of how tough it is. At level 1 look for something which considers 'a perfect match!', once you are level 2 or 3 'fairly easy' or 'easy'. These mobs will not hit you too hard, hopefully. Things which consider 'you would need some luck', 'you would need a lot of luck and great equipment!' might be possible, but it will be much harder and it's better to do these with a group. Things which consider 'are you mad?', 'you ARE mad!', 'Why don't you lie down and pretend you're dead?' or 'LAUGH! this thing will kill you so fast, it's not even funny!' will kill you very fast, so it is better to not even try.

Consider compares the mob's level to your own, and gives you a message based on if it's higher or lower than you, and by how much. Consider does not take into account mob class, race, or special abilities! Some things that consider the same will be significantly harder than others, so be careful. Here's a list of the level comparisons:

When picking a mob to fight, take care that certain mobs will hit harder than others. Besides the mob's class affecting this, another important factor is its race. Just like player races, if a mob is stronger, it will hit harder. So ogres, dwarves, duergar, giants and the likes will hit you much harder than elves, halflings, humans etc. Good to know!

Glance

Also before attacking a mob, 'glance <mobname>' to see what spells it has active. This is also a good way to see if a mob is a spellcaster - every spellcasting mob except clerics/shamans will have spells on them which they periodically recast once the old spells fade. If a mob has spells on it, you will want a basher to fight it! What the spell messages mean:

Low level mobs won't have these spells but after around level 20 be sure to glance unknown mobs first.

To get the best possible experience gain, kill mobs that are classed. This means they are flagged as a warrior, mage, rogue, etc. and have the accompanying skills. Because they have these skills they are slightly harder to kill, but you will get much more xp than killing classless mobs such as animals or generic mobs. You can usually tell if a mob is classed - e.g. warrior mobs bash, get multiple attacks, etc. Rabbits, squirrels and the likes are unclassed and give very poor xp rewards.

9.2 - Combat

To attack something, type 'kill <mobname>'.

After you attack something, combat will start. Combat is divided into rounds. Both you (and your friends you may be grouped with) and the mob will have attacks every round. The prompt changes in combat if you've typed 'display all', displaying the monster's name, the name of the person being hit, and both their status. Status can be 'perfect', 'few scratches', 'small wounds', 'few wounds', 'nasty wounds', 'pretty hurt', 'awful', and possibly 'incapacitated'.

If someone in your group is mortally wounded (between -10 and 0 hitpoints), bandage them until they recover by typing 'bandage <playername>'. If you yourself are mortally wounded, it may take a while to die. To speed it up, type 'quit'. This will return you to your guildmaster. WARNING: Don't ever use quit unless you are mortally wounded with no hope of being bandaged or healed! Your equipment will fall to the ground in any other case!

Keep an eye on if you fumble (lose) your weapon. Pick it up and wield it again, or you will do almost no damage. You may fumble a lot in the beginning, but as you rise in levels and skill, this will become less and less.

Always carry at least one backup weapon. It may happen that you fumble and your foe or another mob picks it up. You will need a second weapon to wield then since barehanded damage is negligible.

If you find yourself in over your head, the mob is hitting you hard and you will probably lose, then flee! Most lower level mobs will not track you. However some may! This means that they will give chase if you flee after you fight them. If this happens, flee again and run out of the zone. 99% of mobs do not track out of their zone, and you will be safe to heal up there.

Note that some mobs assist other mobs. So if you hit one of them, another one may assist. If they are grouped (mobs can be grouped too) they may just all attack you! Mobs that are called 'guard' are especially important to look out for. They will sometimes even come in from nearby rooms if they hear combat nearby (1 room away) to assist other mobs.

If you are a warrior type, you can try to 'bash' or 'kick'. Keep in mind that these skills will almost always fail at lower levels. Also, a better (heavier) shield helps a lot when bashing. For now, don't worry about bash, unless someone else in the group is tanking. If you fail and fall, the mob will hit you harder, so stand up if you fall or are bashed by the mob! If you succeed, the mob is unable to use any skills or spells during 3 rounds and will take more damage as well. For now however, this is not worth the risk.

