GETTING STARTED
===============
So, you've just created a character in BatMUD, or are about to do that ..
what now? You start in the city of Dortlewall, on the continent of Laenor.
The very first thing you encounter is a specialized tutorial section,
which you are recommended to go through at least once. It will teach you
the basics of the game - most of the things mentioned in this document
are in the tutorial and vice versa. More about this later.
In any case, you might want to read through this while doing the tutorial,
or use it later as a reference in case you forget something. Remember that
you can also view the tutorial parts you've done via 'tutorial' command.
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NOTE: You can view this help file and other information also on
the BatMUD's website - https://www.bat.org/
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Newbie channel
--------------
The newbie channel is a great place to ask questions that you may have.
Older players and/or fellow newbies may already have the answer to your
question. You can talk on the newbie channel by typing 'newbie '.
There are also many other channels for various purposes. See 'help channels'.
Dragonfly [newbie]: How do I see my skills/spells?
Shardik the Helper : 'show skills' and 'show spells'
BatMUD also has people designated as newbie helpers. They are players who
have volunteered to take the status and are (somewhat) obliged to answer the
questions newcomers have. However, newbie helpers are NOT there to give you
money, items or direct help with gaining experience. For more details, see
'help newbie helpers'.
Backgrounds, races and guilds
-----------------------------
The first thing you do (or did) when creating a character, is to pick a
"background". This defines what guilds you can join, what races will suit
you and generally what will you be good at. There are five backgrounds.
Beginning with a certain background might be easier or more difficult than
with others.
The next step is choosing a race (as described in section below). Again, the
combination of your background and race are of importance for when it comes
time for you to join a guild.
You won't be joining a "real" guild (e.g. "profession" as it is called in
some other games) immediately with a new character, you will first need to
finish your background training (first 10 levels) and your race guild
(5 levels). At level 16 you can then join your first "real" guild, more
about that in section 'Joining a guild' further down in this document.
Alas, the point is that whatever guild (such as Rangers, Tarmalen, etc),
you desire to join in the future, you need to have the correct background
and choose a somewhat suitable race.
More information about backgrounds and the guilds they offer can be found
in 'help background'.
Races
-----
There are 45 different races in BatMUD, with very varied abilities. Some are
more suitable for casters, some for fighters .. if the combination of your
background, guild and race is a bad one, your gameplay experience can suffer
greatly - or at least it can be more tedious that it could be with something
else.
Thus picking a race from "Best Suited" or at least "Recommended" list for the
background in question is a good idea. The list of races suitable you will
see in player creation with "races" command. With experience, you might even
find combinations worth trying that are not "best suited".
How to get started?
-------------------
As mentioned in the beginning, if you are new to BatMUD, it is recommended
that you follow the tutorial system in Dortlewall. It will teach you much
about important game concepts, commands and teach you how to play.
It is also advisable that you wander around Dortlewall learning what
services the town has for you to offer. These services include different
types of shops, adventurers' guild and portals to race shrine or to
Damogran's warehouse in Arelium.
In Dortlewall you can also find a crystite mine within the town which is a
small area designed particularly for new players.
At some point you will probably want to start gathering experience to get
your character to advance levels. The main two ways of gaining experience
are either killing monsters or by exploring. (Some other things can also
grant experience, but these two are the significant ones.)
In the beginning, exploring is probably the quickest way to gain experience.
Here in BatMUD you get experience for most of the new rooms you visit. The
amount granted grows by every room you have visited, and is called "explore
experience". (As of writing this there are 18300 rooms that give explore
in the game, but the number goes up steadily as new areas are opened.)
As you might remember, when you first enter the game you will be in the town
of Dortlewall at the beginning of the first tutorial. While Dortlewall offers
a relatively safe starting place to get familiar with the gameplay, its rooms
do not not give the coveted "explore exp". There are also other rooms and places
in the game that give no explore, including most "outworld" / "mapped" areas,
certain mazes, etc. so don't be surprised if you don't get it from everywhere.
You may wish to "set inform_explore on" which is a setting that will inform
you when you encounter new rooms.
Now, here are few suggestions for places to explore when you feel comfortable:
Pleasantville:
Another newbie oriented town, is quite well mapped and contains a nice
amount of rooms for you to visit. Visiting all those rooms will put you
to at least level 10, and then you can try and kill something to gain
more experience.
Tyr Farwyn:
The capital city of the Dwarves, is also a good place to visit and it is
located down by the road south from Dortlewall.
Arelium:
A longer distance from Dortlewall (or Tyr Farwyn) to west is Arelium, the
largest city on the continent of Laenor. It is not as safe as Dortlewall or
Pleasantville, but it has services not offered by those places. Arelium
is another good place to explore, with plenty of rooms to visit.
