So you first pick your name.
Then pick your class, choose one that you like. It doesn't really matter in the end as your class is purely determined by skills.
Then choose a bonus. I highly recommend taking either more skill points or faster chores. Don't worry. Every 48-realtime play hours you can pick another bonus until you have 3. Kinda easy if you automate the more annoying tasks overnight.
Now you're in the game.
DON'T PANIC. DON'T MOVE.
The game will overload you with a lot of information straight on out. For now focus on this:
Type in "pledge <empire name>".
Once you're accepted use esay <message> (or just es <message>)
If it's taking a while to get accepted, use /newbie <message> to send a message.
If things are scrolling by too fast for you, use empirehistory (eh) or /history <channelname> to see the last 20 chats.
Once you've been accepted, use "who -e" to see who else is in your empire.
"whois <playername>" for more advanced into on a player.
Once you've done that, read "info" and follow it to learn more about the controls.
Done with info? Let's move on.
Let's take a look at your status bar. It's a mess. It doesn't tell you what you need to know.
So let's change it, type in "prompt |%hhp %vmv %mmp %t [%c] %a>"
"help prompt" will tell you more about prompts so you can customize it as you like.
You should see the change immediately.
Hp, Mp, and time are self explanatory.
The [] is the condition box, letter will appear to notify you of any status effects H for hungry, T for thirsty, R for riding, etc.
And the last part is the chore box, which will change depending on what task you're doing.
Additionally, "score" will show your character's full status. "affect" will only show status effects.
Most importantly Mv is movement points. Which will constantly annoy you.
Moving takes Mv.
If you don't have enough Mv, you won't be able to move.Stay on the roads as much as possible. The rougher the terrain, the more Mv it takes.
Mv will naturally recover, but if you need it faster, "sleep" to recover it. "wake" and "stand" to get back up once you've finished recovering.
Always carry food and water with you, your passive regen drops to 0 if you're hungry or thirsty.
If you're hungry/thirsty and aren't carrying provisions, sleeping is the only way to recover Mv at all.Scavenge food via gather, fishing, or butchering. You can fill your canteen/wineskin at a water source(
~~)
Now let's take a look at the map.
This map won't look the same for everyone. Since you lack navigation, the map will reorient randomly whenever you open it. The general structure will still be the same though.
Let's review the structures in the above map.
][ is the portal that lets you go to other places.
<
oo> represents players, including yourself.
All the others are various terrain, buildings, and such.
Buildings are denoted by letters surrounded by either () or []. Some buildings share letters with others and look identical, so you'll just have to memorize them.
Provided that the empire you're joining already has things set up, do this, otherwise ignore it.What you want to focus on first is the Utility Storage Room (UU).
To see what items are in a storage room, use "i"nventory.
"retrieve <item>" or "store <item>".
Different items go in different storage rooms.
To find out an item's capabilities "Identify <item>.
Go there and pick up the following:
A walking stick (Hold Stick)
A Canteen or Wineskin
A Flint set
A satchel (Wear satchel)
A whip (Wield whip)
"Junk Bowl" to get rid of your old water bowl. You won't need it.
Let's do a quick inventory overview
You'll occasionally find item with tags, such as boe or large.
BOE mean "Bind on Equip". Once you've equipped the item, no one else can use it.
Large means it takes 2 inventory slots instead of one.
And yes, each item takes 1 unit of storage unless it's large. Meaning you can carry 20 tree trunks if you wanted to.
Now the meat and potatoes of the game: Skills.
Type in "skill" to see your skills.
Now what skills should you take? How many skills can you take? Read and I'll answer them.
Battle represents general combat. Pretty much required if you want to fight at all.
Empire represents buildings and NPC control.
High Sorcery is primarily defense and utility based.
Natural Magic is your fire and lightning.
Stealth has some offensive capabilities, but is primarily into utility.
Survival is generally based on traveling and gathering.
Trade is your crafting skill.
Vampire has both offensive and defensive skills. (Vampire Abilities don't work during the day until you get Daywalker).
If your starting class doesn't have the skill, it starts at 0.
Empire, trade, survival, and battle can be raised to 1 via general actions. Empire by harvesting crops or building things. Trade by basic crafting. Survival by gathering sticks and digging. And battle by fighting.
