|
THE DIKUMUD NILGIRI TUTORIAL
0.1 Table of Contents
0.2 Index of Tables
|
1.1
Logging in
So you have decided to login. Good choice!
Because DikuMUD Nilgiri, like every other MUD, is a text based
role-playing-game, new adventurers usually find the screen scroll
challenging. Everything occurs in real time and depending on your
location
in the game and what is happening in the game, your screen may scroll
with endless information. This is just a fact of Nilgiri life that
every mudder gets used to. In time you should be able to distinguish
between the important and trivial information.
In order to play the game, you enter in commands. Usually these
commands are verbs or verb-object pairs. After you enter in a
command, the game interprets these commands into actions your character
will take. Many times new information will pour through your screen
while you are typing in a command. Depending on what type of client you
are using, this will often break your words apart leaving alphabets
randomly scattered, and scrolling upwards. Do not fret, this happens
quite often. The game keeps track of what you had already typed and
will interpret your command after you press the ENTER or RETURN
key. It is
important to press the ENTER
or RETURN key after each and
every
command. Some
clients split your seperating the action window from a prompt window.
The Nilgiri Client will split your session in this manner.
This document will give examples from the perspective of a standard
terminal emulation without split-screen however the information here
should remain relevent.
1.2
Choosing text color
DikuMUD Nilgiri 3.7.264
... a world based upon ....
DikuMUD I (GAMMA 0.0)
Created by
Hans Henrik Staerfeldt, Katja Nyboe,
Tom
Madsen, Michael Seifert, and Sebastian Hammer
Do you want text color? yes
|
If you are using your own client and not the web-client you will be
prompted if you wish to receive text color. Generally, you want
to say 'yes' here. Text coloring helps you easily pick out
important details during game play. Text coloring is best used
with a black background. Some clients have trouble displaying
color properly, in which case you will want to say 'no' here. If
you fail to say 'yes' here, once inside the game you can type the
command 'color' to toggle the text color on or off. Other
information shared on this screen is the current running version of
Nilgiri that is
incremented with game updates, the name and version of the original
game that Nilgiri is based
upon and the credits of the base game.
1.3 Choosing a
name
______________________________________________________________________________
W E L C O M
E T O the world of Rivin and Sin, the world of
N I L G I R I
__ @@@@@@@@ __________________________________________________________________
@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@
....................... @@@@@@@@@@@@@@@@
@@@@@@@@@@@ .:##########################xX.
@@@@@@@@@@@@@
@@@@@@@ .:##%#########################xXxX.
@@@@@@@@@@
@@@@ .:##%#####################%######xXx @@@@@@@
@@ :##%#######################%%####XxXx @@@
@ :## ##########
###%%%%###XxX @
:# X ########
###%%%%##xXx
:# x #####%## Xx ###%%%##xXxX @@@@
@@ :## X ###
%%##
########xXxXx
@@@@@
@@@@ :### ### ####
##%%####XxXxX @@@@@@@@@
@@@@@@@@ :%%%###### ##
%########%%####XxXxX' @@@@@@@@@@@
@@@@@@@@@@
`:%%#################%XxXx'
@@@@@@@@@@@@@@@
@@@@@@@@@@@@@
:%%################%xXx'
@@@@@@@@@@@@@@@@@
@@@@@@@@@@
[%][%][%]
[%]]]]]
@@@@@@@@@@@
@@@@@
@@@@@@@
_____________________________________________________________
@@@@@ __________
T H
E F O R G O T T E N
W O R L D
___________
http://nilgiri.mythril.com/
___________
By what name
do you
wish to be known? Kitiara
|
Pick a simple name. Avoid unpronouncable names, names that are
neither easy to read nor type. Generally avoid names with
preconceived
notions, meaning or political bias. Keep in mind this is a
fantasy game geared towards escaping reality so choose a name
likewise. If you happen to
choose a name that is already taken, or is not available just go ahead
and choose another name.
Did I get
that right, Kitiara (yes/no)? yes
Welcome to Nilgiri DikuMUD, new character.
Give me a password for Kitiara:
Retype your password:
This e-mail address is used by the game to identify all the characters
that belong to a single person. Sharing characters is possible,
but each
character must have a primary owner who shall be identified here.
Your e-mail address is private and you will not receive unsolicated
messages from DikuMUD Nilgiri or its administrators. If you still
feel
uncomfortable entering an e-mail address enter in some other form of
identification that we can associate your character with your person,
such as first and middle initial and last name, or a unique alias
(Example: j.h.doe).
E-mail address: marcella.a.curran
|
Type in a password you will remember. The administrators of
DikuMUD Nilgiri have no way of knowing what your password in the
event you lose it. You will be asked to enter your password in
again to verify that you have typed it in correctly.
Terminal clients will not echo the password to the screen. Some
split-screen mud clients will echo the password to your prompt window
so be
careful to gaurd your password from being seen. The e-mail
address is strictly for identifying you as a player to your
character(s). If you are uncomfortable entering in an e-mail
address enter in some constant identifying piece of information that
you can share among all your characters.
1.4 Creating a
character
What
is your sex :
male
female
? female
Select your race:
Human
Elf
High Elf
Vori Elf
Dark Elf
Gnome
Dwarf
Pixie
What do you choose? Human
Humans are the
common folk in the world, having made city settlements
throughout much of
Jora and Argoceania. Humans are generally more social and
tolerant than most
other races, accepting the company of elves, dwarves and any
race that they
stumble upon if they are not hostile. Their nature varies
widely; some are
good, some evil, some friendly, some aggressive. This uncommon
feature has made
some races slightly distrustful of them, like the elves.
Although humans are
quick learners of all kinds of arts, there is usually some
other race which is
even more proficient in that than the humans. Although
humans have their
greater diversity as an advantage, this still has made many
humans feel a need
to prove themselves to the other races, giving them a
reputation of
fearless leaders of men. Humans start in the city of Midgaard.
Stat modifiers: none
Is this what you
wish to be? yes
|
Choose a gender and choose a race. Race have attributes,
bonuses, losses, resistances, vulnerabilities, skills and
languages associated with them. Humans are the middle of the road
race with neither bonuses nor losses, niether resistance nor
vulnerabilities, nor have they any special skill or language. It
is recommended you play a human until you get a better understanding of
how your stats affect your game play.
Race
Information Table
|
Human
|
Humans are the
common folk in the world, having made city settlements throughout much
of Jora and Argoceania. Humans are generally more social and tolerant
than most other races, accepting the company of elves, dwarves and any
race that they stumble upon if they are not hostile. Their nature
varies widely; some are good, some evil, some friendly, some
aggressive. This uncommon feature has made some races slightly
distrustful of them, like the elves.
Although humans are quick learners of all kinds of arts, there is
usually some other race which is even more proficient in that than the
humans. Although humans have their greater diversity as an advantage,
this still has made many humans feel a need to prove themselves to the
other races, giving them a reputation of fearless leaders of men.
Humans start in the city of Midgaard.
|
| Elf
|
Elves have
very pale complexions, which is odd because they spend a
great deal of time outdoors. They tend to be lithe and dexterous. The
features of an elf are delicate and finely chiseled. The elves count
themselves as being the oldest of the races, and can appear somewhat
patronizing towards other races. This has caused trouble on several
occasions throughout their history. They live in great cities and have
a highly organized society. They often find other races to be crude and
hasty.
There are three subraces of elves: vori elf, high elf and dark
elf. |
| High Elf |
High elves are
taller than any other race and have a much thinner build than humans.
They are known throughout the realm to be very intelligent and
extremely wise. They are fond of beautiful things, and delight in
intricate puzzles. They are also said to be more adept at the
magical arts than other races, though that could be nothing but a
rumor. High elves usually have a cheerful, if somewhat quiet or
guarded, disposition.
High elves start with a good alignment.
|
Vori Elf
|
There are many
rumors about how the Vori came to be. To the far northwest of Midgaard
lies a cold forested wasteland where a great mage resides in a
formidable tower. Legend has it that the Vori were enslaved and
forced to build this tower. When the tower was completed, the archmage
cursed the Vori to walk the realm, only being able to interbreed with
humans, diminishing the divine grace bestowed upon them. That is only
one tale of many which circulate among the taverns. Many Vori today
find themselves as druids or wanderers of
the many islands of Nilgiri, some finding it hard to forge steadfast
friendships with other races. Unlike their ancestors, modern day Vori
elves are half vori and half human. They are slightly taller than the
average elf, though much shorter than high elves.
|
Dark Elf
|
Dark elves are
the evil cousins of the high elves. The dark elves live deep within the
underworld and often in dark and twisted forests where the darkness has
tainted the very way things grow. Dark elves are known all over
the world, or rather "feared", for they are cruel, wicked, and VERY
evil. They find pleasure in death and pain, in torture and the worship
of dragons. Dark elves are particularly good at manipulation, and the
mind, while they shudder at the thought of good.
Dark elves start with an evil alignment.
|
Gnome
|
The gnomes are
closely related to the dwarves as a race. Only in this realm will you
find that gnomes grow to be somewhat taller than the average dwarf
adult. They are as nimble as dwarves and wear their beards short
and stylishly trimmed. They take great pride in their noses, which
often are huge. Their skin is of a vibrant blue, red, or purple with as
colorful tufts of hair and sparkling eyes. Gnomes do not mine or smith
as the dwarves do, but take great
interest in gathering information about anything and everything. They
are much respected as scholars. Rumors tell of immense libraries that
they gather in their treetop villas, small villages or underground in
settlements. Gnomes are often interested in all forms of magic. They
are a very peaceful race, going to great lengths to avoid fights or
wars with other races. It is said, though, that if you push them to
their limit of their great patience, they can take quite drastic
actions.
|
Dwarf
|
Unlike humans
or elves, dwarves tend to be stocky and muscular. Their skin is
typically deep tan or light brown. Their hair is usually black, gray or
brown, and worn long, though not long enough to impair vision in any
way. They favor long beards and mustaches too, even among females.
Dwarves value their beards highly and tend to groom them very
carefully. Although they originally lived in their great underground
cities, and still feel most at home in caves beneath the earth, they
also build and live in cities above ground, for trading purposes. The
gems and metals they find and work on are much wanted by others. Like
the rock they are so familiar with, dwarves are hard and unyielding:
once their mind is set, it is almost impossible to change. This has led
to some long and bloody wars in their past. They are born with natural
infravision, which allows them to maneuver quite skillfully in the
dark. They are well respected
among most of the other races.
|
Pixie
|
Pixies are
among the most intelligent and mischievous of the faeries. They dwell
in idyllic woodlands, taking great delight in harassing travelers with
their pranks and tricks. Fun is the goal for nearly all pixies, and
they often define fun by the merry pranks they pull. They look like
three-foot-tall elves, though their pointed ears are much longer and
slender. The silvery wings jutting from their backs are merely for
show, being characteristic of ancestral
pixies who could fly. They typically have blond hair and blue/green
eyes, though exceptions are often seen. They dress in bright colors,
often sporting caps and shoes with curled, pointed toes. Pixies inhabit
deep forests and sometimes the meadows near a farmers fields. They
dance in moonlit glades, moving to the music of crickets, frogs, and
other nocturnal creatures. Despite their weaker stature, pixies make
excellent mages.
|
Race Resistance & Vulnerabilities
Table
|
|
Human
|
Elf
|
High Elf
|
Vori Elf
|
Dark Elf
|
Gnome
|
Dwarf |
Pixie |
Resistance
|
(none)
|
Fire
|
Fire
|
Cold
|
Evil
|
Fire
|
Fire
|
Earth
|
Vulnerability
|
(none)
|
Cold
|
Evil
|
Fire
|
Good
|
Normal Attack
|
Cold
|
Fire
|
Race Skill Bonus Table
|
Human
|
Elf
|
High Elf
|
Vori Elf
|
Dark Elf
|
Gnome
|
Dwarf
|
Pixie
|
(none)
|
Infra-
vision
|
Infra
-vision
|
Infra
-vision
|
Infra
-vision
|
(none)
|
Infra
-vision
|
Detect
Magic
|
Race
Language Table
|
Human
|
Elf
|
High Elf
|
Vori Elf
|
Dark Elf
|
Gnome
|
Dwarf
|
Pixie
|
Common
|
Common
Elven
|
Common
Elven
High Elven
|
Common
Elven
|
Common
Elven
Dark Elven
|
Common
Gnome
|
Common
Dwarf
|
Common
Pixie
|
What
is the color of your hair:
black
brown
red
blond
gray
white
bald (no hair)
? brown
What is the length of your hair :
long
short
shaved
? long
What type of hair do you have :
straight
wavy
curly
? straight
What is the color of your eyes :
black
brown
blue
green
hazel
? hazel
What is the complexion of your skin :
pale
light tan
tan
dark tan
dark
? light tan
Humans need to be between 5'0 and 6'11
What is your height [feet inches]? 5 6
For your weight you need to be betwen 132 and 264 pounds.
