Q: What’s all this I hear about enchanting items using quest points? A: One of the newest and most interesting features of Ack!mud 4.1 is the enchanting of items. First, you must get quest points, which are rewarded by the mobs that ask for help during the auto quests. Next, you must find/buy a spell matrix, which is a special sort of container. Then, you place several enchant-type items, plus the item you want enchanted inside the matrix, hold the matrix, and then type enchant show. It will show you the effects that will be placed on the item, based on the enchantment types placed on the matrix. If you like the affects to be added, then type enchant buy to purchase the enchantments with your qps. A :For Creators: Obj vnums 4800-4815 are some example enchantment items. The system is pretty in- depth, storing the affect location, amount of the effect, type of the effect, and qp cost in the v0-v3 of the enchantment type item. I currently don’t have documentation within the olc itself, however, I will publish another doc in the near future. For now, you can change the qp cost by changing the v2 of the enchant item. Q: Okay, back to basics. Why haven’t I gained any levels yet? I have over 10, 000 exp. A: Since Ack!Mud is a multi-class system, you must gain your levels on your own, in the presence of a trainer mob. To see if you are ready to gain any levels, type worth. This will show you all of the classes where you have enough experience to gain levels. At a trainer mob, type gain to also see this list. Finally, to gain a level, type gain , and it will promote you. Q: Okay, I did that…now why did the experience required for my other classes change, just because I gained a different class??? And how come some of the classes cost MORE to gain to a lower level? A: When you choose your initial class order, you are defining your strengths and weaknesses in the various basic classes. This is mostly demonstrated by the fact that it requires more experience for each level, the lower in your initial order selection the class is. In addition, the experience for a particular class at a particular time is also dependent on the difference between your current level in that class, and your AVERAGE level, based on all classes. This means that while gaining a bunch of levels in one class to get better eq can be a good thing, it _will_ make the exp required for the neglected classes go up. Q: Okay, now it says that I can’t train any skills, because I’m not level 3. A: Yes, in the beginning, it’s best to train your current stats up to the max stats that you rolled on character creation. This will have various benefits later, but primarily you want to make sure that each level you gain is worth the most to you, and since a lot of things are based on your stats, you need to maximize them as soon as you can. Q: Finally! I made level 3!!! Now I can practice some skills. Okay, I type prac…why don’t I see what skills I can practice?? A: Ack!Mud code has a total of 11 class oriented skill categories, so a simple prac list isn’t the best way to present the information. You should type slist to see all the skills available at that class. Note that some skills are in multiple classes, but at different levels. The code will take into account which class you have the highest _qualified_ level for a particular skill, and use that as your base info. In other words, you won’t automatically get level 75 in skill X since your are a warrior level 75, even though your 45 thi class knows the skill. you won’t be able to use the war levels until your warrior class meets the minimum level for that skill. Q: What’s this stance thing I see in my score?? A: Stances are fighting styles that certain classes get (remort only) at higher levels. Each has benefits and detractions from combat, and can be quite useful at times. Stance Warrior is the default, no modifications in any way, so for now don’t worry about that J Q: Okay, my stats sucked when I created my character, but I didn’t care. Now, I can’t do anything??? A: Well…this is a tough one…stats are very important in Ack!Mud, and there is currently nothing within the game that will let you increase them past your rolled maxxes on character creation. From damage dealt to armor class to spell success rate to healing both mana and health, stats all have different effects, based on what they are. On the whole, when you are creating a character, roll stats that match the type of persona you want to roleplay..high int and wisdom for a mage, high strength and dex and con for a warrior, etc. The stats are pretty balanced in net effect, so don’t worry about trying to roll the “perfect” stats, just get some good ones and go play J Also, remember that certain races are more prone to success in certain classes—titans don’t make good spell casters, but man are they strong…trolls heal really fast, but don’t do all that well in the sunlight.. pixies are GREAT spell casters, but, well, how badly can a 3 inch dagger hurt you? They are pretty well balanced…you can’t really say that there is a best class/race combo, so just choose the ones that YOU like, and enjoy!