Guide for young warriors
Skip this part if you dislike humour
You step forth out of the shadow of your dwelling, a young warrior ready to do harm to rats, dogs and other small animals alike. Your warrior mother, holding back proud tears, hands you a small lunch bag of brain cells and fresh hearts, full of juicy nutrients. Your warrior father who can not hide back his grin, says: Ug [I love you, my offspring, for on this day you have set forth to do great things, terrorize minor cities and towns as well as to engage in the random murder of civilians] Your mother: Ugh ug [I love you baby, remember to amass a great pile of the heads and hearts of your enemies to celebrate each joyful occasion, I am forever proud of you] You, holding back your tears say: Ugh ug ugh uug ug ugaboo [Love y'all] Walking slowly, you head out on your journey, not looking back, clutching a rough piece of hide with the title: *Roughly-scrawled characters with scratches here and there* [Wrathe's Guide For Young Warriors]
- 1 Wrathe's Guide For Young Warriors
Wrathe's Guide For Young Warriors
The instructions below are mainly for warriors so take that in mind, but for other guild newcomers exploring combat and melee, this can be useful for you too.
Abbreviated names of places that are often used:
- AM is Ankh-Morpork
- BP is Bes Pelargic
- CWC is Counterweight continent
- DJB is Djelibeybi
- OC is Ohulan Cutash
- RAM is Ramtops
For more geography, see Atlas.
- Npcs = non-player characters, basically every character that's not a player, also called "mobile" in other muds.
- HP = heal points, at 0 hp or less you have a professional chat with Death.
- GP = guild points, you need this to perform most actions apart from moving around, but there's several kinds and you need the right kind for your command/spell/ritual/etc.
What to do as a young player
- Do easy quests (quest level 1-2 that don't need combat) in the area you start off in (as there won't be a language barrier). However note that if you start off in Ankh-Morpork, you can do quests in the Sto Plains and the Ramtops as there is no language barrier there. See Unofficial_quest_solutions for how to do quests and where to go.
- Check out the Combat section below and follow or at least read through the instructions. Combat will be very useful for gaining experience and money in-game. If you not sure what kind of weapons or tactics you want to try, you can experiment a bit with different weapons starting out but it is recommended to focus on advancing one later on.
- If there are any training rooms or facilities at a guild location near you, it is recommended to try them out so you can try TMing some early skills and don't need to use up experience and money to advance early skills.
- Advance your adventuring.health skill at a guild teacher npc to the guild-max of level 25 so you can wander around with approximately 1342 health points and not be afraid of dying very fast from fighting enemies.
- If you are done most of the easy quests or don't like doing quests early-on, you can advance some fighting skills or skills that can do damage and travel to a nearby newbie area to gain some exp from killing the npcs there and money from selling the loot to a general store or a fence.
- If you aren't as interested in fighting to gain experience and money, you can also do missions. Note that some missions might give less experience if you do them repeatedly within the same hour. Check out Missions for more info.
- Get a talker, its very useful if you want to ask questions from the community or just want to be social and keep track of whats happening. You are usually given a voucher when you leave Pumpkin Town and can trade it in at any shop that sells talkers. You can type help talker to find out which shops sell talkers and where. You can also communicate to the community via Reddit (https://www.reddit.com/r/discworldmud/), Facebook (https://www.facebook.com/groups/2232821724/) or Discord (https://discord.gg/fw4Z6MY).
- Invest in one melee skill like sword and one main defence skill like parrying that makes sense for your stats, playing style and sub-guild/guild, you can type skills primaries and skills fighting stats to check
- Focus on advancing fighting special tactics (see Fighting.special.tactics) as well, a good recommendation is to be within 100 levels of your main melee and defence skills, without it, a melee fighter will get overwhelmed quickly.
- Type options combat and syntax tactics to customize how you fight. Fight with your own playing style! You can type options combat weapon_warning = on to see more info about how you're doing during combat.
- Don't attack witch/wizard/priest/troll/golem npcs unless necessary, these guys will give a tough time for relatively little reward.
- Try to use consider on enemies before you attack, this can make them draw their weapons but note that some npcs like a Werewolf might auto-attack you if you consider them. You can also consider covertly by typing consider covert. See Consider to learn more.
