= How to Play Mossworld is a world you can explore right in your browser. You type a command, press **Enter**, and read what comes back. == Getting in * Go to [[https://mossworld.ca/|mossworld.ca]]. * **Create an account** (or sign in). Your user name is your character name. * You're dropped straight into the world. You can also use **telnet** or a mud client like TinTin++: * not secure: telnet mossworld.ca 4000 (this is insecure because the password is sent in plain-text) * **secure TLS:** openssl s_client -connect mossworld.ca:5443 -quiet * **Recommended:** use a mud client like TinTin++ (command line unix) or zMUD (windows). They support TLS and have nice features. * Mudlet, Mushclient and Blightmud are all good modern clients. I think Mudlet is cross-platform. Anyways, when you get in to Mossworld, the bar (prompt) at the bottom is your command line. On the browser client it shows **connected as //yourname//**; click that to open a menu (Settings, Help, Log out). In the telnet/tls/mud client it shows a prompt like "> ". You can change your prompt; try typing "help prompt". In general, you can type "help" for help on game commands. == Creating your character The first time you enter, Mossworld walks you through making a character — one choice at a time. Just type the letter shown and press Enter: * a **profession** — Adventurer, Fighter, Wizard, or Woodsman (see [[Classes]]) * a **race** — Human, Elf, Dwarf, Halfling, or Cat (each starts at a different age) * an **alignment** — lawful, neutral, or chaotic * a **parting gift** — a camping knife, a torch, a magic key, a handful of coins, a riverstone jewel pendant (+5 hp), or nothing Then you step into the world. You can review all of it any time with **stat**. Had second thoughts? While you are **level 5 or under** you can re-pick your class or race with **setup class** (or **setup profession**) and **setup race** — you'll be walked back through that one choice. It isn't free: re-picking **drops you to level 1** and **wipes your trained skills and ability scores**; your skill points reset to a fresh level-1 pool to spend again. Prefer a clean slate? **setup restart** (also **setup all**) is a complete do-over — back to **level 1** with skills and abilities wiped, then creation again from scratch (same level-5-or-under rule). Either way, **your gear and coins are always kept** and you **stay right where you are** — no relocation, no fuss. After level 5 your class and race are **locked** for good. You can also swap your **parting gift** with **setup gift** (level 5 or under). Because a fresh gift is free starter kit, it isn't given away twice for nothing: you must either **trade in the gift you still carry** or **pay 5 silver** for a new one. If you have neither, you're told so and keep what you have. (Gender and zodiac can be changed any time with **setup gender** and **setup cz**, at no cost.) == Moving around Rooms join up by the four compass directions: * **north**, **south**, **east**, **west** — or just **n**, **s**, **e**, **w** If there's no exit that way, the game says so. Some rooms are **closed** (under construction) and can't be entered yet — you'll be told when you bump into one. == Looking around * **look** (or **l**) — the current room: its name, description, exits, and what's here * **look //person//** — size someone up: name, level, race & class, and how they describe themselves * **exits** (or **ex**) — just the exits * **glance //target//** (or **gl**) — a quick read of how badly a creature or person is hurt, without their full description (**glance** alone checks yourself) * **who** — who is online right now * **zones** — the world's areas == Things and treasure Items are the things you find in the world — a coin, a lamp, a sword, a sign. When you **look**, items on the ground are listed, one inline or several as a list: {{{ You see a coin. }}} {{{ You see: a coin a sword a brass lantern }}} **Picking up and dropping.** * **get //item//** (or **take //item//**) — pick something up off the ground * **drop //item//** — set it down here * **get all** — scoop up everything on the ground that isn't fixed in place (this skips **fixed** things; to loot a corpse, name it: **get all corpse**) * **inventory** (or **inv**) — what you're carrying (things you've worn or wielded show under **eq**, not here) * **coins** — pick up or drop money: **get gold**, **take 3 gold**, **drop 5 silver** (gold, silver, copper) * **donate //item//** — give an item to the donation room; it poofs onto the floor there for someone else to claim **Looting containers and corpses.