New player guide
New to StickMUD? This guide will cover all there is to know about the basics of the game, what to do after the starting area, and where you can find more help if needed.
Introduction
Welcome to StickMUD, a medieval themed text-based adventure that has been growing for nearly 30 years. This guide is helpful to set you on the path to being the best player to come out of Newbie Park since Tarn.
The Beginning
If you have not already done so, create a player on the game.
Login
The simplest way to connect is with your web browser using Grapevine. In time, you may want to download to the Mudlet client, but let's keep it simple for now.
- Name - What is in a name? If you are having trouble choosing one, give Fantasy Name Generators a try.
- Password - Password should be easy to remember, but tough for someone else to guess. A special character and number are required.
- Gender - Female and male are our current offerings. We promise to expand our diversity. Equipment on the game allows you to experiment.
- Race - Races make our characters more special. You could change your race later if you want to try something new.
- Guild - Guilds are often called Classes on other games. Abilities will come with each guild that provide your character with opportunity for craft and combat.
Tinkly, your helpful guide
A tutorial area is offered at the starting location to acquaint you with the game. You land on your feet in a magically dark room with Tinkly, the Fairy of Enlightenment, who serves as your guide through the first 20 levels of your character (as long as you do not discard
her).
Movement
There are tens of thousands of rooms within the game. Tinkly encourages moving east
to get you to take your first steps from one room to another.
Different rooms in the game offer none, some or all of the 8 compass directions as exits, such as north
, northeast
, east
, southeast
, south
, southwest
, west
, and northwest
. These may be abbreviated as n
, ne
, e
, se
, s
, sw
, w
, and nw
respectively. Additionally, it is common to find up
, down
, in
and, out
as well as custom named exits.
Type east
to move to the next room.
Environment
The game starts with a customizable prompt >
to show the game is waiting for input. After moving from one room to the next, the game provides information about the surrounding environment, then provides another prompt. Tinkly, the Fairy of Enlightenment, tracks movement, responds to the environment and requests actions to help new players learn about the game.
Music
For those players who connect with Mudlet or other MCMP enabled clients, the game may download music to provide ambience for the environment. Use the command music off
to stop playing the music.
Brief Description
The Covered In Light in the environment's description is known as the brief description, providing a short name for the room that is simple to remember as a point of reference later on.
Verbose Description
The Light surrounds you, giving you...
begins the the verbose, or long description of the environment, conveying context about the room, such as what is in the environment, how the room influences the world as a place, where is may be located, when the room is in the world (i.e. aspects of day or night, light or darkness), and why the room is significant to explain what part it plays in the world. Verbose descriptions help acclimate players to the environment and may yield clues to uncover ways to interact with the environment.
Exits
The obvious exits are up and west
explain the potential to use the commands up
and west
to move to another room. Going west
returns to the start room.
Items
Also found in many rooms are items. Items vary, from basic treasures like a stick or a rope, to weapons, and armors. The big sign
found in the Covered in Light room is an item that Tinkly, the Fairy of Enlightenment, will ask the player to interact with shortly.
Inventory
Tinkly, the Fairy of Enchantment, asks command entry for inventory
or i
for short. Inventory contains items players carry, hold, wield, or wear, such as Tinkly, the Fairy of Enchantment. Players will also be carrying a symbol of the guild they joined at Login.
Look
The command look
or l
for short may be used to look at tinkly
or l at tinkly
, respectively.
Simply use look
or l
to get a reminder of the environment. Remembering there is a sign in the room, use the read sign
or examine sign
commands to review a helpful message about getting started.
After reading the sign, input up
or u
to enter the Newbie Park and begin playing the game.
Newbie Park
Areas are collections of rooms that make up the game world. The Newbie Park area is comprised of 35 rooms in a grid, 5 rooms across and 7 rooms down. Each room of the Newbie Park introduces new players to various concepts within the game. Explore each room in the Newbie Park and learn what the game has to offer. The exit from the park into the game world is in the south center of the park near the ninja.
Map of Newbie Park | ||||
---|---|---|---|---|
Trolls | Gnomes | Humans | Immortals | Hobbits |
Priests | Dwarves | Healers | Necromancers | Pirates |
Ogres | Red Hen | Castles | Goblins | Donations |
PK | Weddings | Tree | Mort | Adventure |
Half-elves | Clowns | Bards | Banks | Vampires |
Mages | Fighters | Nobles | Half-orcs | Thieves |
Dark Elves | Kingdoms | Ninjas | Hobgoblins | Elves |
Benches
A bench is positioned in the center of the Newbie Park under the Mallorn Tree. When space is available on a bench, the command sit bench
positions a player on the bench to heal vitals lowered from combat and training. Benches increase the heal rate of vitals for hit points, spell points, and fatigue points. Benches are found in cities and guilds across the game world and are a big time saver.
Abilities
Each guild presents several abilities that players may use provided they have the appropriate guild level, vitals, and meet other various requirements as applicable.
Ghelp
The command ghelp abilities
displays a quick summary for Mages. In the example below, a Mage of guild level 3 may cast blindness
at a target if they have 10 spell points and 5 fatigue points available. Te command ghelp
on its own provides an index of many help documents available for a guild.
Gscore
The gscore
command shows guild level, training progress, a guild rank and skill information. Players start the game with guild level 1.
Abilities
Taking into account guild level, the abilities
command filters for the abilities the player is currently capable of executing.
Many abilities are further detailed in the guild help documentation. The command ghelp <ability>
often returns detail on usage and requirements. For example, in the Guild of Mages, ghelp disrupt
returns content and requirements for casting the disrupt spell.
Given the example of the disrupt spell from ghelp disrupt
, these conclusions may be made:
- A minimum guild level of 1 is required to cast disrupt.
- Minimum vitals of 15 spell points and 5 fatigue points are required to cast disrupt.
- Input
cast disrupt
plus a target, such ascast disrupt monster
, to use the disrupt ability. - The disrupt ability may train the arcane.evocation.disrupt skill, while the skill is also used to calculate success.
- The stats of INT (intelligence) and DEX (dexterity) influence the efficacy of the disrupt ability with INT being more important.
- Disrupt spells may be stored in a spellbook for quick usage later, loaded into a wand or woven into a trap.
- The cast time for the disrupt spell is 1 round (2 seconds).
Training
As abilities are used, various skills that are applicable to those abilities get trained in the player skill tree.
Skills
A player character gain ranks for skills through practice. For example, in the Guild of Mages, use of the command cast darkness
will attempt to darken any room where the Mage is present. After some failures that cost spell points (SP) and fatigue points (FP), the ability is eventually successful to gain the first of 31 ranks.
The skills
or training
commands display the entire skills tree for the player. Training the darkness ability improves the arcane.evocation.darkness skill in the skills tree, increasing the skill of darkness significantly (20%), the school of evocation somewhat (10%), and the category of arcane slightly (6.67%), given the example shown below.