Intro to New Moon

This page is not meant to supplant this or to give away any secrets. It's just an intro to the MUD for people who might like to play there a bit, but are afraid to get their feet wet.

To start a character of your own on New Moon, open a telnet session as indicated above. It will ask you to enter your character's name. Since you don't have one on file, you'll have to make one up. There's not much restriction on what names you can pick. Some people have serious names like Shadow or Cyloc, most of the players on New Moon pick kind of ridiculous names (DigDug, FigNewTon, Bekoz, Foon, Spork, etc.) Just don't pick anything offensive or rude, as you will soon become dragon food if you pull such a prank.

Anyway, after you've picked a name, it's going to notice that you haven't been there before and ask you to make sure you typed in your name correctly. After that, you pick a password (and enter it twice) then you'll start to see the intro movie. Read it, explore your new surroundings, try to figure out the easy intro quests in the ruined temple, try to ignore the draconian propaganda. After that, I suggest you read "help rules" to get some idea of what you can and can't do. Well, actually more of a feel for what you can't do. The things you can do are much less obvious.

Select a race

To the south is a table which handles all your stats, race, gender, and handedness options. There are human, half-elf, orc, half-ogre, elf, hobbit, troll, gnome, dwarf, & drow. Choose carefully and consider the kinds of things you'd like to do with your character to make sure that you pick an appropriate race. For example, half-ogres are extremely strong but not exceptionally smart or wise. A half-ogre spellcaster would be at a distinct disadvantage...
Racial Bonuses
RaceConStrDexIntWis
Drow -3 -3 +2 +3 +1
Dwarf +2 +2 -2 -2 0
Elf -2 -3 +2 +2 +1
Gnome -3 -2 +1 +1 +3
Half-Elf -1 -1 +1 +1 0
Half-Ogre +3 +5 -2 -4 -2
Human 0 0 0 0 0
Hobbit -3 -1 +2 0 0
Orc +3 +3 -1 -3 -2
Troll +5 +5 -2 -4 -4

Rearrange your stats

Choose and join a guild

Starting out, you can join the League of Warriors, the Academy of Magi, some religious group, or the Merchants' Guild. The choice is up to you, but some things you should consider are the main attribute required for each.

For the League, a good balance of strength, dexterity, and constitution is absolutely essential to good fighting ability. Strength determines how much damage you inflict when you hit, dexterity determines whether or not you hit, and constitution determines how much damage you can take before going down. (All these factors vary with skill level, but for the same level of skill it's like I said above.)

For the Academy, intelligence is key. It determines the chance of spell failure, and spell failure can lead to death. 'Nuff said.

Religious types need high wisdom. This seems counter-intuitive to me, but it's only a game so whatever.

Merchants need high dexterity, good strength and intelligence, and average everything else.

Unfortunately, one cannot join the Bakers' Guild, the Butchers' Guild, the Leatherworkers' Guild, or the Weavers' Guild. Tough luck, you blue-collar types.

OK, you know what to do! Get in there and MUD!

Connect to New Moon Mud by clicking here.

back to my New Moon page

Disclaimer: This is a site under eternal construction, as are most Internet websites.