What is your weight [pounds]? 132
What is the age you would appear to be [years]? 19
This is your description:
Before you is a young looking female human. She has long brown
straight hair,
hazel eyes, and a light tan complexion. She stands about 5 feet 6
inches and
looks like she weighs about 132 pounds.
Does this description suit you (yes/no)? yes
What is your handedness :
right
left
? right
|
These are attributes that describe personable aspects of the character
you are creating. Some of them affect game play like height and
weight. Smaller people are harder to hit, but weigh less.
Heavier people are better at causing certain types of damage, however
need to eat and drink more often. Most of these affects are
correlated from the race that was chosen earlier. For example:
pixies and gnomes are much shorter than humans; and elves can have blue
and green hair wherease humans cannot.
Race Attributes Table
|
|
Height
|
Weight
|
Hair
|
Eyes
|
Skin
|
Human
|
5ft.
0in.
6ft 11in.
|
120
lbs.
332 lbs.
|
black
brown
red
blond
gray
white
bald
|
black
brown
blue
green
hazel
|
pale
light tan
dark tan
dark
|
Elf
|
5ft.
0in.
5ft. 5in.
|
120
lbs.
260 lbs.
|
black
brown
blond
blue
green
purple
|
blue
green
hazel
purple
|
pale
light tan
|
High Elf
|
7ft.
0in.
7ft. 11in.
|
168
lbs.
599 lbs.
|
blond
gray
white
blue
green
|
blue
green
hazel
purple
|
pale
|
Vori Elf
|
5ft.
0in.
6ft. 11in.
|
120
lbs.
332 lbs.
|
black
brown
red
blond
|
blue
green
hazel
|
pale
light tan
tan
dark tan
|
Dark Elf
|
5ft.
0in.
5ft. 5in.
|
120
lbs.
260 lbs.
|
black
brown
purple
|
black
brown
purple
|
dark
tan
dark
|
Gnome
|
4ft.
6in.
4ft. 11in.
|
108
lbs.
236 lbs.
|
green
blue
purple
bald
|
blue
green
purple
yellow
|
blue
red
purple
|
Dwarf
|
4ft.
0in.
4ft. 5in.
|
96
lbs.
212 lbs.
|
black
brown
gray
white
|
black
brown
hazel
|
light
tan
tan
dark tan
|
Pixie
|
3ft.
2in.
3ft. 6in.
|
76
lbs.
168 lbs.
|
blond
brown
white
purple
|
blue
green
hazel
|
pale
light tan
tan
|
English to Metric Height Conversion Table
|
3'
|
91.44cm
|
4'
|
121.92cm
|
5'
|
152.40cm
|
6'
|
182.88cm
|
7'
|
213.36cm
|
3'1"
|
93.98cm
|
4'1"
|
124.46cm
|
5'1"
|
154.94cm
|
6'1"
|
185.42cm
|
7'1"
|
215.90cm
|
3'2"
|
96.52cm
|
4'2"
|
127.00cm
|
5'2"
|
157.48cm
|
6'2"
|
187.96cm
|
7'2"
|
218.44cm
|
3'3"
|
99.06cm
|
4'3" |
129.54cm
|
5'3"
|
160.02cm
|
6'3"
|
190.50cm
|
7'3"
|
220.98cm
|
3'4"
|
101.60cm
|
4'4"
|
132.08cm
|
5'4"
|
162.56cm
|
6'4"
|
193.04cm
|
7'4"
|
223.52cm
|
3'5"
|
104.14cm
|
4'5"
|
134.62cm
|
5'5"
|
165.10cm
|
6'5"
|
195.58cm
|
7'5"
|
226.06cm
|
3'6"
|
106.68cm
|
4'6"
|
137.16cm
|
5'6"
|
167.64cm
|
6'6"
|
198.12cm
|
7'6"
|
228.60cm
|
3'7"
|
109.22cm
|
4'7"
|
139.70cm
|
5'7"
|
170.18cm
|
6'7"
|
200.66cm
|
7'7"
|
231.14cm
|
3'8"
|
111.76cm
|
4'8"
|
142.24cm
|
5'8"
|
172.72cm
|
6'8"
|
203.20cm
|
7'8"
|
233.68cm
|
3'9"
|
114.30cm
|
4'9"
|
144.78cm
|
5'9"
|
175.26cm
|
6'9"
|
205.74cm
|
7'9"
|
236.22cm
|
3'10"
|
116.84cm
|
4'10" |
147.32cm
|
5'10"
|
177.80cm
|
6'10"
|
208.28cm
|
7'10"
|
238.76cm
|
3'11"
|
119.38cm
|
4'11"
|
147.32cm
|
5'11"
|
180.34cm
|
6'11"
|
210.82cm
|
7'11"
|
241.30cm
|
JORA
Jora is the cradle of Nilgiri civilization. It is said all things
began
in Jora and the ancients took to the seas and brought civilization to
the
other great continents.
ARGOCEANIA
It is said the land of Argoceania was built by a dying great bird of
fire.
The Great Phoenix caused the ocean waters to boil, and the land to rise
underneath it. At the moment of death, she cast herself down at
the center
splitting the great continent in two: Argosiae and Eltanin.
Select your homeland:
Jora
Argoceania
What do you choose? Jora
|
Generally, Jora is more populated and you will have a better
chance of receiving help there. If the hustle and bustle of Jora
seems intimidating, try Argoceania. It has a more relaxed
atmosphere, the friendships there are a bit tighter and more uniform
however players are sparse and you may find yourself adventuring alone
for the most part.
If
you choose class oriented stats, you will choose your class first, and
then
your stats will be ordered such that they are most appropriate for your
class.
If you choose random stats, your stats will be in no particular order
and you
can choose your class according to your stats.
Do you want (R)andom or (C)lass oriented stats? Class
Select a class:
Cleric
Thief
Warrior
Magic-user
Druid
Class: Druid
|
Random oriented stats allow you to roll your stats and then pick a
class to your liking. Class oriented stats is the more
traditional way of picking your class and the numbers you roll will
prioritize themselves to the class that you have chosen. You
should generally pick class oriented stats because it maximzes your
stats to your class. Leave random oriented stat rolling for
experimenting and specializing characters.
Class Information Table
|
Cleric
|
Clerics have
an ancient belief in not carrying sharp weapons. Hence, they can
only wield bludgeoning weapons. This class gives you the wisdom
of peace, blessings and healing, though it is possible to learn more
violent spells.
|
Thief
|
Thieves are known to hav
very special qualities, that no other class offers. Many of these
qualities can come in handly in many situations such as picking locks.
|
Warrior
|
Warriors are known to have
more strength than the average player. This makes them better at
hand-tohand combat., as they possess skills of violence and fighting
unequaled by the members of any other class. However, they lack
the ability to use magic with much success. When creating a
character, if a warrior rolls an 18 strength, an automatic strength
bonus from 0 to 100 is added.
|
Magic-user
|
This is the class of
powerful and violent magic, but the magic user do not control nature,
and can therefore not bless and such.
|
Druid
|
Druids are a class of
people that mainly deal with the magic and the secrets of the power
contained within indiginous organic life. They also delve in the
magics of healing and restoration. A druids power comes mainly
from the organic so will tend not to use inorganic material.
|
Class
Stat Priority Table
|
Cleric
|
Thief
|
Warrior
|
Magic-User
|
Druid
|
Wisdom
Intelligence
Strength
Dexterity
Constitution
|
Dexterity
Strength
Constitution
Intelligence
Wisdom
|
Strength
Dexterity
Constitution
Wisdom
Intelligence
|
Intelligence
Wisdom
Dexterity
Strength
Constituion
|
Wisdom
Intelligence
Constituion
Dexterity
Strength
|
Your stats
are:
Strength:
9
Intelligence:
14
Wisdom:
14
Dexterity:
10
Constitution:
9
Charisma:
16
Do you wish
to reroll? yes
Your stats
are now:
Strength:
11
Intelligence:
14
Wisdom:
16
Dexterity:
14
Constitution:
10
Charisma:
12
Do you wish
to reroll? no
|
Depending on what class you are, you should decide minimums for certain
stats. Check the Class Information Table. Generally
warriors should have 18 strength and thieves should have 18
dexterity. A good rule of thumb is if your first five stats add
to above 75 and you have no single digit stats, then you have a decent
set of stats.
Stat Information Table
|
Strength
|
Certain
weapons require a certain strength to wield as well as opening some
doors. The more strength you have the easier you can carry heavy
loads. You alos hit harder with more strength. Warriors are
advaised to have 18 strength.
|
Intelligence
|
For
Magic-users, Clerics and Druids this stat lowers the amount of practice
sessions it takes you to learn a new skill. In other words, the
more intelligence you have the less time you will be required to
practice a skill before you are fully learned. Intelligence also
helps you regenerate mana more quickly. Magic-users, Clerics and
Druids are advised to have 18 intelligence.
|
Wisdom
|
Hgiher wisdom
means more practices gained when you level. All classes are
advised to have fairly high wisdom, at least when levelling.
|
Dexterity
|
The
higherdexterity you have the better your chances are of hitting your
opponent. For warriors and thieves, the higher dexterity you hae,
the easier it is to learn a new skill to full, much like intelligence
is for Magic-users, Clerics and Druids. For thieves, dexterity is
especially important because the more dexterity you have, the more
likely you are to land a backstab or parry an attack. Thieves are
advised to have 18 dexterity.
|
Constitution
|
Higher
constituion means more hitpoints gained when you level.
Constitution also helps you regenerate hitpoints more quickly.
All classes are advised to have fairly high constitution, at least when
levelling.
|
Charisma
|
Charisma
determines how well you present yourself and hints at your abilities
towards how well you gain the favor of others.
|
Race Stat Modifiers Table
|
|
Human
|
Elf
|
High Elf
|
Vori Elf
|
Dark Elf
|
Gnome
|
Dwarf
|
Pixie
|
Strength
|
+0
|
-2
|
-3
|
-1
|
-2
|
-1
|
+1
|
-3
|
Intelligence
|
+0
|
+1
|
+2
|
+1
|
+1
|
-1
|
-1
|
+2
|
Wisdom
|
+0
|
+1
|
+2
|
+1
|
+1
|
+1
|
-1
|
-1
|
Constitution
|
+0
|
-1
|
-2
|
-1
|
-1
|
+2
|
+2
|
-1
|
Dexterity
|
+0
|
+1
|
+1
|
+0
|
+1
|
-1
|
-1
|
+3
|
Charisma
|
+0
|
+0
|
+0
|
+2
|
+0
|
+0
|
+0
|
+0
|
1.5 Message of
the Day (MOTD)
*************************************************
W E L C O M E TO DikuMUD: The Forgotten World
*************************************************
DikuMUD Nilgiri running in the Forgotten World
o- *DISCLAIMER* *DISCLAIMER* *DISCLAIMER*
-o
o- We do not imply that any ideas
or -o
o- or activities portrayed in this fantasy -o
o- GAME have any releveance to "real life". -o
o- Nothing in this game should be
taken -o
o-
seriously.
