Who
Runs This Place?
The head administrative staff members
of DragonStone are referred to as IMPs
(implementers). Caimen
is the Mac Daddy of all the IMPs and IMMs. He writes all
of the code and approves all projects.
DragonStone sprang from his mind in 1996.
Supporting staff are referred to
as IMMs (immortals). Imps and Imams are a
select trusted few who attend to the day-to-day maintenance, area building,
code changes, quests, games and miscellaneous duties.
The
staff is willing to help, but players might receive a lightning bolt
in the derriere if they make nuisances of themselves. At least one individual
has found himself on the receiving end of 500,000 volts after aggravating
a certain Immortal. Feel free to consult them if you get stuck,
but please refrain from excessive pestering of the staff :)
Character Generation
What
name should I choose?Names
must be medieval or fantasy in nature. Avoid:
- Outright silly names (ex Cutie,
Levy, Giggles)
- Names from fiction (ex Frodo,
RobinHood, Chewbacca, Kraven,
Wolverine)
- Words that have a direct meaning
in English (ex Terror)
- Names that are a combination
of existing words (ex DragonSlayer)
- Meaningless and seemingly random
jumble of letters (ex Wjcjnrklj, asdfghjkl)
- Names composed of more than
one word (ex Strong Arm, Dark_Knight)
- Names containing numbers (ex
MaidMarion999)
- Names from modern day (ex BillyJo, Tommy, SuzQ)
- Screen names (ex Iwuzhere, AmHawt)Names containing vulgarity or
offensive terms (ex Jerk, Nerd or worse)
DragonStone has a strict name policy; characters with unsuitable
names must be recreated. If you are at a loss to find the right name,
we offer a name generator at www.dragonstone.org.
I
tried creating a character, but it says it's an illegal name!
A
staff member probably decided that the name was inappropriate. It is
nothing personal; please try again with another name. If you are at
a loss to find the right name, we offer a name generator at www.dragonstone.org.
How
do I get a surname/ last name?
At
or after level 10, an individual can request a surname. This last name
is visible on who, when looking
at that character and when looking in the room in which the character
is standing. Surnames are permanent.
You could also ‘test out’ your own last name with the ‘title’ command.
What
password should I use for my MUD character?
Choose
a password just as you would for any computer account:
- Use an ambiguous word, phrase
or anagram. Don't, for instance, use the same name as your character,
your own first name, or your girl/boyfriend's name.
- Use different passwords for
your character and your ISP account.
- Use different passwords on different
games.
- Protect login information against
reading by others if you use an auto-login.
- Change your password if you
believe that someone has accessed it (using the password command).
- Always retain a hard copy of
your password.
NOTE: Immortals will
not divulge forgotten passwords unless they are absolutely sure the character is indeed yours.
What
race and class should I select?
A
character’s CLASS (i.e., warrior, mage) determines its skills/spells.
A
character’s RACE (i.e., elf, troll, Elder) determines its choice of
classes.
Your
choice of race limits the skills/ spells your character will have at
its disposal.
Choose
wisely; race and class are permanent.
First timers might wish to play a human, as they are well-rounded,
without advantages or disadvantages.
Each
race and class has pros and cons. Click on the RACES and CLASSES section
of the website for more detailed information.
Should
I multi-class?
Advantages
and disadvantages exist for being either single- or multi-classed:
The
single-classed character
Single-classed
characters advance relatively faster than their multi-classed counterparts,
since fewer experience points (XP) are required to level. Alternatively, single-classed characters forgo
the benefits of the additional skills and spells offered by a second
class.
The
multi-classed character
A
common question: “Should my first class be a fighter or a spell caster?”
Consider
these factors:
- A character's statistics (stats)
are determined by its first class alone.
Consequently, fighters tend to have more hit points (HPs) due to their relatively higher constitution.
- Characters tend to excel at
the skills of their first class.
Thus, a first class monk does more damage with monk skills. A warrior/ mage inflicts
more damage with warrior skills than with its mage skills.
A multi-classed character requires
more XP to level.
First
time multi-classers should consider creating a combination of fighter
and spell caster. The first offers strong fighting skills, the latter,
protective spells.
A few words about spell casters and fighters:
- Different classes learn their
skills to different degrees.
- A lower percentage means that
the skill/spell has a higher likelihood of failing and may do less
damage.
- Leveling a first class fighter
tends to be easier at the lower levels because of the higher hit points,
but sacrifices the higher percentage of skills gained (thus, less
probability of succeeding with a spell/skill) and lesser effectiveness
of the skills/spells of the second class.
