Wednesday, June 1, 2011

Tips and Tricks : Google Documents for Crafting

Dartmud has a lot of stuff you can make. How much stuff? Hundreds of items in hundreds of combinations. A surcoat: Wool, sheared from your sheep, dye, grown or gathered as a raw material and turn into a proper dye, thread, spun from the proper fibers, and finally embroidered using whatever you'd like. Potentially you have quite a few steps involved from start to finish. Multiply this with cooking, smithing, and all of the other crafts and you have a pretty intimidating list of things to remember!

One thing I do is keep a tab open in my browser that contains my Google Document Spreadsheet of Dartmud goodies. I have a tab for each craft, and add information as I come upon it. Find a new item to craft? List it there with the materials needed. I also keep track of what sparring and magic related tasks I'm at. It helps me remember my sparring points and spell information.

Even if you aren't working that craft you'll hear a great deal in the towns, or while hanging out at the smithy. It becomes your own Dartmud data repository.

Thursday, May 26, 2011

More MUD Client Uses

Your MUD client is one of the greatest tools you have while playing Dartmud, or any mud for that matter. It can help you organize and sort the text in front of you and segregate what is really important. Through the use of aliases, triggers and windows we can color, manipulate and simplify what you see.

(Unless noted, this pertains to Cmud V3)

Aliases
Dartmud has a built in Alias system that works pretty well but we can use the one in Cmud for a bit more. A few things I do with my aliases are :

  • Go through gates, doors, innrooms or any place where I have to open and close with keys.
  • Rig wagons to beasts of burden
  • Strip a corpse of everything useful
  • Open and close bins
  • Change combat allocations
  • Wake up and sleep (stow gear and such)
In all cases it is a set of commands that must be completed sequentially. It saves on how much I type and allows some flexibility. I have one alias called "openbins" let's see how it looks below.

Alias : openbins
command list :
wear shield
retire knife
open bin 1
open bin 2 (and on to 9)
open cabinet
rem shield
hold shield in right hand
Nothing too crazy here right? It is simplifying your typing is all. Open the alias tab, enter in the alias, and type the commands you are interested in.

Of possible use is wildcards with the alias too. What if I wanted to open bins 5, 7 and 9? I could do this instead.

Alias : obins

command list:

open bin %1
open bin %2
open bin %3

I would type obins 5 7 9 and it would open whatever bins I specified.

Triggers

Most people think of a trigger as "IF task A then perform command B" and this can work. A trigger to announce improves is like this. Triggers can also help us highlight useful things, or put them into a new window entirely or allow us to ignore them.

Colors

Want to highlight an ore, an item, or a name? I use this to highlight phrases when mining, or to determine success of a spell. It's really easy to do. Simply highlight the text you are interested in, right click, and select make trigger. Now you can use the wizard, select "Color text from mud" and "Add New Step". It will change the wizard view and you can select the color that you would like.

Window

Want to know when an SZ is sent your way? I would always miss them when running through the hexes, or crafting so I set this up to capture them. It places them into a new window entirely. I highlighted the text "A voice seems to say" and in the wizard selected "Capture matched line to another window" It then asks what the window name is. Save it and you're good to go! You can get more elaborate here and sort various things into categorized windows.

Gag

Sick of listening to Ambrosius give you casting advice? Do the same as above, highlight and make a trigger of his text. Select "remove matching line from the screen." Be aware that doing this for individual works will remove the entire sentence so it is best to save this one for full lines.

Putting it together
 
You can combine some steps too. One example is that I track my improves in a separate window. If I change a variable that will impact my learning it would be nice to know it. So I add a line like this :

#window imps %ansi(white) %time changed to  %1

What is happening here?
  • #window  is defining the action. 
  • imps defines the window name.  
  • %ansi(white) defines the text color.  
  • %time will shoot out the time that the command is run 
  • %1 is the thing I entered into the alias as noted above. 

Lets use the bin example above.

Alias :openbins

Command:
open bin %1
open bin %2
open bin %3
#window Bins %ansi(white) at %time I opened bins %1, %2, and %3
Now I have it organized of what I did and when in a place that might be useful. 


Check out the helpfiles in Cmud, they are pretty detailed. Build your trigger one step at a time! Get one thing to work, then move on to the next task.

Tuesday, May 24, 2011

Beginners Guide : Death Etiquette

We've already spoke about amulets, and how to send a proper death tell. You understand the mechanics behind how to handle yourself when you die. Either send a deathtell, or hope someone notices you are in an amulet. Nothing too crazy there!

Where it becomes interesting is when your corpse rots away or you are butchered and you find yourself dead and gone. It is tempting, oh so tempting, to simply return to the world and continue as is like nothing happened. Don't.

Technically your soul is lost, you have been destroyed and the denizens of the world are mourning (cheering?) your demise. If you are young, simply pick a new name and return to the world. Don't bother going to find your possessions or asking people you knew about them. Behave as if you are a totally new person, because you are. No one will know who you were. You now have an opportunity at a fresh life, you can change some behaviors  RP a bit different and assume a new role. I'd recommend trying a new lifestyle and meeting new friends.

If you do decide to make a mad dash and try to get stuff of your corpse the Creators may take an unfortunate interest in you. This is, of course, not how you want to handle things. The small list of petty possessions you have are best left and gone.

If you play in the world of politics, or decide to try and kill people, you will probably meet an untimely end. Player-killing is tough and brutal. Opponents are either beheaded or butchered, either one will end your days if you have no amulet. Walk away, take a break, relax, go play some Wii Bowling and come back to the game another day. The adrenaline you have rushing needs time to cool. Trust me on this one.

If you have an amulet you are now inside of it and in the possession of someone unfriendly. An amulet isn't destroyable so they will usually put you in some far away place. If you have friends you must hope they can either find you or negotiate your release. If you have no one who can secure your release you will be stuck, for a very long time.

