Getting started (Archived)

You've just joined the RustRPG server and spawned in naked and afraid. The only things currently at your disposal are your pet rock Clyde and a trusty torch to enlighten the night.

### Exploring the UIs

By this point, or from looking at the screenshot, you will notice multiple weird ass looking UIs on the screen.

In the top right, Alignment and grid specification and it's tier. In the top left, the raid window (Don't worry about that one yet). Bottom middle is a loooooong yellow bar, representing your exp, and to the left of your health, food, water, are max hp bonuses. Maxing out at 10 extra hp for each, if you're fed, watered and have survived for some time, you will have a maximum of 130 hp.

### Area specifications

You've spawned in T0, which, as you can tell, is a secured area. PvP is entirely disabled to give new players a more fair start. The monuments here are easy, but the loot is scarce.

### Ok, ok, that's all coolio, what now?

Well, at the end of the day, this is rust. So get to choppin' trees and hunting rocks! Er, mining rocks. Find some hemp, and fashion yourself either a Wooden Spear or Hunting Bow, based on your preferences.

### Aite, I got my weapon of preference. What do I do NOW?!

After you've got yourself some basic stuff, you can either look for more resources to put down a small 2x2 or go straight to monuments.

There's no real reason to build more than a 2x2 in T0, as you won't be staying here long, with the dogwater loot, low difficulty and no PvP. I know you better than that, and I know you want ***more.*** So, after you get a base down, your priority should be running monuments in T0 if you haven't yet. But before we touch on that, I'll explain a bit of character creation.

### The /rpg chat command

Type it, and magic will happen. Namely, this will open up:

Now, don't get spooked by what you see. **Traits** and **Abilities** are currently not integrated features yet, so pay no attention to those. Your main focus should be spent on exploring **Birthsigns**, **Attributes**, **Talents**, and throwing a look at **Hunter**, but that is automated, so it's really just checking benefits you gain.

Now, I know you're thinking this is a lot of information, and it might just be, but I'll condense it a little bit.

**Birthsigns** give you exp bonuses for certain actions. Each one your get will give you a smaller bonus, where the first one gives 100%, second 75%, third 50%, fourth 25%. In T0 the best one might just be **Adventurer**, and then running quests for a quick exp boost.

**Attributes** affect your general stats, as you can tell. **Attribute focus** further specializes it, capping at 30 point, for a 15% bonus in whatever you invest. You should build this around your general weapon, and don't worry about thinking you're making a mistake! You gain a full reset every 5 levels, so it's perfectly valid to initially build melee (spear, bone knife) or bow so that you have an easier time with these early game weapons.

**Talents** are further specialized, and are categorized into 36 categories. Each category has a varied amount of talents, for a total number of 139 talents. Damn, that's quite the amount. Each talent can have a total of 15 Talent points invested into them, with 5 varying levels. First one costing one point, second two, third three, fourth four, fifth five. Simple, right?

### Alright, alright. I think I got it down a bit, but what are specializations?

Specializations are really just additional character profiles, which work in the same way, but gain more exp based on your main. Every 10 levels, they gain 100% more experience from all sources. You can buy them in the in-game store with the /store command or online at rustrpg.com and navigating to store. You can leave these for later, as they're not necessary for your gaming experience on the RustRPG server.

### Wait, wait, wait. I saw you talking quests. How do I get these and what are the rewards?

Alright, I see you, I see you. Thinking big brain like now, that's good, I like that.

You can check your quests and the quests lists with the /q command, which will open an interface on your left side. T0 and T1 quests can be accepted and turned in anywhere, while T2 and T3 quests have to be accepted and turned in at Outpost or Bandit Camp.

**Kill** quests are related to killing NPCs at monuments and have increasing rewards based on the NPCs you have to kill.

**Gather** quests are related to gathering all base-line materials (Stone ore, Metal ore, Sulfur ore, Wood, Animal fat, Cloth, Leather, Bones) and all have varying amounts you have to collect based on their rarities. They all have equal rewards and cooldowns.

**Loot** and **Craft** quests are not currently added.

**Your Quests** tab will show you your progress and allow you to turn in and remove quests. Turn in gives you rewards, after which they're left there until their cooldowns are up. Then you have to manually remove them, before you can accept them again.

All of the quests are currently repeatable.