Statistics and Attributes
I
gained a level, what does this mean?
Fighting
and killing mobs and questing generates XP.
Accumulating a specific amount of XP automatically advances a
character to the next level. This is called “leveling”.
The greater the character’s level, the more power it has. Hit points, mana/
blood, and move points increase with each level. Leveling also earns
practice points that are used to improve or learn spells, skills, or
languages. Leveling may sometimes earn build points.
Build points (builds) are used to raise attributes.
The
amount of XP received from a kill depends on:
- The number of characters in
your group (if grouped)
- The character’s level versus
the level of the mob
- The character’s alignment versus
the mob's alignment
- How
many of this mob the character has killed lately
- Some random variation.
Single
classed characters require less XP to level [formula being 10000 + (current
level x 750)], unlike dual classed characters that require 15000 + (current
level x 1250). A higher level character requires more XP to level. Experience is lost by fleeing, recalling from
battle, and death. The amount
of XP required to advance is found on the SCORE screen. It can also be set to appear in the prompt (help prompt).
What
are Attributes?
Attributes
are the individual qualities. Five attributes exist, eachhaving its
own effect. The collective whole of a character’s attributes is
called its stats.
Strength
(STR) determines the maximum amount of weight a character can
carry and modifies the amount of inflicted damage (dam). It also affects
a character’s ability to wield heavy weapons. A low STR increases
the chance for injury when attempting to bash doors.
Intelligence
(INT) affects the number of practices (pracs) it takes to become
adept at a skill; the greater a character’s INT, the fewer practices
required. The amount of mana/ blood points gained when leveling and
rate of mana/ blood regeneration is also determined by INT.
Wisdom
(WIS) affects the amount of practice points gained per level.
This is a character’s main source of practice points; consider
training WIS as high as possible.
Dexterity
(DEX) affects the number of movement points received per level.
DEX is a very important skill for thieves as it makes for quick fingers.
Constitution
(CON) determines the amount of HP gained when leveling and
how quickly HPs are regenerated.
For
example:
------ Attributes
------
Str: Perm: 15 Current:
15
Int: Perm: 12
Current: 12
Wis: Perm: 11 Current:
16
Dex:
Perm: 16 Current: 16
Con:
Perm: 12 Current: 15
What
are statistics (stats)?
Statistics
(stats) are simply the group listing all of the attributes.
Stats displays a detailed version of the score
command. It has four sections:
- XP related
- Stats
- Kill stats
- Other
Syntax: stat or stats
How
high can I raise my character’s stats?
Remember,
stats are the grouped list of individual attributes. Attributes are raised individually. A character’s PRIME ATTRIBUTE is the HIGHEST
attribute listed for its primary class.
Thus, the prime attribute for a necromancer would be INT at 22.
Prime
stats are as follows:
Class: Str Int Wis Dex Con
Mage: 17 22 19
18 18
Cleric: 17 19 22
18 18
Psionisist: 17 19 22
18 18
Druid: 17 19 22
18 18
Thief: 18 18 17 22
19
Shaman: 18 19 22
17 18
Necromancer:
18 22
19 18
18
Ranger: 19 17 16
16 22
Vampire: 19 17 18
22 19
Bard: 16 16 16 22 18
Monk: 19 19 15 16
22
Warrior: 22 15 15 16
19
Paladin: 22 15 16
16 19
Werewolf: 22 17 15
16 19
Prime
stats are the maximum limits to which attributes can be trained. Current stats are calculated as follows:
Your current train level + any race
modifications + any additional stats on items up to a maximum of 4.
Thus,
if someone trained a stat to 16 with a race mod of -1 for their class
and +5 additional on items; their current
would be calculated as thus:
16
- 1 + 4 (4 is maximum)
Their
current would be 19.
Training
a PRIME ATTRIBUTE costs only THREE builds, as opposed to all other attributes,
which cost FIVE.
NOTE:
The first class of a multi-classed character determines its stats.
Ex:
For a bard/monk character, the BARD class determines the stats because
BARD is the first class.
How
do I raise my character’s stats?
Build
points (builds) are used to raise not only attributes but also HP, BP,
mana and moves. To
train:
- Find a trainer. (There are several
in the game.)
- Type train <stat/attribute>
where <stat/attribute> is the statistic you want to raise.
