Everwar Newbie Guide

Welcome to Everwar MUD - eWar v2.0

After years of development and over a decade of planning, the immortal staff of Everwar is proud to be opening its doors to the future armies of light and darkness. Like most MUD bases (the code that makes it run), our MUD tracks its original heritage to DIKU and MERC. Heavily overhauled in the 90's by Owen Emlen, the base was renamed EmlenMUD. Owen was responsible for countless ideas and improvements including seperation of races into alignments. His base ran originally as Mid Point Void (MPV). Owen, for some time, offered implementation services to others that desired to run his code. A few muds ran (and still run) Emlen base code, including but not limited to Auturion Dynasty (Palio), Lands of Chaos (Lonath), and arguably the most popular of Emlen bases, Rites of Passage (Gardenia, Morgan).

Just as Owen did with MERC, we started with Emlen base and heavily modified it to fit our needs. Although many ideas remain the same, few algorithms remain in the "stock" form. We truly believe our base is unique enough to call our own. We are proud of heritage and thankfully give credit to where credit is due. Welcome to Everwar MUD - eWar v1.0!

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Background and storyline

Many years after the mists had risen, a power struggle so fierce occurred that it tore the realm apart. The evil gods Zod, Xix, Talice, and Jalaal evolved a vicious plan. They incarnated themselves into mortal forms and gathered their allies with the intent to rid the lands of goodness forever.

Towns were ransacked and burned and women and children were slain as the army of evil spread through the burnt remains of A'daar and up the mountain routes of the Northern Mountains. Left no other choice, Baalzom, Aethelhelm, Kiri, and Ishta joined ranks and came in their mortal forms to lead the armies of good against overwhelming odds. After many legendary battles and disturbing losses to both sides, the creator decided he must take action.

To ensure no future immortal would take sides, the creator appointed four new deities responsible for the heavens: Yilil, the goddess of Mysticism; Sevumas, the god of War; Miredrind, the goddess of the Arcane; Droarid the god of thieves. The creator had seen to it that all mortals would bathe in the splendor of a shared pantheon and hoped that this may bring a new sense of peace on the prime material plane. It wasn't the first time the creator was wrong and won't be the last.

Meanwhile the mortal battles raged... In a battle fought on the great plains, armies sought to protect their homeland. Hundreds of thousands perished. Their bodies, rotting in the summer heat, brought plague and famine to both sides. The army of light led now by Ishta, turned to magic to keep his troops safe from plague. The sheer numbers of healthy troops quickly tipped the scales of battle in the favor of righteousness.

Faced with an imminent loss, Xix turned to the forces of Evil to assist his army. He summoned the powers of hell using an ancient tome found near Spires Peak. Lightning streaked across the heavens as the the earth cracked open. Rising from hell itself came Lovith and her minions; Illithids riding fire breathing horses, and black spider-like half breeds known as Driders wielding corpses as bludgeons, became the leaders of the forces of darkness. Lovith's army met with Ishta and the forces of good on "the Plain of Plagues". The general of the army of light, Aethelhelm, led an incredible advancement through the legions of darkness, eventually ending in the desecration of hundreds of lives and an epic battle between himself and Zod.

Not far to the north, in a last desperate move, Ishta managed to lure Lovith to the great bridge above the Selerian Lake, now called the Stygian. As Lovith and Ishta faced off on the bridge, skaven battle-daggers riddled Ishta's body. The green-tinted poisoned blades quickly worked their venom into his system. Lovith crossed the chasm bridge and picked up his feeble torso. In a death embrace, she hefted his body high above her head. As she did, he removed two blades from his own chest and crushed each through her skull. As their bodies toppled toward the sea, his voice was left ringing in the minds of all those nearby... and on into legend:

"Fight for me... fight for the light!"

Years passed and the war raged on. Aethelhelm and Zod met each other in battle just north of Ashbourne. The rage of the two warriors could not be contained as each let out a battle cry so fierce that it shook the heavens. This opened a great portal on the raven. The soldiers were filled with awe and curiosity as a group of them entered, and were never seen on the raven again. They found themselves in a beautiful world, long forgotten by the war. The war was so forgotten, that it's residents now lived in peace with each other. Races thought to be long since lost, were rediscovered here. The southern continent is home to many races that were never known to exist because at the start of the first war, they fled and hid themselves for hundreds of years in coves and underground tunnels deep in the southern continent.

Inspired by the peaceful nature of the southern folk, the soldiers split up and rushed to the northern continent to spread the news of their findings. The Atomies and Svirfneblins were the first to rush to the new continent. They began to work together to build a series of bridges to connect it to Ashbourne. This effort was met with great tragedy as many were lost in the ocean during the building process,  thus wiping out both races.

... more to come ...

Can you help to put an end to the eternal struggle of Everwar? Will you fight for the Army of the Light or for the Minions of Darkness? Your story begins here... Won't you help write the ending?

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Rolling your character

When you first start a character in Everwar, things can seem slightly overwhelming. There is a lot of things to consider and plan when building a character that you will be satisfied with in the long run. Below are a few things to keep in mind during the process of rolling your character on the game.

