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New Newbie Guide: Weir's Eye of the World Edition

Posted: Mon Nov 11, 2013 10:32 pm
by khahliana
Originally posted at http://wotmud.org/forums/viewtopic.php? ... 13&start=0. Cross posting here in case this topic becomes the victim of the autodelete function on main wotmud.org forums.
Weir wrote:* HP:Battered MV:Full > l
A Watery Oasis
Hidden within a depression a cluster of verurous palm trees surround a
crystal clear pool of water. Glistening as if in a mirage the lush flora is
at odds with the surrounding desert. The ridges to the east and north are
too steep to pass but the one to the west could be traversed with some
effort. A dry riverbed, perhaps once the source of this precious source of
life, stretches into the dunes to the south. Polished to a sheen by the
shifting sands, a plaque and a sign lie nearby.
[ obvious exits: S W ]
A shallow pool of water has collected on the ground.

Okay, now I need to find a tower in the city for the next plaque. Let's hope I can make it back without getting attacked again.

* HP:Wounded MV:Fresh > ex
Obvious exits:
South - Dry Riverbed
West - Patchy Trail

* HP:Wounded MV:Fresh > w
Patchy Trail
Impassable cliffs to the south shadow the trail as it runs up the eastern
ridge though what it might lead to is hidden from view. To the west the
land appears more sandy than to the north where the footing seems firmer.
[ obvious exits: N E W ]
A black stallion prances about.
A black stallion prances about.
A black stallion prances about.
A black stallion prances about.


A battle scarred warrior bellows 'For training in the arts of war, come see me at The City Square!'

* HP:Hurt MV:Full > l horse
A young, powerful horse, sixteen hands at the shoulders. It seems calm and
reliable, and seems able to bear a rider well both on a journey and in a
battle.

A black stallion is in excellent condition.

Oh hey, horses. Didn't one of the tips tell me I should be riding a horse as a human? Let's see if I can ride one.

* HP:Hurt MV:Full > ride horse
You haven't learned enough to ride yet.

Oh, guess I need to practice ride first, right. Well, I haven't been dropping very low in movement points so far, so I should be fine for now without a horse.

Hmm, how do I get back to the city now. From the room where the trolloc mob was, I went east once, then south twice, then west, and north. Logically, the oasis room was directly south of the trolloc mob, who was south of the gate. So since I could only go west or back south from the oasis, and I went west, I now need to go north and then back east, provided the rooms connect, to get back to the trolloc mob, and then go north to the city.


An irritating fly has arrived from the north.

* HP:Hurt MV:Full > n
Rocky Sands
Shriveled shrubs with small spiky leaves grow in clumps from the red
colored earth. The surface underfoot is rocky rather than sandy but still
bone dry and without any topsoil to support larger plants. A faint trail
lies to the south.
[ obvious exits: E S W ]
A disease-ridden elk with blackened antlers stands before you.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A thicket of thorns covers the area here.


* HP:Hurt MV:Full > e
Track in the Plains
The roadway can be seen clearly extending to the north towards the city,
but shifting sand and wind seems to have covered most of the rest of the
trail. Pale grasses with hardly a tinge of green sprout from the sandy
earth. A wall of redstone rises steeply to the south and travellers would
have to go east or west to pass around it.
[ obvious exits: N E W ]
A disease-ridden elk with blackened antlers stands before you.
A trolloc is here, drooling and mindlessly swatting at flies.


Aha, what luck, the rooms did connect and I got back to the trolloc mob. Now I can just go back north to the city, and look for the tower.

* HP:Hurt MV:Full > n
Near a Gate
A narrow track worn flat in the sandy grass by the tramp of horse, foot and
wagon courses between the gate in the walls to the north and the dry plains
to the south. Further south hills of golden sand extend as far as the eye
can see like waves of a dry yellow ocean. A burnt patch sheltered by the
city wall marks a well used camping ground. A collection of rough boulders
lies to the east, through which a narrow path meanders.
[ obvious exits: N E S ]

* HP:Hurt MV:Full > n
The Southern Gate
A narrow gate set into the southern wall leads out to the wilds where a
narrow road hardly larger than a goat track has a rock-pocked surface. A
small way to the north is the city square, and Adanza Street runs parallel
to the wall surrounding the southern side of the city. Above the gate are
murder holes, perfect for protected attacks against anything laying siege
to the city itself from beyond.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A ragged looking man asks for spare coins.

