Getting started

    Welcome to RetroMUD, traveler.  This is a complex and interesting
little
    universe you've found, one you may find difficult to leave.  The worlds
    of the Retroverse are significantly more complicated than others, with
    new things being added all the time.  If you're new to MUDs entirely,
    you may struggle, although it's not an impossible task to start here.
    If you're a MUDding veteran, you may be in for a few surprises!
    
    Believe it or not, you just took one of the biggest steps to
    understanding RetroMUD:  you're reading a help file!  RetroMUD has a
    developed help system, and for the majority of topics you can simply
    type "help " to get a meaningful explanation of the subject.
    Reading and understanding help files not only makes your life easier,
    but helps you gain the respect of the community on this MUD.  The next
    best thing to do is to call on that community for help in a more
    direct way.  Simply ask on the mentor channel (type "mentor " to do that), and there is usually someone around who can 
    give you an answer, often in the form of pointing you to something 
    you can read, but sometimes with an explanation made up on the spot.  
    There's no need to be embarrassed to ask questions; we've all been 
    newbies before and we know how much there is to learn here.  As long 
    as you're polite, people will usually be helpful.
    
    Now for a bit about the MUD itself.  It's designed as a "party MUD",
    which means that there are a series of special guilds, each of which
    with a purpose that, when added to other guilds' abilities, can make
    for a complete unit (called a "party").  Overall, no guild is "better"
    than  other, although some may require more experience to be used
    effectively.
    The most important thing to consider when choosing your guild is your
    own personality.  What would you like to do, or who would you like to 
    be?  If you enjoy your role, you'll enjoy the game a lot more.  
    
    For information about those guilds, you can type "help guild ", although it is often MUCH easier to simply go to the website
    http://www.retromud.org/ and look at the "Guilds" section.  The same
    thing can be done for races, "help race " or the "Races"
    section on the website.  For suggestions on race/guild combinations
    that are effective, the "mesh" command (type "mesh ") can 
    be helpful if you have no idea what you need, although it's usually 
    easy enough to see what will be effective overall.  The most important
    things in a race/guild combination are:
     - Skill/Spiritual/Hermetic maxes:  Guilds with many skills need a
       high skill max, guilds that use hermetic magic need a high hermetic 
       max, and guilds that use spiritual magic need a high spiritual max. 

     - Alignment: If your guild is aligned to good or evil, make sure your
       race doesn't have any penalties for being that alignment. 
     - Limbs: If you need to wield or cast spells quickly, make sure your
       race has usable limbs.
    More information on race/guild combinations can be found at:
    http://www.retromud.org/faq_race_guild.html
    So take a peek there if you're uncertain about a combination.  
    
    You'll probably want a description for your character too, and this is
    one of the easy parts.  It can be just about anything!  If you're
    wondering about how to set it or the finer points of setting a
    description, check out "help desc" for all the information you'd need.
    The average description seems to run around 4 or 5 lines, but there is
    no strong standard.  Do what feels long enough, and it'll probably be
    just fine.  
    
    Once you enter the game itself, you'll be on one of the Retroverse's
    six planets.  That's, right, 6 of them.  Where you begin depends on
your
    guild.  For detailed information on any one planet, check the website
    under "Planets".  You can also type "help " for
    information in a concise (if not glossy) form.  The planets are (in 
    increasing distance from the sun) Sosel, Wysoom, Welstar, Raji, 
    Perdow, and Crypt.  
    
    Sosel: Known home of the Druid, Monk and Ranger guilds, also the
    secret home to the Cultist guild.  A primitive world, Sosel is not 
    for the weak, as the jungles of Sosel are filled with predators like 
    piranhas in the rivers, dinosaurs in the foliage, and dragons in the 
    skies.  While many of these will cut you a little slack as a newbie, 
    that mercy won't last for long!  
    