-o
o-
-o
o- OUR MISSION: "To create a cool place for -o
o-
friends to hang out." -o
o-
-o
o- *READ* NEWS FEATURES INFO HELP FAQ *READ* -o
o-
-o
o- DikuMUD Nilgiri is fairly well documented -o
o- online and at our web site. Please read. -o
o-
-o
o- Use BUG, IDEA, and TYPO command to report -o
o- a bug, an, idea, or
typos. -o
o-
-o
o- COMMAND shows you all of our nifty commands -o
o-
-o
o- Characters that remain inactive for six -o
o- months or more may be
PURGED. -o
o-
-o
*** PRESS RETURN:
Rank
Name
XpLvl
Time Kills
Explored Points
-----------------------------------------------------------------------------
1 )
GlowBoy 40933366
8972822
9197 19870 35099304
2 )
Inferno 51801713
8332701
7629 8243 29237416
3 )
Hind
14062426 10802524
3287 19155 25532512
*6313 )
Kitiara - not currently
ranked -
ObQuote-
"Through me the way into the suffering city,
Through me the way to the eternal pain,
Through me the way that runs among the lost.
Justice urged on my higher artificer;
my maker was divine authority,
the highest wisdom, and the primal love.
Before me, nothing but eternal things
were made, and I endure eternally.
Abandon every hope, who enter here."
-- "Inferno" (Canto III:1-9), Dante Alighieri
Welcome to DikuMUD Nilgiri the Forgotten World
0) Exit from the Forgotten World.
1) Enter the game.
2) Enter description.
3) Read the help on DikuMUD Nilgiri.
4) Change password.
Make your choice: 1
|
These are the screens prior to entering the game. The first set
of information is the general disclaimer, our mission, where to find
general information and how to leave feedback. The second set of
information shows the top three players according to the general
ranking system. Newly created players are not ranked, however
once you begin play, your ranking will show in respect to the top
players.. The
third piece of information is an obligatory quote. The last set of
information is general menu items. From here you can: leave the
game, enter the game, enter a description (which will append to the
description you currently have), where to obtain help for Nilgirii, and
change your password.
2.1 The
game prompt
Once you login you will need to get regular updates of your
character. The most immediate piece of information is your
prompt. This will tell you your hitpoints and movement. If
you have chosen a class with spell casting abilities you will also
receive mana information in your prompt.
Welcome to the land of DikuMUD
Nilgiri. May your visit here be... Interesting.
Welcome. This
is now your character in the Forgotten World,
You can now earn XP,
and lots more...
** Read HELP and all
the information you can find to make gameplay easier!
You gain 8 hit points
and 4 practice sessions and 5 movement points.
The Temple of
Midgaard
This is
the southern end of the temple hall in the Temple of Midgaard.
The temple has been
constructed from giant marble blocks, eternal in
appearance, and most
of the walls are covered by ancient wall paintings
picturing gods,
giants and peasants.
Large
steps lead down through the grand temple gate, descending the huge
mound upon which the
temple is built and ends on the temple square below.
Steps lead down to
the square below.
A large black marble
altar centers the room.
A colorful flag
hangs near the entrance of the temple.
Obvious exits: north east south west
The storyteller of
Jora mumbles quietly to himself.
< 35h 100m 86v >
|
The prompt is shown on the bottom as <35h 100m 86v>.
This prompt will be repeated throughout the game, continually updating
the character's basic points.
The 35h
tells you there is 34 hitpoints on this character. Should you
have less than 0 hitpoints, your ability to regenerate hitpoints stops
and you will begin to degenerate hitpoints. Once you reach below
-10 hitpoints your character will have died and be extracted from the
game. Consequences of death is you will lose a considerable
amount of experience points and age. You will be sent back to the
menu where you can enter the game once again.
The 100m
tells us there is 100 mana points on this character. You expel
mana points when you cast spells. Each spell is associated with a
certain mana cost in order to cast the spell. You cannot go below
100 mana, nor can you cast spells unless you have the necessary mana to
cover the cost of the spell. Mana is regenerated periodically.
The 86v
tells us there is 86 movement points on this character. Movement
points are used up as you move from room to room. Rooms can
have different types of terrain that will use up more movement points
than others. For instance, walking around a mountain will cost
you more movement points than walking around the city.
2.2 Score
<
35h 100m 79v > score
*******************
Character Score
*******************
Hit:
35/35
You are not hungry.
Mana:
100/100
You are not thirsty.
Move:
79/86
You are sober.
Gold Carried :
0
Play time : 0 days 0 hours 7 minutes
Experience :
109
Needed to Level :
891
Level : 1
Position : You are standing.
Armor Class : You are lightly covered.
Alignment : You are balanced with little
concern for good or evil.
Carried Weight : You are carrying about 4 pounds - easy.
You are affected by :
Nothing.
< 35h 100m 79v >
|
Typing in score will expound
the various points, affects and status of your character. The
most important piece of information on this screen is your current
level, which show here as level 1 and how much experience needed for
next level, show here at 891 experience points. You generally
gain more experience points by killing monsters. Gaining more
experience points will bring your needed points for the next level
closer to 0. You can lose experience points and increase the next
level point gap by: fleeing a fight; being drained by monsters; and
death. Once your experienced needed for next level falls below 1,
you advance to the next level, gain abilities, your experience needed
for next level is reset and the cycle starts over.
Also keep a close watch on what you are affected by and the amount of
weight you are carrying. If you have spells affecting you that
aid in your capacity to fight, you want to be aware of them when they
wear off. Likewise, if you have spells hindering your ability to
fight then you should be aware of them as well. If you are
carrying too much weight you may inadvertantly drop precious equipment
in your inventory onto the ground.
2.3 Inventory
<
35h 100m 18v > inventory
You are carrying:
the Nilgiri Guide
the manna
the manna
the manna
< 35h 100m 18v >
|
The command inventory will
show you the objects you are carrying about you. You may
also be carrying invisible objects which cannot be seen unless you have
a see-invisible spell. If you are carrying a container, you will
not see the objects in the container without looking in the container.
2.4
Equipment
< 32h 100m
81v > equipment
You are using:
<worn on body>
a black leather
bustier
<worn on legs>
a black leather skirt
<worn on feet>
black leather boots
<worn as
shield> a heart shaped shield
<wielded>
a black leather whip
< 32h 100m 81v > unclad
You quickly
unequip 5 items.
< 32h 100m 80v > equipment
You are using:
Nothing. Oh my! You
are naked!
< 32h 100m 79v > inventory
You are carrying:
a black leather whip
a heart shaped shield
black leather boots
a black leather skirt
a black leather
bustier
the Nilgiri Guide
the manna
the manna
the manna
< 32h 100m 79v > hold the guide
in right
You grab the
Nilgiri Guide in your right hand.
< 32h 100m 79v > equipment
You are using:
<held in right
hand> the Nilgiri Guide
< 32h 100m 79v > remove the guide
You stop using the
Nilgiri Guide.
< 32h 100m 79v > hold
the guide in left
You grab the
Nilgiri Guide in your left hand.
< 32h 100m 79v > equipment
You are using:
<held in left
hand> the Nilgiri Guide
< 32h 100m 79v > wear the boots
You slip black
leather boots on your feet.
< 32h 100m 79v >
< 32h 100m 80v > equipment
You are using:
<worn on feet>
black leather boots
<held in left
hand> the Nilgiri Guide
< 32h 100m 80v > clad
You wield a black
leather whip with your right hand.
You strap a black
leather skirt on your legs.
You suit a black
leather bustier on your body.
< 32h 100m 80v > equipment
You are using:
<worn on body>
a black leather
bustier
<worn on legs>
a black leather skirt
<worn on feet>
black leather boots
<wielded>
a black leather whip
<held in left
hand> the Nilgiri Guide
< 32h 100m 80v > remove the guide
You stop using the
Nilgiri Guide.
< 32h 100m 80v >
|
The equipment command shows
you the equipment you currently have in use. You can switch
equipment with that in your inventory by the remove, wear, clad and unclad commands. There are
twenty-two possible equipment positions.
Equipment
Positions Table
|
floating nearby
|
right finger
|
left finger
|
neck 1
|
neck 2
|
body
|
head
|
legs
|
feet
|
hands
|
arms
|
| shield |
about body
|
aboud waist
|
right wrist
|
left wrist
|
wielded
|
right hand
|
left hand
|
left ear
|
right ear
|
face
|
Some positions become unavailable if other equipment positions are
already in use. For example, you cannot wield a weapon if both
your right and left hand is already occupied.
3.1
Getting around
To get an understanding of where you are, use the look command.
You move throughout the world of Nilgiri by six basic commands: north, south, east, west, up and down. Your character is
provided with a basic guide for aiding you around the city of your
origin. Use this map as an aid. In time you will be able to
move around without the guide.
<
32h 100m 80v > look
The Temple of
Midgaard
This is the
southern end of the temple hall in the Temple of Midgaard.
The temple has been
constructed from giant marble blocks, eternal in
appearance, and most
of the walls are covered by ancient wall paintings
picturing gods,
giants and peasants.
Large
steps lead down through the grand temple gate, descending the huge
mound upon which the
temple is built and ends on the temple square below.
The Nilgiri Guide
should not be here.
Steps lead down to
the square below.
A large black marble
altar centers the room.
A colorful flag
hangs near the entrance of the temple.
Obvious exits:
north east south
west
The storyteller of
Jora mumbles quietly to himself.
< 32h 100m 80v > look at guide
There is something
written upon it:
Dear Adventurer,
Upon this guide I
have drawn a map in order to help you find your way
around the city of
Midgaard. READ the guide as well. Within it, is
contained
knowledge that may be a valueable survival guide for the world
of Nilgiri.
----{{{ O }}}-----
][][][][][
CITY
of MIDGAARD
][][][][][
|
|
Common +-- Temple --+ Reading
Room X
Room
|
|
|
Cleric +-- Temple --+
Grubby
|
|
Guild Square
Inn
|
W|
|
|W
A|
|
|A
L| Wizard Bank
Bakery |
General Weapon Todai |L
L|
| Store
Shop Rest. |L
| |
|
| Market
|
|
| |
West
+---+-------M--+-A---I--+-N----S--+-T---R-+-E---E--+-T------+------+
East
Gate |
|
|
| Square
|
|
| | Gate
| Mage Steak
Armory |
Pet Warrior
Post |
R| Guild
House
| Store
Guild Office |R
O|
|
|O
A|
|
|A
D|
Slaughter
Bridal |
Darkstar
Catch
|D
|
House
Shop
|
Rest.
|
|
|
| Common
|
|
|
West
+---+----------+--------+---------+-------+---------+--------+-----+
East
|
|
| Squre
|
| | |
|
Druid
Grubby |
Thieves Levee Warehouse |
|
Guild
Inn |
Guild
|
|
|
|
|
|
|
|
|
|
|
Dump
|
|
|
|
|
(X - You are here)
< 32h 100m 80v > south
You look down the
huge stone steps at the temple square below.
The Temple Square
Huge marble steps
lead up to the temple proper to the north. The entrance
to the cleric's
guild is to the west. The old Grunting Boar Inn stands to
the east. Just
south of here is market square, the center of Midgaard.
