General new player guide: Difference between revisions

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'''Making Money''' - The primary means most players earn money in Dragonrealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also SKIN some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.
'''Making Money''' - The primary means most players earn money in Dragonrealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also SKIN some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.


'''Equipment''' - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it's a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you'll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around.
'''Equipment''' - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it's a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you'll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around.

As a very general rule of thumb that is by no means a hard and fast rule, Weapon or Armor Tertiary guilds will be better served using lighter and faster weapons, and less hindering and less protecting armors, though there are frequent exceptions to this rule. For example, for a Moon Mage, a good starting set of weapons would be a Scimitar (Small Edge), a Mace (Small Blunt), a Throwing Club (Light Thrown) and a Shortbow (Bows), while a good set of armor may be all cloth or leather (Light Armor), and rotating Chain Greaves (chain). Comparitively, a Paladin will probably want to train a larger number of armors, focusing on heavier pieces, and use heavier weapons. That said, there are advantages and disadvantages to each weapon and armor type, so do some research and figure out how you want to craft your character.


I recommend putting any information that doesn't apply to just one guild here. For example, how to cast spells, how to make money, how to find equipment, etc. --[[User:ISHARON|ISHARON]] ([[User talk:ISHARON|talk]]) 23:03, 27 October 2014 (CDT)
I recommend putting any information that doesn't apply to just one guild here. For example, how to cast spells, how to make money, how to find equipment, etc. --[[User:ISHARON|ISHARON]] ([[User talk:ISHARON|talk]]) 23:03, 27 October 2014 (CDT)

Revision as of 10:18, 28 October 2014

This is a page for the non-guild specific page for the Newbie Help Guide. For details, rules, and the other pages involved, see Category:Newbie Guide Contest.

Introduction

Hello! Thank you for stopping by the Dragonrealms General Newbie Help Guide! This guide will try and help you get started with the game and teach you the ABSOLUTE basics.

What is Dragonrealms?

Dragonrealms is a MUD, which means it's a text-based multiplayer RPG. You connect to the game and the game's world is described to you in text, as if you were reading a book. You complete actions by entering text commands that you wish your character to accomplish. As long as the command is one recognized by the game, and you used it correctly, it will result in the main window of the game (typically called the Story window) listing the results of what happened. The interface and game world are almost entirely text-based, though there are some limited graphical features, such as certain things like health being able to be depicted in bar form.

Dragonrealms takes place in Elanthia, which is a fantasy setting. There is magic, swords, bows and arrows and the like. There are minor elements indicative of slightly more technology than a strictly medieval setting would have (such as some steampunk style things like mechanical constructs and airships) but you won't find cars, guns, lasers or spaceships to be in-genre in any way.

How to Use This Guide

This guide will attempt to explain the basics of the game to you and get you on your way to adventuring! However, as in any tutorial, you will be required to input things yourself from time to time. When this guide references a command that you should type in, it will list it in the following fashion:

>COMMAND

In this example, you would be expected to type the word COMMAND in your text-entry field in the game and then press your ENTER key. For the purposes of this guide, commands will be listed in all caps, but they can be entered however you wish.

Some commands require targets or modifiers. Usually these will be dependent on the context in which the command is used. As an example:

>COMMAND <PERSON>

In this example, you would be expected to type the word COMMAND in your text-entry field in the game, followed by the name of the person you wanted to interact with before pressing ENTER. So if you were in a room with a guy named Bob, and you wanted to wave at him, you would type the following:

>WAVE BOB

Each section will have different information on the basics of the game and how to play, but understanding how to enter commands will be an essential part of following instructions in this (and other) guides.

Helpful Terminology

In any game, you'll come across terms that are used by long-time players that can sometimes be confusing to new players. Some of the more common terms will be listed here to help you better understand what other players are talking about.

Verb - Typically when players refer to verbs, they are referring to an item that you can use a command on, though for some people verb holds the same meaning as command does. As an example, if someone says they have a 'verbed cloak', this might mean they have a cloak, but when you >SHAKE MY CLOAK while the cloak is worn on your character, you might see your character shaking dust out of the hem. Verbs, whether on items or not, give you additional ways to express things that your character is doing.

Gweth - Short for gwethdesuan. Gwethdesuans are items that can be used for communication at a distance via a thought network. If you are wearing one, you can >THINK <MESSAGE> to broadcast a message to anyone else with the same type of gwethdesuan within range. So for example, to send out "Hello world!" on the thought network, you would input >THINK Hello world! into your text-entry field and press your ENTER key.