* HP:Hurt MV:Full > n
Emar Dal Way
Paved with brick lined with moss, this quaint street is well tended with
flower boxes and hosts smaller private homes. Directly to the north is the
City Square, and to the south the road continues towards the city wall. The
Ansaline Gardens Inn is to the west, a popular place for visitors to get a
meal or a place to stay the night. A cork covered board is set into the
wall next to the Inn's entry, a popular place to leave notes.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.

* HP:Hurt MV:Full > n
The City Square
A giant circle in the center of the city, this spot was long ago misnamed
as the City Square. In the center of the circle is a large fountain which
anyone can get water from. Usually a popular spot for gathering, the City
Square is often where friends meet to chat, do business, or rest. Mounted
on the oil lamp's post are a dull gleaming plaque and a sign.
[ obvious exits: E S W ]
A wooden practice shield has been dropped here.
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

The Eye of the World town crier stands here, spreading the news.
A battle scarred warrior stands nearby.


the Eye of the World town crier tells you 'You look like someone who'd be up for a quest! Ask me about them, and I'll reward you handsomely if you succeed!'

Hey, this warrior was yelling about training before, he must be a practice mob. Let's see what I can practice here.

* HP:Hurt MV:Full > prac
You have got 8 practice sessions left.
You can practice any of these skills, at a cost of 2:
bash ( 0%)
kick ( 0%)
rescue ( 0%)
shield parry ( 0%)
charge ( 0%)
long blades ( 0%)
medium blades ( 0%)
fencing blades ( 0%)
axes ( 0%)
clubs ( 0%)
staves ( 0%)
lances ( 0%)
spears ( 0%)
javelins ( 0%)
polearms ( 0%)
flails ( 0%)
whips ( 0%)
chains ( 0%)
bows ( 0%)
crossbows ( 0%)
slings ( 0%)

He mainly just has weapon skills to practice, this must be the warrior practice mob that the sign told me about. I don't want to practice anything yet here, though.

A black cat has arrived from the south.

* HP:Hurt MV:Full > e
Along Comelle Street
The widest street in the entire city, Comelle Street is lined by the oldest
buildings with the most fantastical designs. Ancient leatherleaf trees cast
shady branches overhead no matter the time of year. To the east is a large
gate set into the city wall, and to the west is the city square. A tall
slender white tower is up the street to the north.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black dog is here, wagging its tail.

Here I notice in the room description that a tower is up to the north of me. Let's go that way.

* HP:Hurt MV:Full > n
Vsaine Street
Tightly packed bricks line this short street, each one a different color
from the palest clay brown to a deep russet hue. A slender white tower, its
lines simple and unadorned, is directly west. Smaller buildings shelter
beneath its shadow, almost dwarfed by its size.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A strange bird is visible flying high in the sky.

Okay, now the tower is west of me.

* HP:Hurt MV:Strong > w
The Tower of Legends
Polished wooden floors gleam underfoot in this circular tower, no furniture
marring its surface. Murals painted upon the walls show the past, in all
its glory or moments of sadness. A spiral staircase is built along the
entire wall, leading upward in a long strenuous journey to the top.
[ obvious exits: E U ]

I've found the tower, but the last plaque I was at said I should climb the tower to find the next plaque, so up I go.

* HP:Hurt MV:Strong > u
Inside the Tower of Legends
A richly appointed chamber covered with imported Tarabon carpets is a
dazzling array of artifacts from different places and times. A glass case
holds Seafolk porcelain, and the finest wines from Murandy are decanted by
carved wooden goblets from the Two Rivers. An eclectic collection made up
from the histories of the world, the Tower can feel like home to anyone
from any nation. A spiral staircase stretches along the walls, a perfect
circle leading up or down.
[ obvious exits: U D ]
A Warder walks by, every movement potentially lethal.
A serene Aes Sedai glides by.


* HP:Scratched MV:Full > u
The Top Floor of the Tower
The uppermost level of the Tower of Legends has wide-set windows placed
into its walls that offer fantastic views of the city itself. In every
direction can be seen the very top of the protective wall surrounding the
cities, with the wilds beyond. Several chairs are scattered around the room
with a collection of small tables with them. A spiral staircase along the
wall leads downward and, curiously, upward towards a golden gate set into
the ceiling, which is painted to look like a cloud-covered sky.
[ obvious exits: U D ]
A fairly large and strange looking bird pokes about.

* HP:Scratched MV:Full > u
The goldengate seems to be closed.

Oh, there is a door between me and the room up from here. I guess I'll just try to open it.

