Advancing and Developing your character
This section will answer the following questions
and also provide you detailed information and help you to
get on your way once you have logged on to the MUD. This is
a very long section and will require some time and effort
on your part to read through. However it will give you a huge
advantage and head start over other new players that have
not read it. :)
Advancing your Character
Your guild represents the way of life you will choose
for your character in a world that simulates a reality of
medieval fantasy. Each guild has its own distinct advantages
and disadvantages, but balance overall. Some may be weaker
at low levels, but make up for it at higher, some may be weak
in defense but powerful in offence. Joining a guild offers
the advantage of a greater range of abilities, access to special
guild rooms and allows you to socialize with a bunch of friendly,
Which guild you can choose depends largely on your chosen
class(es). For example, if you are a priest you must choose
a priest related guild such as cleric, druid, healer etc.
(E.G.: If your class is warrior you cannot be a necromancer
because it is a mage guild.) For
a list of available classes with associated guilds please
click here. Which guild is best for you to join depends
on your class, race and of course what you will enjoy playing
the most. Viewing the page provided for class and guild info
(link given above) will really provide you the best assistance
your character's statistics
On Ages of Despair your character will have five major stats.
When you type score, you will notice that your character has
five base stats. Each race has different maximum stats. Your
stats will raise automatically as your character gains levels.
The stats are:
Your strength is how strong you are. This determines to a
degree how hard you hit, how heavy of weapon(s) you may wield,
and how much gear you may carry.
Dexterity controls your general quickness, agility, and motor
control. A high dexterity will help you hit others more often
and do more damage to them, while helping to avoid being hit
yourself. It also affects many activities, such as moving
stealthily, where motor skills are important.
Your constitution is how tough and enduring your body is.
People with a high constitution have better hit points and
endurance than less durable types. It also affects how much
you can carry and other things related to your bodily integrity.
Wisdom is how much common sense you have. It makes you more
efficient when casting spells (depending on your guild). The
higher your wisdom, the more concentration points your character
Intelligence reflects your memory capacity, quickness of mind,
ability to work with abstractions, and other traits. The higher
your intelligence, the more concentration points your character
will have, which is partially good for spell casters.
When you were in the character creation process you chose
a class now that you are logged on to the mud you have (should
have) chosen a guild. You now have a class level and guild
level that you can raise as you advance your character in
the game. You must advance your class and guild levels evenly.
For example, you cannot get to level 10 if your guild if your
class level is only 9.
abilities (prayers, skills and or spells)
When your character is brand new, you don't have any abilities.
You won't even be able to wield a weapon until you have trained
it. What abilities you can learn depends on your guild. (E.G.:
Rogues only have skills to develop, they do not use spells,
songs or prayers. Clerics on the other hand learn prayers
and bards learn songs etc.)
It is suggested that you raise a few levels before you start
trying to develop your abilities. The reason for this is because
the higher your guild level, the more skills will be made
available for you to train. You can develop (train or study)
abilities inside your main guild room. There should be a list
in the room when you type 'look' that will give you directions
on what you need to do.
How you advance and develop your character's abilities is
very important. When you are a new player you start of with
50 free training points that you can spend on learning/developing
your abilities (I.E.: prayers, skills, songs and or spells).
After you have used up your free training points, it will
cost you experience to raise them. Each ability will max out
once you have trained them to up 100 (this usually takes a
long time). The higher you have developed an ability, the
better you will do at it and the higher your chance of succeeding
at it. You need to choose wisely which abilities you work
on and develop as it will effect how well your character does
in combat. When starting out, some abilities will be more
important than others. If you don't already know what skills
or stats to raise, ask an online knowledgeable player for
some advice. (note: make sure that you train in a weapon skill
or you will not be able to wield a weapon when you want to
go out and fight!)
Before you run out and start fighting monsters it would probably
be wise for you to get some armor and a weapon. As a newbie,
you won't be fighting anything very difficult, so any basic
equipment will do. You can borrow one weapon and a piece of
armor inside the LNPA equipment room from Terril. Remember
to always 'wear' your armor and 'wield' your weapon before
going into combat. If you try to wield a weapon and it tells
you that you do not know how, it is because you never trained
in that weapon skill (see above
about abilities). So make sure that you borrow a weapon
that you are skilled in using.
If you wish to get more equipment or something other than
what is offered at the LNPA, you can buy equipment at the
smithy which is located 3 north, 4 east and 1 room north of
the login room. 3 north, 1 east and 3 rooms north from the
login room you will find the main shop where Ghorim has a
wide variety of things for sale. (Suggestion: Stick to using
the LNPA newbie equipment until you can save a little money.)
Once you have equipment you can see what you are using with
the 'eq' command. When you type 'eq' you will see something
| Click on thumbnail to see full view. Image will open
in a new browser window.
Players are able to save their items after they log off
the MUD and through game reboots. However, in order for to
do this you must have a place where you can store them. On
Ages of Despair players can purchase a houses, but they will
also need to buy a chest if they wish to store their items.
Lockers are also available for rent if a player cannot afford
a house and chest yet. Being able to save your equipment is
a special luxury. To be able to save your items forever is
indeed awesome, but it does cost a fair amount and is not
intended for newer players. Players usually spend time saving
up their money just to buy a house, it is not something that
will come instantly, so don't expect it. Until a time comes
when you can afford this special feature.
This is a command you will use often. The inventory command
(also known as 'i') when typed will show you a list of all
the things your character is currently carrying, except for
the ones you have wielded, worn or held (you
view your equipment with the 'eq' command). The 'inventory''
command also shows you how many coins you have on you and
the total weight amount that you are carrying. When you type
'inventory' or 'i' it will look something like this:
| Click on thumbnail to see full view. Image will open
in a new browser window.