    Wysoom: Home of the Abjurer, Fighter, Jomsviking, Merchant, and
    Sentinel guilds.  A world of great oceans, much of Wysoom is
underwater.  
    Other than drowning, the only danger of travelling Wysoom are the 
    mosquitoes (well, big ones!).  For those whose races are at their best 
    in the seas, Wysoom's oceans can be a welcome sight.  
    
    Welstar: A haven for those of good alignment, Welstar is home to the
    Biomancer, Paladin, and Templar guilds.  For the most part, this is a
    planet of tranquility...unless you're evil, in which case this can be
    a pretty rough neighborhood!  Welstar is civilized, with several
    established cities.  It is also the home of Keystone City, whose gates
    are a common meeting place for players ("help ngate" for a bit more
    information on that).  
    
    Raji: Here you find the Alchemist, Bard, Mage, and Psionicist guilds.
    Raji is the world of air, where land is a rare and unstable thing and
    those without wings are more limited in their movement than the
    natives.  Fortunately, there are skyships to travel between the major 
    "islands" of Raji, as well as a few less mundane methods.  Without 
    flight of some kind, those not on one of Raji's islands can only flail 
    around in the air, too thick to fall but not quite thick enough to 
    travel through with any effectiveness against the quickly-changing 
    winds.  
    
    Perdow: The planet of darkness and chaos, Perdow, is the secret home
    of many things...in fact, there is more about Perdow that you won't see
    on a map than things that are known!  Watch out for the bandits too--
    they may know that newbies have nothing worth taking, but you won't be 
    a newbie forever.  Don't wait for the sunrise on Perdow: it's never
    coming.  
    
    Crypt: Crypt is the planet of death.  It is the home of two guilds
    devoted to the subject, the Necromancers and the Fallen.  Very little
    lives on Crypt, although many creatures call it their home.  Those few
    living things that do survive there are alien in many ways.  The
    planet itself is a crypt--entirely underground and filled with the 
    dead, both inhabitants and doomed travellers like yourself.  
    
    To travel between these worlds, which you will surely want to do
    someday, you can use the "newbie transport" (help newbie 
    transport)...but only as a newbie!  Later, you'll have to rely on 
    more complicated or unreliable methods, detailed in "help
interplanetary
    transport".  
    
    Now, that sounds pretty big doesn't it?  Well...it is!  One of the
    most important things to do as a newbie is to take a good look around,
    since exploring gets much more difficult once the various monsters 
    consider you a worthy adversary (or a food source).  It is highly 
    recommended that you get a bare minimum of 30% exploration (you can 
    check your explore with the "score" command, "help score" for 
    information).  The "help explore" file gives information about how to 
    raise your explore percentage, but as a newbie one of the major
benefits 
    is just figuring out what there is to do here!  I recommend exploring 
    the major cities and newbie areas first, then branching out and looking

    at everything you can find.  
    
    Exploring has a second benefit, too...it gives you experience points.
    Just by exploring 40% of the Retroverse, which isn't all that hard
    once you get the hang of it, you can get something in the area of 150k
    (yes, 150,000) experience points in just a few days.  Really, as a
newbie,
    nothing will help you advance faster than exploring, which is an added
    incentive.  It's known that it's possible to even get 60% explore as a
    newbie, although 40 or 50% is a realistic compromise between time
    spent exploring and the experience you gain from it.  One thing is 
    certain, exploring can be the difference between a level 4 who can
barely 
    kill a fly and a level 15 who can face real challenges with some chance

    of survival.  
    
    And now, how you advance levels and grow in power:  in RetroMUD, you
    have two levels, your "adventurer levels" which is what level your
    character is overall, and your "guild levels" which indicate how much
    of your career is put into specific guilds.  You can never have more
    guild levels than adventurer levels, of course.  Detailed information 
    on advancing can be found at http://www.retromud.org/faq_advancing.html
    as well as a summary of the advancement process by typing "help
advance"
    in the game.  Remember, most of your bonuses come from guild levels, so
    be sure you spend all your unused levels to get the maximum benefit.  
    
