Recently one of my characters – Jessyl the lizardman ranger was appointed as the number 2 of The Order of Arcanes. Having never been a leader of any organisations it has had me thinking about leadership and what one should be aiming to do. Around the same time I found this article about leadership in MMORPG’s on Massively in their Guild Counsel that got me thinking as well. It breaks down the different qualities the author believes are needed for successful leadership into being visionary, motivating, coordinating, arbitrating, fairness, listening and prepared to make mistakes. My thoughts on each point are as follows:
Vision
I agree that having a vision in mind of what you want your organisation to be is needed to make it better. Having goals, plans on how to achieve them and celebrating when accomplished will help any group. For Arcanes my vision includes having the best knowledge in the game, allowing new and experienced players to develop their own skills, a sense of belonging and community for members, the ability to take on the biggest mobs in the game and having a reputation for these things through out the Realms of Despair.
Already Arcanes has many of these aspects of my vision but there is always room for improvement. our forums have a lot of information on them and many of our members including myself are trying hard to add to them. We are welcoming to new players and help each other out with equipment, gold and other items. Lately there have been more activity killer some of the newer and multi-avatar mobs in the game. There is an opportunity for us in the latest incarnation of the Cry of Despair to help promote ourselves and our ideals in.
As for the sense of community and belonging it is definitely there.
Motivating
Motivating myself let alone others can be a challenge. There are different type of motivation – intrinsic/extrinsic and positive/negative motivators which can be represented on a two dimensional continuum as shown below:
Intrinsic and positive motivators are the most succesfful – things like wanting to figure out some puzzle or kill some new mob so that you feel good about yourself. An extrinsic/negative motivator would be being told to lead X runs or log in every day or you will be removed from the order. In short doing things that make you feel good and give you a reward work best – threatening with punishments is least successful.
One of the most common responses I get from people who read this blog is promotes interest in parts of the game they may not have seen before. The motto of the game is “Endless medieval adventure” – just sometimes people need a point in the direction of an adventure they haven’t yet seen.
Coordinating
Coordinating a group of players is another challenge. Between in game note boards, ordertalk, tells and mudmails plus out of game forum boards and emails this is doable but does require constant monitoring. One of the big complaints with some organisations at times are when leaders don't log often enough to monitor all communications. Arcanes has got leaders who are on regularly.
Arbitrating
Being able to settle disputes is at times necessary for a leader though this issue doesn't concern me much. Last week in real life I had to deal with two 15 year old girls who wanted to beat each other up because the first one's boyfriend had like and posted a flirty comment on the second girls facebook page. I'm not saying that Realms of Despair players are like angry, catty hormonal teenage girls but, well, maybe sometimes. Still I'd rather them than any real life issues as in a game you can use the ignore command.
Listening
A good leader does need to be prepared to listen to other members. There's few things worse than when the people running an organisation will not listen to the members and think they have all the answers, or worse will not listen as they feel it is personal if people don't like their direction.
Fairness
People are always most unhappy if they think that a situation is not fair to them. In an organisation like Arcanes people will complain about fairness of equipment loot and access to running bigger mobs. We have systems in place to make this as fair as possible and sometimes as a leader you do need to put members and the organisation ahead of your own particular wants.
Making mistakes
Finally it states that a leader needs to be prepared to make mistakes, learn from them and move on. Risks do need to be taken and things will go wrong. For the members I believe it can mean a lot for people in power to admit to mistakes and fix them when they do occur.
Those are my thoughts on leadership. Feel free to send me a tell or post a comment, and if you are interested in joining the Order of Arcanes.
Monday, July 7, 2014
Saturday, June 28, 2014
The Deck of Many Things (round 6)
Found the deck again today. I know I seem to be only posting about experiences with the deck lately - I have been having other adventures including Daichaal's, Vast Horizons, Glimwinkles and taking on a leadership position... More on those another time. Instead here's the latest summary of finding the deck:
Small Hut
These are the living quarters of these villagers. Very simple looking, it is circular in shape with pots and pans along one side, an outhouse along another and miscellaneous items scattered about. These people live a very simple life with no luxury. You wonder how they entertain themselves.
Exits:
The Deck of Many Things lies in wait for a brave soul.