* HP:Scratched MV:Full > open goldengate
Ok.

* HP:Scratched MV:Full > u
The goldengate seems to be closed.

Wait, what just happened? It said I opened it, and then it was closed again?! There are two possibilities when something like this happens to you. The first possibility is that you never opened the door the first time. This would only happen on a select few doors, and only because those doors can only be opened by certain people (namely, clan-specific doors). Usually if this is the case, after the "Ok." message some other message will pop up saying in some form or other that you weren't able to open the door. That didn't happen here, so the second case is more likely, which is that the zone probably "repopped" right after I opened the door. When a zone "repops" it means it repopulated. Each zone has a certain set of things that happen when it repops, such as certain mobs spawning, doors opening or closing depending on how they are supposed to be normally, etc. Each zone repops based on a timer, and each zone's timer differs in length. For this starter area, the timer is fairly short, so it's not all that unlikely that the zone repopped right as I tried to open the door. In this case, the goldengate door I tried to open becomes closed when the zone repops, but just doesn't give a message that it happened. Since that is the case, I simply need to open it again.

* HP:Scratched MV:Full > open goldengate
Ok.

* HP:Scratched MV:Full > u
Atop the Tower of Legends
The uppermost top of the tower has been worn smooth by ages of weather, a
testament to how long something can last despite anything thrown at it. It
is rumored that the Creator, or his avatars, appear at this very spot when
least expected. Whatever the truth, this place has an aura of being outside
of space and time, where anything could happen... Weathered and faded, a
plaque and a sign have been embedded in the stone surface of the tower.
[ obvious exits: D ]
An old woman weaves a pattern on her loom.

That time it worked, and I made it to the top of the tower, and found the next plaque I was looking for.

* HP:Scratched MV:Full > l plaque
Ok.

Top Twelve Things You Should Know Before Playing The Wheel of Time MUD: 11

QUESTS are run periodically for both the public (as global or single race tasks) and
privately (for individuals or clans). Global quests are usually announced several days
in advance via the forums.

For a game tip, look at the sign!
To learn of number twelve of our top twelve, go to the Ansaline Gardens Inn.

* HP:Scratched MV:Full > l sign
Ok.

Game Tip 11: Grouping.

To help you gain experience, or to allow you to take on bigger and stronger mobs
you can group with other players. If someone else is leading, you can FOLLOW NAME.
If you want to stop following, you can FOLLOW YOURNAME. If you are leading, and someone
follows you, you can GROUP NAME or GROUP ALL. This means you will share the experience.
To make it so your follower stops following, you can type UNGROUP NAME or UNGROUP.
To see who is in the group type GROUP.

Grouping is an integral part of this game for gaining experience killing things, killing stronger mobs (particularly supermobs, mobs that are a much higher level than normal ones and typically load better equipment), and for the PK (Playerkilling) parts. When you follow another player, every time they move around, they bring you along with them, provided you or your horse have the moves for it and you haven't been attacked by something or someone in the meantime. When you group with another person, you share the experience for killing mobs or other players if you are in the same room when it dies to you, the person you are following, or another member of your group. Depending on the levels of the grouped members, the experience split varies. Once you get to level 31, you become unable to gain experience from killing things without having something grouped with you (commonly referred to as having a groupflag). This can either be another player, or a pet mob. There is a tradeoff between the two, though. When you choose another player, the total experience from killing something is bumped up a little bit, but it is split between the two of you based on your levels. If you and your partner are relatively even on levels, or if you are significantly lower, then the total experience you gain from killing the mob is less than you would get normally alone. The upside is, with two of you fighting, you can almost always kill the mob faster than you would alone. If you choose the pet option, instead, you want to go with as low level a pet as possible, because then when the experience splits after a mob dies, the pet, being a very low level, gets very little experience, and instead you get your normal experience for killing your target plus a chunk of the bonus experience that gets added for having two grouped members there (which the pet can't get due to its low level). You can functionally use a very low level player as your "pet" in this regard, as well, but it only works if the low level player does not get the final killing blow on whatever it is you are attacking. When you start to group more than two members, the experience split between the members begins to fall off dramatically, making experiencing with more than two people not really feasible.

The night has begun.

Someone bellows 'For training in the arts of war, come see me at The City Square!'

It's night now, and I can't see in the dark, so I can't see who it is that yelled this, and it just shows up as Someone.

o HP:Healthy MV:Fresh > hold torch
You hold a torch above your head.

* HP:Healthy MV:Fresh > group
You are currently working solo.

