New player's guide

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Contents

The SneezyMUD New Player's Guide (Newbie Guide):

Introduction

On behalf of the gods and implementors, I would like to welcome you to SneezyMUD. SneezyMUD was started by Brutius in May of 1992 from stock SillyMUD code. In the time since then it has undergone massive changes and three separate and complete rewrites. The World in which you now stand is the result of thousands of manhours of coding and building.

But enough bragging, as you are no doubt somewhat confused at how to begin actually playing, let me offer a few basic hints. First, read this guide. It offers much information both on how to play and what differences there are between SneezyMUD code and Diku code. Typing HELP will display the highest level of our help-file structure. More information on HELP is contained in chapters 3 and 4. Asking other players for clues is another option. Use some common sense though, it is better to ask someone similar to you in level and class as they will better understand your situation. (The HELP WHO file will tell you how to find particular people). Many frequently asked questions are answered in the SneezyMUD FAQ (available at the pawn shop) - definitely worth the modest price. If all else fails, the SneezyMUD gods can answer a wide variety of questions. (Some rules apply on what can be divulged, see HELP GODS).

Quick Start

Although it is highly recommended that first time SneezyMUD players read the newbie guide thoroughly, here is a list of things to do for those who feel they don't need to read help files to play.

1) Consult the following help files:

   NEWBIE
   GOD
   GOTO
   COLOR
   PROMPT
   WEAPON PROFICIENCY
   AUTO
   CONSIDER
   LIMBS
   ITEM DAMAGE
   WIMPY
   ASSIST
   BRIEF
   ABBREVIATIONS
 

2) Go through all help files thoroughly when you have the chance. Time spent regenerating mana, move or hit points is an excellent time to read the help files.


3) Before running around killing things, find your trainer and practice. You receive a specific number of practices (dependent on your wisdom and intelligence, chapter 12) from character generation. Use the "goto" command to find your trainer.


4) Wear all equipment and wield any weapons you find. You are given some basic gear at the outset, but almost anything you find will be better.


5) Visit Center Square for food and water. 'drink fountain' and 'pray'.


6) If you lose your gear as a newbie, you should see the social worker.

Getting Help and Other Info

The on-line help files are considered "basic knowledge" and they do contain some other rules, caveats, warnings and the like. They are also cross- referenced and indexed. Type HELP to get the basic help menu which lists the relevant sub-indexes. Alternatively, you can jump right to the file you want if you do HELP (command/file name). It is a good idea to read the help file on any command before you use it, even innocuous sounding commands _might_ have something strange about them that you are expected to know about.

Major changes and code updates are detailed in the NEWS (type: NEWS). NEWS always supersedes help files, although the help files eventually get updated with the changes from news.

See chapter 4 for more info on NEWS.


The Mortal board and NEWS.

As SneezyMUD is quite often updated with new codes and rules, it is important that you be aware of these changes. Ignorance of new rules is not an excuse on SneezyMUD. Players are expected to keep themselves updated on all the new information the immortals take the time to write.

The mortal board:

The mortal board is a place where the players (you) can communicate via messages posted on a virtual bulletin board. Debates and discussions often arise on certain aspects of the mud, and it is certainly a good idea to follow them actively as they may pave the way to a new rule or code change on SneezyMUD. The mortal board is located above the Roaring Lion Inn in Grimhaven as well as other locations.

On SneezyMUD, your input is important to us. We are striving to make the best mud possible, and player feedback is vital to inform us of what is lacking and, of course, what is good. Simple things are best communicated to the gods via the BUG, IDEA or TYPO commands.

NEWS:

The news command is perhaps one of the most important informative commands on SneezyMUD. All code updates and rule changes will be put in the SneezyMUD news. Be sure to check it regularly for new information. After reboots is a particularly good time to check the news as code update is always preceded by a reboot. This will save you the embarrassment of asking an immortal if there is any new code or rule changes when it is clearly in the news :)


SneezyMUD Newsletter, forums and the web page

The SneezyMUD newsletter is published on a monthly or as-needed basis due to quest, maintenance or downtime events. It can be subscribed to at the SneeyMUD web page, currently at http://www.sneezymud.com

SneezyMUD offers forums to its users to communicate with one another, immortals to announce quests and other news and for players to suggest ideas and report bugs. The forum can also be accessed via SneezyMUD's webpage.

