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How to get started 

NOTE: This is only a small text to help you get started, it is
*highly* recommended to read all the help texts. 


HOW TO CREATE A CHARACTER

First off, when you enter the game you will be asked to name yourself, and then choose a race. You can chose between these races:

*Elf 
+10 to starting Psychic Ability
Half experience required for Psychic Ability quests
Always can "see invisible" (see the "see invisible" spell)

*Dwarf
+10 to starting Constitution
Half experience required for Constitution quests
Always "sturdy" (see the "sturdiness" spell)

*Human
+10 to starting Intelligence
Half experience required for Intelligence quests
Never affected by traps

*Ogre
+10 to starting Strength
Half experience required for Strength quests
Increased odds of not being bashed by monsters or players

*Halfling
+10 to starting Dexterity
Half experience required for Dexterity quests
Increased odds of dodging offensive spells


Once you have chosen your race, you will be asked to chose
your class. Take not that even if you aren't specialized in
spellcasting, you can still cast spell, or you can rob even
if you ain't a thief, a class is mostly bonuses. You may
want to switch later. You can chose between these:


*Warrior
Starts with +3 shield ability
Starts with +3 two-weapon ability
Starts with +3 defensive ability
25% chance of dealing double damage (sysop configureable)
50% combat damage bonus (sysop configureable)
No 2 second action penalty when fighting with 2 weapons
Can use talismans to repair weapons, shields and armor.
Must earn double experience when training Psy and Thief.
Only needs to earn half experience when training Shield, Two-Weapon and
Defense

*Sorcerer
Has double magic points
100% bonus (sysop configureable) to timed offensive spells (langour,
weakness, mesmerization, mania and aggravation).
400% bonus (sysop configureable) to damage-dealing offensive spells
(fireball, blast, lightning and exhaustion).
Starts out knowing the lightning and langour spells
May use the 'trance' command
5% chance of dealing double damage (sysop configureable)
No 2 second action penalty when casting spells
May instill items with spells
Increased odds of spell targets failing to dodge
Must earn double experience when training Weapon and Thief bonuses
Timed spells last longer (based on your Psy)
Magic points regenerate at twice the normal rate

*Barbarian
Has increased body and fatigue points
Has increased carrying capacity
Increased odds of successfully bashing an opponant
Permanant +10 to armor class
20% chance of dealing double damage (sysop configureable)
Can use the berserker rage- multiplies your combat bonus by 2.5 (sysop
configureable), and can be turned on and off at will
Must earn double experience when training Psy and Thief.

*Thief
Starts with +5 thief bonus
Always hits when attacking enemies unaware of thief's presence
Has increased odds of successfully stealing from players and monsters
Cannot be blocked by monsters when attempting to leave a room
15% chance of dealing double damage (sysop configureable)
40% chance of dealing triple damage when attacking unaware enemies (sysop
configureable)
When achieving thief bonus "auto-hide", can automatically find a hiding
space when entering a room with more than 25% cover.
2 second action timer bonus when robbing
Must earn double experience when training Psy.
Have their thief skill level figured into stealth checks
Cannot be robbed (sysop configureable)
When achieving "lockpicker" thief level, can walk through locked regular
and magic doors without first unlocking them (does not apply to special
doors or chant operated doors)

*Duelist
Starts with +3 edged weapon bonus
Starts with +3 blunt weapon bonus
Starts with +3 pole weapon bonus
Parrying does full damage
50% combat hit bonus (sysop configureable)
No 2 second action penalty when fighting with 2 weapons
25% chance of dealing double damage (sysop configureable)
Can use talismans to repair weapons, shields and armor.
Must earn double experience when training Psy and Thief.
Only needs to earn half experience when training Edged, Blunt and Pole

*Cleric
Has increased magic points
Starts with +5 blunt weapon bonus
No 2 second action penalty when fighting with 2 blunt weapons
100% bonus (sysop configureable) to timed defensive spells (invisibility,
invulnerability, shield, see invisible, stealth, haste, protection,
strength, sturdiness, and levitation).
100% bonus (sysop configureable) to healing spells (healing, vigor and
restoration heal twice as many body/fatigue points)
Casting heal/vigor/restore restores ALL points if both the caster and
target are not engaged in combat
Starts out knowing the healing and vigor spells
May use the 'trance' command
10% chance of dealing double damage while using blunt weapons, 5% chance
when using other weapons (sysop configureable)
No 2 second action penalty when casting spells
May instill items with spells
Increased odds of spell targets failing to dodge
Must earn double experience when training Weapon (excepting blunt) and
Thief bonuses
Timed spells last longer (based on your Psy)
Only needs to earn half experience when training Blunt and Psy
Spell casting only costs 1/2 the normal number of magic points
Magic points regenerate at twice the normal rate

*Mystic
Starts with +5 unarmed combat bonus
Starts with +5 defensive ability
Has increased magic points
50% boost (sysop configureable) to all timed spells
125% boost (sysop configureable) to damage-dealing spells (exhaustion,
lightning, blast and fireball)
10% chance of dealing double damage in unarmed combat, 5% chance with other
weapons (sysop configureable)
Starts out knowing the seek, bring and safe return spells
May use the 'trance' command
No 2 second action penalty when casting spells
No 2 second action penalty when fighting with 2 unarmed combat weapons
May instill items with spells
Increased odds of spell targets failing to dodge
Must earn double experience when training Weapon (excepting unarmed combat)
and Thief bonuses
Timed spells last longer (based on your Psy)
Magic points regenerate at twice the normal rate


If you don't like your character, type SUICIDE and create a new one.
There may also be a choice of switching classes. If your game permits
this, type SWITCH.  By switching you will lose gold and stats. (10% of 
depending on the game.)
Here are my favorite classes for each races:

Elven:  Sorceror, Cleric, Mystic
Dwarf:  Cleric (Dwarves get more hit points because of their Constitution Bonus)
Human:  Barbarian, Warrior, Duelist, Thief
Ogre:  Barbarian, Warrior, Duelist
Halfling:  Thief


BASIC COMMANDS

BASH  - You can try to STUN an opponent, beware as it will make you
more vulnerable to attacks if you miss.

