NEWBIE: Newbie Guide 2022

The place with help files for new players, weapon and equipment stats and other pertinent information for players of all levels and experience.
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hasp
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Joined: Sun Sep 17, 2017 11:30 pm

NEWBIE: Newbie Guide 2022

Post by hasp » Fri May 08, 2020 3:51 pm

This guide is intended to be used as an aide to people brand new to WoTMUD, regardless of whether they have previous experience with other MUDs or not. This guide is still very much a work in progess, and will be edited/added to as I am able. If people have comments/suggestions about the guide, its contents, or stuff they would like to see added, please feel free to PM me or post here. My comments on various things I encounter will be bolded and italicized. Everything else will appear roughly as it would in game.


((Looking up wotmud.org...))
((Connecting to 207.234.147.46:2222...))
((Connected.))


The Wheel Of Time MUD
Mark IV

Updated and Maintained by
Flash, Ingtar, Mournblade, & Zun

Based on the novels by Robert Jordan
and published by Tor Books

Running since Summer 1993
Original Code - CircleMUD
[DikuMUD I Original Source]

Original game idea, concept, and design:
Katja Nyboa, Tom Madsen, Hans Henrik Staerfeldt
Michael Seifert, and Sebastian Hammer

By what name do you wish to be known? nuevo A name, hmm. This is a new character, I'll name him new.
Did I get that right, Nuevo (Y/N)? y Yup, pretty sure.
New character.
You should now choose a secret passphrase for your character.
You will be asked for it next time you connect. It can be as long as you want, and should not be easily guessable.
Give me a passphrase for Nuevo: ********** Never give out your passphrase to another person, especially not posted on the forums. If you post a log on the forums for any reason, be sure to check that your passphrase is removed if your log includes the login screen.

Please retype passphrase: **********

What is your sex (M/F)? m I'm a guy, so I'll start out with a male character. You do not have to make a character that is the same sex as you, you can play whichever you like.

Select a race:
[H] - Human
[S] - Seanchan * (recommended experienced players only)
[T] - Trolloc * (recommended experienced players only)

Well it says Seanchan and Trolloc are recommended for experienced players only, and what I read on the website said I should start out as a human.

Race:h

Select a homeland:
[ 1] - Two Rivers
[ 2] - Andor
[ 3] - the Borderlands
[ 4] - Tarabon
[ 5] - Cairhien
[ 6] - Tear
[ 7] - Murandy
[ 8] - Amadicia
[ 9] - Shienar
[10] - Arafel
[11] - Kandor
[12] - Saldaea
[13] - Illian
[14] - Ghealdan
[15] - Arad Doman
[16] - Mayene
[17] - Altara

Hmm, I've read the books, but I remember reading on the wotmud.org website that homelands modify my character, and I don't remember what it said. I'll just Google "wotmud homelands" and see what comes up. Ah, the first link is to a WoTMUD wiki, that looks helpful. Looking around the wiki tells me about stats, and how a character's stats are what determine how well a character does. I don't know much about these numbers yet, so I'll just pick the Two Rivers because that was where Rand was from.

Homeland: 1

Select a class:
[C] - Channeler * (EXPERIENCED PLAYERS ONLY! YOU WILL BE HUNTED!)
[H] - Hunter
[R] - Rogue
[W] - Warrior

Select a class, hmm. A channeler sounds cool, but I know male channelers in the books went mad, and it says I will be hunted if I select that one. The website said a warrior would be easiest to start on, but that sounds kind of boring. I'll try a hunter, that sounds awesome.

Class: h

__ __ _______
\ \ / /_|__ __| __ _ _ ____
\ \ / / __ \| | \ / | | | | _ \
\ \ /\ / / / \ \ | \/ | | | | | \ \
\ \/ \/ /\ \__/ / | |\ /| | |_| | |_/ /
\ /\ / \____/| |_| \/ |_|\___/|____/
\/ \/ |_|

--------:- telnet://www.wotmud.org 2222 -:---------

------:- http://www.wotmud.org -:--------


Welcome to the Wheel of Time! Type 'help' for information.
Don't forget to read the forums at http://www.wotmud.org/forums !


Circle of Light
High amidst the heavens, the Circle of Light is the hallowed ground of the
friends of the Light. From here, some of the major destinations around the
world can be reached, as shown by a large sign. A permanent fountain in the
center of the Circle gives a soothing backdrop to ponder mortal matters.


New characters should LOOK NAMES, HELP RULES, LOOK NOTICE and LOOK INTRO.

To obtain some free starting equipment, TELL GUARDIAN KIT.

It is strongly recommended that new players look at our website
at wotmud.org, before starting out, for the rules, maps, and more.
[ obvious exits: D ]
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.
From this point on you will be saved under the new rent system.

Your color is now complete.
A kind soul tells you 'Welcome to the Wheel of Time Mud!'

A kind soul tells you 'Here are the top 3 tips from our players, to new players:'

A kind soul tells you 'Tip 1: It's easiest to start the game on a warrior from the Borderlands, Kandor, Saldaea and the Two Rivers homelands.'

A kind soul tells you 'Tip 2: type LISTEN ALL to toggle our global communication channels on/off. See: HELP LISTEN for further details.'

A kind soul tells you 'Once you are level 2, you can CHAT and ask questions. For example: chat can anyone help me, I'm new.'

A kind soul tells you 'Tip 3: visit our forums at http://www.wotmud.org/forums and check out our Help! forum for further information, like our Newbie Guide.'

A kind soul tells you 'If you want to hear these tips again, type SAY TIPS.'

Holy text, Batman! As you play this game, a lot of text will fly by the screen at a time, and one of the biggest tricks to playing it is learning which text to pay attention to and which you can ignore. The colors of text can really help you out in this fashion. When someone tells you something, be it another player or an NPC (non-player-character) like the kind soul did, it will show up as red text. Learning which colors as the standard for different things will help you pick out what stuff actually is without necessarily reading all the information.