* HP:Healthy MV:Fresh > d
The Top Floor of the Tower
The uppermost level of the Tower of Legends has wide-set windows placed
into its walls that offer fantastic views of the city itself. In every
direction can be seen the very top of the protective wall surrounding the
cities, with the wilds beyond. Several chairs are scattered around the room
with a collection of small tables with them. A spiral staircase along the
wall leads downward and, curiously, upward towards a golden gate set into
the ceiling, which is painted to look like a cloud-covered sky.
[ obvious exits: U D ]
A fairly large and strange looking bird pokes about.

I've already been to the room with the last plaque because I stopped there by accident on the way to the second plaque.

* HP:Healthy MV:Full > d
Inside the Tower of Legends
A richly appointed chamber covered with imported Tarabon carpets is a
dazzling array of artifacts from different places and times. A glass case
holds Seafolk porcelain, and the finest wines from Murandy are decanted by
carved wooden goblets from the Two Rivers. An eclectic collection made up
from the histories of the world, the Tower can feel like home to anyone
from any nation. A spiral staircase stretches along the walls, a perfect
circle leading up or down.
[ obvious exits: U D ]
A Warder walks by, every movement potentially lethal.
A serene Aes Sedai glides by.


* HP:Healthy MV:Full > d
The Tower of Legends
Polished wooden floors gleam underfoot in this circular tower, no furniture
marring its surface. Murals painted upon the walls show the past, in all
its glory or moments of sadness. A spiral staircase is built along the
entire wall, leading upward in a long strenuous journey to the top.
[ obvious exits: E U ]

* HP:Healthy MV:Full > e
Vsaine Street
Tightly packed bricks line this short street, each one a different color
from the palest clay brown to a deep russet hue. A slender white tower, its
lines simple and unadorned, is directly west. Smaller buildings shelter
beneath its shadow, almost dwarfed by its size.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black dog is here, wagging its tail.

* HP:Healthy MV:Full > s
Along Comelle Street
The widest street in the entire city, Comelle Street is lined by the oldest
buildings with the most fantastical designs. Ancient leatherleaf trees cast
shady branches overhead no matter the time of year. To the east is a large
gate set into the city wall, and to the west is the city square. A tall
slender white tower is up the street to the north.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A strange bird is visible flying high in the sky.
A strange bird is visible flying high in the sky.


* HP:Healthy MV:Full > w
The City Square
A giant circle in the center of the city, this spot was long ago misnamed
as the City Square. In the center of the circle is a large fountain which
anyone can get water from. Usually a popular spot for gathering, the City
Square is often where friends meet to chat, do business, or rest. Mounted
on the oil lamp's post are a dull gleaming plaque and a sign.
[ obvious exits: E S W ]
A wooden practice shield has been dropped here.
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

A black cat meanders to an unknown destination.
The Eye of the World town crier stands here, spreading the news.
A battle scarred warrior stands nearby.


the Eye of the World town crier tells you 'You look like someone who'd be up for a quest! Ask me about them, and I'll reward you handsomely if you succeed!'

A battle scarred warrior stops using a lantern.

* HP:Healthy MV:Full > s
Emar Dal Way
Paved with brick lined with moss, this quaint street is well tended with
flower boxes and hosts smaller private homes. Directly to the north is the
City Square, and to the south the road continues towards the city wall. The
Ansaline Gardens Inn is to the west, a popular place for visitors to get a
meal or a place to stay the night. A cork covered board is set into the
wall next to the Inn's entry, a popular place to leave notes.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy MV:Full > w
The Ansaline Gardens Inn
A large room of bleached oak practically shines, day or night. Clean tables
flank a large central stone fireplace and a long bar set along a wall is
tended quickly. Stairs lead up to the private chambers where, for a
moderate fee, a weary guest can spend a peaceful night. Throughout the room
are real plants of exotic species, a small remembrance of another place and
time long lost. Mounted on the wall are a dull gleaming plaque and a sign.
[ obvious exits: E S U ]
A slender woman flips a dagger from hand to hand.
A bartender serves customers with a greedy smile.


* HP:Healthy MV:Full > l plaque
Ok.

Top Twelve Things You Should Know Before Playing The Wheel of Time MUD: 12

PRIVACY is something you should value. Do not ask people who their other characters
are in any way, nor should you answer any requests for the same thing. Don't give out your
name, address or identifying information. Your password should never be asked for in the
game except upon a rare occasion by a Staff member. If anyone attempts to pressure you
into giving out any of this information, mail PR Administration in the forums and discontinue
speaking with that player or character.

