Adventurer

All words that appear in **bold** have in-game files which can be accessed by typing “info <topic>” whenever you are an Adventurer.

## About the guild

Adventurers are the default guild and you will automatically become an Adventurer when you create your character or when you leave another guild. The powers of the Adventurer guild are limited and it is not intended to be a guild for long-term play. Adventurers fight with weapons and gain protection from armor and have a small selection of abilities and spells. You will be required to remain an Adventurer until at least level 5.

Adventurers do not have guild points (only hit points and spell points), guild levels, or guild experience.

## Location

There is an Adventurer guild hall near the Center of Town (cot,w,u) although there are no major services provided in the guild hall and there is no reason you need to visit it unless you've somehow lost your Adventurer's Handbook. While there is a donation bin near the Adventurer guild hall, most people put equipment in the newbie bin at the entrance to Newbieland.

## Quick start guide

* **newb**: chat on the newbie line, which is seen by all players in all guilds and you can ask questions and get help.
* **achat**: An Adventurer-only guild line, but this line is never used.
* **info**: access the guild help files
* **consider**: gives you a basic idea of your chance against a particular mob
* **rcost**: shows your player stats and the costs to raise them.
* **salve**: uses a spell points to heal hit points
* **bury**: buries a corpse for healing and a small amount of XP
* **cast**: casts from a limited list of spells available starting at level 5.

To start out, you can type "gearup" to get a basic set of equipment appropriate to your level. You can also get a set of newbie equipment in the tower in Newbieland. There is also a newbie bin at entrance of Newbieland where bigger players will drop off gear. It's good mud etiquette to return any gear you borrow when you log out, but the newbie bin does not track your status so there's no harm if you can't. Also, east of the newbie bin are baskets where priests can drop off goodberries (healing) and fireseeds (damage) and bards can leave soul beads. Feel free to grab a few to help you out and if you need some and the baskets are empty, ask on the newbie line of someone can come drop some off.

## Stats

Since you're probably very low level, it's difficult to mess up your stats, but you will likely get the most benefit from raising constitution, strength, and dexterity to help you fight. Some guilds have stat requirements for joining later, but it's not hard to get your stats in line later, so don't worry too much about that now.

You can advance stats from anywhere by typing "advance <stat>" and raise your level by typing "advance" by itself. The costs for each stat can be seen with "rcost"

## Tips

* Adventurers are not intended for long-term play, just as a starting experience until you join a "full" guild.
* Using the mud panic command ("help panic") to automatically use salve will be helpful.
* Don't forget to set your wimpy ("help wimpy") so you automatically run away if your hit points get to low.
* If you see a Hobbit Pipe in the newbie bin, go ahead and grab that; it's a very good weapon for newbies.
* Never be afraid to ask for help on the newbie line. There's always people listening who can answer questions.anic *or* reflex *commands (**help panic** and **help reflex**).*
* While not an actual Adventurer guild power, the townportal command ("help townportal") can return you to town if you get lost. If you are under level 5, you will be returned to the Newbieland entrance and over level 5 you will be returned to the Center of Town. This power is only available until level 30 and there is a cooldown period between uses.