Stealth can be raised to 1 by bribing the thief in the sewer adventure zone with 100 coins. Give 100 coins thiefname
Natural magic can be raised to 1 by "chant druid" at a stonehedge.
High sorcery can be raised to 1 by "study" in a sorceror tower.
Vampire can be raised to 1 by having another vampire sire you.
It's important to note that the exp percentage does not go to 100 to raise a skill. Rather,
every time you do a skill-related action, that's the chance your skill will increase by 1. It increases when you do skill-related actions.
Note that number at the very top "Skill level". This limits what equipment you can wear, what levels your crafts can reach, and even what enemies spawn. The number is determined by your class skill; and until you choose two class skills that number will be all over the place.
You start out as adventurer class, essentially peasants. You can barely wear anything, your crafts suck, and you're a only a minor annoyance in combat for anyone who's gained a class. Even leather armor is level 75. Your first priority should be to raise two skills to 75 and then convert them to class skills.
You will not gain any HP/MP/MV until you've gained a class.And then there's "Skill points available" on the bottom. As long as you have these skill points, your skills will increase much, much faster. You get 15 points a day (20 if you took the skill point bonus), resetting at 12AM eastern. They don't accumulate; use them or lose them.
If you want to focus those points on a skill "noskill <skillname>" will toggle the leveling of a skill.
Now let's talk about skill caps.
You can get 2 skills to 100. These are your class skills.
You can get 1 skill to 75. This is a specialty skill.
You can get all other skills to 50. These are basic skills.
However, if you keep two skills at 0. You can raise one more skill to 75.
To specialize a skill, raise it to 50 and "specialize <skill>". To make it a class skill, raise it to 75 and specialize it again.
That should be enough about skill caps.
Now abilities, open up an ability window by typing in "skill <skillname>":
You get ability points at level 1, 5, 10, 15, 20, 25, 30, 40, 50, 60, 70, 75, 80, 90, and 100.
If you're taking it as a basic skill, you get 10 points.
If you're taking it as a specialized skill, you get 13 points.
If you're taking it as a class skill, you get 16.
Use skill buy <ability> to buy abilities.
You should focus on getting abilities that will increase your skill.
Once you reach level 50 in that skill, you can skill reset <skill> to get back all your ability points. You get additional resets when you specialize that skill, and more when you reach level 50 or 100.
What do these numbers mean? Let's take a look at the Butcher ability.
[1-50] means you can get this ability at level 1 survival. The 50 means it will stop increasing your skill level once you reach survival 50.
5/10 skill points gained.
Each ability will only increase your skill level by 10 points before it stops contributing.If you don't keep an eye on these numbers you might end up not being able to raise your skills anymore. Forcing you to "skill reset".
Skills will only increase if an ability is triggered. If you have an armor skill, it'll only be increased by being hit. If you have an active skill, like a spell, it'll only increase on casting.
Finally, "skill drop <#>" will allow you to drop a skill's amount. You can't undo this and there is no benefit other than allowing you to raise another skill or reset skills if you ran out of resets.
When leveling a skill; whatever ability was last used is drained by 1 point. So you can do things like use a fast-increasing skill to raise exp% and then use a slow-leveling skill to gain the point.
EquipmentAll equipment have levels, and whether or not you can equip an item is purely determined by level. However, it's not like "Lvl 30 character can equip item level 30", rather it's divided into such:
Characters under level 50 can equip stuff from 1-49.
Characters at 50-75 can equip items from 1-74.
Characters above 75 can equip anything.
Note this is your character's class level, which is determined by your 3(?) highest skills. Not your total level which is your class level + total item level.
Crafting is a bit odd. There are several factors here.
- When you craft an item, the item's level is determined by your skill, so if you're level 22 in trade, the item will be level 22.
- The level cap of a crafted item is determined by what skill range (Under 50/51-75/75+)it's derived from. So if you take weaponcrafting (Required skill 30), the limit is 50, Ironworking is up to 75, and advanced stuff is capped at 100.
- If you're crafting something from a pattern (aka blueprint) the item is capped by your TOTAL level instead. I don't know why piling on heavy armor makes you better at crafting but it just does.