telnet nilgiri.mythril.com 8888

THE DIKUMUD NILGIRI TUTORIAL

0.1 Table of Contents
0.2 Index of Tables

1.1 Logging in

So you have decided to login. Good choice!

Because DikuMUD Nilgiri, like every other MUD, is a text based role-playing-game, new adventurers usually find the screen scroll challenging. Everything occurs in real time and depending on your location in the game and what is happening in the game, your screen may scroll with endless information. This is just a fact of Nilgiri life that every mudder gets used to. In time you should be able to distinguish between the important and trivial information.

In order to play the game, you enter in commands. Usually these commands are verbs or verb-object pairs. After you enter in a command, the game interprets these commands into actions your character will take. Many times new information will pour through your screen while you are typing in a command. Depending on what type of client you are using, this will often break your words apart leaving alphabets randomly scattered, and scrolling upwards. Do not fret, this happens quite often. The game keeps track of what you had already typed and will interpret your command after you press the ENTER or RETURN key. It is important to press the ENTER or RETURN key after each and every command. Some clients split your seperating the action window from a prompt window. The Nilgiri Client will split your session in this manner.

This document will give examples from the perspective of a standard terminal emulation without split-screen however the information here should remain relevent.

1.2 Choosing text color


                           DikuMUD Nilgiri 3.7.264
                        ... a world based upon ....

                           DikuMUD I (GAMMA 0.0)

                               Created by
                   Hans Henrik Staerfeldt, Katja Nyboe,
            Tom Madsen, Michael Seifert, and Sebastian Hammer



Do you want text color? yes


If you are using your own client and not the web-client you will be prompted if you wish to receive text color.  Generally, you want to say 'yes' here.  Text coloring helps you easily pick out important details during game play.  Text coloring is best used with a black background.  Some clients have trouble displaying color properly, in which case you will want to say 'no' here.  If you fail to say 'yes' here, once inside the game you can type the command 'color' to toggle the text color on or off.  Other information shared on this screen is the current running version of Nilgiri that is incremented with game updates, the name and version of the original game that Nilgiri is based upon and  the credits of the base game.

1.3 Choosing a name

______________________________________________________________________________
 W E L C O M E   T O  the world of Rivin and Sin, the world of  N I L G I R I
__ @@@@@@@@ __________________________________________________________________
   @@@@@@@@@@                                    @@@@@@@@@@@@@@@@@@@@@
    @@@@@@@@@@@@       .......................      @@@@@@@@@@@@@@@@
       @@@@@@@@@@@  .:##########################xX.   @@@@@@@@@@@@@
          @@@@@@@  .:##%#########################xXxX.  @@@@@@@@@@
            @@@@  .:##%#####################%######xXx   @@@@@@@
             @@   :##%#######################%%####XxXx   @@@
              @   :##     ##########      ###%%%%###XxX   @
                  :#   X   ########        ###%%%%##xXx
                  :#    x  #####%## Xx     ###%%%##xXxX   @@@@
             @@   :##  X   ### %%##       ########xXxXx   @@@@@
           @@@@   :###    ###   ####      ##%%####XxXxX   @@@@@@@@@
       @@@@@@@@   :%%%######  ## %########%%####XxXxX'   @@@@@@@@@@@
      @@@@@@@@@@    `:%%#################%XxXx'        @@@@@@@@@@@@@@@
     @@@@@@@@@@@@@   :%%################%xXx'         @@@@@@@@@@@@@@@@@
     @@@@@@@@@@       [%][%][%]   [%]]]]]                  @@@@@@@@@@@
     @@@@@                                                   @@@@@@@
_____________________________________________________________ @@@@@ __________
                  T H E     F O R G O T T E N     W O R L D
___________               http://nilgiri.mythril.com/              ___________

By what name do you wish to be known? Kitiara


Pick a simple name.  Avoid unpronouncable names, names that are neither easy to read nor type.  Generally avoid names with preconceived notions, meaning or political bias.  Keep in mind this is a fantasy game geared towards escaping reality so choose a name likewise.  If you happen to choose a name that is already taken, or is not available just go ahead and choose another name.


Did I get that right, Kitiara (yes/no)? yes

Welcome to Nilgiri DikuMUD, new character.
Give me a password for Kitiara:
Retype your password:

This e-mail address is used by the game to identify all the characters
that belong to a single person.  Sharing characters is possible, but each
character must have a primary owner who shall be identified here.
Your e-mail address is private and you will not receive unsolicated
messages from DikuMUD Nilgiri or its administrators.  If you still feel
uncomfortable entering an e-mail address enter in some other form of
identification that we can associate your character with your person,
such as first and middle initial and last name, or a unique alias
(Example: j.h.doe).

E-mail address: marcella.a.curran


Type in a password you will remember.  The administrators of DikuMUD Nilgiri have no way of knowing what your password  in the event you lose it.  You will be asked to enter your password in again to verify that  you have typed it in correctly.  Terminal clients will not echo the password to the screen.  Some split-screen mud clients will echo the password to your prompt window so be careful to gaurd your password from being seen.  The e-mail address is strictly for identifying you as a player to your character(s).  If you are uncomfortable entering in an e-mail address enter in some constant identifying piece of information that you can share among all your characters.

1.4 Creating a character

What is your sex :
   male
   female
? female
Select your race:
Human
Elf
High Elf
Vori Elf
Dark Elf
Gnome
Dwarf
Pixie

What do you choose? Human

Humans are the common folk in the world, having made city settlements
throughout much of Jora and Argoceania. Humans are generally more social and
tolerant than most other races, accepting the company of elves, dwarves and any
race that they stumble upon if they are not hostile.  Their nature varies
widely; some are good, some evil, some friendly, some aggressive. This uncommon
feature has made some races slightly distrustful of them, like the elves.
Although humans are quick learners of all kinds of arts, there is usually some
other race which is even more proficient in that than the humans. Although
humans have their greater diversity as an advantage, this still has made many
humans feel a need to prove themselves to the other races, giving them a
reputation of fearless leaders of men. Humans start in the city of Midgaard.

Stat modifiers: none

Is this what you wish to be? yes


Choose a gender and choose a race.  Race have attributes, bonuses,  losses, resistances, vulnerabilities, skills and languages associated with them.  Humans are the middle of the road race with neither bonuses nor  losses, niether resistance nor vulnerabilities, nor have they any special skill or language.  It is recommended you play a human until you get a better understanding of how your stats affect your game play.

Race Information Table
Human
Humans are the common folk in the world, having made city settlements throughout much of Jora and Argoceania. Humans are generally more social and tolerant than most other races, accepting the company of elves, dwarves and any race that they stumble upon if they are not hostile.  Their nature varies widely; some are good, some evil, some friendly, some aggressive. This uncommon feature has made some races slightly distrustful of them, like the elves.
Although humans are quick learners of all kinds of arts, there is usually some other race which is even more proficient in that than the humans. Although humans have their greater diversity as an advantage, this still has made many humans feel a need to prove themselves to the other races, giving them a reputation of fearless leaders of men. Humans start in the city of Midgaard.
Elf Elves have very pale complexions, which is odd because they spend a great deal of time outdoors. They tend to be lithe and dexterous. The features of an elf are delicate and finely chiseled. The elves count themselves as being the oldest of the races, and can appear somewhat patronizing towards other races. This has caused trouble on several occasions throughout their history. They live in great cities and have a highly organized society. They often find other races to be crude and hasty.

There are three subraces of elves: vori elf, high elf and dark elf.
High Elf High elves are taller than any other race and have a much thinner build than humans. They are known throughout the realm to be very intelligent and extremely wise.  They are fond of beautiful things, and delight in intricate puzzles.  They are also said to be more adept at the magical arts than other races, though that could be nothing but  a rumor.  High elves usually have a cheerful, if somewhat quiet or guarded, disposition.

High elves start with a good alignment.
Vori Elf
There are many rumors about how the Vori came to be. To the far northwest of Midgaard lies a cold forested wasteland where a great mage resides in a formidable tower.  Legend has it that the Vori were enslaved and forced to build this tower. When the tower was completed, the archmage cursed the Vori to walk the realm, only being able to interbreed with humans, diminishing the divine grace bestowed upon them. That is only one tale of many which circulate among the taverns. Many Vori today find themselves as druids or wanderers of
the many islands of Nilgiri, some finding it hard to forge steadfast friendships with other races. Unlike their ancestors, modern day Vori elves are half vori and half human. They are slightly taller than the average elf, though much shorter than high elves.
Dark Elf
Dark elves are the evil cousins of the high elves. The dark elves live deep within the underworld and often in dark and twisted forests where the darkness has tainted the very way things grow.  Dark elves are known all over the world, or rather "feared", for they are cruel, wicked, and VERY evil. They find pleasure in death and pain, in torture and the worship of dragons. Dark elves are particularly good at manipulation, and the mind, while they shudder at the thought of good.

Dark elves start with an evil alignment.
Gnome
The gnomes are closely related to the dwarves as a race. Only in this realm will you find that gnomes grow to be somewhat taller than the average dwarf adult.  They are as nimble as dwarves and wear their beards short and stylishly trimmed. They take great pride in their noses, which often are huge. Their skin is of a vibrant blue, red, or purple with as colorful tufts of hair and sparkling eyes. Gnomes do not mine or smith as the dwarves do, but take great
interest in gathering information about anything and everything. They are much respected as scholars. Rumors tell of immense libraries that they gather in their treetop villas, small villages or underground in settlements. Gnomes are often interested in all forms of magic. They are a very peaceful race, going to great lengths to avoid fights or wars with other races. It is said, though, that if you push them to their limit of their great patience, they can take quite drastic actions.
Dwarf
Unlike humans or elves, dwarves tend to be stocky and muscular.  Their skin is typically deep tan or light brown. Their hair is usually black, gray or brown, and worn long, though not long enough to impair vision in any way. They favor long beards and mustaches too, even among females. Dwarves value their beards highly and tend to groom them very carefully. Although they originally lived in their great underground cities, and still feel most at home in caves beneath the earth, they also build and live in cities above ground, for trading purposes. The gems and metals they find and work on are much wanted by others. Like the rock they are so familiar with, dwarves are hard and unyielding: once their mind is set, it is almost impossible to change. This has led to some long and bloody wars in their past. They are born with natural infravision, which allows them to maneuver quite skillfully in the dark.  They are well respected
among most of the other races.
Pixie
Pixies are among the most intelligent and mischievous of the faeries. They dwell in idyllic woodlands, taking great delight in harassing travelers with their pranks and tricks. Fun is the goal for nearly all pixies, and they often define fun by the merry pranks they pull. They look like three-foot-tall elves, though their pointed ears are much longer and slender. The silvery wings jutting from their backs are merely for show, being characteristic of ancestral
pixies who could fly. They typically have blond hair and blue/green eyes, though exceptions are often seen. They dress in bright colors, often sporting caps and shoes with curled, pointed toes. Pixies inhabit deep forests and sometimes the meadows near a farmers fields. They dance in moonlit glades, moving to the music of crickets, frogs, and other nocturnal creatures. Despite their weaker stature, pixies make excellent mages.