Now you see the magic of the method. If you behave badly and you get killed you've been removed from the equation. You can't return to haunt them, you are stuck and are a non-opponent. If they get all of your friends too an entire faction and its ideas have been removed. The others were stronger, fitter, or at least faster with the blade and spell. Eventually you may have to suicide, or sleep for a very long time.

Remember the above etiquette for when you return as a new character. Technically you know nothing of those past events and it would behoove you to avoid anything related to it. Your enjoyment of the game will be so much greater if you let past events lie. Holding grudges do nothing and will only ruin the game for you. The knowledge of how to play the game will return you to some stature much quicker than your first time through.

Sunday, May 22, 2011

My MUD Adventures

This post isn't related to how to play Dartmud, but the path that took me there as a player.

My mudding days began in 1994, dialing into my university and browsing using the Gopher protocol. The speed was 2400 baud, and you could watch the text cascade on the screen. Things were slow, new, and the internet was still beneath the public radar. Back then Prodigy or Aol was bigger than the internet as we know it today. There were a few muds hosted there but as they cost money I didn't want anything to do with them.

I had been an avid reader of Tolkien so the first mud I played was MUME. I don't recall the version but it was a Diku mud with some pretty cool PK opportunities. One would play as either a "whitey" or good race, or as a "darkie" or orc type. You could play the game as you liked, stick to the safer areas but there was always the threat of a darkie raid. In those times the game was populated by northern European types, so it felt as strange and unique as it was. Some weekends you'd have 100 plus players, very fun.

You were always on the move, and not much RP was happening. You'd raid the warrens (orc hideout) they would raid Bree. It was a great deal of fast-paced fun but eventually I wanted to move on. Diku muds weren't my favorite and I got into LPmuds next.

The next mud was the TwoTowers mud which in case you didn't guess was also a Tolkien based mud. I started playing this one early on in the development. I played for awhile and joined the ranks of Coders. I spent the next two years learning LPC and coding a few areas. The mud had a pretty rigorous QC system and the bar was set high but eventually I wanted to move elsewhere.

At this point I found Dartmud. I had tried it once before, around 1995, and had farmed with Tellborn for awhile. I remember the mud was down for a while between servers so I moved onto other places. When I returned to Dartmud a few years later it was before the comet and Malice was running around. It was a pretty interesting place! The comet struck and shortly after I soured on Dartmud due to the IC / OOC interactions. I took 5 years off or so and returned. Even today I think a good deal of out of game interaction takes place so I play the game in a manner that removes me (as much as possible) from that sort of thing.

I've learned that as long as I'm having fun it's a cool place to be, but once the fun wears off it's time to take a break and do something else. I've always felt drawn back to Dartmud, it's a rich place that I enjoy playing.

Saturday, May 21, 2011

Prestige

Various things gain you respect. You'll remember the kind mage who helped you learn to swim, or that braman who helped lift a few items into your wagon. You may remember the skilled smith who made that sword, or the fine piece of sushi that you were given in an artfully made bento box. You'll also remember the vibrant ogre who could hardly speak, but tried so hard. Each of these things can also gain you prestige!

Helping out will get you remembered and help you learn down the road. Everyone started out as a newbie so taking a bit of your own time to help someone out can go a long ways. Down the road they may repay that with friendship, crafting advice or some odd spell you just can't seem to find.

Crafting is another area that people are remembered and well regarded. The cook who can make perfect wedding cakes is a rarity. One of the greatest things about cooking in Dartmud is you can share the fruits of your labor and people will get to taste it, and the perfection. I wish more things shared this mechanic: armor, weapons, clothing etc. If a master smith made you a mastercraft sword it should work better, be faster, sharper etc.

You will also meet people who can RP so well that you can't wait to see them again. Some people can play a race very well and seem very unique. Others play an ogre as they would any other race when in fact the low intellect should make them rather... slow. There were ogres in the past who spoke in mono-syllables and pantomimed a lot. These people were a blast to be with. Players who play Mohnkees also tend to exhibit very mohnkee like behaviour. Ask yourself, are all trolls, elves, rowan and spyders of the same temperment and demeanor? Not likely, and you'll remember those who are unique much more than 'run of the mill Bob the mage'.

In the long run the folks who are most remembered have a bit of each of these traits. They tend to be rich and descriptive, experts in many crafts, and most willing to help other people. On the flip side I've seen folks who study in an inn-room, hoard all information and neglect any crafts except those that pay the rent.

Who would you rather hang out with?

Who will have tales told of them?

Remember, at the end of the day it's all about the interactions between players.

So get out  there and interact!

Beginners Guide : The Economy

As a young person in Ferdarchi you need very little. Food you'll find scattered about and armor or weapons aren't much needed. What weapons or implements you may need you'll find near the sparring areas or in tool cabinets. Eventually though you'll want to save for a pet, amulet or lodging. That's where you'll get to deal with the shopkeepers.

Nothing too unusual syntax wise. Buy, sell, list, about what you'd expect. However what becomes unique is the storekeepers don't have an endless supply of money to buy useless crap. Which is one big reason that killing everyone in sight won't do you much good. The store keeper probably won't have the money to buy it, and if he does you're probably about the 90th person to sell it, so he'll offer a low price. Remember supply and demand?

Shops sell out. You'll learn this quite quickly. Someone comes before you and sells a wagon load of goods to the vendor and he no longer has any money to buy your stuff. A bummer to be sure! About the only thing you can do is try another vendor or just wait. The storekeepers get more money. Eventually.

Depending on your skill you can sell to other players but as crafting is saturated. Most folks won't have a demand for your 97 linen bandannas. You may find demand for certain gathered items, or furs, but you'll have to seek out a market.

