# Walkthrough Welcome to Armageddon! What follows is a conversion of the Walkthrough to Homebrewery. Thisi s a POS POC. ### Inventory and Equipment ### To check your [inventory](http://www.armageddon.org/help/view/inventory), you can type >inventory or >inv or even just >i. (Many, but not all, game commands can be abbreviated in similar ways.) It will display the items you are holding "in your hands". They are not wielded or equipped, just items that you have in your hands. In your inventory is a random amount of obsidian coins. These coins are considered to be whatever capital your background can supply. Good examples of how to perceive this are: a gift from your family, the gain from a last robbery, past savings before starting a new life or pay given through an employer who recently let you go. You also start out with a torch, and some food and water. > \> inv > You are carrying: > a torch > 858 obsidian coins > a few pieces of burnt meat > a waterskin To see what you are wearing, you can type >[equipment](http://www.armageddon.org/help/view/equipment) or >equip or >eq. It will display the items you are wearing and you are wielding. These are the items that protect you, and what people see when they look at you. > \> eq > You are using: > <worn across back> a rough canvas backpack > <worn on torso> a sleeveless cotton vest > <worn on legs> a pair of rough canvas pants > <worn on feet> a pair of grey hide boots To start with you are given a backpack and some basic items of clothing. To learn about shopping for better equipment, visit the Shops page in the Gameplay section of this website.
#### Tip: You should put your coins away, rather than leaving them in your inventory, where they are more vulnerable to thieves.
> open backpack
> put coins backpack
> close backpack
``` ``` ### Prompt One of the first things you might notice is your prompt. The prompt will appear at the base of your screen and will display whatever information you choose to include. Most players like to keep track of their health (hp), stun points (st), and their stamina, also known as movement points (mv). Your prompt is completely customizable; you can see your options by typing >[help prompt](http://www.armageddon.org/help/view/). You will have a default prompt that looks something like this: > 110/115 hp, 119/121 mv, 111/116 st> HP is hit points or health - exactly what it sounds like. Movement points are used for movement over rough terrain (outside the city) or for exhausting tasks. Stun points represent consciousness, and are used up when you use mental communications ("The Way"), or can be lowered by hard blows in combat, especially blows to the head, neck, or torso.
#### Tip: Other players will notice if your character becomes injured or fatigued, and you should not ignore these indicators of your character's status. The best way to recover from fatigue or injury is, of course, rest. But be warned - when your character is asleep or has fallen unconscious because they are out of stun points, they are more vulnerable to theft.
#### Nauta's Tip! More advanced users might want to change the default color settings for your client. Type >[change color](http://www.armageddon.org/help/view/Change%20Color) for more options.
\page ### Score The next command you might want to explore is the >[score](http://www.armageddon.org/help/view/score) command. This gives you a variety of information about your character, looking somewhat like this: > \> score
You are Malik
Keywords: tall muscular man
Sdesc: the tall, muscular man
Objective:
Long Description:
Code Generated Long Description.
You are 25 years, 0 months, and 5 days old, which by your race and appearance is adult.
You are 70 inches tall, and weigh 7 ten-stone.
Your strength is average, your agility is average, your wisdom is average, and your endurance is average.
You are neither hungry nor thirsty.
Your health is 100(100), you have 120(120) stamina, and 100(100) stun.
You have been playing for 0 days and 0 hours.
You are standing.
You are currently speaking sirihish with a northern accent.
Most of this information is self-explanatory, but we'll explore a few of these items. #### Keywords: Characters interact with other characters using keywords. This character's keywords are Malik, tall, muscular, and man. If I wanted to attack you, I would type >kill malik or >kill tall or >kill man. If I wanted to give you an object, like a ginka fruit, I would type >give ginka muscular. The ginka fruit's keywords are ginka and fruit. You can add more keywords to your character, but you cannot remove keywords. People would add keywords if they wanted to create a nickname for themselves, or if they wanted to have a different name in a different city. Check out >[help addkeyword](http://www.armageddon.org/help/view/addkeyword) for more information.
#### Nauta's Tip: You can use >keyword . to get a listing of all the keywords in the room, or >keyword tall to get the keywords associated with tall. This is a powerful command! Type >[help keyword](http://www.armageddon.org/help/view/keyword) for more information.
