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Welcome to the On-Line Newbie Guide

Character Creation
Starting with the Basics
Rashan and his Rutabagas
Training and Practicing
Hunger and Thirst
Good Newbie Areas
The Areas of Areth

Character Creation

As you can see, Areth offers a variety of race and class combinations. All these different combinations provide for interesting characters. However, some race/class combinations are harder to play than others. If you are experienced in the way the mud works please feel free to experiment with different race/class combinations. If you are new to the mudding experience and would like a nice solid character to start with fighting races are recommended, matched with a fighting class. Good *first character* races are Kzinti, Dwarfs, Humans, and Klingons. These races are all very hardy and when matched with warrior, paladin, or martial artist abilities they make a very fun character to learn with. Once you have experienced life in Areth you might feel the urge to create more difficult characters to explore the world with. Areth from behind the eyes of a Kzinti Paladin is much different from an Elf Mage. All characters will take dedication, but the results will be worth the effort. Remember, your character is only as good as the effort you put into it.

One thing that will help with this process is Areth's character generator. This will allow you to see the stats on any race/class combo imaginable. This feature can be found of Areths main page.

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Starting with the Basics

Before you can go anywhere in the mud, you must know how to move. Exits will go one of six directions. North, South, East, West, Up, or Down. Unlike normal conversation you do *not* have to type go north or go down, you simply type north or down to move in that direction. Typing exits will show you all possible exits out of the room. Typing scan will show you all possible exits out of a room and all *visible* mobs and/or players in that room.

Now that you know how to move from room to room, we should discuss some basic in room commands. Look is the most important, seeing that room descriptions hold very important information for the player. Typing look will show you the room description and what is in the room including items and mobs. You can look at anything you want...mobs, players, items, signs, etc. In fact, it is highly recommended to do so, there is no telling what valuable information might be tucked away on some carefully placed sign. This is a very simple command to learn, simply type look [item/mob/player/object name]. Containers are handled a little differently. Any object that can contain other items must be looked in. These items include things like purses, backpacks, mummified heads, and chests. Note: These are not all the container types on the mud, just a short example. The following commands are an example of what one would do to look at the contents of the container. If the container is locked you would type unlock [container name]. If the container is closed you would type open [container name]. If the container is open and you want to see what is inside you would type look in [container name]. If there are items in the container that you would like to get out you would type get [item name] [container name]. If you would like to put an item in a container you would type put [item name] [container name]. If you would like to close the container you would type close [container name]. And the last container command, if you would like to lock the container you would type lock [container name].

Now for dealing with objects. If you kill a mob get all corpse will take everything out of the corpse and put it into your inventory. Typing inv will show your active inventory. If you just want one item out of a corpse you would type get [item name] corpse. If items are on the ground you would type get [item name]. If you have an item in your inventory that you would like to get rid of you have two options: you can donate the item to the pit by typing don [item name] or you can drop the item and junk it for gold by typing drop [item name] then junk [item name]. You can also buy and sell items to shopkeepers. Sell [item name] [shopkeeper name] will attempt to sell the item to the shopkeeper, he will either buy it or be uninterested (if uninterested you might be selling it to the wrong shopkeeper). To buy things from a shopkeeper type list to see what they have for sale then type buy [item name] to buy the item.

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Rashan and His Rutabagas

Rashan Rutabagas, one of the most loved shops in Areth, is located in New Solace. In this little town Rashan sells four types of rutabagas. One of these rutabagas cast sanctuary when eaten. When used these rutabagas can help you tremendously in a fight. When affected by sanctuary the spell reduces damage taken by the player from any attack by one half. From recall, head towards the West Gate of Shuma. Once there continue west until you find a rock outcropping. Then go down the cliff and head west to meet the Gateway of New Solace. Rashans shop is located off the main road in the market district. With a little bit of exploring you will be able to find it.

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There are many ways to communicate on the mud. The most basic is say. You can also emote your actions, or use socials. Pose is a random social generator that produces a custom emote that relates to your class. Say, emote, socials, and pose are all room only. Channels are ways of communication across the entire mud; thus all players can see what is said. The first channel is Newbie Chat or nchat, it is the channel expressly for newbies to ask questions and chat. Once you reach level three you can use the chat channel, which can be used by everyone on the mud. A few other channels exsist, to see more information type help channels and channel. Both have extremely useful information.

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Training and Practicing

First off, you should train at a qualified trainer. There is a trainer to the south from recall in mud school. After graduation you will be training at recall with Worf. When at the trainer you type train [name of stat].

For magic users, the recommended training route is:
Int (intelligence), Will (willpower), Con (constitution), Str (strength), Dex (dexterity)

For those of non-magic classes, the recommended training route is:
Int (intelligence), Str (strength), Con (constitution), Dex (dexterity), Will (willpower)

There are many variations, and this is *not* the only way to go. You should develop the pattern that you think is best.