Vendors like variety. If you show up with 10,000 linen bandannas you may get 1 farthing for the first one, but by the last one (if he has the money) you'll get barely a minim, if he'll buy it at all! This also meshes well into RP activities. Who would really make 5000 apple pies for sale? Making a wide variety of every fruit known is much more exciting and at the end of the day profitable too!

There is also a consignment shop, but this tends to be a market for quested items and spellbooks. Find something you need, post a note, and see if someone consigns it. Very useful for things like this, not useful for selling the junk you find on the street.

One thing to be aware of, the shop keeper will share the name of the last person who 'sold them out'. If the same name pops up over and over it can anger people, especially people who are trying to pay taxes.

Personally I'd like to see some more variety to crafted goods, a lot of the economy seems to pivot on crafted foods. This isn't all that unusual, but cooking is probably the most used crafting skill in the game. More gold floated into the economy would be nice too, but that's just as someone who wants a bigger sporran... But all that equates too is more inflation for some items...

Wednesday, May 18, 2011

Paths in Life

DartMUD is unique from most MUDs as you don't begin as a level 1 Human Warrior and progress through the game entirely as that roll. In fact about the only thing you have to retain through life is your name!

You will start out into the Lands of Ferdarchi as a race of your choice. However once you get an amulet it is possible to be reincarnated into a new body. You may have been born into the world as a gnome, but no one says you can't become a braman or ogre! Consult the healers for more details, the price may not be to your liking...  

As far as class goes you can do whatever you please. But what does this mean exactly? Well, you can study magic, learn to fight, or a combination of either. OR neither! If you so desire you can learn neither and be strictly a crafter, beach-bum, drunk, fisherman or whatever you'd like. Not knowing how to defend yourself can be tricky, but it goes to show the some ingenuity can go a long way in Dartmud.

In the long run, years if not a decade, a lot of people will learn a bit of everything (if they can survive that long). It is not unlikely that you'll run into people who can perform every craft, fight, cast spells, and hold an enormous amount of respect.


The paths of life in Dartmud really are endless, it's bounded only by your imagination.

Tuesday, May 17, 2011

Beginners Guide : Hauling

Eventually you'll want to move a large quantity of goods. Maybe you're mining, or lumbering, or have a big load of wheat that needs to get milled. Regardless of what it may be a backpack just doesn't cut it. (Even for ogres sometimes) So you'll need a wagon, hand cart or saddle bag! All of which require a beast of burden.

This is one of those things you'll need to save up for, just like an amulet and rent. The up-side here is a beast of burden will help you be more productive. There is a wide variety of horses, mules, camels and donkeys all up for sale as a personal pet. (See a later post for info on pets) This will be your personal companion and friend. The more resourceful of you may find another beast of burden for temporary use...

Once you have a beast of burden you will need a harness. Rigging the animal with the harness does require some riding skill but it can be learned quickly enough. After that you find a wagon! If you happen to know a good wood-worker they can fashion one up. Hitch up your wagon and you are hauling!

Also of use is a saddlebag. It doesn't have the capacity of a wagon, but it is something not on your back. If all else think of it like a backpack for your horse. An excellent place for beer, junk, and extra food!

Don't have a horse? Try out a hand cart! While the capacity is limited, this is more useful than nothing at all.

Thursday, May 12, 2011

Follow the Breadcrumbs

One of the most enriching features of Dartmud is the attention to detail that is present with all the crafts. Just about anything you craft, make or mine has a basis in reality. So much so that you may find yourself in a bit of a bind. Most of these materials you've never seen before, Vellum for example, but will need to make.

One of the first places I check is Wikipedia. Not only are you likely to find the ingredients but some really great back history as well. The fact that the history matches up and is so accurate really makes crafting come alive.

This can also save you the trouble of running around to find a recipe. Most of the time you can drop a few suspects item in the forge and give it a try but the more obscure recipes can really be a pain. So it's a time saver too!

Don't forget that this info can help add to the RP of your character. Knowing just the ingredient list won't tell you much about the history of the item, the culture behind it, or maybe some special uses for it also. All of these help you become a more well rounded player.

Friday, May 6, 2011

Beginners Guide : Weight and You

Every item in Dartmud has a weight. Every character has a strength that dictates how much you can pick up. Depending on that relationship a few different things can happen. You pick it up, you can't pick it up, or you can but it costs you some concentration.

The first and simplest is you pick up an item or items. You type :

get steak  or  get 20 steaks from bin  or  get (floor) steak 


If you have sufficient strength you will pick it up and hold it.You can also type :

heft steak

This will give you an idea of the weight, in relationship to your strength.

If you try to pick up a very heavy item (compared to your strength) you just won't able to do it without some magical help. But you can :

drag item direction


Which will drag an item, if not too heavy, where you want to. This can be useful for moving furniture or corpses.

The last instance is when you move your maximum amount of weight. It will cost you some concentration to do so. Picture a cooking session after you have culled your herd of goats. In front of you is a stack of 200 goat steaks. You can only pick up 50 at a time, so you type :

get (floor) 50 steaks
put steaks in wagon


Ahh, you see your conc drop down to "distracted and off balance". Do this a few more times and your concentration will drop even lower. Keep doing it and you'll pass out! Passing out is bad. (In case you didn't guess) People can molest you in all sorts of nasty ways, thieving, or killing you and you'd have no clue.

As I mentioned above there are some magical ways to increase your strength. Or just find a braman!

Crafters Guide : Tools

This is the first in a series of posts relating to crafting. I'm still debating whether or not to provide a craftable list such as Kefka's Asylum has. On one hand you see the items, and knowing that it can be crafted adds to your enhancement. On the other, discovering it for yourself is cool to. If it's already on the net though what is one more dissemination hurting?

