Try going to the newbie academy. From the Center of Town, it's W, N, W, enroll. It will teach you some of the basics of combat, and give you some equipment to use if you type "suit up". Make sure you read all the instructions - it's pretty easy to skip past some crucial text. And try the chicks, before you try the chickens.
EDIT: And you're not doing it wrong, you need xp and slag to do the heritage training, which you'll get from killing the chicks/chickens/whatever else down at the farm. Just need to make sure that you have equipment, use your "newbie" spell, and run if you're close to death.
From here on out, things only get easier. You get a lot more powerful and combat gets a LOT easier. Keep at it down at the farm. I also really like the gingerbread cottage area north of the city, and there's plenty of easy things to fight there too. Try to solve the quests there... they don't give an actual xp reward, but they're fun as hell.
Nope. Threshold is free. You can play forever without paying.
Our business model is optional perks you can purchase, or microtransactions by purchasing "ThreshCredits." Nothing you can buy is needed to level up your character (and there are no caps to advancement that you have to pay to exceed). Also, we give away ThreshCredits as prizes in events in the game, so even if you cannot afford to buy them you can win them by participating in events.
Also: there are mages and sorcerors as classes (called guilds) you can play right off the bat. Templars and Necromancers are "advanced" spell casting classes that you can only join after level 10.
I'm now in a guild and in a much better position to help any new players out if they need anything. Look for Verm around town if you do, or just stick to asking for help in heritage - the STEA people (an in-game organization whose many duties include helping newbies) are quite helpful as well.
Depressperado: Just follow all the advice I gave to Elite on the last page, and you should be fine. It might take a little while to get your skills up, but the newbie farm can breeze you through your heritage levels in no time at all. Get gear from the newbie academy, use your newbie spell as much as possible, and make sure to RUN AWAY if you're about to die. Running away is as easy as just moving in any other direction, but the monster (or cat, chicken, whatever) you're fighting will get some free shots in, so make sure you can take em. Also, the newbie farm is scattered with food, which will replenish your HP while you're fighting. Stick to the smaller, runtier animals at first. Mice, for example, are far easier than cats.
Go rest at the Green Griffon between battles. It's a great place to meet other people, probably the best place to get started on the (very important) rp aspect of the game.
Things can definitely be a bit daunting at first, but once you get the hang of it you'll breeze through it with no troubles.
Nope. Threshold is free. You can play forever without paying.
Our business model is optional perks you can purchase, or microtransactions by purchasing "ThreshCredits." Nothing you can buy is needed to level up your character (and there are no caps to advancement that you have to pay to exceed). Also, we give away ThreshCredits as prizes in events in the game, so even if you cannot afford to buy them you can win them by participating in events.
Also: there are mages and sorcerors as classes (called guilds) you can play right off the bat. Templars and Necromancers are "advanced" spell casting classes that you can only join after level 10.
So you don't need to register to play a bard? I think I read that in the helpfiles.
Also, Ros, I'll email you about my client woes when I get home and can give you all the details.
I'm Xzeanelenan, the hopefully soon to be sorceror and from there to the necromancing. Haven't played a MUD in oh, say, 8 years, so could use any help if there is help to be had.
Once I finish this heritage crap and join my guild we should go do stuff together. I plan on power leveling to 10th so I can get to the sweet sweet necromancy.
I was just killed by a cat, and then a chicken, this shit is officially ridiculous.
Yeah it pissed me off for a while too and it seems to be really hard until you join a guild. Especially if you are going to be a casting class. Your stats suck for brute combat. But once you join a guild its much more fun.
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DepressperadoI just wanted to see you laughingin the pizza rainRegistered Userregular
edited March 2008
I think I may have finally gotten the hang of it. I realized you don't have to kill your opponent to get experience, and getting heritage got alot easier, haha.
Zombie: It's pretty strict. Nobody's going to crucify you for any OOC stuff right off the bat, but it's bad form.
Lots of MUDs don't have persistent gear saving. In this game you get two personal armory slots (check the adventurer's guild) and your guild armory. You'll figure it out.
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DepressperadoI just wanted to see you laughingin the pizza rainRegistered Userregular
So I understand that you have to store stuff, and you can use guild stuff, but how do you keep and store your own things? I know you get two slots in the adventurer's guild, is that it forever unless you donate money? Your equipment is a big way you customize a character in a text game.
Well, a big part of Threshold is gearing yourself up. You should be prepared for it every time you log on, so keep a mental list of what monsters carry what items you need. Having a guild armory in Thrace and doing most of your adventuring in Sable is a pain, it's true, but once you get the hang of it, it shouldn't take more than a few minutes.