- Avoid killing npc shopkeepers unless you don't want to shop in that city/town/area for a while
- Keep burden below 50% to not get a dexterity debuff, see: Burden#Dexterity_penalties, you can type burden to check what is weighing you down. If you choose to dodge, your burden will affect the effectiveness of your dodging while fighting. Generally the more burdened, the harder it is to dodge, see Dodge#Chance_of_dodging. Burden will also affect you if you are parrying: Parry#Chance_of_parrying. Also being overburdened will also affect you negatively in other ways while fighting, see: Burden#Combat_efficiency
- Don't kill civilian npcs in front of royal guard/imperial guard/watchmen/hoplites/etc (warriors in djb) in cities unless you can defeat them. If you find yourself being pursued by Royal Guards in Sto Lat or Watchmen in Ankh-Morpork and losing a lot of health, you can type give up to be arrested to stop losing health. You might end up in jail for some time or thrown out of Sto Lat though.
- Sword/Parry, Dagger/Dodge combinations work well in terms of skills and bonuses
- In terms of choosing weapons to focus on, make sure the stats and skill bonuses align and generally speaking the longer the weapon, the easier it is to parry.
- Weapons, armour, shields and clothing can be enchanted. Enchanted shields, armour and clothing tend to be more durable and reduce less damage inflicted on you. Enchanted weapons are more durable and can deal more damage but can be harder to use (but give more exp when in combat). Weapons can also be warded by priest friends so that if snatched, it will trigger a ward on the thief.
- Dual wielding weapons such as swords become an option once your dexterity >= 14 to gain more attacks over time, you can type score stats to see your stats. To dual wield, type hold [weapon] in left hand and hold [weapon] in right hand. If you have multiple weapons like multiple swords, you will have to type hold sword 1 in left hand and hold sword 2 in right hand or specify the weapon to hold them correctly. You can still try dual wielding before rearranging where all your stats start at 13 but take in mind you will suffer some penalties from Weapons#Attacking_with_the_off-hand so test it out before you go with it. Also take in mind that there are certain special attacks like iai that require you to have only one sword in your hands to work.
- When fighting with witches/wizards/priests, usually you can notice when they are casting a spell or ritual as you will notice them doing actions like taking carrots/seeds or components from a bag or suddenly moving around their amulet, good way to avoid those spells/rituals is to leave the room. Wait for a couple seconds and then re-enter the room. Sometimes dealing a large amount of damage can interrupt spells but commands like trip can't disrupt spells.
- When fighting with thieves/assassins, they might suddenly sneak off to another room, although NPC thieves in AM or NPC pickpockets in BP don't do this as they are relatively low-level. It might not be good to try to chase them if you are not much stronger or have good adventuring.perception skills as they might suddenly ambush you and cause a great deal of damage or even kill you. It helps to use
watch highbefore entering the room they are hiding in.
- When fighting with warriors, their special attacks can deal more damage than other guilds. Also if they use warcry on you and you are flustered or flinching, you will temporarily decrease in fighting and other skill bonuses, this will pass over time but a good way to defend against warcries is by advancing your fighting.special.tactics. Also warriors might go berserk like seen with weapon master NPCs which will boost their stats, get more attacks per heartbeat and they will go on insane tactics but not be able to use special attacks, be careful handling this situation as you might need to retreat from the fight if you can not handle the sudden increase in attack damage.
- To learn certain commands like fix or stab once you have reached the skill level to learn it, type sayto [instructor] teach me please or just type say teach me please if you are in the same room as the skill instructor npc
- Invest in your adventuring health skill, learn from Lanfear once past guild max, try to get to 2000 hp, or can ask any of these player teachers if they are online: https://discworldskills.com/adventuring.health, you can also type refer teacher to learn more. If you have guild-maxed other skills, you can do the same thing. To learn from a player teacher, type teach me [skill] from [player] and then type learn [skill] from [player], if the player is afk or inactive for more than 5 minutes, you can't learn from them and have to wait until they are active again.
- To figure out how much exp you might need to advance a skill, you can use tools like: http://bonuses.irreducible.org/advancecost.php and http://bonuses.irreducible.org/teachcost.php . As well you can also check out http://discworldskills.com, click my skills tab/player teacher/sensei/master and then click on a skill where you calculate the teaching cost based on a specific teacher.