The SneezyMUD web page offers various and sundry bits of info about the other gods and players of the game, plus a good deal of canon material for public knowledge.

Useful help files for a SneezyMUD newbie

By looking at HELP, you can be led through virtually every help file on SneezyMUD. We strongly urge you to look through the help files, and go through the help files, so you can become acquainted with the many unique things on SneezyMUD.

Some useful help files to start off with :

    ABBREVIATIONS
    ALIAS
    ATTACK
    BLOAD
    CAST
    CASINO
    CHANGE
    CLEAR
    CLS
    COLOR
    COMPONENT
    DEITIES
    DISMOUNT
    DRAG
    EXTINGUISH
    HISTORY
    HOLY SYMBOL
    LIGHT
    LIGHTING
    MOUNT
    PRAY
    REFUEL
    RENT
    REPAIR 
    SCAN,
    SHARPEN
    SHELL
    SHOUT
    TERMINAL
    TITLE

Again, the help index can lead you through every help file on the MUD. It is strongly advised that the new character on SneezyMUD spend a good bit of time starting out looking at the help files and this newbie book. There are a lot of differences in this MUD and others, and reading up on the help files can only help you cope with the changes!

How is SneezyMUD different from every other MUD?

MUDs exploded in popularity in the 1990s, but unfortunately, most of these muds were stock MUDs. A stock MUD is a MUD which was developed by a group of experienced coders, and the source code for which was then made publicly available. This means that every stock mud is just like every other stock mud in terms of code, creatures, rooms, objects, features, etc... In fact the only differences that really exist are in how the runners of the games act (or handle problems) as well as the few (if any) modifications that the MUD creates for itself.

SneezyMUD was originally developed from the SillyMUD stock code (opened June 1992) making SneezyMUD a member of the DIKU (essentially a combat-oriented MUD) family of muds. However, unlike most stock muds, SneezyMUD made a commitment to continued development. In the many years of its life, the mud has been rewritten three times, once to add vastly more functionality, once to upgrade from C to C++, and once again to add even more functionality. This attention to innovation can be seen in the differences between SneezyMUD and other muds.

At the same time, the libraries of mobs, objects and rooms were completely replaced to make use of the advanced features that had been incorporated. While we have maintained the "look-and-feel" of the standard DIKU mud, the guts of the mud are a completely different beast.

New code and policies since then have expanded on SneezyMUD's originality, adding unique features such as player characteristics like alcoholism, tourettes, narcolepsy, spontaneous combustion, ambidextrousness and even psionics, just to name a handful. SneezyMUD's world is persistent and changeable by the players, and there are plenty of pastimes to engage in other than hacking and slashing such as fishing, logging, whittling, skinning, playing in the Grimhaven casino and becoming a merchant.

The World of SneezyMUD

The World as we know it revolves around the great city of Grimhaven. Grimhaven, which sits upon a great plateau in the center of our world, has a long and rich tradition. At the dawn of human history, two great forces held The World. The forces of Galek Brightmoon, inhabited the western plains, living off the land. They were a good folk who were benevolent in their ways and respectful of others. After many years of farming and sea-faring, the goodness of people started to fade. Laziness and greed overcame many of Galek's people, causing crime, poverty, and despair in Galek's kingdom.

The era of the crime lords came, and the leader of the crime lords was a man known as Logrus. Logrus and Galek fought many battles, splitting their society in two. Galek had a vision from the gods that a great storm would rise up and destroy his people if they did not repent. Galek set forth to make a treaty with Logrus.

Logrus and Galek met on a hill in the central plains of Haven to pronounce their peace. But peace was not to be, as Logrus had his Bishop, Seklor, summon a great beast from another plane to help Logrus finally claim his victory. Seklor had summoned the Arch Vampire, whose contempt for all living creatures brought a shadow over all man-kind.

The battle raged for nearly three hours. In the end, Galek Brightmoon was dead, but Logrus had been mortally wounded as well. The Arch Vampire used its power to draw the last bit of power from Logrus's limp body, and tried to lay claim to the throne of Logrus. It claimed The World as its, but the former followers refused to follow the usurper. The Arch vampire retreated from the surface world, while the Logrites awaited the rise of a new leader.

In the years that followed, the former followers of Logrus reunited and formed the Cult of Logrus, dedicated to bringing peace and order to the world. The Cult's power spread far and wide, but its leadership and teachings were corrupt.