Below is a list of tools, you can find this on the DartWiki and on Kefka's page as well.


  • alembic
  • anvil
  • auger
  • blowpipe
  • bobbins
  • bowl
  • broom
  • brush
  • bucket
  • campfire
  • carding combs
  • carving knife
  • chef's knife
  • chisel
  • churn
  • cider press
  • corkscrew
  • crucible
  • dipstick
  • doloire
  • drop spindle
  • file
  • fireplace
  • fishing net
  • fishing pole
  • forceps
  • forge
  • fruit reamer
  • frying pan
  • glass rod
  • glazing furnace
  • ladle
  • lobster pot
  • loom
  • machete
  • measuring tape
  • mill
  • mortar and pestle
  • needle
  • oroshi
  • oven
  • pick
  • pit kiln
  • pitchfork
  • plane
  • pontil rod
  • pot
  • pottery wheel
  • prybar
  • quill
  • rake
  • retting tray
  • saw
  • scissors
  • shaping jig
  • shears
  • shovel
  • skinning knife
  • smithing hammer
  • spokeshave
  • spoon
  • standing kiln
  • still
  • su
  • thresher
  • tinder box
  • tongs
  • woodaxe
  • wooden hoe
  • wooden mallet


Some can be crafted, they are normally pretty simple to make. Others must be purchased.

Places : The Healers Hall

One place you are likely to spend a good deal of time as a starting player is the Healers Hall. It is located in the southwest side of the city of Soriktos. The Hall is the home of the Healers Guild, no surprises there! This group performs whatever healing may be required ranging from minor wounds all the way to resurrections and reincarnations.

Beyond the healing services though the Hall is a central meeting place and safe haven. In the hall you'll find a library, food and water and a good deal of people. These services are probably the most important to a starting player. You will need food and water and there is a wide variety here. Young mages also spend a great deal of time here studying. You will probably always find at least one person here, so if you need help or have a question this is a great place to go. Need healing? Just ring the bell.

The Hall is also considered sacred ground and hence no violence is permitted. Break this rule and you could lose healing privileges. This becomes a very potent deterrent to violence. The basic healing spells are common, but the rarer ones are held only by the Healers Guild. Break the rules and need a reincarnation? Sorry, you are stuck in that amulet until they decide to help you out. Most folks deal with violence in the Hall very swiftly, if you attack someone you will probably be dealt with a flurry of magic bolts, arrows and swords.

The Hall is an excellent place to gather, relax, socialize and integrate yourself into society. As with anywhere keep it clean and be polite. You will find it to be one of the most useful places to you as a youth. 

Thursday, May 5, 2011

Beginners Guide : Syntax

The devil is in the details. Pay attention to detail. Don't drink the salt water. Heard these before? They hold especially true in Dartmud.

With any computer you have a certain way data is entered, and a certain way it is received. A mud is no different and each one seems to have a unique way for processing and determining what exactly you are trying to do. First we'll talk about ordering.

Order

When you see a handful of identical items in a room how do you determine which to grab?

An iron longsword, an iron longsword, an iron longsword.

Each longsword is numbered, the first is longsword 1, the second longsword 2 etc. So if you wanted to pick up longsword 2, you would type:

get longsword 2

The same applies to bins, wagons, tables, chest, cabinets, cupboards or any other container.Items inside bins are also counted if the bins are open. You want the first longsword in the third chest? If there are other longswords in the first two chests you may grab that one first unless you specify which bin.

Open the proper bin, examine it, and type :

get longsword from bin 3

If the longsword you wanted was in the third bin.

Things get interesting when you have multiple items in multiple locations. Say you are making roasts, and have some in a wagon, and some on the ground. If you type :

get roast

You may get it from the wagon. Not very useful if you're loading the wagon. So instead you would type :


get (floor) roast

You've specified the location, and can then put it in the wagon like this :

put roast in wagon

That wasn't too bad now was it?

What if you are wearing the item? Putting that roast into your pack, and not the one on the table would be :


put roast in (worn) pack

One area where this can be potentially lethal is with drinking water. What if you are fishing at the beach and are thirsty? You can type drink water but that is ambiguous. There is saltwater there and maybe a fresh water cask. The safer route is to type :

drink fresh water

Crafting is another place where the syntax is important. If you type :

craft robe

You will sew a robe, using the materials in front of you, that is your size. That's cool if it's for you, but what about your braman friend? Then you'd measure him up with a tape measure and type :

craft robe size=250

Now you will make a robe that is size 250 for that giant braman. Some items size is important, others it won't make a lick of difference, a storage bin for example.

There are times when just knowing the name of an item can be frustrating. If in doubt track down a crafter and ask.If in doubt just watch someone work for a bit. 

Lumbering is pretty simple :

lumber tree s=size

Tree being the type of tree you want to chop down, and size being how big it is. You could then chop it to make firewood, or mill it to turn it into board.

Gathering is another one that's pretty simple :


gather item

Item being what you are looking for. This is one of those cases where knowing what to look for can be tricky. Learn by observation, trial and error or asking. You can also practice looking for an item by :

gather ! item

Fishing is also self explanatory. You first bait pole and then cast direction. On the beach? Try casting out. Have a net? try cast net but how to retrieve? pull rope !

Check the helpfiles too, all of the information you see here is listed there.

Want some syntax detailed further? Let me know!

Beginners Guide : Teachers

Players (and some NPCs) have the ability to teach other players a task. Depending on the teaching skill, and how skilled they are, they will help you learn faster. In some cases a great and knowledgeable teacher can help you learn FAST.

Finding a teacher can be tough though, especially a good one. You're asking someone to sit by your side, do nothing, help you learn, and spend there valuable time for your benefit. You can pay someone to help you out, have a Castle mate or Guild mate, or just ask a friend. Don't be "that guy" and beg for teaching. No one will help you. I get taught more often by just working on it alone and having someone come in and strike up a conversation.