Obvious exits:
north east south
west
A filthy street
urchin is standing here.
Intrepid the
Obnoxious is standing here.
A fat pigeon flies
over to a new perch.
< 32h 100m 79v > look at guide
There is something
written upon it:
Dear Adventurer,
Upon this guide I
have drawn a map in order to help you find your way
around the city of
Midgaard. READ the guide as well. Within it, is
contained
knowledge that may be a valueable survival guide for the world
of Nilgiri.
----{{{ O }}}-----
][][][][][
CITY
of MIDGAARD
][][][][][
|
|
Common +-- Temple --+ Reading
Room
Room
|
|
|
Cleric +-- Temple --+
Grubby
|
|
Guild Square
Inn
|
W|
X
|W
A|
|
|A
L| Wizard Bank
Bakery |
General Weapon Todai |L
L|
| Store
Shop Rest. |L
| |
|
| Market
|
|
| |
West
+---+-------M--+-A---I--+-N----S--+-T---R-+-E---E--+-T------+------+
East
Gate |
|
|
| Square
|
|
| | Gate
| Mage Steak
Armory |
Pet Warrior
Post |
R| Guild
House
| Store
Guild Office |R
O|
|
|O
A|
|
|A
D|
Slaughter
Bridal |
Darkstar
Catch
|D
|
House
Shop
|
Rest.
|
|
|
| Common
|
|
|
West
+---+----------+--------+---------+-------+---------+--------+-----+
East
|
|
| Squre
|
| | |
|
Druid
Grubby |
Thieves Levee Warehouse |
|
Guild
Inn |
Guild
|
|
|
|
|
|
|
|
|
|
|
Dump
|
|
|
|
|
(X - You are here)
< 32h 100m 80v > read the guide
|
In the example above, our character has moved south from the Temple of Midgaard into the Temple Square. You can
visually see where your character has moved on the guide. In
time, you should be able to move from place to place without
referencing the guide. You will know off the top of your head
things like to get from the Temple
Square to the General Store
you need to move: south, east, north; and from General Store to the Slaughter House is: south, west, south, west, west, west, north; and from the Slaughter House to the Bank is: south, west, north, north, east, east, north. You can abbreviate
these commands by the first letter so that from the Bank back to the Temple of Midgaard is: s, e,
e, n, n
(south, east, east, north, north). For almost all areas,
there is no map available and you will have to create your own either
in your head or on paper.
3.2
Entering and leaving places
There are some places like ships or carts where you will need to enter
and leave.
Outside the
West Gate of Midgaard
Two small towers have been built into
the city wall flank the city gate.
A trail leads
right up to the heavy wooden gate connected to a large wooden
bridge. To
the west a trail leads into a big forest. To the south extend large
fields filled
with game. A wide dirt road starts to the north running along-
side the city
wall.
A red goblin
raid banner has been plastered onto the gate.
Obvious exits: north east south west
< 32h 100m
80v >
A simple
cart rolls in from the the west.
< 32h 100m
80v >
The cart
has arrived at Midgaard.
< 32h 100m
80v > look
Outside the
West Gate of Midgaard
Two small towers have been built into
the city wall flank the city gate.
A trail leads
right up to the heavy wooden gate connected to a large wooden
bridge. To
the west a trail leads into a big forest. To the south extend large
fields filled
with game. A wide dirt road starts to the north running along-
side the city
wall.
A cart
travels from city to city.
A red goblin
raid banner has been plastered onto the gate.
Obvious exits: north east south west
< 32h 100m
80v > enter
the cart
You enter a
simple cart.
On a Simple
Cart
This is a wooden open cart. It
obviously moves by magical means. There
are no horses
and there is no driver.
Obvious exits: none
< 32h 100m
79v > look
out the cart
You look
out the front you see... Outside the West Gate of Midgaard
Two small towers have been built into the city wall flank the city gate.
A trail
leads right up to the heavy wooden gate connected to a large wooden
bridge. To
the west a trail leads into a big forest. To the south extend large
fields
filled with game. A wide dirt road starts to the north running along-
side the
city wall.
< 32h 100m
79v > leave
the cart
You leave a
simple cart.
Outside the
West Gate of Midgaard
Two small towers have been built into
the city wall flank the city gate.
A trail leads
right up to the heavy wooden gate connected to a large wooden
bridge. To
the west a trail leads into a big forest. To the south extend large
fields filled
with game. A wide dirt road starts to the north running along-
side the city
wall.
A cart
travels from city to city.
A red goblin
raid banner has been plastered onto the gate.
Obvious exits: north east south west
< 32h 100m
78v >
|
In this example, a horseless cart has rolled into the room.
Our character enters the cart, looks out of the cart, and then leaves the cart.
3.3 Doors
Sometimes there are doors that you will need to bypass. Some of
these doors will be hard to move, or need a key to get
into. There are also other means to open a door through spell, or
using a lock-pick kit.
The North End of the Temple of
Midgaard
This is the northern end of the temple hall in the Temple
of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
Large steps lead down to the north into the temple garden.
The huge mound
in which the temple was erected on overlooks the temple garden to the
north
and the monastery grounds around the temple. A cloister encircling the
garden
and connecting the east and west buildings of the monastery connects to
the
temple to the west and east. The temple continues to the south.
Obvious exits: east (south)
west down
< 32h 100m 29v >
exits
Obvious exits:
East -
Cloister
South -
portcullis
West -
Cloister
Down -
Garden Path
<32h 100m 29v>
look
south
The temple hall
continues, but a large archway has been built containing an
equally large
portcullis.
The portcullis is
closed.
< 32h 100m 29v >
open
the portcullis south
You open the
portcullis.
< 32h 100m 29v >
south
The temple hall
continues, but a large archway has been built containing an
equally large
portcullis.
The portcullis is
open.
The Temple of
Midgaard
This is the southern end of the temple hall in the Temple
of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
Large steps lead down through the grand temple gate,
descending the huge
mound upon which the temple is built and ends on the temple square
below.
Obvious exits: north east
south west
The storyteller of
Jora mumbles quietly to himself.
< 32h 100m 28v >
close
the portcullis
Ok.
< 32h 100m 33v >
|
In this example, our character sees an obvious exit surrounded by a
parenthesis. This indicates there is a closed door in that
direction. Our character checks the exits and looks to see the portcullis is
closed to the way south. Our character opens the portcullis, moves south past the portcullis,
and closes the portcullis
behind her.
3.4
Darkness
Sometimes when moving about, you can fall prey to darkness.
Always be prepared and carry a light source with you.
< 32h 100m 56v > inventory
You are carrying:
a large torch
the Nilgiri Guide
the manna
the manna
the manna
< 32h 100m 56v >
look
Field
A large grassy field stretches out among the hills. To the west
and south
and many
hills sloping gently up and down. The city walls of Midgaard rise
up to the
east.
Obvious
exits: north south west
< 32h 100m
56v >
The sun
slowly disappears in the west.
< 32h 100m
60v >
The night
has begun.
<
32h 100m 66v > look
It is pitch
black...
Obvious exits:
north
< 32h 100m 68v >
exits
Obvious exits:
North -
Outside the West Gate of Midgaard
< 32h 100m 68v >
equipment
You are using:
<worn on body>
something
<worn on legs>
something
<worn on feet>
something
<wielded>
something
< 32h 100m 68v >
inventory
You are carrying:
Nothing
< 32h 100m 68v >
hold
the torch
You grab something
in your left hand.
< 32h 100m 72v >
light
the torch
You light a large
torch.
Your torch sheds a
warm light.
< 32h 100m 72v >
look
Field (dark)
A large grassy field stretches out among the hills.
To the west and south
and many hills sloping gently up and down. The city walls of
Midgaard rise
up to the east.
Obvious exits: north south
west
< 32h 100m 72v
> exits
Obvious exits:
North -
Outside the West Gate of Midgaard
South - too
dark to tell
West -
too dark to tell
< 32h 100m 72v >
north
You see the west
gate of Midgaard.
Outside the West
Gate of Midgaard
Two small towers have been built into the city wall flank
the city gate.
A trail leads right up to the heavy wooden gate connected to a large
wooden
bridge. To the west a trail leads into a big forest. To the south
extend large
fields filled with game. A wide dirt road starts to the north running
along-
side the city wall.
A red goblin raid banner has been plastered onto the gate.
Obvious exits: north south
west
< 32h 100m 70v >
dowse
the torch
You dowse a large
torch.
< 32h 100m 72v >
remove
the torch
You stop using a
large torch.
< 32h 100m 72v >
exits
Obvious exits:
North - A
Wide Dirt Road
South - too
dark to tell
West -
too dark to tell
< 32h 100m 72v >
|
In this example, our character is seen with a torch in her inventory. She happens to be
standing around when the sun goes down and darkness falls. She looks around and sees only
darkness. She checks her
inventory and equipment
but cannot see anything. Even though it is dark and she cannot
see anything, she knows she has a torch so she holds it and lights it. She checks her exits and moves north towards the lit
room. Once in a lit room, she dowses
the torch and removes it from
her equipment. She again checks her exits
and notices the dark rooms south and west.
4.1
Communcation
Communication is an important factor in the world of DikuMUD
Nilgiri. Many players will simply login just to socialize with
other people. Socialization plays an important role in the type
of friends you will be making online. Your basic social skill
will have direct impact on who will be willing to help you when you
need help.
4.2 Who
The who command lets you see all the players online that are visible to
your character. The invisble players are shown as an aggregate
number under the visible player count.
< 35h 100m 77v > who
************************************************************
Nilgirians in the Forgotten World
************************************************************
[ HuDr ]
Kitiara the Human Daughter of the Sun
[ DwMu ] Edwin
the Dwarf Master Sorcerer
[ VeTh ]
Xayeus
the Vori Elf Snatcher
[ HuDr ] Seqaman the Human Great
Grandfather of Nature
[
DwTh ] Hughjazz
the Dwarf Footpad
[ ElMu ]
Gwendolyn the Elf Scribess of
Magic
[ ElWa ]
Nitsude
the Elf Combatant
[ DwWa ]
Rahl
the Dwarf Immortal Warlord
[ VeCl ]
Twilight the Vori Elf
Priestess
[ HuCl ]
Uhred
Keeper of the Flame, Seeker of the Truth
[ DeTh ]
Myranda the Dark Elf
Pilferer ---|-MASAMUNE-|---
[ DeDr ]
Darkara
Magriel the High Heirophant -= Order =-
[
HeCl ] Wulung
the Black Dragon Pet
[ IMP ]
Sin
the Friendly One (friendly)
Visible
players: 14
(Unseen
players: 6)
< 35h 100m 77v >
|
4.3
Say and socials
The basic command of communication is the say command. The say command lets
others in the same room see messages from you. You can also
transcend emotion through social
commands.
< 35h 100m 48v > south
Market Square
This center
square, the famous Market Square of Midgaard, is the hub of
the city. A large,
peculiar-looking statue stands here. A main street runs
both east and
west. The temple square connects to the north and the
common square is to
the south.
An engraved slab of
black obsidian stone displays the laws of the land.
A large marble
fountain in the shape of a dragon is in the middle of the square.
Obvious exits:
north east south
west
Darkara Magriel the
High Heirophant is standing here.
< 35h 100m 47v >
Darkara looks
around.
< 35h 100m 47v >
Darkara bows deeply.
< 35h 100m 47v> curtsey at
Darkara
You curtsey before
her.
< 35h 100m 47v >
Darkara looks up at
you.
< 35h 100m 47v >
Darkara asks, "Are
you new?"
< 47h 100m 49v > say Yes I am.
You say, "Yes I
am."