If you are a spellcaster, you will want to memorize the spells you scribed at your guildmaster. Spells are very weak at lower levels. Casters will have a hard time killing things. Try to find a warrior, (anti)paladin or rogue to group with! If you are a wizard type, you will want to memorize chill touch over magic missile because it does more damage. Once you reach level 6, you will fire more missiles, and at this point you will want to forget your chill touches in favor or memming missiles.

Although this will not be a problem during lower and mid levels, the spell and combat spam from bigger fights may cause your client to slow down, causing you to miss certain important combat messages (such as an opponent starting to cast an offensive spell). To avoid this, type 'toggle condensed'. This allows you to configure exactly what kind of messages you want to see and what not, so you can customize the texts you receive.

9.3 - After Combat

After you have killed a mob, type 'l in corpse'. Type 'get all corpse' to loot anything the mob may have had. To loot something from the second or third corpse in the room, type 'get all 2.corpse', 'get coins 3.corpse', etc.

If you have some loot, you will want to wear it or try to sell it in a store. If you have money, put it in the bank! If you carry money, it will weigh you down, worsen your armor class and cause you to fight worse. Also you will need more movement points to walk! Go to the bank and type 'deposit <amount> <cointype>', for example 'dep 10 copper', or you can deposit all your coins at once with 'deposit all'. You can 'withdraw <amount> <cointype>' later. It is safe in the bank, safer than when you carry it with you - some mobs steal and if you die and cannot get your corpse, you lose it.

You will fight better as you gain in levels, get better equipment and weapons, and as your skills go up. When you level, go to your guildmaster and practise your skills - usually you can raise them a notch or two.

If you die and have to loot your player corpse, type 'get all pcorpse' or 'get all <yourname>'. If you cannot get to your corpse and a friend is there, type 'consent <friendname>'. He can now 'drag' your corpse back, or loot your items and give them back to you. If you have nice eq, be careful with consenting low level people you don't know - most people will gladly help you, but you never know for sure.

Remember that if you die, you will reappear in your hometown, not the last place you rented. Thus, after you get your corpse, you will probably want to rent at a town nearby so you don't repop in your hometown in case the mud crashes. E.g. Let's say you're a dwarf killing stuff around WD and you die. You will now be back in Mithril Hall, and if it crashes after you recover your corpse and you haven't rented, you will be back in MH again. So rent in WD after you CR!

As you kill things, your alignment will change. Alignment is a range from -1000 (evil) to 1000. -1000 to -350 is evil, -350 to 350 is neutral and 350 to 1000 is good. If you are a ranger or paladin, you have to remain of good alignment. You can do this by killing a lot of evil aligned mobs. If you want to remain evil, you should balance killing good mobs with evil mobs. Mind you, if you ever reach -1000, it will be pretty hard to come back to neutral or good, although it is possible. Evil races have -1000 alignment, no matter what, and they do not have to worry about this.

10 - Shops

You can generally tell when a room is a store by the room name. For example "Dren's Fine Weaponry" is most likely a weapon store. To find out if it really is, type 'list' in the room to see what is available. Any item with a (*) behind it is something your class or race cannot use - don't buy it. Items that you can't use because of alignment don't have a (*) listed, so you might still not be able to use it! Buy something by typing 'buy <itemname>' or 'buy <the item number in list>'. If the store is closed, type 'time' to see how long till it opens.

See what you can get for something you want to sell by typing 'value <itemname>', then sell it via 'sell <itemname>'. More powerful items generally sell for much more to other players than in stores, so if you want to sell something nice try finding an interested player first. There is a special player board in all hometowns for selling and buying of equipment, and an Auction Hall in Baldur's Gate with quite a few additional features.

Some shopkeepers wander around and have no fixed store. For example the peddlers in Bloodstone or the salesmen in Waterdeep.

