The information
below is a selection from the help files you will find on Lusty
MUD as you play. This page is not intended to answer all of your
questions, but as a starting point. If your question isn't
asnwered here, try the complete help files within the MUD. You can view the entire
list by typing
| Starting Out | Commands | Continents | Experience |
|---|---|---|---|
| Spells | Dying | Newbies | Alignment |
Welcome to LustyMud! We
hope you find this game challenging and interesting. Players from
around the globe congregate here to make friends, talk and play
the game. This message ('help start') will give you the basic
information you need to get involved, talk to other players and
play with them. The object of the game is to accumulate
"experience points" (XP) and "gold coins".
You do this by solving puzzles, slaying monsters and taking
whatever treasures they guard. As you accrue XP and gold, you can
advance in levels.New players start at level 1 and you can
advance as far as level 19. Type '?' to see your level along with
how many XP and gold coins you currently have. Type 'help levels'
to find out how many exp points you need to advance to the next
level. When you are ready to advance in level, look around (or
ask around!) to find the nearest "Adventurer's guild".
To begin with, you might type 'l' (short for 'look') to see where
you are. The description of your surroundings will include the
possible directions you can go from there. You might be able to
walk by typing a compass direction ('east' or 'e', 'north' or
'n', etc) or 'u' ('up') or 'd' ('down'). If you see an object
listed at the bottom of a room description, try to 'take' it. If
you find a weapon, like an axe, you can try to 'wield axe'. Items
of apparel or armor can usually be worn - i.e. 'wear helmet' - if
you happen to have one. How do you know if you have one? Type 'i'
(short for inventory). Finally, many things you encounter have
special commands of their own. If you see a button, try to 'press
button'. When you are near a sloop (a small sailing vessel), see
if you can 'board sloop'. You can usually guess at the commands
you can use.
| You'll note that the verb is always first in any command. All commands are case-sensitive. Most are lower-case only! |
|---|
| IMPORTANT!!! New characters are not saved until they have at least one experience point. This means that until you have at least one experience point you will not have access to the mud mail and no one will be able to finger you. Click here for more information on experience. |
|---|
| Communication | say <message>,
'<message> (same as say), "<message> (same as say), shout <message>, tell <someone> <message> ask <someone> <message>, whisper <someone> <message>, converse, emergency <message> |
| Information | help <topic>, score, ?
(same as score), i (inventory), eq, finger <someone>, look, look at <object>, l (same as look), examine or exa (same as look at), glance, who |
| Fighting | kill <someone>, stop
(hunting), wield <weapon>, unwield <weapon>, wear <armor>, remove <armor>, missile <someone>, shock <someone>, fireball <someone> |
| Other | get <object>, take (same
as get), drop <object>, give <object> to <someone>, put <object> in <object>, save, quit, brief, wimpy, password <old password>, bug <message>, typo <message>, idea <message>, !! (repeat last command), ttytype <tty>, suspend, alias, clearaliases |
**This is by no means a complete list of commands.
There are two 'continents' on LustyMud: Melchior and Stormhaven. When you are level 1, you have the option upon logging in, of going to either Melchior or Stormhaven. You lose this option as soon as you advance to level 2. When you quit your session, the mud will save which continent you were on, and restart you there the next time you log in. The diligent explorer will find that there are many ways to travel between continents. Click here to view maps of the main towns of each continent.
Players and monsters have a fighting skill, which determines their proficiency in battle and affects how often they hit as well as the damage they do. Although you start off with a relatively low fighting skill, your skill level will slowly increase as you score hits with a weapon (or your bare hands). Armor has a deflection factor and a protection factor. Deflection determines how often you get hit, whereas protection decreases the damage done to you by a successful attack. Different sorts of armor are not weighted equally, with body armor and shields being the most important types.Weapons have a wieldiness factor and a damage factor. Wieldiness indicates how easy to use the weapon is; the greater the unwieldiness of a weapon, the harder it will be to hit and damage a foe using it. The best weapons are thus those that are easy to wield and also do a lot of damage. It is important to choose a weapon suited to your fighting skill; those on the low side should generally stay with easy-to-use weapons such as daggers and hand axes, while only those with great fighting skill should attempt to wield weapons that are difficult to master. Spell points are largely a measure of your energy level, and as such, if they are low, you will not fight as well with a weapon as you would if they were higher. So, if you want to do your best with a weapon, make certain that you have plenty of energy.
