Newbie Guide

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 use the ask/answer channel, help newbie, and the Mud School. 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 you will then have the option of rerolling into a second tier class. Only your name, wallet, and quest points will be retained through rerolling, 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 Player Killer (Pk) 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.


Mud School & New Beginnings

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.

Once you have completed the Mud School you will be transported to our newbie area called "New Beginnings". In this town you have access to the different guilds for your training, shops with additional starter equipment, helpful npc's to aid your journey, and a few quests in the area to get some special equipment: **HINT** Look for secret rooms, read descriptions, and use SCAN!

  • a pink sapphire lip stud
  • a rabbit-fur lined dragon hide cape
  • an [official] Rat Basher ID

When you have worked your way through New Beginnings you will find yourself on a path out into the world where you can explore the immediate area, or recall to Wesbridge and continue your adventure from there.


Spellup/Buff Temples

What's a 'buff'? It's spell effect that you can have placed on your character that will improve their fighting capabilities. The most important spell that your character should have is 'Sanctuary' as it will half the damage from attackers, many mobiles and areas of the game are designed with the intention that you have it. Other popular spells include 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. 

The temple of Mystra in Westbridge provides free spells to players. These beneficial spells include sanctuary, iceshield, fireshield, shockshield, haste, giant strength, and fly. Directions to the temple of Mystra from Westbridge recall: 2s4ese and 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.


Skills, Spells - Training and Gaining

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 40% 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 and spells 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" and you can use "gain study" to convert that train back into 6 practices. For more help concerning practices and trains, type "help practice" in-game.


Equipment & Pets/Mounts

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. Before you reroll to your second tier race/class it is important to gather some of the equipment listed on the link above so that you can maximize your stats and not use any trains.

You are able to purchase pet's and mount's that will assist you in combat and some can do significant damage. One of the more popular set of shops to visit is in Nibelheim, 19ws2w2sws3wn3w2neu2es from Market Square in Westbridge. There are many other shops in the realms you can purchase even more poweful companions as you level up.


Leveling Areas

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. Another factor that can sway the difference on total xp gained is your alignment, if you are evil (<= -350) and you kill a good mob you will get full xp! but if you are also good (>= 350) you will get less xp! You can know weather a mob is good or bad by using the detection spells: detect evil & detect good, or by casting 'know alignment'.

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.

Levels 1-10

  • 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 (Good)
  • New Thalos: Gate guards. There are six mobs at each gate. The western gate is 28e. (Good)
  • Drow City: Combat masters, mages, priestesses, and matron mothers. 10e4s2es2edw Must have pass door. (Evil)

Levels 10-30

  • Gnome Village: All gnomes west of the gate. Vulnerable to bash damage. 14e2sed (Good)
  • Gangland: Doable from level 1 when fully spelled up. All mobs. 4e8se (Evil)
  • 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). (Good)
  • Hilp Village: smelly guards (in guard rooms in each corner of the village) and village sentinels (roam the village somewhat freely). 11w10n11w (Good)
  • 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 (Neutral)

Levels 30-70

  • Gnome Village: Gnomes and goblins east of the gate. Vulnerable to bash damage type. 14e2sed Gnomes (Good) Goblins (Evil)
  • 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 (Neutral)
  • Fanatics' Tower: All mobs. Difficulty increases bottom to top. 7e3nu (Evil)

Levels 70-100

  • 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 (Evil)
  • Zozo Tower: Any mobs on the 7th floor. 45e3nu2eunw2une3d11ndw6u (Evil)
  • 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 (Evil)
  • 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. (Evil)
  • 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. (Evil)
  • 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. (Evil)


Additional Tips


A common term in Waterdeep is "Mprog" and what it stands for is Mobile Program, which to simplify is basically a crafting or exchange program completed by a Mob using key phrases and/or items. A basic example of an mprog is saying 'i want it all' at the temple to recieve a full spellup, something more involved is like how Darymus Tanner near New Beginnings is able to make you a cloak by giving him 5 rabbit pels.

Ubtao - BOT

  • In Waterdeep we have coded a bot named Ubtao that can offer many different functions to both assist you and offer a bit of fun.
  • Tell Ubtao Help will give you a list of available commands that you can use. For finding your way around you can quickly get the jog directions by typing: tell ubtao dirs <place>.
  • If you want a distraction you can also play mini-games with ubtao such as: Poker, DeathDeath (Exploding Kittens), Warps&Wefts (Word Jumble), GlobalQuest (Search and destroy monsters around the game with rewards)

In-Game Alias's

  • Waterdeep has a built in alias system that can be very convenient if you find yourself constantly using the same commands, store hard to remember information, or you use different machines or clients and want some consistency. If you type: alias, you will see the current listing you have for your character. To create an alias you type: alias <word><substitition>, and if you want to remove an alias type: unalias <word>.
  • Alias gnome jog 6s14e2sed, typing gnome into the game will now tell your character to start jogging and if you are at Westbridge Recall, you will arrive safetly at Gnome Village. Alias earth cast 'summon elemental' earth will save you some character input to summon your trusty earth elemental.

First Tier

  • A Human Vampire is the most popular first tier class with veteran players making a new character. During creation simply add 'vampire default' and 'sword' and you will have everything you need to get to 50 quickly. 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.

Second Tier

  • Congratulations on reaching second tier!
  • Now you can have your pick of your race and class with no limitation. 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. 
  • Some classes have a harder time dealing damage at low levels so it is recomended that you purchase a pet and mount and use the command: 'order all kick'.


Classes and Their Primary Leveling Skills

  • 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 until you get Chain Lightning, and then Gas Breath works really well in certain areas.
  • Sage: Magic missile and Acid blast til hero.
  • Mercenary: Circle and kick
  • Lich: Feed, kick, and Acid Blast.
  • Priest: Recommended that you practice the wands skill and use magic missile wands located 2wn of MS, as wel as Kick.
  • Monk: Leveling skills include punch, kick, uppercut, and roundhouse.