< 35h 100m 49v >
Darkara says,
"Welcome to Nilgiri."
< 35h 100m 49v > say Thank you!
You exclaim,
"Thank you!"
< 35h 100m 49v > smile
You smile happily.
|
The say command and socials work together creating mood
and atmosphere. Here the conversation starts with a bow and a curtsey and ends with a smile. Use the social command to obtain a list of
current socials available for use with your character. There are
also similar ways to
communicate using the whisper,
mutter, sayto and emote commands.
4.4 Tell
Sometimes you may wish to communicate with people that are not in the
room you are in. You can communicate to almost anyone you see on
the who list with the tell command.
< 35h 100m 76v > look
The Temple of Midgaard
This is the
southern end of the temple hall in the Temple of Midgaard.
The temple has been
constructed from giant marble blocks, eternal in
appearance, and most
of the walls are covered by ancient wall paintings
picturing gods,
giants and peasants.
Large
steps lead down through the grand temple gate, descending the huge
mound upon which the
temple is built and ends on the temple square below.
The steps of the
temple is here with Pilate resting on it.
A large black marble
altar centers the room.
A colorful flag
hangs near the entrance of the temple.
Obvious exits:
north east south
west
< 35h 100m 76v > tell Darkara I
wanted to say thank you for your help and advice earlier."
You tell Darkara,
"I wanted to say thank you for your help and advice earlier."
< 35h 100m 77v >
Darkara tells you,
"any time"
< 35h 100m 77v > tell Dakara It
is much appreciated!
You tell Darkara,
"It is much appreciated!"
< 35h 100m 77v >
Darkara tells you,
"if you need anything else, please let me know."
< 35h 100m 77v > tell Darkara
Thanks.
You tell Darkara,
"Thanks."
< 35h 100m 77v >
Darkara tells you,
"You are very welcome."
|
4.5 Gossip
Gossip is used for broad communication. Most people will see
gossip and therefore should be used sparingly.
The Temple of Midgaard
This is the
southern end of the temple hall in the Temple of Midgaard.
The temple has been
constructed from giant marble blocks, eternal in
appearance, and most
of the walls are covered by ancient wall paintings
picturing gods,
giants and peasants.
Large
steps lead down through the grand temple gate, descending the huge
mound upon which the
temple is built and ends on the temple square below.
A small shield with
a bunch of spikes protruding from the center.
A powerful looking
blue and gold staff floats in the air.
Steps lead down to
the square below.
A large black marble
altar centers the room.
A
colorful flag
hangs near the entrance of the temple.
Obvious exits:
north east south
west
< 35h 100m 77v > gossip Hello
Everyone!
You gossip, "Hello
Everyone!"
< 35h 100m 77v >
Something gossips,
"What's up?"
< 35h 100m 77v >
Sin gossips, "Hi
Kitiara."
< 35h 100m 77v >
Osihii gossips,
"Hi!"
< 35h 100m 77v >
|
There are similar commands to gossip that may be used to better convey
your
message, or better target a specific audience. These
commands
are: shout, auction, communicate and yell.
5.1
Hunting
Your prime directive in the world of DikuMUD Nilgiri is to hunt.
You first start out with small game and eventually with experience and
skill track down bigger monsters. In the following example keep
track of the players commands.
The Temple of Midgaard
This is the southern end of the temple hall in the Temple
of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
Large steps lead down through the grand temple gate,
descending the huge
mound upon which the temple is built and ends on the temple square
below.
A powerful looking blue and gold staff floats in the air.
Steps lead down to the square below.
A large black marble altar centers the room.
A colorful flag hangs near the entrance of the temple.
Obvious exits: north east
south west
< 35h 100m 77v >
where
You are in
Midgaard, Northern Main City, created by DIKU.
This area is
recommended for players at level 1 and above.
Players in your
zone:
--------------------
[ HuDr
]
Kitiara
- The Temple of Midgaard
[ HeCl
]
Lucretia
- The Weapon Shop
[ DeMu
]
Senn
- Entrance to Mage's Guild
< 35h 100m 77v >
where
the pigeon
a courier
pigeon
- The Weapon Shop
< 35h 100m 77v >
s
You look down the
huge stone steps at the temple square below.
The Temple Square
Huge marble steps lead up to the temple proper to the
north. The entrance
to the cleric's guild is to the west. The old Grunting Boar Inn
stands to
the east. Just south of here is market square, the center of
Midgaard.
Obvious exits: north east
south west
< 35h 100m 76v >
s
You see the Market
Square.
Market Square
This center square, the famous Market Square of Midgaard,
is the hub of
the city. A large, peculiar-looking statue stands here. A main
street runs
both east and west. The temple square connects to the north and
the
common square is to the south.
An engraved slab of black obsidian stone displays the laws of the land.
A large marble fountain in the shape of a dragon is in the middle of
the square.
Obvious exits: north east
south west
< 35h 100m 74v >
e
You see the main
street.
The Main Street
The main street crosses through town, providing access to
the many shops.
A cluttered gray building stands to the north with a sign saying,
"General
Store." In a small building to the south is the Pet Shop.
The street turns
into the market square to the west and continues to the east.
Obvious exits: north east
south west
< 35h 100m 72v >
e
You see the main
street.
The Main Street
On the main street, to the north is the weapon shop and to
the south is the
guild of swordsmen. To the east is a city gate and to the west
the street
leads toward the market square.
Obvious exits: north east
south west
< 35h 100m 70v >
n
You see the weapon
shop.
The Weapon Shop
Racks filled with weapons line the north, west and east
walls. Along the
north wall is a counter. A large grinding stone spins slowly in a
corner.
There is a small note attached to the counter.
Obvious exits: south
A fat pigeon flies
over to a new perch.
A weaponsmith stands
behind the counter, waiting to do business.
< 35h 100m 69v >
consider
the pigeon
She is a lower
level than you.
Looks like you
wouldn't have any trouble at all.
< 35h 100m 69v >
kill
the pigeon
You miss a courier
pigeon with your pound.
< 35h 100m 69v >
A courier pigeon
misses you with her bite.
You miss a courier
pigeon with your pound.
[a courier
pigeon: excellent condition]
< 35h 100m 69v
>
|
Our character starts out by checking the area that she is in using the where command. She sees that
this is Midgaard, Northern Main City
and that the range of recommended level is 1 and above. Since she
is a level 1 character she should have no problem. She uses the where command to find a pigeon at
the weapon shop. From extnsive practice mapping out the city in
her mind, she knows off the top of her head to get from the Temple of
Midgaard to the weapon shop she needs to go: s, s,
e, e, n
(south, south, east, east, north). Before attacking the
pigeon she considers the
pigeon. The pigeon appears to be a relatively easy prey so she
attacks and attempts to kill
the pigeon.
Out of all these steps, always remember to consider your prey. Consider. Consider. Consider. The consider command is the most
important command prior to combat.
5.2 Exploring
and surviving
Being able to map out areas on paper and in your head is a major part
of exploring. The other major part of exploring is staying alive
and preventing yourself from getting into danger you cannot get out
of. The best way to do this is look at descriptions and be
mindful of the details. The first thing you should be aware of
when exploring is what level range the area that you are in was
intended for by using the where command. The second thing you
should be aware of is how strong the monsters appear to be by using the
consider command. Everything else is checking the exits and
looking at the descriptions.
Market Square
This center
square, the famous Market Square of Midgaard, is the hub of
the city. A large,
peculiar-looking statue stands here. A main street runs
both east and
west. The temple square connects to the north and the
common square is to
the south.
An engraved slab of
black obsidian stone displays the laws of the land.
A large marble
fountain in the shape of a dragon is in the middle of the square.
Obvious exits:
north east south
west
< 35h 100m 74v > search
You take site of:
An engraved slab
of black obsidian stone displays the laws of the land.
A large marble
fountain in the shape of a dragon is in the middle of the square.
You notice the
manhole down.
< 35h 100m 70v > look down
You see a manhole
covering an entrance to the storm drain system.
The manhole is
closed.
< 35h 100m 72v >
|
Here our character uses the search
command to find hidden artifacts in the room. The search command takes up movement
points so use it sparingly. In this instance we were already
aware of the obsidian slab and the fountain, but she also found a
manhole leading down.
<
35h 100m 77v > where
You are in
Arachnos, created by SEQUENT.
This area is
recommended for players at levels 10 to 20.
Players in your
zone:
--------------------
[ HuDr
]
Kitiara
- The hermit's corner
< 35h 100m 77v >
|
Finding out where we are, we can see that the recommended levels is far
beyond that of a level 1 character. Kitiara probably should not
be here, and should go back the way she came.
The hermit's corner
This is actually part of
a small shack that continues further south.
However, the weary
structure is not even worthy of being called that. There
is evidence of
someone that is currently inhabiting this place.
Obvious exits:
north east south
The hermit sits here
and warns, "Go back before it's too late!"
< 35h 100m 77v > exit
Obvious exits:
North - The
single spider line
East -
The cavern of lost souls
South -
Mahatma's inescapable trap
< 35h 100m 77v > look south
Something tells
you, "Don't walk that way!"
< 35h 100m 77v >
|
This place is full of warnings. There is a hermit telling us to
go back before it's too late. The exit south has the ominous
words, "inescapable trap". Even looking south comes with a
warning not to walk that way. The danger south from here is a
high level dracolich that strikes fear and terror in even the most
stout warriors.
<
35h 100m 67v > south
There is a warning
sign posted here.
The Edge of the Dock
(dark)
This is where the
river passageway spills out into the great Myst Ocean.
Only large ships are
strong enough to withstand the powerful waters beyond
this point.
Waves can be seen to be as big as houses!
A warning sign has
been placed here.
Obvious exits:
north south
< 35h 100m 63v > look at sign
There is something
written upon it:
No swimming or
rafts beyond this point! Enter at your own risk!
< 35h 100m 63v > exits
Obvious exits:
North -
Midgaard Docks
South - The
Myst Ocean
< 35h 100m 63v > look south
The waters south
of here look dangerous.
< 35h 100m 63v >
|
This place also has clues of danger. Moving south, we see that a
sign is posted here. The sign reads of danger beyond.
Checking the exits we see no immediate signs of danger. However,
looking south comes with a warning that we probably should not continue
on that way. The danger south from here is a death-trap that will
insatntly kill our character.
5.3
Hunger and thirst
From time to time, your character will get hungry and thirsty.
Your character must feed and drink in order to regenerate hitpoints and
movement points.
Market Square
This center
square, the famous Market Square of Midgaard, is the hub of
the city. A large,
peculiar-looking statue stands here. A main street runs
both east and
west. The temple square connects to the north and the
common square is to
the south.
An engraved slab of
black obsidian stone displays the laws of the land.
A large marble
fountain in the shape of a dragon is in the middle of the square.
Obvious exits:
north east south
west
< 35h 100m 65v >
You are hungry.
You are thirsty.
< 35h 100m 65v > drink from
fountain
You drink the
water from a large marble fountain in the shape of a dragon.
You are hungry.
You do not feel
thirsty.
< 35h 100m 65v > eat the manna
You eat the manna.
You are full.
< 35h 100m 65v >
|
This is a basic example of obtaining nourishment. Our character
has become hungry and thirsty. She sees a fountain in the Market
Square so she drinks from the
fountain to satiate her thirst. She knows she has manna in her
inventory, so she eats that
to satiate her hunger.
The Todai Food Outlet
You are standing
in a clean-looking room. You feel hungry as you
notice the delicious
smells of various food offered. This is a very
popular hangout for
various mud players.
Obvious exits:
south
A chef stands here,
waiting to serve customers.
