The
Immortal staff of DragonStone assembled this guide in the hopes it will
help the new players in the MUD to get a good start in the land. Topics
includes are as follows:
Introduction
What
is a MUD?
A
Multi User Dungeon (MUD) is a text-based computer game. Players assume character roles of specific races
and classes (most often fantasy). Playing
a MUD is called “mudding.” Individuals
who play MUDs are referred to as “mudders.” You too,
can be one of the many!
The
object of the game is to slay monsters (mobs), explore the fantasy world,
complete quests, solve puzzles, go on adventures and/or create/ participate
in stories by role-playing. Slaying mythical monsters generates experience
points which, in turn, advance the character. Advancement increases power. The more powerful the character, the greater
challenges it can undertake. Players
may select from classes that include but are not limited to warriors,
mages, clerics, thieves, druids. Each
class boasts specific skills or powers.
Experience
any or all of the following:
- Tour large towns, busy cities
and quaint villages
- Meet other characters (real
people) and NPCs (computer-run characters)
- Explore wild and possibly dangerous
lands ranging from frozen wastelands to tropical jungles to temperate
plains
- Crawl through subterranean dungeons
- Fight dangerous monsters
- Choose a deity and role-play
a religion
- Rise to the top and lead a clan
of other like-minded individuals
- Solve puzzles and quests for
money, equipment and other gain
- Engage in role-playing experiences
as basic or as rich as you care to create
This
simplified version DragonStone fails to do it
justice. Veteran players will attest that the full spectrum
of the game transcends this description. DragonStone is actually an online community; many people simply meet and socialize with
other people.
Who
Runs This Place?
The head administrative staff members
of DragonStone are referred to as IMPs (implementers). Caimen is the Mac Daddy of all the IMPs and IMMs. He writes all
of the code and approves all projects. DragonStone sprang from his mind in 1996.
Supporting staff are referred to
as IMMs (immortals). Imps and Imams are a
select trusted few who attend to the day-to-day maintenance, area building,
code changes, quests, games and miscellaneous duties.
The
staff is willing to help, but players might receive a lightning bolt
in the derriere if they make nuisances of themselves. At least one individual
has found himself on the receiving end of 500,000 volts after aggravating
a certain Immortal. Feel free to consult them if you get stuck,
but please refrain from excessive pestering of the staff :)
Character Generation
What
name should I choose?
Names
must be medieval or fantasy in nature. Avoid:
- Outright silly names (ex Cutie,
Levy, Giggles)
- Names from fiction (ex Frodo, RobinHood, Chewbacca, Kraven,
Wolverine)
- Words that have a direct meaning
in English (ex Terror)
- Names that are a combination
of existing words (ex DragonSlayer)
- Meaningless and seemingly random
jumble of letters (ex Wjcjnrklj, asdfghjkl)
- Names composed of more than
one word (ex Strong Arm, Dark_Knight)
- Names containing numbers (ex
MaidMarion999)
- Names from modern day (ex BillyJo, Tommy, SuzQ)
- Screen names (ex Iwuzhere, AmHawt)
Names containing vulgarity or
offensive terms (ex Jerk, Nerd or worse)
DragonStone has a strict name policy; characters with unsuitable
names must be recreated. If you are at a loss to find the right name,
we offer a name generator at www.dragonstone.org.
I
tried creating a character, but it says it's an illegal name!
A
staff member probably decided that the name was inappropriate. It is
nothing personal; please try again with another name. If you are at
a loss to find the right name, we offer a name generator at www.dragonstone.org.
How
do I get a surname/ last name?
At
or after level 10, an individual can request a surname. This last name
is visible on who, when looking
at that character and when looking in the room in which the character
is standing. Surnames are permanent. You could also ‘test out’ your own last name with the ‘title’ command.
What
password should I use for my MUD character?
Choose
a password just as you would for any computer account:
- Use an ambiguous word, phrase
or anagram. Don't, for instance, use the same name as your character,
your own first name, or your girl/boyfriend's name.
- Use different passwords for
your character and your ISP account.
- Use different passwords on different
games.
- Protect login information against
reading by others if you use an auto-login.
- Change your password if you
believe that someone has accessed it (using the password command).
- Always retain a hard copy of
your password.
NOTE: Immortals will
not divulge forgotten passwords unless they are absolutely sure the character is indeed yours.
What
race and class should I select?
A
character’s CLASS (i.e., warrior, mage) determines its skills/spells.
A
character’s RACE (i.e., elf, troll, Elder) determines its choice of
classes.
Your
choice of race limits the skills/ spells your character will have at
its disposal.
Choose
wisely; race and class are permanent. First timers might wish to play a human, as they are well-rounded,
without advantages or disadvantages.
Each
race and class has pros and cons. Click on the RACES and CLASSES section
of the website for more detailed information.
Should
I multi-class?
Advantages
and disadvantages exist for being either single- or multi-classed:
The
single-classed character
Single-classed
characters advance relatively faster than their multi-classed counterparts,
since fewer experience points (XP) are required to level. Alternatively, single-classed characters forgo
the benefits of the additional skills and spells offered by a second
class.
The
multi-classed character
A
common question: “Should my first class be a fighter or a spell caster?”
Consider
these factors:
- A character's statistics (stats)
are determined by its first class alone.
Consequently, fighters tend to have more hit points (HPs) due to their relatively higher constitution.
- Characters tend to excel at
the skills of their first class.
Thus, a first class monk does more damage with monk skills. A warrior/ mage inflicts more damage with warrior skills than with its mage skills.
A multi-classed character requires
more XP to level.
First
time multi-classers should consider creating a combination of fighter
and spell caster. The first offers strong fighting skills, the latter,
protective spells.
A few words about spell casters and fighters:
- Different classes learn their
skills to different degrees.
- A lower percentage means that
the skill/spell has a higher likelihood of failing and may do less
damage.
- Leveling a first class fighter
tends to be easier at the lower levels because of the higher hit points,
but sacrifices the higher percentage of skills gained (thus, less
probability of succeeding with a spell/skill) and lesser effectiveness
of the skills/spells of the second class.
Statistics and Attributes
I
gained a level, what does this mean?
Fighting
and killing mobs and questing generates XP. Accumulating a specific amount of XP automatically advances a
character to the next level. This is called “leveling”. The greater the character’s level, the more power it has. Hit points, mana/
blood, and move points increase with each level. Leveling also earns
practice points that are used to improve or learn spells, skills, or
languages. Leveling may sometimes earn build points. Build points (builds) are used to raise attributes.
The
amount of XP received from a kill depends on:
- The number of characters in
your group (if grouped)
- The character’s level versus
the level of the mob
- The character’s alignment versus
the mob's alignment
- How
many of this mob the character has killed lately
- Some random variation.
Single
classed characters require less XP to level [formula being 10000 + (current
level x 750)], unlike dual classed characters that require 15000 + (current
level x 1250). A higher level character requires more XP to level. Experience is lost by fleeing, recalling from
battle, and death. The amount
of XP required to advance is found on the SCORE screen. It can also be set to appear in the prompt (help prompt).
What
are Attributes?
Attributes
are the individual qualities. Five attributes exist, eachhaving its
own effect. The collective whole of a character’s attributes is
called its stats.
Strength
(STR) determines the maximum amount of weight a character can
carry and modifies the amount of inflicted damage (dam). It also affects
a character’s ability to wield heavy weapons. A low STR increases
the chance for injury when attempting to bash doors.
Intelligence
(INT) affects the number of practices (pracs) it takes to become
adept at a skill; the greater a character’s INT, the fewer practices
required. The amount of mana/ blood points gained when leveling and
rate of mana/ blood regeneration is also determined by INT.