For example, to train intelligence one would type: train
int
What
are HP, mana, move, and blood points?
HP (Hit Points) refers to a character’s health.
When a character is hit, it loses HPs and
when it hasn’t any HPs left, it dies. The number of HPs
lost in attacks reflects the difficulty of an opponent.
Mana allows for spell casting. When mana is depleted,
spells can no longer be cast until the mana
is restored.
Movement points (moves) decrease with each step a character
takes; when moves are depleted, it will be unable to move until moves
are regenerated or restored.
Characters
regenerate moves, HP, and mana as in-game
time passes. Regeneration happens most quickly during sleep, a little
slower while resting or sitting, and slowest while standing.
Regeneration will not occur between log-ins.
Blood points (bps) are the vampiric
form of mana.
Vampires do not use mana, relying on
blood instead. Blood points are regenerated by drinking blood or by
the use of the feed skill. Neither rest nor sleep will
recoup lost BP.
How
can I see my points without typing ‘score’ all the time?
The
easiest way to monitor points is to set up a prompt. A prompt can be customized to show more information.
Read help prompt when online in DragonStone
for customization directions. The
basic syntax is as follows:
Syntax: prompt
Syntax: prompt all
PROMPT with out an argument will turn your
prompt on or off.
PROMPT ALL will give you the standard "[hits
mana moves]" prompt.
Example: PROMPT ALL sets your prompt to [10hp 100m 100mv]
Combat
What
is a mob, and what is an NPC or PC?
Mob is short for a “mobile,” which is
a monster or creature.
NPC is a synonym of mobile
and stands for Non-Player Character.
PC is a Player Character, which means
it is operated by a player.
So
how do I fight things?
Firstly,
look at the room and choose the monster you want to fight.
To
fight a mob, you need to know its keyword or name such as zombie, fighter.
If
you can't figure it out, use the scan
command:
Syntax: scan.
Scan displays the names of all mobs within three rooms (unless there is
something to block a scan.)
Found
the name of the mob you’d like to kill?
Take it down!
Syntax: kill <keyword> or k <keyword>.
Example: kill goblin
Combat is now initiated.
A
character will fight until 1) it dies or flees, or 2) the mob dies or
flees.
If
a character flees, it loses a small portion of XP. If it dies, it loses a lot of XP.
Some
mobs will automatically attack a character entering the room. Auto-attacking
mobs are called "aggressive," “aggy”
or "agro." There is no way to tell if a mob is aggy
until you enter its room (although the names of some mobs serve as strong
indicators as to their nature). If you are unsure if a mob is aggy
or not, and you think your character might get killed, ask other players
or avoid the room.
Err;
I don't think I can kill this mob...
So
you’re in a fight that you will not be able to win, hrm?
Tips
to avoid character death:
- Flee: Flee makes a character turn tail and run away. The direction
in which a character flees is random and cannot be pre-set. Fleeing or attempting to flee from a fight
costs a small amount of XP which is deducted automatically.
Syntax: flee
- Wimpy: Wimpy sets a minimum number of HP below which a character
automatically attempts to flee from combat. The default value is 20%
of total HPs, although a higher amount is
suggested when fighting in difficult, aggressive areas or when
experiencing lag.
- Similar to flee, wimpying
or attempting to wimpy and failing, deducts a small amount of XP,
but less than that deducted by death.
Syntax: wimpy
Specific: wimpy 15
(this sets your wimpy at 15%)
NOTE: The difference
between flee and wimpy is that wimpy can be set in advance. Flee must be typed at the moment you wish your
character to flee.
Presetting wimpy 20
ensures that your character attempts
to auto-wimpy when it hits 20% of its total HPs. Wimpy may or may not succeed. Success or fail, it deducts a small amount of
XP.
- Recall: Recall returns
a character to its hometown. Recall can be used during/ before/ after
combat. In comparison with flee and wimpy, recall removes your character
not just from the room but from the area, and costs more XP.
The actual recall command only works in the first 20 levels,
after which your character will need to use recall scrolls or learn
the spell "word of recall".
- Supplicate recall: For those in temples, using supplicate recall
will allow your character to recall to their temple at the cost of
one supplication point
NOTE: Some rooms will not allow a character to recall
from them.
Is
there any way of knowing how hard a mob is without actually attacking
it?
The
consider command (CON) displays your chances of success versus a mob.
Syntax: con <mobname>
Example: con goblin
CON
compares the levels and HPs of your character
to the target mob, displaying the results. The mob's magical shields
and skills do not enter into the comparison.
