LegendMUD: Overview
A Guide for New Players
If you are new to LegendMUD (and especially if you are new to MUDs in general), first learning the game can sometimes be a little overwhelming. A lot of text is flying by, players and mobs are talking at you in all directions, and it's difficult to figure out exactly what's going on.
This guide will give you the information you'll need to get started, whether you're a seasoned MUD player, or someone who's never tried a MUD before. Information on basic commands, how to travel and communicate, how to fight and use magic, and how to obtain quests is all here
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TABLE OF CONTENTS
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The LegendMUD World: An Introduction
Getting Started:
Character Creation
Choosing Your Hometown
Choosing the Order of Your Stats
Baby Steps
Communication
Asking for Help
Useful Help Topics
Getting to Know Your Character:
Score
Experience and Level
Prestige
Armor Class Rating
Hitroll and Damroll
Alignment
Attributes
Status
Playing the Game:
Killing Things
Consider
Wimpy/Flee
Looting
Death
Exploring
Aggressive Mobs
Deathtraps
Mazes
Homeroom
Maps and Mapping
Exploration Experience
Questing
Grouping
Essentials:
Commerce
Combat and Weapon Proficiencies
Learning Skills
Learning Magic Words and Spells
Leaving the Game
Spam Control
Tips For Players Using Screen Readers
More Information About LegendMUD
Quick Reference Glossary of Terms
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THE LEGENDMUD WORLD: AN
INTRODUCTION
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LegendMUD opened officially on February 14, 1994, and has been operating continually since then. It was derived from DikuMUD, though it has been heavily modified over the years to the point where its codebase is now almost completely customized. As of Spring 2007, Legend has over 8,000 rooms making up over 50 areas.
LegendMUD is based on the history, legends, and myths of the world:
Travel to the enchanted Sidhe forests of ancient Ireland. Pay a visit to Aladdin, Ali Baba and Scheherazade in Arabia. Trace Odysseus' mythological adventures. Be awed by the ancient temples of Egypt or the mysterious Great Pyramid. Try to survive encounters with sea serpents, assassins, or pirates. Assist Sherlock
Holmes in solving mysteries. Be the hero of epic samurai battles. Join gold-rush San-Francisco with its rowdy saloons, and prospect for gold. Or play a baseball game in Pittsburgh. Whatever strikes your fancy, it's there, at LegendMUD.
Three great eras of time are present in Legend: the Ancient, Medieval, and Industrial periods, each with a full complement of
areas inhabited by villains and monsters, heroes and ordinary folk that you can walk through and explore. This is no ordinary mud: It is a world filled with adventures in a place both familiar and strange.
One of Legend's goals is to provide a flexible environment where all different types of MUDders can find the type of gameplay they want. Whether your taste is for hack'n'slash, roleplay, playerkill, or some combination of all three, Legend has many tools and features to allow you to enjoy the game the way you like it.
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GETTING STARTED: Character
Creation
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Your choice of hometown, in combination with your stats, will greatly affect the sort of abilities you have and the sort of career you can plan for yourself in the game. Generally speaking, players beginning in more ancient/legendary areas will have greater access to magical talents. Areas where the people lived close to nature are likely to produce good healers and herbalists. People born in industrial times are best suited for the use of technologically advanced weapons, like guns, and skills like surgery.
ANCIENT ARABIA is a complex land of wonder, mystery, and enchantment. Mages of great renown have studied there for centuries, and those seeking the greatest expertise in the magical arts make their homes there. Those from Arabia who choose to devote themselves to music and oration have been able to achieve some stature amongst their peers, but they still fall short of the true masters in their skills. Many thieves populate the streets, and one should be sure to hold one's possessions closely to avoid the nimble fingers of a nearby footpad. Technology has yet to develop in this era: swords and daggers still prove to be the weapons of choice for most Arabians. Although some herbs are imported to some of the shops of Agrabah, the locals have themselves never attained a knack for herbalism.
CELTIC IRELAND is a verdant land, home to master druids, enchanted creatures, and legendary warriors. A wide variety of herbs can be obtained in the area, and Ireland's inhabitants have the potential to become expert herbalists. Many a fine balladeer and poet have hailed from the Emerald Isle, yet they still have not attained the full skills reserved for master bards. Thieves of some note have made their start there, and, like many, are generally multi-talented. Mages, although not as expert as those from Arabia, can become quite skilled if they apply themselves to their studies. Technical skills are unknown in this land that is slow to embrace change. The mighty warriors from there rely on their brute force, fighting skills, and enchanted blades in their epic battles with foes.
KLEINSTADT is a busy hamlet and a Mecca for master warriors and those of knightly character. Although not as expert in magic as those from Arabia, mages from there-like those from Ireland--are capable of learning a great deal of magic. Poets and composers of note are from there, but they certainly are not considered experts of their skills. Herbal skills and skills of a technical nature are virtually unknown there.
VICEROYAL LIMA, Peru is home to many expert orators, poets, musicians, and doctors. Although provincial, Limans have learned the use of basic guns in addition to the traditional warrior skills. Skilled herbalists come from here as well, although not quite the masters as those from Ancient Ireland. Thieves find Lima as welcome as any place in which to live, with a good cross section of skills available to them. Mages from here are only capable of the most rudimentary spells.
PORT OF LONDON 1841 is a busy port of call. London is crowded and exciting. Many expert marksmen, doctors, orators, and musicians make this place their home. Several notable warriors and thieves have also started their careers there, although their number is not as large as those from Ireland or Germany. Mages, druids, and herbalists are non-existent there.
SAN-FRANCISCO is home to the gunfighters of the 'Old West', brawlers, as well as doctors and surgeons and expert marksmen. Although, the brawlers here are notable, none are quite the fighters of those from Germany. You will not see mages, druids or herbalists from San Francisco.
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CHOOSING THE ORDER OF YOUR ATTRIBUTES (STATS)
During character creation, you will be asked to pick the order of your stats. Your roll will be placed in the precedence you select: the highest value you can roll when your character is created is a 50 and the lowest is a 16. Stats can be modified by the equipment you wear and the quests you complete.
Below are brief descriptions of each stat.