In the west, a small band stood up to the tyranny of the Cult and The Brotherhood of Galek was born. Befriending the Tytans, a race of creatures the Cult had enslaved, the Brotherhood defeated the shock troops of the Cult and ensured the perseverance of the Brotherhood. From that day forth, the Brotherhood and the Tytans have been united in their efforts to defeat the Cult and offer The World an alternative teaching than what the Cult offers. They erected a great city in the west as a monument to the teachings of Galek and called it Brightmoon.

Generations passed, and The World was split into two. A city grew at the site of the great battle, and was commonly known as Grimhaven. This city was the center for most of The World's trading, and the citizens of Grimhaven were committed to remaining untouched in a world of chaos and upheaval.

A new power from the frozen north made itself known as the city of Amber, a profitable and peaceable fishing town. Amber, being a city of mysterious wealth and royalty, took care to make all appearances of concerning itself not with the trifling of two warring cities. Instead, it has made friendly but distant relations and treaties with its neighboring states. Some suspect it is but lying in wait to strike, for Amber is home to the Order of the Serpent, whose holy tome states, "Just as the python must stealth-fully sneak up on its victim, wrap itself around and then constrict, we the Order must present ourselves to those we are in conflict with and convince them that we can assist them before we can truly profit. If the Order is unable to win the trust of our opponents and entwine ourselves around them, then we are unable to bring the full power of the Coils to bear."

This is how our world is today, with the forces of Logrus to the east, the forces of Galek to the west, a wealthy but mysterious kingdom in the frozen north and the neutral state of Grimhaven.

Rough Map of Grimhaven

Image:grimhavenmap.jpg


Roleplaying on SneezyMUD

One of the most important jobs on the new SneezyMUD for immortals and gods will be roleplaying. From a mortal point of view this will mean many more quests than you experienced on the older versions of SneezyMUD. This also means, though, that certain mobiles, when being roleplayed, will take on a more realistic character.

Players are advised that at any time, a mobile character can and might be roleplayed by one of the immortals. These type situations certainly lead to a more fun MUD. Instead of just hacking and slashing on the same mobs over and over, the mobs will have personalities based on what god is playing in them at the time.

An example scenario follows : An unnamed god switches into a small dragon outside of Grimhaven. Since the dragon is hungry, she starts to go around searching for food. She moves around shouting that she is looking for food, and that she would just love a tasty human for lunch. If the higher level players rush to kill the dragon before she can make it to town, then the threat is over. However if the dragon make it into town, she might very well attack the first human she sees, based on her hunger.

As long as the mortals on the MUD participate, these types of situations can add a lot to the game.

Obviously any abuse of powers will be dealt with accordingly. Hopefully with good immortals, and willing mortals, the role-playing environment on SneezyMUD can make it a very fun place to be!

Races of SneezyMUD

Be sure to understand the races before making a selection in stone. SneezyMUD, at this stage, is very hard on non-human races. By understanding the benefits and drawbacks of the races, you should get a better idea of what you would like to play.

You should definitely read HELP RACE. See the HELP files for each race: human, ogre, gnome, hobbit, elf, dwarf before selecting your permanent character.


The SneezyMUD Faction System

Factions work as a combination of political affiliation and belief system. All factions have a home base, dogma (beliefs) and supporting deities to aid the faction in the supernatural affairs. Factions typically have some system of leadership that helps guide newer and less powerful members in learning the way of the faction.

Obviously, the simplest system is for the "unaffiliated" faction. Unaffiliateds believe in maintaining a STRICT NEUTRALITY. In other words, they need to assist and/or harm the other factions in an equal and equitable manner. Their goal is also to remove the extremists from The World, so attacking the very devout of other factions is their best hope for victory. Unaffiliateds have no formal system of leadership, preferring to retain their individuality. However, certain deities have arisen to support this doctrine of neutrality, and hence unaffiliated have supernatural support for clerics. Their center of power is the city of Grimhaven.

For more information on factions, and for details on the other factions that exist, see HELP FACTIONS.

SneezyMUD Characteristics

The HELP CHARACTERISTICS file contains good background information on what characteristics are, and what they affect. Since there is a lot of information in there for the Newbie, here are the things to consider.