Grannus arrives suddenly, looking dazed and confused.

This is another player character, having just arrived in this room called Circle of Light. This specific room is the room all human characters get put in if they die, and when it happens they appear just like Grannus did.

Grannus rests.

Grannus says 'food please'

A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.

Many NPCs in the game respond to certain actions from player characters. This kind soul, in addition to telling tips to new players, is designed to respond to people saying what Grannus did, to provide food and lights to the recently deceased.

Grannus gets a strange fruit from a wooden barrel.

Grannus gets a strange fruit from a wooden barrel.

Grannus gets a strange fruit from a wooden barrel.

Grannus stops resting, and clambers on his feet.

Grannus leaves down.

* HP:Healthy MV:Fresh > look names Depending on what sort of program you are using to play the game, some things may have additional color beyond the normal automatic colors built into the game. With the program I use, all my inputs to the game show up as green, so I will keep them that color to make it easier to see what commands I actually do. All the starting text was a little overwhelming, but it did say that new characters should do a few things, so I'll go ahead and type what the game told me to.

Names on this mud should be appropriate to Robert Jordan's timeline. Names
are to be a first name only as you can choose a last name or a title at
level 20. Also names should only have the first letter capitalized. Names
are to be actual names, not ideas, concepts, verbs, adjectives or anything
that could be confused with mobiles or code in the game. Some examples of
good names are Erengol, Arim, Galdor and Warlan. Some bad examples are Atom,
DarkAngel, WolfBrother, You, BOBBY, Flamewielder, Justicebringer & Sword.
Characters on the mud are also not allowed to use names from the book or
any close deviation of the name. So MatrimCauthon or Matt or Perryn is not
allowed. If you are in violation of any of these guidelines, you should
quit now and create a character with a proper name. If you keep an inproper
name, the Mud Staff will remove you from the game. So doing this simple
procedure now will save you some time and hassle.
If you are having trouble thinking up an acceptable name then just go on
the web to http://wotmud.org/names where the custom-made 'Wheel of Time
names maker' will make 100 random wot-type names for you.
Thanks for helping us keep to a high standard. Please enjoy playing the
Wheel of Time MUD!

Well, my name seems okay to me, and even if it isn't I don't intend to keep it long beyond making this Newbie Guide, so it won't matter.

* HP:Healthy MV:Fresh > help rules
RULES
The Five Rules

1) No Multiplaying. PERIOD.
If you are on the game in any form with more than one character
at a time, even one is *linkless* and regardless of what computer
the characters are playing from, ALL characters involved will be
immediately demoted to level 1. Multiplaying includes switching
between characters too quickly. When switching between characters on
the game, you must wait:
5 minutes between characters on the same side (Light,Dark or Seanchan)
30 minutes between switching sides (Light to Dark or Seanchan, etc)
30 minutes between switching immortal to mortal
Time is counted in real minutes and not affected by reboot or crashes.

The multiplaying rule wait times have since been changed. The wait time to change across sides is now 15 minutes instead of 30 minutes.

2) Loopholes.
It is illegal to abuse/exploit loopholes in the game or code, and
you are encouraged to report these loopholes. Loopholes are anything
that doesn't work as advertised or lets you do things which you
normally couldn't do, or makes an activity easier than it otherwise
would be.


* Press <Return> to continue, q to quit *>

For a lot of different things in the game, if the information coming from the game is in a large chunk, it will split the information up into "pages" and display the above line to indicate that more text is coming. To continue receiving the text, you simply hit enter or return and it will continue being displayed. If you enter any other command/keystroke, you will exit out of whatever information was coming to you.

Any rewards earned from exploiting loopholes (equipment, points, or
otherwise) will be revoked, and demotions up to a full zap are likely.

3) Role playing violations rule.
Role playing on this mud is by choice. Quest Point (QP) rewards are
given for role playing by immortals in charge of RP. Violations of
role playing will result in QP deductions. Judgment of RP violations
is at the sole discretion of the role-play staff.

4) Houseguest rule.
The immortal staff owns this mud and invite you to freely play here.
Please keep in mind that you are a welcome guest and that you are
expected to conduct yourself accordingly. All message areas,
communications channels, and the very ability to play here are all
privileges offered to you and may be withdrawn at any time for
conduct unbecoming a houseguest. (This includes harassment of anyone
else but does not necessarily include swearing). Any incidents which
merit recourse to the authorities should be logged and reported by
yourself. Any threatened or actual incidents which may, in your
opinion, merit recourse to the authorities, are your responsibility
to record and report as soon as possible.


* Press <Return> to continue, q to quit *>
5) Detailed Rules.
From time to time, less philosophical and more technical rules must
be placed on the game due to the dynamic environment and unforeseen
problems with code. These rules may be temporary in nature, but may
hold for longer periods of time until the underlying cause is solved.
These rules will be summarized on the Announcements forum on the game
web site. You are required to read the forum before each login to make
yourself aware of the latest information.

Unannounced changes to the game by immortals, including control of mobs, are
expressly permissible.

Player killing, player stealing are legal but may have consequences under #3.

Punishment must be by a visible immortal or include notification of the
immortal involved, along with the specific rule broken. You get one appeal
to a higher immortal. There is no appeal from an Implementor.

As Rule #5 stated, these 5 rules are not the only rules placed on the game, just the most basic. All of the current rules can be viewed in the Rules post in the Announcements section of the forums.

* HP:Healthy MV:Fresh > look notice
Welcome to WoTmud IV, the Wheel of Time MUD, the largest free Wheel of
Time-based online RPG. With more than 6,000 players from 80+ different
countries, we hope that you will enjoy yourself in our corner of the Internet.

