Showing posts with label Help. Show all posts
Showing posts with label Help. Show all posts

Thursday, July 26, 2012

Weaponcrafting outside of the Guilds

I've talked a lot about crafting, and am still working on adding all the relevant information to the blog but I recently found out that there are two weapons that can be crafted outside of the Guild system. One is a silver basilard, which is a dagger, and one is a spear, though I'm not sure what the name of it is. 

In order to make these items, you'll need a few items to give the blacksmith:

For a dagger:

  • a common dirk
  • a ring of silver
  • a bar of iron ore
  • a diamond wedding ring
For a spear:

  • a hooked spear
  • a light metal javelin
  • a dull-gleaming hunk of rock
  • a gold-chased goblet

You will also need to pay 75 gold to have these items made. Once you have all the items, travel to Katar on the Almoth Plain. Find the blacksmith, which is 1n, 1w from the well. You will know you're in the right place if you can see the following sign:

* HP:Hurt MV:Winded > lo sign
-----------------------------------------------------------
A superior DAGGER requires a common dirk, a ring of silver,
a bar of iron ore and a diamond wedding ring.
A superior SPEAR requires a hooked spear, a light metal
javelin, a dull-gleaming hunk of rock and a gold-chased goblet.
Please follow these instructions:
1. One at a time please! 
2. Pay the fee of 75 gold crowns by giving EXACTLY that amount
to the expert weaponsmith. 
3. Hand the expert weaponsmith the necessary items for your
choice of weapon. 
4. Declare the weapon you desire, by asking 'Please craft me a
superior dagger' or 'Please craft me a superior spear'. 
5. Wait patiently and dont touch anything!

It's a little more expensive than the crafting guild, but I believe the quality of the weapon is higher. You also have the comfort of consistency. In the guilds, there is a random chance of crafting something good and a high chance of crafting something mediocre. Here, you will always get the same item.

Monday, July 23, 2012

The Thing on Everyone's Mind

Weapons. Yesterday, the immortals introduced a brand new patch to the mud, changing almost every weapon in the game. According to Vivienne's post HERE, these are a few of the changes:

  • 2h axes- upped somewhat in ob, downed somewhat in damage
  • 2h clubs- upped a small bit in ob, damage remains similar
  • 2h longs- upped somewhat in ob, damage similar
  • Short blade damage downed/varied a little.
  • Kris damage range increased a lot.
  • 1H lblades downed slightly in damage, slightly in weight.
  • 2H defensive lblades take the general position that tridents previously had.
  • Tridents increased slightly in weight.
  • Whips and chains changed to 'flail' weapon type.
  • Downed leatherleaf staff in damage.
  • Several classes of weapons have increased variety between weapons in the class.

There are also several threads tracking the changes HERE and HERE

Here is a list of the changes and/or the new stats, arranged by class. This is not a comprehensive list and will be updated as details become available.

Polearms: 

  • a steel blue trident: 15 lbs, 80(ish) OB 

2-handed Long Blades

  • a gargantuan gilded bastard sword: gained 2 OB, weighs 17.8 lbs
  • an oddly curved greatsword: defensive 2h long blade
  • an ivory and gold hilted longsword: defensive 2h long blade, 11.5 lbs, 73 ob, -3 db, 112 pb
  • half moon scimitar: defensive 2h long blade, 13.5 lbs, 73 ob, -3 db, 101 pb
  • wickedly scythed long blade: 210 ob berserk with 19 strength and mounted
  • claymore: 197 ob berserk with 19 strength and mounted

1-handed Long Blades

  • oddly curved longsword: lost 2 ob, weighs 11.7 lbs
  • brass hilted general's sword: 12 lbs 
  • pale steel sword: 10.5 lbs (down from 11.5lbs)


2-handed Axes

  • dark grim axe: 16.5 lbs, 202 ob berserk with 21 str, 169 ob dismounted with 19 str (brave)
  • e-axe: 17.8 lbs, 159 ob dismounted with 19 str (probably brave)
  • bronze axe: 18 lbs, 162 ob dismounted with 19 str (brave)


1-handed Axes

  • a finely crafted axe: 8.5 lbs



2-handed Clubs

  • mallet: +3 ob

1-handed Staves (tested by Khaliana with 14 str)