Experience is primarily awarded for harming and slaying monsters. For every hit point of damage you do to a monster, you'll receive one experience point. You will also receive experience for striking the death blow against a foe; indeed, most experience is gained this way. Solving certain puzzles and taking certain actions will also have an experience point reward. Usually you'll be told when you've received experience this way.
There are three standard combat spells: missile, shock and fireball. Each has a level threshold; if one's level is lower than the threshold, one cannot cast that spell.
| Spell | Spell Point Cost | Damage | Required level to cast |
| missile | 10 | 1-20 | 5 |
| shock | 15 | 1-30 | 10 |
| fireball | 20 | 1-40 | 15 |
When casting a spell, you may name the target of the spell as the command's sole argument (e.g. "missile troll"). If you don't specify a target, and you're already engaged in combat, the target will default to the foe you are striking with your weapon. If the target is not engaged in combat, he, she or it will start fighting you.
Death occurs when your hit points fall below zero. Upon dying, you leave your body and become a ghost. Since ghosts cannot do very much, you'll probably want to regenerate, typically by going to the church in Melchior or the figurehead in Stormhaven and praying. Although you will no longer be carrying your money or possessions, these may be recovered by returning to your corpse, which (if it hasn't been picked up by someone else) will be wherever you were when you met your fate. Although death is not a final ending, it is not without its penalties. You will have lost a quarter of your experience, and been set to the level commeasurate with your new experience point total. Upon regenerating, your current hit point and spell point totals will be roughly one tenth of their maximum, and thus you will be faced with a period of healing.
Hi Newbie! Here are directions to some areas just for you.
| Melchior (starting from the church): |
"McDonaldland"; s, w,
3s "Newbieland"; s, 7e "Gully Dwarves"; s, 11w, enter (Be careful on this route--there are monsters along the way that will attack you.) "Sesame Street--Apartment" under level 5; s, 2e, 13s, w, 10s, 3w, u, e |
| Stormhaven (starting from the figurehead): |
"Babylon 5--Down
Below" under level 5; 2e, enter screen, w "Children's Circus"; e, n, 2e, 4s, e, 2n "Ecozone"; e, n, 2e, 4s, 3e, s, zone |
These are areas set aside for newbies, but of course there are many other areas on the mud you can explore. A Newbie Guild has been erected just north of the starting point on each continent. You can pick up some more help for newbies there. Getting a newbie badge there is strongly encouraged. The badges will let you speak to mentors (high level players who have agreed to help people just getting started) at a reduced spell point cost. The badges will also help mentors find you if you become lost.
Every living creature, including yourself, has an "alignment", a measure of how good or evil you are. The general alignment categories, in order of most good to most evil, are: white lord, paladin, crusader, good, honorable, neutral, malicious, evil, infamous, black knight, lord of evil. You start out as neutral. As you slay monsters, your alignment will change depending on which monsters you deal the killing blow to. If you concentrate on killing evil monsters, you'll shift towards the good end of the spectrum.Conversely, if you concentrate on killing good monsters, you'll find yourself moving towards evil. Slaying neutral monsters, or good and evil monsters indiscriminately, will tend to make you neutral. So too will killing nothing at all, for alignment fades towards neutral over time. Those who are good-aligned will receive greater experience for killing evil monsters, and vice versa. The more polarized your alignment and your foe's aligment are, the greater the experience reward.