  • Using a valid e-mail address

    One of the first messages you will be prompted with during character generation is your e-mail address. When you are finished rolling your character, your password will automatically be sent to the e-mail you provided. The password will NOT be displayed during generation. If you have keyed an incorrect address or one that you do not have access to, you will be unable to log onto your character. This is the only way to gain access to your character.

  • Choosing a race

    Selecting your character's race happens only once during the lifetime of your character. Since you will not be able to change your racial selection (short of deleting your character and rerolling or earning a fabled ticket of race change), you should spend time reviewing the available races (the light races being the third button on the left bar, and the dark races the third button on the right bar). In order to understand how races differ from one another, the following information describes attributes that are presented on the race web page.

  • Casting Level: The highest level spell you can cast without holding a gem.

  • Total Statistics: The total of all maximum statistics for your race (str, int, wis, dex, con).

  • Max Spells: The total number of spells you can learn with this race (without remorting spell slots).

  • Max Skills: The total number of skills you can learn with this race (without remorting skill slots).

  • Inherent Abilities: Benefits that are natural to your race, such as the Solaris' flying.

  • Inherent Susceptibilities: Weaknesses that are natural to your race, such as trolls' weakness to fire.

  • Maximum Statistics: How high you can raise str, int, wis, dex, or con by remorting.

    When choosing a race, you should always consider the professions that you desire to play and the primary attributes listed for that profession (select the profession link at the bottom of this page). Careful consideration should be placed on the maximum number of spells and skills allowed for the race. For instance, if you desire to play a sorcerer for the army of darkness, selecting a troll would be a poor choice because of their low maximum intelligence and maximum number of spells. The diversity of the remort system will allow just about any race to play most professions. Remorting is explained further into this guide.

  • Choosing Starting Statistics

    Everwar allows you to build your character by assigning starting statistics. In the character generator, you can raise or lower any statistic. When you are thinking about your starting stats consider the following:

  • It is not suggested that any starting statistic be below 15.

  • Notice the cost column in the character generator. Some stat points cost more than 1 point.

  • In the long run, balanced statistics provide greater playability.

  • Waiting for Validation

    When you have completed character generation, immortals are automatically notified that you desire to be validated. Please be patient while waiting for character validation.

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    Logging in for the first time

    The first time that you log into the game there are many things that you are able to set as preferences when you play. Below are examples of some of these:

  • Changing your password and prompt

    The game enforces the use of a strong password (a strong password is a string longer than 7 characters, that contains at least one non-alphabetical character). Changing your password is done online with the password command (syntax: password old new). Never share your password with other players.

    Typing "prompt all" will display all predefined prompts. Players can develop their own user defined prompts with the prompt command (see help prompt). If you develop your own prompt and you think others would enjoy it, let a greater-god know, as we will consider them for the standard list.

  • Color schemes

    If you use a MUD client that supports changing default colors, Everwar has been optimized for a black background with gray as the default text color. If you do not use a mud client that supports changing color defaults, or if you use a color scheme other then the one described, you will notice flaws in color including bleeding and the use of gray occasionally, instead of your default.

  • Communicating with other players

    There are many choices available to you as a player in order to communicate to those of your alignment. Public channels broadcast a message to other soldiers of your alignment. These channels include:

    Channel Description
    Thunder Heard by everyone, usable only by Demi-gods as a means of broadcast to the whole MUD.
    Legend A channel reserved for high-level players, cordially called 'legends'. This channel requires a minimum level of 65 to use or hear.
    Raid
    Wartalk
    This channel is mostly used as a means of communicating during combat with other players. You must be at least level 35 to use it and level 30 to hear it.
    Trade This channel is used mostly as a means to communicate the statistics of an item that is being auctioned, or to talk about one of said items. It requires a minimum level of 20 to use.
    Pray This channel may be used by anyone to communicate with the immortals. This command, however, should be used sparingly.
    Counciltalk This channel is available to the members of the current Council of Elders of one side.
    Legion This channel is available to all the members of a specific legion.
    Chat The primary global channel. Use of this channel requires a minimum level of 5.
    Newbie The newbie global channel. It can be used and heard by anyone.
    Tell The tell command will allow you to send a message to another player.

  • The newbie zone

    Each homeland has a tower (the black and white towers) that serve as a starting point for all soldiers. Both towers have an underground marketplace where lower level characters may level and explore without worrying about the opposite alignment. Players of 36th level (no remorts), 31st level (one remort), and 21st level (two remorts and above) will automatically be removed from the newbie area.

    Learning the map of Everwar quickly and completely will separate you from "poor" players. Understanding the map and being able to get from point A to point B without assistance from other players (or relying on speedwalks) is the first necessary skill every soldier MUST possess to survive. In each tower, a mosaic has been painted that describes the world map, and a visual depiction of the map can be seen with the help map command.

    During player testing, skills and spells have not been placed on individual mobiles -- certain skill and spell instructor mobiles carry mostly every skill or spell you may require for certain level ranges. They are rather easy to find and acquire to make life more enjoyable for you.