Some skills it is well worth paying for a teacher if you can. Smithing for example: the raw material requirements are so high that you can save a ton of time and gold by not going it alone. It may be worth paying someone 100 suns for a few hours of training. Just make sure to have all your raw materials ready.

Get used to going it alone though. Most people don't want to sit around for hours on end while you mindlessly spam through woodworking.

Beginners Guide : Learning

As in real life, one of the most difficult tasks is to learn. Dartmud will challenge you in all sorts of ways from combat skills, crafting to magic. It seems daunting at first, there are so many things to learn and most people aren't exactly forthcoming with the information. I'll try to spell out some tips to explain this and help you below.

The control of information, in this case learning, is a method of insurance. If you have a great deal of skill you can translate this into prestige, or profit. Just yesterday I heard a group of nobles speaking of cooking abilities and bragging of how good they are at it. This meant countless hours spent cooking, gathering the materials to cook, and figuring out what to cook next to learn best. If I would have butted in and asked for the full cooking progression they would have laughed at me, I wouldn't have earned it and would have been wrong for expecting them to hand over hard earned knowledge for no good reason.

If I were a good friend, paid for it, or was a member of one of there Castles then they may have helped me along. On the flip side no one will leave you without any knowledge, just not all of it. With about any skill people will give freely the information to get you going. There are certain basic progressions that will get you started. Beyond that is the challenge and the core of the fun. You get to discover the crafts, learn the exciting new goods you can make, and ultimately reward yourself when it is finished.

The most very basic explanation for learning anything in Dartmud is to challenge yourself. As you learn a skill you need to work on a task that is more difficult to learn more. This applies to crafting, magic, travel and fighting. How it is applied is different but you must challenge yourself.

We'll use cooking as an example again. Scattered around, and for sale in some stores, is a cookbook of about every single food recipe there is. What isn't in the book is where to start or how to proceed! Use some common sense, if you couldn't cook a thing in the world where would you start? Something simple, and not challenging. In this case you start with Hardtack. Gather some flour, head to the kitchen and start making it. If you are lucky, charismatic and polite someone might even teach you for a bit.

But once you've learned some cooking and can make hardtack without fail you will stop learning. Why? You aren't being challenged any more! Now you need to move onto some other food product. At this point economics may dictate your path, what is available? Have potatoes? Try cooking baked potato. Peruse the cookbook and look for simple items with plentiful ingredients. If all else you can sell the wares you cook. Stumped? Find another cook and strike up a conversation.

All skills follow this same method. Challenge yourself a little, but not too much, and you will learn. Finding out exactly how to do that is what makes it fun and rewarding. Be creative, some tasks are challenged in interesting ways. After you've mastered cooking you'll see why you won't share the progression with just anyone!

Wednesday, May 4, 2011

Details!

All around you in Dartmud are details. Descriptions of rooms and what is contained in them. This is not always eye candy but in some cases can be useful to you or your safety. Is there a sign in a room? It might behoove you to read it!

The descriptions themselves are likely to be rich and full of detail. At the very least they will enrich your Dartmud experience. A word of note, you can interact with much of your surroundings. See a wall? You can probably climb it. Does something look scary and spooky with the room description? Be on your guard!

There's also a good chance that the room description can make you richer as well. Keep an eye peeled for hidden details, and sometimes a bit of common sense and cultural awareness will put some silver pieces in your pocket.

Map of Ferdarchi

Source : Dartmud Wiki
Above is the map of your world. Find a larger version of it here. I'm going to leave the mystery of it to you to explore. The continent you are starting on is in the southwest. A few trips into the hexes and you'll get a feel for it.

Travel between continents can be done via boat, or if you are talented enough you can swim. The world may seem small. Wander it a bit, it's larger than it seems. 

Amulets

Death in Ferdarchi can be permanent. The only way to prevent this is to have an amulet. When you die your soul is saved, and placed into stasis within the amulet. You lose no skills, and can be reincarnated into a new body. (Destroying the amulet in the process, they are a one time use item) If you are killed you can survive even if your body rots away. Just wait to be found and you are walking in no time.

Amulets are expensive, rare, and hard to get. You are penalized by dying with an amulet as you must procure another one. But without it you run the risk of perma-death and starting over financially, socially, and skill wise.

The very first thing you should save for is an Amulet. Sleep in the streets, live like a pauper but save up for one! Without it you are one mistake, one fight, one mining accident away from obscurity and starting over.

The only downside to an amulet is that when you die, you can't do anything. No death tell can be sent. If you go exploring, notify someone, if you are dead they can go and find you there. Oh, and you have to pay for the reincarnation into a new body too, not cheap. 

Amulets tend to keep you cautious. If you spend a month saving one for one you don't want to lose it stupidly. This will breed a definite conservative streak and your lust for adventure will be toned back. Money is hard to earn, and earn it you will.

Later in your life you can perform quests and find amulets, or try at least.

Beginners Guide : Castles, Guilds and Independents

Dartmud has a rich culture filled with Noble Houses, Guilds, and unhoused Independents. These people, you included, make up the fabric that is Dartmud. Without the people and the situations they live in Dartmud wouldn't be nearly as interesting as it is. Eventually you may decide to take up residence with one of these organizations.


Independents

This is where everyone begins life. You are unaffiliated with any group, organization or guild. You have no responsibilities other than your own food and drink. But you also have few belongings and probably sleep on the streets. 


As you progress and gain more belongings you might chose to rent an inn-room. There are a few inns scattered around, most notably the Blue Pearl in Soriktos. You now have a secure location for your gear and supplies and a home base. It is reasonably secure. Expect to have it broken into though, especially if you gain some wealth. 