The Deck of Many Things says 'If you can find a card within me, you might be lucky enough to draw something of value.
However, once you submit to chance, you put yourself at the mercy of the cards.
The Deck of Many Things winks suggestively.
>g key deck
You get the Key to the Deck of Many Things from the Deck of Many Things.
The Key to the Deck shudders menacingly.
You drop the Key to the Deck of Many Things.
Vl'aresch gives you one gold coin for your sacrifice of the Key to the Deck of Many Things.
Be Forewarned : You could lose all that you own.
Sashell has been given the chance to draw from the Deck of Many Things.
>g card deck
You get a card from the Deck of Many Things.
A mystical being appears and points at you. Your senses reel as you are flung through the void to another place.
The card twists and wriggles in your hands.
A great flash of light envelopes the room, blinding you momentarily.
When your vision returns, you see that the Deck of Many Things lies before you once more.
It is highly recommended that you examine the deck before drawing from it. When you are ready, simply take the card.
>g card deck
You get a card from The Deck of Many Things.
You see that you have drawn The Devil.
What this card bodes for your future, only an immortal of level 57 or above can discover for you.
Sashell - 1568/1568hp 16/60bp 713/743>who imm
-----------------------------------[ IMMORTALS ]------------------------------
Muse Romani de Carpathia. (Deity of Baali) [Head of The Symposium]
Nephling Destre. [Overseer of Guilds] (Deity of Inconnu) [Head of Quest Council]
2 players.
>tell romani Hi Romani - can you please help me with the deck?
You tell Romani 'Hi Romani - can you please help me with the deck?'
Romani climbs out of your pocket.
Romani smiles happily.
>say Hi
You say 'Hi'
Romani wonders 'Have you drawn before?'
>nod
You nod solemnly.
Romani nods solemnly.
>say I am due for some good luck
You say 'I am due for some good luck'
Romani says 'We can hope'
Romani appears to want to wish someone good luck.
Romani says 'Card please'
>give card romani
You give a card to Romani.
Romani says 'here we go'
Romani drops a card.
Romani sacrifices a card to Romani.
Whispering voices fill the room and a faint breeze blows from somewhere...
Romani says 'A piece of armor please'
>garb
You are using:
<used as light> (Red Aura) Shifting black flames
<worn on finger> (Red Aura) (Humming) Set's ring of Power
<worn on finger> (Red Aura) (Humming) Set's ring of Power
<worn around neck> (Red Aura) (Glowing) Cloak of Bloodlust
<worn around neck> (Red Aura) (Glowing) Cloak of Bloodlust
<worn on body> (Red Aura) (Humming) Golden Plate
<worn on head> a fallohide's leather cap
<worn on legs> a fallohide's leather breeches
<worn on feet> (Glowing) demonscale Boots
<worn on hands> (Red Aura) Sin
<worn on arms> (Red Aura) a shadowy pair of dragonscale arm guards
<worn about body> a fallohide's cloak
<worn about waist> a fallohide's pipeweed pouch
<worn about waist> a fallohide's waist sash
<worn around wrist> (Glowing) a crystal dragon bracer
<worn around wrist> (Glowing) a crystal dragon bracer
<wielded> (Red Aura) (Glowing) darkness
<dual wielded> (Red Aura) (Glowing) darkness
<worn on ears> ears of the fox
<worn on eyes> (Red Aura) (Glowing) Visage of Bloodlust
<worn on back> [nothing]
<worn over face> [nothing]
<worn around ankle> a turqoise anklet
<worn around ankle> a blue, glassy chain
Romani smiles happily.
>rem 2.set
You stop using Set's ring of Power.
A cold breeze from the winds of never washes through the void.
>give set romani
You give Set's ring of Power to Romani.
Romani utters the words, 'identify'.
An item held by Romani briefly luminesces.
Romani gives you Set's ring of Power.
>save
Saved...
>c id set
Object 'Set's ring of Power' is infused with your magic...
It is a level 47 armor, weight 1.
Locations it can be worn: finger
Special properties: hum dark evil metal
Alignments allowed: evil neutral
This armor has a gold value of 340600.
Armor class is 12 of 12.
Affects hp by 50.
Affects mana by 25.
