What equipment do I need and where can I get it?
What is questing equipment and what does my equipment need on it?
How do I become a Werewolf or Vampire?
Who are the Immortals of Eternal Night?
How do I start a character?
When you begin a character on EN you start with 100 points in every stat (HP, Mana and Move) and whatver you rolled in your base stats (Str, Int, Wis, Dex and Con) You also begin with a backpack of eternity. There is a full set of equipment in the pack. To use it, use: get all pack claim all wear all. Make sure to claim all of your equipment, both now and whenever you get a new piece. If you do not claim it, it will be a complete pain to get it back if you drop it, and you might well lose it. Once you're wearing equipment, recall (either type recall or /), this will take you to The Temple of Midgaard, mortal recall. Then go up and south to enter the training arena. Use: scan to see if there are mobs in the rooms around you and kill what you need to in order to train your stats (hp mana and move) up to 1000 each. Once you're that large, cast invisible on yourself and recall again. Then go up south 2east north and enter the tunnels of fire. Kill the demons untill you're large enough to move on. This might be a while.
How do I get quest points?
Quest points, or qp, are used to buy artifacts and spells as well as to quest your equipment. Quest points can be gained in several ways. When you are out exping, you sometimes get a bonus that gives you qp. Another way is to go on equests. The Eternal Oracle is North East of MR and is the one who hands out equests. Go to the oracle and type: equest request. The Oracle will send you out to hunt a specific mob (you must find the mob). When you kill the mob, return to the Oracle and type: equest complete and recieve a reward from the Oracle. The third way to get qp is with quest cards. Quest cards cost primal to create, you must have 200 primal and then cast quest. This will create a quest card. To look at the card type: compl q (short for complete quest). The card has a list of four items on it. You must find each item, when you find one type: compl q
What is an Artifact?
Artifacts are special spells you can purchase (for 50,000 qps each) for your eq. You can turn any piece of eq into an artifact, but you can only wear two artifacts at a time. There are several types of artifacts:
Nox's Darkness - Prevents you from casting or being targeted by any red spells. Not a common artifact, but offers protection and can give the edge in some battles.
Alarum's Blinding Strike - (speed arti) Increases possible attacks per round by 3. This is one artifact nearly everyone has. Often the first perchased by new characters. A very usefull addition to your eq.
Flux's Torq of Continual Restoration - (regen arti) Slow hp/mana/move regeneration. Basically useless to wolves (since they have the ability to regen automatically already) but almost essential for Vampires and helpful to Knights, particuarly if they plan on becoming Vampires.
Calysto's Vision - Allows you to scry anyone, anytime, anywhere, regardless. A very usefull accoutrament, also very common though generaly perchased after the basic ones. An invaluable asset when hunting someone.
Hexum's Rage - (rager) If a Werewolf is not raged, locks their rage in at minimum rage. If a werewolf is raged, locks their rage at it's current number +100. The first artifact any wolf should buy. Absolutely essential for wolf characters.
There is another artifact, Geek the Greatsword, but it is a unique arti. You cannot purchase Geek. He is loaded randomly into the game by the immortals. While in the game, he jumps from player to player, chats, bitches, and generally annoys everyone. He is a very usefull weapon.... if you can stand him long enough to fight with him.
What is Soul Strike?
Soul strike is a spell that you will eventually quest onto your weapons. It costs 100,000 qps per weapon, but it is worth it. The extra damage it inflicts is neccessary to beat fully quested players. No other spell is worth mentioning as a damage dealer on weapons. The Black Sword of Chaos has gasbreath on it, and is good for small players exping, but only so usefull in pk. Curse daggers and dispel maces are helpful, but not to be used reguarly. Questing your weapons with soul strike will be one of your goals while building a character on EN.
What equipment do I need and where can I get it?
Most everyone on the mud has the same set of equipment. Here's what you need and what mobs carry it:
Body part EQ Name Mob carrying EQ Directions
[Fingers] A Crystal Ring The Guardian Wizard 3n,d,w
[Neck] The Destruction Amulet The Master Mage port 2.cube, hunt 'master mage'
[Chest] ~ Created EQ ~ N/A help carmour
[Head] a Jester's Cap A Hungry Clown port mudder, hunt hungry
[Legs] ~ Created EQ ~ N/A help carmour
[Feet] ~ Created EQ ~ N/A help carmour
[Hands] ~ Created EQ ~ N/A help carmour
[Arms] Supreme Arrogance The Indomidable Spirit of Async
[Shield] ~ Created EQ ~ N/A help carmour
[Body] Mastery Cloak N/A help mastery
[Waist] Fufster's Belt Fufster
[Wrists] The Bracer of Destruction The Master Necromancer port 2.cube, hunt necro
[Weapons] King's Swords On the ground in The Armory port sac and follow path
[Face] A Skull Mask General Kael port nel, c summon kael
What is questing equipment and what does my equipment need on it?