- You can get TMs when working on skills or fighting or when in a group, this is when your skill level increases by 1 on their own for a certain skill. If you are inspired while in a group (see Taskmaster#Inspired), you are more able to gain a TM in the skill you are inspired in for a short amount of time.
- Different warrior guild headquarters can have specific different rooms you can use depending on your sub-guild such as crafting stations like a tannery or a training room with guards you can challenge where you can TM skills, typing help here in these rooms can tell you more. Warrior sub-guilds will also usually have a smithy and a weapon/armour shop. Non-warrior guilds will also have special rooms, check in the wiki or ask in newbie/talker channels as these rooms can be quite helpful early on.
- Invest in fighting unarmed grappling (see Fighting.unarmed.grappling) so that your weapons don't get snatched from your hands and can defend against fumble (Fumble) rituals
- For healing, try to get the bandage command (Bandage), as well, check player shops to buy witch healing teas, which can heal you over time. Or fill up a bottle of blue water from Temple of Small Gods.
- Increasing your fighting.points will increase your guild points if you are a warrior and in general increase the amount of special attacks/bandaging etc you can do.
- Try to invest 10 levels into crafts smithing to get the Fix command, very useful for maintaining your weapons, armours and tools. Moreover, damaged weapons or armours that have reached a poor condition can break or be less effective in general. See condition. For leather items or armours, you can leatherwork it at a tannery, clothes can be mended or you can put it on the low altar of Gapp's temple in Ankh-Morpork.
- Gufnork is a good faith to worship for warriors, the cure light wounds ritual is very useful, see: Cure_Light_Wounds, as well you will need generally a good to quite good alignment, fluffy clothes and some investment in faith skills to be able to trigger the ritual reliably
- You can start investing in magic or faith as well once you find yourself guild-maxing your main warrior skills, magic for tpas/teleportation with magic scrolls and faith for follower rituals/divine hand with faith rods
- Get some Adventuring.movement.swimming skills before venturing into areas you need to swim, you can drown easily with the amount of armour a warrior carries, also in some of these areas, balancing become useful as you might fall into the water even on land, so Adventuring.acrobatics.balancing is also a good skill to advance. If you find you are drowning, you can try removing all your items at once, swimming up, get some air, and then gradually pick up one item at a time by swimming down and grabbing one item and then up, find some land, dump that item and then gradually do the same until you have your essentials on land and then wear it all. This is only recommended in non-monster filled somewhat shallow waters. See my drowning aliases for more info. You can also purchase a red and coral ring to keep you afloat.
- Related to above point about swimming, if you are on a dock or near sewers, avoid going down, for docks, you might drown as you end up in water, you can type look down to check, for sewers, these are usually filled with dangerous monsters and for the Sto Lat Sewers, you might need to rely on your balancing skills or else you get flushed all around and end up consuming sewer water which can make you sick for a while.
These are more recommendations than hard facts, it is up to you if you want to go this way, a good way is to really do your own research by checking links like Newbie-friendly weapons, Weapons#Weapon_tables and Armours to learn more and to ask on newbie/guild-specific talker channels
- If you want to use swords, a single or dual short sword(s) are very solid weapons to start with and you can use them for quite a long time after too.
- For warrior armour, a mail hauberk, peaked cap or metal helm (or better helms), any kind of bevor or gorget, metal gauntlets and metal clad boots provide solid protection for young warriors.
- For other guilds, you might look to leather armour for a lighter burden. I would recommend grey leather gloves or leather gloves, steel-toed leather boots or hard leather boots and maybe a leather jerkin, studded leather jacket and a peaked cap or even a hard leather cap depending on your preferences and burden. If you want even lighter or just want the minimal protection with coverage, a padded monk's robe (harder to obtain) or even set of overalls (the more easily findable option) can work for wizards/priests/witches. You can type coverage to see how protected you are.
- For daggers, I recommend acquiring stilettos or if possible hunting knife(s).
- For polearms, an ash spear or wooden spear can work, usually two-handed polearms are more recommended to use. If you have some money, try to get a glaive.
- For shields, I would recommend medium metal shield or large metal shield depending on your burden.
