New player guide

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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.

The Beginning

If you have not already done so, create a player on the game.


Login screen accessible from a web browser from the Grapevine web site.
Grapevine Login Screen

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).


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.

Image displaying the text Tinkly uses in the game

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.

Image displaying the text of the second room in the game


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.


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.


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.


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 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.

Image of game text displaying use and result of the inventory command.


The command look or l for short may be used to look at tinkly or l at tinkly, respectively.

Image of game test displaying use of look at command to look at tinkly.

Simply use look or l to get a reminder of the environment. Now remembering there is a sign in the room, use the read sign or examine sign commands to review a helpful message about getting started.

Image displaying the text when typing the look command and the read sign command.

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


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.

Image of Tinkly, the Fairy of Enlightenment, guiding a player to use the command sit bench and the results of the command.


Each guild presents several abilities that players may use provided they have the appropriate guild level, vitals, and meet other various requirements as applicable.


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. Using the command ghelp provides an index of many help documents available for a guild.

Image of text for command ghelp abilities.


The gscore command shows guild level, training progress, a guild rank and skill information. Players start the game with guild level 1.

Image of text for gscore command.


Taking into account guild level, the abilities command filters the abilities the player is currently capable of executing.

Image of text displayed with the abilities command.

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.

Image of text displayed with the ghelp disrupt command for Mages.

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 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).


As abilities are used, various skills that are applicable to those abilities get trained in the player skill tree.


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.

Image of text demonstrating a skill ranking from non-existent to nearly non-existent.

The skills or 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. Image of text of commands skills or training.