Wisdom
(WIS) affects the amount of practice points gained per level.
This is a character’s main source of practice points; consider
training WIS as high as possible.
Dexterity
(DEX) affects the number of movement points received per level.
DEX is a very important skill for thieves as it makes for quick fingers.
Constitution
(CON) determines the amount of HP gained when leveling and
how quickly HPs are regenerated.
For
example:
------ Attributes ------
Str: Perm: 15 Current:
15
Int: Perm: 12 Current: 12
Wis: Perm: 11 Current:
16
Dex:
Perm: 16 Current: 16
Con:
Perm: 12 Current: 15
What
are statistics (stats)?
Statistics
(stats) are simply the group listing all of the attributes.
Stats displays a detailed version of the score command. It has four sections:
- XP related
- Stats
- Kill stats
- Other
Syntax: stat or stats
How
high can I raise my character’s stats?
Remember,
stats are the grouped list of individual attributes. Attributes are raised individually. A character’s PRIME ATTRIBUTE is the HIGHEST
attribute listed for its primary class. Thus, the prime attribute for a necromancer would be INT at 22.
Prime
stats are as follows:
Class: Str Int Wis Dex Con
Mage: 17 22 19 18 18
Cleric: 17 19 22 18 18
Psionisist: 17 19 22 18 18
Druid: 17 19 22 18 18
Thief: 18 18 17 22 19
Shaman: 18 19 22 17 18
Necromancer:
18 22 19 18 18
Ranger: 19 17 16 16 22
Vampire: 19 17 18 22 19
Bard: 16 16 16 22 18
Monk: 19 19 15 16 22
Warrior: 22 15 15 16 19
Paladin: 22 15 16 16 19
Werewolf: 22 17 15 16 19
Prime
stats are the maximum limits to which attributes can be trained. Current stats are calculated as follows:
Your current train level + any race
modifications + any additional stats on items up to a maximum of 4.
Thus,
if someone trained a stat to 16 with a race mod of -1 for their class
and +5 additional on items; their current would be calculated as thus:
16
- 1 + 4 (4 is maximum)
Their current would be 19.
Training
a PRIME ATTRIBUTE costs only THREE builds, as opposed to all other attributes,
which cost FIVE.
NOTE:
The first class of a multi-classed character determines its stats.
Ex:
For a bard/monk character, the BARD class determines the stats because
BARD is the first class.
How
do I raise my character’s stats?
Build
points (builds) are used to raise not only attributes but also HP, BP, mana and moves. To
train:
- Find a trainer. (There are several
in the game.)
- Type train <stat/attribute> where <stat/attribute> is the statistic you want to raise.
For example, to train intelligence one would type: train int
What
are HP, mana, move, and blood points?
HP (Hit Points) refers to a character’s health.
When a character is hit, it loses HPs and
when it hasn’t any HPs left, it dies. The number of HPs lost in attacks reflects the difficulty of an opponent.
Mana allows for spell casting. When mana is depleted,
spells can no longer be cast until the mana is restored.
Movement points (moves) decrease with each step a character
takes; when moves are depleted, it will be unable to move until moves
are regenerated or restored.
Characters
regenerate moves, HP, and mana as in-game
time passes. Regeneration happens most quickly during sleep, a little
slower while resting or sitting, and slowest while standing. Regeneration will not occur between log-ins.
Blood points (bps) are the vampiric form of mana. Vampires do not use mana, relying on
blood instead. Blood points are regenerated by drinking blood or by
the use of the feed skill. Neither rest nor sleep will
recoup lost BP.
How
can I see my points without typing ‘score’ all the time?
The
easiest way to monitor points is to set up a prompt. A prompt can be customized to show more information.
Read help prompt when online in DragonStone for customization directions. The
basic syntax is as follows:
Syntax: prompt
Syntax: prompt all
PROMPT with out an argument will turn your
prompt on or off.
PROMPT ALL will give you the standard "[hits mana moves]" prompt.
Example: PROMPT ALL sets your prompt to [10hp 100m 100mv]
Combat
What
is a mob, and what is an NPC or PC?
Mob is short for a “mobile,” which is
a monster or creature.
NPC is a synonym of mobile
and stands for Non-Player Character.
PC is a Player Character, which means
it is operated by a player.
So
how do I fight things?
Firstly,
look at the room and choose the monster you want to fight.
To
fight a mob, you need to know its keyword or name such as zombie, fighter.
If
you can't figure it out, use the scan command:
Syntax: scan.
Scan displays the names of all mobs within three rooms (unless there is
something to block a scan.)
Found
the name of the mob you’d like to kill? Take it down!
Syntax: kill <keyword> or k <keyword>.
Example: kill goblin
Combat is now initiated.
A
character will fight until 1) it dies or flees, or 2) the mob dies or
flees.
If
a character flees, it loses a small portion of XP. If it dies, it loses a lot of XP.
Some
mobs will automatically attack a character entering the room. Auto-attacking
mobs are called "aggressive," “aggy”
or "agro." There is no way to tell if a mob is aggy until you enter its room (although the names of some mobs serve as strong
indicators as to their nature). If you are unsure if a mob is aggy or not, and you think your character might get killed, ask other players
or avoid the room.
Err;
I don't think I can kill this mob...
So
you’re in a fight that you will not be able to win, hrm?
Tips
to avoid character death:
- Flee: Flee makes a character turn tail and run away. The direction
in which a character flees is random and cannot be pre-set. Fleeing or attempting to flee from a fight
costs a small amount of XP which is deducted automatically.
Syntax: flee
- Wimpy: Wimpy sets a minimum number of HP below which a character
automatically attempts to flee from combat. The default value is 20%
of total HPs, although a higher amount is
suggested when fighting in difficult, aggressive areas or when
experiencing lag.
- Similar to flee, wimpying or attempting to wimpy and failing, deducts a small amount of XP,
but less than that deducted by death.
Syntax: wimpy
Specific: wimpy 15 (this sets your wimpy at 15%)
NOTE: The difference
between flee and wimpy is that wimpy can be set in advance. Flee must be typed at the moment you wish your
character to flee.
Presetting wimpy 20 ensures that your character attempts to auto-wimpy when it hits 20% of its total HPs. Wimpy may or may not succeed. Success or fail, it deducts a small amount of
XP.
- Recall: Recall returns
a character to its hometown. Recall can be used during/ before/ after
combat. In comparison with flee and wimpy, recall removes your character
not just from the room but from the area, and costs more XP.
The actual recall command only works in the first 20 levels,
after which your character will need to use recall scrolls or learn
the spell "word of recall".
- Supplicate recall: For those in temples, using supplicate recall
will allow your character to recall to their temple at the cost of
one supplication point
NOTE: Some rooms will not allow a character to recall
from them.
Is
there any way of knowing how hard a mob is without actually attacking
it?
The consider command (CON) displays your chances of success versus a mob.
Syntax: con <mobname>
Example: con goblin
CON
compares the levels and HPs of your character
to the target mob, displaying the results. The mob's magical shields
and skills do not enter into the comparison.
If
a con of the first few mobs in an area rates them as unexpectedly difficult,
it would be advised to recall from or leave the area and move to one
less challenging.
When
I attack one of these mobs, they gang up on me and attack me at once!
Don’t
want to fight 10 mobs at once? See
if you can push them out of the room before initiating the fight. It’s much safer to attack only one opponent
at a time.
Syntax: push mob <direction>
Example: push orc east
Your
character and the target mob will be left to fight each other to the
death undisturbed barring wandering aggies that might drop by and join the party.