** A slain creature leaves a **corpse** you can rifle, and some props (chests, sacks) hold things too. A corpse stays where it lies, so you loot it in place rather than pick it up: * **look //container//** -- see what's inside first (**look corpse**) * **get //item// //container//** -- take one thing out (**get sword corpse**, **get necklace chest**) * **get all //container//** -- empty it, items **and** coins together (**get all corpse**) * **get //coin// //container//** -- just the money (**get gold corpse**, **get 3 silver chest**) * **put //item// //container//** -- the reverse: tuck something you carry into it (**put sword chest**); **put all //container//** tips your whole loose inventory in You may write **from** or **in** if you like (**get ring from corpse**, **put ring in chest**); it reads the same. Plain **get all** with no container named only sweeps loose items off the floor, so a fixed corpse must be named. **Referring to things — keywords.** You never have to type a full name. Any **word** of an item's name works, and builders can add extra **keywords**. Every word you type must match, so adjectives disambiguate: * **get coin**, **get penny**, **get copper** — all find a copper coin * **get copper coin** — picks the copper coin over a gold one * exact matches beat partial ones, so **get coin** won't grab a //coinpurse// **Looking closely.** * **examine //item//** (or **ex //item//**) — read its description; checks what you carry first, then the room * **look //item//** — the same, but the room first (handy when you and the room both have a lamp) //(On its own, **ex** — like **exits** — shows the room's exits.)// **Wearing, wielding and holding.** * **wear //item// [where]** — put on clothing, armour, or a shield. Most items know where they go; you can also say where, e.g. **wear ring neck** to wear a ring on a chain. * **wield //item//** — wield a weapon in your **main hand**. * **offhand //item//** — wield a weapon in your **off hand**. * **hold //item//** — hold a talisman, orb, or trinket. If the item is //only// a light source, **hold** lights it for you instead. * **light //item//** — hold a light source aloft. It has its own slot, so a torch you //light// stays lit even when you take up a shield, an off-hand weapon, or a held item. * **remove //item//** (or **rem**) — take anything off and put it away. //Your **main hand** and your **light** are independent slots. Your off-hand spot holds just **one** of: an off-hand weapon, a held item, or a shield — taking up one frees the others.// * **equipment** (or **eq**) — everything you're wearing and wielding, by position: {{{ You are wearing: a brass lantern an amulet a gold ring a sword a runestone }}} **Self-storage — Bill's lockers.** Off Moss Avenue you'll find **Bill's Self Storage**, a room of personal lockers. Anything you stash there is kept safe and stays put — through logout, death, even a server restart — until you come back for it. Bill charges a flat **1 copper** for each access (one item or a whole armful, same price); //reading// your locker list is free. * **store //item//** — stash something you're carrying * **store all** — stash your whole loose inventory at once (worn gear stays on you) * **find //item//** or **find //#//** — take one thing back out, by name or by its list number * **find all** — pull everything back out * **list** (or **list //page//**) — see what's stored, 10 to a page (free to read) Your locker holds up to **20** items for now, and these commands only work while you're standing in the locker room. == Fighting Mossworld has monsters, and not all of them are friendly. Start a fight with **kill //target//** (or **attack**); a Fighter who knows the skill can open with **hit //target//** instead, for an edge on the first exchange. From there blows are traded automatically, round by round, until one side falls — or you break away with **flee**. Not sure you want the fight at all? **consider //target//** (short **con**) sizes it up first, from "you have the clear advantage" to a flat warning to walk away, based on how the creature measures up to you. Whether a blow lands pits the attacker's accuracy against the defender's **armour**: better armour, and out-levelling your foe, make you harder to hit (and them easier to hit). Damage comes from the weapon — bare fists do little, real steel does more — so a wielded weapon is worth carrying. Some