< 47h 100m 63v > list
You can buy:
>A hearty meat
pie for 4 gold coins. -pristine
>A cup of water
for 3 gold coins. -pristine
>A serving of
various dim-sum for 5 gold coins. -pristine
>A serving of
chow-mein for 4 gold coins. -pristine
>A serving of
unagi and inari sushi for 2 gold coins. -pristine
>A serving of
teriyaki beef for 4 gold coins. -pristine
I will identify
any of these items for only 300 coins.
You are able to
use items indicated by a '>'.
< 47h 100m 63v > buy 3 dim-sum
The cook whispers
to you, "That'll be 5 coins, enjoy your meal.. :)"
You now have a
serving of various dim-sum.
The cook whispers
to you, "That'll be 5 coins, enjoy your meal.. :)"
You now have a
serving of various dim-sum.
The cook whispers
to you, "That'll be 5 coins, enjoy your meal.. :)"
You now have a
serving of various dim-sum.
< 47h 100m 67v > put the dim-sum
in the bag
You put a serving
of various dim-sum in a small bag.
< 47h 100m 68v > !
put the dim-sum in
the bag
You put a serving
of various dim-sum in a small bag.
< 47h 100m 68v > !
put the dim-sum in
the bag
You put a serving
of various dim-sum in a small bag.
< 47h 100m 68v > !
put dim-sum in the
bag
You do not have
that.
< 47h 100m 68v > get the dim-sum
from the bag
You get a serving
of various dim-sum from a small bag.
< 47h 100m 68v > taste the dim-sum
You are too full
to take a bite!
< 47h 100m 68v >
|
When exploring, you may become hungry along the way. You can
prepare yourself by obtaining a bag (from the General Store) and buying food from one of the various
food stores located throughout the city. Here, our character has
decided to buy dim-sum from
the Todai Food Outlet. Notice she bought three items at
once. When she puts the dim-sum in her bag, she uses the exclamation character (!) to repeat her last
command. She decides to try one of the dim-sum so she gets it out
of her bag and attempts to eat
it only to find out she's too full to eat any more.
<
30h 100m 80v >
A field cricket
tickles you as he bites you.
You tickle a field
cricket as you whip him.
A field cricket is
stunned, but will probably regain consciousness again.
< 29h 100m 80v >
You barely whip a
field cricket.
A field cricket is
incapacitated and will slowly die, if not aided.
You gain 38
experience for your victory.
< 29h 100m 80v > kill the cricket
You barely whip a
field cricket.
A field cricket is
mortally wounded, and will die soon, if not aided.
You gain 1
experience for your victory.
< 29h 100m 80v > kill the cricket
You whip the life
out of a field cricket.
You gain 1
experience for your victory.
Your blood freezes
as you hear a field cricket's death cry.
< 29h 100m 80v > examine corpse
You see the slain
body of a field cricket.
Inside, you see -
corpse (here) :
Nothing
< 29h 100m 80v > look
Large grassy field
A large grassy
field is here, stretching out in all directions. There are
plains to the south
and a tall hill rising to the west.
Not much is left of
the slaughtered, gory mess that was once a field cricket.
The whipped remains
of a field cricket are here.
Obvious exits:
north south west
< 31h 100m 80v > eat the corpse
You eat the slain
body of a field cricket.
Mmmm, tastes just
like chicken.
< 31h 100m 80v >
|
Sometimes, eating a fresh
kill will provide nourishment. Keep in mind, that the corpse
needs to be fresh! The corpse can turn bad and poison will set
in, otherwise.
<
35h 100m 71v > look in barrel
It is full of a
brown liquid.
< 35h 100m 71v > sip the barrel
It tastes like
beer.
< 35h 100m 71v > pour the barrel
out
You empty a barrel.
< 35h 100m 71v > fill the barrel
with the fountain
You fill a barrel
from a large marble fountain in the shape of a dragon.
< 35h 100m 71v > sip the barrel
It tastes like
water.
< 35h 100m 71v > drink the barrel
You drink the
water from a barrel.
You do not feel
thirsty.
< 35h 100m 71v >
|
Likewise, our character will need water when exploring. Here she
had bought a barrel of beer, but she does not want beer. She pours out the barrel and fills it up with the water from the
fountain.
5.4 Resting
When your character runs low on hitpoints, or runs out of movement or
mana, she will need to either use commands to sit down, lie down and rest
or sleep in order
to regain those points faster. Sleeping will regain those points
faster, however it may be dangerous to sleep out in the open because your
character may will be blind to what is happening around the room and
vulnerable.
<
9h 48m 0v > south
You are too
exhausted.
< 9h 48m 0v > rest
You lie down and
rest your tired bones.
< 9h 48m 0v resting >
< 32h 94m 80v resting >
< 32h 100m 80v resting >
|
Here our charcter is low on hitpoints, mana points and movement
points. She lies down and takes a rest. Her current position is
indicated in the prompt. As time goes by, the prompt will mark
the progress of her regeneration.
6.1 Gaining
gold and equipment
Equipment can be gotten by someone or something handing it to you or
taking it by force. Keep in mind not all equipment is good
equipment. If you obtain something new, the best thing is to
check the affects and make sure your points have not declined.
Keep in mind you may lose movement points for carrying excessive weight.
Lilly asks, "Do you want a better
weapon?"
< 35h 100m 71v >
Lilly looks down at
you.
< 35h 100m 71v > smile
You smile happily.
< 35h 100m 71v > say What's wrong
with my staff?
You ask, "What's
wrong with my staff?"
< 35h 100m 71v >
Lilly asks, "It's a
simple staff?"
< 35h 100m 71v > say I've never
had another.
You say, "I've
never had another."
< 35h 100m 71v >
Lilly says, "Oh,
then it is no good."
< 35h 100m 71v >
Lilly gives you a
yellow and white braided-leather whip.
< 35h 100m 71v >
Lilly says, "Use
this whip."
< 35h 100m 71v > nod
You nod solemnly.
Lilly says,
"Replace the staff."
< 35h 100m 71v > remove the staff
You stop using a
staff.
< 35h 100m 71v > wield the whip
You wield a yellow
and white braided-leather whip with your right hand.
Your whip sheds a
warm light.
< 35h 100m 71v > say Thank you!
You exclaim,
"Thank you!"
Lilly says, "And
drop the staff."
< 35h 100m 71v > drop the staff
You drop a staff.
< 35h 100m 71v >
A staff explodes
with a blinding light!
< 35h 100m 71v >
|
This is an example of a friendly Nilgirian helping out a new character
by giving our character a whip to replace the staff.
<
22h 100m 55v >
A squire tickles you
as he hits you.
You tickle a
squire as you whip him.
A squire is stunned,
but will probably regain consciousness again.
< 21h 100m 55v >
You barely whip a
squire.
A squire is
incapacitated and will slowly die, if not aided.
You gain 114
experience for your victory.
< 21h 100m 55v > kill the squire
You whip a squire.
A squire is mortally
wounded, and will die soon, if not aided.
You gain 7
experience for your victory.
< 21h 100m 55v > kill the squire
You whip the life
out of a squire.
A squire is dead!
R.I.P.
You gain 4
experience for your victory.
Your blood freezes
as you hear a squire's death cry.
< 21h 100m 55v > examine corpse
You see the slain
body of a squire.
Inside, you see -
corpse (here) :
the guiding
light..it has a soft glowing aura!
some gold coins
< 21h 100m 55v > get the light
from the corpse
You get the
guiding light from the slain body of a squire.
< 21h 100m 55v > get the coins
from the corpse
You get some gold
coins from the slain body of a squire.
There were 5 coins.
< 21h 100m 55v > hold the light
You grab the
guiding light in your left hand.
< 21h 100m 55v > remove the light
You stop using the
guiding light.
< 21h 100m 55v > float the light
You place the
guiding light in the air next to you, where it remains floating.
< 32h 100m 80v > score
*******************
Character Score
*******************
Hit:
32/32
You are full.
Mana:
100/100
You are not thirsty.
Move:
80/80
You are sober.
Gold Carried :
102
Play time : 0 days 1 hour 12 minutes
Experience :
253
Needed to Level :
747
Level : 1
Position : You are standing.
Armor Class : You are naked.
Alignment : You are balanced with little
concern for good or evil.
Carried Weight : You are carrying about 8 pounds - easy.
You are affected by :
Nothing.
< 32h 100m 80v >
|
In this example our character kills off a young squire and loots his
corpse for the light and gold. Notice that our character ceases
combat once the squire is incapacitated an has to continually kill the squire in order to
dispatch of him. We can obtain all kinds of equipment that can be
used for many different things. In this example, we found a light
that can be floated and held. In the previouis
example we used the wield
command. Most of the equipment out there our character can use
the wear command for.
We also obtained a little gold. At the end our character checks
her score to make sure that
her stats have not decreased.
<
27h 67m 66v >
You barely whip a
beastly fido.
A beastly fido is
incapacitated and will slowly die, if not aided.
You gain 100
experience for your victory.
< 27h 67m 66v > kill the fido
You whip the life
out of a beastly fido.
A beastly fido is
dead! R.I.P.
You gain 14
experience for your victory.
Your blood freezes
as you hear a beastly fido's death cry.
< 27h 67m 66v > examine corpse
You see the slain
body of a beastly fido.
Inside, you see -
corpse (here) :
Nothing
< 27h 67m 66v > take the corpse
You get the slain
body of a beastly fido.
< 27h 67m 66v > north
You see the
Slaughter House.
The Slaughter House
You stand inside a
slaughter house. The putrid smell of decaying flesh
lingers in the air.
There is a small note on the counter.
Obvious exits:
south
The meatpacker
stands here, eyeing you appraisingly.
< 27h 67m 64v > sell the corpse
The meatpacker
whispers to you, "A pleasure doing business with you. Here is 5
coins."
The meatpacker now
has the slain body of a beastly fido.
The meatpacker rips
the slain body of a beastly fido down the middle
and tosses it into a
heap of gore in the corner.
< 27h 67m 64v >
|
In this example, there is no money to loot from the corpse.
Instead, our character takes
the corpse and sells it to a
slaughter house for money.
6.2
Banking your gold
The best thing you can do with your gold is put it in the bank.
You can die and lose all your equipment, but at least your bank will
always
have gold in there. If you lose everything, you will always have
gold to build from again. Also, your bank needs to be
continually stocked with gold in order to maintain your citizenship
with the city. Citizenship ensures some form of protection
against opportunists, and allows you to use the recall spell to
teleport to the
city when you are in a bind. Lastly, depositing your gold allows
you to carry more weight for equipment.
Bank of Midgaard
A teller window
stands in the middle of a long counter. Numerous aisle
guides mark the
twisting path to the window. A sign has been posted under the
window.
A sign sits in the
window.
Obvious exits:
south
The prestigous
banker of Midgaard is standing here.
< 32h 100m 67v > look at sign
The sign reads:
Please form a single file line:
Balance - Ask for your account balance.
Withdraw - Withdraw a specified amount.
Deposit - Deposit a specified amount.
Apply - Apply for a new account.
Naturalize - apply for citizenship
< 32h 100m 67v > balance
You have 0 coins
in the bank.
< 32h 100m 67v > score
*******************
Character Score
*******************
Hit:
32/32
You could eat something.
Mana:
100/100
You are not thirsty.
Move:
68/80
You are sober.
Gold Carried :
102
Play time : 0 days 1 hour 20 minutes
Experience :
253
Needed to Level :
747
Level : 1
Position : You are standing.
Armor Class : You are naked.
Alignment : You are balanced with little
concern for good or evil.
Carried Weight : You are carrying about 8 pounds - easy.
You are affected by :
Nothing.
< 32h 100m 68v > deposit 102 coins
You give 102 coins
to the banker. The banker records it down in the book.
You now have 102
coins in the bank.