NOTE:
Some mobs cannot be pushed.
The
big bad monster is dead. Now
what do I do?
1) If your character has been hurt badly,
heal its wounds; otherwise, find another mob to fight after looting
the corpse (see below).
2)
Check the monster's corpse for any treasure. Treasure could be coins,
potions, and/or equipment.
Syntax: look corpse
Abbreviated: l corpse
If
the corpse contains something you want, get it! Loot the corpse!
Syntax: get <item> corpse, where <item> is the thing you want.
Example: get shield
corpse
Use get all corpse to take everything.
Items
may be kept, sold to stores, auctioned, dropped and sacrificed, given
to other players, or donated to the general public using the donate
command.
Syntax:
donate <item>
Example: donate sword
NOTE: autogold and autoloot automatically take all the gold and all the equipment
from a corpse. Type HELP AUTO
3)
Sacrifice the mob corpse with the sac
corpse command.
Syntax: sac corpse
Plural: sac all
If
the Gods accept the sacrifice, your character receives either a few
copper coins or a point restoration (a few HP, mana/
blood or movement points.) Sac’ing a corpse destroys everything inside it so be sure to get all from the
corpse beforehand.
How
do I group with other players? Can I group with anyone?
Fighting
in a group has advantages:
- Groups fight relatively harder
mobs and return more experience.
- Groups kill mobs much faster.
- Groups share XP from kills (members
must be in the room when the kill is made.)
- Groups divide coins obtained
from corpses (autogold and autosplit must be on.)
Groups
are restricted by level: characters must be within 5 levels of each
other to join. To follow, one
must be within 20 levels. Follow
and group work together.
To
join a group, your character must first follow the leader:
Syntax: follow <character's name>
Next,
the leader adds your character to the group:
Syntax: group <name of character> (groups a single character)
OR
Syntax: group all (groups all the characters that are following)
The gtell command communicates with the group:
Syntax: gtell <message>
Once
following and grouped, characters automatically follow the leader’s
movements (hidden exits and rooms with certain entering restrictions
excepted.) If anyone in your group is attacked, your character
automatically jumps into the fight.
Is
there any way of keeping track of the mobs that I have killed?
The Kill History (KH) command displays the
most recent 30 kills. If the
name of creature is on the list, it is added to the cumulative total;
it is not as a separate kill.
Syntax: khistory
These
mobs don't seem to reload after I kill them...
Areas
reset at regular timed intervals between 3 and 15 minutes depending
on:
a)
If the area is a newbie area
b)
If there are characters in the area.
If
you want the mobs to come back, leave the area, and stay out till the
area resets.
My
character is a monk/werewolf. It can’t use weapons, right?
Wrong. Monks can use weapons, but receive a damage
advantage when using their fists.
Skills
and Spells
How
does my character practice spells or skills?
Spell/
skill levels for new characters are set at 0%. This means that these things are available to your character
but it must be taught how to use each one. Practicing a spell or skill
increases the learned percentage for the spell or skill by a fixed amount
based on wisdom. Typing prac displays the percentages to which each skill has been learned.
Syntax: prac
The slist command displays the specific spells and skills
available to your character, the new spells/ skills offered at each
level and the practice point cost to learn each one.
This
number is listed to the right of the name of the spell/skill when displayed
in slist.
Syntax: slist
To
list spells specific to an individual class, type slist <class>
Example: slist cleric
Slist displays resemble this:
Lv Spells/Skills <practice
cost>
3: magic missile < 1> martial
arts < 9>
4: burning hands < 1> second
attack < 2> boating < 5>
Based
on the above, the cost to advance the magic missile spell is 1 practice
point to raise magic missile by one increment. It costs 5 practice points to raise boating.
To
practice a spell or skill you must:
1. Find a trainer. (There are several in the game.)
2. Type prac to display available spells/skills.
3. Type prac <spell/skill name> i.e., prac sleep.
How
does my character use its spells and skills?
Upon
practicing a skill or spell at least once, your character can attempt
to use it. Spells cost mana/ blood points. Skills cost nothing.
Most
spells follow a basic syntax:
Type c <spellname> <target> as such:
C sleep troll
NOTE:
<spellname> is the spell name and <target> is the
keyword of the target mob.
Enclose
the name of two word spells (ex: magic missile) in single quotes (')
as such:
c ‘magic missle’ giant else the spell will not fire.
For
help on the use of a spell or skill, type help <spell/skill> while online to read the help file on it. For
example, help magic missile.
[The
single exception to this is that of first class bards who, being
more poetically inclined, sing their spells. Example: Syntax:
sing 'flight'
Characters
with bards as their second class cast their spells like everyone
else.]
Skills act as commands. An example is the
thief skill 'backstab'.
To
backstab a mob, you would type bs <target> (you could type backstab instead of bs, but bs is much
quicker to type and does the same thing).
(Certain
skills/spells may cause characters to become temporarily stunned. Some
of the important ones which do this are: disarm, kick, punch, BS, and
awe.)
Do
spells and skills improve with use?
Most
do. Some information:
- Practicing a skill/spell increases
the percentage to which the skill/spell has been learned to a fixed
percentage depending on your character’s current wisdom.
- Skills/spells can be improved
by attempting to cast the spell or to use the skill.
- As the percentage to which the
skill/spell has been learned rises, the chances of a successful cast/
use increases commensurately.
- Conversely, some skills (like
martial arts or languages) and spells (magical dexterity) do not improve
with use and need to be practiced to increase.
- Also, in the case of certain
offensive skills/spells, the amount of inflicted damage increases
with higher percentage.
- Some skills are automatic once
practiced; they are in effect as soon as they are trained even once.
Examples of this include multiple attacks, dual and dodge.
The
percent to which I have learned this skill won't go up!
Several
possible explanations exist:
1)
You might have reached the maximum skill limit for your class.
No mortal can learn a skill to 100%. The maximum percentages
are:
95% Mage, Cleric,
Psionisist
90% Necromancer, Ranger, Shaman, Vampire, Druid, Bard, Paladin,
Monk
85% Werewolf
80% Warrior, Thief
To display the online help file for this, type: help skill limits
2)
There may be a limit to which this skill can be learned by a member
of the class.
3)
Your character may lack the necessary statistics to use this skill/spell
and consequently improve its expertise in it (e.g. thief skill poison
weapon).
Death
and Dying
Oh
no I died! What do I do now? / Help! I just died and I’m stuck in a
room without an exit!
Each
time your character dies it loses some XP and the spells affecting it
are canceled.
- If it dies AT or UNDER level
20, both character and corpse appear in the morgue.
- AFTER level 21, only the character
returns to the morgue; you must return to the location where the character
died to retrieve the corpse and EQ.
A
limited time (30 minutes real time) is allotted to retrieve the corpse
before it explodes. Failure to retrieve the corpse means that you
will have to re-equip as when a corpse explodes, it scatters its contents
throughout random rooms in that area. Hence, it is very important to
remember where your character died. If you can't locate its corpse,
you could lose all the EQ permanently. However, if the corpse does explode, you could simply return
to the area and walk around picking up all of the stuff that is most
likely laying all over the ground.
Corpse
retrieval process and etiquette
To
retrieve your character’s corpse, you can:
- Walk back to where your character
died and get the everything from the corpse
- Ask for help. If a person decides
to help you, he will need to be told exactly what help you require,
where your character died and what killed it. Please note that anyone
who chooses to help is doing this of his or her own free will, and
is not obligated to help you get your corpse at all.
- Ask for help with a corpse summons. With the use of a rune, some character classes are able to
summon a corpse. There may be a fee for their services.
