RetroMUD - It's not just a game, it's an attitude!
Newbies are given a full set of equipment every time they log in. It will disappear if you drop it, so you may want to use the "keep" command to avoid that. But if you do lose your newbie equipment don't worry, when you quit and reenter you will be issued a new set.
You may also find equipment in your primary guild "check room". Players can donate gear to this room to receive guild dues, and you can spend guild dues to take it out. The amount and quality of gear in this room will depend on the players in your guild.
Often the top players will kill a boss monster and sell the undesired gear to the shops. That gear might be undesirable to top players but will be very nice for a newbie. Ask on the retro channel if there is stuff in the shops, or just walk over to them and check yourself.
Finally, you can ask on the sales channel if anybody has some newbie gear for sale. It's quite easy to farm up enough gold to get a decent starter set.
Slots are where you wear armor or jewelry and each slot can only be used by one piece of equipment at a time. If you attempt to wear a piece of equipment and are told that you don't have the available slots to wear it, check to make sure that your race has those slots and that nothing else is using them (command "eq list").
Bulk is a measure of how heavy and physically impeding the armor is. Each primary guild is assigned a bulk limit for hermetic and spiritual spells. For skills, bulk limit depends on skill category. Effective percentage with those spells and skills decreases while equipment of higher bulk is worn.
We use "weapon class" as a way to measure how effective a weapon is. The weapon class is a numerical representation of the damage potential of a weapon. This value can range from 0 (think cotton ball) to 100, although only the rare and powerful artifacts have a weapon class above 80.
💡Weapon class is capped at three times your level, wielding a higher level weapon will not benefit you
Weapons can do a mixture of physical and non-physical damage. For example, a magic flaming sword might do 50% of its damage as physical damage from slashing and the remaining 50% as fire damage from the flames.
Dealing non-physical damage is desirable because:
Armor is less effective against non-physical damage
Monsters might be vulnerable to particular damage types
In addition to the raw damage that they do many magical weapons will have special attacks. These special attacks can apply a range of effects like stunning, interrupting, knocking down, or freezing your opponents.
Strongboxes are only effective when placed inside a castle room
The computer running the MUD needs to reboot once per day. In the game we have lore that Armagg-Odhin is a powerful deity who regularly destroys the Retroverse.
When the MUD restarts the memory is reset and anything that is not saved will be lost.
There are three principal ways for you to save gear over boot:
Thread your gear and make sure you are carrying it (HELP THREAD)
Place it into a strongbox in a castle room
Hire a room in a newbie inn
Threading your gear is by far the most convenient and cheapest way to make sure you keep it over boot. Just make sure that you're either wearing it or it is in your backpack when Armagg-Odhin arrives!
keep all eq - Prevent all your currently equipped gear from being sold or dropped by mistake
label all armor as <X> - Applies a label to your equipment so other people can tell who it belongs to (replace X with your name or whatever else is useful to you)
i - Shortcut for inventory, will show everything in your backpack
eq - Show what you are wielding and wearing
eq list - Shows all your slots and also gives you an overall rating for your armor
wear / remove - change what armor you are wearing
wield / unwield - change what weapon you use
The protection value of armor (abbreviated as PV) is a rating for how effectively the armor protects you from damage. It is a number from 0 (no protection) to 1000 (the very best magical armor).
We use the following scale to explain armour protection:
Armor has no effect
Armor protects very little
Armor protects somewhat
Armor protects moderately
Armor protects strongly
Armor protects very strongly
In addition to physical damage there are several different types of damage (help damage types).
The protection you get from armour will change depending on the type of damage that you are receiving.
Physical -- Protects very strongly
Acid -- Protects strongly
Cold and Fire -- Protects moderately
Disintegration -- Protects somewhat
Electrical -- Protects very little
Harm -- Protects very little
Poison -- Protects very little
Psionic and Illusion -- Armor has no effect
Sonic -- Armor has no effect
Holy and Unholy -- Armor has no effect
Asphyxiation -- Armor has no effect
💡 Monsters who are wearing armour will receive the same benefits. Dealing non-physical damage is a great way to bypass their armor protection.