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MUD101 | Interface | Races | Statistics | Experience Points | Skills | Guilds/Classes | Spells | Movement | Communication | Weapons | Armour | Lets go shopping | Hit Points, Mana Points & Stamina Points | Monsters | The Slaughter Begins! - Combat | High Mortals | Immortals | Other Types of RPG | Suggestions


MUD101

Contrary to popular belief (and some horrible stereotypes) Role Playing Games (RPGs) do not involve a bunch of nerds sitting around a table playing Dungeons & Dragons (It's a bunch of nerds each sitting at there own computer terminal playing Dungeons & Dragons over a network :) ). RPGs are basically on-line communities now-adays, although you can still purchase classic D&D. You can move around in a virtual environment containing rooms, buildings, animals and ... well, anything the real world contains.

MUDs are the most common form of RPG. Users (hence known as "players") move around a virtual environment, whether it be a forest, a castle, city or whatever. RPGs run on a command-based interface, similar to that of DOS.

Interface

The MUD interface works on "verbal" commands. If you want to move north, type north, very logical. Whatever you want to do, type it in. Even if the interface does not recognise the command you entered, all it does is tell you exactly that, usually in the form of a "What?" or an "Oi! You can't do that!" or whatever. By typing who you can see who else is logged on at the moment, or by fingering someone (I know it sounds disgusting) you can find out some more info about that person. See also Communication - Movement

Races

Races work much the same way as human 'races'. You have Greeks, Asians, Swedes, Americans, Australians etc. Each group has their own physical attributes which tells them apart from others. Except maybe the Americans or Australians, you can't pick them until you hear their accent. But in MUDs races work much the same way, you get to choose what race you want to be. Each has different advantages and disadvantages. On ProphecyMUD, there are many to choose from, but the best way to check it out is at the Prophecy Website. Just click on the race you would like to know about and off ya go!

Statistics

Statistics, initially, are pre-determined by whatever race you are, but as time goes on, as humans can improve through knowledge, on MUDs your statistics may improve through advancement (See also levels - Experience). By typing stats at the command prompt, you will see an itemised list of what statistic has what value, for example

Strength

- 23

Wisdom

- 18

Dexterity

- 19

Constitution

- 22

Intelligence

- 26

Charisma

- 20

The 6 statistics (the are generally the same on almost all MUDs) are strength, constitution, wisdom, dexterity, charisma and intelligence



Experience Points

Experience points are collected over a period of time in exchange for training skills, or advancing to the next level. They are earned by engaging in combat. The amount of experience points (exp or xp as it is referred to online) you earn for killing a monster depends on how difficult the monster is to kill. Someone who is of a reasonably low level who attacks and kills a monster which is of a slightly higher level than them will earn much more experience points than a person of a high level attacks the same monster. By using the score command, you will be able to see how many experience points you have collected, and how many more will enable you to advance to the next level

Skills

Skills are learnt. Any race can have any skill, but the skills that you have _are_ dependant on what class you are in. For example, Warriors would not know the first thing about stealing, but they would know about attacking and rogues or thieves would not know the first thing about spell casting, but they would know how to pick a lock. Experience points are exchanged for a training session. You can chose how many points you wish to spend on a training session. You can train at your class hall, by typing train skill amount in the training room. For example, train attack 50. Obviously the more you spend the more you will be able to train and advance in that skill. By typing skills at the command prompt, you will see an itemised list of what skills you have, followed by a number indicating what level you are in that skill.

Guilds/Classes

Guilds, or classes as they are known on ProphecyMUD can be though of as clubs. Just as joining a club or group in real life can have advantages, and disadvantages in your life. Joining a class can have both positive and negative aspects. By joining a class, you are choosing to _specialise_ in your abilities. Rogues, for example are masters of theivery, stealth, and trickery. Warriors are masters of the armed combats. Magus' (or is that Magii?) are masters of the magical arts. Each class has it's advantages. Magus' usually can be very powerful in attack spells, therefore enforcing more damage in combat, and also in defense spells, creating a shield around their body or whatever. Rogues usually become very rich very quick, relying on their theivery and stealth skills to steal from their opponents, or skulk through the shadows. Warriors use their brute force to inflict damage in combat. You can join a class by locating their guild hall. Once located, you just simply type join in this room to join the ranks of that class.

Spells

Spells usually refer to the magical arts, but in MUDs, spells can refer to any ability that is unique to a particular class. Spell commands are entered by name (e.g zap briargh, steal sword from briargh, mend briargh etc). For help on spells, refer to the help system on the MUD.

Movement

To move in the MUD environment, you simply type which direction you want to go. by typing the word look in a room, you will see a brief description of the appearance of the room you are in, plus a list of possible exits, or doorways, listed by direction. To move through an exit, type the direction it is in For example:

You stand at the bottom of a stairway in the north tower of the Castle of Death. You hear the ominous sound of dripping water somewhere in the distance, also an occasional deep, gutteral moan. The walls are made of old sandstone bricks, and torches lining the walls give an eerie light.

