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Author Topic: General newbie guide  (Read 14071 times)
Nierth
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« on: November 30, 2005, 03:13:04 am »

Areas for ranking

(Originally by Dilmo)

Goods:

1-5 - Glade of Begginers, Goblin Village (south from Palanthas)
5-10 - Docks in Palanthas, Museum in Palanthas, forest south from Kalaman
10-15 - south from Kalaman, Trolls in the dead forest(lesser ones)
15-20 - Greater trolls in the dead forest, guards in the castle of giants
20-25 - Mausoleum(Arkham), Red-eyed Ogres, Draconian Moors(west from Emerald Forest), soldiers in seasonal forest (North from Kalaman)
25-30 - Still Mausoleum is decent, Sla-Mori, Draconian moors, pitchblack tunnels, soldiers in seasonal forest
30-35 - Sla-Mori, pitchblack tunnels, Dargaard

Evils:

1-5 - Glade of Begginers
5-10 - Docks in Palanthas, Museum in Palanthas, forest south from Kalaman
10-15 - Emerald forest, forest south from Kalaman
15-20 - Pax Tharkas, Emerald Forest, Bears on south-west-south from x-road
20-25 - Still bears, Pax Tharkas, maybe still Emerald Forest, mermaids at Naiadian Sea, soldiers in seasonal forest (North from Kalaman)
25-30 - Pax Tharkas(barracks), Mermaids, soldiers in seasonal forest
30-35 - Pax Tharkas(barracks), Arkham Legion, Mermaids
« Last Edit: December 07, 2007, 10:55:39 pm by Maerryji » Logged
Nierth
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« Reply #1 on: November 30, 2005, 03:18:41 am »

Equipment useful at low and middle ranks

(Originally by Solan)

Early Damroll

Damroll affects how heavily you hit, Hitroll affects how easily you hit.
Directions, unless otherwise said, are from Palanthas MS or Market Square.

- a helm tassled with grey feather - 13wn4w4s5w roughly, wanders a bit.  Kill kender traveller. 2Hr, 1Dr, 35hp. Killable at ~ rank 8 alone, depending on class.

- an opal ring - 13wn4w4s5w5sws, get ring rock. 2Dr.

- a grey cape made from beast skin - 13wn4w4sw10s2w3se roughly, may wander. Kill forest beast. 1Hr, 2Dr.

- a pair of brown leather gloves - 13wn4w4sw10swses2es open east 4en3e.  Kill goblin chieftan. 2Dr, 5hp. Killable at ~ rank 10 alone, depending on class.

- a pair of metal-plated sleeves - 25e4s2es2edn, wandering knight carries.  Killable early, or request if you're good-aligned. 1Hr, 2Dr, 10hp.

- a skirt of linked iron chains - 25e4s4w, search west, he wanders.  Second wandering knight carries.  Killable early or request if you're good-aligned. 2Hr, 3Dr, 1 con.

- two steel greaves - 25e4s4w, search west, he wanders. Second wandering knight carries.  Killable early or request if you're good-aligned.  4hr, 1 reflex save, 25 moves, -1dex.

Note with wandering knights.  Sometimes there seems to be a problem, and two with skirt will appear instead of one of each.  Kill or wait for someone to kill to solve that and get them right again.

- a buffalo hide shirt - 25e7n3w2n2w5n2w22n9ese4ses2e.  May wander.  Buffalo carries.  Killable at ~ rank 4, depending on class.  1Hr, 1Dr, 25hp.

More than one buffalo and gazelle, search area if they aren't there.

- a tarnished steel ring - 5e4nen, search museum (simple square outline), often on ground from others fighting, otherwise kill guard, ~ rank 4 depending on class.  1Dr, 1 wisdom.

- (Humming) a pair of steel armbands - 25e4s2es2ed, open west, wsd, open d, d2s2wd2w2d2w. May wander.  Centaur soldier carries.  Killable ~ rank 8, or request if good-aligned. 2dr, 15hp.

- metallic chain-link leggings - 5e4nen search for them on floor or on guards.  Guards killable ~ rank 4.  1dr.

- blackened leather wristguard - 5e4ne3n2e3n2e3n2wn.  Search on elite guards or floor.  Tougher than normal guards, killable ~ rank 7 alone.  1dr.

 - 30e2s4es11es19e, open east, 11es21e.  This takes you to Kalaman market square.  Few nice things can be found in the forest south of here.  Ranger initiates carry each of following two items, killable ~ rank 7-8, or request if good-aligned.  Need to search, as they may wander, but relatively near to gate.

 - - a pair of soft green gloves 1hr, 1dr, 15hp

 - - a pair of forest-green boots - 1hr, 1dr, 10hp

- 25e16ne2n3e5ne3n3e3n2en.  This takes you to path with draconians.  Along here can be found items listed below, as well as onyx rings/obsidian necklaces (hp/mp, good for casters), fur robe padded with leaves (hp).

 - - an elegant silver longsword (sword) - 4hr.

 - - a thick chain-link necklace - 1hr, 1dr.

 - - a crude leather whip - 2hr.

 - - a nightmare blade (sword) - 3hr, 3dr, acidic bite damage.

 - - a shimmering crystal wristband - 1dr.

Other useful items.