Base characteristics are locked in at character generation time. New players are encouraged to set some characteristics and try them out, you will undoubtedly want to experiment with some numbers before finally committing yourself to any one setup. Accept the fact that you may have to create a number of characters before you get a set of characteristics you will be happy with happy with over your whole career.

There is no "perfect" setup for characteristics. This is largely an exercise in personal preference and making acceptable tradeoffs. On a final note, it is not advisable to set as many characteristics to max as possible; you will find that a near maxed characteristic is virtually identical to the maxed quantities, while the sacrificed characteristics vary radically at the low numbers (ie., diminishing returns). That is, it may not be advantageous to max a stat in detriment of others, you may suffer rather then benefit in the end.

Lastly, realize that the natural and adjusted characteristics are the two key ones. If you chose a race that has a high natural strength, you probably do NOT need to raise that strength further with your chosen characteristics. This is a common mistake, usually made because of ignorance. Example: I want to make a warrior. Warriors need good brawn. If I am human, I will probably want to put points into brawn since humans aren't that brawny. However, if I opt for a dwarf or an ogre, I can get away without adding more brawn points. In fact, such a warrior may want to DECREASE their brawn, in order to have spare points to offset the penalties those races have in things like agility and dexterity.


Hints for Dressing for Your Class.

SneezyMUD places an emphasis on dressing appropriately for the task at hand. All equipment has various hidden attributes which range from everything from amount of sound it creates, whether it conducts electricity, susceptibility to acid, drag coefficient when swimming, etc. These are all based on realistic values and used in appropriate places. The bottom line is that if you are trying to attempt something that requires stealth while wearing noisy gear, you will invariable fail. Similarly, attempting to cast spells while tied up in snug fitting armor will have appropriate detriments.

Having problems doing something? Take a look at what you are wearing and use common-sense.


Dressing for your race

SneezyMUD has implemented size limits to various types of armors. No longer will you see a dwarf take off his plate mail to swap it with an ogre's armor. The size of your character will determine which types of armor you can wear. Ogres and humans will often be able to wear some of the same armor, as can elves and dwarves. It is important that you understand the races themselves before making your final decision. Your racial decision will affect your character in a great many ways.

Also see: HELP RACE and HELP (race name) (i.e. help dwarf)



SneezyMUD's Revamped Spell and Prayer System

The spell system in place for SneezyMUD is one that hopefully you'll find more realistic than most mud magic systems. (If you're having trouble thinking of "magic" as "realistic" then you haven't been mudding enough.)


Overview

Casting a spell requires none, one, or any combination of multiple components, each component of type verbal, gestural, or material. Cleric prayers are granted success by their deities and will never require either a material component or a gestural component, but a cleric must always have a holy symbol to pray for any clerical prayer. That holy symbol must either be held or worn at the time. (See HELP HOLY SYMBOL and HELP DEVOTION.)

Also, each spell or prayer has a difficulty level (a value that dictates the chance a cleric or mage has at successfully completing that spell) and a mana or piety level (the amount of mana or piety drained from the magic-user to invoke the spell). Based upon the difficulty level of a spell, the competence of the magic-user in the spell, the casters focus and a random factor, the cast will result either in a success or failure. However, it can also result unusually in either a critical success or a critical failure.

A critical success would result in extra damage done to the victim on an offensive spell (for example), while a critical failure could result in damage to the spell-caster and embarrassment at his lack of ability to perform the function of his life-training in front of others :)


Components - General

Each spell requires none, one, or any combination of multiple components. These components will each be of type verbal, gestural, or material. A spell not properly prepared for by ignoring some or all the components is a wasted spell, and the caster is still required to pay the mana price -- the idea is that the caster went through the mind-numbing experience of attempting to draw upon pent up inherent energies from the ether and channel them into a useful force to do his bidding, except he screwed up and forgot a component. The lesson is to be careful when preparing to mess with these forces and make sure the caster is properly prepared for spell-casting before he starts. A mage can change his level of ability in the "wizardry" skill (see also HELP WIZARDRY) and not be required to perform as many gestural and verbal components of a spell, restricting him less in tight situations where his hands may be needed for something other than arm-waving -- perhaps to wield a weapon or hold a torch. The player can determine the components required for each spell by getting help on that spell (e.g., help fly).


Components - Verbal

A verbal component is the spoken element of the spell-casting process. It requires that the caster be able to speak, i.e., not magically silenced or in a silent room. The mage can learn to cast spells without any verbal incantation if necessary (see HELP WIZARDRY).