< 32h 100m 69v > balance
You have 102 coins
in the bank.
< 32h 100m 69v >
|
In this example, our character walks into the bank and looks at the sign. She checks
her balance. She checks
her score to see how much
gold she is carrying. She deposits
all 102 coins and checks her balance
again before leaving.
6.3 Shopkeepers
Shopkeepers trade gold for items and vice-versa. We have seen
examples of this when we have bought food from the Todia Food Outlet
(Section 5.3 Hunger and thirst) and sold corpses to the Slaughter House
(Section 6.1 Gaining gold and equipment). Many shopkeepers
are picky and only buy and sell certain types of equipment. Other
shopkeepers in different cities will buy and sell equipment at better
rates than others.
Besides the buy and sell commands, you can also value the equipment in your
inventory for free, and for a small fee you can identify equipment that the
shopkeeper lists.
The Armory
The armory houses
all kinds of armors on the walls and in the window. A
large forge has
been erected in the rear of the shop. On the wall is a small
note. A short
flight of steps leads to an establishment above the armor shop.
Obvious exits:
north
An armorer stands
here, displaying his fine armors.
< 32h 100m 61v > remove the vest
You stop using a
troubadour vest.
< 32h 100m 60v > value the vest
The armorer
whispers to you, "I'll give you 291 gold coins for that!"
< 32h 100m 59v > wear the vest
You suit a
troubadour vest on your body.
< 32h 100m 59v > list
You can buy:
>A spiked shield for 556 gold coins. -pristine
>A tin
chest plate for 78 gold coins. -pristine
>A pair of tin
gauntlets for 20 gold coins. -pristine
>A pair of
moss-green breeches for 144 gold coins. -pristine
>A studded
leather helmet for 144 gold coins. -pristine
>Tin sleeves
for 30 gold coins. -pristine
>Some black arm
plates for 260 gold coins. -pristine
>A crude iron
chest plate for 456 gold coins. -pristine
>Black leather
boots for 10 gold coins. -pristine
>Black leather
shorts for 20 gold coins. -pristine
>Tan leather
sleeves for 20 gold coins. -pristine
>A bronze
helmet for 456 gold coins. -pristine
>A bronze
breast plate for 990 gold coins. -pristine
>Tan leather
pants for 78 gold coins. -pristine
>A tan leather
cap for 78 gold coins. -pristine
>A studded tan
leather jacket for 198 gold coins. -pristine
>A bronze
shield for 1248 gold coins. -pristine
>A breast plate
for 1926 gold coins. -pristine
I will identify
any of these items for only 300 coins.
You are able to
use items indicated by a '>'.
< 32h 100m 61v > identify the
plate
The armorer
identifies a tin chest plate for you.
You feel informed:
Object 'plate
tin', Item type: armor
Weight: 60, Value:
78, Decay: -1 days
AC-apply is 2
< 32h 100m 65v > identify 4.plate
The armorer
identifies a breast plate for you.
You feel informed:
Object 'breast
plate', Item type: armor
Weight: 100,
Value: 1926, Decay: -1 days
AC-apply is 6
< 32h 100m 67v >
|
In this example our character removes
her vest in order to get the armorer to tell us its value. Our character decides
to keep the vest and wears it
instead of selling it.
While she is here, she wants to know the stats on items in the list,
particularly the tin plate and the breast plate. The tin plate is
the first item on the list so she just identifies the plate.
However, the breast plate is the fourth plate item on the list.
(The second plate item is the iron chest plate, the third plate item is
the bronze plate.) So she uses dot-notation and identifies the 4.plate. The dot-notation
also works for putting items
with similar names in containers, taking
them out, as well as for buying,
selling and identifying.
Sometimes you may only have treasure on you instead of gold. This
may be because treasure is easier to carry than a significant amount of
coins. Or you just happen to come across a few precious gems and
want to barter with them.
If we use the example from above, our character wants to buy the spiked
shield for 556 gold coins. In her inventory she has a green gem
that she knows is worth over 500 gold coins plus she has an additional
100 gold she is carrying.
<
32h 100m 67v > buy the shield
with a gem and gold
You give 39 coins
to the armorer.
You give a small
green gem to the armorer.
The armorer
whispers to you, "That'll be 556 coins, please."
You now have a
spiked shield.
< 32h 100m 67v >
|
6.4 Reciting
scrolls and other
magical items
Scrolls can be helpful along your journey. The most helpful of
these are scrolls of identify and scrolls of recalling. Use the recite command to unleash the power
of the scroll.
< 47h 100m
93v > inventory
You are carrying:
a scroll of recall
a scroll of identify
a spiked shield
a small bag
a barrel
the guiding
light..it has a soft glowing aura!
the Nilgiri Guide
the manna
< 32h 100m 69v > recite the
identify on the shield
You recite
a scroll of identify which dissolves.
You feel
informed:
Object
'shield spiked', Item type: armor
Weight: 15,
Value: 556, Decay: -1 days
AC-apply is
3
Can affect
you as :
Affects : damroll by 1
< 32h 100m
69v >
|
Our character has bought a scroll of identify and a scroll of recall
from the Wizard Shop in town. Here she can use the identify
scroll to see the stats of the spiked shield she just gained.
The hermit's corner (dark)
This is actually part of
a small shack that continues further south.
However, the weary
structure is not even worthy of being called that. There
is evidence of
someone that is currently inhabiting this place.
Obvious exits:
north east south
The hermit sits here
and warns, "Go back before it's too late!"
< 32h 100m 97v > recite the recall
You recite a
scroll of recall which dissolves.
Wall Road
The western city
wall runs north and south and the wall road runs right
along side it.
A small, poor alley leads east. There is a small hole in the
city wall to the
west, through which some hills and plains can be seen.
Some letters have
been written on the wall here.
Obvious exits:
north east south
west
< 32h 100m 97v >
|
Exploring, our character has gotten herself into an awful mess and now
wants to return back to safety of the city. She uses the scroll
of recall to instantly teleport her back home.
Similarly, there are other magical items such as staves, wands and
herbs that you can use and apply. Other items may need
some other sort of attention such as being looked upon or fondled. The affects of a
magical item may be harmful, some may be useful. It is up to our
character to figure these things out. It would be wise to always
remember to use an identify scroll on any unidentifed item.
7.1 Gaining
levels
<
24h 100m 67v >
You whip a beastly
fido.
A beastly fido is
mortally wounded, and will die soon, if not aided.
You gain 73
experience for your victory.
You raise a level!
You gain 8 hit
points and 3 practice sessions.
< 24h 100m 67v > kill the fido
You whip the life
out of a beastly fido.
A beastly fido is
dead! R.I.P.
You gain 12 hit
points and 4 practice sessions and 8 movement points.
Your blood freezes
as you hear a beastly fido's death cry.
< 24h 100m 67v > level
Level
1
1-999 : the Human Daughter of the Earth
*Level
2 1000-2999 : the Human
Daughter of the Sun
Level
3 3000-6999 : the Human
Daughter of the Moon
Level
4 7000-13999 : the Human
Flower Childe
Level
5 14000-28999 : the Human Friend of
the Flowers
You are level 2.
You have 1438
experience with 1562 more experience to level.
< 24h 100m 67v > practice
You have 4
practice(s) left.
(not practiced) block
(not practiced) dodge
[---] (not
practiced) herb lore
(not practiced) prepare
(not practiced) apply
(not practiced) druid track
(not practiced) envisage
(not practiced) focus
(not practiced) tame animal
(awful) sneak
(awful) hide
(bad) steal
(awful) spy
(bad) palm
(bad) search
< 24h 100m 67v > gossip I
levelled!!
|
As you gain levels, you typically gain hitpoints, practices and
skills. Type practice to see the skills you currently have
available to you. You can practice your skill at your class
guildmaster. You should be able to find this on your Guide.
Some skills require a different guildmaster than the local one in town
and you should be prepared to search out the other cities in order to
continue learning.
Druid's
Retreat
The retreat is a
pretty large area of garden vegetation. It seems a tree of
every known kind
grows somewhere in the retreat, as well as every plant known.
Dirts, mud, and clay
from all over the world make up the ground, and give off
a magical knowledge.
A demi-gazebo made only of leaves houses the guildmaster,
who teaches the lore
of the land.
A reminding sign has
been posted here.
Obvious exits:
north down
The guildmaster of
druids is standing here.
She glows with a bright light!
< 35h 100m 86v > practice
You have 4 practice(s) left.
(not practiced) block
(not practiced) dodge
[---] (not practiced) herb lore
(not practiced) prepare
(not practiced) apply
(not practiced) druid track
(not practiced) envisage
(not practiced) focus
(not practiced) tame animal
(awful) sneak
(awful) hide
(bad) steal
(awful) spy
(bad) palm
(bad) search
< 35h 100m 86v >
help
herb lore
"HERB LORE"
Usage
: cast 'herb lore' <plant/herb>
Level
: Druid 1
Duration :
Instantaneous
Mana cost : 10
This spell is the
most basic of all druid spells, allowing the druid
special insight
into the plants in their inventory.
See also: -
< 35h 100m 86v > practice herb
lore
You practice for a while...
< 35h 100m 86v >
!
practice herb lore
You practice for a while...
< 35h 100m 86v >
!
practice herb lore
You practice for a while...
< 35h 100m 86v >
!
practice herb lore
You practice for a while...
The guildmaster
whispers to you, "You have now learned everything I can teach you about
that."
|
Here our druid has learned the spell herb lore. The brackets [--] to the
left of herb lore on the practice list indicates herb lore is a spell and will
contain the mana cost for casting the spell once some practice sessions
have been invested in it.
In this next example, our character happens upon some flowery shrubs.
<
47h 100m 97v > take the shrub
You get a flowery
shrub.
< 47h 100m 97v > cast 'herb lore'
on the shrub
Ok.
You feel informed:
Object 'shrub
flowery zurn', Item type: plant
Item is:
nonlocatable
Weight: 1, Value:
240, Decay: -1 days
Prepared will make
a level 2 herb of detect invisible.
This plant is in
excellent condition.
< 47h 67m 97v >
|
Our character checks the help information on herb lore and then proceeds to cast
it on the shrub she has just found. Casting spells require a
single-quote on both sides of the name of the spell. Some spells
do not require a target. Sometimes the target is inferred to
either be yourself or someone you are fighting. Each skill listed
will have help information associated with it.
7.2 Death
Death will happen, most often when you least expect it.
Consequences of death are:
- You start back at the Temple with the basic equipment you
got when you started. You do not get the equipment you had when
you died.
- You lose about a quarter of the experience points you had
accumulated.
- You have low hitpoints.
< 47h 100m 68v >
You discover that
Slug has his hands in your wallet.
< 47h 100m 70v >
say
Thief!
You exclaim, "Thief!"
< 47h 100m 70v > kill Slug
He is a higher level than you.
You would probably die...
*** Please confirm with 'yes': yes
Slug won initiative!
Slug barely hits you.
You whip Slug.
< 43h 100m 70v >
Slug utters the
words 'grynt oef'.
You cry out in pain
as Slug burns you.
That really did HURT!
You miss Slug with your whip.
Slug misses you with
his hit.
[Slug: small wounds, bruises]
< 12h 100m 70v >
Slug utters the
words 'grynt oef'.
You gain 107 experience.
< -9h 100m 70v
MORTALLY WOUNDED >
Slug shocks you.
Unfortunately your heart can't stand it...
Rank
Name
XpLvl
Time Kills
Explored Points
-----------------------------------------------------------------------------
1
) GlowBoy
41134463 9125529
9311 19877 35359266
2
) Inferno
51984256 8430279
7653 8331 29391406
3
) Hind
14062426 10805781
3287 19155 25519585
*2266
)
Kitiara
719
12565
13
70 59550
ObQuote-
Living with
the immediacy of death helps you sort out your priorities in
life. It
helps you to live a less trivial life.