Please have a look at our website at http://wotmud.org/ before starting out in
this game. There are a number of features unique to WoTmud that should be taken
account of prior to character creation, and the website is a good place to
discover those. Type "Tell guardian kit" (followed by return) to obtain some
starting equipment, and read the news boards around the cities to obtain the
latest information about the game.

In order for your equipment to be saved, you must rent at an inn, which will
cost you some coin depending on the quality and quantity of what you've got.

Please also report any problems and comments you may have either on the boards
or to [email protected]/. If you enjoy playing the game, and wish to help us
promote it, please put up a link to our site on the WWW!

-- management

Some of this information is out of date, and some of it we have already been told, so it isn't all that important.

* HP:Healthy MV:Fresh > look intro

Welcome to the Wheel of Time.
There are a things that you REALLY do need to be aware of.
When you're new here, WoTmud can be... VERY challenging.
Would you like to know some essentials about survival here?
Robert Jordan's 'Wheel of Time' is a dark and complex world.
Many enemies lurk in dark corners, awaiting their chance...
All ready to take your life to vanquish the forces of Light!
Rats, crows and ravens spy for the dark: don't let them follow you.
An important thing is the concept of innocence.
Kill an innocent being, and you'll find yourself WANTED!
And if the clans hear of it, they'll chase you...
... to the end of the world and beyond, seeking justice!
The forces of Justice vary from land to land, city to city.
Some cities are regulated by clans, others only by the citizens,
If any Darkfriend tries to kill you there, let its clan know!
Or, join the clan, and help keep the lawlessness at bay.
Consider all except members of the enemy race innocent.
You're advised NOT TO KEEP COMPANY with those that are wanted.
Ask players if they're wanted before setting out with them.
Channeling (magic) is a mighty gift learned only by the select.
The White Tower of Tar Valon knows the mightiest weaves...

* Press <Return> to continue, q to quit *>
Although rumours exist of a 'Kin', independent of Tar Valon.
Male Channelers are highly dangerous, and hunted by all.
Yet one of them will be the Dragon Reborn, the leader of the Light!
Take good heed of the Woodsman alarm on your travels,
They patrol the lands, aware of Seanchan and Shadowspawn invasions.
Many will respect and thank you for narrating of enemy invasions.
Most cities are well-defended, with stout gates that close at night.
..which you must 'call open' at night when they're closed.
Being young, you will find the world uncompromising, and tough.
Youngsters are not protected here, and only the best survive.
But, there are 100+ quests for the young, issued by town criers,
and you'll soon have enough money to buy some good equipment.

Again, some of this information is outdated and not relevant, but a couple things to take from this are that 1) most city gates close at night and will need to be "called" open, and 2) town criers provide quests for newer characters for money.

* HP:Healthy MV:Fresh > look
Circle of Light
High amidst the heavens, the Circle of Light is the hallowed ground of the
friends of the Light. From here, some of the major destinations around the
world can be reached, as shown by a large sign. A permanent fountain in the
center of the Circle gives a soothing backdrop to ponder mortal matters.


New characters should LOOK NAMES, HELP RULES, LOOK NOTICE and LOOK INTRO.

To obtain some free starting equipment, TELL GUARDIAN KIT.

It is strongly recommended that new players look at our website
at wotmud.org, before starting out, for the rules, maps, and more.
[ obvious exits: D ]
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.

You will notice that certain things here are colored differently than they were the first time we saw all this information. This is because the first time, the game colors had not yet been turned on. Now, we see three additional colors. The light blue colored text (Circle of Light) is the room name you are currently in. The game is split into thousands of different rooms, which can be traveled to using the directional commands. Each room has its own room name, though not all room names are unique. The room name always appears at the beginning of the text you receive upon entering a new room.

All the text directly following the room name is the room description. It both describes the area of the room itself (which may be an outdoor or indoor location, a game "room" does not specifically mean indoors) as well as the surrounding areas. Most room descriptions will provide details of the setting of the room, certain items that may be there, hints to what may be in other directions, etc. As a new player, reading the room descriptions can be one of the best ways to find your way around if you get lost or are trying to find something specific.

The room description is always immediately followed by a line telling which exits are available from the current room. In this case, there is only one exit: D. In this game, there are only 6 directional commands, north, south, east, west, up, and down. All of these can be shortened to simply N, S, E, W, U, D, respectively. Most rooms only have exits in certain directions, but there may also be secret exits that are hidden from normal sight by hidden doors. Hidden doors generally require a special skill to find and open, as well as some exploring on your part.

Following the obvious exits line is more colored text. Anything after the obvious exits line is either an item on the ground in the room you are currently in, an NPC, or another player character. In this case, the two light green lines are objects in the room, a fountain and a barrel. The yellow-brown line is an NPC in the room, the kind soul who gave tips earlier.

* HP:Healthy MV:Fresh > tell guardian kit
Ok.
The Guardian has honored your request.
The Guardian tells you, 'Rent at an inn before you leave in order to save your equipment.'

In this case, The Guardian is not an actual NPC in the game, so it wasn't a real tell like the kind soul NPC sent. Thus, the tell text did not show up as red. It was merely a coded action from the game displaying the message. Now that I have a new kit, I want to check out what I have. The way I can see what I'm wearing is by typing equipment.

* HP:Healthy MV:Strong > equipment
You are using:
<worn on head> a leather helmet
<worn on body> a worn leather vest
<worn on arms> a light pair of leather coverings
<worn as shield> a wooden practice shield
<worn about waist> a plain brown belt
<worn on belt> a soft leather pouch
<worn on legs> a pair of thin leather leggings
<worn on feet> a pair of heavy leather shoes

This is all the gear I currently have on. There are many different slots which can be filled by various items in the game. In addition to directly wearing gear, you can hold stuff in your inventory.

* HP:Healthy MV:Full > inventory
You are carrying:
a water skin
two gold crowns
a quarterstaff

Cool, I have a quarterstaff. I want to use it, so I'll try wielding it.