  • a yew staff: 3 lbs, 51 ob, -1 db, 41 pb
  • a walking staff: 5 lbs, 49 ob, -1 db, 38 pb
  • a spiralling snakewood staff: 3 lbs, 47 ob, -1 db, 36 pb
  • a sturdy bamboo staff: 4 lbs, 50 ob, -1 db, 23 pb
  • a gnarled wooden staff: 9 lbs, 35 ob, -3 db, 18 pb 

2-handed Staves (tested by Khahliana with 14 str)

  • a staff of sungwood: 5 lbs, 54 ob, -1 db, 98 pb
  • a leatherleaf staff: 10 lbs, 42 ob, -3 db, 91 pb
  • a bladed feather staff: 11 lbs, 60 ob, -3db, 86 pb
  • an ironshod staff of oak: 6.5 lbs, 53 ob, -2 db, 76 pb
  • a staff sheathed in fur: 5 lbs, 53 ob, -1 db, 72 pb
  • a blackwood quarterstaff: 5 lbs, 51 ob, -1 db, 70 pb
  • a carved sourgum staff: 5 lbs, 50 ob, -1 db, 67 pb
  • a staff of alder: 5 lbs, 47 ob, -1 db, 64 pb
  • a honed staff of light metal: 8 lbs, 50 ob, -2 db, 64 pb
  • a willow stave: 4.5 lbs, 43 ob, -1 db, 62 pb
  • a quarterstaff: 5 lbs, 39 ob, -1 db, 62 pb

Flails

  • a binnol: 15.5 lbs




This list will be updated frequently as new details emerge. If you see a mistake, or know the full name of a weapon, or have any details on the new changes, leave a comment below.

Wednesday, July 11, 2012

Weaves

A while ago I created a female channeler. We've talked a bit about stats and classes, but haven't really paid any attention to one of the biggest combat systems in the game: channeling.

What I know only scratches the surface of what is involved in channeling so bear with me and get ready to hit the comment button with whatever information you have on this subject!

One of the first things you notice when you stat a channeler is that the prompt looks a little different. The prompt on a Hunter, Warrior or Rogue looks like this:

* HP:Healthy MV:Fresh >
On a channeler, there is an additional resource that is shown: SP, or spell points. This indicates how much sp you have left. Every weave requires a certain amount of sp. So a channeler's prompt looks like this:

* R HP:Healthy SP:Bursting MV:Fresh >
 Just like practicing ride or a weapon skill, you need to practice weaves. You start with a certain number of practices and get more every level. However, unlike weapon skills or ride, there are two different levels of practices for weaves. The first are the elements. In order to practice specific weaves, you must first practice the elements that the weaves require. Each weave requires a different set of elements. The elements are:
  • Earth
  • Fire
  • Air
  • Water
  • Spirit
Each element level costs more practices to obtain.  Therefore, a weave that requires level 3 Fire costs more than a weave that requires level 1 earth, air and spirit.
  1. Level 1 = 2 pracs
  2. Level 2 = 4 pracs
  3. Level 3 = 6 pracs
  4. Level 4 = 8 pracs
  5. Level 5 = 10 pracs
  6. Level 6 = 12 pracs
  7. Level 7 = 14 pracs
Keep in mind that the pracs required for each level are in addition to the pracs required for previous levels.

Once you have the required elements practiced, you can begin practicing weaves. There are a large number of weaves, ranging from offensive and defensive to utility. You can find a complete list of weaves, their required elements and how many practices you'll need to obtain those weaves HERE. The weave trainer is also linked in the left sidebar. For a complete explanation on weaves and how they work, visit the WoTMUD Weaves page HERE. There are a lot of options open to channelers in regards to how to set up their characters weaves, but one thing that is important to note: In order to access higher level weaves (anything that requires level 4 elements or higher) you must be a member of the White Tower. This means that you can play your channeler as a "wilder," but your options will be somewhat limited.

Once you have practiced your weaves, it's time to weave on someone. If you are a female channeler, you will "embrace" the Source. A man will "seize" the source. Once you're in touch with the Source, you can 'channel "name of weave here" <target>'. Each weave will cost a certain amount of sp to cast, (the sp cost is listed on the WoTMUD Weaves page). You will need double the sp cost in order to cast the weave. An example is Armor, which costs 5 sp to cast. You must have 10 sp available to you in order to begin casting armor. (Thanks Alayla for providing this information!) Once you are done weaving, "release" to let go of the Source.

