General new player guide

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Revision as of 17:52, 28 October 2014 by CARAAMON (talk | contribs) (added note about circle)
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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.

Game Concepts

Races

There are 11 playable races, more for NPC. A character's race affects stats (TDP training cost) and mostly RP-elements (e.g. tail verbs for races with tails). There are no "racial traits" (e.g. infravision) or "racial abilities" (e.g. faerie fire) as may be found in other games.

Guilds

Characters start as commoners. Then, there are 11 guilds that a player may choose to join. How to join two of the guilds, Thieves and Necromancers, are considered puzzles. It is not recommended that a new player join the Necromancer guild.

Skills

In Dragonrealms, the success of actions (e.g. attacking) is determined by a character's experience with the respective skill. Skills are broken up into groups: weapons, armor, magic, survival, and lore.

Experience

Advancement

Levels are referred to as "circles" and "circle" is also used as a verb to describe the act of leveling up. Each guild requires a certain number of ranks in various skills to circle. The skills required are often flexible. For example, the requirements are often the highest X skills in a skill group. The exact skill (for example, small edge or large edge) can be freely chosen by the player. There are also sometimes requirements for specific skills. To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of "X ranks in top Y skill(s) in Z skill group(s)".

Stats & TDPs

Stats and TDP description here.

Health

Dragonrealms doesn't employ the "hit point" system, per se, though vitality is similar. Instead, each body part (head, each eye, neck, chest, abdomen, back, each arm, each hand, each leg, and the nervous system) takes damage, which can be either external or internal, and fresh or scars. As you are injured more in an area, the damage becomes more severe. For example, they may start as minor abrasions and end up as a stump if you are not careful. When a critical body part (head, neck, chest, abdomen, or back) is destroyed, the character will die. Players may also die if their vitality reaches zero, or if their spirit health reaches zero. Spirit health is not commonly used when compared to vitality. When the severity of fresh injuries reach a certain threshold, they begin to bleed. External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.

In addition, there is also poison and disease that can affect the character's health.

Money

Money comes in the form of coins, with denominations of copper, bronze, silver, gold, and platinum, each worth 10 of the previous denomination. In addition, there are three currencies: Kronars, Lirums, and Dokoras. They may be exchanged for each other at a bank for a small fee. Dokoras are worth the most, followed by Lirums, and Kronars the least. Shops in different areas will demand payment in their "home" currency. When discussing price for items between players, it is usually discussed using Kronars.

Other concept ideas

Encumbrance.

Hindrance.

Creation systems.

Day/night effects (shop closures, etc.)

Justice

Death/favors

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.

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.

  • [Another important term that may confuse people is "circle." -CARAAMON (talk) 18:52, 28 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. --ISHARON (talk) 23:03, 27 October 2014 (CDT)

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