Race Resistance & Vulnerabilities Table

Human
Elf
High Elf
Vori Elf
Dark Elf
Gnome
Dwarf Pixie
Resistance
(none)
Fire
Fire
Cold
Evil
Fire
Fire
Earth
Vulnerability
(none)
Cold
Evil
Fire
Good
Normal Attack
Cold
Fire

Race Skill Bonus Table
Human
Elf
High Elf
Vori Elf
Dark Elf
Gnome
Dwarf
Pixie
(none)
Infra-
vision
Infra
-vision
Infra
-vision
Infra
-vision
(none)
Infra
-vision
Detect
Magic


Race Language Table
Human
Elf
High Elf
Vori Elf
Dark Elf
Gnome
Dwarf
Pixie
Common
Common
Elven
Common
Elven
High Elven
Common
Elven
Common
Elven
Dark Elven
Common
Gnome
Common
Dwarf
Common
Pixie

What is the color of your hair:
   black
   brown
   red
   blond
   gray
   white
   bald (no hair)
? brown


What is the length of your hair :
   long
   short
   shaved
? long


What type of hair do you have :
   straight
   wavy
   curly
? straight


What is the color of your eyes :
   black
   brown
   blue
   green
   hazel
? hazel


What is the complexion of your skin :
   pale
   light tan
   tan
   dark tan
   dark
? light tan


Humans need to be between 5'0 and 6'11
What is your height [feet inches]? 5 6


For your weight you need to be betwen 132 and 264 pounds.
What is your weight [pounds]? 132


What is the age you would appear to be [years]? 19


This is your description:

Before you is a young looking female human.  She has long brown straight hair,
hazel eyes, and a light tan complexion.  She stands about 5 feet 6 inches and
looks like she weighs about 132 pounds.


Does this description suit you (yes/no)? yes


What is your handedness :
   right
   left
? right


These are attributes that describe personable aspects of the character you are creating.  Some of them affect game play like height and weight.  Smaller people are harder to hit, but weigh less.  Heavier people are better at causing certain types of damage, however need to eat and drink more often.  Most of these affects are  correlated from the race that was chosen earlier.  For example: pixies and gnomes are much shorter than humans; and elves can have blue and green hair wherease humans cannot.

Race Attributes Table

Height
Weight
Hair
Eyes
Skin
Human
5ft.  0in.
6ft  11in.
120 lbs.
332 lbs.
black
brown
red
blond
gray
white
bald
black
brown
blue
green
hazel
pale
light tan
dark tan
dark
Elf
5ft.  0in.
5ft.  5in.
120 lbs.
260 lbs.
black
brown
blond
blue
green
purple
blue
green
hazel
purple
pale
light tan
High Elf
7ft.  0in.
7ft. 11in.
168 lbs.
599 lbs.
blond
gray
white
blue
green
blue
green
hazel
purple

pale
Vori Elf
5ft.  0in.
6ft. 11in.
120 lbs.
332 lbs.
black
brown
red
blond
blue
green
hazel
pale
light tan
tan
dark tan
Dark Elf
5ft.  0in.
5ft.  5in.
120 lbs.
260 lbs.
black
brown
purple
black
brown
purple
dark tan
dark
Gnome
4ft.  6in.
4ft. 11in.
108 lbs.
236 lbs.
green
blue
purple
bald
blue
green
purple
yellow
blue
red
purple

Dwarf
4ft.  0in.
4ft.  5in.
 96 lbs.
212 lbs.
black
brown
gray
white
black
brown
hazel
light tan
tan
dark tan
Pixie
3ft.  2in.
3ft.  6in.
 76 lbs.
168 lbs.
blond
brown
white
purple
blue
green
hazel
pale
light tan
tan

English to Metric Height Conversion Table
3'
91.44cm
4'
121.92cm
5'
152.40cm
6'
182.88cm
7'
213.36cm
3'1"
93.98cm
4'1"
124.46cm
5'1"
154.94cm
6'1"
185.42cm
7'1"
215.90cm
3'2"
96.52cm
4'2"
127.00cm
5'2"
157.48cm
6'2"
187.96cm
7'2"
218.44cm
3'3"
99.06cm
4'3" 129.54cm
5'3"
160.02cm
6'3"
190.50cm
7'3"
220.98cm
3'4"
101.60cm
4'4"
132.08cm
5'4"
162.56cm
6'4"
193.04cm
7'4"
223.52cm
3'5"
104.14cm
4'5"
134.62cm
5'5"
165.10cm
6'5"
195.58cm
7'5"
226.06cm
3'6"
106.68cm
4'6"
137.16cm
5'6"
167.64cm
6'6"
198.12cm
7'6"
228.60cm
3'7"
109.22cm
4'7"
139.70cm
5'7"
170.18cm
6'7"
200.66cm
7'7"
231.14cm
3'8"
111.76cm
4'8"
142.24cm
5'8"
172.72cm
6'8"
203.20cm
7'8"
233.68cm
3'9"
114.30cm
4'9"
144.78cm
5'9"
175.26cm
6'9"
205.74cm
7'9"
236.22cm
3'10"
116.84cm
4'10" 147.32cm
5'10"
177.80cm
6'10"
208.28cm
7'10"
238.76cm
3'11"
119.38cm
4'11"
147.32cm
5'11"
180.34cm
6'11"
210.82cm
7'11"
241.30cm


JORA
Jora is the cradle of Nilgiri civilization.  It is said all things began
in Jora and the ancients took to the seas and brought civilization to the
other great continents.

ARGOCEANIA
It is said the land of Argoceania was built by a dying great bird of fire.
The Great Phoenix caused the ocean waters to boil, and the land to rise
underneath it.  At the moment of death, she cast herself down at the center
splitting the great continent in two: Argosiae and Eltanin.

Select your homeland:
Jora
Argoceania

What do you choose? Jora


Generally, Jora is more populated and  you will have a better chance of receiving help there.  If the hustle and bustle of Jora seems intimidating, try Argoceania.  It has a more relaxed atmosphere, the friendships there are a bit tighter and more uniform however players are sparse and you may find yourself adventuring alone for the most part.

If you choose class oriented stats, you will choose your class first, and then
your stats will be ordered such that they are most appropriate for your class.
If you choose random stats, your stats will be in no particular order and you
can choose your class according to your stats.

Do you want (R)andom or (C)lass oriented stats? Class

Select a class:
 Cleric
 Thief
 Warrior
 Magic-user
 Druid
Class: Druid


Random oriented stats allow you to roll your stats and then pick a class to your liking.  Class oriented stats is the more traditional way of picking your class and the numbers you roll will prioritize themselves to the class that you have chosen.  You should generally pick class oriented stats because it maximzes your stats to your class.  Leave random oriented stat rolling for experimenting and specializing characters.

Class Information Table
Cleric
Clerics have an ancient belief in not carrying sharp weapons.  Hence, they can only wield bludgeoning weapons.  This class gives you the wisdom of peace, blessings and healing, though it is possible to learn more violent spells.
Thief
Thieves are known to hav very special qualities, that no other class offers.  Many of these qualities can come in handly in many situations such as picking locks.
Warrior
Warriors are known to have more strength than the average player.  This makes them better at hand-tohand combat., as they possess skills of violence and fighting unequaled by the members of any other class.  However, they lack the ability to use magic with much success.  When creating a character, if a warrior rolls an 18 strength, an automatic strength bonus from 0 to 100 is added.
Magic-user
This is the class of powerful and violent magic, but the magic user do not control nature, and can therefore not bless and such.
Druid
Druids are a class of people that mainly deal with the magic and the secrets of the power contained within indiginous organic life.  They also delve in the magics of healing and restoration.  A druids power comes mainly from the organic so will tend not to use inorganic material.

Class Stat Priority Table
Cleric
Thief
Warrior
Magic-User
Druid
Wisdom
Intelligence
Strength
Dexterity
Constitution
Dexterity
Strength
Constitution
Intelligence
Wisdom
Strength
Dexterity
Constitution
Wisdom
Intelligence
Intelligence
Wisdom
Dexterity
Strength
Constituion
Wisdom
Intelligence
Constituion
Dexterity
Strength


Your stats are:
 Strength:      9
 Intelligence: 14
 Wisdom:       14
 Dexterity:    10
 Constitution:  9
 Charisma:     16

Do you wish to reroll? yes

Your stats are now:
 Strength:     11
 Intelligence: 14
 Wisdom:       16
 Dexterity:    14
 Constitution: 10
 Charisma:     12

Do you wish to reroll? no


Depending on what class you are, you should decide minimums for certain stats.   Check the Class Information Table.  Generally warriors should have 18 strength and thieves should have 18 dexterity.  A good rule of thumb is if your first five stats add to above 75 and you have no single digit stats, then you have a decent set of stats.

Stat Information Table
Strength
Certain weapons require a certain strength to wield as well as opening some doors.  The more strength you have the easier you can carry heavy loads.  You alos hit harder with more strength.  Warriors are advaised to have 18 strength.
Intelligence
For Magic-users, Clerics and Druids this stat lowers the amount of practice sessions it takes you to learn a new skill.  In other words, the more intelligence you have the less time you will be required to practice a skill before you are fully learned.  Intelligence also helps you regenerate mana more quickly.  Magic-users, Clerics and Druids are advised to have 18 intelligence.
Wisdom
Hgiher wisdom means more practices gained when you level.  All classes are advised to have fairly high wisdom, at least when levelling.
Dexterity
The higherdexterity you have the better your chances are of hitting your opponent.  For warriors and thieves, the higher dexterity you hae, the easier it is to learn a new skill to full, much like intelligence is for Magic-users, Clerics and Druids.  For thieves, dexterity is especially important because the more dexterity you have, the more likely you are to land a backstab or parry an attack.  Thieves are advised to have 18 dexterity.
Constitution
Higher constituion means more hitpoints gained when you level.  Constitution also helps you regenerate hitpoints more quickly.  All classes are advised to have fairly high constitution, at least when levelling.
Charisma
Charisma determines how well you present yourself and hints at your abilities towards how well you gain the favor of others.