The downside to an inn is paying rent! Now you must make enough money to afford your room. Miss a rent payment and the Inn will confiscate your goods and evict you! As a young one you may be better off saving your precious gold for an Amulet and living on the streets.


More creative options are out there if you don't mind sleeping in a stable, cave, or other less traveled location. The key word here is creative. Move an arming rack or chest into a secret location and you have a free place to live! Just be aware that it may get looted.

Castles

The Noble Houses of Ferdarchi are home to groups of individuals allied for a common task. It is going to be a more secure place to live with the benefits of a knowledgeable group of people who can help you and you can help them. They are known as having some of the most talented crafters around and are a great place to learn a craft. 

Castles are a structured group. You will probably be a 'trial' member before entry into the castle to make sure everyone likes you and you get along with the group. After that you'll swear fealty and be a sworn member with all benefits and risks. You may then sleep in a stable, but you won't have to worry much about getting things stolen. 

As you are a member of a Noble Castle you will have a Baron or Baroness, Knight, and Master. Address them by rank until your are comfortable with them, some take it very seriously. 

The biggest benefit is a group of friends who you can trust and who can help you out. The biggest risk is war. On occasion the Noble Houses find themselves at war, as such you are a target. You may also have to pitch in with rent. Castles must pay taxes, and they are expensive. You may not have inn rent anymore, but Castle taxes are even worse. 

Guilds

Guilds are much like the Noble Houses but without the politics and war. This isn't saying life is safe and grand, anyone can be a target at anytime. The missions tend to be different: Healers heal, Rangers fight, Mages study, and Merchants craft and sell.

These attract people who may not want to get involved in the politics, or who find the mission to be more to there liking. The facilities will be similar and the members will usually be gifted crafters too. The 'trial' life will probably hold true here as well.

Taxes also must be paid by guilds as well. 


There are many ways to live in Dartmud. Choose your path and enjoy yourself!

Beginner Guide : Crafting

One of the most enriching features of Dartmud is the crafting system. This allows you to create almost any item you would need. This ranges from food, armor, potions, scrolls to your own clothing. Each crafting area requires you to know the skill in order to create anything. Trying to forge a longsword without having any knowledge will most definitely fail.

How does it work? You decide what you would like to make, gather the ingredients, have the proper tools and make it!

What to make?

Clothing, armor, food, whatever it may be you need to know what it is called. One example is steaks. You need raw meat and some poudre fort. Knowing the recipes can be tough at times, but there are cookbooks around, or ask people. Various bulletin boards are in crafting areas with information that may help.

What tools?

In this case you will need a knife and a fire! More complex crafting requires using more complex tools. Forges, anvils, crucibles etc. A well stocked tool cabinet can be found in most public crafting areas. Leave the tools and clean up after yourself.

How to make it?
 
The syntax is pretty simple.

craft steaks

or


craft item size=150

Ahh, now you see the size variable! Some items, like clothing, are sized to the owner. You can omit the size variable if you are making an item for yourself, but make it for your ogre friend and you may have to change it a bit. If in doubt get a tape measure.

What can you make?

Just about anything. No, really. The crafting ranges from raw material skills like lumbering, mining, skinning, tanning, farming, fishing and gathering to production skills like wood working, metallurgy, smithing, sewing and cooking. Common sense for the items required will take you a long way. Eventually you may learn many of these skills and later blog posts will get into the basics of a few.

Help crafts offers some more info here.

Beginners Guide : Mud Clients

Dartmud is best seen through a MUD client and not a java client or sparse telnet window. A MUD client offers the ability to modify your experience and greatly helps aid you in your travels.

Aliases

Dartmud has an alias system in place, however you may prefer to use the one within the client. What is in alias? Instead of typing 'kill target', you would set an alias to 'k' which when typed with 'k target' would execute the text 'kill target'. Your keystrokes are cut-down and the end result is the same.

Triggers

This is one of the most powerful features that a client offers. It can take a piece of information from the mud and perform an action. The action could be an emote, coloring some text, or performing an action in the mud.

Be aware that performing actions while not at the computer is forbidden. Some tasks you may think to automate and walk away. The mud has methods in place to catch you. That is if the players don't skin your corpse first.

One common use in the game is for an improvement announcing trigger. Another post will go in depth some more with this. Check the DartWiki for some basic triggers.

Paths - Automapper

Some clients offer a paths function which lets you speedwalk from one point to the other. If your only interest is point A to B this can work really well. Along this line is an Automapper that is seen on some clients. I never found it to be much use myself for a world like Ferdarchi, but your mileage may vary.

Variables / Databases

This is one of the more interesting aspects of a client. You have the ability to store information and retrieve it as needed. I use it to count my improvements and log time between imps. What else can be done? Lots! You could create your own crafting databases, logging info, anything!

Buttons

You can also setup clickable buttons which perform a task. I don't use this myself, I see an alias as being more powerful for the effort required. Some people may find this of interest though.

Mud Clients

You have a few options.Two I don't recommend, Raw Telnet and Java clients. They are clunky and don't offer any features. There is one big kid on the block, Zuggsoft and a few freeware options. 


Zuggsoft

$29.95

Zuggsoft is the publisher of Zmud and Cmud. Zmud is the older version, which is still very popular, while Cmud is the newest iteration. They offer about every function you would need in a client. The community is pretty robust and the documentation is not too bad either. I personally use Cmud 3.3.

Mudlet

FREE

The new kid on the block. This is an open source client and I am exploring making the transition to it. People have done some really cool looking stuff with this client. It looks to be very powerful. If this software gains traction I could really see it taking market share from Zugg. Which in the big scheme of things will drive innovation and give you a better mudding experience!  