Those are the very basics of the channeling class. I'm hoping to discover many of the tips and tricks involved in playing a channeler and that's where you come in! Leave a comment below or email me at wotmudnewb@gmail.com.

Monday, July 9, 2012

Don't forget your sword! (Hardening and honing)

Friday was an extremely interesting day. I had my first experience trading (and from what I can tell, I got the short end of the stick, but that's ok! Live and learn :D). I spent hours trying to figure out a dynamic event. I crafted a pair of vambraces and a colossal sword with ornate iron pommel. I broke the laws of Andor and had to relinquish my helmet to a Lion Warden. Luckily they were kind enough to replace it with more acceptable equipment! I learned that shops can be quite aggravating, particularly when you're mending and they tell you to come back in 8 hours. Except 8 hours later, they're closed. And finally, coming to the topic of today's post, I learned how to hone and harden my weapon.

I had gone to Bandar Eban to craft another piece of armor (this time a pair of ebony steel vambraces to match my greaves). I met a guy there who was also trying to craft some armor. So we started talking a bit and we both discovered we didn't have a hammer. I had left mine in Mayene, since that's where I needed it for sword making. No problem, surely the weaponsmith has a hammer. We'll just wait until he's open...

No hammer. No problem, I'll just check the handy item database Alayla so kindly shared with me to find out where I can get a hammer. There must be something close by.

Amador and Devon Ride. Where is Amador? No idea really, but I have a map! So my new friend sets out for Devon Ride and I begin my trek to Amador. Everything was going great until I reached a nice little town called Elmora. Unfortunately, this nice little town was infested with Seanchan. Their hospitality was somewhat...lacking. It was about this time that I realized I didn't have my sword.

You see, while we were waiting for the weaponsmith to open, my new friend asked me if I knew about honing my sword. (If you're wondering why he's "my new friend" instead of having a real name, it's because I can't remember his name. I'm sorry, new friend!). I told him no and he explained that if I honed my sword, I would be able to hit ghosts. I was quite excited by the prospect because I had found a spirit near Tar Valon that I really wanted to kill, but every time I tried, my sword passed right through it.

So off we went to hone our weapons. After getting over the initial sticker-shock, I realized that there were two steps to upgrading my weapon. "Honing" and "hardening." Honing seems to "enchant" your weapon (for lack of a better word) so that you can hit spirits. Hardening adds more damage to your weapon. Which explains why it costs an almost unreasonable amount of gold. In order to upgrade your weapon twice, you pay 75 gold for the honing and then an additional 150 gold for hardening, for a total of 225 gold.

I declined to harden my sword. :P

In any case, it took a full 6 hours to hone my weapon, which is about 6 minutes of waiting. Unfortunately, a lot can happen in 6 minutes, which is how I came to be in a Seanchan town with no weapon.

After some quick footwork and a hasty retreat, I finally found myself in Amador. The weaponsmith had the hammer I was looking for, so I picked up one for me and one for my friend. After delivering my friend's hammer to him in Devon Ride (he never found the weaponsmith there), I started back towards Bandar Eban. It took me about 4 hours. Real hours.

Blame the dynamic event. I'll talk about that tomorrow, but I will say that it was left uncompleted. So if anyone has any information on dynamic events, let me know!

Thursday, June 28, 2012

Stats and Other Random Facts

Yeri talked to us a bit about stats and how they affect our character and I just wanted to share a resource with you that goes into great depth about each stat and how they work together to build your character. You can find that HERE. I'll also link to this in the Helpful Links section in the left sidebar.

One thing that can be troubling at first is the sheer amount of text that goes by on the screen as you play. Wotmud.org has a guide to reduce the volume of spam and make things a little easier to understand. You can find that HERE. Here's a hint: Change spam 1 is your best friend.

And on the topic of spam, if you've listened to any of the global channels for any period of time, you might think you were listening to another language. So HERE's a glossary of PK terms for the uninitiated.

And now, the most important fact of the day: This game has crafting! Who knew!? I surely did not. But now I do and I'm super excited. You can make your own weapons and armor, or you can make little items, like candles, and sell them. So guess what I'll be doing today? That's right, just call me Hudson, Merchant Extraordinaire. THIS is the guide I'll be looking at to figure out all this crafting stuff. I'll let you guys know tomorrow how it goes!

One more brief note: I've had a few requests about adding to the Homelands Database. If you're interested in helping out with that, send me a mail at wotmudnewb.gmail.com with your race, homeland and the stats you got and I'll add them to the database. Thanks!