Laenor is just one of the five major continents - the others can be reached
via several different methods. One of the quickest to use are the continent
portals ('help portals'), but direct continent-to-continent travel does not
allow you to have any items on you. You can also travel through the ethereal
city of E'siris. Read 'help portals' and 'help esiris' for the details.
As another alternative you can use the intercontinental ferries that sail
regularly between all continents. Ferries are slower, and ferry travel costs
some money, but you can take your items with you.
TIP: You can use the portal in Dortlewall or Damogran's Pleasantville office
for easy transport to Damogran's Newbie Help Warehouse which is located in
the Arelium Church. Go '2 south, 1 west' to the altar, the directions in the
next chapter are from here.
Easy stuff to kill
------------------
Well.. nothing in BatMUD is exactly "easy" to kill, and the difficulty will
greatly depend on your character's build. But here are few pointers to get
started with.
The closest place you can find is the crystite mine in Dortlewall. It is
designed for newbies and you can get crystite there which you can use to
purchase different kinds of crystite items.
Easiest way to find areas suitable for low level players is to leave
Dortlewall through the west gate, where you can find a granite post
(aka a newbie transport post). Type "touch post" to use it. These posts
provide magical transportation to some areas. The posts will eventually
stop functioning when you grow in power - after that you will need to
walk, or use other means of moving about.
Another newbie-oriented town in BatMUD in addition to Dortlewall is
Pleasantville which is located west from Dortlewall near Arelium. You can
get there using the granite post, or by following the road from Dortlewall
to south and then travelling along the road to west until you reach Arelium
and Pleasantville.
The Arelium clock tower:
Seek Arelium's Central Square, in the middle you'll find a 'clock'
exit. There are some orphan processes and messenger bats inside for
you to kill.
Newberry park:
Little bit east from Pleasantville, across the river. From Arelium
it is located south by the road. You might not see much to kill
at the first look, but that only means you have to look harder.
Newbie petting zoo:
Follow the road northeast from Pleasantville. It is maybe halfway from
Pleasantville and Arelium. Gates to enter. A nice little petting zoo,
which in BatMUD naturally means small furry caged animals to kill.
Digga's forest:
Quite a bit west from Arelium. Probably the easiest way to get there is
to go through the hills or by first going to crossing south from Arelium,
then following the road west, then northwest/west along the road.
When you reach a crossing with road continuing northwest and a trail
leading southwest. Follow the trail to Circus, and head straight
southwest to the mountain, and head west until you find the '?'.
Bunnies are the easiest prey here, ants, frogs and ducks pretty
easy as well. Those bears and deers can be nasty so upsetting them
might not be a good idea. City of Raven is deadly for newbies, and
if you see a troll (or a sign warning about them), you better run.
Wane's newbie mountain:
Close to Digga's, a bit southwest from there. At mountain the
higher you go, the bigger the monsters get. Don't get greedy.
Others:
There are plenty more areas around, even suitable for newbies, but
those you have to find yourself. Many player-hosted websites with
useful information also exist, so ask around and search the Internet.
Areas and Outerworld
--------------------
Outworld (or outerworld) is the wilderness encompassing the areas (scenic
locations) of BatMUD. It consists of five major continents and the sea
surrounding them. The outworld has a coloured ASCII map, with different
characters depicting terrain types or structures of note. You can use
'describe map' to view what the different characters mean.
Outerworld also has monsters wandering around, many specific to certain
terrains. Fish and seamonsters will dwell in rivers and sea, scorpions
in the desert, for example. Aggressive monsters are, by default, shown
with a red character on the outworld map, so be mindful of those.
As stated, the outerworld is divided into five continents, which each
have their own terrain compositions, climates, seasons, flora and fauna.
The starting continent, Laenor, is a relatively safe place, with no
ancient dragons wandering around, thus making it best suited for
starting your adventuring. This does not mean that you can't run into
trouble in Laenor, of course!
When you want to explore the other continents, you can reach them by using
a portal in the main city of the continent (Arelium in Laenor), or by
taking a ferry (Laenor's ferries are at the end of the road leading
northwest from Arelium).
Most areas in outerworld are marked with question marks ('?'). Some, such
as race shrines are marked with percentage signs ('%'). These you can
usually enter easily via an entrance/exit visible in 'look' and 'exits'
command, but that is not always the case - some areas have hidden
entrances, and sometimes they are guarded by fierce monsters.
Players are able to build their own cities into the outerworld (marked
as 'C' in the map). These cities can be large complexes, hosting housing
for residents, variety of shops and other services. Many, if not most of
the conveniences available in Arelium may be found in some player cities.
Some areas are easy and even targeted at lower level players, some are
extremely difficult and many of them are somewhere in between.