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DepressperadoI just wanted to see you laughingin the pizza rainRegistered Userregular
I tried this out for a bit over the past couple days. Seemed alright. Then I hit level 4 and discovered the death penalty - lose all xp toward the next level, and then one level as well. Not really my kind of game mechanic right there, since exploring at all is basically out of the question unless I decide to (a) stay level 3 or (b) hate myself. I'm aware of the risk v. reward arguments, including the RP ones, but for me they all fall into the "I'd have to hate myself to put up with that" category. But hey - for those of you staying, have fun, there are certainly some good RP opportunities available.
Xzean, just type "y". I used to get a y/n prompt there, but a lot of the prompts that I used to get with RosMud, like that and shaking hands, no longer work.
Ell: I agree, the death penalty in this game is intense as fuck, and definitely not good for newcomers. On the other hand, it's not set in stone: Sometimes you lose a level, sometimes you don't. It's also supposed to encourage smart exploration, not just blindly throwing yourself off in some direction.
If you read help area examples, you'll get a pretty good idea of where you can head out at your level without much risk of not being able to run away.
Yeah. Don't forget to train your skills up, as you gain levels. It actually takes a TON of xp and coin to do, but it will make all the difference in the world.
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EDIT: And you're not doing it wrong, you need xp and slag to do the heritage training, which you'll get from killing the chicks/chickens/whatever else down at the farm. Just need to make sure that you have equipment, use your "newbie" spell, and run if you're close to death.
Yeah I have gear from the newbie area and noble area.. Yes I am using my spell... I am heritage level 6 now.
Nope. Threshold is free. You can play forever without paying.
Our business model is optional perks you can purchase, or microtransactions by purchasing "ThreshCredits." Nothing you can buy is needed to level up your character (and there are no caps to advancement that you have to pay to exceed). Also, we give away ThreshCredits as prizes in events in the game, so even if you cannot afford to buy them you can win them by participating in events.
Also: there are mages and sorcerors as classes (called guilds) you can play right off the bat. Templars and Necromancers are "advanced" spell casting classes that you can only join after level 10.
Threshold RPG - Our World, Your Imagination
Primordiax RPG - A New Generation in online role playing.
Depressperado: Just follow all the advice I gave to Elite on the last page, and you should be fine. It might take a little while to get your skills up, but the newbie farm can breeze you through your heritage levels in no time at all. Get gear from the newbie academy, use your newbie spell as much as possible, and make sure to RUN AWAY if you're about to die. Running away is as easy as just moving in any other direction, but the monster (or cat, chicken, whatever) you're fighting will get some free shots in, so make sure you can take em. Also, the newbie farm is scattered with food, which will replenish your HP while you're fighting. Stick to the smaller, runtier animals at first. Mice, for example, are far easier than cats.
Go rest at the Green Griffon between battles. It's a great place to meet other people, probably the best place to get started on the (very important) rp aspect of the game.
Things can definitely be a bit daunting at first, but once you get the hang of it you'll breeze through it with no troubles.
So you don't need to register to play a bard? I think I read that in the helpfiles.
Also, Ros, I'll email you about my client woes when I get home and can give you all the details.
I've been bumming around the sewers all day. Gross.
Yeah it pissed me off for a while too and it seems to be really hard until you join a guild. Especially if you are going to be a casting class. Your stats suck for brute combat. But once you join a guild its much more fun.
leveling it up, hanging out in the Griffon.
One more heritage level, hell yeah.
You have to store them.. When you join a guild they will explain how everything works to you.
Yeah like I said, I don't like that at all.
Edit: Even more important question... how do I take stuff?
Zombie: It's pretty strict. Nobody's going to crucify you for any OOC stuff right off the bat, but it's bad form.
Lots of MUDs don't have persistent gear saving. In this game you get two personal armory slots (check the adventurer's guild) and your guild armory. You'll figure it out.
Whatever their first real combat power is, I remember just loving the hell out of it. Plus they get so many neat utility abilities.
I'm going to add more to the OP and include a list of characters, so if you're playing and you haven't posted yours, do it.
Also how the heck do I get the guy to let me donate 500 coin so I can get a stupid belt? I can't figure out what the game wants me to type.
Ell: I agree, the death penalty in this game is intense as fuck, and definitely not good for newcomers. On the other hand, it's not set in stone: Sometimes you lose a level, sometimes you don't. It's also supposed to encourage smart exploration, not just blindly throwing yourself off in some direction.
If you read help area examples, you'll get a pretty good idea of where you can head out at your level without much risk of not being able to run away.