If
a con of the first few mobs in an area rates them as unexpectedly difficult,
it would be advised to recall from or leave the area and move to one
less challenging.
When
I attack one of these mobs, they gang up on me and attack me at once!
Don’t
want to fight 10 mobs at once? See
if you can push them out of the room before initiating the fight. It’s much safer to attack only one opponent
at a time.
Syntax: push mob <direction>
Example: push orc east
Your
character and the target mob will be left to fight each other to the
death undisturbed barring wandering aggies
that might drop by and join the party.
NOTE:
Some mobs cannot be pushed.
The
big bad monster is dead. Now
what do I do?
1) If your character has been hurt badly,
heal its wounds; otherwise, find another mob to fight after looting
the corpse (see below).
2)
Check the monster's corpse for any treasure. Treasure could be coins,
potions, and/or equipment.
Syntax:
look corpse
Abbreviated: l corpse
If
the corpse contains something you want, get it!
Loot the corpse!
Syntax: get <item> corpse, where <item> is the thing you want.
Example: get shield
corpse
Use get all corpse
to take everything.
Items
may be kept, sold to stores, auctioned, dropped and sacrificed, given
to other players, or donated to the general public using the donate
command.
Syntax:
donate <item>
Example: donate sword
NOTE: autogold and autoloot automatically take all the gold and all the equipment
from a corpse. Type HELP AUTO
3)
Sacrifice the mob corpse with the sac
corpse command.
Syntax: sac corpse
Plural: sac all
If
the Gods accept the sacrifice, your character receives either a few
copper coins or a point restoration (a few HP, mana/
blood or movement points.) Sac’ing
a corpse destroys everything inside it so be sure to get all from the
corpse beforehand.
How
do I group with other players? Can I group with anyone?
Fighting
in a group has advantages:
- Groups fight relatively harder
mobs and return more experience.
- Groups kill mobs much faster.
- Groups share XP from kills (members
must be in the room when the kill is made.)
- Groups divide coins obtained
from corpses (autogold and autosplit
must be on.)
Groups
are restricted by level: characters must be within 5 levels of each
other to join. To follow, one
must be within 20 levels. Follow
and group work together.
To
join a group, your character must first follow the leader:
Syntax: follow <character's name>
Next,
the leader adds your character to the group:
Syntax: group <name of character> (groups a single character)
OR
Syntax: group all (groups all the characters that are following)
The
gtell command communicates with the group:
Syntax: gtell <message>
Once
following and grouped, characters automatically follow the leader’s
movements (hidden exits and rooms with certain entering restrictions
excepted.) If anyone in your group is attacked, your character
automatically jumps into the fight.
Is
there any way of keeping track of the mobs that I have killed?
The
Kill History (KH) command displays the
most recent 30 kills. If the
name of creature is on the list, it is added to the cumulative total;
it is not as a separate kill.
Syntax: khistory
These
mobs don't seem to reload after I kill them...
Areas
reset at regular timed intervals between 3 and 15 minutes depending
on:
a)
If the area is a newbie area
b)
If there are characters in the area.
If
you want the mobs to come back, leave the area, and stay out till the
area resets.
My
character is a monk/werewolf. It can’t use weapons, right?
Wrong. Monks can use weapons, but receive a damage
advantage when using their fists.
Skills
and Spells
How
does my character practice spells or skills?
Spell/
skill levels for new characters are set at 0%.
This means that these things are available to your character
but it must be taught how to use each one. Practicing a spell or skill
increases the learned percentage for the spell or skill by a fixed amount
based on wisdom. Typing prac displays the percentages to which each skill has been learned.
Syntax: prac
The
slist command displays the specific spells and skills
available to your character, the new spells/ skills offered at each
level and the practice point cost to learn each one.
This
number is listed to the right of the name of the spell/skill when displayed
in slist.
Syntax: slist
To
list spells specific to an individual class, type slist
<class>
Example: slist cleric
Slist
displays resemble this:
Lv Spells/Skills <practice
cost>
3: magic missile < 1> martial
arts < 9>
4: burning hands < 1> second
attack < 2> boating < 5>
Based
on the above, the cost to advance the magic missile spell is 1 practice
point to raise magic missile by one increment.
It costs 5 practice points to raise
boating.
To
practice a spell or skill you must:
1. Find a trainer. (There are several in the game.)
2. Type prac to display available spells/skills.
3. Type prac <spell/skill name> i.e., prac sleep.
How
does my character use its spells and skills?