STRENGTH determines how much weight you can carry, how heavy a weapon you can wield, and how hard you hit. Greater strength allows you better control over slashing and slicing-type weapons like pikes and swords, and it affects the number of attacks you will be able to make in a round of combat with that type of weapon. A character with strength as his or her most important attribute will likely be a fighter type, but is not necessarily limited to that occupation.
MIND is a measure of mental ability or intelligence. Providing that you come from a magical hometown, it governs the success and power of the spells you can cast and determines the extent of magical energy you possess for spell-casting purposes (mana). Mind also determines how quickly you regain spent mana. Greater mind is also required for many other skill sets, because some skills simply cannot be learned by dullards.
DEXTERITY determines how well you can handle piercing and stabbing weapons like knives and daggers. It plays an important role in the making of a thief but also in other types of characters: It affects how well you hit, the number of your attacks with piercing and stabbing weapons, and how well you can naturally avoid blows. It also affects how many items you can juggle in your inventory.
CONSTITUTION is a measure of your stamina and general health. It allows you to wield heavy crushing, bludgeoning, and pounding weapons like maces and staves more easily, and it affects the number of attacks you can make with that sort of weapon in a round of combat. It also determines how much injury you can sustain before dying and affects how quickly you heal from your wounds.
PERCEPTION allows you to sight in your guns and bows for better accuracy, notice hidden things around you, and see tracks where others see none. It is an important companion attribute to dexterity for the thief who wishes to be effective and judge best where to place a knife. Mages with insufficient perception may find it difficult to practice their art.
SPIRIT affects how you relate to the world around you, especially the living world. Herbalists who come from a hometown with a high affinity to nature will find that the greater their spirit, the more powerful they are. Spirit is an important companion stat to mind for the mage seeking success.
Before picking the order of your stats, we recommend you read about Combat and Weapon Proficiencies to find out more about fight stats.
As you start the game, you will not be able to see your stats right away, but gradually as you level, more of your stats will be revealed. Type SCORE or ATTributes to see the list of stats.
Your character will have a few secondary modifiers which you will not be asked to pick during character creation: AC, Damroll, Hitroll, Alignment, Prestige, Regeneration points.
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So, you've created your character and entered the game. Now what?
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GETTING STARTED: Baby Steps
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The First Things Any New Player Should Do
1. Check what items you have by typing INVentory. You should find a map of your hometown. If you type LOOK MAP it shows the area that is safe for you to wander around in and explore for the first few levels until you get your bearings. Typing EQuipment shows what you are using. To stop using something, simply type REMove [item].
2. WIELD [your weapon]. You have been given a weapon appropriate to the fighting stats you chose when you created your character.
3. CONSIDER [enemy] before you ever try to KILL [enemy]. This will give you an estimate of your chances of success. Remember, if it says, 'Death will thank you for your gift.' It means your death.
4. Type TIME. If the mud time is night time, you probably want to HOLD [your light]. You don't want to keep using your light during the day unless you're in a dark and dreary place or you will waste your fuel. You can also LOOK IN [light source] to see how much fuel it has left. You can REFILL [light source] [fuel] with the correct kind for the light. You can usually tell with LOOK AT [light source].
Fast Start Tips for the Experienced Mudder
* HELP CHANGES lists the major differences from stock DIKU and MERC muds and some of our reasons for such changes.
* Read HELP SKILLS and HELP MAGIC: neither are standard.
* If you're interested in playerkilling, read HELP PKILL.
* Read HELP CHEAT. We do not allow multiplaying or equipment passing or harassing.
* Also read HELP RENT. Don't leave the game using QUIT Y. if you want to keep your stuff. LegendMUD has no rent fees, but a limit on the value of the items you carry. If you cannot save successfully, you run the risk of losing some of your equipment if the mud crashes.
* Note that CONSIDER gives a level comparison only. For a more detailed comparison, the judge skill, anatomy skill, and judge spells are useful.
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GETTING STARTED: Communication
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There are several ways to communicate on LegendMUD:
SAY [message] or TALK [person] [message] to communicate publicly with people in the same room as you.
WHISPER [person] [message] or ASK [person] [message] to communicate privately with people in the room. Note that people with the LISTEN skill will be able to hear some of these private communications.
YELL [message] if you want everyone in your vicinity to hear you.
TELL [person] [message] to communicate with any individual anywhere on the mud.
PRAY [message] to alert the immortals in emergencies.
Public Channels:
CHAT: The 'Chat' channel is the OOC channel. You are welcome to talk about anything there except for RP or PK.
MUSE: The 'Muse' channel is used for Role Play. Everything that happens on that channel is 'in character'.
WARZONE: The 'Warzone' channel is for PK people. This is where people carry out PK banter, threats, insults, challenges, etc.
INFO: On this channel you will hear leveling and death messages, and sometimes quest-related messages. Feel free to cheer or mourn.
AUCTION: The 'Auction' channel is for the buying and selling of items and equipment. Item stats may be given out on this channel ONLY if you are the one selling said item.
Before using public channels, please make sure you read HELP ETIQUETTE and HELP RULES. We have a few guidelines for channel use: the most important are that you use civil manners and language and that you not give away quest information or item or mob stats over public channels.
All channels can be turned on and off by simply typing the name of the channel.
You can also use SOCIALS which are short cuts for actions (i.e. SMILE, HUG, WAVE).
For a list of all socials available, type SOCIALS.
If you can't find what you need to express, use EMOTE.
You may also wish to communicate with others in the game on the BOARDS or through MUDMAIL.
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GETTING STARTED: Asking For Help
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--The CHAT channel is a good place to ask for help, as most players keep this channel open.
--Type WHO to see who is online, and look for players with the word NPH (New Players Helpers) in their title. Send them a TELL and introduce yourself as a new player.
Please note, however, that repeatedly asking questions covered in the help files or asking other people to play the game for you easily annoys some people. If you take the time to read a little and ask nicely, 'If you're not busy, could you help me? I'm a brand new player and need help getting oriented.' people will respond more favorably than if you just come on and ask 'Where do I learn skills, what's this weapon do? Who can level me?' You should also realize that people aren't allowed to chat item stats, quest steps, teacher locations or any in-game information.