In case there is more than one shopkeeper in a room, type 'list <mobname>'. For example if Dren and Brog are both shopkeepers in the same room, 'list' will only show the list of the first sopkeeper in the room. Type 'list brog' and 'list dren' to see their respective inventories. This doesn't work with the wandering craftsman yet, so you'll just have to wait for him to move if he's in the way.

11 - Towns

Click on a town name for a map if one is available.

Waterdeep ('WD')

The human hometown, located centrally in the Toril world. An older hometown with not as much detail and ANSI as newer towns, it is nice nonetheless. Safe to wander around in. Populated heavily with other players. You can leave it through the north gate, towards dwarven and barbarian hometowns, east to a great many other parts of the world or south towards Baldur's Gate and Calimport. The west gate leads to the coast, where a ship towards Havenport may be from time to time. If one heads a little south from the market square, and then to the west, one enters the Waterdhavian docks. For a price, you can catch ships to the Moonshaes, Baldur's Gate and Calimport.

Good things to kill if you are new: east outside of the town there are some easy mobs to slay (lvl 1-5). Go all east and you will run across them. Try to kill the clerics/bandits/warriors over the animals since they give you 2 or more times the experience! Also, the Faerie Forest (lvl 1-5) is situated a bit more east, just like Sedawi Village (lvl 7-15) and the Ant Farm (lvl 5-15). These are all safe for newbies to kill in. Beware! When going east, after you pass the magic gates (read the sign for a hint on how to open them), do not go south! There are some higher level aggressive mobs here.

Another place for good experience is right inside WD, all south from Market Square, then one east, 3 or so south and all east. There is an old cemetary here, where newbies can do very good xp. The gate opens by saying 'Torm'. This is the best place for newbie Paladins, since all the mobs there are evil. The WD inn is located north in the center of town, 1n 1e 1u from the market square, which is at the intersection of Delzaren and Silks. You can buy food at 3north 2west 1south from the fountain.

Mithril Hall ('MH')

Dwarven hometown. Located up north, though not as far as the barbarian hometown. Not much to do here for newbies, so I recommend you make your way to Waterdeep. The town gates are all west on Bruenor's Way. Go one up from here, and then all south and follow the road south/east going south whenever you can. Get on the Luskan Ferry, and get off on the other side. Go through Neverwinter Wood and keep going south. You may die here a few times, there are some low level aggros (shambling mounds), just try to flee and keep going south if they hit you. When you reach the Northern Road, go east to the Road Crossing and all south from there - you will reach WD's north gates. The MH inn is nw in town, 2 south from Bruenor's way. Good things to kill if you are new: nothing.

Griffon's Nest ('GN')

Barbarian hometown. Furthest north of all towns. Nice hometown with lots of quests. Some aggressive monsters. Not much to do here either until you are higher level, make your way to WD. You can leave town in the northeast corner towards the Spine of the World, or the southeast corner towards Lurkwood (you will need a canoe or fly spell if you go this way). There may be some big aggros on the Spine of the World and it is a tricky walk that takes a lot of movement points. Be prepared for some frustration. Once you reach a room where you can go down, keep going down (it's like 3 down in total), if you see dwarven gateguards you will be in MH. Follow the directions to WD from MH above. The GN inn is on the upper level of town, northeast off Uthgard's Way. Things to kill if you are new: the small animals in town, rats, etc. Not too much though - head to WD.

Beluir

Halfling hometown. Located near WD. A tricky town, which is hard to navigate. Not much to do here, try to make your way to Waterdeep. The gates are in the southern part of the town. From the gates, keep going westward, you will be in the Lava Tubes / Alterian Mountain Range. The way to WD is southwest past the buffaloes, ask for help on NHC if you need it - you will probably get lost a few times. The inn is in the middle of town on Main street, look for the door to the west, then it is 2w. Not much to kill if you are a newbie.