MUSHClient

FREE

I'm not familiar with this client personally but there is some entries on the DartWiki for it. 

All of the clients offer trial, or free downloads, get them, try it out and share the triggers on the Wiki!



 
   

Tuesday, May 3, 2011

Beginners Guide : Dying

You will die.

Eventually an alligator will eat you, you'll forget to have a shield, or you'll stray into a cave and someone will eat you. Curiosity will get the best of you and you'll venture forth straight into the jaws of a Roc, or a bear, or a warthog will gore you. That's OK! It's part of the adventure!

Dartmud has a rather unique system. You will be in ghost form hovering above your body. You can't do much now except one very important thing, send a death tell. A death tell is a message that is sent to someone of your choice. Pick the person wisely, and provide the right information.

You, player Thor, have been attacked by a Roc, will southeast of Soriktos. You don't know exactly where you are but you know the Roc is still here. Chill a second, check the 'who' list and pick a name. Ideally someone with the tag of HH will be on, a healer, but if all else look for someone who isn't AFK and isn't young. A noble, Ranger, or anyone with a tag on there name is a good start.

Inform them of where you are, who you are, and what is wrong. A suitable message would be as follows :

message playername I'm a deader! This is Thor, I am southeast of Soriktos in the mountains, there is a roc here.

A few highlights :


  •  you stated what you are, a deader. 
  • who you are, Thor.
  • where you are, southeast of Soriktos in the mountains
  • remaining dangers, a roc
This will most likely get you rescued. After you send the message chill out. Whoever it is will try to be quick. The longer your corpse rots, the more skills you lose. You also lose skill points by send death tells so keep it to a minimum.

The skill loss can be prevented by having an amulet. But that's for another post!

Beginners Guide : Hexes

We've mentioned them a few times, the hexes. Dartmud has a unique system for outdoor travel that is your view as seen from the top down. Each hex represents an area, along with certain areas you may be able to enter, a town for example. Any outdoor travel will go through this, what you see may vary depending on how dark it is out and your eyesight. Some races can only see a single hex, major bummer for traveling!

See : help hexes



Hexes add structure to the world, giving topological consistency to
the locations of cities and adventuring area.  While on the hex map,
players can "survey" to get the map, or "survey <direction>" to
get text only descriptions for that direction.  Towns and dungeons
may be encountered, which usually need to be "entered", taking you
back into the usual lpmud world. If you accidentally blunder into a
hex that you aren't equipped to travel through, you can "back" to
return the way you came.  If your distance vision is high enough, you
can "survey far" to get a reduced-scale map.

Be very careful when travelling in unexplored or distant hexes. The
well-traveled hexes have fewer monsters than the distant ones.

Map key:
   -----                                -----                               -----
  / . ..\                                 / ^^  \                             / ~ ~~\
 - ..  . -  Plains                  - ^ ^^^ -  Mountains     - ~~ ~~~-  Water
  \  .  /                                \ ^^^ /                            \~~~~ /
   -----                                -----                               -----

   -----                                -----                               -----
  / ##  \                             /% %% \                           / n n \
 -# ### #-  Farmland      - %%   %-  Woods         - n nn n-  Hills
  \#  # /                              \ %%  /                            \ nnn /
   -----                    -----                    -----

   -----                              -----                             -----
  / !! !\                            /~~~~~\                          / -  -\
 - !! !!!-  Swamp         -~~~~~~~-  Oceans        - - --  -  Desert
  \ !!! /                           \~~~~~/                          \ -- -/
   -----                             -----                              -----
 
   -----
  / x x \
 - xx x x- Wasteland
  \ xxx /
   -----
help hexes - updated: Fri Aug 29 16:43:31 2003


Notice the bold above, I added those for emphasis. The 'back' command can be very useful! Avoid hills, swamps, mountains and deserts. Also avoid any swimming, you have to use the command "swim <direction>" in order to get into the sea so you won't do it accidentally. Learn on a river before trying the ocean.

Beginners Guide : Fighting

You've just entered Ferdarchi and have decided that a life with sword, shield and a suit of stinking armor suits you! Welcome to the life of a fighter! Where mages fear to tread you will hack, slash, parry all that stands before you.

The core of your life is going to be sparring. Just as in the real world a swordsman must practice, hone his skills against those that are more knowledgeable. Dartmud is the same way! The goal is not to kill. This is unlike other muds. If you kill your opponent you can't learn. You may get the gear, but you won't gain the knowledge.

The first step is to head due north of the fountain in the center of the Souk. You will end up at the Citadel, if the gate is closed ask for it to be opened. (say open) Go a few rooms further north and hang a right (east) to enter the sparring area. An NPC named Nazir will ask you if you would like some teaching. Take advantage of it now as he may not teach later when you are more learned! You will spend some time attacking Golems. They will get you a ways in your learning. Make sure you attack two golems and defend against both of them (after awhile), you want to learn skills called Split Defense and Multiple Attacks.

Note : Check the rack for weapons and shields, there is usually a variety there for young fighters use. If not, ask about, someone will be able to get some for you.

The skills you will learn are :


aim blows:       Offensive, where you hit.        
attack speed:    Offensive, how fast you hit        
brawling:          Offensive, attack without a weapon, bare-hands      
control:            Defensive, control wild blows  
daring:               Offensive, attack with wild blows
fighting:              Overall, used by everything  
hafted:                Offensives, axes, maces, clubs  
multiple attacks:    Offensive, deal with multiple attacks    
offensive:              Offensive, how hard you hit
parry:                   Defensive, blocking blows
shield use:             Defensive, using a shield
split defense:           Defensive, handling more than one opponent
sword:                    Offensive, swords, daggers

There are a few others, the two handed skills, but worry about those later.