Obvious exits are: up, east and north

Seem simple enough? Well, it is. Usual exits in MUDs are north, northeast, east, southeast, south, southwest, west, northwest, up and down. These are abbreviated to n, ne, e, se, s, sw, w, nw, u and d. Simple!

Communication

To communicate in a MUD, whether it be to an individual, or group of people, is fairly easy. For example, you might have a screen that looks something like this if you are in a room with four other people

You stand in the town center, a busy center of commerce and entertainment. Exits lead off in all directions, and you see mountains in the distance to the north.

Obvious exits are: north, northeast, east, southeast, south, southwest, west, and northwest

Briargh the immortal being
Rose among the thorns
Maddock the Rogue
Phantom the Warrior

If you want to say something so everyone in the room can hear it, simply type this:

say This is going to be heard by everyone in the room

Of course, you can type anything you want in there, just type say followed by what you want to say. If you want to say something to someone in the same room as you, but you dont want anyone else to hear what you say, or if you want to say something to someone who is _not_ in the same room as you, tell them!

tell rose hey! how have you been?

Obviously, you can replace rose with whoever's name you want, and the sentence as well, just remember - tell person sentence

If you want to say something so that absolutely _everyone_ on the whole MUD can hear you, then you need to shout it to the world.

shout Hey! What would you know?

Beware, shouting uses
stamina points, so use it discreetly.

Another form of communication is through channels. Think of channels as communal telephone lines, where other people can listen in. The purpose of these channels? So that, for example, warriors can plot an attack against the rogues, without anyone else besides warriors will know about it. Or so Rogues can plan to loot the warrior's guild hall etc etc etc (actually, this is not possible). Common channels are based on class (e.g warrior, rogue, magus), or race (e.g orc, half-elf, elf, draken etc), or level (e.g channel newbie, hm (High Mortal), wiz (For Immortals only) ).

The way to communicate over a channel works in exactly the same way as the say and shout commands. Type the name of the channel (as a command) followed by what you want to say to every one else listening in (e.g newbie Can anyone help me? - or - rogue Lets all gang up on Dilwad). Very simple! Remember, on the rogue channel, for example, only rogues can listen to that channel, newbie channel is generally for newbies (level 8 and below, generally) to communicate with each other and even get help off a High Mortal (level 40 +) if one is listening to the channel.

Weapons

Okay, you're stuck in a dark alley with a huge ugly troll (or ex-girlfriend, whichever the case may be). What do you need? A weapon!. Weapons are essential on MUDs. Trust me, you wont survive long without one or four. Different weapons have different strengths. (For example, a butter knife really wouldn't do much damage compared to a sledge hammer). Weapons are divided into a few basic categories, blunt, knife, blade, two handed. Each is pretty self explanatory. Each category requires training in that area, you need to train in blunt to be able to use a blunt weapon effectively, etc. When engaging in combat, you must be armed, and protected as well. Some weapons will be too heavy for you to carry, or you wont be a high enough level to hold (weild) them. If you don't remember to weild your weapon, you wont be using it, just simply carrying it, and you'll be fighting barehanded. Weild your weapon by typing wield weapon in right hand. Obviously, you put in the name of your own weapon (hammer, sword etc) in there and left or right hand, whichever you prefer.

Armour

Can you imagine a police officer going to a hostage situation without a bullet proof vest on? Well, I can't imagine going into battle without a suit of armour on. Armour comes in many different forms, platemail, scalemail, boots, helmets, hats, vests, gloves etc etc. All protects you, but obviously a t-shirt is not going to protect you as much as a suit of knight's armour would. So be sure to get well protected. Some armour will be too heavy for you to hold, or you wont be able to wear it because your level is not high enough, but always remember to wear your armour, if you don't wear it, you will just simply be carrying it and it won't do squat.



Let's go shopping!

As is in the real world, there is alot of money out there to be had. And, you also have different currencies, although you don't have DeustchMarks in MUD. You have Platinum, Silver, Gold and Copper. Some shops and bars will not accept certain currencies. You also have a bank, where you can ssave your money in an account so that some rogue doesn't come along and steal your 100,000 gold. You can not only bank your money, but you can exchange it as well. Visit the First Prophecy Bank for details. There are also shops, pedelling all sorts of goods, from food, to bags, weapons, armours, objects (like jewels etc) potions, etc. In order to purchase something from the shop, you will first have to chose what you want to buy. Type list and this will show you what the shopkeep has in stock. From the list, decide what you want to buy. Now, type money, to see what money you have on you. It won't do you any good sitting in the bank! Well, if you don't have the right money on you, you will have to go and withdraw it from the bank. And if you don't have it in the bank, live with it. You will have to do without your new goods from the shop unless you can get someone else to get it for you.