Baldur's Gate ('BG')

Another human hometown. This is where necros and anti-paladins start. Port city in the south of the realms, you can reach it by boat, ferry or on foot by going south from WD. Has 2 gates - north to WD, and east towards the southern regions around Calimport. The inn is 1s 2e from the Watchful Shield Square, which is the intersection of Helms and Windspell. Good things to kill: stuff on the docks, but these are level 15-30. Nothing much for newbies.

Calimport ('CP')

Another human hometown. Located all the way south, relatively near to BG and DK. Some big aggros to evil players, and aggros in the sewers under the city. Small hidden aggros around town too. The inn is west in town, 1e of the Square of the Djinn, which is on Trade Way. The town exit is northwest, which leads to the Calimshan Desert. Things to kill for newbies: rats, urchins, dogs and monkeys in the park west in town.

Ashrumite

Gnome hometown. This town is located halfway between WD and BG. Not much to kill for newbies, but outside of town are quite a few low level animals (remember however that unclassed animals give very poor xp). The town exit is to the west. To make your way to WD, head all west out of town and follow the road to the Ako sign, which is a 3-way intersection. From here, go all north (watch out for the big aggressive giant on the hill, it will kill you if you don't run by fast) to some ruins. Head straight north through them, follow that road and you will enter WD through the southern gates.

Bloodstone ('BS')

Another human hometown. This is where necros and antis used to start, but it was recently decimated by a visit from the god Orcus. Mean town, with several aggros which are not too hard but which are assisted by tough guards if they happen to be in the room and see you fight. Hard to get out of, you need a key for the gate which is on a peddler or salesman and a canoe or raft. Once you get out, head up till you can go east, then down and follow the path southwest. Go across the rope bridge and all d on its western side, heading south to the Bloodstone knight after this. Go west from the knight to the lake. Cross the lake and go up and south, then west around the mountain, go down on the western side then south and west to WD. Don't enter the cave! The BS inn is in the center of town, 2 east from the fountain in the Commerce District. Good things to kill for newbies: the fish, women and children southeast in town.

(Note: After this town's destruction, it's changed quite a bit. I don't know what it's like now, so I haven't changed the information.)

Leuthilspar

Elven hometown. This is located on the island of Evermeet, and is exclusive to elves. Do not enter if you are not a grey or half-elf! The town has 1 exit on the west side which leads to the other zones on the island. If the gates are locked, there is a keyword which you can say to open it. Look or ask around if you can't find it. You cannot leave Evermeet until you are level 20, so elves are harder to play than other good races! The inn is 3n 1e from the city center, which is the intersection of the Pathway of Peace and the Eastern/Western path. Good things to kill for newbies: go west out of town (watch out for the aggros just outside the gates), then north into the zone with the fence. Type 'tug plank' to open the fence, northwest in that zone (Kobold Village) there are farm animals to kill. Beware the aggressive bull and guards.

Zhentil Keep ('ZK')

Another human town. However, you cannot start here but only rent here. Fun town with some aggros in it. Evil aligned, do not enter if you are good. Fun things to do and lots of quests here though. A bit far to walk, very far if you don't know how! The inn is 1w 1n of the Central Plaza. Nothing here to kill for newbies.

Ghore

Troll hometown. Has some aggressive mobs in and outside of it. Beautifully detailed as though it were written by a real troll. Lots of laughs. Some decent equipment, but not until you are higher level. Located northwest of Baldur's Gate, with 1 exit to the south leading into the troll hills and swamps which are filled with aggressive monsters. Cannot leave without a canoe and you will die many times before you finally get out. And then you have to navigate the swamps... The inn is 2n 1e from the fountain, which is all south on the Central Path. Stuff to kill for newbies: troll scavengers, little female trolls, drunks and swamp snakes.

Faang

Ogre hometown. Located between BG and CP. Has a handful of aggro mobs, but they are deep inside the town and you will probably never find them unless you go looking. One exit, west in town, leading to the north-south road between CP and BG. Some decent, permanently lit low level eq on the cavern cleaners. The inn is 1e 3s 1w all down 1s from the Eastern Entrance to the Faang Mountain Caves. Good stuff to kill for newbies: cavern cleaners, bats, vultures. The first south after you go west out of Faang also contains some easy mobs.