* HP:Healthy MV:Full > wield staff
You need two hands free to wield a quarterstaff.

Hmm, it's not letting me wield it, because I don't have enough free hands. If I look back at my equipment, I can see I'm using a shield, perhaps that is taking up one of my hands. I'll try removing it.

Ishar has entered the game.

Ishar leaves down.

* HP:Healthy MV:Full > remove shield
You stop using a wooden practice shield.

* HP:Healthy MV:Full > wield staff
You wield a quarterstaff with both hands.

The quarterstaff takes two hands to wield, whereas the shield takes one hand. I don't have three hands, so I can't use both at once. Weapons in this game can either be one or two-handed, so some might be usable with a shield whereas others will not. Now that I've wielded my staff, I want to check out some of the other stuff in the room.

* HP:Healthy MV:Full > look at fountain
It is a fountain.

* HP:Healthy MV:Full > look at barrel
It is a wooden barrel.

I looked at the fountain and barrel, but doing so only told me what the objects were. However, I want to know what is in the barrel.

* HP:Healthy MV:Full > look in barrel
barrel (here) :
a torch
a torch
a torch
a torch
a torch
a torch
a torch
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit
a strange fruit

By looking in the barrel instead of at it, I can now see the contents of the container. That was a whole lot of text, though, and I didn't like how it was displayed. I remember from the website that there was a way to display this information differently in the game, by toggling a certain command.

* HP:Healthy MV:Full > change spam 1
Spam protection (objects, horses, etc) is now on.

* HP:Healthy MV:Fresh > look in barrel
barrel (here) :
[7] a torch
[23] a strange fruit

By toggling "spam 1" on, objects now stack on top of each other instead of displaying separately. This can help reduce a lot of the extra text lines in the game.

Grannus arrives suddenly, looking dazed and confused.

* HP:Healthy MV:Fresh >
Grannus snaps his fingers.

* HP:Healthy MV:Fresh > listen all
You now listen to all channels.

The kind soul NPC advised that I try a "listen all" to hear the global communications between people, and to check out the help file as well.

Grannus gets a strange fruit from a wooden barrel.

Grannus gets a strange fruit from a wooden barrel.

* HP:Healthy MV:Fresh > help listen
LISTEN

Syntax: listen <channel>
listen ravens
listen wolves

Listen is used to turn on and off the various player communication
channels. To turn off a channel, listen to it again if it is already on.

In addition to players, various mobs also communicate on the channels.
For trollocs, crows/ravens/rats broadcast information, as do wolves on
the human side (although only Wolfbrothers can hear the wolf reports).
To turn off these mob reports, use listen ravens/wolves, depending upon
your race.

Example:

> listen narrate
> listen all
> listen none
> listen chat


Grannus rests.

* Press <Return> to continue, q to quit *>
SEE ALSO: Narrate, Chat

An important thing to note, though, is that like some of the intro information, some of the help files might also be out of date. They will still yield mostly accurate information, but as various things have changed over the years they might not be 100% correct.

* HP:Healthy MV:Fresh > look
Circle of Light
High amidst the heavens, the Circle of Light is the hallowed ground of the
friends of the Light. From here, some of the major destinations around the
world can be reached, as shown by a large sign. A permanent fountain in the
center of the Circle gives a soothing backdrop to ponder mortal matters.


New characters should LOOK NAMES, HELP RULES, LOOK NOTICE and LOOK INTRO.

To obtain some free starting equipment, TELL GUARDIAN KIT.

It is strongly recommended that new players look at our website
at wotmud.org, before starting out, for the rules, maps, and more.
[ obvious exits: D ]
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
Grannus of Cairhien is resting here.
A kind-faced figure stands here.

This time when I looked in the room, I can see Grannus here too. He also shows up as the same color as NPCs in the room. I've checked out stuff here, so I'm going to move on.

* HP:Healthy MV:Fresh > down
Entering the Weave...
You tingle as the Pattern weaves itself around you once again. You prepare to
enter the woven thread and current age.

A guidepost stands here offering instruction to the respun. You should LOOK
POST.

The Eye of the World, city of legend and myth lies down below the mists,
ready to receive those who are new to this weave of the Wheel.

[ obvious exits: D ]

Grannus has entered the game.

Dario chats 'how do i get out of eye?'

Global communications, such as chats or narrates, will show up as this same yellow-brown as well. They are easy to distinguish from objects in the room, though, because they always show up as a name chatting or narrating something, like above.

Grannus is rewoven.

* HP:Healthy MV:Full > look post
------------------------------------------
In order to be respun into this thread you simply need to
choose your destination. To be respun enter the follow command:

enter weave <location>

Replace <location> with where you would like to be respun.

Threads of the Wheel...choose wisely...
.-------------------------------------------------------------.
| Beginner | Experienced | Journeyed | Mastered |
|-------------------------------------------------------------|
| Emond's Field | Aringill | Fal Dara | Lockshear |
| Caemlyn | Whitebridge | Maradon | Chachin |
| Amador | Four Kings | Tar Valon | Irinjivar |
| Cairhien | Baerlon | Lugard | Touchan |
| Illian | Tarendrelle | Maerone | |
| Tear | Watch Hill | Tanchico | |
| Mayene | Bandar Eban | | |
| | Deven Ride | | |
| | Glancor | | |
| | Far Madding | | |

Dario chats 'find officer and say take me to caemlyn?'

Owelvydher chats 'find the coachman south west ish of the square and say take me to caemlyn please'

Edana chats 'tell coachman take me to caemlyn please'

* Press <Return> to continue, q to quit *>
| | Taren Ferry | | |
.-------------------------------------------------------------.


*** Any level may enter the Beginner or Experienced threads ***
*** To enter Journeyed threads you need to be Level 20 ***
*** To enter Mastered threads you need to be Level 40 ***

When information coming from the game is paginated, like mentioned before, other information such as chats or narrates will be displayed while the game is waiting for you to hit enter/return or some other command. Chats and narrates can be a little obnoxious for a newer player trying to get a grip on an already quickly scrolling by screen, so a good idea might be to turn them off for the time being.

