Overview

This guide is aimed towards the experienced MUD players in order to help them get familiar with AbarimMUD.

Character Creation

AbarimMUD has 3 RPG classes for now: Warrior, Rogue and Monk.

A player chooses one of it as their primary class when creating the character. The class and level would determine the player hitpoints/mana/moves/etc. Also there are abilities that are exclusive only for specific classes (aka primary abilities).

Starting Up

AbarimMUD is 6-direction MUD(north, south, east, west, up, down).

Check the cartography section. Particularly check the map of Astoria. All important rooms are marked with the special color.

You’ll start in that area at the room “Temple Altar” (#19087).

You could always return to that room using command recall, which costs 35 mana.

Very important command is score. It shows the info about your character.

Finally quit command lets you log off from the game.

Combat

AbarimMUD is hack’n’slash game: you kill stuff for the experience and watch the numbers grow.

So in order to start this activity go to area ‘Haon Dor’(s, 8w). All mobiles aren’t aggressive there. Hence it’s safe to walk around.

You could evaluate a potential fight with mobile using command consider _mobileName. If it seems ok, then you might initiate a fight.

You could it multiple ways. The most obvious way is through command kill monster. However if you’re playing a rogue, then it makes sense to start the fight with backstab (ba monster).

There’s very useful utility command fightskill. It allows you to specify attack action that will be done every fight round. I.e. if you do fightskill kick, then you’ll kick an enemy every round. You could turn it off using command fightskill off

If you’re playing a rogue, then there’s another useful command stabweapon. It allows you to assign a stab weapon that you’ll automatically switch to when doing the backstab(and switching back after the stab).

Rogues start wielding an iron dagger and having an iron sword in inventory. So if you do remove dagger, wield sword and stabweapon dagger. Then you’ll wield the iron sword. And when you do the stab, the game will automatically switch to the dagger when doing the backstab and switch back to the sword after.

Check the combat if you interested in the exact combat formulas.

Replenishment

Your hps/mana/mvs will replenish over time. However there is a way to significally speed that up. The way is using potions.

Every new character receives 5 replenishment potions for every of 3 stats(hps, mana and moves). In order to use it execute quaff healing or quaff mana. It’ll boost the regen of the corresponding stat for one minute.

Such potions are random pop from mobiles. Also it’s possible to purchase more of such potions in the Alchemist store. Finally it’s possible to exchange potions of different types there.

See consumables for the list of potions.

Level Ups and Skills

AbarimMUD is skill-base game. There are many skills. Each skill can have 5 levels of the advancement: Novice, Apprentice, Adept, Expert and Master. Gaining/advancing skills grants various parameters and abilities.

Every level a player receives 1 skill point. Also additional skill point every 10th level. Advancing different skills cost different amount of skill points. Also it costs gold.

Eventually it should be possible to max out all skills.

Every skill belongs to the specified class. I.e. Melee skill belongs to Warrior. While Sneak belongs to Rogue. Advancing a skill occurs by going to the guildmaster of the corresponding class and executing command train. You’ll be instructed on how to do the skill advancement.

There are level constraints on the skills’ advancement: you can’t advance a skill to Apprentice/Adept/Expert/Master unless you reached levels 5/10/15/20 if the skill belongs to your class, or unless you reached levels 10/20/30/40 if it doesn’t.

The skills page contains the full list of the skills.

Shops

Shops are used to buy and sell items. Relevant commands are list, buy _item_ and sell _item.

Blacksmith is the place where the equipment could be traded.

Alchemist Store is the place where potions could be traded.

Magic Shop is the place where scrolls could be traded.

Forges

Forging is the way to equipment. It requires materials(which are random pop for now) and gold coins. Relevant commands are forge list and forge _item_.

Blacksmith is the place where the regular equiment could be forged.

See equipment for the list of forges.

Exchanges

Echanging is the way to trade one type of items to other. Relevant commands are exchange list and echange _number.

Blacksmith is the place where forge materials could be echanged.

Alchemist Store is the place where potions could be exchanged.

Enchantment

Enchantment is the way to improve characteristics of an equipment item.

It requires special enchantment stones(which are random pop for now) and gold coins.

There are four types of enchantment stones: tiny, small, average and large.

Every equipment item has enchantment tier, which specifies what type of the enchantment stones is required.

See equipment for the list of items’ enchantment tiers (column named ‘E’).

If an item has empty enchantment tier, then it couldn’t be enchanted.

The enchantment is possible only at ‘Wendy’s Shop of Magic’(see Astoria map). The relevant command is enchant.