It pays to always be careful when you enter a new place, however harmless
it might seem. If you run in without paying attention to descriptions of
rooms, you may never know what hit you before you find yourself dead.
While the outerworld and some other areas, such as major cities have
ASCII maps showing your position, most areas do not. For those, you
might consider keeping a mental map, or drawing your own on paper.
There also exist MUD client-based mapping solutions. Players have
also published maps for a number of areas.
Death or dying
--------------
You will die sooner or later, probably sooner. When you die, you will
find yourself in either Heaven or Hell, depending on your alignment.
You can use the 'ghost' channel to ask for a friendly healer to get you
back to living. There are three options you can choose from:
'raise dead', 'resurrection' and 'new body'. Each of those have different
benefits and drawbacks.
Read 'help death' for more information.
Equipment and money
-------------------
When you start the game you are given a newbie crystal which is very useful
for several purposes. Look at it to see what features it offers.
Weapons are important for a newbie. Buy as good weapons as you can afford,
or get lucky and find good ones from Damogran. If you are adventuring solo,
using 2 weapons may be beneficial. If you are a tank partying with a mage
(or such) behind you doing damage, you might consider using a shield.
When it comes to armour, one item, or even three items that cover only one
slot each wont do much good - armour coverage is a thing here. A battlesuit
that covers multiple slots would be a better investment with the protection
it offers. A o-yoroi ('help armour o-yoroi') is a popular and good armour
for many starting players.
Spending all your hard earned money to buy those "granite boots" or
"diggalite belt" from armourer is not a good idea. Unlike in some other
games, in BatMUD generic shops typically do not sell any particularly
good armour or weapons. (Specialist shops do sell other useful items,
though.) In BatMUD, better equipment is generally gained through killing
NPCs, sometimes through quests, or via purchasing/trade from other players.
As a newbie one other good way to get usable items at the beginning is to
acquire crystite and use it to buy crystite items in Dortlewall. These items
are quite powerful at this level, and you can use them as long as you are
level 60 or below. Crystite items are bound to your character, so only you
can use them.
In order to gain money, try to find monsters that carry equipment with them.
Collect items until you can't carry more, then sell them and deposit the
money into bank. Bank takes small service charge when you withdraw or transfer
money, but if you keep your fortune with you as coins it soon will weigh
you down. Note that different shops accept different types of things,
and some shops may offer better value than others.
Joining a guild
---------------
When you advance to level 11, you will automatically become a member of
your race guild. Race guilds are like regular guilds and they offer some
specific skills or spells for your race. In BatMUD, you may use experience
not only to advance levels, but also to train skills or study spells.
Each race has its own shrine and race guild is located at the shrine. These
shrines are located all over the world, but Dortlewall, Pleasantville and
Arelium all have special race shrine portals which can take you to your race
shrine. However, these portals only work as long as you have not yet joined
a real guild. If you have joined a real guild, you will have to walk or use
other means to get there.
At level 16 you will have maxed your racial guild and from that point on you
gain "free levels" which you can spend in real guilds. See 'help free levels'.
This is the point when you can join your first "real" guild (e.g. "profession").
In guilds you get a possibility to train skills or study spells. Training /
studying a percentage of a skill/spell costs experience points, and the cost
will rise with the %'s. Advancing guild levels will at first be free, but the
higher you go the more the levels will cost money. Therefore gaining money
along with experience is of some importance.
You can see the members of a certain guild currently online via command
'gwho ', ie. 'gwho crimson', 'gwho mage', 'gwho tarmalen'.
Ask them about details of their guild.
Forming a group, a party
------------------------
"Grouping" in BatMUD is more commonly referred to as partying.
Parties are formed and managed with 'party' command. People looking for a
party to join or people to join their party commonly use 'wanted' channel -
for example 'wanted tank and tarma for exp' or 'wanted exp for tiny barbarian'.
Few more examples:
Foobar [wanted]: 2h exp for tarma
-- Player Foobar seeks 2 hours worth of exp party and they are a healer
(tarmalen). He/she probably does not expect to lead.
Zoinks (wanted): offu + mage for exp
-- Zoinks wants an offensive tank ("offu" is a Finglishm) and a mage
for an exp party. We may presume that Zoinks him/herself are going
to lead it and provide healing capabilities.
Birk {wanted}: members for twiddle
-- Slow/easygoing activity is often referred as "twiddle".
This is usually exp, but could be something else too, such as
guild related tasks, with experience being secondary to that.
Conversely "hardgoing exp" is referred as "rate".