* HP:Healthy MV:Full > listen none
You now ignore the chats and narrates.

In the room description, it mentioned that the Eye of the World was down from my current room, for people new to this weave of the Wheel (new to the game).

* HP:Healthy MV:Full > d
Ok.

The Newcomer's Refuge
A small building of brick and mortar, this refuge is home to people who see
themselves as the official 'welcome wagon' people of the city. The door is
always open, and someone helpful can usually be found within. A big brass
bell is mounted on the wall.

Mounted on the wall are a gleaming PLAQUE and a SIGN for you to LOOK at.

A note from the Staff is tacked to the wall:
Bringing equipment or items here from outside of the Eye is illegal, and
all such equipment is subject to confiscation.
[ obvious exits: S U ]
The postmaster stands here, ready to deliver the mail.

To learn a few important things about the game, do the quest!
You can start the quest by reading the plaque in this room!

A warrior from the Borderlands bellows 'Greetings Nuevo, welcome to our town!'

For some starting supplies type TELL GUARDIAN KIT.

Your equipment will appear in your INVENTORY, from which you can WEAR ALL.

I have my global communications turned off, but I still heard this NPC bellow. A bellow is a zone-wide communication, using the "yell" command, which is only heard by people within the same zone as you. A zone is a specific grouping of roughly 100 rooms in a certain area. In this instance, this Eye of the World starter area is one big zone, and this warrior NPC is yelling to everyone in it about another player arriving.

In the room description, it mentions a plaque and a sign to look at, and that if I want to learn important things about the game, I should check out the plaque. Notice though that there aren't physical objects in the room for the plaque and the sign. A lot of rooms will have things in them that are only described in the room description, but that can still be interacted with to some degree, such as the plaque and sign here. This is a reason why reading room descriptions can be useful when exploring.

* HP:Healthy MV:Fresh > look plaque
Ok.

Top Twelve Things You Should Know Before Playing The Wheel of Time MUD

THE FIVE RULES are the basic rules that every player at the Wheel of Time MUD
can expect to experience and are required to adhere to. You can read them
by typing HELP RULES. If you join a clan you will be subject to additional
rules regarding both roleplay and specific rule requirements for the clan itself.

For a game tip, look at the sign!
To learn about item number two of our top twelve, go to the innkeeper by
typing SOUTH, WEST, WEST, NORTH, UP or S, W, W, N, U for short.

Like the directional commands, most other commands in the game can be shortened to some degree. A lot of figuring out how to shorten a command is done by trial and error. Most often, it is done by just chopping off a large portion of the back end of the command. In some cases though, two commands might be similar enough that if you chop off too much of the word, you will instead enter a different command.

Barriston has suddenly arrived.

* HP:Healthy MV:Fresh > l sign
Barriston leaves south.
Ok.

Here I shortened the look command to simply "l".

A warrior from the Borderlands bellows 'Greetings Barriston, welcome to our town!'
Game Tip 1: Lanterns.

To make sure you can see at night you can carry lanterns or torches.
To turn on a light source, type HOLD LANTERN. To switch off the light source,
type REMOVE LANTERN. No light source lasts forever, at some point they go
out. Grocers sell fresh lanterns. To see how much longer your lantern will last,
type EXAMINE LANTERN. To get rid of a burnt out lantern simply throw it away
by typing DROP LANTERN or by giving it to a mob.

* HP:Healthy MV:Fresh > inv
You are carrying:
a wooden practice shield
a water skin
two gold crowns

* HP:Healthy MV:Fresh > equip
You are using:
<worn on head> a leather helmet
<worn on body> a worn leather vest
<worn on arms> a light pair of leather coverings
<wielded two-handed> a quarterstaff
<worn about waist> a plain brown belt
<worn on belt> a soft leather pouch
<worn on legs> a pair of thin leather leggings
<worn on feet> a pair of heavy leather shoes

Well I don't have any lanterns that I see, but I do notice that I have a pouch on my belt. Perhaps I can look in it. Let's try out the examine command it just mentioned.

* HP:Healthy MV:Fresh > examine pouch
It is a soft leather pouch.
When you look inside, you see:
pouch (used) :
a torch
a leather water flask
[2] a soft honeycake
[3] a hunk of beef
a rusty dagger
[2] a lantern

Instead of looking at or in a container or object, the examine command can be used to do both at once. When I examined the pouch, it both told me what it was, as well as what was contained inside. I see now that I have lanterns and a torch in my pouch, and I want to get them out.

* HP:Healthy MV:Fresh > get torch pouch
You get a torch from a soft leather pouch.

In this game, various prepositions (such as at, or from) are simply assumed when you are typing commands. In this instance, I want to get the torch from the pouch, but the game already assumes the prepositional portion of the phrase, so I only need to type "get torch pouch" instead of "get torch from pouch". Likewise, when I want to look at something, I simply need to "look fountain" or "look NPC" rather than "look at fountain" or "look at NPC".

* HP:Healthy MV:Fresh > exa pouch
It is a soft leather pouch.
When you look inside, you see:
pouch (used) :
a leather water flask
[2] a soft honeycake
[3] a hunk of beef
a rusty dagger
[2] a lantern

* HP:Healthy MV:Fresh > exa torch
It is a torch that should be good for approximately 16 hours.

I see by examining the torch that it has 16 hours remaining. These hours refer to in-game hours, rather than real-life time. An in-game hour is roughly 1 real-life minute, but in actuality it is slightly longer due to accumulated server lag. A game day is 24 hours long. You can see the current game time at any given moment simply by typing "time".

