BatMudder's Newbie Guide Page



1] Instead of spending most of your experience on measly levels that get you no where, spend your exp on skills wich will help you improve your character, then advance. [Flemfruit]

2] It is best to get to level 30 before seriously training any skills (other than one offensive) as the skills at levels below 30 are not worth using anyways (cos they fail too much). [Dandalf]

3] Quick hint on playercity guards: Making 1 good lvl 25-30 guard ( 3 spells etc) costs about as much as 3 medicore guards (lvl 25-30, 1 spell). Rather buy 3, they hit harder, cast more spells (since guards can't cast more then 1 spell at a time...) and might repop more often. Another quick note: Give ALL your casting guards qc skill! Believe me, it counts. [Drifter]

4] Merchants should use money is power ONLY if they have Money is power 100%, Knowledge of Metamorhosis at least 60% and money at hand +100k. No other will not do you any good. A good way to get some money is to have blacksmithingsome money is to have blacksmithing and use fresh pants skill. Idle in the bc armoury, type list max 100 and buy those armours. A hammer is very usefull when blacksmithing. [anon]

5] MAZE HELP: This is for all kinds of mazes you find (bc church, zebells, minotaur, akira etc) Very simple, drop 1 mowgle in the first room, 2 in the second etc. Works 100%. Also, use peer. If you see yourself (or the coins you dropped if you have enhanced peer) that way doesn't lead anywhere. [Drifter]

6] When reincing, DON'T get from mortis after you get a wrong race or so, you still lose exp. I think this will change in the future but keep sharp when reincing (I lost 12M in the last one *whine*). [Drifter]

7] Mudding is about having fun with your character. I agree not every possible combination work, like Sprite Defender. Tho it works ten times better most of you think. Choose a race you enjoy playin for good, so you do not need to expend your resources for meaningless Reincarnations. Choose a guild you enjoy. Or at low level search information about many guilds. It shall not be that hard to find what really make you tick. What you shall be content to play. Ive personally played Devil Magician from level 0. Its not the best combination around, and yet i am one of strongest mages around. For your own playing satisfaction choose something you like, rather than what you THINK is efficient. Mud is constnatly changing and shifting. If unfair d shifting. If unfair bonuses shall be on some field that will be tuned in time. Sooner than you think. Other basic tips are, never invest all of your resources to anything, spread your strengths. Its more useful to own weak spellpoint regenerative equipment from head to toe than few items with better regeneration. See that your castleguards are at leaset level 20-25 even, so they have ability to see invisible. Without that side you are messed up if someone enters your room and plays with your chests. Avoid larger cities and common places, they usually are nexuses for assholes to gather. Anyone knows, in Batmud areas are tunes for how often monsters are killed and whatnot, find those exotic and faraway places or get help to go in there, even if just to explore. Its usually rather fun to learn new areas. For final tip, if area is decent... allways party. Soloing is boring and in batmud experience gained from kills raises potentially more in comparison to solokilling. Killing easy monsters quickly as a party yields more experience than killing them solo slowly. [Astaroth]

8] The run-and-hit strategy is good, but there is also a cast-a-magic-missile-and-run strategy. :P If you're fighting something big, and you get hurt badly, pop out for a heal, run in for a magic missile, and run out again.
And if you want to start battle, use a good offensive skill or spell. Starting with cause light wounds doesn't make sense when yn't make sense when you have cause critical wound. So what if you fail?(unless you only have 30 sp) [Taki]



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