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GETTING STARTED: Useful Help Topics
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ABBREVIATIONS
BLEEDING
CHANGES
CHEATING
CLANS
CREDITS
DEATH
DIKU
DEATHTRAP
ERA
EXPERIENCE
FOOD
HOMETOWN
PKILL
MAGIC
MERC
MOTD
NEWBIE
RECALL
SKILLS
SOCIALS
STATS
STORY
SUMMARY
TICK
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GETTING TO KNOW YOUR CHARACTER: Score
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When you type SCORE, you'll get the following information:
Name: here will be shown your character's name, and the description of your character if you set one.
Hometown: here will be shown the name of the town you were born in.
Strength, dexterity, perception, mind, constitution, and spirit: These are your stats and they will be gradually revealed to you. By level 7 you will be able to see them all, but until then, unrevealed stats will have question marks next to them.
Level: the range of levels is from 1 to 50. You raise levels as you gain experience points.
Prestige: ranges from 0 to 100. See below for more information.
Experience will show how much experience you've gained so far in the game.
Experience to Level will show you how many experience points you still need to gain before the next level.
Hit Points (HP) are a measure of your character's health. Your current hit points show on the left, while your max hit points show on the right.
Movement (MV) is a measure of your ability to travel under your own power.
Mana (MA) is the amount of mental energy you have to expend. It is registered as points in the game and they regenerate just as normal hit points do, or occasionally, through magical means.
Armor Rating (AC): you will be able to see your armor rating from level 6 on.
Hit Rating and Damage Rating (HIT and DAM) will be revealed at level 7.
Practice Sessions (PRACS): You start the game with four pracs and gain one for every level. Practice sessions are needed for learning skills (add link) and spells (add link): Each skill costs one prac, and spell words cost between one and two pracs.
Gold: shows how many gold or gold pieces (GP) you are currently carrying.
Alignment: see below for details.
Weight Carried includes all the items you are carrying in inventory, equipped items and the gold you have on hand. If you're carrying too much you will be unable to move.
Played: indicates how many rl hours you've logged with this character.
Age: shows how old the character is in mud years based on those hours logged.
Combat Strategy: indicates if you are wary or aggressive, and your WIMPY.
Condition: lists how hungry and/or thirsty you are.
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EXPERIENCE (XP, EXP) AND LEVEL
Your level is a general overall ranking in the game. You advance in levels by gaining experience earned by killing MOBs, doing quests and exploring. You gain a new level by reaching the experience points required for that level. Your 'Experience to level' is calculated by subtracting your total experience from that needed for the next level. When you die on LegendMUD you lose experience and prestige. Some ways of dying are more costly in terms of experience than others. You will not lose levels or basic stat points by dying.
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PRESTIGE
Prestige is an indication of your character's ability at what they have chosen to pursue. It ranges from 0 to 100. You gain prestige by leveling, completing certain quests, wearing certain items, or killing something with a higher prestige than you have. You can lose it by dying, fleeing or performing the wrong tasks in certain quests. It affects your success with or access to certain skills and can change the way that mobs interact with you.
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ARMOR CLASS RATING
Armor class (or AC) is reported in your score (as 'Armor Rating') from level 6 on. The lower your Armor Rating the better protected you are. Armor Rating is affected by items you wear, some spells you can cast, and also your dexterity. There is a small bonus to ac where as the more you level, the more ac you will receive. Armor Rating is currently uncapped.
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HITROLL and DAMROLL
Hitroll modifies your base chance of hitting a target in melee combat. This can be a positive or negative modifier depending on your physical stats and choice of objects.
Damroll is a straight percentage applied to your base damage. Ten damroll would equate to 10% more damage.
Hitroll and damroll are currently uncapped.
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ALIGNMENT
Alignment is on a -1000 to 1000 scale, with -1000 to -351 being evil, -350 to 350 being neutral, and 351 to 1000 being good. Your alignment changes according to actions you take, skills you use, and whom you kill.
Some equipment and skills may be used only by those with a certain alignment. If you try to use such alignment-restricted equipment, you will automatically drop it; if your alignment changes, equipment that is no longer usable by someone of your alignment will zap you and be moved into your inventory.
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GETTING TO KNOW YOUR CHARACTER: Attributes
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The ATTributes command displays your stats in 3 columns. One column shows your 'unequipt' stats, or base stats; the second column shows your currents stats; and the third shows your eventual stats. When you wear equipment that modifies your stats, the change is gradual. The 'eventual' column shows you what your stats would be after the gradual change. Until level 7 you will see question marks under these columns for some stats . When you wear stat-boosting equipment, you will see the stats affected showing as "flux", until the equipment adjusts the stats to take full effect.
Typing ATT will also display your regeneration points: Regeneration can be thought of as a form of healing. You can gain regeneration points through spells and equipment. Regeneration equipment is generally not easy to acquire.
Some items and spells can grant periodic regenerative abilities. If you have positive regeneration in either hit points, mana or movement, they will be periodically increased by the amount of regeneration you have.
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GETTING TO KNOW YOUR CHARACTER: Status
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Typing status or STAT will report back on any special conditions, including skill and spell effects and resistances and susceptibilities granted by items that may be affecting your character. For timed effects such as spells, it will show you the duration remaining in (min:sec).
Some examples are:
Plague makes you cough and sneeze, but has no in-game effect at this time.
Choke means that you've been throttled hard, and you're slightly more likely to succumb to being stunned.
Poison will make you lose hit points. If major poisoned, you will lose hit points if you move while affected.
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So you've created your character, learned basic communication skills, got to know yourself a little bit better. Now it's time to get your hands dirty!
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PLAYING THE GAME: Killing Things
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CONSIDER [target] before you attack anything you haven't fought before. It will tell you your approximate chance of success, using a level comparison only. For a more detailed comparison, the judge skill, anatomy skill, and judge spells are useful. 'Death will thank you for your gift' means YOUR DEATH.
WIMPY/FLEE:
When you attempt to flee from a fight you lose a small percentage of your experience based on your level and that of your opponent. You also lose prestige from fleeing from lower level opponents. You can set the point at which you will automatically attempt to flee by typing WIMPY [#].
Successfully fleeing from a fight does not mean that the mob you attacked will calm down. As soon as you encounter that mob again, it will attack you. The only way to avoid leaving a trail of angry mobs behind is by renting out and re-entering the game. Some mobs remember even after you rented, but they are rare.