- Supplicate corpse. If for some reason no one online is able
or willing to help, you can use the supplicate corpse command if your character is in a temple.
This enables you to recover your corpse at the cost of supplication
points and temple tithe. Syntax: supplicate corpse
- Ask
an Immortal. If no one is on
and your corpse is irretrievable, you could ask an Immortal. Some will help as a LAST resort. Other will not. Immortals are NOT required to perform this
service.
NOTE: Once a corpse explodes and the EQ is on the ground, it is
legal (albeit rude) for anyone to come along, pick up, keep, sac, sell
or give away.
Moving
around
How
do I move about?
Characters
can move in any direction for which the room has exits. Exits might
be in the form of hallways, doors, stairs, or secret passages.
To
move: type name of the direction, or abbreviate it by typing the first
letter of the direction (e.g. to move north type north or n). Do not precede the direction with ‘move’.
Example:
north
Typing
north, or n, moves your character one space to the north.
Does
this MUD have hidden exits?
Yes.
Use the search command (search <direction>) to search for
secret rooms. Your character needs to search
for and find a hidden exit in order to use it. Upon leaving that room, or finding another hidden exit in the
room, you will need to search once more for the exit previously found. Room descriptions may or may not contain hints indicating the
presence of secret exit.
If
your character is about to fight a mob that resides in a room with one exit only which happens to be hidden, it is strongly advised to enter,
search for the exit and then start fighting in order to ensure that
there is an open exit through which to flee.
I
found a door and I can't open it.
Doors
can be opened and closed like in real life. If they are locked, they
can be unlocked with the corresponding key.
- To open a closed door leading
east, type open east.
- To open a locked door first
find and retrieve the corresponding key and with the key in your character’s
inventory, type unlock east.
- Thieves could try picking the
lock (pick east, assuming the skill is practiced).
- Warriors could attempt to bash
the door down (bash east, but once bashed down, the door cannot
be closed again until the MUD reboots.) (Keep in mind that not all
locks can be picked or doors bashed.)
- Finally shadows and those having
the passdoor spell or one of its derivatives
cast on them can move through some closed or locked doors. (A word
of caution in the latter case, if initiate combat in a room with only
one closed exit, you will be unable to flee through it once engaged
in combat.)
Help!
My corpse is locked in a room, and the key is in my corpse!
Hint:
If a room key must be obtained by killing something, or getting it nvolves
ANY risk, ALWAYS drop it in a safe place before entering the area.
If
your character dies and is unable to unlock the door leading to its
corpse, you might run the risk of losing the corpse. Keys last only
one session. If you quit while it is still in your inventory or equipment,
it will disappear.
Something
really weird is happening in this room.
Some
rooms possess certain peculiarities. Some of these include:
- Underwater- In these rooms, it is impossible to breathe underwater
(unless affected by the "breathe water" spell or wearing
special EQ). Characters face death by drowning. Healing potions become
diluted and cease to have an effect.
- Damage - Entering these rooms causes continuous but minor
loss of hit points.
- No Flee - Rooms from which it is impossible to flee once combat
is initiated.
- No Floor - Characters not affected by flight enter the room
and fall into the one below, usually causing some damage.
- No Magic - Rooms where magic does not work, this includes spells
(both defensive and offensive), potions (including healing), invokes
and scrolls.
- No Magical Entry - Rooms into which characters cannot astral
or portal.
- No Recall (God-forsaken)
- Rooms from which characters cannot recall.
- No Shadow Walk - Rooms into which characters cannot shadow walk.
- No Swim – Bodies of water impossible to swim across: ex: oceans.
One intending to cross such a body of water needs to get himself/herself
a boat, preferably having practiced the boating skill beforehand.
Any
tips to make movement easier?
Scan displays the names of any PC or
NPC in the adjacent rooms.
Scry, when cast, enables your character
to type look <direction> revealing the description of that
adjoining room, its exits, and the mobs and objects therein.
In
addition to walking, some spells offer magical transportation. Temples offer portals that enable their members to move between
towns with ease.
Object
Manipulation
How
do I use all of these objects?
·
Use (drop <object>)
to drop an object onto the ground.*
·
Use (get <object>)
to get an object that is lying on the ground.
·
Use (get <object>
<container>) to get an object from a container.
·
Use (get <object>
corpse) to get an object from a corpse.
·
Take is
a synonym for get.
·
Use (give <object>
<character>) to give an object to another character or mob.
*NOTE: Once an object is dropped
on the ground it is fair and legal for anyone else to pick it up and
claim it as their own, even if it was just dropped one second ago and
even if dropped by accident.
Can
I get a particular item without going through them one by one?
Most
object commands allow the use of #.object format, where # is a number
or the word "all".
Example: if you have five
daggers and wish to give ONLY the third one away, you would type give
3.dagger <name>.
To get rid of all five daggers, type "drop all.dagger".
To drop ONLY a certain amount of an item, type 'drop #*item', where
# is the amount of that item you want to drop. Example: If you have 7 keys and you only wish to keep one, you would type drop
6*key allowing your character to retain one key and to drop the
remaining 6.
How
do I give something to a person who is in a different room?
The trans or transport command sends
items to others who may be far away. Trans will, if he can hold the
weight and has space for it, take it to that character's inventory.
Syntax: trans <item> <player>
Likewise,
the auction command may be utilized. A character that is unable
to hold any more weight (perhaps due to poisoning) would be nevertheless
able to receive additional auctioned items. Thus, pills/potions of cure
poison may be obtained by asking someone to auction a green when poisoned.
Syntax: auction [item] [amount] [currency
type]
How
do I read signs and books?
You
read by typing read <keyword>. It is the same as look,
but was introduced for RP purposes.
Sometimes
descriptions reveal extra text when looked at. Thus, a room description
may mention the existence of a book, or a book may mention its chapters.
Extra descriptions are not always additional keywords but could offer
more detailed descriptions of anything alluded to within the room.
What
is the examine command?
Examine (exa) is derivative of the look command. Examining a weapon provides a broad, sometimes unreliable
indication of its condition. With other items, EXA only gives the same
information as look.
Equipment
My
character is butt naked! Where do I get equipment?
Kill
mobs and take their EQ and weapons. EQ can also be obtained as a reward
for quests. Finally, shops buy and sell equipment. Explore and talk
to others to find the right mix of armor and EQ. As a rule of thumb,
quest items/ gear tend to be more powerful than normal items.
How
do I see what I am wearing and what I am picking up?
Syntax: equipment (eq) displays worn
EQ.
Syntax: inventory (inv or i) to see what items are being carried.
How
do I get my character to wear this stuff?
How do I change my EQ, or am I stuck with it forever?
The
EQ commands vary upon by type. Commands include:
- Brandish brandishes a magical staff.
- Quaff quaffs a potion (as opposed to Drink, which drinks mundane liquids).
- Recite reads a scroll; the [target] is optional, depending
on the nature of the scroll.
- Wear places armor onto your character’s
body.
- Wield places a weapon or weapons
into your character’s hands.
- Wear all will attempt to hold, wear,
or wield one item in each equipment slot.
- Zap fires a wand at a target. If the target is not specified, and you
are fighting something, then that creature automatically becomes the
target. This is not to be confused
with the quality entertainment provided by a bug zapper.
Wands,
staves, and scrolls offer spells that may be unavailable to some. Identifying
these items reveals their spells. Scrolls may be used only once and then
they vanish.
Do
we have to pay rent?
No.
Equipment, gear and weapons are saved rent-free when you log off. Two
exceptions exist: items exceeding your character’s level and keys. Higher
level EQ in your character’s possession disappears immediately upon
exit from the game. Keys automatically
vanish upon exit as well.
