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#REDIRECT [[General_new_player_guide]] |
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{{RTOC}} |
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Welcome to DragonRealms, one of the most in-depth and expansive games. This article is an attempt to aquaint you with an incredibly complex world that has not always had the new player in mind. |
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==Character Creator== |
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When a character is first begun, they will be in a limbo world in which they will be able to choose many of their traits. |
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===Name=== |
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Your name is actually one of the most important things about your character. It is the thing that everyone will see first, it is how people will talk about you, and it's how people will interact with you. |
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You initially will only be able to pick your first name, though later on you will have the option of adding a family name. |
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The rules are fairly straightforward. Your first name must be unique, not contain any real life references (Microwave is not going to work), drug references, profanities, numbers, titles (Lordnose, Kingbrave, etc. won't make it) or references to major literary characters (leave your Drizzt clone at home, or at least give him/her a creative name). If you violate these rules, it may get past the automatic filters, but a [[GameMaster]] will probably visit you later and make you change it. |
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Rule of thumb is that if you'd be ashamed to have it on your birth certificate, consider picking something else. |
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Now, already you may have seen people with names that violate one or more of these rules. What it comes down to is that DR has been around 15+ years and the rules have not always been stringently enforced, or even terribly well defined. If you see one of these names, understand that they've probably been playing for years and pity has been taken on them so that they wouldn't need to rebuild all their old friends/enemies if their name suddenly changed. |
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===Gender=== |
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In DragonRealms, gender means little. While you might occasionally have different reactions from people, there is no real benefit to either gender. |
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===Race=== |
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The second major choice you will face is your race. Your race primarily determines how much it will cost you to improve your stats. Each race has several areas in which they are excellent at, and several which they are lacking. |
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It should be noted that there is no coherent system of racial bonuses beyond the stat training. For example, while a specific shopkeeper might treat all dwarves better or insult elves, the one across the street may have wildly different reactions, or none at all. |
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While you may pick a race with an eye towards a specific style or guild, it is '''highly''' advised that races be picked on the basis of which culture the player enjoys. Some of the most interesting characters can come from mismatched choices (gnome barbarian anyone?). |
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* [[Dwarf]]: Slow, tough, and disciplined. The hairy rock-kissers of fantasy you know and love, even the women can grow beards. |
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* [[Elf]]: Fast and charismatic, elves are slightly weaker and frailer than humans. Tall, long-lived, and tending toward naturistic, elves come in a variety of subtypes that can drastically affect their views of the world. |
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* [[Elothean]]: Incredibly intelligent but weak and frail. A people that value knowledge over almost everything else, and have a strange inability to grow hair on most of their heads, Elotheans push the boundaries of nearly every intellectual pursuit. |
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* [[Gnome]]: Agile and intelligent, but weak and frail. These are short folks with keen minds and an affinity for mechanical devices and magic. |
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* [[Gor'Tog]]: Strong, tough, but not terribly bright. They are huge, hairless, green giants that tend towards physical labor. |
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* [[Halfling]]: Agile, tough, but weak and undisciplined. The short folks with the hairy feet and a love of food, drink, food, sleeping, and food. Don't discount them, or you might find they've run off with your money while you were calling them names. |
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* [[Human]]: Humans lack any particular strengths, but also any weaknesses. As widely varied as any real life group, humans can be found doing nearly anything almost anywhere. |
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* [[Kaldar]]: Strong and charismatic, but slightly lacking in intelligence. Looking much like large, bulky humans, Kaldar are a refugee splinter group from the warlike [[Gorbesh]]. |
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* [[Prydaen]]: Fast and charismatic, but poorly disciplined and prone to lacking common sense. Prydaen appear to be a strange mix between a human and any of the various predatory felines. Call them a cat at your own risk. They came to this land fleeing the near extinction at the hands of a powerful Necromancer. |
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* [[Rakash]]: Fast but uncordinated, slow mentally but tough. While mostly indistinguishable from any random human, when the black moon Katamba is full, they become take on the form of a wolf-human hybrid. Like the Prydaen, they fled a powerful Necromancer and attempt to rebuild their packs in the eastern lands. |
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* [[S'Kra Mur]]: Strong and fast, but a bit slow upstairs. Humanoids with lizardlike features, the S'Kra Mur have a strange culture that has strange concepts of honor and kinship. |
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A table giving more detail on attribute aptitudes can be found [[Attributes#Racial Bonuses|here]]. |
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==Appearance== |
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DragonRealms allows people to customize their characters to a large extent. In rare cases, some cultures may prize certain features, for the average adventurer it hardly matters. |
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==First Steps== |
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Once the appearance is finalized and you step out into the world of Elanthia, you will find yourself in one of the two starting cities, either [[The Crossings]] or [[Riverhaven]]. It will be noted in this guide if the cities differ in some way. |
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While within the walls of either of the starting cities, the {{com|dir}} command can be used to receive directions to major landmarks, such as the guildhouses or merchants. |
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==Guild== |
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The third of the major changes that you will asked to make is to choose your guild. This is much like your class or profession in other games, and it will determine much of your special abilities, as well as affecting how easily you train certain skills. |
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Much like race, most of the long term players would agree that the characters they enjoy the most have the guilds picked due to their flavor or history, rather than the mechanical advantages. |
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A short description for each guild follows, but it should be kept in mind that these are general stereotypes and areas of strength for the guilds. With enough effort and time, any character of any race or guild can become great at anything. |
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* [[Barbarian]]: The guild of fighters. They excel at weapon learning and utilize the poorly understood power of Inner Fire to accomplish amazing feats, but give up the ability to use magic to do so. |
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* [[Bard]]: A strange mix of warrior, musician, and historian, Bards wield magic in their songs, but still maintain a strong skill in mundane martial attacks. With their focus on scholarly pursuits, Bards make excellent craftsmen. |
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* [[Cleric]]: Whether crusading to destroy the foul undead or tending to spirits of the fallen, Clerics represent all the gods of Elanthia, good and evil. For their devotion, the gods reward them with amazing magics. |
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* [[Paladin]]: Holy warriors, these masters of defense are held by the gods to a higher standard of honor than others, but are granted powers by the purity of their souls. Though they are primarily warriors of the sword and spear, their cause is bolstered by dabbling in holy magics unshared with clerics. |
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* [[Trader]]: Masters of commerce and the power of money, Traders criss-cross the lands with their caravans delivering goods, or set up shops in the major city's plazas to market their wares to adventurers. ''Note: Traders have had a history of little development, however they are slated to receive access to their own magic system at some point in the near future.'' |
Latest revision as of 08:02, 16 July 2018
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