WARY/AGG: The wary/aggressive combat system enables you to set a 'distance' from the fight you are in. WARY moves you away from aggressive fighting. This will make it harder for you to hit but also harder for you to be hit. If you type 'WARY 3' you will become full wary in one step. AGG will nudge you closer to the fight, giving you a better chance of hitting and also making it easier for you to be hit. If you type 'AGG 3' you will become fully aggressive in one step.
Your current wary/agg settings are reported in your score under "combat strategy". Wary/agg is reset to 0 (neutral) if you sleep, meditate or root.
LOOTING: When you kill your enemy, EXAMINE CORPSE, then GET [item corpse] for any items you want. If you want everything from the corpse, type GET ALL CORPSE.
DEATH:
Your character dies when your hit points (HP) go below 0. When you die, you are reincarnated back at your homeroom, which is the last place you rented or the spot at which you arrived after your last trans quest. Your corpse is left behind in the room where you were killed, together with all of your gold and equipment. You should return to the room where you died to retrieve your equipment from your corpse. Type 'GET ALL CORPSE' to get your stuff back. If there is more than one corpse in the room, you can type 'GET ALL [your character's name]'. Light sources and boats will remain with you, so if you find yourself alone in the dark you'll still be able to HOLD ALL. If you have a working light source, you'll be able to go retrieve your corpse much easier.
Corpses with equipment will remain where you died for 6 RL days. After 6 RL days, the corpse will decay but your equipment will stay on the ground for additional 2 RL days. During this time, only you or your friends can get the items. Mobs and other characters cannot pick any of it.
An exception to this is if you are pkill enabled. Read HELP STEAL for more details.
Death penalties: Regular deaths to mobs will cost 1/4 your experience required for that level. There is an eventual cap of a 750k point loss at higher levels.
It is important to note that most mobs do not hold a grudge after you die. They don't remember that you attempted to kill them and you will be able to approach them without danger. There are a few rare exceptions to this rule.
This is not the case with aggressive mobs that attack you as soon as you enter their room. Those mobs will stay aggressive and you might need to find someone who can kill them before you go back and retrieve your corpse.
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PLAYING THE GAME: Exploring
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Hometowns are specifically designed to provide players with what they would need at the early levels. Each hometown has a detailed map, which you are born with, or which your can usually buy at an inn. Each hometown has a variety of skill teachers, shopkeepers, quests and mobs to suit the needs of the early levels. If you want to play it safe while you acquaint yourself better with the game, staying in your hometown will prove wise. However, if you are adventurous and can't wait to get out there and see the world (and there is much to see!), brace yourself and get ready because exploring may be exciting and rewarding, but it's still a dangerous business.
The EXIT (or X) command is your friend.
USE IT whenever you explore new areas.
Aggressive Mobs
Across the mud there are aggressive mobs that will attack you as soon as you enter their room. Others will attack you if you wait in their room too long. From some, you will be able to escape using the FLEE command, but others might kill you before you get the chance to flee. If they kill you, you will lose experience and may need the help of a higher level character to retrieve your corpse (an aggressive mob will remain aggressive even after death).
Take the time to read room descriptions, look for hints, and heed the warnings. Looking at what lies ahead can also prove fruitful: Type look [direction] for basic info about the room you are about to enter.
Some areas are more dangerous than others. Use our list by typing AREAS for a general indication of how suitable an area is for your level.
Deathtraps (DT's)
Deathtraps are rooms with their titles in ALL CAPS and are lit 24 hours a mud day so that they can be seen by typing EXITS (or X) at any time. They subtract twice the experience points you would lose for a regular death, and your corpse can only be retrieved with the help of a mage and a small quest.
One thing to note is not all rooms with ALL CAP titles are deathtraps but they are probably dangerous. There may be one or two DTs that can be disarmed but this is generally not the norm.
Mazes
A good method for mapping mazes is to drop coins, one at a time, so that they make markers in the rooms. For example: in room #1 you'd DROP 1 COIN; in room #2 you'd DROP 2*1 COIN; in room #3 you'd DROP 3*1 COIN, and so on. This way you have an easy reference to check against your map. If you see gold piled up in this fashion, someone is probably in the process of mapping the area. They would probably prefer you leave the gold there.
Homeroom
Homeroom is the room to which you return when a recall spell is used, when you re-enter the game after renting, or when you die. The room changes when you rent or do a time trans quest.
Wherever you go, it is good to remember where your homeroom is. When you die, remembering how to get from your homeroom to where you died will make it easier for you to retrieve your corpse. If, during your travels, you've come across an area or a town you wish to stay in for a while, make sure to find the local inn and RENT SET in it to change homeroom.
To check what your current homeroom is, type HOME.
MAPS and MAPPING
LegendMUD has special map objects that help you follow trails to certain locations. You are born with a map of your hometown, and as you travel the world NPC's will offer more maps that will help you reach far off places. Check HELP GEOGRAPHY in the game for basic commands.
Exploration Experience
You can gain experience by exploring different regions of the world. Some rooms grant experience when you first come across them and aren't following anyone. These rooms are scattered across the whole mud, some are hard to avoid, others take a bit more exploration.
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PLAYING THE GAME: Questing
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There are many types of quests in LegendMUD. Some will reward you with experience, others will reward you with a stat boost or special items. Others still will grant you friendship or acess to some areas. The bigger the reward, the more complicated or dangerous the quest is likely to be.
Keep your eyes open: Builders often put clues for quests in the descriptions of rooms, objects, and mobs. ASK mobs about things you notice. For example, you might ask a mob who looks angry about his anger, or a child who looks scared about his fears.
Keep your ears open: If a mob is yelling about a lost piece of jewelry, crying about a dead friend or asking you to help them, ask the mob about it.
Know what to expect: All areas have quests; almost all of them have many quests. In areas near hometowns or which are filled with lower-level mobs, you can expect quests which are easier to find and solve.
Notice other players: Typing "whois [player]" will give you a list of a particular player's accomplishments -- if you notice that someone has done a quest for the druids, and you know where the druids are, you can wander among them and ask questions. If you see people coming in and speaking with a certain mob frequently, ask them what they are doing.