For more information see Component Vendor.

Components - Gestural

A gestural component is the "arm waving" element of the spell process. It requires that the caster has usable arms and hands and is not holding anything in those hands. There are four exceptions to this rule. 1) Clerics may hold a holy symbol in a hand while praying with a gestural component. 2) Material components for a spell are required to be held in either the caster's hand or in a component bag, which the caster must also hold in his hand. 3) The mage's level of ability in the "wizardry" skill can affect all of the above (see HELP WIZARDRY). 4) A cleric's level of ability in the "devotion" skill can affect the requirement of where he must hold or wear the holy symbol.

The player may assume that all verbal and gestural components are learned at the time of the character's training for them when he gains a level. The human behind the keyboard is not required to type in a string of magical characters after a "say" command.


Components - Material

A material component is a sacrificial item that is destroyed when the spell is cast. A material component must be held by the caster in his hand at casting time but can alternatively be stored inside a component bag, which must be held by the caster. The individual material components required for various spells are all available around Grimhaven and its surrounding adventuring areas. The mage can learn to use components that are inside a component bag on his belt (see HELP WIZARDRY).


Holy Symbols - General

While a cleric will generally not be required to supply a material component or perform a physical gesture to pray for a spell, a cleric will always be required to have a holy symbol to cast any clerical spell. A holy symbol is the device through which a cleric's deity delivers a portion of his power to the cleric to enable him to cast a spell. Holy symbols must be either held in a hand, worn or in inventory. A cleric's holy symbol must be attuned to the clerics faction to be usable by the cleric. Once attuned, it is not possible to un-attune or change the attunement of a holy symbol. (See HELP DEVOTION, HELP ATTUNE and HELP HOLY SYMBOL)

Holy Symbols - Strength

Each holy symbol has a strength level. Each time a spell is channeled through a holy symbol, its structure is weakened. Eventually, after enough use, the use of a holy symbol during prayer will cause the holy symbol to shatter. The player will have to find another holy symbol before he can pray for another spell. There are holy symbols of various strength levels scattered throughout Grimhaven and its surrounding adventuring areas for either purchase or discovery. A good indication of a holy symbol's initial strength is the type of material it is made of.


Difficulty Level

The difficulty level of a spell is a value that depicts how easy or how difficult it is to successfully use a spell with a high level of efficiency to produce the desired results. The range of values is TRIVIAL, EASY, NORMAL, DIFFICULT, and DANGEROUS. These values dictate the magic-user's chances of successfully creating the spell, creating the spell perfectly (gaining bonuses), or accidentally screwing up, which could lead to unwanted results, like possible death or dismemberment :)

Mana, Piety, Meditation and Penance

Mages, also known as mana users, use their mana points to cast their spells. Certain spells will cost more mana points than others, and most spells decrease in cost upon reaching higher levels. The fastest way for a mana user to regain lost spell points is through focused meditation. This requires absolute silence in the room around the mana user.

Clerics use the power channeled to them from their deity, known as piety, to invoke their prayers. Each prayer will cost the cleric a certain amount of piety, and like mana, most prayers decrease in cost upon reaching higher levels. The fastest way for a cleric to regain lost piety is through focused penance. This requires absolute silence in the room around the cleric.

SEE HELP: meditate, mana, cast, piety, pray, magic, wizardry, devotion, penance


Communication for SneezyMUD

On SneezyMUD, communication centers around the commands "say", "tell", "whisper", "ask" and "emote". Additionally, "shout" and some spells have the ability to communicate with everybody at once, but there are some rules of etiquette that must be followed (HELP SHOUT).

Shouting has changed a bit. Shouting will cost the shouter movement for the strain his body takes from shouting. Also, the headrush after a shout will result in a 2 second lag for the shouter. Mages can get around these penalties by using their telepathy spell to globally communicate.

Although you must be level 2 to use the shout command, there are a few instances when shouting is prohibited to everyone. At times netlag can get very bad and an immortal will often ban shouting until the lag recedes a bit. Do understand shouting is seen by every person on the mud who does not have their noshout flag set. So your shout is transmitted to every person. And as you can probably see, shouting such things as "LAAGGG!!" when the lag *is* in fact bad, really does nothing but make it worse.

SEE HELP: shout, noshout

The SneezyMUD combat system

SneezyMUD has a limb-based combat system. What does this mean?