Affects intelligence by 2.
Affects hit roll by 4.
Affects damage roll by 4.
Affects resistant:unholy by 5%.
>say Thanks :)
You say 'Thanks :)'
Romani jumps into the air and gives you a MEGA high five! Woo hoo!
Romani has transferred you.
>save
Saved...
Sunday, June 22, 2014
The Deck of Many Things (round 5)
Found the Deck of Many Things again today. Pulled again on my back-up vampire Viledri. Here's the result:
Ouch. That is the worst card I've pulled from the deck. At least I didn't lose anything too valuable - just going to take me an afternoon or so to get back all of that equipment. Maybe next time I'll get something good, in the mean time I can drown my sorrows in Loril's Dark Ale.
Mountain
Exits: north southwest
The Deck of Many Things lies in wait for a brave soul.
The Deck of Many Things says 'If you can find a card within me, you might be lucky enough to draw something of value.
However, once you submit to chance, you put yourself at the mercy of the cards.
The Deck of Many Things winks suggestively.
>g key deck
You get the Key to the Deck of Many Things from the Deck of Many Things.
The Key to the Deck shudders menacingly.
You drop the Key to the Deck of Many Things.
Vl'aresch gives you one gold coin for your sacrifice of the Key to the Deck of Many Things.
Be Forewarned : You could lose all that you own.
Viledri has been given the chance to draw from the Deck of Many Things.
>g card deck
You get a card from the Deck of Many Things.
A mystical being appears and points at you. Your senses reel as you are flung through the void to another place.
The card twists and wriggles in your hands.
A great flash of light envelopes the room, blinding you momentarily.
When your vision returns, you see that the Deck of Many Things lies before you once more.
It is highly recommended that you examine the deck before drawing from it. When you are ready, simply take the card.
>g card deck
You get a card from The Deck of Many Things.
You see that you have drawn The Star.
What this card bodes for your future, only an immortal of level 57 or above can
discover for you.
>tell loril can you please help me with the deck
You tell Loril 'can you please help me with the deck'
Loril bounces in on a fluffy, white cloud named Nine.
>ngree
You nod in greeting to everyone present.
Loril smiles at you.
Loril looks at you.
>say thanks for coming
You say 'thanks for coming'
>garb
You are using:
<used as light> (Red Aura) Shifting black flames
<worn on finger> (Red Aura) (Humming) Set's ring of Power
<worn on finger> (Red Aura) (Humming) Set's ring of Power
<worn around neck> (Red Aura) (Glowing) Cloak of Bloodlust
<worn around neck> (Red Aura) (Glowing) Cloak of Bloodlust
<worn on body> (Red Aura) Demonspawn Stormcloud
<worn on head> a black, brimmed hat
<worn on legs> (Red Aura) godskull shinguards
<worn on feet> (Glowing) demonscale Boots
<worn on hands> (Red Aura) Sin
<worn on arms> (Red Aura) a shadowy pair of dragonscale arm guards
<worn about body> (Red Aura) (Humming) a Cloak of Demons
<worn about waist> circle of mists
<worn around wrist> a solid bracer of Cold Blue
<worn around wrist> a solid bracer of Cold Blue
<wielded> (Red Aura) Black Dragonskull Ax
<dual wielded> (Red Aura) Black Dragonskull Ax
<worn on ears> (Glowing) a sliver of glass
<worn on eyes> (Red Aura) (Glowing) Visage of Bloodlust
<worn on back> [nothing]
<worn over face> [nothing]
<worn around ankle> a demonskin ankle bracer
<worn around ankle> a demonskin ankle bracer
Loril exclaims 'No problem!'
>give card loril
You give a card to Loril.
A cold breeze from the winds of never washes through the void.
Loril says 'Well... no problem in coming but ... we'll see if there are further
problems...'
Loril goes 'la la la'
Loril wonders 'You ready?'
>cross
>You cross your fingers and hope for the best.
>nod
You nod solemnly.
Loril drops a card.
Loril sacrifices a card to Adendra.
The blazing gasses of the Star portend nothing for you but death and destruction.
Loril sighs loudly.
>say oh oh...
You say 'oh oh...'
Loril says 'I guess my streak as the Good Luck Deck god just ran out.'