-- Sogyal
Rinpoche
Welcome to DikuMUD
Nilgiri the Forgotten World
0) Exit from the
Forgotten World.
1) Enter the game.
2) Enter description.
3) Read the help on
DikuMUD Nilgiri.
4) Change password.
Make
your choice: 1
Welcome to the land
of DikuMUD Nilgiri. May your visit here be... Interesting.
The Temple of
Midgaard
This is the
southern end of the temple hall in the Temple of Midgaard.
The temple has been
constructed from giant marble blocks, eternal in
appearance, and most
of the walls are covered by ancient wall paintings
picturing gods,
giants and peasants.
Large
steps lead down through the grand temple gate, descending the huge
mound upon which the
temple is built and ends on the temple square below.
Steps lead down to
the square below.
A large black marble
altar centers the room.
A colorful flag
hangs near the entrance of the temple.
Obvious exits:
north east south
west
The storyteller of
Jora mumbles quietly to himself.
< 9h 100m 70v >
equipment
You are using:
<worn on body>
a black leather
bustier
<worn on legs>
a black leather skirt
<worn on feet>
black leather boots
<worn as
shield> a heart shaped shield
<wielded>
a staff
< 9h 100m 70v > inventory
You are carrying:
the Nilgiri Guide
< 9h 100m 70v > level
Level
1
1-999 : the Human Daughter of the Earth
*Level
2 1000-2999 : the Human
Daughter of the Sun
Level
3 3000-6999 : the Human
Daughter of the Moon
Level
4 7000-13999 : the Human
Flower Childe
Level
5 14000-28999 : the Human Friend of
the Flowers
You are level 2.
You have 879
experience with 3232 more experience to level.
You have a maximum
of 1545 experience attained.
< 9h 100m 70v >
|
Our character has died foolishly attacking Slug. She is dies and
gets the game menu. She enters the game and sees she has lost all
her equipment, all the stuff in her inventory, and she now has 2,121
experience to next level when prior to dying she only had 1,841
experience to next level.
7.3 Corpse
retrieval
The best thing you can do after death is go retrieve your corpse or
consent to have someone retrieve your corpse for you. Usually
this entails finding the exact room where you were killed.
Sometimes it means fighting the monster that killed you again. If
you have no way to get your corpse, the next best thing is have someone
do it for you. Nilgiri provides you with a corpse retrieval
service. Keep a good stock of gold and treasure in order to pay
for the corpse retrieval.
Dootif's Aerial Servant Corpse
Retrieval Service
This small office
is located in the basement of the mage's tower. A tidy
desk stands in the
north-west corner of the room. The remainder of the office
is dominated by a
large summoning diagram painted on the floor. A spiral
staircase leads up
to the tower entrance.
There
is a sign posted on one of the walls.
Obvious exits:
up
A large man with big
eyes stands in the middle of the diagram.
He glows with a bright light!
He is surrounded by a translucent globe!
< 9h 100m 57v >
buy
Dootif whispers to
you, "It will cost you 526 coins to retrieve your 26 items."
Dootif whispers to
you, "You are guaranteed privacy for five hours."
Dootif escorts you
into a private room.
A private room
This is a small,
unremarkable room. There is a single exit to the north.
Obvious exits:
north
An aerial servant suddenly appears out of nowhere.
An aerial servant drops the slain body of Kitiara.
An aerial servant disappears.
< 9h 100m 57v >
look
A private room
This is a small,
unremarkable room. There is a single exit to the north.
The fried corpse of
Kitiara here is sprawled out, muscles permanently fully
extended.
Obvious exits:
north
< 9h 100m 57v >
examine
corpse
You see the slain body of Kitiara.
Inside, you see -
corpse (here) :
the Nilgiri Guide
a small bag
a serving of various
dim-sum
a map of Central Jora
a spiked shield
a scroll of recall
a yellow and white
braided-leather whip..it is emitting light!
black leather boots
a black leather skirt
a troubadour vest
the guiding
light..it has a soft glowing aura!
< 14h 100m 75v >
get
all from the corpse
|
Our character has resorted to using Dootif's Corpse Retreival
Service. She buys the service and is ushered into a room where an
aerial servant retrieves her corpse. She checks the items in her
corpse and then proceeds to loot her corpse.
8.1 Beginner's
quest
When you start the game, you begin with a simple quest to help you
understand some of the basic features of Nilgiri. The quest is
narrated by your guilmaster. He will assign you tasks and check
up on your progress. The guildmaster will emphasize words that
you should read help on. Some of what the guildmaster has said
has already been covered by this document.
The guildmaster tells you, "Welcome
to Nilgiri young daughter of the earth,
Kitiara. I
am your guildmaster. I see that you are new to the realm, and I
will try and help
you along the way. Come visit me at the guild. LOOK AT
GUIDE in your
inventory to find me at the Druid Guild and we can begin your
instruction."
< 35h 100m 85v >
The guildmaster
tells you, "Young learner, as a new player you may wish to
"customize" your
ENVIRONMENT. You may change certain aspects of the way you
interface with the
world of Nilgiri. Type 'ENVIRONMENT' to see this."
< 35h 100m 85v > help environment
ENVIRONMENT
Environment
displays a table of switches that you may change to suit your
specific needs and
comforts.
See also:
ATTRIBUTES, SCORE
< 35h 100m 85v > environment
*************************
Character Environment
*************************
SHOUT [On ]
GOSSIP [off] AUCTION [On
] NOTELL [On ]
MONITOR [On ] BRIEF
[off] COMPACT [off]
ECHO [On ]
COLOR [On ]
NOTAKE [off] NOMERCY
[off] CONSIDER [On ]
ABBREV [off]
EXITS [On ]
NOKILL [On ] PAGING
[off]
HEADER [off]
AUTORECALL[off] NOFLEE [off]
FLEE [16 hits]
< 35h 100m 85v >
The guildmaster
tells you, "Young Kitiara, this is your playing ENVIRONMENT.
You may toggle
each characteristic listed. Refer to the HELP files for further
information on
each item. For more information about your character see also:
SCORE and
ATTRIBUTES."
< 35h 100m 85v > help score
|
The help files are key to learning the game of Nilgiri. Pay
attention to keywords and always read the help.
<
35h 100m 85v > help mandessa
MANDESSA
Mandessa is the
patron goddess of clerics, druids, and bakers. She seeks to
control the chaos
that erupts in one's own kitchen, life, or otherwise upsets
the balance of the
world. She is the champion of chocolate and all that is
sweet and edible.
On rare occassions she will make her presence known to the
realm, though she
is most often none too sociable. Mandessa especially favors
those of elven
heritage.
Mandessa accepts
worshippers of any alignment, but prefers those of pure good
or pure evil
influences for consideration for the House of Chaos.
She rewards those
who have made contributions to the realm, whether by good
roleplaying,
longevity with Nilgiri, or other humble deeds.
< 35h 100m 85v>
|
There is a help information on almost anything!
9.1 Leaving the
game
After a good amount of adventuring you wish to leave the game.
There are two ways to leave. One option is to encamp. You can encamp and come back to the same
room at some future time when you wish to return to Nilgiri.
However, encamp has its
drawbacks and the Phantom Society of thieves may decide to take a few
of your items or gold if you encamp
for too long.
The
edge of the forest (dark)
The eastern edge
of a big forest is visible here. To the east is the west
gate of Midgaard and
to the west is a narrow trail that leads into the forest.
There are hills and
valleys to the south.
A large sign mounted
on a pole is standing by the roadside.
Obvious exits:
east south west
< 47h 100m 65v > encamp
You set up camp and leave the game.
Rank
Name
XpLvl
Time Kills
Explored Points
-----------------------------------------------------------------------------
1 )
GlowBoy 41136375
9126819
9312 19877 35361794
2 )
Inferno 51984256
8430279
7653 8331 29391406
3 )
Hind
14062426 10805781
3287 19155 25519585
*2239 )
Kitiara
439
13463
13
72 61333
ObQuote-
"The hottest
places in hell are reserved for those who, in a time of great
moral
crisis, maintain their neutrality."
-- Dante
Welcome to DikuMUD Nilgiri the Forgotten World
0) Exit from the Forgotten World.
1) Enter the game.
2) Enter description.
3) Read the help on DikuMUD Nilgiri.
4) Change password.
Make your choice: 0
|
Renting allows you a storage room where you can store as many itemms as
you want by simply dropping them on the ground. No one will have
access to your storage room but you. However, renting comes with
a charge and the price is dependent on what you're taking into your
rent room. You can gain access to your equipment again by
returning to your rent room. Rent is also safe from the Phantom
Society thieves. Once in the rent room, to leave the game you klick out.
The Reception
Standing in a
recess in the southern wall is a long desk. The desk supports
a small desk bell, a
ledger and a lamp. Posted on the front of the desk is a
small sign. A
long hall extends to the north where doors to rooms can be seen.
Obvious exits:
down
The pretty
receptionist of the Grunting Boar Inn stands behind the desk.
< 47h 100m 68v > rent
The receptionist
whispers to you, "You are carrying 21 items."
The receptionist
whispers to you, "It will cost you 100 coins once, and you can stay as
long as you wish!"
The receptionist
helps you into your chamber.
A small room for rent
This is a small
flat with four clean walls painted a pure white. The
floor consists of a
white marble. There does not seem to be a way in nor out.
A piece of paper is
tacked up on the wall.
Obvious exits:
none
< 47h 100m 68v > inventory
You are carrying:
a piece of parchment
a piece of parchment
a piece of parchment
a spiked shield
a red gem
a map of Central Jora
a serving of various
dim-sum
a small bag
a turquoise trident
the Nilgiri Guide
the Nilgiri Guide
the manna
< 47h 100m 68v > drop shield
You drop a spiked
shield.
< 47h 100m 68v > drop gem
You drop a red gem.
< 47h 100m 68v > drop trident
You drop a
turquoise trident.
< 47h 100m 68v > look
A small room for rent
This is a small
flat with four clean walls painted a pure white. The
floor consists of a
white marble. There does not seem to be a way in nor out.
A piece of paper is
tacked up on the wall.
A three pronged
spear has been jabbed into the ground.
A gem that is very
red in color has been placed here.
A round shield with
a spike protruding from the center.
Obvious exits:
none
< 47h 100m 69v > klick
You say, "there's
no place like home..."
You say, "there's
no place like home..."
You say, "there's
no place like home..."
You klick your
heels three times.
Rank
Name
XpLvl
Time Kills
Explored Points
-----------------------------------------------------------------------------
1 )
GlowBoy 41136375
9126819
9312 19877 35361794
2 )
Inferno 51984256
8430279
7653 8331 29391406
3 )
Hind
14062426 10805781
3287 19155 25519585
*2239 )
Kitiara
439
13463
13
72 61333
ObQuote-
"I could be
bounded in a nutshell and count myself a king of infinite space,
were it not
that I have bad dreams."
-- "Hamlet",
William Shakespeare
Welcome to DikuMUD Nilgiri the Forgotten World
0) Exit from the Forgotten World.
1) Enter the game.
2) Enter description.
3) Read the help on DikuMUD Nilgiri.
4) Change password.
Make your choice: 0
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When you leave the game, the effects that you had will remain with you
and will also wear off as in the same amount of time if you had not
left the game. So, if you leave the game if you are poisoned, you
will have the necessary amount of hitpoints deducted from you in rent
and may later come into the game incapcitated.
If this is your first time to Nilgiri, you should write down the name
of your character and the password you used.
Welcome to
the land
of DikuMUD Nilgiri. May your visit here be... Interesting!
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