
Recommended Xp Areas
Lvl. - Place
0-20 - Newbie Gardens
20-50 - NE Road, NW Road, Ankheg Tunnels City Streets
50-70 - Kobold Camp, All Roadways
70-100 - Swamps, Sewers, Lamia Castle
100+ - You should know, you're level 100, its obvious
Not everyone can handle the areas suggested. Mages, Priests, and Necromancers all lose hp faster than a thief or fighter and are more likely to die in the suggested areas. Therefore, always consider and always keep track.
Recommended Commands
-Set a main color so the rest of the MUD can see your chats clearly. Try 'help main_color' for starters.
-Use the monitor command to see what your stats are while in battle. 'help monitor'
-Use the setprompt command to see stats as a prompt. Always useful. 'help setprompt'
-The wimpy command will prevent so many deaths, its crucial to your success. 'help wimpy'
-alias long commands. No mage wants to get stuck typing 'cast lightning bolt on orc' over and over again. Use an alias and cut it down to 'bolt orc'. 'help alias'
Recommended Guild Race
Fighter ---- Quapen or Dwarf
Wizards ---- Elf or Half-elf
Thieves ---- Halfling or Half-elf
Necro's ---- Elf or Gnome
Priests ---- Gnome or Elf
*Stats recommended in order of importance.
Recommended Training
Combat skills are undoubtedly the most important of all the skills presented to you in Qalleon. Start off training your combat skills to the max with Omepha, and THEN move on to other stuff. Strong combat is essenial to leveling fast. Blowing all your xp on covert or magic and then spending the next part of your MUD-life scrounging for xp thats hard to get but all around really sucks... combat is important in the beginning. You should probably train up to around lvl 40-50 in combat before really moving on.
Mages should be keen to work up magic.spells.offensive and learn Mindfire ASAP. Magic Bolt is a cute little spell, but it isn't worth the time. Once you get your offensive down, refer to cinnamon's guide to wizardry to see what spell you want to work on next (chooses something reasonable, don't go straight to learning mind control).
Fighters will be happy to focus on one weapon in particular. Axes, polearms, spears, swords, or whatever, but Being diverse in the beginning slows you down. Train one weapon up to lvl 150-200 and start working on whatever else you like. Don't forget defensive skills. If you find you're level 70 and haven't spent a point on defense then something is gravely wrong.
Thieves. Probably the most interesting guild. You're gonna want to work on your dagger technique (combat.offensive.pierce.daggers) to boost combat and later your backstab. Then try to build up on your good ol' stealth and stealing skills. covert.stealth is a big one for hiding. combat.stealing for, well... stealing.
Necromancers have plenty to do, what with going back and forth between thier guild and Galmaren. You guys really should train you combat skills real high in swords or summit long before you join. Lvl 100-150 in whichever specific weapon. That'll make joining and training in the guild easier. Then you can work on rituals. worship.spells.offensive will be nice for ya to play with in the end.
Priests are probably gonna end up the weakest players without proper training. Like the necros, you really should train huge in combat before you come in, and then train in healing and offensive later.
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