Race Stat Modifiers Table

Human
Elf
High Elf
Vori Elf
Dark Elf
Gnome
Dwarf
Pixie
Strength
+0
-2
-3
-1
-2
-1
+1
-3
Intelligence
+0
+1
+2
+1
+1
-1
-1
+2
Wisdom
+0
+1
+2
+1
+1
+1
-1
-1
Constitution
+0
-1
-2
-1
-1
+2
+2
-1
Dexterity
+0
+1
+1
+0
+1
-1
-1
+3
Charisma
+0
+0
+0
+2
+0
+0
+0
+0

1.5 Message of the Day (MOTD)

              *************************************************
               W E L C O M E  TO  DikuMUD: The Forgotten World
              *************************************************
               DikuMUD Nilgiri running in the Forgotten World

              o-   *DISCLAIMER*  *DISCLAIMER*  *DISCLAIMER*  -o
              o-      We do not imply that any ideas or      -o
              o-   or activities portrayed in this fantasy   -o
              o-   GAME have any releveance to "real life".  -o
              o-     Nothing in this game should be taken    -o
              o-                 seriously.                  -o
              o-                                             -o
              o-  OUR MISSION:  "To create a cool place for  -o
              o-                 friends to hang out."       -o
              o-                                             -o
              o-  *READ* NEWS FEATURES INFO HELP FAQ *READ*  -o
              o-                                             -o
              o-  DikuMUD Nilgiri is fairly well documented  -o
              o-  online and at our web site.  Please read.  -o
              o-                                             -o
              o-  Use BUG, IDEA, and TYPO command to report  -o
              o-         a bug, an, idea, or typos.          -o
              o-                                             -o
              o- COMMAND shows you all of our nifty commands -o
              o-                                             -o
              o-   Characters that remain inactive for six   -o
              o-        months or more may be PURGED.        -o
              o-                                             -o


*** PRESS RETURN:

 Rank      Name             XpLvl       Time      Kills   Explored     Points
 -----------------------------------------------------------------------------
 1       ) GlowBoy       40933366    8972822       9197      19870   35099304
 2       ) Inferno       51801713    8332701       7629       8243   29237416
 3       ) Hind          14062426   10802524       3287      19155   25532512
*6313    ) Kitiara        - not currently ranked -


ObQuote-

"Through me the way into the suffering city,
 Through me the way to the eternal pain,
 Through me the way that runs among the lost.
 Justice urged on my higher artificer;
 my maker was divine authority,
 the highest wisdom, and the primal love.
 Before me, nothing but eternal things
 were made, and I endure eternally.
 Abandon every hope, who enter here."
-- "Inferno" (Canto III:1-9), Dante Alighieri

Welcome to DikuMUD Nilgiri the Forgotten World

0) Exit from the Forgotten World.
1) Enter the game.
2) Enter description.
3) Read the help on DikuMUD Nilgiri.
4) Change password.

   Make your choice: 1


These are the screens prior to entering the game.  The first set of information is the general disclaimer, our mission, where to find general information and how to leave feedback.  The second set of information shows the top three players according to the general ranking system.  Newly created players are not ranked, however once you begin play, your ranking will show in respect to the top players..  The third piece of information is an obligatory quote.  The last set of information is general menu items.  From here you can: leave the game, enter the game, enter a description (which will append to the description you currently have), where to obtain help for Nilgirii, and change your password.

2.1 The game prompt

Once you login you will need to get regular updates of your character.  The most immediate piece of information is your prompt.  This will tell you your hitpoints and movement.  If you have chosen a class with spell casting abilities you will also receive mana information in your prompt.

Welcome to the land of DikuMUD Nilgiri. May your visit here be... Interesting.

Welcome. This is now your character in the Forgotten World,
You can now earn XP, and lots more...

** Read HELP and all the information you can find to make gameplay easier!

You gain 8 hit points and 4 practice sessions and 5 movement points.
The Temple of Midgaard
   This is the southern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
   Large steps lead down through the grand temple gate, descending the huge
mound upon which the temple is built and ends on the temple square below.
Steps lead down to the square below.
A large black marble altar centers the room.
A colorful flag hangs near the entrance of the temple.
Obvious exits: north east south west
The storyteller of Jora mumbles quietly to himself.

< 35h 100m 86v >

The prompt is shown on the bottom as <35h 100m 86v>.  This prompt will be repeated throughout the game, continually updating the character's basic points.

The 35h tells you there is 34 hitpoints on this character.  Should you have less than 0 hitpoints, your ability to regenerate hitpoints stops and you will begin to degenerate hitpoints.  Once you reach below -10 hitpoints your character will have died and be extracted from the game.  Consequences of death is you will lose a considerable amount of experience points and age.  You will be sent back to the menu where you can enter the game once again.

The 100m tells us there is 100 mana points on this character.  You expel mana points when you cast spells.  Each spell is associated with a certain mana cost in order to cast the spell.  You cannot go below 100 mana, nor can you cast spells unless you have the necessary mana to cover the cost of the spell.  Mana is regenerated periodically.

The 86v tells us there is 86 movement points on this character.  Movement points are used  up as you move from room to room.  Rooms can have different types of terrain that will use up more movement points than others.  For instance, walking around a mountain will cost you more movement points than walking around the city.

2.2 Score

< 35h 100m 79v > score
*******************
  Character Score
*******************

Hit:  35/35               You are not hungry.
Mana: 100/100             You are not thirsty.
Move: 79/86               You are sober.

Gold Carried : 0                  Play time : 0 days 0 hours 7 minutes
Experience : 109              Needed to Level : 891              Level : 1

Position       : You are standing.
Armor Class    : You are lightly covered.
Alignment      : You are balanced with little concern for good or evil.
Carried Weight : You are carrying about 4 pounds - easy.

You are affected by :
Nothing.


< 35h 100m 79v >


Typing in score will expound the various points, affects and status of your character.  The most important piece of information on this screen is your current level, which show here as level 1 and how much experience needed for next level, show here at 891 experience points.  You generally gain more experience points by killing monsters.  Gaining more experience points will bring your needed points for the next level closer to 0.  You can lose experience points and increase the next level point gap by: fleeing a fight; being drained by monsters; and death.  Once your experienced needed for next level falls below 1, you advance to the next level, gain abilities, your experience needed for next level is reset and the cycle starts over.

Also keep a close watch on what you are affected by and the amount of weight you are carrying.  If you have spells affecting you that aid in your capacity to fight, you want to be aware of them when they wear off.  Likewise, if you have spells hindering your ability to fight then you should be aware of them as well.  If you are carrying too much weight you may inadvertantly drop precious equipment in your inventory onto the ground.

2.3 Inventory

< 35h 100m 18v > inventory
You are carrying:
the Nilgiri Guide
the manna
the manna
the manna

< 35h 100m 18v >


The command inventory will show you the objects you are carrying about you.  You  may also be carrying invisible objects which cannot be seen unless you have a see-invisible spell.  If you are carrying a container, you will not see the objects in the container without looking in the container.

2.4 Equipment

< 32h 100m 81v > equipment
You are using:
<worn on body>         a black leather bustier
<worn on legs>         a black leather skirt
<worn on feet>         black leather boots
<worn as shield>       a heart shaped shield
<wielded>              a black leather whip

< 32h 100m 81v > unclad
You quickly unequip 5 items.

< 32h 100m 80v > equipment
You are using:
Nothing. Oh my! You are naked!

< 32h 100m 79v > inventory
You are carrying:
a black leather whip
a heart shaped shield
black leather boots
a black leather skirt
a black leather bustier
the Nilgiri Guide
the manna
the manna
the manna

< 32h 100m 79v > hold the guide in right
You grab the Nilgiri Guide in your right hand.

< 32h 100m 79v > equipment
You are using:
<held in right hand>   the Nilgiri Guide

< 32h 100m 79v > remove the guide
You stop using the Nilgiri Guide.

< 32h 100m 79v > hold the guide in left
You grab the Nilgiri Guide in your left hand.

< 32h 100m 79v > equipment
You are using:
<held in left hand>    the Nilgiri Guide

< 32h 100m 79v > wear the boots
You slip black leather boots on your feet.

< 32h 100m 79v >
< 32h 100m 80v > equipment
You are using:
<worn on feet>         black leather boots
<held in left hand>    the Nilgiri Guide

< 32h 100m 80v > clad
You wield a black leather whip with your right hand.
You strap a black leather skirt on your legs.
You suit a black leather bustier on your body.

< 32h 100m 80v > equipment
You are using:
<worn on body>         a black leather bustier
<worn on legs>         a black leather skirt
<worn on feet>         black leather boots
<wielded>              a black leather whip
<held in left hand>    the Nilgiri Guide

< 32h 100m 80v > remove the guide
You stop using the Nilgiri Guide.

< 32h 100m 80v >

The equipment command shows you the equipment you currently have in use.  You can switch equipment with that in your inventory by the remove, wear, clad and unclad commands.  There are twenty-two possible equipment positions.

Equipment Positions Table
floating nearby
right finger
left finger
neck 1
neck 2
body
head
legs
feet
hands
arms
shield
about body
aboud waist
right wrist
left wrist
wielded
right hand
left hand
left ear
right ear
face

Some positions become unavailable if other equipment positions are already in use.  For example, you cannot wield a weapon if both your right and left hand is already occupied.

3.1 Getting around

To get an understanding of where you are, use the look command.  You move throughout the world of Nilgiri by six basic commands: north, south, east, west, up and down.  Your character is provided with a basic guide for aiding you around the city of your origin.  Use this map as an aid.  In time you will be able to move around without the guide.

< 32h 100m 80v > look
The Temple of Midgaard
   This is the southern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
   Large steps lead down through the grand temple gate, descending the huge
mound upon which the temple is built and ends on the temple square below.
The Nilgiri Guide should not be here.
Steps lead down to the square below.
A large black marble altar centers the room.
A colorful flag hangs near the entrance of the temple.
Obvious exits: north east south west
The storyteller of Jora mumbles quietly to himself.

< 32h 100m 80v > look at guide
There is something written upon it:

Dear Adventurer,

Upon this guide I have drawn a map in order to help you find your way
around the city of Midgaard.  READ the guide as well.  Within it, is
contained knowledge that may be a valueable survival guide for the world
of Nilgiri.

                               ----{{{ O }}}-----

   ][][][][][
 CITY  of  MIDGAARD
   ][][][][][

                                       |
                                       |
                          Common +-- Temple --+ Reading
                          Room         X        Room
                                       |
                                       |
     |                    Cleric +-- Temple --+ Grubby                  |
     |                    Guild      Square     Inn                     |
    W|                                 |                                |W
    A|                                 |                                |A
    L| Wizard     Bank     Bakery      |     General  Weapon   Todai    |L
    L|                                 |     Store    Shop     Rest.    |L
     |   |          |        |       Market    |        |        |      |
West +---+-------M--+-A---I--+-N----S--+-T---R-+-E---E--+-T------+------+ East
Gate |   |          |        |       Square    |        |        |      | Gate
     | Mage       Steak    Armory      |     Pet      Warrior  Post     |
    R| Guild      House                |     Store    Guild    Office   |R
    O|                                 |                                |O
    A|                                 |                                |A
    D| Slaughter           Bridal      |    Darkstar   Catch            |D
     | House               Shop        |               Rest.            |
     |   |                   |       Common    |         |              |
West +---+----------+--------+---------+-------+---------+--------+-----+ East
     |   |                   |       Squre     |         |        |     |
     | Druid               Grubby      |    Thieves    Levee  Warehouse |
     | Guild               Inn         |    Guild                       |
     |                                 |                                |
     |                                 |                                |
     |                                 |                                |
     |                               Dump                               |
     |                                 |                                |
                                       |

                    (X - You are here)

< 32h 100m 80v > south
You look down the huge stone steps at the temple square below.

The Temple Square
   Huge marble steps lead up to the temple proper to the north.  The entrance
to the cleric's guild is to the west.  The old Grunting Boar Inn stands to
the east.  Just south of here is market square, the center of Midgaard.
Obvious exits: north east south west
A filthy street urchin is standing here.
Intrepid the Obnoxious is standing here.
A fat pigeon flies over to a new perch.

< 32h 100m 79v > look at guide
There is something written upon it:

Dear Adventurer,

Upon this guide I have drawn a map in order to help you find your way
around the city of Midgaard.  READ the guide as well.  Within it, is
contained knowledge that may be a valueable survival guide for the world
of Nilgiri.