Questing equipment means spending quest points to make your equipment stronger and more beneficial. There are two types of equipment, normal (things you find) and created (things an immortal makes for you - 100 qp per piece) For NORMAL eq, you will need to quest weight to 0, protection (there is a line when you id eq, it says Armor class is <#>, that is protection) to 15, 10 hitroll, 10 damroll, -20 armor class (the maximum ammount of ac on normal eq is -25, but you can't get that last little bit untill you're status 20 or higher). For CREATED eq, you will need 20 hitroll, 20 damroll and -40 ac (max ac on created is -50 but again, you need 20 status or higher to get that last little bit). You should also cast spellproof and resist on every piece of your eq. You can also quest a spell onto your eq, one spell per piece. You will need the following spells somewhere on your equipment. ShockShield, FireShield, AcidShield, IceShield, ChaosShield, PassDoor, Fly, Protection, Sanct and Sneak. It doesn't matter which spell goes on which piece of eq, but only cast each spell on one piece. Having two does not make the spell stronger, in fact they often cancel each other out so that you just don't have the spell at all. Weapons are a bit different. Weapons don't have protection, instead they have min/max damage. You will need to quest your minimum damage to 10 and your maximum damage to 20. You will also need to quest your weapons with silver (quest [weapon] extra silver). You'll need to quest the spell power on your weapons up to 50. The spell you'll eventually put on both weapons is Soul Strike so don't bother to put anything else on them untill you have enough for SS.
How do I become a Werewolf or Vampire?
To be classed you must have a minimum of 2,000 hp/2,000 mana/2,000 move, and grand master of at least 2 weapon types, 2 basic stances and 1 advanced stance. You must also be at least adept (aproximately 50% or a little over) of every spell color. Then you must hunt out a member of the class you prefer who can sire. Only certain people can sire and it's up to them whether or not they sire you. You can also be sired by an immortal, but for that you must have at least 20,000 hp/10,000 mana/20,000 move and mastery.
Clan Name Type Status Members Owner Leaders
Guardians of Paradise (GoP) Wolf Pure 24 Israfel Israfel, Altar, Yacko
Team Fenris (TF) Wolf Pure 10 Tumor Jaenelle
Malkavian (Malk) Vamp Pure 27 Sneak Feanor, Sneak, Aslan
WyrmSpawn (Wyrm) Vamp Pure 18 Faruk Calis, Faruk, Pitchblak, Keljoren, Isulder
Vrykolas (Vryk) Hybrid -- 28 Torin Torin, Law, Armand, Fufa, Andrei, Sojiro, Taltos, Illidan, Oasis, Abaddon
Ahroun (Ahro) Hybrid -- 19 SteinMaur SteinMaur, Optikwan, Foetoid, ManofSteal, Janson, Jageral, Timothy, Apok
Redox, Nosferatu, Toadies
Who are the Immortals of Eternal Night?
Immortal Rank Position Status Janus Owner Owner Active Ecclesia Coder Coder Active Karnage Coder Coder Active Vardic Admin Help Files Active Alarum Admin Web Master Active Sammael Circle Architect Active Astinus Circle Enforcer Active Doomed Circle Enforcer Inactive Morrigan Circle Enforcer Inactive Terral Circle Enforcer Inactive Gabriella Circle Quest Imm Active Atreyu Outer Circle Trainee Active Ixidor Outer Circle Trainee Inactive Magnus Outer Circle Trainee Active Caine Ghost Retired Inactive Zaphod Ghost Retired Inactive Shivan Ghost Retired Inactive Dsark Ghost Retired Inactive Rowan Ghost Retired Inactive Anja Ghost Retired Inactive Solymr Ghost Retired Inactive Iain Ghost Retired Inactive
EN Vocabulary
There is a language on the mud all it's own... well, sort of. In all honesty we're just too lazy to type out certain words that we use frequently and thus, clever and often obvious abbreviations and accronyns were formed. Here is a list of some of the most common.
Word Defenition
Cap Decapitation - killing another player and removing their head
SS Soul Strike
Arti Artifact
BP BloodPlane - When a player is bloodplaned all feeding/ganging rules no longer apply to them.
They are free game to anyone, and there are no safe rooms for them.
MR Mortal Recall - The Temple of Midgaard
Everything I need to know I learned from MamaWolf
A guide for first time wolves.
This is a guide for players that are trying out wolf characters for the first time. Hopefully it will be of help to some people. Here are a list of the
uniquely werewolf skills and attributes avaialable on en:
Howl
Howl is the channel only werewolves can hear. It allows wolves to communicate easily with other wolves outside their clans without nosey vamps listening
in. It can also give away your position. Whenever a wolf uses howl, a message is sent to anyone in the area: You hear a fearsome howl nearby.
