Everwar
Newbie Guide
You
can download the Everwar Players Guide
here.
A
map of Everwar (eWar v1.0) can be found here.
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!
Top
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?
Top
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.
Top
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.
Top
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:
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!
Top
|
|