- For maces, I would recommend purchasing the short steel baton, iron war club or even the klatchian steel club if you have some money on hand. Otherwise a knobbly mace or large wooden club or even a spiked club can work.
- For axes, dwarfish axes are a good starter axe to use.
- For flails, morning stars are a good starter weapon to buy and use.
Items you might need
- If you have multiple of the same items, you can differentiate them or specify which one to use/sell by typing sell item 1 or sell item 2 etc. depending on the order.
- Most warrior guilds have newbie chests (as well as all guilds, ask in newbie/guild-specific talker channels if you can't find them), these will have equipment donated by older players, please grab as much as you can from these places. All warrior newbie chests are open to all warriors, no matter their sub-guild. This is same for the skill instructor npcs, you can advance your skills at any warrior sub-guild.
- Get a Yellow Stone Ring early-on, this will light up for you in the dark and only uses 30gp each time, you can remove and wear it again if you run out of gp, see here for places to buy: http://quow.co.uk/cow.php?s=yellow+stone+ring&a=itm&i=yellow+stone+ring
- If you are carrying a staff, polearm, scythe or javelin then get a hunter's pack that will not only carry large items but also serve as a scabbard for those weapons.
- Otherwise get a large backpack or a black backpack (more pricey option) if large backpacks are unavailable, it holds more than a satchel, its around 10-12 AM dollars, or $18 for the black backpack.
- Use the keep command on your prized belongings, type syntax keep for more info
- Usually coins like farthings, pence, ptascpi, saveloy-rhinus tend to weigh down on your burden, I would recommend depositing these frequently at a nearby bank or altogether dropping these or not looting these coins as they tend to get more worthless as you level up. If you find yourself burdened down by these coins and can't grab the coins because its so heavy, you can try commands like take 200 pence from pack or specify a lower or higher amount depending on how much you have and depositing those in the bank (or even dropping them) to loosen burden.
- For excess items you don't need, you can store them in vaults, nella's vault is hidden underground, type down when you reach the spot
- You will need a weapons permit to hold weapons in Bes Pelargic unless you are a member of the Imperial Guard, otherwise keep your weapons sheathed as Imperial Guards will confiscate them. You can buy permits from the Shify-looking man on Tuna Walk. Usually lower guild level players will get a cheaper price. Type 'look permit' to see how long you can use the permit for. You can put permits in bags or containers on you and will still work.
- Fencing items can get you more money than selling loot to general store, however you will need some people.trading.valueing or a people.trading.valueing sub-skill to sell for more money at a fence. Check Fence for more info. There are also achievements associated with fencing too
- Areas that are too cold or too hot can kill you, see hypothermia or heatstroke, if you are too cold, you can wear warming clothes like robes, cloaks and jackets and if you are too hot, you can wear himations, chitons and thobes to cool down. As well you can move to a hotter place like a smithy to warm up and to a cooler place if it is too hot to cool down. If you are wet and cold for too long, you might also catch the common cold, so you can buy a towel to keep dry. You can also purchase an elegant ring to regulate your temperature. See temperature for more info.
- For travelling between regions, you can use the Taxi club, type refer taxi to learn more, its free if you are under 18 hours of age and $5 dollars or a foreign currency equivalent if you are above. Otherwise you can use Arcane transport NPCs at each major city, carriages, ferries or walk on foot yourself (this is the last resort option, its not that safe for new players in certain areas where npcs auto-attack like the gloomy forest.
- Generally, you need money in the local currency to spend the money, if you find you need some local cash, you can usually find a local money changer at a major city. You can then type sell money to automatically exchange your currency for the local currency. To see the conversion rates beforehand, you can get a estimate using the rate command, type help rate and help currency or see currency to learn more.
- Horses can remember locations and can travel to cities by road for you while you are riding them.
However, I don't recommend getting horses early on for young players as there are some skill bonus requirements to meet, see mount:
* adventuring.movement.riding.horse bonus >= 190 for very high docility horse * adventuring.movement.riding.horse bonus >= 250 for a high docility horse * crafts.husbandry.animal.grooming bonus >= 215 * crafts.medicine.diagnosis >= 210 strongly recommended in order to detect diseases early, to minimise expense and inconvenience.
