(Note, I haven't listened to her channel for a long time. Some of these might duplicate something she already says. Some of these offer technical, OOC information, but only in general terms.)
As you gain experience, your natural strengths and weaknesses will change, depending on your race, class and luck. Since training sessions are rare, they are extremely valuable, and you may come to regret using them too soon. The wise elders recommend waiting until at least level 12 or even 15 before you use them.
Your health regeneration rate is affected by your constitution. This can be used to work out how much magical equipment you should be wearing, to gain the maximum benefit when you level. Don't wear too little, but wearing too much can be counter-productive.
Your mana regeneration rate is affected by your intelligence. This can be used to work out how much magical equipment you should be wearing, to gain the maximum benefit when you level. Don't wear too little, but wearing too much can be counter-productive.
You'll get more practice sessions if your teachers think you're wise enough.
It helps to be lucky. Extraordinarily so.
The more dexterous you are, the more items you'll be able to carry. Use this to work out how much magical equipment you need to wear.
The stronger you are, the more weight you'll be able to carry, up to a maximum that depends on your class. Use this to work out how much magical equipment you need to wear.
The more charismatic you are, the better a deal you'll get at shopkeepers. Use this to work out how much magical equipment you need to wear.
All your statistics influence, in one way or another, how well you perform in combat, or how good you are at casting spells. Don't ignore any of them. However, while levelling, you should concentrate first on luck, constitution and intelligence.
The gods know when you're trying to cheat them. To gain maximum benefit when levelling, the magical equipment you wear for this purpose should be worn at all times.
When you practice, your wisdom and intelligence both play an important part. If you don't think you're smart enough, rather save your practice sessions for a day when you feel a little sharper of mind.
To form a group, follow the group leader. If you're the group leader, 'group' each person following you. The 'group' command on its own shows you the members of your group, and some information about them. Healers will find this information especially useful during combat.
While in a group, you can talk to group members using group-tell (gtell). This is no more secure against the eavesdropping of thieves than regular tells.
While in a group, those not leading can leave the room at any time, without leaving the group. Group-tell will continue to work. They will only follow the group again when they're back in the same room with the leader.
The easiest way to leave a group is to 'follow self'. If you're the group leader, you can eject someone from a group by repeating the group command on them. You cannot, however, prevent them following you.
If a group contains a mage with enough experience, the entire group can portal as one. Be alert, though, because success is not guaranteed equally to everyone.
While in a group, you can 'assist' another group member, such as the leader, in combat. You could also 'assist all', which extends such assistance to player characters the group might be fighting, but that carries with it grave risks.
Never form a group with, or even follow, someone whom you do not trust. Enemies could lead you into mortal danger, or turn on you just when you least expect it.
When a group leaves the Guild Hall, they all go to the group leader's hometown. Beware, the guards in that town may be racist, despite the fact that you're with one of their own.
When in a group, one member can 'guard' another, and shield them from attack. This is a powerful form of protection for weaker group members.
Groups containing bards get support of a kind that no regular class can offer. Take them along. Bards are people too, you know.
Following an immortal has many benefits, but it is also a very grave decision. Do not make it lightly. Explore your options, learn what you can about them, and examine your own heart, before asking permission to worship.
Following an immortal is a two-way relationship. Ask not what your following can do for you; ask what you can do for your following.
When you worship an immortal, you get to talk to them and your fellow followers on the 'ftell' channel. Direct communication with your god is possible using 'pray'. Both these channels are secure from eavesdropping thieves.
There is a note list. Use 'note list' to see what's on it. Use 'note read #' to read a specific number. 'Help notes' and 'help posting' will give more information on how to use this list. Please don't overuse it, and don't post to 'all' needlessly.
Besides the note list, there are lists on which you can report suspected bugs, report typos, or post messages to a following-only board. The idea list has been moved to the forums, at forums.finalchallenge.net. Please register there, if you haven't already.
Important game information from the god+ staff is posted to the FYI list. It works like the note list, but you can't post to it. Keep an eye on it now and again. Not knowing what's on it is no excuse for not knowing what's on it.
Useful information, including game news and statistics, is available at www.finalchallenge.net.
The 'description' command allows you to change what people see when they look at you. If you're ugly, there's not much you can do about it, but at least you can hide behind a mask, and brush your hair. 'Help description' and 'help text' for more information.
To see identification marks on objects when they're in containers such as bags, or the donation pit, set 'config +itemprop'. Other useful options are available; see 'help config' for more details.
You can customise your prompt, and you will probably want to. The 'prompt' command gives you the available options.


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