CyberMyst Tips ( 4 / 2 / 97 )
All players start with magical energy called mana, your
beginning maximum mana is 2 and you start with 2 mana. Mana is used to
cast spells like magic missile and lightning bolt. A magic missile will
take 4 points off a monster and cost 1 mana while lightning bolt costs 2
mana and takes 8 points. This may be a newbies best weapon since you can
cast spells from for enough away so monsters can't hit back! To use this
command just type "/cast 1 Imp" to cast a magic missile ( spell #1 ) at
the Imp in the room.
Keep moving around, as you move your mana and your hit points regenerate.
If you just stand still monsters will occasionally come charging into the room and
hit you, eventually you will die.
Combat between players is allowed if both players have
swtiched to combat mode. To turn on this option type /combat 3 times. For
Ops once activated this option can not be turned off until you die or the
game is completely reset at the end of the month. There are no safe rooms,
if you have a slow connection, switching to combat mode is not advised as
other players may kill you before you can respond. If you make a kill you
get all the opponents hit points less 15. Killing 15 / 15 newbies gives no
points. Players in combat mode show up on a /whoall listing with a combat
index of 0 and everytime they type /combat this value is decreased until
it reaches 0 and combat enabled.
Don't go after big monsters, if a monster hits you look at
how many hit points you had before and after being hit, if your new and it
takes more than 2 hit points then it's a good idea to run away rather than
hit back! Definitely do not go after Dragons with less than a bag of
potions, good armor, a wand, and 100 hit points.
Find a weapon!!! If I encounter a monster I don't fight, I
just run around looking for weapons. Finding weapons is part of the game
but usually there are some near 25.25. To get a weapon move around till
you see the direction and room location in RED.
Then type /l to see what is there. If you see something use /get to pick
it up. If it is a weapon it is automatically wielded so you can attack
monsters right away! The strength of a weapon is displayed in brackets as
you wield it and currently there are no cursed or bad or useless weapons.
Since there seems to be a shortage of weapons you can now buy
some of them in the shop, a few very cheap low hit value items are now
sold as well including dagger, small sword, small shield for the cost of
one or two life points!
Decent starting weapons include small sword, dagger, large club,
large sword, even a quarterstaff will help you some. I think 25.27 usually
has daggers, 26.27 has some large clubs, 25.25 small swords, and 27.22
large swords. Rooms are numbered with 1.1 being most north west room and
getting larger as you go east and south till you hit 51.51. So upper left
of the map is 1.1 and lower right is 51.51. If you're brave just try going
2 rooms foreward then make a left and go 3 more rooms foreward and maybe
there are some large swords left. If you get killed by monsters on that
path try going left - forward - right - foreward - left ... or circle
around if the doors are open still.
You may wonder why I keep talking about 25.25? Well this is
where you start the game, and if you die it's where you end up when you
Once you have your weapon and maybe a small shield, find yourself a
small monster. Most Imps can be killed with a dagger or large club
in 2 successful blows. This means if you start with a weapon and 4 / 5 you
got a good chance to kill one. This will increase your maximum allowed hit
points. Walk around and find another small monster to kill!
The other way to regenerate your hit points is to quaff a
potion. Some potions are good and others are bad. It is part of the
game to figure out which is which but potions of a certain type always
have the same effect. Even among bad ones some are worse than others. One
type will kill you even if you have full strength, ergo it's deadly but
most others will only kill if you have less than full strength. Dead or
not, in either case you are not going to enjoy the experience.
What about monsters, do they regenerate? Well the answer is
sorta. If a monster manages to kill a user they get even more bloothirsty
and stronger! Also weak monsters if not killed fast enough may shout out
and other monsters will come to assist!
Once you have built up enough hit points you can go after larger
monsters, or explore farther away from 25.25 in search of better
weapons and armor maybe even some wands.
How about weapons, how good are they and how do they work?
When you wield a weapon the strenght will be displayed as a number (wands
are fractional). More powerful weapons not only take more points away from
the opponent but also have a lower chance of missing.
Wands have a limited number of charges before they crumble
to dust and work by taking away a percentage of the opponents maximum
score. This means a wand won't hardly do anything to an Imp but it takes a
good chunk out of a Balrog or Dragon! This means it's better to use a
claymore on most monsters but switch to a wand for the big guys. Watch out
for wands, with the best type of wand even a novice player can kill the
most powerful un-armored player with 14 blasts or less! Different kinds of
wands have different number of charges and so far all wands are good.
Though it is not yet implemented ( wands should be used from a distance )
eventually it will be so that monsters will not be able to hit back when
You should be careful with some of the large monsters, after you
get your score up you may get too confident but a couple things can
happen. All monsters can scream for help from fellow monsters but
it seems the bigger ones are smarter and do so more often. Usually an Imp
does't have time to call for help but Dragons take awhile to kill so they
make alot of noise. Secondly, large monsters are attracted to power, they
don't notice the small players much, they may scratch, bite, even kill by
stepping on you accidentally but if they do notice you they can get much
Hoarding: what is it? Hoarding is where you keep items you
don't need but carry them around so other players can't use them or to
keep in case you want to give to a friend. This isn't a very nice or fair
thing to do and will be dealt with fairly. If you have two weapons or
defensive items of the same type they will be recovered by the server or
if you have more than a total of 4 weapons and defensive items combined
some will be recovered by the server.
If you get lost and can't find your way there is a /map
command which shows your location as a red dot and 25.25 as a white dot.
Rules for making doorways are complicated. Rooms coords less
than 1 or greater than 51 are not allowed, as well as both coords being
even not allowed. Then both rooms must be set /link +, if you make a
doorway out of a room it is automatically set to /link -. Finally, a room
with single door can not join a room with more than 1 door and the reverse
as well, so only tunnel ends can be joined. Branching and rejoining will
work but must be planned. This is to keep the maze compicated rather than
a simple grid.
Quit running around naked and go get some armor! Everyone's
laughing at you!