There are several ways to heal on Ages of Despair:
Time: you will naturally
regenerate hit points and concentration points as time passes.
Eating and Drinking: There are
several pubs throughout the realms which will serve drinks
and fresh meals that will restore your health for a cost.
Potions: There are many magical
and herbal potions in the realms that will heal you.
Equipment and Magical Items: Some
pieces of equipment and items have healing or regeneration
bonuses that will help you heal hit points or concentration
points at a higher rate.
Other Players: Many guilds have
healing capabilities. Talk to other players and find out who
can help you.
finds us all sooner or later
If you play on any MUD, sooner or later you will get killed
and die. Death sucks, but keep in mind that it is just part
of the game. When you die you will lose 3% of your total experience
amount. The total experience you lose will be withdrawn from
your free experience. Note: depending on the amount of your
free experience at your time of death you might be left with
a negative amount of free experience.
When you die your soul leaves your body and you will be a
ghost. As a ghost you will not be able to speak, use channels,
carry anything or use a large portion of the normal mortal
commands. You will have use of the 'wizcall' command which
should be used only if you are having a serious problem or
if your character is bugged.
To bring your character back to life, you must go to the cemetery
and 'pray'. Clerics will also have the option to study the
art of resurrection and will then have the ability to bring
you back to life. As a ghost you may speak on the ghost channel
by typing 'ghost <mesg>' if you need help getting resurrected.
Warning! When you have received a new body you are
still rather low on hit points (hp). Do not go running back
to get your things and money from your corpse without healing
a bit first. The monster that killed you will still be aggressive
towards you and will attack you if you enter the room.
There is no limit on how many times you can die, and you will
never be thrown out from the game due to dying.
experience and earning money
If you want to continue to build and develop your character
you will need to earn some experience. Players earn experience
by killing NPCs (non-player characters). On occasion can also
get experience from solving a quest, puzzle or finding a special
hidden area or object. You will be told when you've received
experience this way. Note that while you get a little experience
for just being in combat with the monster, you get most of
your experience for the actual kill.
How to get money is simple, but might take a little time.
In general you get money by taking the items from the corpse
of a monster you killed. Keep in mind that some monsters have
more value than others. You can always 'look' at a monster
(E.G.: 'look rabbit' or 'exa rabbit') before attacking it
to see what items it is carrying before attacking it if you
only want to kill things for value. Any items you take from
a corpse can be sold at a local shop for coins.
Going into combat
You can attack a monster by typing "kill <monster>".
You may also find that some monsters will initiate combat
and attack you. While in combat, you can use "look at opponent"
instead of the name of the monster you are fighting. Probably
one of the most important commands is 'wimpy'. The 'wimpy'
command when set will make you automatically flee from the
room if your hit points get too low. This won't guarantee
that you will never die, but it helps a lot.
Below is a list of different commands that you might find
helpful before going into combat. They should be rather self
explanatory. If you need a more detailed explanation type
'help <command name>' at anytime while you are logged
on to AoD.
|Allows you to substitute an alias for
|The brief command toggles your verbosity
|Transfers you to the cemetery if you
have been killed.
|Check how hard an opponent is.
|Makes you drop a specified item to the
|Displays what equipment you are currently
|Displays information about a particular
|Allows you to automatically follow another
|Allows you to get an item, or all items
from a container, corpse, or from the ground.
|Give something from your inventory to
|Allows you to hold an item as armor.
|Toggles your hit points and concentration
point status bar.
|i, inv, inventory
|Shows items you are carrying with the
exception of worn, wielded or other equipment currently
|Interrupts a spell or skill you are concentrating
on before being cast.
|Lets you mark specific items
that are in your inventory that you do not wish to sell.
|When used with an argument
will make you attack.
|Send or Read mudmail to and from other
|Nickname will substitute <readname>
for all occurances of <nickname> on your command
|Allows you to change your password.
|Makes your character leave the game,
dropping all eqipment or items remaining on your character
that have not been previously stored.
|Used to remove an item of worn armor.
|Lists Clerics with resurrection spell
that are online and their status.
|Displays your stats, exp, hit points,
concentration, age, class, guild and gives you a general
idea of how well you are playing.
|Allows you to remove a object you are
holding as armor (e.g. a sphere)
|Used to unwield a weapon.
|Used to wear a piece of armor.
|Shows which users are currently logged
on, their level, title and status.
|Used to wield a weapon.
|wimpy <% amount>
|Will make you automatically flee from
combat if your hp get too low.
to helpful places
If you have actually read through all this, congrats!
You will have more knowledge and a better understanding of
the game than some level 10 players didn't put the effort
into trying to learn how the game works!
Here are helpful directions to good places for new players
to gain experience, and many other important places that you
will probably visit often as you journey through the mud.
All directions use either the east gate or the Loriah login
room as a starting point.
|Loriah New Player Association
|1e of the login room
|3n, 17e, s, climb.
|Krath'l Dwarf Clan
|3n, 17e, 7s, 6w, 2n, down.
|Old Mac McDunl's Farm
|14e, 2 ne, path.
|5n, w, 14n, 5w, 4sw.
|Mage Guild Hall
|1n, 1w, 2s, 5w, 2s, 2sw
|Priest Guild Hall
|5n, 1w, 5n, 5w, 1n
|Thief Guild Hall
|1n, 1w, 5s, se, 5e, 1n
|Warrior Guild Hall
|5n,1w, 7n, 7e, 1s
|1n, 1e, 5n
|1n,1w, 3s, 1w
|1n, 1w, 1s,1w
|Loriah Post Office
|1n, 3w, 2n, 1w, 1s
|1n, 3w, 3n, 1w