For a game tip, look at the sign!

To enter the vastness of the world outside this city, go to the coachman outside this inn,
and ask him TAKE ME TO CAEMLYN PLEASE, then follow the coachman's instructions.

This concludes the top twelve things you should know about the Wheel of Time MUD.
Good luck, have fun, and welcome to the Wheel of Time! There is a lot to discover
and we hope you will enjoy your time here.

NEVER give out your passphrase to anyone, not even immortals, despite what this says. If an immortal needs to access your character for some reason, they shouldn't be asking for your passphrase anyways because if they really need access to your character they should be a high enough level immortal that they will have ways as an immortal to do so without needing your passphrase.

This starter Eye of the World area is cut off from the rest of the game, and the only two ways to exit out of here as a new character are to either use the coachman, as directed by this plaque, or to die. If you die, you lose anything you had on you, and are sent back to the beginning room, the Circle of Light. You could then exit to the normal game world from there, but you would not be able to retrieve the equipment you lost here in the Eye, then, because once out in the normal world you can't come back here again without once again dying.


A torch is definitely fading.

A battle scarred warrior bellows 'For training in the arts of war, come see me at The City Square!'

* HP:Healthy MV:Fresh > l sign
Ok.

Game Tip 12: Enemy players.

There are three races on the Wheel of Time MUD. Humans, like yourself, trollocs and Seanchan.
The Seanchan are also humans, but they invade from across the ocean to the west. When you
come across one of these crossrace players, you will be able to recognize them by the *asterisks*
around their name. If you have a client with colors, you will find trollocs are *red* and Seanchan
are *magenta*. If you are still low level and ungrouped, these players will generally not harm you,
but it can happen that they raid and you do get killed. Do not be discouraged, one day you
will be strong enough to put up a fight and perhaps even kill them in return!

A torch is about to go out!

* HP:Healthy MV:Fresh > rem torch
You stop using a torch.

* HP:Healthy MV:Fresh > drop torch
You drop a torch.

My torch ran out, and is now useless, so I have simply discarded it by dropping it on the ground.

* HP:Healthy MV:Fresh > time
It is 10 o'clock pm, on the 19th day of the month of Danu, year 1001.
According to legend and prophecy, this is the Zunth Turn of the Wheel.
The official forums are back at 'http://www.wotmud.org/forums/' enjoy!

(Server: Fri Oct 25 03:03:14 2013 EST, up for 19 hours, 7 minutes)

* HP:Healthy MV:Fresh > exa pouch
It is a soft leather pouch.
When you look inside, you see:
pouch (used) :
a leather water flask
[2] a hunk of beef
a rusty dagger
[2] a lantern

* HP:Healthy MV:Fresh > get lantern pouch
You get a lantern from a soft leather pouch.

* HP:Healthy MV:Fresh > hold lantern
You hold a lantern above your head.

It's still night though, so if I wanted to go back outside I would want to use another light source, which I do.

* HP:Healthy MV:Fresh > u
Outside the Guest Rooms
A central hallway akin to one in a private home is lined with doors leading
to private bedrooms. For a fee a traveller can stay overnight, guaranteed a
peaceful and safe stay. Mounted on the hallway's wall and lit by an oil
lamp are a dull gleaming plaque and a sign.
[ obvious exits: D ]
A strange bird is here flying around.
An innkeeper makes his rounds of the room, tending to guests.


* HP:Healthy MV:Full > offer
An innkeeper tells you, 'Your rent allowance is currently 8 coppers per day.
You have 2 coppers left unused on your allowance.
Your rent is free!'


* HP:Healthy MV:Full > rent
An innkeeper tells you, 'Your rent allowance is currently 8 coppers per day.
You have 2 coppers left unused on your allowance.
Your rent is free!'

An innkeeper stores your belongings and helps you into your private chamber.

Instead, I decide I've done enough learning for now, and make use of the inn to rent and save my equipment when I log off. When I log back on the next time, I will return right back here at the inn I rented at. However, something to keep in mind is characters to autodelete in this game if they sit inactive for too long. At level 1, which I currently am, if I let the character sit for three days, it will automatically delete. As you level up, the length of time required before a character autodeletes increases as well. At levels 20-29, you would have to not log on for 6 months for your character to autodelete, so it shouldn't be a major concern if you decide to take a break from the game. Once you reach level 30, your character will never autodelete. Specific numbers for autodeletion times can be found in the "delete" help file.