Locate local boards and read them: The local board in an area will often have hints to quests in the areas and warnings about dangerous places in the vicinity. The local boards are often not labeled 'Board' but are things like 'Notices', 'Scrolls', 'Walls taken over as message centers'. These are also a good place to leave messages to the immortal responsible for the area.
LOOK BOARD to see what messages are posted on it, and READ BOARD [#] to read a particular message.
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PLAYING THE GAME: Grouping
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Group members share experience points from kills they are present for and may use the GTELL to send private messages to all group members, and the SPLIT [amount] command to distribute gold taken from the corpse.
FOLLOW [person] starts you following another character so that you automatically move into the next room when they do. To stop following someone else, just FOLLOW SELF. It's always better to ask to group than to just tag along with someone. GROUP [person] makes someone who is following you a member of your group.
If the character is already a member of the group, then using the GROUP [person] command again will remove the character from the group. If a character is only following, use the command DITCH [person] to make them stop following you. Characters can leave groups by using the DEPART command. GROUP with no argument shows statistics for each character in your group.
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ESSENTIALS: Commerce
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Buying and Selling Things
LIST lists the objects the shop keeper will sell you. BUY [item] buys an object from a shop keeper. The appropriate amount of currency is automatically deducted from your score. SELL [item] sells an object to a shopkeeper. You will be automatically credited with the price that the item commands. VALUE [item] asks the shopkeeper how much he or she will buy the item for.
TRADE allows you to trade items of equal value instead of paying out hard cash for every item. The shopkeeper has to be interested in the item you are putting up for trade and the shopkeeper has to be satisfied the value is equivalent. The syntax is TRADE [object] [object].
PREVIEW allows you to get information about a specific item before you purchase it from the shopkeeper. The syntax is identical to that of BUY and handles multiple shopkeepers.
The HAGGLE skill provides an alternative way to buy items.
Please note that stealing from a shopkeeper renders him unable to produce more of that item. Also, you are very likely to get caught in the attempt.
If a shopkeeper tells you to 'Come back later.' then you probably caught him either at night or during his teatime, siesta, etc. Some shops post their hours outside the door, and common sense can suggest to you the hours of operation for the others. A few seedy or illicit establishments may only be open at night.
Dealing With Multiple Items
If you want to purchase the second dagger on the list and you keep getting the wrong one, try either a more distinctive keyword or BUY 2.DAGGER. If you want to get something from a corpse other than the first one in a room, type GET ALL 2.CORPSE or 3.CORPSE, etc. Any item can be manipulated this way. You can also use all.[item] as well.
Dealing With Mutiple Shopekeepers
If more than one shopkeeper is present use the #.name trick to purchase the item from the correct one. For example, if there are two vendors, type BUY APPLE 2.VENDOR if the LIST command doesn't show the apple but LIST 2.VENDOR does. All the buying/selling/value commands work like this.
Banks
Since some areas roam with thieves, and since gold coins have weight, you will want to frequent banks in order to store your hard earned money in a safe place. Most inns are also a bank.
The commands are:
DEPOSIT [amount] to store gold.
WITHDRAW [amount] to get money (a percentage fee is charged).
STATEMENT to get your account balance.
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ESSENTIALS: Combat and Weapon Proficiencies
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In general, mobs that are not wielding weapons will attack once per combat round. Tougher mobs may have more attacks.
Player characters' bare-handed attacks are generally feeble compared to what they can do when wielding a weapon. You'll notice fairly quickly that wielding a weapon eventually adds in additional text about how many attacks you get. You may not see this right off the bat, but you will eventually.
There are several factors that determine how fast you attack:
Weapon Weight and Quality
A weapon's weight is the single largest factor in determining how often you swing, but more often than not, the weapon's weight is also closely related to how much damage a swing does. A heavy weapon will swing less often but it will usually do more damage per swing.
The quality of a weapon can also have a significant effect on how frequently you attack. A poorly made weapon, like an unbalanced sword, may reduce your number of attacks. A weapon of the finest quality may vastly increase the speed at which you attack. Players knowledgeable in the Armslore skill can evaluate weapons for their quality.
Highest Fighting Stat
Your highest stat among STRENGTH, DEXTERITY and CONSTITUTION will determine
which type of weapon you will handle best. Strength is associated with slashing and slicing weapons like swords, dexterity with stabbing and piercing weapons, and constitution with bludgeoning and pounding weapons. You enter the game supplied with a weapon best suited for the order in which you chose your attributes.
Weapon Proficiencies
As you explore the game, you will come across teachers who will offer to teach you weapon proficiencies. These skills have names such as 'fencing' for dexterity-based weapons, 'swordsmanship' for strength-based weapons and 'arms training' for constitution-based weapons. Each type of skill also has three levels of proficiency: basic, advanced, and expert. The higher your skill is in a particular type of weapon, the faster you will attack.
Provided you have the required stats for each skill, basic proficiencies will become available at level 2, advanced at level 20, and expert at level 30.
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ESSENTIALS: Learning Skills
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LegendMUD does not use training or a guild system for acquiring skills. Rather, you can learn skills from mobs that would reasonably be expected to know that skill. Most teaching mobs will answer to the question "teach" or "learn" and tell you what they are able to teach you. If a mob looks at you like they don't understand what you just said, it means they have no response to any of the keywords you just asked them.
So if you are looking to learn the fishing skill, you would check to make sure you qualify for the skill and try to think of possible mobs who might teach it. The most logical choice here would be to go look for fishermen type mobs. Once you find a fisherman, type ASK FISHERMAN TEACH to get a list of the skills the mob teaches. Some mobs only teach one skill; many don't teach at all. If the mob responds favorably by claiming to teach the skill you wish to learn, then type ASK FISHERMAN FISHING. The mob should then teach you the skill. This formula of ASK [mob] TEACH and ASK [mob skillname] should be sufficient to learn any skill available on LegendMUD.
Learning skills costs practice points. You receive four practice points when you start the game, and gain one point each time you level.
ALLSKILLS lists the skills you are qualified to learn based on your current stats and level. You cannot 'train' your stats up, but we do provide stat-boosting equipment, and some quests with stat-boosting rewards. If the skill you attempt to learn is not in your allskills you may still be charged the practice by some mobs, so make sure to check ALLSKILLS before attempting to learn a skill.
Skills marked with a + are skills you have already learned.