An option:
Items
may be stored in a bank for a fee. An additional storage fee is charged
every time you log in and out. If your character lacks the funds, the
bank will retain the stored item as payment.
To
store something in the bank: store
<item>
Retrieve: To retrieve stored items: retrieve <item>
Why
can't I wear this EQ? I tried putting this thing on and it zapped me
and fell off!
Characters
may unable to use an item if its level exceeds their, has anti-flags,
or is too heavy. Identifying an item will reveal the reason why it is
unusable for you.
So
how much equipment should I be wearing?
The
more EQ, the better. A fighter has 25 slots whereas a spell caster has
26. Type help slots when in the MUD to display the detailed list of
slots.
I
put this item on, and now it won't come off!
This
means the item is cursed. You need to wear/hold the item and cast or
have a cleric or druid cast remove the curse. Scrolls or potions of
curse removal work the same. The spell will not succeed unless the item
is actually worn or held.
How
can I see the stats of an item? How can I find out what an item is?
Identifying
(ID) an item displays its statistics and specifics. Cast the spell 'identify'
or use scrolls of identify (sold in shops). The compare command could also be used, but that is fairly unreliable.
For armor it only compares the basic armor class and for weapons, the
average damage of weapons. Assorted added effects do not enter the calculation.
What
does it mean that something modifies a stat by a certain amount?
Some
items modify stats. Identifying the item will reveal its affects and
show the effects of wearing the equipment. Common affects include hit
roll, dam roll, and armor class, saving throw, attributes, stats and
spells. Not all affects may be beneficial.
What
are Hit Roll, Dam Roll, AC, and Saving Throw?
- Hit roll (HR) is the ability to hit an opponent. Dam roll
(DR) is the damage inflicted upon the opponent when hit.
- Enchanting a weapon may further
increase its HR & DR.
- Armor Class (AC) is the level
attack resistance and serves as an indication of the armor quality.
The lower the AC number, the better. AC will not be displayed for
character under level 12; an approximation in words will be seen instead.
- Saving throws act like AC for
spells. Some spells hit for less if a saving throw is successful;
others fail completely.
This
weapon has a better HR and DR, but it seems to be doing less damage?
Aside
from HR and DR, other factors determine the amount of damage a weapon
inflicts including: its average damage, its enchantments, and its damage
type and weight. Furthermore, the weapon may have other affects like
additional AC or HPs that cushion the amount
of damage wrought by the mob.
Some
items have an armor class, while others affect armor class. What's the
difference?
The item's AC is its effectiveness to withstand damage. It acts as an
indication of the sturdiness of the item, so the higher this AC, the
better.
When
an item affects the AC, the item will change your
character’s AC by the number specified, so the lower the better.
Both the item’s AC and the amount to which an item affects AC are added
to the calculations of a character’s AC.
What
does it mean when it says something affects a spell by -1?
As
long as the item is worn (not in inventory, but worn) the character
remains affected by that spell. It will not wear off or need to be recast. Such items tend to be rare.
When
I identify this item, it says this it has spell invokes. How do I use them?
If
your character is able to use the piece of equipment, i.e. its level
is does not exceed that of your character and it has no flags making
it unusable, your character should be able to invoke its spell. Items
usually have a limited number of invokes meaning they can be used/invoked
a specified number of times and once depleted, can not be invoked again. Some items possess unlimited invokes.
Syntax: invoke <item> (e.g. invoke
hammer)
If the item is worn in the eyes slot, invoke it using stare,
and not invoke.
I
have a level 10 item but its spell is listed at level 27, can I still
use it? What do the two different levels mean?
The
item is level 10, meaning a character must be level 10 or higher to
hold the wand. When invoked, the item will cast its spell as
a level 27 spell.
How
do I use containers?
Containers
vary in size, and some can be used as armor. Containers allow your character
to carry more items than it normally could store in its inventory.
To
place an item into a container:
Syntax: put <item name> <container name>
<item name> is the name of the item to put inside
the container
<container name> is the name of the container.
To retrieve an item from a container:
Syntax: get <item name> <container name>.
To look inside a container:
Syntax: look in <container name>
or
l i <container name>
Can
I join items? Can joined items be taken apart?
Some
items appear as if they might belong together, for example: a sword
hilt and a blade of a sword. To see if the items can be joined:
Syntax: (join <first item> <second item>)
to separate one item into two joinable items:
Syntax: Separate <object>
Once separated; the items can be rejoined and separated once more.
Food
and Drink
Where
do I find food and water? How do I eat/drink? I am hungry and thirsty.
What do I do?
When
killed, mobs drop body parts: limbs, hearts, eyes, etc. Eat these. Guts are poisoned, so don't eat them. Food may also be purchased at
any city bakery store. Water skins are available at any city general
store. Most cities have fountains or pools.
To view the items for sale, levels and prices in a store that you are
in:
Syntax: list.
To eat or drink:
Syntax: eat <food name> (e.g. eat tart)
Syntax: type drink <container> (e.g. drink skin)
If
your character does not eat or drink, it will not regenerate HPs, mana, or moves due to starvation/ dehydration. Starvation
and dehydration are rarely fatal.
My waterskin just vanished!
When
the liquid in a container is depleted, the container vanishes. Fill
the container regularly to retain it:
Syntax: fill <container> <water source> (e.g. fill waterskin fountain).
A container may only be refilled with its original liquid, e.g. filling
water in a waterskin.
I
think I am drunk! I am drunk! Drunk I am?
Face
the facts. Consuming alcoholic beverages makes you drunk.
Side effects often include disjointed speech and lack of muscular coordination
that causes people to wander off into unintended directions. Fighting under heavy influence may take your
character straight into the jaws of death. Drunkenness wears off in time. Fear beer goggles.
Pills,
Potions, and Magical Equipment
How
do I use Potions and Pills?
To
use a potion:
Syntax: quaff <potion name>
where <potion name> is the name of the potion.
To eat a pill:
Syntax: eat <pill name>
where <pill name> is the name of the pill.
By eating a pill or quaffing a potion, your character receives the effects
of its spell. Some effects are good; others, bad.
The best advice (as in real life) is not to put anything into your mouth
unless you know what it is.
What
are red, blue, white, and green potions?
White
potions restore mana. Blues have one charge of the heal spell and most
reds have two. Green potions and pills have the 'cure poison' spell.
The above section should be removed as there are now more potions in
different colors than there were 6 years ago when the original guide
was written.
Weapon/Equipment
Enhancements
What
are the weapon enchantments?
The
three principal enchantments are:
·
Chaos Blade: Drains
HP from mobs in combat and provides up to 200 HP over your character’s max HP. Available from level
60+ psis and level 90+ necros.
·
Flame Blade: Random chance of fireballs. Available from level 62+ clerics.
·
Frost Blade: Random
chance of ice blasts. Available from level 82+ clerics.
Poison
is not an enchantment. A poisoned
weapon poisons the target; if the target dies from the poison, the character
is denied the experience normally awarded for that kill. Available from level 43+ thieves and level
72+ bards.
In
addition to any original enchants, a weapon GENERALLY will take ONE
(1) additional enchantment. A
weapon with a magical flag cannot be enchanted, but can be poisoned.
Holy Sword / Mage's Enchant Weapon: The paladin's and cleric's holy sword spell and the mage's enchant
weapon spell enhance a weapon’s HR/DR. However, your character’s alignment
must remain the same as the caster’s (at the time of casting) else your
character will be zapped by the weapon and drop it when it upon use
i.e., if the weapon is enchanted by an evil-aligned character, it will
become anti-good thus, a good-aligned character would be unable to use
it.