- a white shaman's robe - 11s5e2s6es3es2e2s.  Goblin shaman carries.  Agressive to low ranks, killable ~ rank 4.  20 mana, 2 int, 3 reflex saves.

- a tanned leather belt - 5e4ne3n2e3n2wn, search on elite guards or floor.  Killable ~ rank 7.  15hp, 1 str.

Starter weapons: basic weapons to help you get started.

Note: Average damage isn't listed here, only other effects.  To check average damage (how much each weapon will do on average before modifying with damroll and whatever else), use compare <item1> <item2> command.

- the sharpened horn of a gazelle (dagger) - 25e7n3w2n2w5n2w22n9ese4sese.  May wander.  Gazelle carries, killable early. 1hr, 4dr.

- a wooden staff wrapped with leather (staff) - 25e4s2es2ed, open west, wsd, open d, d2s2wd2w2d.  Human druid carries, may wander.  Killable ~ rank 7, depending on class.

- a gladius of black steel (sword) - 25e4s2es2ed, open west, wsd, open d, d2s2wd2w2d3wn3ws.  Anti-ranger scout carries (think that's name).  May wander a bit.  Killable ~ rank 10. 3Hr, 4Dr.

- a mithril flail (flail) - 25e4s2es2ed, open west, wsd, open d, d2s2wd2ws.  May wander. Hill orc carries.  Killable ~ rank 7.  3Dr.

- a white leather bullwhip (whip) - 25e4s2es2ed, open west, wsd, open d, d2s2wd2w2s5w.  Human ranger carries.  May wander.  Killable ~ rank 7.  3Hr.

- a metallic longsword (sword) - 5e4ne3n, search on guards or on floor.  3hr, 3dr.

- a large double-bladed axe (axe) - 6n2e3n2w9ne. Minotaur sailor carries, several throughout docks, or on ground.  Killable ~ rank 6.  3dr.

- a dwarven sledge hammer (mace) - 6n2e3n2w9n7ese.  Dwarven craftsman carries.  Killable ~ rank 5.  5dr, -2hr.

- goblin shaman's mace (mace) - 11s5e2s6es3es2e2s.  Goblin shaman carries, agressive to low ranks, killable ~ rank 4.  No additional hr/dr.
« Last Edit: December 07, 2007, 10:57:18 pm by Maerryji » Logged
Raider
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« Reply #2 on: December 02, 2005, 10:53:25 pm »

Some immortal already posted which saves protect from which spells.

Here is a list of nonlimited saves equipment known to me.

A ruby and emerald signet ring
3 fort, 3 reflex. Wailing pens.

a gleaming silver necklace
6 fort, Area near Takhisis clanhall.

a pair of leggings wrapped in vines
3 will 3 reflex, Waling pens.

a pair of pale blue bracers
4 fort, Wailing pens.

a silver belly chain
3 will, Undine lake.

a steel wristguard,
3 will, Draconian moors.

a wristguard engraved with a flute
4 fort, Area near Takhisis clanhall.

a pair of ivory gauntlets
4 reflex, Naiadia. For sale.

electric eelskin belt
3 reflex, Naiadia. For sale.
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Sirrion
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« Reply #3 on: December 24, 2005, 09:49:17 pm »

The most complete newbie guide is available here:
http://solace.i-read-you.ru?guide
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И поэтому я так бегу по дороге
С патефоном волшебным в тележке своей.
Joseth
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« Reply #4 on: November 12, 2008, 02:05:23 pm »

So I'm a noob. I played Solace when I was a student 8 years ago, made it to a cabal with my second ever char but was never good at PK.

I found new fun in MUDs recently, and have a question about saves system if it can be answered OOC. The other day I was slept, summoned, plagued, poisoned and raped in any possible way until I died. My killer was about 4 ranks higher than me.

How many saves points would have saved me in this case from being slept (at least)?
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dedraelos
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« Reply #5 on: November 12, 2008, 04:42:37 pm »

I've usually noticed that 40+ gives me a pretty darn good chance to avoid spells, but sleep is one of those tricky spells that can get you even with that much or more. One problem you might be encountering right now is the 15-25 PK range where maledictions rule. Necro/Outcast/Morg clerics have a huge advantage in these ranks due to the reliability of their spells against people with low saves. In these times you can't reliably get gear to give you 30+ saves at that level and so these classes are murder machines.
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Joseth
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« Reply #6 on: November 12, 2008, 05:19:13 pm »

Thanks, I guess I just have to watch out for now. And hang on to those detect invis potions.
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bluesky
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« Reply #7 on: November 12, 2008, 07:53:07 pm »

For sleep you need to find what saves, will or fortitude counts (i have no idea, but somebody should know anyway). On rank 24 you can have two feats, arcane defenses will give +7 to all svs, and you must have high con for fortitude or high wisdom for will saves bonus, and with some eq  that should be fine.
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"Come to the edge," he said.
They said, "We are afraid".
"Come to the edge," he said.
They come, he pushed them...
and they flew.
omledufromage
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See you space cowboy...


« Reply #8 on: January 20, 2010, 01:19:04 am »

I've been helping a starter out, and I noticed that really sucks to not know what to practice when your a minotaur. Maybe we could make a small guide for how to use your practice sessions wisely depending on which race you are?
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c'mon, just relax and try to imagine that you're just a letters on the screens of other people Grin
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