Or else you might end up having to stable your horse all the time or just getting thrown off the horse every now and then.
- Areas to avoid: The Shades in Ankh-Morpork, The Snail or The Medina in Bes Pelargic and I would say avoid the Hub, Gloomy Forest and Uberwald in general, see: Dangerous_zones
- If you are lost and you are below or at guild level 35 (you can type score to check), you can type godmother help to get you back to a safe place you have been before like the Mended Drum, this might debuff your stats and reduce all your gp. This will cost lives if you are above guild level 35. You can also ask in newbie/talker channels if you are lost and someone might come and help you.
Targets to consider are NPCs you should consider and see if you can attack, generally these NPCs are still too high level for new players
Targets to avoids are NPCs you should avoid as they might auto-attack and are way too high level for new players to deal with
- Ohulan Cutash in Ramtops
- Targets to kill include dealers/traders, zoon sailors, farmers, peasants, tramps
- Targets to consider: town guards, soldiers, strongarms
- Targets to avoid: Mommet, Zoon liar (will bring in group of zoon sailors to protect), Raffy the Rook
- Rime Street-Gleam Street Dwarven Neighbourhood in Ankh-Morpork:
- Targets to kill: dwarves
- Targets to consider: dwarven tinkers, dwarven miners, dwarven tavernkeeps, dwarven bakers
- Targets to avoid: watchmen, dwarven sentries
- Sto Lat (this area is best if you advance your skills to around 100-150 skill level in a weapon):
- Targets to kill: merchants, bums
- Targets to consider: tinkers, carpenters, washerwomen, thieves, gravediggers
- Targets to avoid: Royal guards, highwaymen/dashing men/thugs and scruffy/muscular/shady characters
Pets & Profiles
- If you get pets, you don't need to feed them but you can if you want, also certain npcs will auto-attack pets, see: Pet#Keeping_pets_safe.
- Type alias .project to change your project, alias .plan to change your plan as well as chfn if you want to change what people see when they finger you. Type describe main [your description] to change your description when somebody looks at you or types refer [your character name]. To update your reference which is the info players will mainly see when they 'refer' you, type alias .reference
Death & Gaining Lives
- In general, it is recommended to use up exp as much as possible before you start heading off to go killing or missions/quests that might kill you.
- If you do unfortunately die, type who pishe and see if any Pishe priest players are online to resurrect you, you might have to wait to see if any will come online.
- Try to ask in newbie channels or tells (you don't have a talker when dead, but you can ask the living to ask on the talker!) to see if any player has a Pishe priest alternate character.
- Resurrection by a Pishe priest can return a certain amount of lost exp back to you. Some other older priest can also use faith rods to perform Ressurect.
- However if there are none, you might need to be raised from the dead by other priests but lose all your exp.
- You can also get raised (lose all exp) at a NPC raise dead location or use godmother help (above guild level 50 it costs a life), but those tend to be last resort options.
- See Death to learn more.
- You can gain back lives by:
- Tossing royals into the Pishe pool in Ankh-Morpork, there's also a restore slide to remove the constitution penalty, convenient! You'll have to keep tossing royals until you get a new life, but this saves, so you can add more later.
- Offer Lancre currency into the Pishe pool in Lancre, but if your offering is not worth enough you'll just get healed.
- Feeding logs to the golden chicken. The golden chicken is a much cheaper alternative based in Bes Pelargic but will require you to keep pursuing the chicken and feeding it logs that you can buy in hopes of gaining a life, it might take more time to gain a life in this approach.
- You will be usually debuffed in your stats (loss of constitution that greatly reduce your HP) when you gain a life, so you can:
- Use the restore slide in AM up from the Pishe pool (pay respects first!)
- Ask a friendly Pishe priest to Restore you.
- Wait a long while. Check
score verbose statsuntil the penalties are gone.
- See Buying lives for more information.
Friends & Groups
- You can type friends add [player] to add a friend, the friends list is mainly used as a contact list and your friend won't know they have been added. You can type syntax friends to learn more.
- You can form groups to kill things and gain fast exp, do quests together or idle together and chat easier. You can check groups online by typing groups and messaging a leader of a group if you can join. Otherwise you can type group create [groupname] to create a group and invite people to join by typing group invite [player]. Type syntax group to learn more.