A classic party consists of a "tank" (or several) in the front, taking
(and possibly also dealing) damage, a healer and damage dealing caster aka
"blaster", usually a mage or similar. While this combination is one of the
most common, different configurations work as well. So-called "offtank"
parties may have 3 tanks and a healer, possibly with additional backrow
blaster. The maximum amount of party members is nine.
Learning to work together as a unit takes effort, concentration of all
members and some time getting used to the general flow of things, so
don't expect everything to go well from the start. Shi.. erm .. stuff
happens even to experienced players of the game.
Leading a party is an artform in itself, you will have to gather knowledge
of areas and monsters you are facing and how to fight them. A good leader
knows their stuff and how to utilize each member efficiently.
Read 'help leading' for insights and advanced topics related to leading.
Recreate and Reincarnation
--------------------------
Reincarnation lets you create your character again.
If you are a new player, you may be able to use 'recreate' which is
basically a money and exp-tax free version of reincarnation.
Read 'help recreate' to see if you are eligible.
See 'help reincarnation' for detailed information!
Mortals and Wizards
-------------------
Mortals are players of the game, and wizards are the developers. Wizards do
not play the game, nor are they normally involved in player interactions.
(See 'help when to ask a wizard')
Mortal levels go from 1 to 100 (and can extend via Sentinels of Infizinity
to above that). Wizard levels range from 20 to 1000 with few exceptions.
Archwizards are wizards at level 200 or above, and are basically the ultimate
authority in the game ('help archwizards', 'archwizards are always right').
Mortals are often divided into newbies, midbies and highbies. What exactly
are the definitions of those categories is debatable and can depend on
one's viewpoint. The game itself has few different definitions that limit
certain functions available only to "newbies", such as access to 'recreate'
command, newbie crystal, transport poles and such.
However, in general sense the definitions, as stated above, tend to be
flexible. Character levels and game age ('help finger') might give some
indication, at least.
Hierarchy, player killing and asking questions
----------------------------------------------
Be polite, be careful. Annoying other players may be hazardous.
While BatMUD is nowadays, for most part, a very welcoming community, acting
obnoxiously can, and often will, have consequences.
That level 50 healer might seem to be helpless against a strong tank like
you, but she could have 20 friends willing to make thinly spread paste out
of you.
Then again, some people have been known to kill weaker players accidentally,
or in some cases, for their amusement. If a level 100 player walks over you,
accidentally or not, angrily yelling at them might not be the best of ideas.
It should be noted that killing newbies for no reason (or "bad" reason)
is generally disapproved of by the game administration, and may be a cause
for investigation into any such incidents. However, it is recommended that
you first at least attempt to reconcile your differences without involving
wizards. (Wizards and archwizards do often monitor situations even without
prompting, assuming they happen to be around.)
In case the other party is not listening to your pleas, talking to other
players might help (for example on 'newbie' channel). Usually there are
people who dislike newbies being killed just for fun. Ask politely for
advice and you might get it. If all else fails, and harassment is
continuous, you should then contact an (arch)wizard.
Politeness is the key to asking questions of any kind, on channels or via
tells. For example:
Dragonfly [newbie]: GIVE ME MY MOTHERFUCKIN MONNNEYYY??!?!?!
... is not going to work. Spamming any channel with oft-repeated requests
is likely to annoy other people, which may result in unwanted consequences.
NOTE: Intentional and sometimes even unintentional spamming of the channels
may result in a channelban, or even termination of your character.
NOTE: As you might have noticed above, we don't really have a language
policy. Often you may swear all you want .. but do take into account the
general current mood and atmosphere. Sometimes it just isn't appropriate.
Staying informed (news and channels)
------------------------------------
To stay up to date about changes to the game, important events, and other
such things, the game has several methods for communicating those:
'inform' messages, 'tunes' channel and several 'news' groups.
Many smaller game changes and updates are announced through 'tunes' channel
(see 'tunes last'). There are also informs ('inform last') which the
administration uses for informative notices about things like upcoming
maintenance downtime.
News system is also essential for getting information about the game and of
other players. 'news help' shows you the commands. Newsgroups that wizards
use to inform about changes in the game and other things of various
importance are named 'inform' and 'updates'. See also 'help newsgroups'.
Therefore, if you happen to log in and notice that something seems to be
"wrong", the first thing to do is to check if there are new news in inform
or general or aforementioned 'tunes' or 'inform' channels.
Note that you can read the inform messages and news via BatMUD's website:
https://www.bat.org/help/inform , https://www.bat.org/forums
Useful help files
-----------------
Most help files available are useful, at least to someone in some situation.
But there are hundreds of help files and wading through all of them would
take ages, so here is a list of some important ones to get started with:
help
help battle
help channels
help handling
help levels
help lite, help style, help ansi, help term
help spellcasting
help builtin
help open guilds
help newbie helpers
help saving items