Spells - Magic using guilds (which we'll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.

Targeted Spells - Additionally, one type of offensive spell can be targeted to enhance it's accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may 'fine target' the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don't care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it's accuracy.

Skills - In Dragonrealms, all of the interesting actions are at the behest of skillchecks. Want to climb that mountain? That requires Athletics. Want to swing that broadsword? Heavy Edged. Every challenge will require a certain number of ranks in the appropriate skill, and in order to train a given skill, you must attempt an appropriate challenge to your current skill ranks. If you're a champion of skinning the rarest beasts in the land, skinning a ships rat won't provide a challenge, and as such, won't teach you further skinning ranks. All skills in the game are broken into five categories, Armor, Lore, Magic, Survival, and Weapons. To see your total experience in all ranks, type EXPERIENCE ALL. To check your experience in a given skillset, type EXPERIENCE WEAPON, LORE, MAGIC, ARMOR, or SURVIVAL. You may also check an individual skills progress by typing SKILL LOCKSMITHING, for example to check Locksmithing. Typing EXPERIENCE will only display skills with field experience.

The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you'll see that skills mindstate increase from Clear (0/34) to Pondering (7/34) to Riveted (28/34) to Mind Lock (34/34). This is your 'Field Experience', and represents you learning things that you haven't yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you've learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your guild. Moon Mages are Magic Prime, which means they drain Field Experience from Magic skills at the fastest rate. They are Weapon and Armor Tertiary, which means they drain Field Experience from Weapon and Armor skills at the slowest rate. More information can be found here Experience.

Making Money - The primary means most players earn money in Dragonrealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also SKIN some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.

Equipment - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it's a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you'll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around.

As a very general rule of thumb that is by no means a hard and fast rule, Weapon or Armor Tertiary guilds will be better served using lighter and faster weapons, and less hindering and less protecting armors, though there are frequent exceptions to this rule. For example, for a Moon Mage, a good starting set of weapons would be a Scimitar (Small Edge), a Mace (Small Blunt), a Throwing Club (Light Thrown) and a Shortbow (Bows), while a good set of armor may be all cloth or leather (Light Armor), and rotating Chain Greaves (chain). Comparitively, a Paladin will probably want to train a larger number of armors, focusing on heavier pieces, and use heavier weapons. That said, there are advantages and disadvantages to each weapon and armor type, so do some research and figure out how you want to craft your character.

I recommend putting any information that doesn't apply to just one guild here. For example, how to cast spells, how to make money, how to find equipment, etc. --ISHARON (talk) 23:03, 27 October 2014 (CDT)

How to Search Elanthipedia

Basic and Advanced Search

Elanthipedia has a lot of useful content, but finding what you want is not always intuitive. Here are some tricks.

Basic Search: to perform a basic search, click the link, or scroll to the upper-right corner of the screen, and type your search term in the box. Click "Search."

Advanced Search: Sometimes, the basic search gives you too many results, and you want to narrow your search. You can reach the advanced search option by clicking the link by performing a basic search and then clicking the "Advanced" link.

Under Search in namespaces, you can choose which types of pages to include in your search. The most useful options are:
  • (Main) any wiki page that is not in a special category (most articles and shops)
  • Category: any wiki page whose title begins with Category:. This includes the main guild, race, and spell pages, for example, which link to more detailed information.
  • Armor: armor item pages (with looks, stats, shop locations, etc.)
  • Shield: shield item pages (with looks, stats, shop locations, etc.)
  • Weapon: weapon item pages (with looks, stats, shop locations, etc.)
  • Item: all other item pages (with looks, stats, shop locations, etc.)
  • Post: archived posts from the official Play.net forum
  • Title: titles (the kind your character wears around his name)
  • Checking the "List redirects" option will include pages that just redirect you to another page.

Special Queries

In addition to the normal search options, Elanthipedia has some special query pages that let you search for particular content. To use them, simply select the options you want and click "run query" at the bottom.

When using the four item query pages, "rare" means items that aren't normally available, such as quest prizes, festival merchandise, etc.

BestiaryQuery: Here you can search for huntable creatures by location, difficulty, types of loot dropped, etc.

PostQuery: Search for archived posts from the official Play.net forum (separate topics with a comma)