Difference between revisions of "New player guide"
|Line 44:||Line 44:|
==== Exits ====
==== Exits ====
The <code>obvious exits are up and west</code> explain the potential to use the commands <code>up</code> and <code>west</code> to move to another room. Going <code>west</code> returns to the start room
The <code>obvious exits are up and west</code> explain the potential to use the commands <code>up</code> and <code>west</code> to move to another room. Going <code>west</code> returns to the start room.
==== Items ====
==== Items ====
Revision as of 22:02, 7 February 2021
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.
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.
If you have not already done so, create a player on the game.
- 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
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
northwest. These may be abbreviated as
nw respectively. Additionally, it is common to find
out as well as custom named exits.
east to move to the next room.
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.
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.
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.
obvious exits are up and west explain the potential to use the commands
west to move to another room. Going
west returns to the start room.
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.
Tinkly, the Fairy of Enchantment, asks command entry for
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.
After reading the sign, input
u to enter the Newbie Park and begin playing the game.
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|
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.
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. Using the command
ghelp provides an index of many help documents available for a guild.
gscore command shows guild level, training progress, a guild rank and skill information. Players start the game with guild level 1.
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.
cast disruptplus a target, such as
cast 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).
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 and may gain one of 31 ranks.
training commands display the entire skills tree for the player, including skills acquired in the past from other guilds. Training the darkness ability improves the arcane.evocation.darkness skill in the skills tree, increasing the skill of darkness significantly, the school of evocation somewhat, and the category of arcane slightly. While some skills require commands to execute them, others may be trained automatically, such as melee combat.