Sunday, June 24, 2012

Yeri talks about stats.

A few days ago, Yeri sent me an in-game mail explaining stats to me. I thought it was extremely helpful and asked his permission to share it with all of you. So here it is!

Dear Hudson,

Not sure if you've figured it out yet (it's been a good two days, sorry!) here's a quick rundown on stats. The higher strength you have the more OB you'll have, and strength also factors into your parrying bonus. It also determines what weapons you can use, most require strength equal to their weight rounded down to the nearest integer but that's slightly technical and does I believe have a few exceptions. Dexterity impacts dodging bonus, intelligence has a large effect on how much percent you get per practice at a given trainer, and wil impacts how much fleelag you get after fleeing (a quick explanation: to avoid people fleeing endlessly with no consequence, after you flee you get a small amount of lag that then is added to the time before your next flee goes through. So I may flee once, get 0.2 seconds of fleelag, and then my next flee takes 0.2 seconds to go through. This means that people chasing can hopefully bash them or kill them while they have all of this lag on flees). Each time you level up, you have a range of hps you can "roll" and increase your total hit points by. Higher constitution means you have a higher range to roll from and the higher the constitution, the more likely you'll roll a higher number within that range. It also increases your hit point regeneration.

As far as what stats are good, this is where things get tricky. There are a few different setups in the game primarily. One is abs (wearing heavy armor, and have a high ABSorption %. You take a little damage on every hit but only a little) and requires high strength and con (usually 18+ for both) while dex is unimportant. Int is unimportant for pretty much every setup, since it impacts how well you practice but it's always able to be worked around. it's nice if you have it but not important if you don't. Wil is also nice and more important than int (and relatively useful in PK) but not huge if it's super low, just try to have it be above 11 or so unless the other stats are amazing. Another setup is combo, going for some absorption and some defense. Generally the strongest setup, it is the hardest to stat and for that reason I would STRONGLY advise not going for combo at first. Particularly on a Lightside hunter, it is a very bad idea simply because you'll stat endlessly and might maybe get passable stats. You generally want 17+ str, dex, and con for that, but I'd avoid combo on every alt for a bit until you get some experience. It's the hardest to get equipment for after you die and is the hardest to stat, but it can be the most powerful. But really not the way you want to go if you want to play soonish, which I'm assuming you do. Finally there's dodge, which is getting high defense (dodging bonus + parrying bonus) but focusing on DB so as to avoid as much damage as possible. You have very very low abs %, though, so if you do get hit you'll get hit for the full damage. The opposite of abs, you generally want 19 dex and decent strength and con, usually 17+ for both but exceptions can be made.

If I were you I would try for an abs something (hunter or warrior really), because abs is generally plentiful, easy to get a hold of should you die, very useful in PK as you can bash things well, and you won't just get killed instantly if you get bashed. You may get killed, but it'll be very, very slowly :).

Going to try to end this before your eyes start bleeding! Hunters can't have pets in the way you might be thinking of, but everyone can buy them at pet stores, they mostly allow you to group with someone as above level 30 you need to be grouped to gain exp. Bows don't really exist yet, but you are able to shoot arrows from certain rooms, but only those rooms.

Cheers,


Yeri

Thanks Yeri! I know this will help a lot of people who struggle to understand just what stats mean and what they should be looking for. If you're wondering about the last paragraph, I asked him if hunters could have pets and use bows. How tragic that I cannot use a bow. However, I'm looking forward to buying my very first pet!

Added 6/26/2012:

Yeri received this mail from Thuvia, going into more detail about stats:
"A few pointers to start with. First, Dex also can have an impact on Parry Bonus. Secondly, depending on setup I might rate Int and Wil as equally useful for your average char, since while Wil does impact fleelag (and potentially status weaves, but not sure if this has been Really tested) and Hunter Pracs, Int factors into both Hunter and Thief pracs. It might be a toss-up, though.

Also, a slight amendment to fleelag mechanics might speak of it in terms of added pulses. Some past testing by Markus indicated that a pulse should be about 0.3 seconds, and this Should be the smallest time-unit in the game, such that nothing can happen in less than 1 pulse of time.

As far as practices go, might mention that two important 'milestones' for pracs are 15% and 18%. There is a useful jump in efficiency from 14 to 15% [the percent your first practice session gives you, for reference], and then from 17 to 18%, though again this might be a bit technical for newbie help."