SKILLS tells you what skills you've learned. If you've learned a skill, and it is marked with a -, it means some of your character's modifiers have changed since learning the skill, and that you are currently not qualified to use it. This skill will also not show on your ALLSKILLS list anymore. Once your modifiers are changed to qualify for the skill again, it will reappear. You will not need to re-learn it.
QUERY [skillname] may be used as a shorthand way of finding out about one skill in particular giving a message based on your knowledge of a skill. It lets you know whether you can learn it, have learned but can't use it, know it, or cannot learn it.
To learn more about specific skills, you can type HELP [skillname]. Note that having access to a help file about a skill does not actually mean you qualify for the skill. ALL the skills' help files are available to ALL players.
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ESSENTIALS: Learning Magic Words and Spells
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The magic system at LegendMUD is comprised of a set of words that represent different magical powers. The spells are broken into three categories -- spells of divination, spells of creation, and spells of causation. The school of Divination deals in knowledge. Creation magic can summon elementals, make useful objects where the other school, Causation, makes things happen -- good and bad. Any mage can accumulate spells in the Divination school. But once you choose you must follow either the Create mage's path or that of the Cause mage.
The spell words are the words used in chant to make up the spell that is being cast. Any spell will contain one verb (know, hide, create, destroy, cause, or remove), and up to two subsequent words describing what that spell does in magical verse. Using the chant skill, you would CHANT [spellword spellword] EX [target] to use a spell. For example, to create an orb of light, you will have to 'chant kere (create) lak (light) ex'
See HELP ALLSPELLS for how to figure out valid combinations as not all combinations of the WORDS you have learned will produce spells. For the ones that do you can ask a mob 'teach' or 'learn' to see if a mob knows any magical words.
After you find a combination and you cast the spell the first time it will be added to your SPELLBOOK -- a listing of all the spells you successfully cast once. It lists spells by name and gives the word combination required to cast the spell.
The success and duration of a spell are determined by a few factors. Your MIND points are a major factor. In combat, your mind versus the mind of your opponent will become a major factor too. In addition to MIND, your CAST LEVEL will also determine how well you may perform a spell. Cast level is determined by the time you first cast a spell, however, you can improve your cast level simply by casting a spell: the more you cast it, the better chances you have at improving your cast level retroactively.
Learning spell words costs practice points. You receive four practice points when you start the game, and gain one point each time you level.
Unlike basic skills which you can usually find teachers for around hometowns, spell word teachers are often unique and much harder to find. For this reason, a completely inexperienced player may want to get to know the mud a bit better before pursuing a mage's career.
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ESSENTIALS: Leaving the Game
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Be sure to read HELP RENT
When you are ready to leave the game, you should find an inn and RENT out in order to save your equipment until you come back and play again. QUIT Y will _NOT_ save your equipment at all here. Inns should be fairly centrally located in most towns, and may even be the room at which first enter the game, so remember where you started the game!
LegendMUD has no rent fees, but it does impose a limit on the value of the items you carry. This rent limit also frees players from 'level restrictions' on items. Anyone can use almost anything as long as they can rent it or are within 1000 gp of their rent limit. There are very few unique items in game that are level restricted.
Please note that if you cannot save successfully, you run the risk of losing some of your equipment if the mud crashes.
If you find you must leave the game in a hurry, make sure you save successfully before you cut your link. After about 15 minutes real time your character will be auto-rented and the failed save situation of losing some of your equipment still applies.
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ESSENTIALS: Spam Control
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COLOR:
The first thing you can do to make spam more controllable is to turn color ON. Using colors will not reduce the amount of text coming your way, but it will help you focus on important messages while filtering out less important messages. You can also play with the color settings if the default doesn't meet your needs: type COLOR LIST to see the current settings, and use COLOR SET [setting number] [color number].
SCREEN LENGTH
The default setting when you enter the game is 24 lines. It means that when a lot of text lines show on your screen rapidly, you will need to press ENTER from time to time. This can become a little tedious when you are moving fast or when you are fighting. Type SCREENLEN 0 to overcome this.
AFK BUFFER
You can record TELL and GTELL (Group Tell) messages by turning your AFK buffer on. This service is convenient also for catching tells when you are moving fast. You can toggle it on and off by typing AFK, and check your messages. Please see HELP AFK for more information.
There are ways to change various default settings on LegendMUD which you might find helpful. So when you've settled in and have some time, check out the OPTIONS, CONFIG and PROMPT help files.
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ESSENTIALS: Tips for Players Using Screen Readers
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This is obviously a personal choice, but we recommend informing people that you are using a screen reader as it will make your life easier, especially when you are new to the game. You won't get any special treatment, but people are more likely to be patient if you are slow to respond, and more helpful with keywords.
CLIENT
One of our veteran players recommends the combination of JAW with Gmud, as it enables to set up sound triggers. Pressing control will toggle the sound from JAW on and off: this may prove helpful when following other players who move fast across long distances.
COLOR
Some screen readers tend to go a little crazy when color is on: they read unnecessary punctuation marks and numbers. Nake sure you don't turn your color on (it is off by default). You can turn color off with the command COLOR OFF.
BRIEF
When you first explore an area, reading room descriptions could help you solve quests, and would often save your life. It is essential to have these descriptions available when you come to new areas. However, when you're already acquainted with the rooms, or when you are moving fast, turning rooms descriptions off may reduce some of the access noise. Always remember to turn it back on when you reach uncharted territories. To toggle room descriptions on and off, simple type BRIEF.
PROMPT
The default prompt on LegendMUD lets you know the state of your hit points, mana, and movement points. This is important information, but it is displayed each time there is any type of output coming from your screen: it can and will get a bit repetitive, not to mention spammy. You can turn prompt off by typing PROMPT. To find out the information shown in your prompt, type REPORT (or REP). Typing report will broadcast your status to everyone in the room. If you wish to be discreet, you can also type GROUP (or GR) to see the same information without broadcasting it.
BANNERS
All help files on LegendMUD use ascii banners. You can turn this option off and get a clear text instead, by typing BANNER SELECT NONE.
SCORE
The Score display may be a bit messy when read by a screen reader. Type CONFIG SCORE to return to our old score display: it's not as pretty, but a screen reader will handle it better.