It means that instead of just hitting and missing in combat, you actually hit a specific body part. Your hit points now represent the health in your vital areas. (Body, head, neck) Your limbs and other body parts have their own 'health points' that get taken away when the limb is hit. Your limbs can become damaged to the point of uselessness and can become completely severed. Various spells can also affect/heal your limbs.

With the ranged weapon system, weapons can be thrown from room to room. These weapons can 'stick in' your body. Just as in real life, if something remains 'stuck' in your body, the body part can become infected. Your body parts can become infected, bleeding, and various other 'bad' things. (Just like in real life). If a part of your body is infected and not healed quickly and properly, it could cause a loss of total hit points, and inevitably death. Various clerical spells can be used to heal/infect wounds in your limbs.

A critical success/failure system has also been put in. Similar to the D&D system of critical successes and failures, a certain die roll in the combat functions can result in a crit. Critical successes range from double or triple damage, to a rare automatic death. Failures range from missing and hitting yourself, to a very rare self-killing.

Combat in SneezyMUD will stop when your opponent becomes stunned or incapacitated. You can choose at that time to take your victory, or you can choose to do your opponent in for good. (See HELP AUTO)

Weapon Specialization: Apart from just learning a specific weapon class to proficiency, one may choose to specialize in it. By spending extra practices on a weapon class after proficiency is obtained, one may become specialized in a weapon class and thereby gain bonuses when using that particular weapon type.

SEE HELP: auto, limbs

SIDENOTE : Since experience is given on a per hit basis, the old trick of getting a monster down to stunned to let a newbie get the final blow will do no good.

This limb based system opens up a whole new realm of possibilities for SneezyMUD. It should be a very fun and realistic system to play!


Ranged weapons for SneezyMUD

On SneezyMUD, combat can take place from room to room. Not only can weapons and other objects be thrown from room to room, but bows and arrows can be shot across rooms as well.

The commands to use ranged weapons are throw (for thrown items) and shoot (for bows and arrows). The help files on these two commands will tell you the correct syntax.

SEE HELP: throw, shoot, bload


The SneezyMUD system of lighting and vision

The system of lighting on SneezyMUD is most probably different from any other MUD lighting system you have experienced.

All objects, characters and mobs are rated for how much light is required to notice them. Light is produced by the sun (various amounts depending on time of day and only outside), lanterns, light posts, torches, glowing objects, etc. The actual amount varies from light-source to light-source. If the amount of total light in a room exceeds something's "can-be- seen" factor, then you will be able to notice it.

There are a few more quirks though. For instance, some magic items can cause your sight to improve, effectively giving you night vision to one extent or another. Also, some races have infravision which permits HEAT sources to be seen (objects have no intrinsic heat though).

Realize that just because you can see SOME things in a room, does NOT mean that everything is visible. It's fairly easy to lose track of something in dim lighting so you may actually want to bring multiple lanterns while adventuring (put a few on the ground and light them, then hold another one in your hand. See HELP LIGHT.)

Finally, this light system works both ways. Some dangerous mobs can be bypassed by going by them at night in the dark. Don't rely too much on this as a lot of creatures can see in the dark.


SneezyMUD Physics

Just like in the real world, what goes up must come down on SneezyMUD. If you somehow get in the air and aren't flying you will fall down until you hit the ground. As well, any time you are in water, and can't swim, you will sink to the bottom. Objects also are affected by gravity, therefore any object dropped in the air or water that doesn't have floating abilities will drop until it hits the ground.

Obviously falling many rooms and hitting the ground can be very harmful to you. It can also be harmful to the people on the ground, as you have a chance to land on them and hurt them as well.


SneezyMUD's Rental System

When you are ready to leave the game, it is helpful to find an Inn and RENT. There is no charge for renting. The advanced player may become wealthy enough to buy a home where one can rent and store items.


The SneezyMUD Volume System

Volume is how much space an item takes up, and every item in the game has a volume value. Your character can carry a certain amount of volume and still maintain enough control of himself to move efficiently. It makes sense that a player carrying a 'very large chest' is not going to be able to manage much else, so a large chest would have a very high volume. Holding items in your hands decreases the amount of volume you can manage as those hands become tied up in holding the object rather than being free to carry other stuff.

Volume capacity (the max you can carry at the given time) is affected by your dexterity and ALSO by what is in your hands. Obviously, a player wielding a sword and holding a shield can't juggle as much volume as they could if both hands were free.

