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Everwar Newbie
Guide
You
can download the Everwar Players Guide
here.
Welcome to Everwar MUD
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
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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. You must have a valid email account before your character on
Everwar will be validated.
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. 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.
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.
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.
For Good players: ENTER
PORTAL, East, South, West, South, East
For Evil players: ENTER
PORTAL, West, North, West, North, Down
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. For that
reason we have created a built-in interactive map that can be enabled
by typing map.
There are several options for the mapper that can be configured.
See help map.
Skills and spells have been
placed on instructor
mobiles inside the White/Black Tower, and in special training centers
located around the main city of
Ashbourne. These instructors carry most every skill or spell you may
require for your profession. They are rather easy to find and acquire
to make life more enjoyable for you. The first instructors are located
on the second and third levels of the tower you start in.
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
join 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 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:
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.
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. Top
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