                               ----{{{ O }}}-----

   ][][][][][
 CITY  of  MIDGAARD
   ][][][][][

                                       |
                                       |
                          Common +-- Temple --+ Reading
                          Room                  Room
                                       |
                                       |
     |                    Cleric +-- Temple --+ Grubby                  |
     |                    Guild      Square     Inn                     |
    W|                                 X                                |W
    A|                                 |                                |A
    L| Wizard     Bank     Bakery      |     General  Weapon   Todai    |L
    L|                                 |     Store    Shop     Rest.    |L
     |   |          |        |       Market    |        |        |      |
West +---+-------M--+-A---I--+-N----S--+-T---R-+-E---E--+-T------+------+ East
Gate |   |          |        |       Square    |        |        |      | Gate
     | Mage       Steak    Armory      |     Pet      Warrior  Post     |
    R| Guild      House                |     Store    Guild    Office   |R
    O|                                 |                                |O
    A|                                 |                                |A
    D| Slaughter           Bridal      |    Darkstar   Catch            |D
     | House               Shop        |               Rest.            |
     |   |                   |       Common    |         |              |
West +---+----------+--------+---------+-------+---------+--------+-----+ East
     |   |                   |       Squre     |         |        |     |
     | Druid               Grubby      |    Thieves    Levee  Warehouse |
     | Guild               Inn         |    Guild                       |
     |                                 |                                |
     |                                 |                                |
     |                                 |                                |
     |                               Dump                               |
     |                                 |                                |
                                       |

                    (X - You are here)

< 32h 100m 80v > read the guide

In the example above, our character has moved south from the Temple of Midgaard into the Temple Square.  You can visually see where your character has moved on the guide.  In time, you should be able to move from place to place without referencing the guide.  You will know off the top of your head things like to get from the Temple Square to the General Store you need to move: south, east, north; and from General Store to the Slaughter House is: south, west, south, west, west, west, north; and from the Slaughter House to the Bank is: south, west, north, north, east, east, north.  You can abbreviate these commands by the first letter so that from the Bank back to the Temple of Midgaard is: s, e, e, n, n (south, east, east, north, north).  For almost all areas, there is no map available and you will have to create your own either in your head or on paper.

3.2 Entering and leaving places

There are some places like ships or carts where you will need to enter and leave.

Outside the West Gate of Midgaard
   Two small towers have been built into the city wall flank the city gate.
A trail leads right up to the heavy wooden gate connected to a large wooden
bridge. To the west a trail leads into a big forest. To the south extend large
fields filled with game. A wide dirt road starts to the north running along-
side the city wall.
A red goblin raid banner has been plastered onto the gate.
Obvious exits: north east south west

< 32h 100m 80v >
A simple cart rolls in from the the west.

< 32h 100m 80v >
The cart has arrived at Midgaard.

< 32h 100m 80v > look
Outside the West Gate of Midgaard
   Two small towers have been built into the city wall flank the city gate.
A trail leads right up to the heavy wooden gate connected to a large wooden
bridge. To the west a trail leads into a big forest. To the south extend large
fields filled with game. A wide dirt road starts to the north running along-
side the city wall.
A cart travels from city to city.
A red goblin raid banner has been plastered onto the gate.
Obvious exits: north east south west

< 32h 100m 80v > enter the cart
You enter a simple cart.
On a Simple Cart
   This is a wooden open cart.  It obviously moves by magical means.  There
are no horses and there is no driver.
Obvious exits: none

< 32h 100m 79v > look out the cart
You look out the front you see... Outside the West Gate of Midgaard
   Two small towers have been built into the city wall flank the city gate.
A trail leads right up to the heavy wooden gate connected to a large wooden
bridge. To the west a trail leads into a big forest. To the south extend large
fields filled with game. A wide dirt road starts to the north running along-
side the city wall.

< 32h 100m 79v > leave the cart
You leave a simple cart.
Outside the West Gate of Midgaard
   Two small towers have been built into the city wall flank the city gate.
A trail leads right up to the heavy wooden gate connected to a large wooden
bridge. To the west a trail leads into a big forest. To the south extend large
fields filled with game. A wide dirt road starts to the north running along-
side the city wall.
A cart travels from city to city.
A red goblin raid banner has been plastered onto the gate.
Obvious exits: north east south west

< 32h 100m 78v >

In this example, a horseless cart  has rolled into the room.  Our character enters the cart, looks out of the cart, and then leaves the cart.

3.3 Doors

Sometimes there are doors that you will need to bypass.  Some of these doors will be hard to move, or  need a key to get into.  There are also other means to open a door through spell, or using a lock-pick kit.

The North End of the Temple of Midgaard
   This is the northern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
   Large steps lead down to the north into the temple garden. The huge mound
in which the temple was erected on overlooks the temple garden to the north
and the monastery grounds around the temple. A cloister encircling the garden
and connecting the east and west buildings of the monastery connects to the
temple to the west and east. The temple continues to the south.
Obvious exits: east (south) west down

< 32h 100m 29v > exits
Obvious exits:
East   - Cloister
South  - portcullis
West   - Cloister
Down   - Garden Path

<32h 100m 29v> look south
The temple hall continues, but a large archway has been built containing an
equally large portcullis.
The portcullis is closed.

< 32h 100m 29v > open the portcullis south
You open the portcullis.

< 32h 100m 29v > south
The temple hall continues, but a large archway has been built containing an
equally large portcullis.
The portcullis is open.

The Temple of Midgaard
   This is the southern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
   Large steps lead down through the grand temple gate, descending the huge
mound upon which the temple is built and ends on the temple square below.
Obvious exits: north east south west
The storyteller of Jora mumbles quietly to himself.

< 32h 100m 28v > close the portcullis
Ok.

< 32h 100m 33v >


In this example, our character sees an obvious exit surrounded by a parenthesis.  This indicates there is a  closed door in that direction.  Our character checks the exits and looks to see the portcullis is closed to the way south.  Our character opens the portcullis, moves south past the portcullis, and closes the portcullis behind her.

3.4 Darkness

Sometimes when moving about, you can fall prey to darkness.  Always be prepared and carry a light source with you.

< 32h 100m 56v > inventory
You are carrying:
a large torch
the Nilgiri Guide
the manna
the manna
the manna

< 32h 100m 56v > look
Field

   A large grassy field stretches out among the hills.  To the west and south
and many hills sloping gently up and down.  The city walls of Midgaard rise
up to the east.
Obvious exits: north south west

< 32h 100m 56v >
The sun slowly disappears in the west.

< 32h 100m 60v >
The night has begun.

< 32h 100m 66v > look
It is pitch black...
Obvious exits: north

< 32h 100m 68v > exits
Obvious exits:
North  - Outside the West Gate of Midgaard

< 32h 100m 68v > equipment
You are using:
<worn on body>         something
<worn on legs>         something
<worn on feet>         something
<wielded>              something

< 32h 100m 68v > inventory
You are carrying:
Nothing

< 32h 100m 68v > hold the torch
You grab something in your left hand.

< 32h 100m 72v > light the torch
You light a large torch.
Your torch sheds a warm light.

< 32h 100m 72v > look
Field (dark)
   A large grassy field stretches out among the hills.  To the west and south
and many hills sloping gently up and down.  The city walls of Midgaard rise
up to the east.
Obvious exits: north south west

< 32h 100m 72v > exits
Obvious exits:
North  - Outside the West Gate of Midgaard
South  - too dark to tell
West   - too dark to tell

< 32h 100m 72v > north
You see the west gate of Midgaard.

Outside the West Gate of Midgaard
   Two small towers have been built into the city wall flank the city gate.
A trail leads right up to the heavy wooden gate connected to a large wooden
bridge. To the west a trail leads into a big forest. To the south extend large
fields filled with game. A wide dirt road starts to the north running along-
side the city wall.
A red goblin raid banner has been plastered onto the gate.
Obvious exits: north south west

< 32h 100m 70v > dowse the torch
You dowse a large torch.

< 32h 100m 72v > remove the torch
You stop using a large torch.

< 32h 100m 72v > exits
Obvious exits:
North  - A Wide Dirt Road
South  - too dark to tell
West   - too dark to tell

< 32h 100m 72v >


In this example, our character is seen with a torch in her inventory.  She happens to be standing around when the sun goes down and darkness falls.  She looks around and sees only darkness.  She checks her inventory and equipment but cannot see anything.  Even though it is dark and she cannot see anything, she knows she has a torch so she holds it and lights it.  She checks her exits and moves north towards the lit room.  Once in a lit room, she dowses the torch and removes it from her equipment. She again checks her exits and notices the dark rooms south and west.

4.1 Communcation

Communication is an important factor in the world of DikuMUD Nilgiri.  Many players will simply login just to socialize with other people.  Socialization plays an important role in the type of friends you will be making online.  Your basic social skill will have direct impact on who will be willing to help you when you need help.

4.2 Who

The who command lets you see all the players online that are visible to your character.  The invisble players are shown as an aggregate number under the visible player count.

< 35h 100m 77v > who
************************************************************
           Nilgirians in the Forgotten World
************************************************************
[  HuDr ]  Kitiara the Human Daughter of the Sun
[  DwMu ]  Edwin the Dwarf Master Sorcerer
[  VeTh ]  Xayeus the Vori Elf Snatcher
[
  HuDr ]  Seqaman the Human Great Grandfather of Nature
[  DwTh ]  Hughjazz the Dwarf Footpad
[  ElMu ]  Gwendolyn the Elf Scribess of Magic
[  ElWa ]  Nitsude the Elf Combatant
[  DwWa ]  Rahl the Dwarf Immortal Warlord
[  VeCl ]  Twilight the Vori Elf Priestess
[  HuCl ]  Uhred Keeper of the Flame, Seeker of the Truth
[  DeTh ]  Myranda the Dark Elf Pilferer ---|-MASAMUNE-|---
[  DeDr ]  Darkara Magriel the High Heirophant -= Order =-
[  HeCl ]  Wulung the Black Dragon Pet
[  IMP  ]  Sin the Friendly One (friendly)

Visible players:  14
(Unseen players:  6)

< 35h 100m 77v >


4.3  Say and socials

The basic command of communication is the say command.  The say command lets others in the same room see messages from you.  You can also transcend emotion through social commands.

< 35h 100m 48v > south
Market Square

   This center square, the famous Market Square of Midgaard, is the hub of
the city. A large, peculiar-looking statue stands here.  A main street runs
both east and west.  The temple square connects to the north and the
common square is to the south.
An engraved slab of black obsidian stone displays the laws of the land.
A large marble fountain in the shape of a dragon is in the middle of the square.
Obvious exits: north east south west
Darkara Magriel the High Heirophant is standing here.

< 35h 100m 47v >
Darkara looks around.

< 35h 100m 47v >
Darkara bows deeply.

< 35h 100m 47v> curtsey at Darkara
You curtsey before her.

< 35h 100m 47v >
Darkara looks up at you.

< 35h 100m 47v >
Darkara asks, "Are you new?"

< 47h 100m 49v > say Yes I am.
You say, "Yes I am."

< 35h 100m 49v >
Darkara says, "Welcome to Nilgiri."

< 35h 100m 49v > say Thank you!
You exclaim, "Thank you!"

< 35h 100m 49v > smile
You smile happily.

