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.
Race | Con | Str | Dex | Int | Wis |
---|---|---|---|---|---|
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 |
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!
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