Enhance
Armor: Increases the AC on an item. However, as with
mage’s enchant weapon, the weapon would be rendered unusable to those
other than the caster's alignment. Consequently if this spell is cast
on armor, the armor will fall off if your character’s alignment deviates
from that of the original enchanter’s. Available from clerics, druids, and paladins.
Who
Who
else is playing right now?
Who displays a list of all characters currently online (visible and invisible)
with level, class, race, and titles.
Who2 displays a similar list
without titles.
Other options include:
Syntax: who <level-range> (e.g. who 15 displays all character above level
15)
(e.g.
who 15 20 displays all character at or between levels 15 – 20)
Syntax: who <race> displays all character
of that race (e.g. who elf)
Syntax: who <class>
Syntax: who <class>
<level-range>
Syntax: who immortal displays all visible immortals
Syntax: who playername shows you the specified player
The webwho on the website displays who
is currently online without logging into the MUD.
What
do these funny letters and colors around people’s names and titles mean?
Who provides a variety of information, often in fairly abbreviated forms. Some of the abbreviations include:
[Baron] Player above level 100 and below 150
[Count/ Countess] Player above level 150 and below
200
<E> Excommunicated Player who has left or been
removed from a temple
[Lady/ Lord] Player above level 50 and below 100
[Legend] Player above level 80 and below 150
[Mentor] One of the Mentors. The legend flag will appear
green of the legend is also a Mentor.
[PK] Player Killer Player who kills other players.
<O> Outcast Player who has left or been removed from a clan.
<QUESTING> Player is on an autoquest.
<Scribing> Player is writing a note.
Is
there a list of the Immortals/Mentors?
Wizlist displays the list of Immortals along with their levels.
Mentors produces a list of
Mentors.
Communication
So
how do I talk to people?
Channels
let your character communicate with others. Some channels are public and can be heard by all. Thus, as in
real life, if you shout, everyone around you would be able to hear what
you are shouting. Other channels are private and accessible to only
single individuals. In addition other channels are used exclusively
to inform the players.
So
which are the public channels?
Channels displays the lines currently accessible to
your character. Each has its own purpose, and players are expected to
use them appropriately. Immortals can view ALL channels simultaneously. Immortals can also RESCIND access to any or
all channels if abuse deems such actionnecessary.
Public Channels
|
chat
|
For
IC conversation. '.' is a synonym for CHAT.
|
clan/
temple
|
Accessible
to members of the same clan/temple
|
class
|
For
discussion by all members of the same class
|
| Mentor |
Channel
for mentors only |
music
|
Talk
about music, or sing a song
|
newbie
|
Accessible
to new players (11 and below) and mentors
|
shout
|
Sends
a message to all awake players in the
world.
|
ooc
|
For
OOC discussions
|
yell
|
Yell
something to others within the current area
|
When
do I use OOC, and when do I chat something?
The
OOC channel, or Out-Of-Character channel, is used whenever something
is discussed that your "character" would not normally say.
Aspects of the game, comments on life outside DragonStone,
and cross-character statements ("My alt is a level 84 werewolf.")
are made here. In contrast, use chat for things your character would
say, for example a character who just died might chat, “I request help
securing my corpse.” Everything else is said on ooc.
Some
examples of the types of issues appropriate for chat and OOC are as
follows:
IC (In character, use chat)
|
OOC
|
Can
someone help me retrieve my corpse?
|
I
do not have enough exp or QP to recover my corpse!
|
You
stole my weapon, now you will pay!
|
Statistics
about anything (dam roll, levels, to-next-levels)
|
My
haste spell has worn off, may I get another?
|
Client
(tintin, gmud,
etc.) discussions
|
Praise
to the goddess (name)!
|
Discussions
about bugs, crashes, or ideas
|
Would
you like to join me in the hunt for the giant?
|
Stating
that you have an alternate character that can do something
|
I
don’t really want to listen to this discussion on this channel!
Channels
can be turned off and on. However in doing so, useful conversation might
be missed.
Syntax for turning a channel off: channels
-<channel>
Syntax to turn it back on: channels
+<channel>
Can
I block off something that one particular individual is saying instead
of blocking the whole channel?
Yes. Ignore will block a number of players for a session. Your ignore list
is cleared every time you log out. This is to encourage you to settle
your differences instead of merely ignoring them. Immortals cannot be
ignored.
Syntax: ignore <player> (blocks
that character)
Syntax: ignore (lists all the characters
on your ignore list)
So
which are the private channels?
Four
special communication commands exist: say, tell, reply and gtell.
- Say sends a message to all awake characters in the room.
Syntax: say <message> where <message> is what you want them
to hear. The single quote (') is a synonym for
SAY.
- Tell sends a message to one awake character anywhere in
the world.
Syntax: tell <name> <message>, where <name> is the
character you want to talk to, and <message> is what you are trying
to say. A character must be visible to receive tells.
- Reply sends a message to the last character who sent a tell; it works even if the character cannot be seen.
Syntax: reply
Please note however, that when exchanging tells with multiple
individuals, you might accidentally reply to the wrong person, at times
with hilarious or embarrassing results.
- Group tell (GTELL) sends a message
to all of the characters in your group, wherever they are, even if
you or they are sleeping or stunned or dying.
';' is a synonym for GTELL.
Syntax: gtell
How
do I talk using the language of my/ other race?
Each
race understands its own tongue as well as Common.
Proficiency in a language is improved by practicing it (practice
<language name>).
To speak in another language: speak
<language name>
to resume speaking human/common, type speak
Common
Learning
another language requires a certain amount of intelligence and practice
points. To view the language requirements, use the languages command when in the mud.
What
are emotes, and how do I use them?
Emote allows others in the same room to view different actions. For example,
if you typed ‘emote smiles big and wide’, everyone in the room
sees "<your name> smiles big and wide" where <your
name> is your character's name. Emote is especially helpful to express
feelings and perform customized actions in RP situations.
The remote command allows a character to emote to someone in another
room.
Type remote <target player's name> (action)
What
are socials?
Socials
are basically pre-set emotes.
Syntax: social (lists all the socials available)
Syntax: wave (makes your character wave at no one in particular)
Syntax: <wave> Thork (makes your character wave at Thork)
Please try out the socials before using them on someone else to avoid
possible misunderstandings, embarrassment and confusion.
How
do I read/write notes?
When
you log into the MUD you are shown what, if any, new notes have been
posted since you your last login. Notes are divided under several boards,
depending on the nature of their content. Typing ‘messages’
will enable you to see the total number of notes that await you. Help note provides
an example on how to write notes. It is rather long, but is reasonably
comprehensive. If you feel compelled to add color to your note, please
try to ensure that it is legible. Some people have difficulty reading
black and dark blue, while others find excessively bright colors painful
to the eye.
How
long do posted notes last?
To
establish ongoing discussions, consider posting in the Forums. These
messageboards are found on the website by clicking on Forums.
Getting
help during the game
The
'help' command
In-game
help is available using the help command.
Syntax: help <topic>
where <topic> is the topic you want help for the
keywords include all the commands, spells, and skills listed in the
game.
Help without any arguments shows a one-page command summary.
Helpfind is also useful.
Syntax: helpfind <topic you want to find>)
The keyword must be as specific as possible.
Example: helpfind mud will list all help files that
might provide related information, whereas ‘helpfind I want to go to mudschool’ will list nothing.
Mentors
Mentors
are players who dedicate some of their time towards helping new players.