The say command and socials work together creating mood and atmosphere.  Here the conversation starts with a bow and a curtsey and ends with a smile.  Use the social command to obtain a list of current socials available for use with your character.  There are also similar ways to communicate using the whisper, mutter, sayto and emote commands.

4.4 Tell

Sometimes you may wish to communicate with people that are not in the room you are in.  You can communicate to almost anyone you see on the who list with the tell command.

< 35h 100m 76v > look

The Temple of Midgaard

   This is the southern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
   Large steps lead down through the grand temple gate, descending the huge
mound upon which the temple is built and ends on the temple square below.
The steps of the temple is here with Pilate resting on it.
A large black marble altar centers the room.
A colorful flag hangs near the entrance of the temple.
Obvious exits: north east south west

< 35h 100m 76v > tell Darkara I wanted to say thank you for your help and advice earlier."
You tell Darkara, "I wanted to say thank you for your help and advice earlier."

< 35h 100m 77v >
Darkara tells you, "any time"

< 35h 100m 77v > tell Dakara It is much appreciated!
You tell Darkara, "It is much appreciated!"

< 35h 100m 77v >
Darkara tells you, "if you need anything else, please let me know."

< 35h 100m 77v > tell Darkara Thanks.
You tell Darkara, "Thanks."

< 35h 100m 77v >
Darkara tells you, "You are very welcome."


4.5 Gossip

Gossip is used for broad communication.  Most people will see gossip and therefore should be used sparingly.

The Temple of Midgaard
   This is the southern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
   Large steps lead down through the grand temple gate, descending the huge
mound upon which the temple is built and ends on the temple square below.
A small shield with a bunch of spikes protruding from the center.
A powerful looking blue and gold staff floats in the air.
Steps lead down to the square below.
A large black marble altar centers the room.
A colorful flag hangs near the entrance of the temple.
Obvious exits: north east south west


< 35h 100m 77v > gossip Hello Everyone!
You gossip, "Hello Everyone!"

< 35h 100m 77v >
Something gossips, "What's up?"

< 35h 100m 77v >
Sin gossips, "Hi Kitiara."

< 35h 100m 77v >
Osihii gossips, "Hi!"

< 35h 100m 77v >


There are similar commands to gossip that may be used to better convey your message, or better target a  specific audience.  These commands are: shout, auction, communicate and yell.

5.1 Hunting

Your prime directive in the world of DikuMUD Nilgiri is to hunt.  You first start out with small game and eventually with experience and skill track down bigger monsters.  In the following example keep track of the players commands.

The Temple of Midgaard
   This is the southern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
   Large steps lead down through the grand temple gate, descending the huge
mound upon which the temple is built and ends on the temple square below.
A powerful looking blue and gold staff floats in the air.
Steps lead down to the square below.
A large black marble altar centers the room.
A colorful flag hangs near the entrance of the temple.
Obvious exits: north east south west

< 35h 100m 77v > where
You are in Midgaard, Northern Main City, created by DIKU.
This area is recommended for players at level 1 and above.
Players in your zone:
--------------------
[  HuDr ]  Kitiara                       - The Temple of Midgaard
[  HeCl ]  Lucretia                      - The Weapon Shop
[  DeMu ]  Senn                          - Entrance to Mage's Guild

< 35h 100m 77v > where the pigeon
a courier pigeon              - The Weapon Shop

< 35h 100m 77v > s
You look down the huge stone steps at the temple square below.

The Temple Square
   Huge marble steps lead up to the temple proper to the north.  The entrance
to the cleric's guild is to the west.  The old Grunting Boar Inn stands to
the east.  Just south of here is market square, the center of Midgaard.
Obvious exits: north east south west

< 35h 100m 76v > s
You see the Market Square.

Market Square
   This center square, the famous Market Square of Midgaard, is the hub of
the city. A large, peculiar-looking statue stands here.  A main street runs
both east and west.  The temple square connects to the north and the
common square is to the south.
An engraved slab of black obsidian stone displays the laws of the land.
A large marble fountain in the shape of a dragon is in the middle of the square.
Obvious exits: north east south west

< 35h 100m 74v > e
You see the main street.

The Main Street
   The main street crosses through town, providing access to the many shops.
A cluttered gray building stands to the north with a sign saying, "General
Store."  In a small building to the south is the Pet Shop.  The street turns
into the market square to the west and continues to the east.
Obvious exits: north east south west

< 35h 100m 72v > e
You see the main street.

The Main Street
   On the main street, to the north is the weapon shop and to the south is the
guild of swordsmen.  To the east is a city gate and to the west the street
leads toward the market square.
Obvious exits: north east south west

< 35h 100m 70v > n
You see the weapon shop.

The Weapon Shop
   Racks filled with weapons line the north, west and east walls.  Along the
north wall is a counter.  A large grinding stone spins slowly in a corner.
There is a small note attached to the counter.
Obvious exits: south
A fat pigeon flies over to a new perch.
A weaponsmith stands behind the counter, waiting to do business.

< 35h 100m 69v > consider the pigeon
She is a lower level than you.
Looks like you wouldn't have any trouble at all.

< 35h 100m 69v > kill the pigeon
You miss a courier pigeon with your pound.

< 35h 100m 69v >
A courier pigeon misses you with her bite.
You miss a courier pigeon with your pound.
[a courier pigeon:  excellent condition]

< 35h 100m 69v >


Our character starts out by checking the area that she is in using the where command.  She sees that this is Midgaard, Northern Main City and that the range of recommended level is 1 and above.  Since she is a level 1 character she should have no problem.  She uses the where command to find a pigeon at the weapon shop.  From extnsive practice mapping out the city in her mind, she knows off the top of her head to get from the Temple of Midgaard to the weapon shop she needs to go: s, s, e, e, n (south, south, east, east, north).  Before attacking the pigeon she considers the pigeon.  The pigeon appears to be a relatively easy prey so she attacks and attempts to kill the pigeon.

Out of all these steps, always remember to consider your prey.  ConsiderConsiderConsider.  The consider command is the most important command prior to combat.

5.2 Exploring and surviving

Being able to map out areas on paper and in your head is a major part of exploring.  The other major part of exploring is staying alive and preventing yourself from getting into danger you cannot get out of.  The best way to do this is look at descriptions and be mindful of the details.  The first thing you should be aware of when exploring is what level range the area that you are in was intended for by using the where command.  The second thing you should be aware of is how strong the monsters appear to be by using the consider command.  Everything else is checking the exits and looking at the descriptions.

Market Square
   This center square, the famous Market Square of Midgaard, is the hub of
the city. A large, peculiar-looking statue stands here.  A main street runs
both east and west.  The temple square connects to the north and the
common square is to the south.
An engraved slab of black obsidian stone displays the laws of the land.
A large marble fountain in the shape of a dragon is in the middle of the square.
Obvious exits: north east south west

< 35h 100m 74v > search
You take site of:
An engraved slab of black obsidian stone displays the laws of the land.
A large marble fountain in the shape of a dragon is in the middle of the square.
You notice the manhole down.

< 35h 100m 70v > look down
You see a manhole covering an entrance to the storm drain system.
The manhole is closed.

< 35h 100m 72v >


Here our character uses the search command to find hidden artifacts in the room.  The search command takes up movement points so use it sparingly.  In this instance we were already aware of the obsidian slab and the fountain, but she also found a manhole leading down.

< 35h 100m 77v > where
You are in Arachnos, created by SEQUENT.
This area is recommended for players at levels 10 to 20.
Players in your zone:
--------------------
[  HuDr ]  Kitiara                       - The hermit's corner

< 35h 100m 77v >

Finding out where we are, we can see that the recommended levels is far beyond that of a level 1 character.  Kitiara probably should not be here, and should go back the way she came.

The hermit's corner
  This is actually part of a small shack that continues further south.
However, the weary structure is not even worthy of being called that.  There
is evidence of someone that is currently inhabiting this place.
Obvious exits: north east south
The hermit sits here and warns, "Go back before it's too late!"

< 35h 100m 77v > exit
Obvious exits:
North  - The single spider line
East   - The cavern of lost souls
South  - Mahatma's inescapable trap

< 35h 100m 77v > look south
Something tells you, "Don't walk that way!"

< 35h 100m 77v >


This place is full of warnings.  There is a hermit telling us to go back before it's too late.  The exit south has the ominous words, "inescapable trap".  Even looking south comes with a warning not to walk that way.  The danger south from here is a high level dracolich that strikes fear and terror in even the most stout warriors.

< 35h 100m 67v > south
There is a warning sign posted here.

The Edge of the Dock (dark)
   This is where the river passageway spills out into the great Myst Ocean.
Only large ships are strong enough to withstand the powerful waters beyond
this point.  Waves can be seen to be as big as houses!
A warning sign has been placed here.
Obvious exits: north south

< 35h 100m 63v > look at sign
There is something written upon it:

No swimming or rafts beyond this point!  Enter at your own risk!

< 35h 100m 63v > exits
Obvious exits:
North  - Midgaard Docks
South  - The Myst Ocean

< 35h 100m 63v > look south
The waters south of here look dangerous.

< 35h 100m 63v >


This place also has clues of danger.  Moving south, we see that a sign is posted here.  The sign reads of danger beyond.  Checking the exits we see no immediate signs of danger.  However, looking south comes with a warning that we probably should not continue on that way.  The danger south from here is a death-trap that will insatntly kill our character.

5.3 Hunger and thirst

From time to time, your character will get hungry and thirsty.  Your character must feed and drink in order to regenerate hitpoints and movement points.

Market Square
   This center square, the famous Market Square of Midgaard, is the hub of
the city. A large, peculiar-looking statue stands here.  A main street runs
both east and west.  The temple square connects to the north and the
common square is to the south.
An engraved slab of black obsidian stone displays the laws of the land.
A large marble fountain in the shape of a dragon is in the middle of the square.
Obvious exits: north east south west

< 35h 100m 65v >
You are hungry.
You are thirsty.

< 35h 100m 65v > drink from fountain
You drink the water from a large marble fountain in the shape of a dragon.
You are hungry.
You do not feel thirsty.

< 35h 100m 65v > eat the manna
You eat the manna.
You are full.

< 35h 100m 65v >


This is a basic example of obtaining nourishment.  Our character has become hungry and thirsty.  She sees a fountain in the Market Square so she drinks from the fountain to satiate her thirst.  She knows she has manna in her inventory, so she eats that to satiate her hunger.

The Todai Food Outlet
   You are standing in a clean-looking room.  You feel hungry as you
notice the delicious smells of various food offered.  This is a very
popular hangout for various mud players.
Obvious exits: south
A chef stands here, waiting to serve customers.

< 47h 100m 63v > list
You can buy:
>A hearty meat pie for 4 gold coins. -pristine
>A cup of water for 3 gold coins. -pristine
>A serving of various dim-sum for 5 gold coins. -pristine
>A serving of chow-mein for 4 gold coins. -pristine
>A serving of unagi and inari sushi for 2 gold coins. -pristine
>A serving of teriyaki beef for 4 gold coins. -pristine

I will identify any of these items for only 300 coins.
You are able to use items indicated by a '>'.

< 47h 100m 63v > buy 3 dim-sum
The cook whispers to you, "That'll be 5 coins, enjoy your meal.. :)"
You now have a serving of various dim-sum.
The cook whispers to you, "That'll be 5 coins, enjoy your meal.. :)"
You now have a serving of various dim-sum.
The cook whispers to you, "That'll be 5 coins, enjoy your meal.. :)"
You now have a serving of various dim-sum.