Your rate of learning will slow down as you learn more. Eventually it will cease. At this point you are entering the progression. The progression is opponents which will challenge your skills but aren't dangerous (usually). After golems you will spar with citizens that walk about Soriktos. (NPC's, not players). Beyond that you will spar with Sailors or Ruffians. Beyond that... you'll have to ask some more knowledgeable fighters!

Also spend some time with multiple opponents, say rats, cats, or crabs, and learn that split defense skill more. Kill them too fast? Just defend.

You will also hear talk about combat allocations. Check the help files but don't worry too much about it for now. You won't need to adjust them until you get to the sailors or beyond.

You'll hear mention of the Rangers of Eris. These are some of the most skilled fighters in the land. They live on the northern continent of Ferdarchi. At some point you can seek them out for more advice and tutelage. Some of the Castles also have extremely talented fighters and they may offer advice also.

Beginners Guide : Score

Below is a display you'll see often. Type score, or sc for short, and it will appear.


You are Player the human.  You are a youthful human.
Your soul's age is: 30 years, 11 months by the Common Reckoning
You are slightly hungry, and not thirsty.
Encumbrance: Wow, you can carry a lot!
Concentration: You're distracted and off balance.
Movement: Who needs a teleport spell?
Your aura appears to be yellow.


Wow! What's going on here?

You are Player the human.  You are a youthful human.


This is your name (Surprise!) and your race. Next is your age. This can be very important as some races are shortlived and as you age you will find your strength lacking among other unsavory events. Including dying of old age! But don't fret! There are ways to prevent such a death but you must seek them out.

Your soul's age is: 30 years, 11 months by the Common Reckoning


This line is useful for comparing with other people but that's about it. If you have certain magical items, amulets, you can potentially get a new body if you die. So your soul remains the same but the body may change.

You are slightly hungry, and not thirsty.


Very important! Food and water! Forgot to eat or drink an you will die. Food is most readily available, but beware you don't drink sea water. Just like in the real world there will be some bad consequences. If you travel out into the wilderness it is handy to take some along with you...

Encumbrance: Wow, you can carry a lot!


Depending on your race you may be able to carry a ton, or hardly a few ounces! As you pick up more items, you will see this drop. Hit a certain point and you can't pick up anything more at all. Very useful!

Concentration: You're distracted and off balance.


This is probably the most important thing you see here. Concentration covers almost every task in the game. Do something and you will lose some concentration, try to do it again and your chance of success is lower. Read that line again, it's really important! At a certain point you will fall unconscious. Wait a few seconds, or longer depending, and your concentration will return. You will hear this referred to as "conc".

Here's the listing :


You're distracted and off balance. 
You're quite distracted.
You're off balance.
You're somewhat distracted.
You're a bit off balance.
You're bright-eyed and bushy-tailed.


It can get worse than "You're distracted and off balance." but that is good enough of a list for now.


Movement: Who needs a teleport spell?


Later in life you'll move through the wilderness. Depending on the terrain you will lose movement, and eventually get stuck. Certain skills, like Hiking, will help mitigate this. But try to run through the mountains and you may find yourself stuck with a Roc, Owlbear, or other nasty, hungry, critter. The good news is you learn these skills pretty easily. 


Your aura appears to be yellow.


If you know magic you will have this line. A later post will go into more depth here.

Another useful command is stat, or show health. This will show the condition of all of your limbs and your overall health.

Welcome to Ferdarchi

First and foremost, this is for the MUD : Dartmud.

If you are here, chances are you play it or are thinking about playing the game. You are about to enter a world that is deep, complex, rich and full of excitement. The learning curve is steep, make no bones about it. If you are coming out of stock DikuMUD land you are in for a shock. Don't be afraid! The following blog posts are going to introduce you to some of the features Dartmud has without revealing all of the mystery. The goal here is to help you survive and get rolling. You'll have to decide how to flourish!

The very first tips for your first moments in life.

 1.  Stay in Soriktos : Imagine a bustling port city like Jeddah or Alexandria. It is the center of the Tirachian culture. Tirachi is the name of the southern continent and your home for the time being. This town houses just about everything you need to get rolling in life. There are teachers, facilities, food and water. Outside is the wilderness, you don't know how to Hike, Travel, or Swim. Nor can you defend yourself, death can come quickly in the hexes (As the wilderness display is hexagonal, they are called the "hexes")

2.     Find the Healers Hall : This will be the most important place in your young life. This is the center of the social world. Inside you will find some of the most powerful Mages in the land along with many young mages studying. Food, water, and a well stocked library (upstairs) will help you along greatly. If you are going to become a Mage this is your first stop in life, get to know it well as it will be your home for some time.

3.     Be Polite : Few things in Ferdarchi will get you snubbed, ignored or killed faster than being rude. While RP may not be strict like some MU*s, it is still taken seriously. As such remember that you are starting life as a young person, new to the city, surrounded by Master Craftsman, Skilled Warriors, Arcane Mages, Nobles and Guildmasters. Picture yourself walking up to the Dean of your college and demanding to be taught, or begging for money outside of the mall. Culturally these things just aren't done. Being quiet and aware will go a long ways, being quiet, aware and polite will go even further.

4.    Don't mention Thieving : You may get one warning on this one. Thieving is not profitable, and strongly frowned upon. There are certain skills that are considered "controlled" and are not taught to anyone who is unaffiliated with an organization. (That's you by the way)  Once you have plenty of time playing Dartmud you can explore these, but as a new player you won't gain much and have a lot to lose.

5.    Relax : This world may be tough, it will be unfamiliar and it will seem vast but the rewards are great. Before you are futures filled with Castles, Guilds, adventure and crafting. There is a fascinating culture and political climate in game. The crafting system alone could be your only profession and you could live handsomely doing just that. 

Now get yourself to the Healers Hall, introduce yourself and prepare for the adventure!