* HP:Healthy MV:Fresh > time
It is 5 o'clock pm, on the 18th day of the month of Danu, year 1001.
According to legend and prophecy, this is the Zunth Turn of the Wheel.
The official forums are back at 'http://www.wotmud.org/forums/' enjoy!

(Server: Fri Oct 25 02:31:08 2013 EST, up for 18 hours, 35 minutes)

I'm done here, so I want to move on to the next plaque in the series, so I follow the directions given.

* HP:Healthy MV:Fresh > s
On Adanza Street
A narrow street on the outskirts of the city, Adanza Street is a smooth
road that has seen decades of travel as people have made their way
throughout the city. An official-looking building to the north has a brass
plaque posted next to the door. There is an open park to the east, and to
the west is the small southern gate.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy MV:Full > w
The Southern Gate
A narrow gate set into the southern wall leads out to the wilds where a
narrow road hardly larger than a goat track has a rock-pocked surface. A
small way to the north is the city square, and Adanza Street runs parallel
to the wall surrounding the southern side of the city. Above the gate are
murder holes, perfect for protected attacks against anything laying siege
to the city itself from beyond.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy MV:Full > w
Outside the Ansaline Gardens Inn
A squat building of green limestone to the north is the jewel of the entire
street, its intricate carvings of flowers and trees appearing almost
lifelike. Across the way is the wall surrounding the city, and the street
runs east to west in a straight line.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Child of the Light watches with vigilence.
A peddler pawns his wares here.
A dust covered coachman stands here, waiting for passengers.

* HP:Healthy MV:Full > n
The Ansaline Gardens Inn
A large room of bleached oak practically shines, day or night. Clean tables
flank a large central stone fireplace and a long bar set along a wall is
tended quickly. Stairs lead up to the private chambers where, for a
moderate fee, a weary guest can spend a peaceful night. Throughout the room
are real plants of exotic species, a small remembrance of another place and
time long lost. Mounted on the wall are a dull gleaming plaque and a sign.
[ obvious exits: E S U ]
A slender woman flips a dagger from hand to hand.
A bartender serves customers with a greedy smile.

* HP:Healthy MV:Full > l plaque
Ok.

Top Twelve Things You Should Know Before Playing The Wheel of Time MUD: 12

PRIVACY is something you should value. Do not ask people who their other characters
are in any way, nor should you answer any requests for the same thing. Don't give out your
name, address or identifying information. Your password should never be asked for in the
game except upon a rare occasion by a Staff member. If anyone attempts to pressure you
into giving out any of this information, mail PR Administration in the forums and discontinue
speaking with that player or character.

For a game tip, look at the sign!

To enter the vastness of the world outside this city, go to the coachman outside this inn,
and ask him TAKE ME TO CAEMLYN PLEASE, then follow the coachman's instructions.

This concludes the top twelve things you should know about the Wheel of Time MUD.
Good luck, have fun, and welcome to the Wheel of Time! There is a lot to discover
and we hope you will enjoy your time here.

I thought I was in the correct room, as there was a plaque and sign here, but then I realized this was plaque #12 of a 12 part set, so I scrolled back up to see that I should be one room away from where I currently am according to the last plaque's directions.

* HP:Healthy MV:Full > u
Outside the Guest Rooms
A central hallway akin to one in a private home is lined with doors leading
to private bedrooms. For a fee a traveller can stay overnight, guaranteed a
peaceful and safe stay. Mounted on the hallway's wall and lit by an oil
lamp are a dull gleaming plaque and a sign.
[ obvious exits: D ]
Hand on his sword hilt, a Borderlander watches the shadows.
A fairly large and strange looking bird pokes about.
An innkeeper makes his rounds of the room, tending to guests.

* HP:Healthy MV:Full > l plaque
Ok.

Top Twelve Things You Should Know Before Playing The Wheel of Time MUD: 2

THE NAMES POLICY is in place to help the game be Wheel of Time. We reserve
the right to remove you from the game at any time, regardless of your level in
the game or how long you have been playing, and require you to make a new
character with an acceptable name. The only exceptions to this are if a character
is older than a certain date. If you are a new character to the game and are in this
game area, you do not qualify as an exception. Please be sure your name fits the
names policy so that you can get out there and have some fun!

For a game tip, look at the sign!
To learn about item number three of our top twelve, spam d, s, all e, n, w.

* HP:Healthy MV:Full > l sign
Ok.

Game Tip 2: Logging off.

If you want to log off, DO NOT type quit. This will cause you to quit, but you will drop
everything you own on the ground and lose it all. Instead of typing QUIT, go to an inn.
You are at the inn now. If you want to log off, return here. To log off and store your
belongings you can type RENT. To get an offer of how much it will cost you to rent,
type OFFER. Other functions at the inn include storing equipment. This equipment will only
be available to you in this particular inn. To retrieve it, you will have to return to the inn
where you left it. To deposit an item, type DEPOSIT VEST for example. To see what you
have stored, type LIST. To retrieve what you have stored type WITHDRAW 1, where 1 is
the item number you want to withdraw.


A warrior from the Borderlands leaves down.

* HP:Healthy MV:Fresh > offer
An innkeeper tells you, 'Your rent allowance is currently 8 coppers per day.
You have 2 coppers left unused on your allowance.
Your rent is free!'


* HP:Healthy MV:Fresh > list
An innkeeper tells you, 'I don't have any items for you here.'

Similar to the Guardian tell, these tells from the innkeeper are coded actions from the game and don't show up in red. The innkeeper tells me that I have an 8 copper rent allowance currently. My rent allowance is based off my current level and clan rank. As I level up, and as I rank up in a game clan, my rent allowance will increase. My rent cost is based off the cost of the items I currently have on me. None of the items I have right now are worth much, so my rent cost is very low. When you wish to exit the game, to keep all of your gear you MUST rent at an inn. If you simply exit out by closing your program that you are using to play the game, your character is still in game and can be killed for a period of time. If you exit using the "quit" command, your character exits the game immediately, but any gear or items you were carrying drop to the ground wherever your character last was.