If you need help or have questions, ask a mentor for help. The newbie
channel provides direct access to the mentors who are online. Please
note, however, that mentors are not here to fetch equipment or provide
spell-ups, although a mentor may do so if he wishes.
The
Immortal staff
The
Immortal staff runs the MUD. They enforce policies, run quests, fix
problems, as well as a myriad of other tasks. If you have a question
that another player cannot answer, feel free to ask any Immortal.
After you ask, be patient. Most of the time, the staff is quite busy,
and it might take a minute or two to get to your problem, but they will
answer. Additionally, if you receive an answer from one Immortal that is not to your liking, do not go around from one IMM to another
to another asking the same question to try to get a different answer. If you feel that you have received an INCORRECT or UNFAIR answer,
bring your question to an IMPLEMENTER (level 1214+).
Other
Players
Most
of the players are very friendly. Everyone started at level 1, and so
many people probably have had the same questions as you. The best way
to ask a question is on the channels and your question will probably
be answered.
Banks
and Shops
How
do banks work?
Depositing
money in banks prevents monetary loss when your character dies and there
may be an inability to reach the corpse. Also there are thieves who
steal money. Some bank commands include DEPOSIT <# of coins>
<gold/silver/copper> which deposits a specific number of coins
into your account and WITHDRAWS <# of coins> <gold/silver/copper> which will withdraw this number of coins from your account. Typing account within the bank premises will tell you what your current balance is.
Is
it possible to store items?
Items
may be stored in a bank for a 1,000 gold fee. An additional storage
fee is charged every time you log in and out. If your character lacks
the funds, the bank will retain the stored item as payment.
To
store something in the bank: store
<item>
Retrieve: To retrieve stored items: retrieve <item> there is an extra line
here on the website
What
is the conversion between gold, silver, and copper coins?
1
gold=10 silver=100 Copper
Shops
automatically calculate if your character has enough money to purchase
an item. Money can be converted at the bank:
Syntax: convert <amount> <currency
you’re converting> <currency you’re converting to>. The
bank will deduct a conversion fee for each transaction.
How
do I buy things?
Syntax: List generates a list of items for sale
in a shop.
There may be several objects with similar names for sale at the same
time.
To get a list of only items of a particular type:
Syntax: List <object>
Syntax: List
bronze will list all bonze items
Show Items will also list the items you can buy.
Buy allows the use of #.object format,
where # is a number or the word "all".
For example, if List dagger shows that a shopkeeper has five daggers, and you wished to buy the
third one, you would type "buy 3.dagger".
To buy more than one item of the same type at once:
Syntax: buy <object name> <number
of items wanted>.
This is especially important when buying items like scrolls and potions.
Can
I sell things to a shop keeper?
Yes,
you can. Shopkeepers specialize in the type of things that they buy
and sell. Thus, an armor smith will probably not purchase potions from
you. Also shopkeepers prefer to keep only a limited stock of any item.
When several items of the same type are sold to the same shopkeeper,
the amount of money he is will pay for the item decreases and he would
ultimately refuse to buy any more items of that type. The value command displays for how much the
shopkeeper will buy the item.
Syntax: value
<item>
When
selling items back to a shop keeper, the payment is likely to be less
than that you had originally spent to purchase it.
How
do I sell things to other players?
There
are two options for doing the same:
- One can auction an item to the highest bidder using the auction channel.
Syntax: auction <item>
<amount> <currency type>
Bid on an item in order to purchase it:
Syntax: bid <amount>
<currency type
You will not see an invisible item when it is bought from auction
unless your character is able to detect invisible, but it will be
in the inventory anyway.
- Item/Service Advertisements
board. Using the auction channel limits the range of people who are able
to bid on an item to only those
currently online. Posting a note on the message boards would ensure
that all players can read about your item and have a chance to make
an offer. However, it is up to you and the buyer to ensure that you
are able to complete the transaction.
Areas
I
am new; where should I fight?
If
under level 5, it is advised to stay within the mudschools.
Each town has a mudschool containing playing
instructions, starting equipment and low level mobs. Aden school will
reject newbies at level 6. Prexion has the largest mudschool. Einar is very far
away and can be difficult for new characters who wish to get to the
other towns.
Your
character’s hometown can be changed using the hometown command at level 5 and below, or you are NOT a citizen of any city.
At later levels, an immortal can change your city; however, you will
need to provide a very good reason for doing so.
Syntax:
hometown [city]
To
view a list of the current cities available, use the cities command.
Is
there a list of areas that I can view?
A
list of all available areas can be viewed by typing areas.
This displays the area name, its recommended level range and the name
of its builder.
To view only the areas of a specific level:
Syntax: areas <level you want to find> (e.g. Areas 10)
OR
Syntax: areas <lower level> <higher level> (e.g. areas
5 15, to find areas in the 5-15 level range).
Ok,
but where are all these areas? / Are there any maps I can use?
Maps
available on the website and by typing help
world map within the game.
This
area is in my character’s range, but I can’t find many mobs that con
to be killable...
The
area range displays the lower level/ easiest mobs and the highest/ most
difficult mobs. A range spanning a 20 or 30 level range may have some
mobs that are relatively more difficult. Also, there may be more mobs
within the higher side of the range.
Questing
What
are quests?
DragonStone offers four types of quests:
- The first quest (offer teddy
bear to the girl) is a static
quest.
- The second are the automated
ones obtained from the Questmaster.
- The third are the Immortal-run
quests.
- Last, but not least, are area
quests that have been written into some areas.
So
how does the QuestMaster work/ what are autoquests?
The questmaster is a specialized mob that distributes
quests to those willing to undertake them. Quest points (QP) can be
earned for completion of quests and exchanged for EQ, BP or PRACs.
Additional rewards might include XP, PRACS or BPs in addition to QPs. Quest points are saved
until used. Each major town has
a questmaster.
The questmaster’s choice of areas is random, but coded so as to
be suitable for your character’s level. Quest mobs and mobs loaded with objects will be loaded within
30 percent of your character’s level. This means you will sometimes
get a really easy quest, and sometimes you get an impossible one. It
will involve either killing a mob or finding an object. Characters on
quests will have a [QUESTING] flag.
Quest
objects will have a [quest] flag. Scavenger mobs are not be able to pick up quest objects. Target mobs will have a [TARGET] flag.
You must get the object or kill the mob (as the case may be), return
to the questmaster and type QUEST COMPLETE. DO NOT GIVE your quest item to the questmaster. He will
take the object from you.
You
are given a random amount of time to complete a quest, and can range
from 10-40 minutes. After completing
a quest, you must wait 4-10 minutes -REAL- time before questing again. If you d/c or quit in the middle of a quest,
you will receive a long wait time. For further information, read help autoquest in the mud.
I
don’t remember what my quest target is. Is there any way of I could
find out what it was?
To
display the name of the quest mob or item and the area:
Syntax: quest
info
Quest info will not display the name of the mob carrying an item; only
the item name.
What
are Static Quests?
Typing show quest at certain items, such as quest pillars, will display
the quest. It may also reveal what item is required for the completion
of the quest. When you have the correct item, offer the item to the
quest (by typing offer). If it is the right item, your character
will be rewarded. Your character must hold the item or it will not be
accepted.
Static
quests may only be completed once per character. Score displays the
number of completed static quests. Read the rules regarding quests found
under Help Rules.
What
are area quests, and how do I find out whether an area has one?
Some
areas have quests, others don’t. A reward (usually an item or equipment)
is awarded upon completion. Look for hints within the area indicating
the existence of a quest. Look at descriptions, talk to mobs, follow
signs etc.
Rules
and Etiquette
What
rules of etiquette exist in DragonStone?