``` ``` #### Objective: The objective is a short, Out-Of-Character (OOC) reference to what you want to accomplish with the character, or if you are requesting staff intervention. You can change your objective at any time. For more information, see >[help objective](http://www.armageddon.org/help/view/objective). >\> change objective Waiting for reimbursement from lost items in crash
\> change objective Wanting to find a master swordsman
\> change objective To be the best cook in the known world #### Long Description: This is how your character is seen when people are in the same room as you, and they type >look. You can change your ldesc; for more information, check out >[help ldesc](http://www.armageddon.org/help/view/ldesc). In this case, "Code Generated" means it has a default one, depending on your situation. Some examples are: > The tall, muscular man is standing here.
The tall, muscular man is sleeping here.
The tall, muscular man is sitting at a long, scarred bar of agafari wood. #### Attributes/Stats: Your [stats](http://www.armageddon.org/help/view/stat), which you can access as well via the >stat command, are randomly rolled, but you were allowed to set a priority of which ones should be higher than another when you created the character. Your stats are affected by your class and your age. If you make a very young character, or very old character, you will have less desirable stats. As a Zalanthan year passes (6 real life weeks), your character will age, and there is a chance to increase/decrease your stats, automatically. From worst to best, the order of stats is poor, below average, average, above average, good, very good, extremely good, exceptional, and absolutely incredible. Nevertheless, average really is average. If you are unhappy with your beginning stats, you have a chance to >reroll. If you don't like the second set of stats, you can >reroll undo (so you can pick the best of two rolls). Rerolls can only happen within the first 2 hours of gameplay. Check out >[help reroll](http://www.armageddon.org/help/view/reroll) for more information.
#### Tip: Although you, the player, know what your stats are, your character shouldn't make explicit reference to them. This information is provided for your information only, and an experienced player would never say, "I have absolutely incredible strength!"
\page # Intro to Exploring Often the first thing that new players want to do when they enter the game is explore the world. While this is entirely your decision, remember that if you wander outside the city gates you are likely to encounter dangerous creatures that can kill your character, permanently. We highly recommend spending some time in the city first, and the place where you first log in is usually (except in the case of the Labyrinth) a gathering area for players. First, you can always >look, or >l, or >look room to see where you are at: >\>look
The Gladiator and the Gaj Tavern -- Public Dormitory [W, Quit] > This spacious chamber provides a place for the public to sleep for free. The floor is covered with tens of soiled, greasy blankets and makeshift beds provided by their occupants. Crude insignia and drawings have been scrawled on the agafari walls, etched with knifepoint or drawn with charcoal. The stench of unwashed humanoid bodies mingles with the tantalizing scent of cooked meat wafting in from the bar and restaurant to the west. The carru-hide tarp hanging over the archway to the west hardly muffles the dull roar of the crowd. Though the conditions in the dormitory are quite dingy, it is certainly better than sleeping on the dangerous streets of Allanak. The title tells you where you are, and the information in square brackets tells you what directions you can go from here. In this case, W for west, and you can also quit in this room. You can also type >exits to see where you can go. >\>exits
Visible exits:

West - The Gladiator and the Gaj Tavern -- Main Room ``` ``` Further, you can look in directions, such as >look west (which can be abbreviated to simply >l w). >\>l w
A tarp to the west leads to the Gladiator and the Gaj Tavern -- Main Room.
The tarp is open.
[Near]
The angular, silver-eyed man is here, leaning casually against a wall.
The brutally-scarred orange dwarf sits here at a table, drinking heavily.
A dark-skinned human barkeep stands behind the bar.
The lean, sun-reddened woman laughs as she talks at a large table here.
The hairy, dark-skinned woman watches the room from beside the bar here.
The towering, golden-haired half-giant is here, crouched beside a table.