FIGHT TYPE
This is a little tricky. LegendMUD has customized fight messages, which are a lot of fun to read/hear. However, when using a screen reader, they might be a tad overbearing. For standard combat messages, type FIGHTTYPE COMPACT. It will reduce some of the extra spam. When you've become more acquainted with your stats, your weapon, and the sort of damage you inflict, you may want to proceed to FIGHTTYPE NONE. This option will still let you know what's going on, but it won't give you an idea of the amount of damage you are inflicting or receiving.
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RULES
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All players are held responsible for understanding and following the rules below. For additional information, see individual help files or talk to immortals with the 'Admin' flag.
1. Multiplaying: Logging in more than one character at a time or using one of your characters to benefit another of your characters in any way is prohibited.
Only one player may play a particular character.
Giving away characters is not allowed.
2. Harassing other players is prohibited.
3. Sexually explicit language, cursing, and slurs are not permitted over public channels or in public forums.
4. Characters who are not pkok or pk enabled are prohibited from interfering in pkill.
5. Asking or getting immorts to reveal or change your stats is not permitted, nor is getting or asking them to load items or mobs for you or to confer any other unfair advantage.
6. If you find a bug, you must report it by using the BUG command, mudmail to an immortal or email to imp@legendmud.org. Taking advantage of a bug or using it to crash the mud is not permitted.
7. Intentionally placing a character over rent is not permitted.
8. Experience may not be 'given' away by characters permitting others to pkill them repeatedly.
9. In-game information (such as mob or item stats, quest solutions etc.) is not permitted over public channels or in public forums.
10. Do not attempt to take on someone else's identity without their permission. If you are involved with a roleplay plot, you should identify yourself to others if asked.
11. Making false accusations under these rules is a punishable offense.
12. Never lie to an immortal; always be fully co-operative with them. Do not assume they have all the information they need, and be as helpful as possible to them so that they can respond appropriately.
If an immortal asks you to do something (such as moving a conversation on chat to a conference), you should follow their instructions. If you have a problem with what you have been asked to do or have questions about it, take it up with that immortal in private or the Head Admin at a later time.
13. There are also several rules that we have cataloged under 'etiquette.' Repeated violations may call for one of the lesser penalties.
14. Healing bots, or bots that may interfere with pkill are not allowed.
15. 'Spamming,' is not allowed.
16. If you can't be decent, you may not be welcome.
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RULES: Harassment
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* Derogatory comments directed at the player operating a character are outside the bounds of LegendMUD and therefore have no place here. Real life threats are not only unwelcome on LegendMUD, they are illegal in real life.
* A pattern of extreme rudeness toward a specific character or player that is judged to exist outside the framework of the game and roleplay will not be tolerated.
* Likewise, a pattern of aggressiveness that has the above characteristics will not be tolerated, particularly if the aggressor carries it across multiple characters. OOC harassment masquerading as IC roleplaying is not permitted.
* Using unwanted and intimate socials on another character may be harassment. If he or she asks you to stop, then stop.
* 'Spamming,' or the practice of sending repeated strings of text, is not allowed and will be considered as harassment.
* Racist or sexual slurs or slurs against any group are not any more permissible than the personal attacks forbidden above.
* Sexual harassment, including unwanted advances, is also not tolerated, including in names, titles, on public channels, in illusions, etc.
* Asking players repeatedly for help--spellword locations, equipment stats, skill advice, etc.--may be considered harassment in certain cases.
* In general, if a player asks you to leave him or her alone, you would be advised to comply. Use your good judgement and remember that there is a person behind the character in the game.
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RULES: Etiquette
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The tips that follow are a crash course in the most serious 'don'ts' of life on LegendMUD.
* Please refrain from using all caps, in any circumstance. It is considered shouting.
* If an immortal comes to you for a problem, stop what you're doing (if able) so that they can speak with you. Of course, if you're in combat, they will wait until you are finished. Conversations with immortals are always OOC.
* Please think carefully about the language and socials that you use (see help harassment). Not every 'social' is appropriate in every situation or with people you have just met.
* The general consensus on the mud is that multiple kills of another player are bad form. They will be frowned upon and will make the perpetrator an immediate target among other pkill-enabled players.
Multiple kills are not illegal; they are officially discouraged.
* The Out of Character Lounge is to be considered a place separate from the main mud. Please do not drag in-character conflicts into that area.
* Treat every character as a separate individual, and do not play 'across characters' ('crossplaying'). Do not give out the names of a player's other characters, do not ask for them, and do not reveal any information about their real life, including sites from where they connect, email addresses, etc. Real life stops as soon as you see the title screen--leave it there.
* Requests for help will generally be answered--demands for help will be ignored.
* Be reasonably polite and helpful to others on the mud. This includes things like not stealing their kills, not sitting by a mob and claiming you are 'reserving' it, not looting others' kills, etc.
* Before asking for help, take advantage of the FAQs and extensive help files that LegendMUD provides.
* It is rude to take private communications (i.e. 'tells') and make them public communication (i.e. 'chat')
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TROUBLESHOOTING
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* Help! It says 'Already playing.' when I try to connet!
*IF* you do not automatically reconnect to your character,create a temporary character, log in, and PRAY asking for an immortal to disconnect your other character. You'll probably get a response back when it's done. Otherwise you may have to wait a bit before the machine realizes you are really link-dead.
* Help! The mud keeps crashing whenever I log in!
If the mud consistently crashes every time you try to log in, create a temporary character and tell an immortal immediately that you suspect your character, (please give the name), may be crashing the mud. This sometimes happens when playerfiles are corrupted, but is very rare.
* Help! I was just kicked off! Was that a crash?
Type TIME when you reconnect, it lists the last time that the mud was started up. Also, if you get the message 'Reconnecting.', the mud didn't crash, just your connection was dropped somewhere on the internet.
* Reboot? Shutdown? What's that? How long?
Once a week, we reboot the mud in order to update code or install new areas. We regret any inconvenience this causes, but it's usually done for a good reason -- making the mud a better place. Under ideal conditions (that is, without any problems) the mud is usually back up within 2 minutes of a reboot.
Sometimes if something goes wrong, it may take a little longer, but most problems can be solved in under half an hour at most. You do not have to log out from the mud when a reboot is announced. You should, however, make sure that you can save successfully.
