What's a 'newbie'? Someone who's just starting out on the mud for the first time. This guide is a compilation of Vorcet's various guides and is designed to help first-time player get the hang of Waterdeep. I take no credit whatsoever for the content below. - Torog
Below is a basic guide that veteran players have developed. Over the years, particular areas and equipment have been identified to be optimal for leveling. If you have any questions not covered here, feel free to ask any mortal administrator (use the "who MA" command) or simply use the ask/answer channel. You'll find that the Waterdeep community is very helpful to new players.
When you initially log on, you will first decide on a character name. The basic rules on name selection are that you make some effort to create a name that would fit into a fantasy setting. Names like "Kevin" or "Tom" don't really fit the bill. But a "Kevorn" or "Tommen" could work. Names that are outright descriptions of what your character does for a living may not be acceptable either: "Sword" or "Axe" or simple combinations like "Axebash" or "Headcrush" are discouraged. If your name doesn't fit Waterdeep's minimum RP standards you may be asked to develop a new name.
Next, you'll select a race, gender and a class. As a first tier player, you are free to choose any combination that suits you. Veteran players often select human vampires for first tier as they level very quickly. Veteran players usually want to get themselves to second tier as quickly as possible, but that's not a choice a newbie has to take. Once you work your way through 50 levels of experience through combat in the mud world (reaching level 101 in a 1st tier class is not required, but is possible), you will then have the option of rerolling into a second tier class. Only your name will be retained through rerolling. Nothing else carries over: not your class, race, not even your bank account. So you're not 'locked into' any combination of race and class for first tier. New players tend to use their first tier experience to learn the ropes, get a feel for Waterdeep and get to know the other players. You will also get the option to customize your character's skills and spells, or simply use the default skills for your selected class.
You can always add a skill or spell later on in the game if you opt to not customize on creation. Adding skills beyond the default skillset could increase the amount of experience needed to attain a new level. For first tier characters, taking the default skill set is fine. When rerolling into a second tier class, however, the decision to customize becomes more important, depending on whether you want to become a PKer (PlayerKiller) or not. You will then be asked to select a default weapon skill. Most players recommend choosing 'sword' as your first weapon skill, as they are the most common weapon type available.
Every character starts here after the creation process. The rooms and mobs here are designed to introduce a player to moving, fighting and training/practicing in Waterdeep. The first NPC you meet upon creation will give you three options depending on your familiarity with the game: If you are new to Waterdeep or mudding in general, enter 'say I am new to this'. If you are familiar with ROT-style muds you may 'say send me to town' to skip the tutorial and jump right into the newbie town. If you are a veteran of WD you can simply recall or 'say send me to westbridge' to skip the entire newbie area. NOTE: saying "I AM NEW TO THIS" is not the same as saying, "i am new to this" - often the mud prefers lowercase responses to trigger effects.
What's a 'buff'? It's spell effect that you can have placed on your character that will improve their fighting capabilities. The most popular are the 'elemental shields' (fireshield, iceshield, shockshield) which will damage any creature that manages to hit your character. These spells ("buffs") will help your character level up faster, as you tend to get hit a lot. So make sure you get your spellups from the mob located in the Newbie Village, or in the various temples located throughout the world. The command 'HELP NEWBIE' will list places where spellups can be found, shops, and guilds.
There are two temples in Westbridge that provide free spells to players. These beneficial spells include sanctuary and the damage shields iceshield, fireshield, and shockshield. The temples will only give you spells if you are of the correct alignment, which you can check with the 'score' command. Directions to the temples from Westbridge recall: Good/neutral alignment (-399 to 1000): 2s4ese (The Temple of Mystra) Evil alignment (-1000 to -400): 20se (The Temple of Shar) Once inside either temple, you can 'examine scroll' to see a list of spells. Note that elemental shields include fire/ice/shockshield all together. All the spells are cast for free to characters of all levels. Saying "I want it all" will make the priest cast every beneficial spell possible on your character.
This is a good point to talk about the importance of the 'sanctuary' spell in Waterdeep. This spell will effectively halve the damage you take from any source. Many areas and mobs are designed with this spell in mind so it's always a good idea to have this spell when venturing out into the realms.
Spells and skills are essentially the same, except that spells require mana (magic points) to cast. Typing 'practice' will list all the skills and spells that your character currently possesses. You'll notice a percentage value next to each entry. This is your 'skill' in that ability. Typing 'skills' will list all of the skills and spells that you will have and will eventually earn, as your level increases. Typing 'spells' will list all of your spells and their associated mana costs. There are two ways to increase your skill in any ability: using the skill means there's always a chance that it will 'skill up' and your proficiency with the ability will improve. The second way is to use a guild trainer to practice the skill. For example, if your sword skill is only 30% and you were to visit a guild trainer and type 'practice sword' then you would expend a 'practice point' to increase your sword skill. Please note: skills may only be 'trained' up to a maximum of 75% in any skill. To reach 100% proficiency in an ability will require active use and/ or combat against a training dummy. 'Practice Points' may also be converted into 'Train Points' which allow for adding skills and spells to your character. Six practice points can be converted to a single training point by visiting a guild trainer and typing "gain convert". For more help concerning practices and trains, type "help practice" in-game.
See Leveling Equipment. Specific equipment is vital to your characters development through the levels by maximizing your stats, HP and mana. For first tier characters just starting out, getting all the items from your survival pack and typing 'wear all' will get you started.
Because the amount of experience you gain for each defeated mob ("mobile" - our language for any mobile thing in the mud) depends on your character level compared to the mob you defeated, finding the right place to 'level' is important. If you go someplace where the mobs are much higher level than your character, you'll be killed! Likewise, swatting at butterflies won't get you very many experience points, either.