* HP:Healthy MV:Fresh > d
The Ansaline Gardens Inn
A large room of bleached oak practically shines, day or night. Clean tables
flank a large central stone fireplace and a long bar set along a wall is
tended quickly. Stairs lead up to the private chambers where, for a
moderate fee, a weary guest can spend a peaceful night. Throughout the room
are real plants of exotic species, a small remembrance of another place and
time long lost. Mounted on the wall are a dull gleaming plaque and a sign.
[ obvious exits: E S U ]
Hand on his sword hilt, a Borderlander watches the shadows.
A slender woman flips a dagger from hand to hand.
A bartender serves customers with a greedy smile.

* HP:Healthy MV:Full > s
Outside the Ansaline Gardens Inn
A squat building of green limestone to the north is the jewel of the entire
street, its intricate carvings of flowers and trees appearing almost
lifelike. Across the way is the wall surrounding the city, and the street
runs east to west in a straight line.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Hand on his sword hilt, a Borderlander watches the shadows.
A dust covered coachman stands here, waiting for passengers.

* HP:Healthy MV:Full > e
The Southern Gate
A narrow gate set into the southern wall leads out to the wilds where a
narrow road hardly larger than a goat track has a rock-pocked surface. A
small way to the north is the city square, and Adanza Street runs parallel
to the wall surrounding the southern side of the city. Above the gate are
murder holes, perfect for protected attacks against anything laying siege
to the city itself from beyond.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A peddler pawns his wares here.

* HP:Healthy MV:Full > e
It is pitch black...

o HP:Healthy MV:Full > e
It is pitch black...

Humans are unable to see in the dark, which is why lanterns and other light source items are so important to have on you at all times. I didn't realize that night had fallen while I was reading the plaques, and so now I can't see any of the room names, room descriptions, or contents of the rooms I'm passing through in the dark. To remedy this, I must hold a light source, like the torch I examined earlier.

o HP:Healthy MV:Full > hold torch
You hold a torch above your head.

* HP:Healthy MV:Full > l
Along Adanza Street
The southernmost road in the city is narrow, with such close quarters that
it's as if the street was an afterthought when the city was built. The wall
surrounding the city looms to the south offering protection against
anything that could be roaming beyond them. To the east is a park, and to
the west the street is a straight line of shops and houses.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An Illuminator's apprentice walks by quickly.

Now that I'm holding a light, I can see everything in the room I'm in. Another thing I notice once I hold the light is the bit of text before all the commands I entered was different when I was in the dark. This line of text (* HP:Healthy MV:Full > ) is called the prompt, and contains various bits of information. First is the "*", though when I was in the dark it was "o" instead. The first symbol in the prompt in this instance is telling me whether the room I'm in is currently lit or dark. When the room is lit, the prompt shows the *, and when it is dark, the o. Next in the prompt is my HP, or hit points, and MV, or movement points. The prompt shows my current HP and MV levels. I'll go into more detail about these later. More information about the prompt can be found in the help file for it (help prompt).

* HP:Healthy MV:Full > e
The Southeast City Park
A meticulously tended lawn covers the park like a swath of emerald silk,
dotted with flowers bursting with fragrance and gem-like hues. A stylized
pond shimmers clear blue in the exact center with artful benches along its
shoreline. It's almost easy to ignore the protective wall around the city,
on the east and southern sides of the park.

A BIG SIGN YOU CANNOT POSSIBLY MISS IS HERE.
[ obvious exits: N W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.
A black dog is here, wagging its tail.

* HP:Healthy MV:Full > l sign
This city is outside the Wheel of Time MUD clan justice system. There will
be no warrant serving allowed. There will be no warranting allowed. Any
clan member hunting a wanted in this city or its outlying areas, or issuing
a warrant for anything here, will be heavily penalized by Staff. Thank you.

* HP:Healthy MV:Full > n
Mar Rouis Way
Very old leatherleaf trees grow on the west side of the street, carefully
tended to almost blend into the architecture of the buildings lining that
side of the road. The protective wall of the city looms to the east, with a
bronze gate set into it a little to the north. To the south is an open
grass area dotted with colorful flowers.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Red Eagle soldier walks by proudly.
A man is here.

* HP:Healthy MV:Full > w
The Grocer Shop
Bins of dry goods line the walls of this grocer's, with tables displaying
fresh produce and fruit down the center. The shop is very clean, without
even a speck of lint floating through the air. A dull gleaming plaque and a
sign have been mounted on the back wall.
[ obvious exits: E ]
A grocer stocks some shelves.

* HP:Healthy MV:Full > l plaque
Ok.

Top Twelve Things You Should Know Before Playing The Wheel of Time MUD: 3

COMMUNICATIONS CHANNELS are there to help, but aren't there for abuse. The NARRATE
channel is for in-character (IC) talk and player-killing (pk) talk only. The CHAT channel is
for things you'd like to talk about that are not related to the Wheel of Time MUD such as
last night's football game. Speaking about WoTmud-related items on the chat channel
does not exempt you from any roleplay repercussions of your statements. As per the
Houseguest rule, if any Immortal states that something on public channels is inappropriate
you are expected to cease immediately or be subject to a NOSHOUT and/or NOTELL.

For a game tip, look at the sign!
To learn of number four of our top twelve, spam e, n, w, n.

* HP:Healthy MV:Full > l sign
Ok.

Game Tip 3: Shops.

To see what a shop sells type LIST. To buy something type BUY LANTERN. Some shops will
also buy things, to see if they buy what you have type VALUE BAG, for example. If you
think the shopkeeper offers a fair price, you can SELL BAG. There is a bag of Tremalking
Black tea to be found in the area for you to test this with.