There are also a few new links in the Helpful Links section in the left sidebar, including practice trainers for both physical abilities and "weaves" or channeling abilities.

Thanks both Yeri and Thuvia!

Update 7/6/2012: Verania suggests statting a warrior from Tarabon or Illian to get good stats (19 17 19ish) quickly, and then statting a hunter later, in your spare time. Thanks for the tip, Verania!

Classes and a note on Trolloc Stocks.


 Yesterday was an excellent day! Not only did I successfully obtain a trolloc warrior (Step 1 in my journey to fade!), I met a really nice guy, named Uvall, with some great information. He gave me a complete, up-to-date map of the world and agreed to let me share it with all of you. In addition, he had some scripts that make the mudding experience even better! Melee colors, which highlight particular actions in battle, exp trackers and chat logs are just a few of the great scripts he also agreed to let me share. You can find those on the Map page in the right sidebar. And since I love exploring every nook and cranny, I will still be updating my own personal map, though likely at a much slower pace, so you'll still be able to use the images instead of the file if you prefer. Keep checking back for updates on that.

In addition to the great resources Uvall shared with me, he also gave me some new information about trolloc stocks and classes. I had been trying to stat a beaked trolloc hunter, but apparently that was the wrong way to go. Uvall suggested I start with a wolfish trolloc warrior and then perhaps move on to a wolfish trolloc hunter once I got the hang of things. Taking his advice, I made a new character and got a warrior with Str: 19 and Con: 19 on the third try. Uvall mentioned that for warriors, those are the two critical stats, so I was pleased to have gotten 19's so easily.

But I wondered: What is the difference between a hunter and a warrior? So Uvall shared a bit of information with me that I'd like to pass on to you. Unlike other games, where often armor can be restricted by class, any class can wear anything. Mages might be limited to cloth in an mmo, but a channeler in wotmud could walk around in full armor if they wanted, though it might not be the best idea. Warriors tend to be easy to stat and have high hit points and strength. In contrast, rogues tend to have lower strength and hit points, but high dexterity. Hunters seem to be a combination of both and could fall anywhere in between. Each class has a perk that sets it apart from the other classes. Warriors have an ability called "zerk attack". What that means is when the warrior sets his mood to berserk (there are three "moods": wimpy, brave and berserk. Changing your mood changes how offensive or defensive you are), he gets extra hits in each round of battle. Unfortunately, when you are berserk, you can't flee so it's probably best to choose your battles wisely. Hunters get an ability called "auto-track", which allows them to see tracks on the ground automatically, without having to use the "track" ability. Rogues are able to look into rooms around them without actually entering the room. In addition, they can see what people are holding and steal things. We didn't talk about the channeler class, but obviously the perk is magic casting.

Huge thanks to Uvall for all his help explaining classes to me and showing me the best place to stat on Dark Side. By the time I logged off, I was level 8 or 9. I'll be working hard on securing my Light Side Hunter's stats today. He seems to be having the hardest time. Hopefully today will bring some luck!




Saturday, June 23, 2012

Helpful Links

I wanted to take a brief moment to point out the Helpful Links section in the left sidebar. There you'll find resources and information pertaining to WoTMUD. In particular, I'd like to mention Alayla's "Best of the City Guide" and Protus' "Wotmud Power Guide." Both these blogs are excellent resources for information that isn't available here (yet!).

Friday, June 22, 2012

Aliases (or "Screw LS, SS is better!")

Victory! Yes, I experienced the sweet taste of victory yesterday. Which is to say, I obtained a character with stats I feel good about. I was curious which hunter would produce first, the Seanchan or the Light Side. As it turns out, the Seanchan. Mronz would probably say that's because Seanchan is better.

So, I settled on Str: 17 Int: 10 Wil: 12 Dex: 18 Con: 19. It was suggested that I could probably get better, but I'm quite eager to move out of the Eye of the World and begin exploring Randland. That being said, I'm quite stuck on one last thing in the Eye, so if any of you know where the spiders are located, leave a comment and help me out! This is also the very last detail I need to complete my map.

Another thing I realized yesterday was that WoTMUD has a built-in alias function. Some might think of these as macros, but they're a little different. Basically, for those not familiar with an alias, it's a letter or word that symbolizes a given command; a type of shorthand, in essence. For example, I dislike having to type out hold lantern every evening (lazy, I know). So instead, I choose the letters "hl" to represent that command. Now, each evening when the sun sets, I simply type "hl" and I hold my lantern.