* How should I choose a password?
You should pick a password just as you do for any computer account. Use a word, phrase or anagram, that isn't easily associated with you. Don't, for instance, use the same name as your character, or your own first name or nickname, or your girl/boyfriend's name. Reusing the same password as the one on your computer account is a bad idea. It's also not a good idea to use the same password on different MUDs, since if your password gets out on one MUD, all your MUD characters have been compromised.
* How do I change my password?
If you even suspect that someone has guessed or abused your character's password, change it immediately using the PASSWORD command inside the mud. It will ask for your old password and your new password and confirmation of the new password. It's not a bad idea to change your passwords on all your accounts periodically.
* Oops, I forgot my password!
If you've forgotten your password to your LegendMUD character, we can retrieve it for you and keep the information confidential. If you can provide a unique piece of information or two about the character (for example a special strung item, or something that's not easily gained by casual contact with the character) the imps will be able to help you. A good thing to tell the imp is what you thought the password WAS, often typos are made and not caught until the next login. Be sure to change your password immediately after regaining access.
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MORE INFORMATION ABOUT LEGENDMUD
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* The Legendary Times
The LT is the Legendary Times, an email newsletter that is published on a frequent basis by the immortals of LegendMUD. This keeps subscribers up to date on code changes, important occasions, roleplaying events, and other social news particular to the mud. You can subscribe to the LT by entering a valid email address when prompted for one, by choosing option [4] Legendary Times subscription information, from the second menu.
* LegendMUD's web site
You can reach the URL for LegendMUD's Main Web Page at: http://www.legendmud.org/
We encourage you to stop and visit our web site as it contains more detailed information about the mud. In it you will also find information about our characters and our clans, and even about our players. It also contains back issues of The Legendary Times, as well as archives of our Lecture Series and Q&A sessions
* LegendMUD's forums
LegendMUD forums are located at: http://forums.legendmud.org
The forums are a good place to make your voice heard. We appreciate feedback from players, even new ones, so please be sure to stop by.
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QUICK REFERENCE GLOSSARY OF TERMS
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AFK: 'away from keyboard' usually means the person isn't watching their screen... You can also tell the mud to catch incoming tells for you while you are AFK. See HELP AFK online for info.
AGG MOB: aggressive NPC that will attack anyone arriving
ATM: at the moment.
BRB: 'be right back' pretty much the same as AFK
BRT: 'be right there'
CLIENT: an application that you can use to connect to the mud that allows for aliases, triggers, and macros to be customized. Some popular ones are Tintin++, Tiny Fugue, Zmud, Genewic or GMud, Mutt Lite, and Ewan. Check the popular ftp sites for availability.
CR: corpse retrieval -- corpse recovery
DIKU: a type of mud server that was developed at: DIKU -- The Department of Computer Science at the University of Copenhagen, by: Katja Nyboe, Tom Madsen, Hans Henrik Staerfeldt, Michael Seifert, and Sebastian Hammer
EQ: equipment, items, stuff -- or also the items you currently have equipped and are using/carrying
ERA: one of three sections of the mud, Ancient (ANC), Medieval (MED), or Industrial (IND)
GP: gold pieces, money
HOMEROOM: the room to which you return when a recall spell is used, when you re-enter the game after auto-renting, or when dying. The room changes when you rent, rent set,or do a time trans quest.
IC: 'in character' meaning what you do is consistent with the role you are playing with a character -- also the command for returning from the Out of Character Lounge (OOC), the Wild Boar Tavern.
IMM: short for IMMORTAL -- one of the games administrators, they can't influence game play, but are around to make sure it goes smoothly and to create new additions to the world
IMP: highest level immortal
INV: inventory, what you're carrying but not using
LAG: the delay in the information sent back and forth across your link
LINK-DEAD: also called LD, it's when your connection is cut, your character remains in the game, but not functioning. You will auto-stand and auto-flee if attacked while you're link dead, but your safety isn't guaranteed. You cannot be given anything if link-dead, nor will you earn experience. If you idle long enough in this state you will be auto-rented and if you are above your rent limit, you may lose some of your eq.
LINK: your connection to the mud via the internet
LOL: 'laughing out loud' similar to 'ROFL'
MCCP: this is MUD CLIENT COMPRESSION PROTOCOL, several clients support it and it helps reduces bandwith requirements for your connection to Legend. See HELP MCCP online for info.
MERC: a type of mud server by Furey, Hatchet, and Kahn that is based on the DIKU server code
MOB: a computer controlled character, also called NPCs
MOODS: LegendMUD has over a hundred distinct moods and several hundred available "speech tags" which modify your socials and speech with particular attitudes.
MORTAL: a character who is level 50 or below and killable
MOTD: 'message of the day' gives important information when logging in. Other sources of important information are the welcome board, the LegendMUD forums, and the LT.
NEWBIE : someone who is new, a low level character.
NPC: 'non-player character' or a computer controlled character, also called mobs (short for mobiles)
OOC: 'out of character' when you do things as yourself, not in the context of the role you are playing with your character -- also the command for going to the Out of Character Lounge (OOC), the Wild Boar Tavern.
PC: a character controlled by a live human being connected via the internet -- a player character
PK, PKOK : pkill, playerkilling, PVP -- a voluntary system where pkok-enabled characters can attack or steal from each other.
RECALL: a magic spell that returns you to your homeroom from nearly anywhere in the game. This spell doesn't work in all rooms.
RL: real life
ROFL: 'rolling on the floor laughing' similar to 'LOL'
RP: roleplaying -- where you set up a personality, history, etc for a character and try to present that role to the other characters consistently.
SPAM: when the screen scrolls by so you can't read it with annoying repeated acts, chats, or tells.
TF: if someone is asking for it to be done, it's 'true forming' a magic spell that repairs magical equipment. It can mean a client application by the name of Tiny Fugue.
TICK: a half hour in mud time or on average 75 seconds in real time
TIME TRANS: a quest that takes you from one era to another in the same geopgraphical location
TINTIN: TT++, a client application for use with muds that allows for aliases, triggers and macros.
WTB: want to buy, usually seen on auction
WTS: want to sell, usually seen on auction
XP, EXP: experience points, what you need to level and gain from killing, exploring, and questing
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