fighters also learn to **dodge** — a trained chance to sidestep a blow entirely, so an attack that would have landed simply misses. If you like to watch your foes weaken, turn on **set glance on** and a short read of how hurt everything you're fighting is prints at the end of each round. Win and you earn the monster's **experience**, and **score l** remembers which lands you've earned it in. Lose and everything goes dark... you come to back in the Tourist Center with a single hit point, no worse for it but a little wiser. A few rooms are **sanctuaries** where no violence is allowed — good places to catch your breath. Tougher foes are easier with friends: form a **party** to fight together, **share the experience**, and **split the loot**. See **[[Parties]]**. == Casting spells A wizard fights and travels with **spells** rather than steel. Cast one with **cast //spell//**: **cast heal** to mend wounds, **cast affliction //target//** to lay a wasting curse that gnaws a foe each round, **cast energy shield** or **cast magic bubble** to ward yourself, and **cast blink //dir//** or **cast teleport //creature//** to move. Every spell draws on your **mana** and, once cast, leaves a brief beat where you can't act. A wizard has the whole spellbook from level 1 — what matters is how deeply each spell is trained. Even a non-wizard can cast a spell they've learned if they carry something that grants **mana** ([[ec:Wizzy the Wizard|Wizzy]] sells a wand and a hat that do). The full list is in **[[Skills]]**. == Resting and recovery Your **hit points**, **mana**, and **movement** return on their own over time — **1 point of each every 30 seconds** — but only while you are both **fed** and **watered**. Let your food or water run dry and recovery simply stops (there's no starvation damage) until you eat and drink again, so keep a little of both on hand. There's nothing to do but wait: duck into a **sanctuary** where no fighting is allowed, catch your breath, and you'll be back to full before long. Wizards lean on this most — a spent mana pool refills at that same steady trickle, so a hard fight is often followed by a short rest. See **[[a:food_and_drink|Food and Drink]]**. == Your character * **score** (or **sc**) — your character sheet: level, abilities, gold, alignment, equipment and more * **score l** — your level and experience: how much you need to level up, and the lands where you have earned the most * **stat** — a quick one-line health check (your hit points and movement) * **playtime** — how long you've played == Training and skills Your character can learn **skills** — profession abilities like a fighter's knack for landing the first blow. Each skill is a **proficiency** from 0 to 100%: at 0% you don't have it, and the higher it climbs the more reliably it works. You raise skills — and your raw abilities — by spending **skill points** at a **trainer**: a guild master who teaches one profession's skills. You earn **1 skill point every level**, and start with a pool of **5** — Adventurers, the generalists, start with **7**. Stand with a trainer of your profession and: * **train** — list what this trainer can teach and its cost, plus the skills you already know and their percentages * **train //skill//** — spend a point to raise that skill's proficiency; train it again to push it higher, up to 100% * **train //ability//** — spend a point to raise an ability such as **str** or **con** by one For example, a Fighter at the warrior's guild learns **hit** with **train hit**, then trains it again to sharpen it. Trainers keep to their guild halls, and your **score** sheet shows the skills you know and the points you have left. == Getting around quickly * **sethome** — make the current room your home (in the main cities, Mossworld and Mosgaard) * **home** — recall to your home * **recall** — teleport to the fountain **sethome**, **home** and **recall** are a low-level convenience — all three stop working past **level 10**. After that you travel on your own two feet, or reach for a scroll: **[[ec:Wizzy the Wizard|Wizzy]]** sells a **scroll of home** (1 silver — recall to your set home) and a **scroll of sethome** (10 silver — set your home where you stand), and those work at **any** level. A **wizard** has ways of his own. **cast blink //dir//** darts him in a straight line up to ten rooms (handy for skipping a long corridor or the monsters in it), and **cast teleport //creature//** folds space to the nearest creature he names — both