The commands to access the alias list are "alias" to see a list of your set aliases, "alias xxx yyy" where xxx is the shorthand version and yyy is the command you wish it to represent. For example, alias hl hold lantern. Simply typing alias xxx will remove the alias from your list of aliases.

I know I've been promising the Eye of the World map for days, but this time I mean it! I will find those spiders today and the map will be accessible tomorrow, along with (hopefully!) my first adventure outside the Eye of the World.


Wednesday, June 20, 2012

The Eye of the World

I decided to begin in the Eye of the World. The Eye is a refuge for newbies. It is filled with helpful information and is a safe place to learn how to navigate the game. The Eye can be reached by going 2 down (2d) from the CoL.

The first room I entered was called The Newcomer's Refuge. In this room is a BELL, a SIGN and a PLAQUE, which can be looked at. There is also a notice from the staff that bringing outside equipment into the Eye is forbidden. Since there is also a reminder that to get equipment, I can ask the guardian for a kit, I'm assuming this basic equipment is excepted.

I looked first at the bell. There was a notice on the bell letting me know that I had only to ring the bell in order to be contacted by a Newbie Helper. I was glad to know there were people who could help me if I needed it, but determined to learn on my own, I went ahead and looked at the sign. The sign had "Game Tip #1" on it. Presumably there are more signs with more game tips, so that will probably be my next mission: to discover the remaining Game Tips.

Game Tip #1 is a short lesson on lanterns and the use of lights in the game. To hold a light, you simply type "hold light." To remove it, "remove light." Lanterns and torches have limited uses and fresh lights can be purchased at the grocer. Luckily, both a lantern and a torch are provided in my basic guardian kit. (The complete list of Game Tips and Top Twelve Things can be found on the Help page HERE.)

Finally I had a look at the plaque. The plaque shares one of the top twelve things I should know before playing the Wheel of Time Mud. This plaque talked about the Five Rules, which I had already found in the Help forum. There were also directions on how to find the next plaque and a note that I should have a look at the sign.

Satisfied that I had looked at everything there was to see at the Newcomer's Refuge, I followed the directions on the sign and set off to my next destination. Arriving at the inn, I check out the next sign. Game Tip #2 is a lesson on how to leave the game. If I just type quit, I will lose all my equipment, so it is vital that I rent. Not only that, but the innkeeper will store equipment for me as well. Some day, when I have equipment worth storing...

A glance at the plaque shares the Five Rules again and directions to the next plaque.

In the interests of brevity, I'll simply state that I spent the next while tracking down signs and plaques. The full list of Game Tips and plaques can be found HERE. At some point in the near future, a complete map of the Eye of the World will be available for viewing and for download, so watch for that.

What I discovered was that the Eye is divided into two basic parts: The town and the surrounding countryside. Inside the town, there are various shops, the inn, trainers, and a quest-giver. Outside the town are trees and small creatures to hunt in order to level up. I learned very quickly that heading out the south gate was not for the faint of heart. I decided to stick to the other areas. There are small zones in each direction from the town. So once I finished exploring the town, locating the armorer, weaponsmith, trainers, etc, I went out the west gate to begin my adventure as a hunter.


Sunday, June 17, 2012

Lightside Hunter

Well, I've reviewed the rules and browsed the forums a little bit. I've found some smatterings of interesting information here and there but really, I'm just anxious to actually get in the game and play.

So I log back on my Light Side Hunter. He's right there in the CoL, where I left him. When I log in, a kind soul is, well, kind enough to share some tips with me.

* HP:Healthy MV:Fresh >
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.'
 Well, I've already made my Light Side Hunter and I'm loathe to go back and make a new one, so I decide to ignore this tip for now, but will keep it in mind when I make my Light Side Warrior.

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

I type help listen and learn there are two main channels for global communication: narrate and chat. Type listen all toggles them both on and off, or listen narrate/chat toggles them on and off individually. So I turn both channels on and proceed to the next tip.

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

Since I've already had a look at the Help forums and know where to turn when I need extra help, I decide to move along. There are other tips and helpful information, which I will compile on a separate page on this site for easy access. I decide I'm ready for adventure!

In the Circle of Light, there is a Guardian. If you ask him, he will give you some basic equipment and items necessary for survival, such as food, water and lights. I got my kit and head off to adventure!