    The guild system that RetroMUD uses has three tiers of guilds: 
    primary, secondary, and tertiary guilds.  Your primary guild is the one

    you start the game in, consisting of 20 levels.  Your secondary guild 
    is the next tier, and consists of 14 levels.  Tertiaries are, of
course, 
    the third tier, which consists of 9 levels.  The secondary guilds you 
    can join are determined by your primary, and your tertiaries are 
    determined by your secondary.  To see a list of what guilds a given 
    guild allows joining, check out the "choices" command, for example 
    "choices cultist" to see what secondaries the Cultist primary guild 
    allows (help choices).
    Because of this tier system, typical advancement looks like
    20/14/9/9/...that's primary/secondary/tertiary/tertiary/...  Doing
    things in the standard way, moving up the tiers, is the most common
    route, but there are many variations on which tertiary guilds people
    will take, and some even take primary or secondary guilds as
    tertiaries (still only 9 levels, of course).  Fortunately, you will 
    have a long time to consider your advancement before you reach that 
    point.  
    
    A quick word of warning, too:  RetroMUD is designed to challenge
    characters at any level.  Part of that challenge is the inclusion of a
    wide variety of difficulty in the creatures, but part of it is also in
    what are called "level locks".  Basically, characters outside of the
    specified level range can't enter a locked area.  The majority of
    areas aren't locked, but there are special "newbie areas" that only 
    newbies can enter.  If you advance too quickly, you may get locked 
    out of those areas before you're ready to survive in the big, mean 
    areas.  
    
    How do you get ready to advance and take on bigger challenges?  By
    training!  Training costs both experience and gold, although much of a
    newbie's training can be done for free, since your guild understands
    the difficulties that a newbie can have trying to make it on his own.  
    For the syntax of how to train, and a bit of important information on
    gold-free training, check out "help training" (for skills) and "help
    studying" (for spells).  Note: in general, skills are "use", hermetic
    spells are "cast", and spiritual spells are "invoke"...check out "help
    use" "help cast" and "help invoke" for the syntax on these commands.  
    
    There are two other things a newbie should be familiar with, the
    newbie guide and newbie advantages.  The newbie guide, also called a 
    planet guide, is a valuable (if chatty) resource to a new character.  
    For information on what he's capable of, check out "help guide".  The
    latter bit of crucial information can be found by reading "help newbie
    advantages" carefully.  As you'll see, newbies start out with a
    variety of things to help them along, but these vanish as you grow and 
    advance in levels.  Generally, it's a good idea to check that help file

    before you advance a level, so you'll know what advantages you're
losing 
    in return for new skills and stats.  
    
    So now you have the basics of how to explore, how to advance, and how
    to train.  A bit of friendly advice, as long as I'm at it:  explore 
    until you have a good percentage and a lot of experience points, then
    advance to level 15.  That's right, pop all the way up there.  The 
    increase in stats will help immensely, and it won't even use up a big 
    portion of all that exploration experience you've built up!  After 
    you've done that, spend all your remaining experience training all your

    critical skills and spells as much as you can.  
    
    Once you've done that first advancing and training, you'll want to get
    to the more dangerous part of adventuring--combat!  The RetroMUD
    combat system is fairly intuitive to those experienced with MUDding, 
    although it has a few interesting twists thrown in.  The one bit of 
    advice I'll give you about combat is "don't go alone"...this is a party

    MUD, and there are some things that are only intended to be killed by a
    combination of several guild's abilities.  In addition, when you're
    new, your party members will often be willing to offer you advice and 
    help.

    Often people will settle in with a group of people they like to play
    with, but most are willing to take on anyone who seems to get along
    well with the group.  You probably guessed it, and you're right--combat

    is the main way that characters gain experience in the Retroverse. 
    Killing a monster generally gives you experience points proportional to

    the difficulty of the creature, with some variations.  
    
    Well, that about wraps things up, doesn't it?  Remember, you can
    access this file at any time by typing "help getting started", and the
    "mentor" channel (mentioned above) is always available.  There are
still 
    many, many things about RetroMUD left for you to learn, many challenges

    that may surprise you...think you're up to it?