You practice your abilities/skills at Worf also. To see what abilities you will get at each level type slist. For tiers higher then aprn type slist adept/expert/master. To see which abilities you cross-train with type cross. To get more information on an individual skill or ability type help [skill name]. Your tnl (to next level) increases (current level only) each time you practice. This in no way affects your long term base tnl. To see what spells you have available to practice now type practice. You must be either at the Elder (if you are in mud school) or at Worf (if you have graduated) to be able to actually practice the ability. To do this you type practice [ability/spell name]. Also, all spells with a pound sign (#) next to the name have yet to be implemented.

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Hunger and Thirst

Your character will get hungry and thirsty as you play, and you must eat and drink so that you can regenerate fully. You cannot die from hunger and/or thirst, but your character will suffer from slow regeneration. Casters will suffer as well from being hungry and thirsty, it's just harder to do magic when malnourished. As for drinking, there are many fountains throughout the mud to drink from by typing drink fountain. There is also a spell that makes these fountains and a spell that fills water containers. You can refill any empty container at a fountain by typing fill [container name] fountain. To eat simply grab the random body parts that may be torn from your victims for nourishment. IE get arm/heart/leg/head, eat arm/heart/leg/head. Any body parts you carry in your inventory will not rot or go bad like body parts left on the ground. Some races have the innate ability of eating corpses (IE Kzinti, Dragons, Great Dragons) other races find this practice rather distasteful. If you think eating severed body parts is rather unpleasant you may buy food from many of the shopkeepers. The most common is the pot pie which can be purchased in mud school and in the mud itself. Many other food types exist, with a little exploring you will be able to find a meal that suits your taste buds. There is also a spell that creates food which can be eaten for nourishment. Also, a high level cleric spell that nourishes both hunger and thirst.

In mud school:
Pot pies, water skins, and other items can be found in the little village outside of the school itself.

Out of mud school:
The Bakery is located east of the common square down the dark alley.
Water skins can be found in a shop west of the common square.

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You will get most of your equipment in mud school, but you can get equipment by killing mobs for it, or buying it from shopkeepers. The equipment must be in your inventory for you to be able to wear it. To wear all items in inventory type wear all. To wear a specific piece of equipment type wear [item name]. To remove a specific piece of equipment type remove [item name]. To remove all your equipment type remove all. To put a weapon in your primary hand or off hand type wield [weapon name]. Note: Your primary hand weapon must be heavier than your offhand weapon, unless you have the ability of ambidexterity. To hold a staff/wand/light type hold [item name]. To use a staff/wand type zap/brandish [item name]. If you are unsure which pieces of equipment are better you can type compare [equipment name] (this syntax works when you have only two of the same types of equipment) and the base stats will be compared and a recommendation given. Lets say you had three different types of gloves and you wanted to find out which of the three was the best, for this the you would type compare [equipment name 1] [equipment name 2] comparing the items against each other until you were sure which item was the best. Compare doesn't consider any special affects on the objects, so it might not be completely accurate. An identify spell is more accurate than compare and is the preferred method when desiring the most efficient equipment combination. Identify comes in either scroll form or spell form. Scrolls are sold at the magic shop in Shuma. By buying a scroll and typing recite [scroll name] [item name] you will be shown the stats for that particular item. This can be used to compare equipment, weapons, the abilities of a potion, and the abilities of food types. You can identify anything you can put into inventory and it is strongly suggested that you know what you are carrying. High levels will get the ability to cast a spell identify that has the same features of the scroll but costs mana instead of gold. Also, there are spells at high levels that will enhance your equipment and weapons and also spells that will enchant. More can be learned about these spells by typing help identify, help enhance, and help enchant.

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For those looking for a good place to level type area. This command will show *all* the areas Areth has to offer. The numbers in braces designates the mob levels of that particular area. If you decide to go wandering once you are in an area you can type where and you will be shown the area name, mob levels again in braces, and other *visible* players in that area. The number in braces shown as a percent is the percent of extinction that area. To learn more about extinction type help extinct. Another command you can use, besides area, is area extinct, this will show you the list of areas as well as the current percent of extinction. Directions can be found in the form of maps. Maps are sold in Shuma proper by the Cartographer, his shop is located off the dark alley across from the Weapon Shop. We are trying to curb people giving n, n, s, w, e directions, so please do not give directions of that style over public channels. If you die all your equipment will stay in your corpse and you must go back and retrieve your equipment or purchase all new equipment. To get the equipment out of your corpse type get all [player name]. Higher mortals will sometimes assist you in this process but they are *not* required to do so. Immortals will not get you your corpse back, do not ask. A few pointers to help you avoid death. Remember to consider all your potential targets by typing consider [mob name]. Remember to keep an eye on the areas you are fighting in, if you try taking on a mob to high above you death is guaranteed. Also, one last note, remember to practice your basic fighting and casting abilities IE dodge, parry, block, shield block, second attack, fast healing, and meditation. Note: Not all classes get each one listed as a starting ability.