< 47h 100m 67v > put the dim-sum in the bag
You put a serving of various dim-sum in a small bag.

< 47h 100m 68v > !
put the dim-sum in the bag
You put a serving of various dim-sum in a small bag.

< 47h 100m 68v > !
put the dim-sum in the bag
You put a serving of various dim-sum in a small bag.

< 47h 100m 68v > !
put dim-sum in the bag
You do not have that.

< 47h 100m 68v > get the dim-sum from the bag
You get a serving of various dim-sum from a small bag.

< 47h 100m 68v > taste the dim-sum
You are too full to take a bite!

< 47h 100m 68v >


When exploring, you may become hungry along the way.  You can prepare yourself by obtaining a bag (from the General Store) and buying food from one of the various food stores located throughout the city.  Here, our character has decided to buy dim-sum from the Todai Food Outlet.  Notice she bought three items at once.  When she puts the dim-sum in her bag, she uses the exclamation character (!)  to repeat her last command.  She decides to try one of the dim-sum so she gets it out of her bag and attempts to eat it only to find out she's too full to eat any more.

< 30h 100m 80v >
A field cricket tickles you as he bites you.
You tickle a field cricket as you whip him.
A field cricket is stunned, but will probably regain consciousness again.

< 29h 100m 80v >
You barely whip a field cricket.
A field cricket is incapacitated and will slowly die, if not aided.
You gain 38 experience for your victory.

< 29h 100m 80v > kill the cricket
You barely whip a field cricket.
A field cricket is mortally wounded, and will die soon, if not aided.
You gain 1 experience for your victory.

< 29h 100m 80v > kill the cricket
You whip the life out of a field cricket.
You gain 1 experience for your victory.
Your blood freezes as you hear a field cricket's death cry.

< 29h 100m 80v > examine corpse
You see the slain body of a field cricket.

Inside, you see - corpse (here) :
Nothing

< 29h 100m 80v > look
Large grassy field
   A large grassy field is here, stretching out in all directions. There are
plains to the south and a tall hill rising to the west.
Not much is left of the slaughtered, gory mess that was once a field cricket.
The whipped remains of a field cricket are here.
Obvious exits: north south west

< 31h 100m 80v > eat the corpse
You eat the slain body of a field cricket.
Mmmm, tastes just like chicken.

< 31h 100m 80v >

Sometimes, eating a fresh kill will provide nourishment.  Keep in mind, that the corpse needs to be fresh!  The corpse can turn bad and poison will set in, otherwise.

< 35h 100m 71v > look in barrel
It is full of a brown liquid.

< 35h 100m 71v > sip the barrel
It tastes like beer.

< 35h 100m 71v > pour the barrel out
You empty a barrel.

< 35h 100m 71v > fill the barrel with the fountain
You fill a barrel from a large marble fountain in the shape of a dragon.

< 35h 100m 71v > sip the barrel
It tastes like water.

< 35h 100m 71v > drink the barrel
You drink the water from a barrel.
You do not feel thirsty.

< 35h 100m 71v >

Likewise, our character will need water when exploring.  Here she had bought a barrel of beer, but she does not want beer.  She pours out the barrel and fills it up with the water from the fountain.

5.4 Resting

When your character runs low on hitpoints, or runs out of movement or mana, she will need to either use commands to sit down, lie down and rest or sleep in order to regain those points faster.  Sleeping will regain those points faster, however it may be dangerous to sleep out in the open because your character may will be blind to what is happening around the room and vulnerable.

< 9h 48m 0v > south
You are too exhausted.

< 9h 48m 0v > rest
You lie down and rest your tired bones.

< 9h 48m 0v resting >
< 32h 94m 80v resting >
< 32h 100m 80v resting >

Here our charcter is low on hitpoints, mana points and movement points.  She lies down and takes a rest.  Her current position is indicated in the prompt.  As time goes by, the prompt will mark the progress of her regeneration.

6.1 Gaining gold and equipment

Equipment can be gotten by someone or something handing it to you or taking it by force.  Keep in mind not all equipment is good equipment.  If you obtain something new, the best thing is to check the affects and make sure your points have not declined.  Keep in mind you may lose movement points for carrying excessive weight.

Lilly asks, "Do you want a better weapon?"

< 35h 100m 71v >
Lilly looks down at you.

< 35h 100m 71v > smile
You smile happily.

< 35h 100m 71v > say What's wrong with my staff?
You ask, "What's wrong with my staff?"

< 35h 100m 71v >
Lilly asks, "It's a simple staff?"

< 35h 100m 71v > say I've never had another.
You say, "I've never had another."

< 35h 100m 71v >
Lilly says, "Oh, then it is no good."

< 35h 100m 71v >
Lilly gives you a yellow and white braided-leather whip.

< 35h 100m 71v >
Lilly says, "Use this whip."

< 35h 100m 71v > nod
You nod solemnly.
Lilly says, "Replace the staff."

< 35h 100m 71v > remove the staff
You stop using a staff.

< 35h 100m 71v > wield the whip
You wield a yellow and white braided-leather whip with your right hand.
Your whip sheds a warm light.

< 35h 100m 71v > say Thank you!
You exclaim, "Thank you!"
Lilly says, "And drop the staff."

< 35h 100m 71v > drop the staff
You drop a staff.

< 35h 100m 71v >
A staff explodes with a blinding light!

< 35h 100m 71v >

This is an example of a friendly Nilgirian helping out a new character by giving our character a whip to replace the staff.

< 22h 100m 55v >
A squire tickles you as he hits you.
You tickle a squire as you whip him.
A squire is stunned, but will probably regain consciousness again.

< 21h 100m 55v >
You barely whip a squire.
A squire is incapacitated and will slowly die, if not aided.
You gain 114 experience for your victory.

< 21h 100m 55v > kill the squire
You whip a squire.
A squire is mortally wounded, and will die soon, if not aided.
You gain 7 experience for your victory.

< 21h 100m 55v > kill the squire
You whip the life out of a squire.
A squire is dead! R.I.P.
You gain 4 experience for your victory.
Your blood freezes as you hear a squire's death cry.

< 21h 100m 55v > examine corpse
You see the slain body of a squire.

Inside, you see - corpse (here) :
the guiding light..it has a soft glowing aura!
some gold coins

< 21h 100m 55v > get the light from the corpse
You get the guiding light from the slain body of a squire.

< 21h 100m 55v > get the coins from the corpse
You get some gold coins from the slain body of a squire.
There were 5 coins.

< 21h 100m 55v > hold the light
You grab the guiding light in your left hand.

< 21h 100m 55v > remove the light
You stop using the guiding light.

< 21h 100m 55v > float the light
You place the guiding light in the air next to you, where it remains floating.

< 32h 100m 80v > score
*******************
  Character Score
*******************

Hit:  32/32               You are full.
Mana: 100/100             You are not thirsty.
Move: 80/80               You are sober.

Gold Carried : 102                Play time : 0 days 1 hour 12 minutes
Experience : 253              Needed to Level : 747              Level : 1

Position       : You are standing.
Armor Class    : You are naked.
Alignment      : You are balanced with little concern for good or evil.
Carried Weight : You are carrying about 8 pounds - easy.

You are affected by :
Nothing.


< 32h 100m 80v >


In this example our character kills off a young squire and loots his corpse for the light and gold.  Notice that our character ceases combat once the squire is incapacitated an has to continually kill the squire in order to dispatch of him.  We can obtain all kinds of equipment that can be used for many different things.  In this example, we found a light that can be floated and held.  In the previouis example we used the wield command.  Most of the equipment out there our character can use the wear command for.  We also obtained a little gold.  At the end our character checks her score to make sure that her stats have not decreased.

< 27h 67m 66v >
You barely whip a beastly fido.
A beastly fido is incapacitated and will slowly die, if not aided.
You gain 100 experience for your victory.

< 27h 67m 66v > kill the fido
You whip the life out of a beastly fido.
A beastly fido is dead! R.I.P.
You gain 14 experience for your victory.
Your blood freezes as you hear a beastly fido's death cry.

< 27h 67m 66v > examine corpse
You see the slain body of a beastly fido.

Inside, you see - corpse (here) :
Nothing

< 27h 67m 66v > take the corpse
You get the slain body of a beastly fido.

< 27h 67m 66v > north
You see the Slaughter House.

The Slaughter House
   You stand inside a slaughter house. The putrid smell of decaying flesh
lingers in the air. There is a small note on the counter.
Obvious exits: south
The meatpacker stands here, eyeing you appraisingly.

< 27h 67m 64v > sell the corpse
The meatpacker whispers to you, "A pleasure doing business with you.  Here is 5 coins."
The meatpacker now has the slain body of a beastly fido.
The meatpacker rips the slain body of a beastly fido down the middle
and tosses it into a heap of gore in the corner.

< 27h 67m 64v >


In this example, there  is no money to loot from the corpse.  Instead, our character takes the corpse and sells it to a slaughter house for money.

6.2 Banking your gold

The best thing you can do with your gold is put it in the bank.  You can die and lose all your equipment, but at least your bank will always have gold in there.  If you lose everything, you will always have gold to build from again.  Also, your bank needs to be continually stocked with gold in order to maintain your citizenship with the city.  Citizenship ensures some form of protection against opportunists, and allows you to use the recall spell to teleport to the city when you are in a bind.  Lastly, depositing your gold allows you to carry more weight for equipment.

Bank of Midgaard
   A teller window stands in the middle of a long counter.  Numerous aisle
guides mark the twisting path to the window. A sign has been posted under the
window.
A sign sits in the window.
Obvious exits: south
The prestigous banker of Midgaard is standing here.

< 32h 100m 67v > look at sign
The sign reads:

   Please form a single file line:
   Balance  - Ask for your account balance.
   Withdraw - Withdraw a specified amount.
   Deposit  - Deposit a specified amount.
   Apply    - Apply for a new account.

   Naturalize - apply for citizenship

< 32h 100m 67v > balance
You have 0 coins in the bank.

< 32h 100m 67v > score
*******************
  Character Score
*******************

Hit:  32/32               You could eat something.
Mana: 100/100             You are not thirsty.
Move: 68/80               You are sober.

Gold Carried : 102                Play time : 0 days 1 hour 20 minutes
Experience : 253              Needed to Level : 747              Level : 1

Position       : You are standing.
Armor Class    : You are naked.
Alignment      : You are balanced with little concern for good or evil.
Carried Weight : You are carrying about 8 pounds - easy.

You are affected by :
Nothing.


< 32h 100m 68v > deposit 102 coins
You give 102 coins to the banker.  The banker records it down in the book.
You now have 102 coins in the bank.

< 32h 100m 69v > balance
You have 102 coins in the bank.

< 32h 100m 69v >


In this example, our character walks into the bank and looks at the sign.  She checks her balance.  She checks her score to see how much gold she is carrying.  She deposits all 102 coins and checks her balance again before leaving.

6.3 Shopkeepers

Shopkeepers trade gold for items and vice-versa.  We have seen examples of this when we have bought food from the Todia Food Outlet (Section 5.3 Hunger and thirst) and sold corpses to the Slaughter House (Section 6.1  Gaining gold and equipment).  Many shopkeepers are picky and only buy and sell certain types of equipment.  Other shopkeepers in different cities will buy and sell equipment at better rates than others.