Here you find out more about that exit to the west. First, there is a tarp that is open. Like doors, curtains, or other things you will find in game, the tarp can be used to block or unblock the doorway from people being able to look or move in that direction, by typing >open tarp or >close tarp. [Near] means that what follows describes what is in the room immediately adjacent. If there were more rooms in a straight line to the west, you might also see [Far] or [Very Far]. How far you can see depends on how much light there is, and (if you are outdoors) whether you are in a sandstorm or clear weather. You also see any PCs (player characters) or NPCs (non-player characters) that are in the next room. \page ### Moving around: #### Direction When you saw the room description above, you probably noticed letters in the brackets after the name of the room [W, Quit]. These give you clues as to which directions in which you can move. To move to another room, you can simply type the direction you want to go, in this case >west or just >w. You can also add some personality to this by adding an emote to the command, for example: >\>w (sauntering along)
Sauntering along, the young, brown-haired human walks west. (This is what the people in the room you just left see.) >The young, brown-haired human has arrived from the east, sauntering along. (This is what the people in the room you're entering see.) Now we're in: > The Gladiator and the Gaj Tavern -- Main Room [N, E, S] #### Movement Options:
| | | |:-:|:------| | N | North | | E | East | | S | South | | W | West | | U | Up | | D | Down | |Leave| You are in a building, or other structure, type 'leave'to exit | |Quit | Anyone can quit in this room, we'll talk about this in a minute.|
``` ``` #### Speed In addition to the default walking speed, you can sneak and run. While sneaking, you are moving slower and trying not to be noticed, and if someone does see you doing it, that might be considered suspicious and react accordingly. Running allows you to move faster at a greater cost of stamina points. #### Climbing Sometimes going in a direction will require a climbing check in order to achieve it, and failure can bring pretty drastic consequences. Your best bet is to look in a direction before you move, especially if you are uncertain. There should be hints in the room or direction descriptions indicating a climb is necessary. #### Quitting When you're done playing for the day, you will want to >quit. But you can't just quit in any room, you will need to find a sleeping area (unless you have chosen the ranger class, who can quit anywhere). You began the game in such a room, which is usually the 'dormitory' area of a tavern.
#### Tip: You can tell if a room is ok to quit in, if it has 'Quit' in the brackets after its name. Other common quitting locations are in stables, just outside the gates of population centers, player apartments that you can rent, or in the barracks of clan compounds (once you have joined a clan).
Not ready to 'quit' yet? Communication will teach you how to emote and interact with other players in game. \page # Intro to Communication This guide assumes you have already read the Walkthrough and Exploring documents. While it is not required, if you come across some unfamiliar concepts in this guide, you may wish to look over them as well. ### Emoting Emoting is the way you show what your character is doing in the game. We saw before than you can emote within the look command. You can also emote without using almost any other coded action. Your sdesc (short description, like "the tall, one-eyed man") will automatically appear at the beginning of the emote. You can either type >emote <the action you want to describe> or use a colon : instead of the word emote. So you could do either: >\>emote squeezes through the crowded tavern, looking for an empty seat.
\>:squeezes through the crowded tavern, looking for an empty seat. Both produce the same result, shown to others in the room as: > The tall, one-eyed man squeezes through the crowded tavern, looking for an empty seat. ### Taverns, Tables and Sitting at the Bar In Armageddon, taverns are the main gathering places in all major outposts of civilization. It's where you go to meet job recruiters, make deals with traveling merchants, flirt with attractive strangers, contract with assassins, and start bar brawls. It can be useful to >look tables to see where there are seats available. As you can see, >look tables doesn't necessarily mean they're all tables. General tavern etiquette suggests that you not sit at a table that's already occupied, unless invited by someone sitting there. But anyone can sit at the bar, and most people usually do. >\>sit bar
\>sit at 7
\>sit (pulling up a barstool) at 7 ``` ``` Also, if you >look bar or >look table you can see what kind of seats are pulled up to the table (chairs, cushions, barstools, etc.) as well as see anything that has been placed on the bar or table. >\>l tables
At 1) a narrow stone ledge protruding from the wall are:
the scarred, emerald-eyed man, and one empty seat.
At 2) a plain stone table are:
a few empty seats.
At 3) a broad table of scarred baobab wood are:
some empty seats.
At 4) a rough sandstone table are:
a few empty seats.
At 5) a lengthy, ceramic-topped table are:
some empty seats.
At 6) a lumpy, dragon-carved stone table are:
some empty seats.
At 7) a long, scarred bar of agafari wood are:
the tall figure in a hooded, brown military aba, the scrawny, red-haired woman, and a few empty seats.
#### Tip: >look tables (with 's' at the end) will show you all the seating areas in a room. >look table (without the 's') will show you the first object with the keyword 'table' in the room. In the above example, you could look at other tables by typing >look 2.table (for the second table) or >look sandstone.table (using a specific keyword).
\page #### Talking at Tables When you're sitting at a table, you'll want to use the >talk command to communicate with other people at your table. You can target another person in any emote by using ~keyword. >\>talk Hello there.

\>talk (glancing to ~military) That a T'zai Byn aba? I been lookin' for a Byn Sarge so's I can join up.