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Good Newbie Areas

Areas recommended for new characters (with directions and hints):

Shuma (Good For 4 - 10) From recall go south and wander.
Equipment to look out for - a war banner, a standard issue vest, a standard issue helmet, a standard issue sword, a standard issue shield, and standard issue sleeves.
From the friendly local shopkeepers - a scroll of identify, a scroll of remove curse, water skins, maps, and pot pies.

The Circus (Good For 4 - 10) From recall go to the intersection of Guild Street and Embassy Row. Head east until you see Wall Road. Continue south along Wall Road until you see the ticket clerk.
WARNING: Agg mobs wander this area - beware the midget.
Equipment to look out for - strongmans bracers, tightrope walker's pole, and sharp daggers.

Elf Village (Good For 4 - 10) From recall go to the intersection of Guild Street and Embassy Row. Head west until you are inside the West Gate of Shuma. From there head north along the Dimly Lit Path.
Equipment to look out for - a small necklace and the wizards cap.

Yellow Pebble Path (Good For 6 - 10) From recall go to the intersection of Guild Street and Embassy Row. Continue east OR west until you see the path.
Equipment to look out for - a scrap of metal, a black helmet, gray plate armor, silver boots and grey bracers.

Rat's Lair (Good For 5 - 10) From recall go to the Common Square and head east down the Dark Alley. Once travelling the Dark Alley look for a grate that will lead you *down* into the sewers.
WARNING: Agg mobs wander this area.
Equipment to look out for - a pair of muddy boots.

Mob Factory (Good For 10 - 15) From recall go to the Common Square and head east down the Dark Alley. Continue down Dark Alley until you come to the levee. Once at the levee head east.
Equipment to look out for - backpack, blast guard, and red sludge rings.

Faerie Ring (10 - 15) From recall go to the intersection of Guild Street and Embassy Row. Head east until you find the yellow pebble path, from there continue north until you see a forest clearing below. Go down all the way to enter the Faerie Ring.
Equipment to look out for - brownie bracers, a *twinkling* ball of light, a gossamer robe and a sprite belt.

NOTE: By listing equipment we are not saying you *have* to have it. Some of the equipment listed is better for you than others listed, this does not mean you should stop comparing and identifying your equipment. In fact, I will urge you again, *compare and identify* equipment.

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The Areas of Areth

Level Range		Area Name
-----------		-------------------------
All			City of Shuma
1	3		Mud School
4	10		Elf Village
4	10		The Circus
5	10		Plains of the North
5	10		Rat's Lair
5	10		Dwarven Day Care
5	15		Moria
5	20		Holy Grove
6	10		Yellow Pebble Path
6	10		Graveyard
8	14		In the Air
8	15		Land of the Fire Newts
8	15		Sewers
8	15		Crystalmir Lake
8	17		Miden'nir
8	20		New Solace
8	20		Valley of the Elves
8	25		Dragon Cult
10	15		Gnome Village
10	15		Mob Factory
10	15		Faerie Ring
10	17		The Goblin Caves
10	18		Great Eastern Desert
10	20		Kingdom of Juargan
10	21		Ambush
10	25		Dwarven Kingdom
10	36		Dragon Tower
13	50		UnderDark
15	25		The Shire
15	25		Dwarven Catacombs
15	25		Chapel Catacombs
15	25		Drow City
15	25		Thalos
15	25		Old Marsh
15	31		Castle Reinhold
15	35		The Keep of Mahn-Tor
15	35		The Great Pyramid
15	35		Elemental Canyon
20	25		Wyvern's Tower
20	30		The River
20	30		Old Thalos
20	30		Haon Dor
20	35		New Ofcol
20	35		Ofcol
20	35		Yggdrasil
20	38		A Murky Land
20	45		A Galaxy
20	50		Mirror Realm
20	50		Ciquala's Lair
20	51		The Gambit Low
22	30		Dangerous Neighborhood
30	50		Ultima
30	51		Olympus
35	50		Little Haven
40	45		Coven
40	51		Atlantis
45	51		High Tower of Sorcery
51	151		The Gambit
Adept			Castle of Atlantis
Adept			Demensia
Adept			Astral Plain
Adept			Freeport
Adept			Pirate Lord Isles
Exprt			The Coliseum
Exprt			Blood Harvest
Exprt			Plane of Nirvana
Master			AlterRealm

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