* HP:Healthy MV:Full > list
You can buy:
A torch for 3 coppers.
A sheet of paper for 1 copper.
A fine quill pen for 10 coppers.
A cup of hot, bitter tea for 2 coppers.
An apple for 3 coppers.
A package of dried rations for 1 gold crown and 2 coppers.
A thick brown sack for 11 coppers.
A water skin of water for 3 coppers.
A torch for 3 coppers.
A length of rope for 10 coppers.
A large melon for 1 copper.
A fine quill pen for 10 coppers.
A sheet of paper for 1 copper.
A leather water flask of water for 4 coppers.
A blanket for 4 coppers.
A lantern for 5 coppers.

* HP:Healthy MV:Full > i
You are carrying:
a wooden practice shield
a water skin
two gold crowns

* HP:Healthy MV:Full > value shield
A grocer tells you 'I don't buy that.'

* HP:Healthy MV:Full > value skin
A grocer tells you 'I'd give you 3 coppers for that.'

There are many shopkeepers throughout the game, selling various items depending on the type of shop. Grocers, like this one, typically sell stuff like lanterns, water skins, paper, and other assorted odds and ends. Other shops, such as armorers or weaponsmiths, will sell armors and weapons. Depending on which type of items the shop usually sells, the items they buy will also be limited. Shops will typically only buy items similar to those they already sell. This grocer, for example, won't buy my shield, whereas an armorer might. Whether or not a shopkeeper can buy an item is also dependent on how much money the shopkeeper currently has, which can depend on how much the shopkeeper starts with, what has been purchased by other players, what has been sold, etc. Just because a shopkeeper might buy a particular item does not mean he necessarily can afford it at any given time.

* HP:Healthy MV:Fresh > e
Mar Rouis Way
Very old leatherleaf trees grow on the west side of the street, carefully
tended to almost blend into the architecture of the buildings lining that
side of the road. The protective wall of the city looms to the east, with a
bronze gate set into it a little to the north. To the south is an open
grass area dotted with colorful flowers.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Red Eagle soldier walks by proudly.
A man is here.

* HP:Healthy MV:Full >
A Red Eagle soldier stops using a torch.

* HP:Healthy MV:Full > n
The Eastern Gate
A two story high bronze gate and portcullis is set into the wall
surrounding the city, its sheer size a testament to how quickly troop
movement could occur if the city was threatened. Set above the gate are
several murder holes for siege defense. Mar Rouis Way runs south to north,
and Comelle Street is to the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.

* HP:Healthy MV:Full > w
Comelle Street
A wide street with a median of shady leatherleaf trees runs east to west,
the largest and busiest route throughout the city. To the west is the city
square, and buildings on both sides of the street compete with each other
for height. Some buildings look plain while others seem to be crafted
pieces of art.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Red Eagle soldier walks by proudly.

* HP:Healthy MV:Full > n
A Clean, Well-Lighted Place
The front room of a two story house is decorated with simple chairs and
tables, most of gleaming wood. Cheerful drapes flutter in the front windows
facing Comelle Street and a wreath of broomweed hangs against the glass.
The scent of herbs hangs in the air. Hanging next to a cupboard filled with
jars are a dull gleaming plaque and a sign.
[ obvious exits: S ]
The apprentice is here, tending the stores.

* HP:Healthy MV:Full > l plaque
Ok.

Top Twelve Things You Should Know Before Playing The Wheel of Time MUD: 4

INFRACTIONS of game mechanic rules (not roleplay or clan rules) that result in some
kind of punishment must be either documented by an Immortal and mailed to you
(if you are offline) or the Immortal must be visible when the infraction results in a
punishment. A warning is not a punishment.

For a game tip, look at the sign!
To learn of number five of our top twelve, spam sww.

* HP:Healthy MV:Full > l sign
Ok.

Game Tip 4: Mobs.

In some other games, mobs may be called npc's, non-player-characters. We usually
refer to them as mobs. Most human mobs are considered innocent; they are ordinary
citizens like the Wisdom apprentice here. Some however, are not quite as innocent
and they will attack you. This means you can kill them without repercussions. Some
clans have different rules regarding which mobs are innocent and which ones
are not. However, if you kill a harmless mob or player character, the local justice clan
may put a price on your head and you will be warranted and killed. Remember,
actions have consequences!

Whenever you hear someone referring to mobs in the game, it just means NPCs. We pretty much never call them NPCs here at WoTMUD. Any humanoid mob that doesn't attack you first is considered innocent, which means if you kill it you can and probably will get in trouble with the law for doing so. Pretty much all non-humanoid mobs are okay to kill, though there are some exceptions. As a human, you almost never want to attack and kill horses. You also won't want to kill wolves, as they aid against the Shadow and it might anger certain people. Another exception is any mob that is being used as a pet by another player. Certain mobs can be purchased from pet shops across the game and used as pets, and they follow around the person that bought it. Killing someone else's pet mob is generally considered poor form and can make that player rather mad with you. Some common pets include chickens, puppies, parrots, and falcons. If you see a mob following around another player (entering/leaving a room directly after that player), avoid killing it (the notable exception being Shadoweyes, rats, ravens, and crows).
Last edited by hasp on Mon Jun 27, 2022 3:10 pm, edited 12 times in total.

Asandra
Posts: 746
Joined: Mon May 13, 2019 11:30 am

Re: Newbie Guide 2020 - IN PROGRESS

Post by Asandra » Mon May 11, 2020 11:38 am

I started out with making a short video on how to start the game. Ended up being almost an hour!
https://youtu.be/4NUSLuWRVxo

It shows how to get to level 10 as a human hunter (with prerolledstats), and get some decent equipment and some cash on the way!
Last edited by Asandra on Thu May 14, 2020 2:27 pm, edited 1 time in total.

hasp
Posts: 553
Joined: Sun Sep 17, 2017 11:30 pm

Re: Newbie Guide 2020

Post by hasp » Thu May 14, 2020 1:06 pm

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Post Reply