HitPoints, ManaPoints, and StaminaPoints

When you are in combat, damage inflicted in measured in HitPoints. by typing hp anytime, you can find out how many hitpoints you have currently.

HP: 103/200 SP: 150/150 MP: 103/150

The display shows Your current hitpoints out of your maximum. If you take damage, and you lose too many hitpoints, you will die, in which case you have to go to the church as a ghost and pray. Stamina is basically how much energy you have left. If you go scooting off around the MUD too quickly, you will wear yourself out, in which case you have to just rest and wait for you to regain your breath. If you cast alot of spells in a row, you will drain your ManaPoints. Mana is the amount of magical energy you have left. Any class has ManaPoints, but some just never use them.

Monsters

Here comes the fun part! Monsters (also referred to as mobs, and npc's). Monsters are not _actually_ monsters like trolls or whatever. Well, they are, but not always. Monsters are any living thing on the MUD, that isn't a player, basically. They can be cute, fluffy little bunny wabbits, or cats, or humans, or faeries, or trolls, orcs etc etc etc You will know when you have located a monster: For example:

You are standing in the torture room of the castle. This is a dank, and uninviting place. All sorts of devices like the rack, and chains adorn the walls and corners of this room.

Obvious exits are: west

A big ugly troll

That seems pretty simple, right? Well, now that you've found the monster, what do you do? Well, first of all, the best thing to do is to query troll (If it's not aggressive and hasn't attacked and killed you already). This will tell you what sort of threat the troll is to you.

Troll is a 1.265 threat to you

Generally, a threat of 1.000 is a monster that is evenly matched to you, anything below 1.000, you are stronger than it. Anything over 1.000 would kick the shit out of you. Next thing to do is double check that you are armed and protected if necessary, and then ....

The slaughter begins

In battle, one of you is going to get slaughtered. Whether it is you or your opponent is dependent on alot of things. Mostly, stats, skills and level play a big part. Also, the choice of weapon will also affect it. Whenever you start a new character, you should always start off in the newbie area (every mud has one). The monsters here are relatively easy to kill for low levellers. After this, go anywhere you please, but have your wits about you. To initiate the attack, you simply have to kill them, or another extremely fun way to initiate combat (for rogues only) is to backstab, by far my favourite ability ever. When in combat, you will see something like this...

You missed Troll.
Troll missed you.
You scratched Troll's left arm.
Troll hit your left leg.
HP: 190/200 SP: 150/150 MP: 150/150
You cast cone of cold!
Your magic pummels Troll's head.
Troll scratches your right arm.
HP: 184/200 SP: 150/150 MP: 150/150

Well, I think you get the idea. Eventually, you should see a message on the screen notifying you that Troll drops dead before you.

High Mortals
These, generally (there are exceptions) are players who have conquered the whole concept of the MUD, know nearly where every weapon, armour, object etc can be found, and most are willing to help in any way they can. They _are_ approachable. Don't be afraid of them. High Mortals are people who have gotten above level 40, so give them the respect they deserve!

Immortals
Immortals, as the name suggests, cannot die. They are Immortal, as opposed to Mortals (which are everyone else besides the Immortals). Immortals are commonly referred to as Wizzards, Wizzes, Imms etc. Immortals help to make the MUD what it is. Using a specialised programming code called LPC (there are other MUDcodes, but this is the one Prophecy uses), the immortals create all the rooms, monsters, weapons, armour, and objects you find. The whole MUD environment is created by these guys, so they deserve even more respect than the High Mortals. If you have any suggestions for the MUD, tell them. If you find a typo, or a "bug" (when something does not function the way it is sposed to) etc, tell them! Immortals (known as Prophets on Prophecy) are _very_ friendly, approachable people. They won't bite.

MUD Jargon

Some common MUD jargon:

Rofl
Roll On the Floor Laughing (some people spell this rotfl ... dont ask me why)
Afk
Away From Keyboard
Lol
Laugh Out Loud
Bbl
Be Back Later
Other types of RPG

Other types of RPG include MOOs and MUSHes, MOO stands for Multi User Dungeon Object Orientated. Commands in a MOO interface are usually preceded by a @. For example, @who, @quit, etc. But not always ... refer to help systems online for help on using these MOOs. Moos do not usually include RPG as such (battle, armours etc) MOOs are just a place for people to gather, talk, and have fun. One of the most well known moos abides at
lambda.moo.mud.org 8888 and is called LambdaMOO. There _is_ an RPG area on there, you just have to ask around about it. MUSHes, well I dont even know _what_ that stands for, but I _do_ know that MUDs are better :)

MUD101 | Interface | Races | Statistics | Experience Points | Skills | Guilds/Classes | Spells | Movement | Communication | Weapons | Armour | Lets go shopping | Hit Points, Mana Points & Stamina Points | Monsters | The Slaughter Begins! - Combat | High Mortals | Immortals | Other types of RPG | Suggestions



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