HIT  - Attacks a target


GREATBLOW  - Attacks a target.
It does TWICE damages but also takes 2 uses from
your weapon and you are also temporarily vulnerable.


PARRY  - You hit only half damages (unless Duelist) but it
temporarily adds 10 to your armor class. 


CAST  ON  - Cast a spell on target, you can use
CONJURE  ON  either the name or the spell number to 
cast the spell. (type SP to see your spells)

CAST  - Cast a spell, you can use either the name
CONJURE  or the spell number to cast the spell. 
(type SP to see your spells)

FLEE - You're almost dead? Or you simply want to escape from
a battle? Try to FLEE, if successful, you might drop
an item on the ground though. 

SPELLS - See your spellbook. 

INV - Shows your inventory, you can USE/REMOVE/DROP items.
You can also use the # of the item instead of the
name in order to save time. 

YELL - Type in a room and you shall yell, people and monsters
will then appear. WARNING: If you type yell while there's
already monsters in the room, they might get annoyed and
attack you even if they are usually friendly.

ROB  - Attempt to rob the target of an item. Beware if you
get caught tho..

TIMERS - Used to see the duration of timed spells/enhancements. 

EXP - Shows your experience points required for the stats.

ST - Shows informations about your player. 

There are also other commands, type HELP while in the game to see
them. 

WHAT'S THIS PROMPT?

[BP FULL Ftg 97 MP 82]

BP are your body points, if you go under 0, you will die. Watch them
closely. 

Ftg is your fatigue, if you go at 0, you will be unable to move or
to do actions, you will have to wait for your points to regenerate.

MP are you magic points, if you go at 0, you will be unable to cast
spells and have to wait for your points to regenerate.


HOW TO GET STARTED

Once you have chosen your race and class, it's time to make experience
points and to build your levels. Since you start with 1000 gold, you
must spend them wisely.

You should go to the ALCHEMIST and buy some QUICK POTIONS, those
potions will allow you to go twice as fast, allowing you to kill
monsters faster.

Type this (; are comments)

W ; you can move using cardinal direction (N-S-E-W-D-U)
S
W
S
GO ALCHEMIST ; you can enter places by typing GO 
BUY 5 ; buy item #5 (type CAT or CATALOG to see items listing)
. ; a dot (.) repeat last command you did, very useful
.
OUT ; OUT will make you leave the Alchemist shop
N
E
N
E

Now it's time to show off your muscles (or your brain).

Type E

If there is no monsters, type YELL and a monster will appear.

Now, type USE POTION to drink one of your quick potions. Type
TI to see how much time left you are in HASTE (quick) mode.

Now, kill the monster.

If you are a Sorceror, type CAST LIGHT ON 
Else, type HIT  or GR 

Yahoo! You killed the monster! There will be items lying on the
ground, you can try to grab some, get the coins and the pouches
for now.

Type W if you need to heal yourself, then retype E to return.

Continue killing monsters, and type EXP to see how much experience
points you need for the first five stats. Once you have gained
your stats, type E once more and type GO ACADEMY and then type TRAIN.

Type TRAIN # where # is the number of the stats you wish to train.
First off, train only the first 5 stats, the others are not important
currently (well, they are, but you'll see that later :)

Then, type OUT and WEST and continue fighting. If you need gold,
then with all the items you got by killing the monsters, type SOUTH
and sell them at the mercantile. 

NOTE: Only the first five stats are calculated for your level, but
other stats are important as well. You might want to train them
later. 

EXAMPLE OF A FIGHT

> inv
Carrying 12 items and 0 gold (0% of your capacity) Bank: 6389
1. some leather Armor (5 +0) (worn)
2. a quick Potion
3. a quick Potion
4. a quick Potion
5. a quick Potion
6. a quick Potion
> use 6
You begin to move faster!
Your potion vanishes in a puff of smoke!
> e
You're in the mall at the end of Piper. You see the Elfhelm Merchant Bank
to the north and the Elfhelm Mercantile to the south.
Exits: north, south, east and west (heavy cover)
[BP FULL Ftg 97 MP 82]
> 
Go!
[BP 90 Ftg 93 MP 80]
> y
You yell like a maniac!
[BP 90 Ftg 94 MP 82]
> 
You encounter two officials!
[BP 90 Ftg 95 MP 82]
> cast light on off
Official #1 fails to dodge!
You zapped official #1 for 36 points!
Official #1 looks very weak!
[BP 90 Ftg 98 MP 78]
> 
Official #1 parries and hits your armor!
Next action in 1 seconds.
>.
Go!
[BP 91 Ftg 99 MP 80]
> [cast light on off]
Official #1 fails to dodge!
You zapped official #1 for 75 points!
You killed official #1!
You gained a strength point!
You earned 289 experience points!
On official #1 you find:
some Coins
a Staff of strength
a Staff of strength
[BP 92 Ftg 100 MP 76]
>