Respect
others and treat them as you wish to be treated. Harassment of any sorts,
including any vulgar or sexually suggestive comments/ actions will not
be tolerated. We wish you to have fun here and enjoy yourself. Most
rules are written with that intention. Anything not
covered specifically by the rules, will be covered by immortal interpretation
of the rules.
Can
I play more than one character at a time?
A
limit of one character per player is allowed online simultaneously
(although you could create as many as you want). This is considered multiplaying, which is not allowed. If you
are caught, you can fully expect to be punished heavily. Disconnecting
and failing to quit before logging in your other character would also
be considered multiplaying.
Is
it ok to give equipment, money, etc., to another one of my characters?
Do
NOT exchange equipment or money with one of your alternate characters.
This includes but is not limited to: donating it, leaving it on the
floor to pick up, selling it to a shop and rebuying it with an alt, and/ or giving it to someone to hold it for you. Anyone
helping in this will be also punished.
What
is spam?
Spamming,
derived from a famous Monty Python sketch, is the flooding of appropriate
media with information (such as repeated very long say commands). Unintentional
spamming, such as what happens when you walk away from your computer
screen for a few minutes, then return to find several screenfuls of text waiting to scroll by, is just a source of irritation. Intentional
spamming, such as when you repeat very long commands many times at someone,
is usually frowned on, and can get you in trouble.
So
what are the rules?
Make
sure you read Help rules. Cheating, rule breaking or
harassment will not be tolerated in any form. These rules are for your
benefit and by breaking them you are only spoiling the enjoyment for
others and yourself. Likewise, breaking them will result in punishment.
This could be whatever the immortals deem fit, ranging from loss of
exp. or levels to deletion and banning. An Immortals word on any matter
is final. You have to read and agree to the rules as part of logging
in to DragonStone.
What
is favour/disfavour? How do I know if my character
is favored?
Favour is a reward for such things as good
RP whereas disfavour acts as a warning to
the character for rule breaking or other infractions. Favour/ disfavour adjusts the character’s
exp gain and damage done by a certain percentage based on the level
of the favour/disfavour given. It also increases/decreases stat gains
(hp per level, etc.) Favour/disfavour lasts
for a period of 12 hours of playing time. You can see if a person is
favored or disfavored by looking at him, and it is displayed in that
person’s score.
What
should I not do in terms of player interaction?
DragonStone supports role playing, and as such
recognizes the right of players to role-play an evil or chaotic orientation.
However, remember it is a fantasy world. People who treat others badly
create bad reputations and may receive the NO FUN Stamp of Disapproval.
Real people with real feelings exist behind the characters on your screen.
Customizing
Your Character
How
do I set my title?
Upon
creation a character receives a default title derivative of race and
class, for example: Thork the Shadow Thief. One can replace that title with something
else or get rid of it altogether using the title command:
Syntax: title
<whatever you want your new title to be>
The game retains this title throughout
level advancements. Choose an
appropriate title.
How
do I write a character description?
To
write a description:
Syntax: description (places you into the
description editor.)
Use the same commands as you would while writing notes (type .h on a
new line in the buffer to get the list of commands available to you).
Descriptions should be well formatted and not excessively long.
How
do I customize my afk message?
A
pre-set message can be set to say that you are Away From the Keyboard
(AFK). Syntax: afkmes <whatever you
want it to say>
Thus typing afkmes is AFK mixing up a cup of coffee would
display the following to all tells when you are AFK: ‘Thork is AFK mixing up a cup of coffee’.
Can
I rename/ restring my character’s equipment?
Yes. A rename costs several thousand
gold. When in an artifactor’s shop:
Syntax: rename <object name>
You will be prompted to add new keyword/s, a short description (how
it looks in inv or equipped) and long description (how it looks when
on the ground or looked at).
Renamed items must be in accordance with the mud’s theme. Foul, sexually
explicit or offensive items will be seized.
How
do I add color to my title/prompt?
To
add color in your prompt and in your title, add a color code before
the text you wish to color. These codes will be interpreted by the game
to display the corresponding color. All the color codes start with &
sign.
For example, &rred would
show up as red.
To display the color codes, type help
color.
How
do I set an alias?
Aliases
allow you to simplify lengthy commands.
Syntax: alias <whatever shortcut abbreviation>
<whatever you want mud to do> For example, typing <alias fb cast fireball> creates an alias
for casting fireball. Now you only need to type fb <target mob> to cast the spell, instead of typing the whole
sentence.
The
alias only works if the letters form the first letters on a new line,
and do not trigger the spell if they are in the middle of a sentence.
If particular letters already serve as abbreviations for another command
or social, they cannot be set as the abbreviation for the alias. The
mud will not accept an order to perform more than one action through
a single alias (use your mud client to do that, if it supports that
option). Typing alias by
itself will give you a list of alias you have currently set.
So
what else can I change?
The config (help config) and auto commands (help
auto) display additional setting options. It is advisable to configure
your settings to configure autosplit (automatically split coins with group members) on at all times. Configuring autoloot (automatically
loot corpses) and autosac (automatically sacrifice corpses) on may be helpful
when you know that the mobs your character is killing contain no valuable
equipment.
Brief enables you to view shortened descriptions
of rooms, limiting the display to the room name, the exits and the names
of any mobs or objects therein. This is NOT recommended since in so
doing you lose the sense of how the area was intended to be viewed,
increase your chances of getting lost, and forfeit any information that
may be contained within these descriptions.
Troubleshooting
I
try connecting to the mud, get the message connected to DragonStone but nothing happens. What does this mean?
DragonStone, like any other software program,
occasionally stops running. Sometimes this is due to the software (crashing),
and other times it is due to the network or the machine the game is
running on. The only advice is to wait an hour or so, or try again.
I
type stuff, but nothing happens on my screen.
This
happens when the network or the host machine is "lagged" which
means the machine is running slow because of all the data it has to
process, or the network is so busy it takes awhile to transfer the information
back and forth. You could wait until it clears, or quit and play later.
(Late night is usually the time with the least lag.)
I
think I found a bug/typo. What do I do?
If
you encounter a problem, be it in a room description, mob or item, help
file, something a mob does or says or a spell up or spell down message-
please use the typo command to inform the Immortals.
Go to the room where you encountered the problem and type:
Syntax: typo <whatever is the problem>
Include sufficient information to enable the staff to isolate the problem.
I
have a new idea!
E-mail
your suggestion to ideas@dragonstone.org.
You could also use the ideas command by typing idea <what your idea
is>
I
need to contact a particular immortal about something.
Many
of the immortals in DragonStone can be contacted individually by e-mail. To find
the addresses of the immortals type help email when within the
game.
I
died and before I could recover my corpse, the mud crashed/rebooted.
Will I get reimbursed?
Sometimes
the corpse might load after a reboot. However, if you are able to prove
that you have lost it as a result of an error on the part of the mud, you WILL receive some form of reimbursement. If, on the other hand,
if you lost your corpse as a result of something that went wrong on
your end—either you personally or your isp,
we are not responsible and shall therefore not be in a position to reimburse
you. It is a risk you take when you play an online game.
Some
Technical Questions
What
is a client program?
Telnet
is a rather ugly way to connect to most MUDs,
since it doesn't do any fancy text wrapping, and if someone says something
while you're typing out a line, it will make a mess out of your line,
making it hard to see what you're typing and hard to keep track of what's
going on in the mud. A client program is simply another program you
use instead of telnet to connect to a mud. Clients also provide useful
things such as macros and the ability to gag or highlight certain mud
output.
Where
is the server located? What is the system time?
The
server is located in Canada. The game time is Eastern Time.
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