Upon
practicing a skill or spell at least once, your character can attempt
to use it. Spells cost mana/ blood points. Skills cost nothing.
Most
spells follow a basic syntax:
Type
c <spellname> <target>
as such:
C sleep troll
NOTE:
<spellname> is the spell name and <target> is the
keyword of the target mob.
Enclose
the name of two word spells (ex: magic missile) in single quotes (')
as such:
c ‘magic missle’ giant
else the spell will not fire.
For
help on the use of a spell or skill, type help
<spell/skill> while online to read the help file on it. For
example, help magic missile.
[The
single exception to this is that of first class bards who, being
more poetically inclined, sing their spells. Example: Syntax:
sing 'flight'
Characters
with bards as their second class cast their spells like everyone
else.]
Skills act as commands. An example is the
thief skill 'backstab'.
To
backstab a mob, you would type bs
<target> (you could type backstab instead of bs, but bs is much
quicker to type and does the same thing).
(Certain
skills/spells may cause characters to become temporarily stunned. Some
of the important ones which do this are: disarm, kick, punch, BS, and
awe.)
Do
spells and skills improve with use?
Most
do. Some information:
- Practicing a skill/spell increases
the percentage to which the skill/spell has been learned to a fixed
percentage depending on your character’s current wisdom.
- Skills/spells can be improved
by attempting to cast the spell or to use the skill.
- As the percentage to which the
skill/spell has been learned rises, the chances of a successful cast/
use increases commensurately.
- Conversely, some skills (like
martial arts or languages) and spells (magical dexterity) do not improve
with use and need to be practiced to increase.
- Also, in the case of certain
offensive skills/spells, the amount of inflicted damage increases
with higher percentage.
- Some skills are automatic once
practiced; they are in effect as soon as they are trained even once.
Examples of this include multiple attacks, dual and dodge.
The
percent to which I have learned this skill won't go up!
Several
possible explanations exist:
1)
You might have reached the maximum skill limit for your class.
No mortal can learn a skill to 100%. The maximum percentages
are:
95% Mage, Cleric,
Psionisist
90% Necromancer, Ranger, Shaman, Vampire, Druid, Bard, Paladin,
Monk
85% Werewolf
80% Warrior, Thief
To display the online help file for this, type: help skill limits
2)
There may be a limit to which this skill can be learned by a member
of the class.
3)
Your character may lack the necessary statistics to use this skill/spell
and consequently improve its expertise in it (e.g. thief skill poison
weapon).
Death
and Dying
Oh
no I died! What do I do now? / Help! I just died and I’m stuck in a
room without an exit!
Each
time your character dies it loses some XP and the spells affecting it
are canceled.
- If it dies AT or UNDER level
20, both character and corpse appear in the morgue.
- AFTER level 21, only the character
returns to the morgue; you must return to the location where the character
died to retrieve the corpse and EQ.
A
limited time (30 minutes real time) is allotted to retrieve the corpse
before it explodes. Failure to retrieve the corpse means that you
will have to re-equip as when a corpse explodes, it scatters its contents
throughout random rooms in that area. Hence, it is very important to
remember where your character died. If you can't locate its corpse,
you could lose all the EQ permanently.
However, if the corpse does explode, you could simply return
to the area and walk around picking up all of the stuff that is most
likely laying all over the ground.
Corpse
retrieval process and etiquette
To
retrieve your character’s corpse, you can:
- Walk back to where your character
died and get the everything from the corpse
- Ask for help. If a person decides
to help you, he will need to be told exactly what help you require,
where your character died and what killed it. Please note that anyone
who chooses to help is doing this of his or her own free will, and
is not obligated to help you get your corpse at all.
- Ask for help with a corpse summons.
With the use of a rune, some character classes are able to
summon a corpse. There may be a fee for their services.
- Supplicate corpse. If for some reason no one online is able
or willing to help, you can use the supplicate corpse command if your character is in a temple.
This enables you to recover your corpse at the cost of supplication
points and temple tithe. Syntax: supplicate corpse
- Ask
an Immortal. If no one is on
and your corpse is irretrievable, you could ask an Immortal. Some will help as a LAST resort. Other will not. Immortals are NOT required to perform this
service.
NOTE: Once a corpse explodes and the EQ is on the ground, it is
legal (albeit rude) for anyone to come along, pick up, keep, sac, sell
or give away.
Moving
around