Everyone has their own pet list of areas they use while leveling. Below is a collected list of areas to get you started. You'll find your own groove as you level. All directions are from Market Square in Westbridge located 6s of Westbridge recall. Wait? What's 'recall' - it's a command that transports your character to the room titled 'The Temple of Life' in the city of Westbridge. It can also be used in combat, to escape a fight you think you cannot win.
New Beginnings: You will end up here if you complete the Mud School. All mobs in streets, pack factory, rabbit gulch, forest, and small northwest village. 17s2wd, local recall. (only accessible until level 30)
Dwarven Valley: Dwarven guards, workers and giants. 10e5n2e3n
New Thalos: Gate guards. There are six mobs at each gate. The western gate is 28e. Drow City: Combat masters, mages, priestesses, and matron mothers. 10e4s2es2edw Must have pass door.
Gnome Village: All gnomes west of the gate. Vulnerable to bash damage. 14e2sed
Gangland: Doable from level 1 when fully spelled up. All mobs. 4e8se
New Thalos: Statues (38enune with another set w2ne from the first), guild guards at the entrances to various class guilds (see 'help newbie' for directions to each guild) and Elite Royal Guards (freely roaming the town).
Hilp Village: smelly guards (in guard rooms in each corner of the village) and village sentinels (roam the village somewhat freely). 11w10n11w
Misty Forrest: This entire area is no recall save for a few rooms, marked [SAFE]. Any mobs in the area are good to kill except for druids, who tend to melt jewelry. 107e5n2wnw
Gnome Village: Gnomes and goblins east of the gate. Vulnerable to bash damage type. 14e2sed
Magitek Factory: Pipsqueeks and soldiers. Once you enter the chute in some of the initial group of rooms, you'll find that you can go deeper into the factory to find tougher and tougher mobs. Pass door is required during night in the game due to a closed, locked gate. 24e11n18w3nw2nw8nw5n3w19n3w4nw
Fanatics' Tower: All mobs. Difficulty increases bottom to top. 7e3nu
Nibelheim: Clones in the town, random encounters in the Shinra Mansion, general mobs on Mt. Nibel (Past the rope bridge the area is no-recall except for specific rooms). 19ws2w2sws3wn3w2neu2e
Zozo Tower: Any mobs on the 7th floor. 45e3nu2eunw2une3d11ndw6u
Cavern of the Tarrasque: Duergar dwarves and angry minotaurs. The minotaurs are aggressive and will attack you on sight but cannot see through invisibility. 18s2ese Candlekeep Catacombs: Ghouls and ghasts. These mobs hit hard and hit fast and require good deal of timing, attention and proper equipment. Consult some veteran players for assistance with leveling here at first. Located 13nu4n4dnd of the entrance to Candlekeep. Head west and do not take the first north/south turn you come across as these are traps. These mobs are vulnerable to acidic type attacks.
Museum of Creatures: Ghost, Lich, and Dracolich. These mobs are in the basement of the museum. There are 3 to a room and they WILL assist eachother. Ruins of Tru: Acolyte of Myrkul in the far northern temple. These mobs are vuln to Pierce, Holy, and Lightning. These mobs spawn similarly to the ghouls in CKC. There will be a random number of mobs per room ranging from 1 to 4.
The only thing you retain moving from first to second tier is your name. Your equipment, money, experience, spells, skills, race and class are all lost during the reroll process. Find a trusted source such as a mortal administrator to hold your equipment and money for you while you go through the reroll process. With regard to the above, Vampire is the most popular first tier class with veteran players making a new character.
The vampire class doesn't require a lot of spells/skills to gain at creation and their primary attack (feed) will regenerate HP. As your race in first tier holds no bearing on your race in second tier, you should pick a race that has a resistance to a fair amount of the mobs you'll face while leveling. Thri'Kreen resists magic and are good for leveling in Zozo for the later stages. Podrikev resists weapon and are good for leveling in CKC.
Use the ask/answer channel to get more input on first tier races from veteran players. Keep in mind your creation points (abbreviated CP) while making your character. Anything over 40 points will increase your experience per level so it's a good idea to keep this number under 40 for first tier. An example build for a Vampire would be the following skills and spell groups: sword, second attack, third attack, dodge, parry, feed, necroticstrike, combat, and enhanced damage.
Congratulations on reaching second tier!
Now you can have your pick of your race and class with no limitation. After you've made hero in first tier, research some of the races and classes. Each race has an individual help file that gives base stats, resistances, vulnerabilities, immunities and permanent affects. You can also use the 'class' command (see the help file for details) to research specific spell groups for each class. Think about whether you want to be PK (PlayerKiller) or NPK (Non-PlayerKiller). This can make a world of difference in your race/class combination. Consult veteran players from both "worlds" of PK and NPK for more information.
Remember that you can always gain spells and skills via the 'gain' command after creation. Gaining like this uses up the trains you would otherwise use on HP/mana so keep that in mind. Some players like to level up with low creation points and gain ancillary spells/skills at hero. You can see a rough draft of what skills and spells each class gets on this Google Docs page (no login required). If you have questions about this table, send a tell or note to Quintus in game.
- Gladiator: your basic attacks and kick/bash is what will be used all the way to hero.
- Strider: This is basically kick all the way to hero. At level 15 you can summon your bear and use bearstomp as well.
- Wizard: Magic missile is basically the only spell you will use. In certain areas Acid Blast works well. Chain lightning can also be helpful.
- Sage: Magic missile and Acid blast til hero.
- Mercenary: Circle and kick
- Lich: Feed and kick.
- Priest: There are no real good spells to use while leveling. Recommended that you practice the wands skill and use magic missile wands located 2wn of MS.
- Monk: Leveling skills include punch, kick, uppercut, and roundhouse. There is no first tier equivalent for this class.