  • Finding a Profession

    Each homeland has thirteen apprentices that will sell players a token, which is required in order to join a profession. These tokens generally cost about 150 copper pieces, and must be taken to the master of your profession to enable the command prof join, which will let you enter your chosen profession. Everwar allows players to freely move between professions without significant penalty. In other words, if you decide your current profession does not suit you, you can always leave it and join another. Below are some comments from me (my advice, if you will) for selecting professions:

  • Cleric: Generally easy to find an exp group. Relies on wisdom. Has good healing spells at its disposal. Good starting profession.

  • Thief: Generally easy to find an exp group. Relies on dexterity. Has backstabbing, sneaking and hiding at its disposal. Good starting profession.

  • Warrior: Generally easy to find an exp group. Reliant on strength and constitution. Has bashing, rescuing and strong attacks at its disposal. Good starting profession.

  • Sorcerer: Relies on gems for decent spell damage. Reliant on intelligence. Depends heavily on spell slots. Has all kinds of interesting, damaging spells at its disposal. Not a very good starting profession.

  • Warlock: Relies on gems for decent spell damage but makes up for it with decent melee skills. Reliant on intelligence and some strength. Has good damaging spells and decent melee skills at its disposal. Good starting profession.

  • Necromancer: Relies on gems for decent spell damage. Reliant on intelligence. Depends heavily on spell slots. Has all kinds of interesting, damage and affecting spells at it's disposal. Not a very good starting profession.

  • Druid: Relies heavily on intelligence and wisdom to deal good spell damage. Has great higher-level spells. Not a good starting profession.

  • Swashbuckler: Not too easy to find an exp group as it has nothing special to it once grouped, except for dealing damage. A bad starting profession, although the swashbuckler shines when engaged in PK with odds against it.

  • Assassin: Relies on gathering ingredients for poisons. Reliant on dexterity. Has poisons, backstabbing, sneaking and hiding at its disposal. Not recommended for newbies to start with.

  • Alchemist: Relies on gathering ingredients for potions and gems for decent spell damage. Reliant on intelligence. Has a variety of interesting spells and potions at its disposal. Not recommended for newbies to start with.

  • Mercenary: Generally easy to find an exp group. Requires ammunition for ranged weapons. Good starting profession.

  • Templar: Reliant on gems for good spell damage, yet have other skills to make up for it. Good templars will know the map inside-out and always lead groups. They need all of their stats to be effective. They have interesting spells and group bonuses available to them as they become stronger. A bad newbie profession.

  • Monk: Relies on gems for good spell damage. Generally easy to find an exp group. Reliant on wisdom and strength. Can fight barehanded and can use enhanced kicks. Not a good starting profession.

  • The help command

    Many skills and spells have associated helpfiles. When looking for more information on spells and skills it's suggested that you use 'slist' instead of 'help', as it will provide more information. Hundreds of commands have helpfiles to assist you while you learn how to MUD at Everwar. For example, type 'help laws' or 'help newbie' as both will provide valuable information for new players.

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    Ranking, Player Killing, Deities and Remorting

    Once you have joined a profession, you will be able to increase your rank within that profession by gathering warpoints. With each increased rank you will receive an object to signify your rank. These objects increase in power as you increase in rank. You current rank is one of the largest contributing factors to hundreds of skills and spells. The higher your rank, the more powerful you will become. Within each profession, the highest rank held is called grandmaster (rank 8), and there can be only one within each army.

    Playerkilling is an important part of Everwar. The opposing armies of light and darkness will encounter each other often and engage in combat. Killing a player of the opposite alignment nets you a certain amount of available (ranking) warpoints, total warpoints and deity warpoints (religion system). You will only receive available warpoints if you are in a profession and deity warpoints only if you belong to a church. Total warpoints is adjusted anytime you earn warpoints without regard to profession.

    Once you have found the church you wish to join and are at least level 20, you may type 'deity join' at the high priest of that church to join it. Everytime you kill a player of the opposing alignment, you will gain deity warpoints which are accumulated on your deities' tablet. You will raise in rank and favor with your deity this way. If you are favored by your deity, you may commune with it on the holy grounds of your temple to have it bestow one of it's holy items on you by using the command deity commune item. You will receive the item if you meet any of the following conditions: (1) If noone is holding the item. (2) If someone else with lower favor is holding the item. If someone else of lower favor is currently holding the item, you will see a message showing whom (or what) you wrenched the item from, and the item will be bestowed upon you. You may gain additional favor with your deity by sacrificing the heads of your fallen opponents on holy grounds, which you can obtain with the blick corpse command. The stronger your opponent, the more additional deity warpoints you will receive upon your sacrifice.

    The remort command can be used to gain additional abilities. When your character remorts they get a number of remort points (RPs) to spend. Remorts 1-3 will provide 40 remort points to spend. After 3, remort points start to decrease by 5. This stops at remort 7, thus 7 and up provide 20 remort points. You can use a maximum of 20 letters during any single remort. Your experience table will increase with each additional remort. There is a maximum of 16 remorts. When you remort, you can spend your RPs on the following:

    coming soon! shhh!

    Remorting will return your character to level 1, with the additional bonuses you purchased from each prior remort. When you remort you do not spend warpoints -- you merely must have the experience required for each of the following remorts.

    coming soon!

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