Besides the buy and sell commands, you can also value the equipment in your inventory for free, and for a small fee you can identify equipment that the shopkeeper lists.

The Armory
   The armory houses all kinds of armors on the walls and in the window.  A
large forge has been erected in the rear of the shop. On the wall is a small
note. A short flight of steps leads to an establishment above the armor shop.
Obvious exits: north
An armorer stands here, displaying his fine armors.

< 32h 100m 61v > remove the vest
You stop using a troubadour vest.

< 32h 100m 60v > value the vest
The armorer whispers to you, "I'll give you 291 gold coins for that!"

< 32h 100m 59v > wear the vest
You suit a troubadour vest on your body.

< 32h 100m 59v > list
You can buy:
>A spiked shield for 556 gold coins. -pristine
>A tin chest plate for 78 gold coins. -pristine
>A pair of tin gauntlets for 20 gold coins. -pristine
>A pair of moss-green breeches for 144 gold coins. -pristine
>A studded leather helmet for 144 gold coins. -pristine
>Tin sleeves for 30 gold coins. -pristine
>Some black arm plates for 260 gold coins. -pristine
>A crude iron chest plate for 456 gold coins. -pristine
>Black leather boots for 10 gold coins. -pristine
>Black leather shorts for 20 gold coins. -pristine
>Tan leather sleeves for 20 gold coins. -pristine
>A bronze helmet for 456 gold coins. -pristine
>A bronze breast plate for 990 gold coins. -pristine
>Tan leather pants for 78 gold coins. -pristine
>A tan leather cap for 78 gold coins. -pristine
>A studded tan leather jacket for 198 gold coins. -pristine
>A bronze shield for 1248 gold coins. -pristine
>A breast plate for 1926 gold coins. -pristine

I will identify any of these items for only 300 coins.
You are able to use items indicated by a '>'.

< 32h 100m 61v > identify the plate
The armorer identifies a tin chest plate for you.
You feel informed:
Object 'plate tin', Item type: armor
Weight: 60, Value: 78, Decay: -1 days
AC-apply is 2

< 32h 100m 65v > identify 4.plate
The armorer identifies a breast plate for you.
You feel informed:
Object 'breast plate', Item type: armor
Weight: 100, Value: 1926, Decay: -1 days
AC-apply is 6

< 32h 100m 67v >


In this example our character removes her vest in order to get the armorer to tell us its value.  Our character decides to keep the vest and wears it instead of selling it.  While she is here, she wants to know the stats on items in the list, particularly the tin plate and the breast plate.  The tin plate is the first item on the list so she just identifies the plate.  However, the breast plate is the fourth plate item on the list.  (The second plate item is the iron chest plate, the third plate item is the bronze plate.)  So she uses dot-notation and identifies the 4.plate.  The dot-notation also works for putting items with similar names in containers, taking them out, as well as for buying, selling and identifying.

Sometimes you may only have treasure on you instead of gold.  This may be because treasure is easier to carry than a significant amount of coins.  Or you just happen to come across a few precious gems and want to barter with them.

If we use the example from above, our character wants to buy the spiked shield for 556 gold coins.  In her inventory she has a green gem that she knows is worth over 500 gold coins plus she has an additional 100 gold she is carrying.

< 32h 100m 67v > buy the shield with a gem and gold
You give 39 coins to the armorer.
You give a small green gem to the armorer.
The armorer whispers to you, "That'll be 556 coins, please."
You now have a spiked shield.

< 32h 100m 67v >


6.4 Reciting scrolls and other magical items

Scrolls can be helpful along your journey.  The most helpful of these are scrolls of identify and scrolls of recalling.  Use the recite command to unleash the power of the scroll.

< 47h 100m 93v > inventory
You are carrying:
a scroll of recall
a scroll of identify
a spiked shield
a small bag
a barrel
the guiding light..it has a soft glowing aura!
the Nilgiri Guide
the manna

< 32h 100m 69v > recite the identify on the shield

You recite a scroll of identify which dissolves.
You feel informed:
Object 'shield spiked', Item type: armor
Weight: 15, Value: 556, Decay: -1 days
AC-apply is 3
Can affect you as :
    Affects : damroll by 1

< 32h 100m 69v >

Our character has bought a scroll of identify and a scroll of recall from the Wizard Shop in town.  Here she can use the identify scroll to see the stats of the spiked shield she just gained.

The hermit's corner (dark)
  This is actually part of a small shack that continues further south.
However, the weary structure is not even worthy of being called that.  There
is evidence of someone that is currently inhabiting this place.
Obvious exits: north east south
The hermit sits here and warns, "Go back before it's too late!"

< 32h 100m 97v > recite the recall
You recite a scroll of recall which dissolves.
Wall Road
   The western city wall runs north and south and the wall road runs right
along side it.  A small, poor alley leads east.  There is a small hole in the
city wall to the west, through which some hills and plains can be seen.
Some letters have been written on the wall here.
Obvious exits: north east south west

< 32h 100m 97v >


Exploring, our character has gotten herself into an awful mess and now wants to return back to safety of the city.  She uses the scroll of recall to instantly teleport her back home.

Similarly, there are other magical items such as staves, wands and herbs that you can use and apply.  Other items may need some other sort of attention such as being looked upon or fondled.  The affects of a magical item may be harmful, some may be useful.  It is up to our character to figure these things out.  It would be wise to always remember to use an identify scroll on any unidentifed item.

7.1 Gaining levels

< 24h 100m 67v >
You whip a beastly fido.
A beastly fido is mortally wounded, and will die soon, if not aided.
You gain 73 experience for your victory.
You raise a level!
You gain 8 hit points and 3 practice sessions.

< 24h 100m 67v > kill the fido
You whip the life out of a beastly fido.
A beastly fido is dead! R.I.P.
You gain 12 hit points and 4 practice sessions and 8 movement points.
Your blood freezes as you hear a beastly fido's death cry.

< 24h 100m 67v > level
 Level   1         1-999     : the Human Daughter of the Earth
*Level   2      1000-2999    : the Human Daughter of the Sun
 Level   3      3000-6999    : the Human Daughter of the Moon
 Level   4      7000-13999   : the Human Flower Childe
 Level   5     14000-28999   : the Human Friend of the Flowers

You are level 2.
You have 1438 experience with 1562 more experience to level.

< 24h 100m 67v > practice
You have 4 practice(s) left.

      (not practiced)        block
      (not practiced) dodge
[---] (not practiced) herb lore
      (not practiced) prepare
      (not practiced) apply
      (not practiced) druid track
      (not practiced) envisage
      (not practiced) focus
      (not practiced) tame animal
      (awful)         sneak
      (awful)         hide
      (bad)           steal
      (awful)         spy
      (bad)           palm
      (bad)           search

< 24h 100m 67v > gossip I levelled!!

As you gain levels, you typically gain hitpoints, practices and skills.  Type practice to see the skills you currently have available to you.  You can practice your skill at your class guildmaster.  You should be able to find this on your Guide.  Some skills require a different guildmaster than the local one in town and you should be prepared to search out the other cities in order to continue learning.

Druid's Retreat
   The retreat is a pretty large area of garden vegetation. It seems a tree of
every known kind grows somewhere in the retreat, as well as every plant known.
Dirts, mud, and clay from all over the world make up the ground, and give off
a magical knowledge. A demi-gazebo made only of leaves houses the guildmaster,
who teaches the lore of the land.
A reminding sign has been posted here.
Obvious exits: north down
The guildmaster of druids is standing here.
     She glows with a bright light!

< 35h 100m 86v >
practice
You have 4 practice(s) left.

      (not practiced) block
      (not practiced) dodge
[---] (not practiced) herb lore
      (not practiced) prepare
      (not practiced) apply
      (not practiced) druid track
      (not practiced) envisage
      (not practiced) focus
      (not practiced) tame animal
      (awful)         sneak
      (awful)         hide
      (bad)           steal
      (awful)         spy
      (bad)           palm
      (bad)           search

< 35h 100m 86v > help herb lore
"HERB LORE"

Usage     : cast 'herb lore' <plant/herb>
Level     : Druid 1
Duration  : Instantaneous
Mana cost : 10

This spell is the most basic of all druid spells, allowing the druid
special insight into the plants in their inventory.

See also: -

< 35h 100m 86v > practice herb lore
You practice for a while...

< 35h 100m 86v > !
practice herb lore
You practice for a while...

< 35h 100m 86v > !
practice herb lore
You practice for a while...

< 35h 100m 86v > !
practice herb lore
You practice for a while...
The guildmaster whispers to you, "You have now learned everything I can teach you about that."


Here our druid  has learned the spell herb lore.  The brackets [--] to the left of herb lore on the practice list indicates herb lore is a spell and will contain the mana cost for casting the spell once some practice sessions have been invested in it.

In this next example, our character happens upon some flowery shrubs.

< 47h 100m 97v > take the shrub
You get a flowery shrub.

< 47h 100m 97v > cast 'herb lore' on the shrub
Ok.
You feel informed:
Object 'shrub flowery zurn', Item type: plant
Item is: nonlocatable
Weight: 1, Value: 240, Decay: -1 days
Prepared will make a level 2 herb of detect invisible.
This plant is in excellent condition.

< 47h 67m 97v >


Our character checks the help information on herb lore and then proceeds to cast it on the shrub she has just found.  Casting spells require a single-quote on both sides of the name of the spell.  Some spells do not require a target.  Sometimes the target is inferred to either be yourself or someone you are fighting.  Each skill listed will have help information associated with it.

7.2 Death

Death will happen, most often when you least expect it.  Consequences of death are:
  • You start back at the Temple with the basic equipment you got when you started.  You do not get the equipment you had when you died.
  • You lose about a quarter of the experience points you had accumulated.
  • You have low hitpoints.
 
< 47h 100m 68v >
You discover that Slug has his hands in your wallet.

< 47h 100m 70v > say Thief!
You exclaim, "Thief!"

< 47h 100m 70v > kill Slug
He is a higher level than you.
You would probably die...
*** Please confirm with 'yes': yes
Slug won initiative!
Slug barely hits you.
You whip Slug.

< 43h 100m 70v >
Slug utters the words 'grynt oef'.
You cry out in pain as Slug burns you.
That really did HURT!
You miss Slug with your whip.
Slug misses you with his hit.
[Slug: small wounds, bruises]

< 12h 100m 70v >
Slug utters the words 'grynt oef'.
You gain 107 experience.

< -9h 100m 70v MORTALLY WOUNDED >
Slug shocks you. Unfortunately your heart can't stand it...

 Rank      Name             XpLvl       Time      Kills   Explored     Points
 -----------------------------------------------------------------------------
 1       ) GlowBoy       41134463    9125529       9311      19877   35359266
 2       ) Inferno       51984256    8430279       7653       8331   29391406
 3       ) Hind          14062426   10805781       3287      19155   25519585
*2266    ) Kitiara            719      12565         13         70      59550


ObQuote-

  Living with the immediacy of death helps you sort out your priorities in
  life. It helps you to live a less trivial life.
  -- Sogyal Rinpoche

Welcome to DikuMUD Nilgiri the Forgotten World

0) Exit from the Forgotten World.
1) Enter the game.
2) Enter description.
3) Read the help on DikuMUD Nilgiri.
4) Change password.