- You can fight in groups by choosing a leader and everyone in the group assists them. You can type group assist [player] to assist a player when they are attacked. You need good adventuring.perception skills to assist fast enough. As well sometimes some npcs don't fight back which does not trigger you to assist the group leader.
- You can type group status to learn about the health and who they are assisting in the group. You can also type group shields to see if they have magical/faith shields on and need shields or not.
- Most importantly, make some friends, form a group ;) and have fun, especially wizard friends :) they can give you magical shields (tpas) and harden your skin (ccc)
- Kill all (or use this one: Kill_alias, its better)
alias ka kill all except killers&shopkeepers&cats&hags&bats&wizards&priests&clouds&summons&pets&camels&purewhitebirds&tomtom&palms&trees&luggages&dragons&Kangwu&stallowners&cobblers&ryattenoki&everyfireflies&moths&lights&tneduts&phos-phor&lap-lip&oliver&guard thieves&lip-phon&mihk&fences&ptyler&shifty-looking man&nogowan&ptarquet&pkara&hattianguards&goldenblossom&bessie&pennie&minions&chickens&goats&calves&skeletonwarriors&priestesses&priests&pickpockets&players&trolls&captive&Kyakenko&heavies&mounts&$*$
- When drowning:
alias drown unkeep all; remove all; drop all; swim up $*$
- And finally reached land and grabbed all items:
alias undrown take all; keep all; wear all $*$
- Holding weapons/shields/tools in different hands:
alias hl hold $*$ in left hand
alias hr hold $*$ in right hand
- When assisting in a group:
alias gu2 group leader $1*$;group unassist;group assist $1*$;drag assist $1*$
- Checking the condition of what you are wearing or using:
alias cda condition damaged all $*$
- Check what you are wearing, carrying or holding, if you want a shortened list instead of the full inventory:
alias ia inventory armour
alias ih inventory holding
alias ic inventory carrying
- For mending clothes quickly, switch out the word bag if you are using another container:
alias presew open bag; take thread spool except sinew spool from satchels in bag; take small needle from satchels in bag; hl needle; $*$
alias pc put clothes in bag
alias sewc thread needle from spool; sew $*$ with needle
alias sewcl take at most 1 damaged clothes except glass things&leather things&metal things from bag; sewc damaged clothing; pcj $*$; count damaged clothes in bag
alias postsew put spool,needle in satchel in bag; close bag
Good Things to Loot
- Auriental Dresses from BP: http://quow.co.uk/cow.php?t=Items&s=auriental+dress
- Grey Travelling Cloaks from carriage stops at AM, Sto Lat or generally on the Sto Plains: http://quow.co.uk/cow.php?t=Items&s=grey+travelling+cloak
- Ivory Dice from Ephebe: http://quow.co.uk/cow.php?t=Items&s=ivory+dice
- Red and blue necklaces from DJB: http://quow.co.uk/cow.php?s=red+and+blue&a=itm&i=red+and+blue+necklace
- Hairwreath of Roses from Ephebe: http://quow.co.uk/cow.php?s=Hairwreath&a=itm&i=hairwreath+of+roses
- Carved Bone Auloi from Ephebe: http://quow.co.uk/cow.php?s=Carved+bone+aulos&a=itm&i=carved+bone+aulos
- Peploi from Ephebe: http://quow.co.uk/cow.php?t=Items&s=peplos
- Most if not all black velvet clothing, found all over the Disc: http://quow.co.uk/cow.php?t=Items&s=black+velvet
- Most if not all white silk clothing, found all over the Disc: http://quow.co.uk/cow.php?t=Items&s=white+silk
- Fine silk robes from AM, DJB, Genua and BP: http://quow.co.uk/cow.php?s=fine+silk+robe&a=itm&i=fine+silk+robe
- Sphinx necklaces from DJB: http://quow.co.uk/cow.php?s=sphinx&a=itm&i=sphinx+necklace
- Most medallions except bronze/brass/copper ones, found all over the Disc: http://quow.co.uk/cow.php?t=Items&s=medallion
- Most thobes, found in DJB: http://quow.co.uk/cow.php?t=Items&s=thobe