Don't confuse volume (a measure of size) with weight (a measure of mass). Weight capacity is a function of strength.

The use of bags, backpacks and other containers will help reduce some items volume as they are packed, crammed, and stuffed inside. Not everything is compressed the same; compression depends largely on what sort of material the item is made of (cloth compresses, steel doesn't).


Multiplaying

You are only allowed to have ONE character connected to the mud at any given time. There are NO exceptions. This one PC rule applies to characters in the inn and link dead characters. You are not allowed to switch characters by dropping the link of one of them. You must find an inn and rent your character before logging another on line. Having multiple accounts, to facilitate multiplaying or otherwise, is prohibited. If you have forgotten your account password you may mail mudadmin@sneezymud.com for assistance. DO NOT create multiple accounts if you have forgotten your password.


Immortality on SneezyMUD

Upon reaching level 50 in all of your respective classes, you can petition to become a member of the SneezyMUD builders and immortals if you wish to help contribute to the MUD. Anyone who reaches level 50 in all classes will be given the choice to stay a mortal, or to become a level 51 builder.

Level 51 builders can contribute in a number of ways. Those that like to build will be given a zone and be allowed to construct an area. Those who prefer to do roleplaying can run major quests for the players, or can design the coded quests. Players who are especially knowledgeable in a specific class may be asked to help provide input to the coding team.

Promotion past Level 51 is dependent upon an individuals contribution to the MUD. At this point, the immortal can advance his/her level by continuing to build or by continuing to play the MUD and helping things run smoothly.

Builders are denoted as [Area Design] in a 'who -bl' listing. These people are NOT gods, but immortals. They are not to deal in mortal affairs and do not speak with the authority of the gods. It is in your best interest that you bring your problem to a true god who can actually help you.


Official Policy: storage characters

At this time, it is legal to share items between he different characters in your account. Advanced players can become wealthy enough to purchase homes that allow extra storage.


Official Policy: player-killing

Player killing is prohibited and any intentional player killing against the victims wishes will be reimbursed and possibly punishable. See also, HELP PLOOT.

The TOGGLE NOHARM flag will prevent you from intentionally inflicting damage on another PC. See HELP TOGGLE for information on how to set your noharm flag.


Official Policy: player-looting

Player looting is prohibited and any intentional theft of player property will be investigated and reimbursed, and is possibly punishable. See also, HELP PKILL, HELP PVP.


Disclaimer of Liability

The gods, implementors and site providers (henceforth SneezyMUD) provide these facilities for the public's enjoyment. SneezyMUD assumes no liability for the statements or actions made by people who log in, nor do the opinions expressed by any person necessarily represent the opinions of SneezyMUD.

Users of these facilities agree to abide by the rules and regulations of SneezyMUD. Users are also informed that all actions are subject to being watched and/or logged by SneezyMUD. SneezyMUD reserves the right to limit or prohibit the use of these facilities to any person at any time without notice or cause.


Parental Warning

Users of SneezyMUD are informed that SneezyMUD attempts to maintain an upscale and adult-oriented atmosphere. SneezyMUD recognizes that the possibility for offensive or indecent textual material to be displayed to users of SneezyMUD exists. We have voluntarily given ourselves an adult rating.

SneezyMUD does not wish to police or censor user's actions or statements in regards to what might be deemed offensive or obscene. SneezyMUD will give a great deal of latitude provided that such actions or statements do not detract from the enjoyment of others. Please realize that with this right also comes the responsibility to behave in a mature manner.

Furthermore, SneezyMUD recognizes that certain users may engage in unwanted or offensive actions toward other users. SneezyMUD in no way assumes responsibilities for such actions, but retains the right to sanction said user when such actions come to SneezyMUD's attention.


Other Legal Stuff

All Rights Reserved

The present version of SneezyMUD represents completely original code. The SneezyMUD development team reserves all rights to all aspects of SneezyMUD, including but not limited to the code, the libraries, the various databases, all documentation and any information provided on the website (SneezyMUD Properties). Transference of SneezyMUD properties for commercial use or profit is forbidden without the explicit written consent of the SneezyMUD Development Team.

All aspects of all versions of SneezyMUD Properties are copyrighted. Copyright (c) 1992-2006, SneezyMUD development team All Rights Reserved.