At your table, the tall, one-eyed man says, in southern-accented sirihish, glancing to the tall figure in a hooded, brown military aba, "That a T'zai Byn aba? I been lookin' for a Byn Sarge so's I can join up." (This is what everyone at your table sees.) >At a long, scarred bar of agafari wood, the tall, one-eyed man speaks, glancing to the tall figure in a hooded, brown military aba. (This is what people who aren't at your table see.)
#### Tip: In general, only people at your table can hear you when you use >talk. However, players who have the 'listen' skill can attempt to hear what people are saying at other tables.
### Tell If you want to speak to someone who isn't sitting at your table, you'll want to use >tell along with one of the person's keywords. >\>tell elf Don't stand so close to me!
\>tell dwarf (peering down) Hey, stumpy, yer in my way. Before you talk to someone, you might want to >look at them by targeting one of their keywords. You can also add an emote to this command. >\>look military (glancing up and down) ``` ``` ### Say And if you're not speaking to anyone in particular, you can use >say or simply >' >\>say (to no one in particular) Is there anyone here from the T'zai Byn?

To no one in particular, you say, in sirihish, "Is there anyone here from the T'zai Byn?"

\>'There's a templar executing an elf down the street, anyone want to come watch?

You say, in sirihish, "There's a templar executing an elf down the street, anyone want to come watch?" ### Keywords and Targeting Oftentimes there will be multiple people sharing common keywords. For example, in the same room you might have: > the lithe, auburn-haired woman
the short, auburn-braided woman
the lithe, black-braided woman Obviously this can make targeting the correct person difficult. Once you know someone's name, that's usually the easiest keyword to use. But if not, you can also make it easier by using multiple keywords to target someone (or something) by adding a period between keywords. >\>tell lithe.auburn Hello! \page ### Pronouns in emotes There are also times that you'll want to target someone without using their full short description, by using pronouns instead.
|Symbol | Emote Output | |:-:|-| |~| will insert the lithe, auburn-haired woman at that part of your emote (the person you target sees 'you') |!| him/her (the person you target sees 'you') |^| his/her (the person you target sees 'your') |%| sdesc+'s (the person you target sees 'your') |#| he/she (the person you target sees 'you') |&| himself/herself (the person you target sees 'yourself') |=| sdesc+'s (the person you target sees 'yours') |+| his/hers (the person you target sees 'yours')
>\>emote walks over to ~lithe, smiling at !lithe as he takes ^lithe hand for a moment, dropping a few coins from his hand into %lithe as #lithe holds it open.

The tall, one-eyed man walks over to the lithe, auburn-haired woman, smiling at her as he takes her hand for a moment, dropping a few coins from his hand into the lithe, auburn-haired woman's as she holds it open. (This is what everyone else in the room sees.) >The tall, one-eyed man walks over to you, smiling at you as he takes your hand for a moment, dropping a few coins from his hand into yours as you hold it open. (This is what the lithe, auburn-haired woman sees.) #### Where you appear in the emote You can also make your sdesc appear somewhere besides the beginning of the sentence by using the @ symbol. >\>emote trudging in from the street, @ is covered in a fine layer of gritty sand, which she pauses by the door to brush off.

Trudging in from the street, the lithe, auburn-haired woman is covered in a fine layer of gritty sand, which she pauses by the door to brush off. There are also additional ways of emoting. >pemote is a possessive emote, and is used when you want to attach 's to the end of your sdesc. >\>pemote boots leave a trail of sand and dust on the tavern floor as she walks across it.

The lithe, auburn-haired woman's boots leave a trail of sand and dust on the tavern floor as she walks across it. ### Hemote and Semote Then there are >hemote and >semote. Hemote is a hidden emote, something that wouldn't be seen unless someone is looking at you very closely, perhaps with the >watch command. It could be something you're doing under the table, or a minute detail that wouldn't be apparent to everyone. Semote is a silent emote, for actions that have no sound. Semote is only visible to those who can see you, so it is often used by players who are hiding, or magickers. ### Summary As you can see, the possibilities are nearly endless, but it's fine if you don't want to use the advanced ways of targeting right off the bat. They're there if and when you want them. What Should I Do Next? Your journey through the land of Zalanthas is entirely your own, but we do have some recommendations for further reading. In the Gameplay Section we have more specialized guides to things your character can do. Of particular note are the following: Shops will show you how to get different equipment for your character. Skills will teach you the basics of what characters can do. Combat or Crafting pages are helpful for players who plan to engage in these activities. Often the best method of getting more help is to contact one of the Helpers. \page