This, unfortunately, makes it more convenient not to use the channel while trying to sneak up on anyone.
Totems
Totems are ablitites that only wolves can learn. There are 8 totems and 4 levels of each. You'll want to train all of your totems up to level 4
as soon as possible. Totems cost primal to train (10 primal each for the first level, 20 primal each for the second and so on)
Here is a breakdown of totem abilities:
Bear
Flex - Allows a WW a chance to break ropes if they are tied. (ability, syntax: flex)
Rage - Grows as a WW fights. Raises hit/damroll as it rises. WW answer to vampage. (passive/artifact)
Steel Claws - Allows a ww to parry weapons while unarmed (passive)
Hibernate - Increases WW regen (passive)
Boar
Shatter - Allows a WW to enter a room with a closed door, without pass-door. (passive)
Charge - gives a higher chance to stun the enemy (passive)
Toughness - Increases a WW's natural resistances and armour (passive)
Immovability - Decreases the chance of being stunned by a punch (passive)
Lynx
Light Footed - Allows a ww to move without leaving tracks (passive)
Stalker - Decreases command lag from hunt (passive)
Combat Speed - Increases WW attack rate (passive)
Lightning Claws - Increases ww parry rate (passive)
Owl
Vanish - Makes WW invisible to most units and any player without Truesight. (ability, syntax: vanish)
Shield - Allows a WW to shield his aura from other players, as long as shield is activated, other players cannot see the WW's stats.
(ability, syntax: shield, shown in aff)
Shadowplane - Out-dated ability, don't worry about it.
Channel - Allows a WW full control of their magical abilities while raged (passisve)
Spider
Poisonous Bite - Causes WW attack to cast poison on a mob target. (passive)
Web - Can be cast to lower target's move, useable on players only. (ability, syntax: web [target])
Poison Immunity - Makes WW immune to poison spells. (duh) (passive)
Weave - Creates a woven duplicate of the WW. This copy will follow the WW unless he recalls or portals somewhere. (ability, syntax: weave)
Wolf
Claws - Allows WW to claw new wolves (if they have a Prince or Sire flag). (semi-passive, claws come out when raged)
Fangs - Adds small damage to WW attacks. (semi-passive, fangs come out when raged)
Calm - Allows the WW to rid himself of any Rage he has accumulated. (ability, syntax: calm)
Spirit of Fenris - Increases rate at which rage rises (passive)
Hawk
Nightsight - Allows the WW to see in the dark. (ability, syntax: nightsight, lasts untill removed or capped, shown in aff)
Shadowsight - Allows the WW to see ethereal beings. (ability, syntax: shadowsight, lasts untill removed or capped, shown in aff)
Truesight - Allows the WW to see invisible, hidden or vanished characters. (ability, syntax: truesight, lasts untill removed or capped, shown in aff)
Instinct - Tells the WW which direction a fleeing victim has fled in. (passive)
Mantis
Agility - Decreases opponent dodge rate (passive)
Intuition - Decreases opponent parry rate (passive)
Speed of the Fenris - Increases WW speed (passive)
Dance of Fenris - An attack that causes immense damage. However, after the attack is spent, the WW will calm completely and attempt to flee.
Only usable against players. (ability, syntax: fenrisdance [target])
Ponce - An attack that slits the throat of a WW's target, keeping them from calling for help. (ability, syntax: ponce [target])
Silver Tolerance (STol)
Silver tolerance or STol is what keeps a WW from being staked. When first classed you will have 0 STol. One of the first things you need to do is to
train your STol up to 100. Make sure to always keep your STol at 100. Whenever you are capped with a weapon enchanted with silver you will lose a point
of STol. Always remember to train STol after being capped or you might be staked. When you are staked, you will lose your class and go back to being a
knight for roughly 2 hours. Once that timer is up, you will have to find a new sire to make you a WW again.
Rage
Rage is a WW's best friend. Once you've trained your second level of the Bear totem, you will have rage. As you fight, your rage will rise. The higher
your rage, the higher your hitroll and damroll. The more hours you have, the higher your rage will go. When you stop fighting, your rage will gradually
drop to 0. When raged, a WW has "the werewolf" after their name when they speak. When unraged, it's not there. This is a usefull way to tell whether
you're speaking to a real wolf or a vampire masked as a wolf. Once you can afford it, you'll want to buy a rage arti. This allows you to lock your rage
so that it doesn't drop, even when you're not fighting.
How to use a rage arti - First remove both weapons. Attack a large mob, one of your clanguards for example, allow your rage to rise untill it is roughly
your hours +50. Quickly wear both weapons and your rager, in that order. Your rage will drop a bit when you wear both weapons, but get the rager on fast
and you'll have locked your rage as high as it can be while wearing weapons.