   Make your choice: 1

Welcome to the land of DikuMUD Nilgiri. May your visit here be... Interesting.

The Temple of Midgaard
   This is the southern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing gods, giants and peasants.
   Large steps lead down through the grand temple gate, descending the huge
mound upon which the temple is built and ends on the temple square below.
Steps lead down to the square below.
A large black marble altar centers the room.
A colorful flag hangs near the entrance of the temple.
Obvious exits: north east south west
The storyteller of Jora mumbles quietly to himself.

< 9h 100m 70v > equipment
You are using:
<worn on body>         a black leather bustier
<worn on legs>         a black leather skirt
<worn on feet>         black leather boots
<worn as shield>       a heart shaped shield
<wielded>              a staff

< 9h 100m 70v > inventory
You are carrying:
the Nilgiri Guide

< 9h 100m 70v > level

 Level   1         1-999     : the Human Daughter of the Earth
*Level   2      1000-2999    : the Human Daughter of the Sun
 Level   3      3000-6999    : the Human Daughter of the Moon
 Level   4      7000-13999   : the Human Flower Childe
 Level   5     14000-28999   : the Human Friend of the Flowers

You are level 2.
You have 879 experience with 3232 more experience to level.
You have a maximum of 1545 experience attained.

< 9h 100m 70v >

Our character has died foolishly attacking Slug.  She is dies and gets the game menu.  She enters the game and sees she has lost all her equipment, all the stuff in her inventory, and she now has 2,121 experience to next level when prior to dying she only had 1,841 experience  to next level.

7.3 Corpse retrieval

The best thing you can do after death is go retrieve your corpse or consent to have someone retrieve your corpse for you.  Usually this entails finding the exact room where you were killed.  Sometimes it means fighting the monster that killed you again.  If you have no way to get your corpse, the next best thing is have someone do it for you.  Nilgiri provides you with a corpse retrieval service.  Keep a good stock of gold and treasure in order to pay for the corpse retrieval.

Dootif's Aerial Servant Corpse Retrieval Service
   This small office is located in the basement of the mage's tower.  A tidy
desk stands in the north-west corner of the room.  The remainder of the office
is dominated by a large summoning diagram painted on the floor.  A spiral
staircase leads up to the tower entrance.
   There is a sign posted on one of the walls.
Obvious exits: up
A large man with big eyes stands in the middle of the diagram.
     He glows with a bright light!
     He is surrounded by a translucent globe!

< 9h 100m 57v > buy
Dootif whispers to you, "It will cost you 526 coins to retrieve your 26 items."
Dootif whispers to you, "You are guaranteed privacy for five hours."
Dootif escorts you into a private room.
A private room
   This is a small, unremarkable room.  There is a single exit to the north.
Obvious exits: north
An aerial servant suddenly appears out of nowhere.
An aerial servant drops the slain body of Kitiara.

An aerial servant disappears.

< 9h 100m 57v > look
A private room
   This is a small, unremarkable room.  There is a single exit to the north.
The fried corpse of Kitiara here is sprawled out, muscles permanently fully
extended.
Obvious exits: north

< 9h 100m 57v > examine corpse
You see the slain body of Kitiara.

Inside, you see - corpse (here) :
the Nilgiri Guide
a small bag
a serving of various dim-sum
a map of Central Jora
a spiked shield
a scroll of recall
a yellow and white braided-leather whip..it is emitting light!
black leather boots
a black leather skirt
a troubadour vest
the guiding light..it has a soft glowing aura!

< 14h 100m 75v > get all from the corpse


Our character has resorted to using Dootif's Corpse Retreival Service.  She buys the service and is ushered into a room where an aerial servant retrieves her corpse.  She checks the items in her corpse and then proceeds to loot her corpse.

8.1 Beginner's quest

When you start the game, you begin with a simple quest to help you understand some of the basic features of Nilgiri.  The quest is narrated by your guilmaster.  He will assign you tasks and check up on your progress.  The guildmaster will emphasize words that you should read help on.  Some of what the guildmaster has said has already been covered by this document.

The guildmaster tells you, "Welcome to Nilgiri young daughter of the earth,
Kitiara.  I am your guildmaster.  I see that you are new to the realm, and I
will try and help you along the way.  Come visit me at the guild.  LOOK AT
GUIDE in your inventory to find me at the Druid Guild and we can begin your
instruction."

< 35h 100m 85v >
The guildmaster tells you, "Young learner, as a new player you may wish to
"customize" your ENVIRONMENT.  You may change certain aspects of the way you
interface with the world of Nilgiri.  Type 'ENVIRONMENT' to see this."

< 35h 100m 85v > help environment
ENVIRONMENT
Environment displays a table of switches that you may change to suit your
specific needs and comforts.

See also: ATTRIBUTES, SCORE

< 35h 100m 85v > environment
*************************
  Character Environment
*************************

SHOUT     [On ]   GOSSIP    [off]   AUCTION   [On ]   NOTELL    [On ]
MONITOR   [On ]   BRIEF     [off]   COMPACT   [off]   ECHO      [On ]
COLOR     [On ]   NOTAKE    [off]   NOMERCY   [off]   CONSIDER  [On ]
ABBREV    [off]   EXITS     [On ]   NOKILL    [On ]   PAGING    [off]
HEADER    [off]
AUTORECALL[off]   NOFLEE    [off]   FLEE      [16 hits]

< 35h 100m 85v >
The guildmaster tells you, "Young Kitiara, this is your playing ENVIRONMENT.
You may toggle each characteristic listed.  Refer to the HELP files for further
information on each item.  For more information about your character see also:
SCORE and ATTRIBUTES."

< 35h 100m 85v > help score

The help files are key to learning the game of Nilgiri.  Pay attention to keywords and always read the help.

< 35h 100m 85v > help mandessa
MANDESSA

Mandessa is the patron goddess of clerics, druids, and bakers. She seeks to
control the chaos that erupts in one's own kitchen, life, or otherwise upsets
the balance of the world. She is the champion of chocolate and all that is
sweet and edible. On rare occassions she will make her presence known to the
realm, though she is most often none too sociable. Mandessa especially favors
those of elven heritage.

Mandessa accepts worshippers of any alignment, but prefers those of pure good
or pure evil influences for consideration for the House of Chaos.

She rewards those who have made contributions to the realm, whether by good
roleplaying, longevity with Nilgiri, or other humble deeds.

< 35h 100m 85v>

There is a help information on almost anything!

9.1 Leaving the game

After a good amount of adventuring you wish to leave the game.  There are two ways to leave.  One option is to encamp.  You can encamp and come back to the same room at some future time when you wish to return to Nilgiri.  However, encamp has its drawbacks and the Phantom Society of thieves may decide to take a few of your items or gold if you encamp for too long.

The edge of the forest (dark)
   The eastern edge of a big forest is visible here. To the east is the west
gate of Midgaard and to the west is a narrow trail that leads into the forest.
There are hills and valleys to the south.
A large sign mounted on a pole is standing by the roadside.
Obvious exits: east south west

< 47h 100m 65v > encamp
You set up camp and leave the game.

 Rank      Name             XpLvl       Time      Kills   Explored     Points
 -----------------------------------------------------------------------------
 1       ) GlowBoy       41136375    9126819       9312      19877   35361794
 2       ) Inferno       51984256    8430279       7653       8331   29391406
 3       ) Hind          14062426   10805781       3287      19155   25519585
*2239    ) Kitiara            439      13463         13         72      61333


ObQuote-

 "The hottest places in hell are reserved for those who, in a time of great
  moral crisis, maintain their neutrality."
  -- Dante

Welcome to DikuMUD Nilgiri the Forgotten World

0) Exit from the Forgotten World.
1) Enter the game.
2) Enter description.
3) Read the help on DikuMUD Nilgiri.
4) Change password.

   Make your choice: 0


Renting allows you a storage room where you can store as many itemms as you want by simply dropping them on the ground.  No one will have access to your storage room but you.  However, renting comes with a charge and the price is dependent on what you're taking into your rent room.  You can gain access to your equipment again by returning to your rent room.  Rent is also safe from the Phantom Society thieves.  Once in the rent room, to leave the game you klick out.

The Reception
   Standing in a recess in the southern wall is a long desk.  The desk supports
a small desk bell, a ledger and a lamp.  Posted on the front of the desk is a
small sign.  A long hall extends to the north where doors to rooms can be seen.
Obvious exits: down
The pretty receptionist of the Grunting Boar Inn stands behind the desk.

< 47h 100m 68v > rent
The receptionist whispers to you, "You are carrying 21 items."
The receptionist whispers to you, "It will cost you 100 coins once, and you can stay as long as you wish!"
The receptionist helps you into your chamber.

A small room for rent
   This is a small flat with four clean walls painted a pure white.  The
floor consists of a white marble.  There does not seem to be a way in nor out.
A piece of paper is tacked up on the wall.
Obvious exits: none

< 47h 100m 68v > inventory
You are carrying:
a piece of parchment
a piece of parchment
a piece of parchment
a spiked shield
a red gem
a map of Central Jora
a serving of various dim-sum
a small bag
a turquoise trident
the Nilgiri Guide
the Nilgiri Guide
the manna

< 47h 100m 68v > drop shield
You drop a spiked shield.

< 47h 100m 68v > drop gem
You drop a red gem.

< 47h 100m 68v > drop trident
You drop a turquoise trident.

< 47h 100m 68v > look
A small room for rent
   This is a small flat with four clean walls painted a pure white.  The
floor consists of a white marble.  There does not seem to be a way in nor out.
A piece of paper is tacked up on the wall.
A three pronged spear has been jabbed into the ground.
A gem that is very red in color has been placed here.
A round shield with a spike protruding from the center.
Obvious exits: none

< 47h 100m 69v > klick
You say, "there's no place like home..."
You say, "there's no place like home..."
You say, "there's no place like home..."
You klick your heels three times.

 Rank      Name             XpLvl       Time      Kills   Explored     Points
 -----------------------------------------------------------------------------
 1       ) GlowBoy       41136375    9126819       9312      19877   35361794
 2       ) Inferno       51984256    8430279       7653       8331   29391406
 3       ) Hind          14062426   10805781       3287      19155   25519585
*2239    ) Kitiara            439      13463         13         72      61333


ObQuote-

"I could be bounded in a nutshell and count myself a king of infinite space,
 were it not that I have bad dreams."
-- "Hamlet", William Shakespeare

Welcome to DikuMUD Nilgiri the Forgotten World

0) Exit from the Forgotten World.
1) Enter the game.
2) Enter description.
3) Read the help on DikuMUD Nilgiri.
4) Change password.

   Make your choice: 0


When you leave the game, the effects that you had will remain with you and will also wear off as in the same amount of time if you had not left the game.  So, if you leave the game if you are poisoned, you will have the necessary amount of hitpoints deducted from you in rent and may later come into the game incapcitated.

If this is your first time to Nilgiri, you should write down the name of your character and the password you used.

Welcome to the land of DikuMUD Nilgiri. May your visit here be... Interesting!



*Return to the Tome of DikuMUD Nilgiri