Viper's Tongue ('VT')

A small human trading post south of Faang. Not a hometown except for human Liches, but both goods and evils can rent and practise there. Nothing to kill.

Dobluth Kyor ('DK')

Drow hometown. Located on the surface but shrouded in darkness by magical means as though it were situated in the Underdark. East of CP. Two exits, one north towards the Calimshan Desert and one down into the Underdark ('UD'). The inn is 1w 1s 1d from the fountain, which is located north on Ust Circle. Good, easy fights for newbies: the slaves in the 4 slave pens on Ust Circle.

Gloomhaven ('GH')

Duergar hometown in the UD. Few aggros, but they will kill you gauranteed! Many exits. East into the UD with some good newbie xp and towards the surface/Ixaarkon. West and down deeper into the UD with more zones. Up towards aggros and a high level zone. Across the ferry and past the underwater river to DK. The inn is west in the middle on Merchant's Circle - West. Nothing in town to kill for newbies.

Ixarkon ('IX')

Illithid hometown. Located northeast of GH. Three exits - east into the UD, west into a good newbie xp zone and south towards another zone and GH. The inn is sw in town, all south then all west and 1s from the Auction board. The bank is hidden (need to search it out) east of town. Nothing to kill in town for newbies, go west into the Rothe farms instead.

BloodTusk ('BT')

Orc hometown on the surface. Located east of WD. One exit on the south, toward Black Griffon Road which is a huge road leading east to ZK and west toward WD. Some aggros. Two exits east and west which lead to some lower level mobs that newbies can kill. Look at the gates for a hint on how to open them. The inn is just east of the intersection of Gakarak Run and Bedlam Circle and the bank is in the main keep on the western portion of Beggar's Perch.

Hyssk

Yuan-ti hometown. Located on a separate continent south of the mainland, the Chultean Penninsula. Very difficult hometown with very many aggros. One exit northwest in town, into the jungles. Very hard or impossible to leave if you do not know how. Quest to get off the island. The inn is all northwest in town, north off the Broad Indoor Avenue. Stuff to kill for newbies: lots of small animals (parrots, butterflies) and the humans on top of the pyramid. These are also the only low level mobs with money on them.

12 - Quests

Toril revolves around 2 things: fun and equipment. Fun from grouping and meeting people and making friends, equipment from zones and quests. You will probably not be questing for a long while (there are much more productive things to do as a newbie), but it is good to know how already so you can identify potential quest mobs.

Talk to all mobs. Ask them 'hello' or 'hi': 'ask <mobname> hi', look at their description and see if this mentions anything special. Some mobs will talk back to you. Look for keywords in what they say and ask them these again. Sometimes they will tell you straightforward that they want something, other times they may be very cryptic. Take note of these quests for later references - the most powerful items and spells in the game are obtained through quests!

An example may be this: you look at a mob in a town and see in its description that "he seems to be muttering something about books". Now if you ask it 'hi', it may just respond with "I'm busy, go away!". This may trigger you to remember its description, and if you ask it 'books' it may tell you that it's looking for a book on dragons, last seen in ..., etc. Then you're questing to find said book somewhere!

Some mobs are rareloads, that means they load only a variable amount of the time, like only 10% of the reboots. Other mobs are global loads, that is, they can randomly load at certain places all over the world. If you see a mob in a spot where you never saw something before, try to get it to talk - it may just be a rareload or global load quest mob. Even if it doesn't respond, it just may have an item on it which you need to complete another mob's quest.

Quests are an integral part of the game, although you do not HAVE to do them. They can keep you busy for months on end, and doing them is tons of challenge and fun!

13 - Terminology

You may hear someone saying or shouting something which you don't understand. Some things in the game have been abbreviated, or it may be mud 'slang'. Here are some common terms:

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