only where he could actually walk. And a wizard's **cast recall** never expires. See **[[Skills]]**. == Talking to others * **say //message//** — speak out loud to everyone in your room * **shout //message//** — shout to everyone in your zone (your whole area, not just the room) * **tell //player// //message//** — a private message to someone, anywhere in the world * **emote //name//** — act something out: **emote wave** shows "//yourname// waves." (short: **me**, **em**) * **who** — who is online right now **Channels** are named chat rooms you opt into. Type **channels** to see what's available, **join //name//** to start listening, and **leave //name//** to drop one. You talk on a channel by its **number** — **1 Hello!** sends to your channel 1 (often //general//). The numbers are //yours//: they count upward over the channels you have joined, in your order, so two players may number the same channel differently. Reorder yours with **ch //#// //#//**. **Parties.** Band together with **party invite //player//** to fight as a group, share the experience, and split the loot — up to four of you. Full details, and the built-in **Party** chat channel, are in **[[Parties]]**. **Chat mode.** In the browser, press **Tab** or **Esc** to flip between //command mode// and //chat mode//. In command mode you type commands the usual way. In **chat mode**, plain text goes straight to whoever you last spoke to — your last **say**, **tell //who//**, or channel — so you can just talk without prefixes. A line starting with **/** still runs one command (so **/look** looks, and **/1 Hello** chats on channel 1). Flip back any time, or use **/chat** and **/command**. == Settings Set with the **set** command: * **set desc //text//** — a short line others see when they look at you * **set verbose on** / **off** — show or hide tutorial/assist hints (off by default) * **set glance on** / **off** — in combat, a one-line condition read on your foes at the end of each round (off by default; recolour it below) * **set armor modern** / **traditional** — how armour reads on your score sheet (a plain bonus, or classic descending armour class) * (To recolour the game's text, see **Colors** just below.) == Colors Recolour the game's text with **setcolor**. Colors apply in the browser //and// over telnet, and are saved to your character. A color can be a **name** (//yellow//, //orchid//, //cyan// — any CSS color name, plus //tangoplum// and //medicalplum//), a **hex** code (//#ad7fa8//), or three numbers //r,g,b// (//173,127,168//). * **setcolor //category// //color//** — colour a category * **setcolor //category// off** — back to its default * **setcolor** — list every category and its current colour * **setcolor list** — print your scheme as **/setcolor** lines to copy, paste, or share * **setcolor save //name//** / **setcolor load //name//** — save your scheme under a name and switch back to it later (either with no name lists your saved schemes) * **setcolor remove //name//** — delete a saved scheme (your active colours are left alone) Every element in the room view has its own slot, so //roomname//, //roomdesc//, and //exits// are independent — recolouring one never touches the others. ^ Category ^ What it colours ^ Default ^ | **roomname** | the room's title line | springgreen | | **roomdesc** | the room description (and floor coins) | steelblue | | **exits** | the exits list (**exits** and the auto-exits line) | cadetblue | | **playernames** | other players' names | yellow | | **playerhere** | the "is here" after a player's name | lightgreen | | **mobs** | creatures, e.g. "A goblin is here." | lightgreen | | **items** | objects lying on the ground | lightgray | | **system** | most game messages | gray | | **combat** | fight messages — hits, misses, experience | lightblue | | **glance** | the end-of-round condition read (**set glance**) | lightsteelblue | | **chat** | channel chat | gray | | **tell** | private tells | gray | | **help** | help text | gray | For example: **setcolor roomname yellow** then **setcolor roomdesc medicalplum**. == Getting help * **help** — the basic command list * **help topics** — extra help topics available to you * **quit** / **logout** — disconnect. Both ask you to confirm (**y** / **N**) first, so a stray keypress won't drop you. (There's no **q** shortcut — **q** is **quaff**.) == Want to build? Shaping new rooms and zones needs a builder role. See **[[How to Build]]**, **[[All about Items]]**, and **[[All about Mobiles]]**.