Loril apologizes for her rude behavior.
>doh
You slap your forehead and say "DOH!"
At Loril's gesture, a cloud descends from the sky and envelops you.
You are too weak to wield Black Dragonskull Ax any longer.
..Everything begins to fade to black.
You feel yourself leaving your body... rising up into the air, you feel
more free than you have ever felt before...
However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...
>garb
You are using:
<used as light> [nothing]
<worn on finger> [nothing]
<worn on finger> [nothing]
<worn around neck> [nothing]
<worn around neck> [nothing]
<worn on body> [nothing]
<worn on head> [nothing]
<worn on legs> [nothing]
<worn on feet> [nothing]
<worn on hands> [nothing]
<worn on arms> [nothing]
<worn about body> [nothing]
<worn about waist> [nothing]
<worn around wrist> [nothing]
<worn around wrist> [nothing]
<wielded> [nothing]
<dual wielded> [nothing]
<worn on ears> [nothing]
<worn on eyes> [nothing]
<worn on back> [nothing]
<worn over face> [nothing]
<worn around ankle> [nothing]
<worn around ankle> [nothing]
>c loc viledri
You're too relaxed to cast that spell.
Loril pats you on your back.
>wake
You gather yourself and stand up.
>c loc viledri
For a brief moment, your awareness expands to encompass the whole world...
...but nothing like that exists.
>remains
Vl'aresch appears in a vision, revealing that your remains... no longer exist.
>tell loril is it all gone?
You tell Loril 'is it all gone?'
Loril tells you 'Oh yes. :('
Loril gives you a pint of Loril's Dark Ale.
Tuesday, June 3, 2014
Mudstats
Today I've been checking out the MUDStats website. This site has all sorts of info, statistics and graphs about different MUDs. It is automatically generated and has been collecting data for a while. For me the questions to use the data to find answers to include:
- How popular is Realms of Despair compared to other muds?
- Are player numbers increasing/decreasing?
- How many people are on the game regularly?
- What time of day is the most and least popular?
Ranked 12th of 848 worlds statistically.
Ranked 6th of 362 worlds in the Fantasy genre statistically.
Voted 53rd on MUDConnector.Com.
Voted 10th on TopMUDSites.Com.
It also shows that for the last month on average there has been 108 players on with a maximum of 156 and minimum of 47.
One thing I love about this site are the graphs. The first interesting one is a graph of the average number of players over the last year:
This graph shows an overall rather steady number of players though an there is an increase during the colder months. Notice that the lowest number of players was around this time last year. The second graph shows a little more on these trends:
The above graph is a little inconclusive as to whether play numbers are increasing or decreasing recently. It is hard to extrapolate into the future of which way it is going. All it definitely shows is that there is a trend of a spike in player numbers around the Northern Hemisphere Winter months and a drop around Summer. As for what time of day the most players are on is shown below:
A pretty obvious trend on this graph is that the least players are on around 3am. I'm not certain of exactly which time zone the MUDStats website bases this on but I'm guessing it is some North American time.
To me the graphs are the most interesting part of the site (but hey I do have a degree in it). The rest of the site contains more info and a huge list of reviews. Definitely worth checking out between repops or if you're on during the quiet times around 3am.
Saturday, May 31, 2014
The Deck of Many Things (round 4)
I found the deck again today. This time it was hiding in Cursed Lands. I pulled the card again using my back up vamp. This time I was prepared with heals, tank potions and springs. Here is what followed:
Small HutI chose to hand over the Set ring since if I got something good added to it then it would be useful for pretty much any evil/neutral aligned character. Getting Affects resistant:magic by -5%. added on to an item is a bit weird and not something I'd heard of before. Usually the bad pulls like that would result in having susceptible to magic added instead of a negative resist. I guess I just had an unlucky pull - at least there are plenty more Set Rings in Blasted Lands.
These are the living quarters of these villagers. Very simple looking, it is circular in shape with pots and pans along one side, an outhouse along another and miscellaneous items scattered about. These people live a very simple life with no luxury. You wonder how they entertain themselves.
Exits:
The Deck of Many Things lies in wait for a brave soul.
The Deck of Many Things says 'If you can find a card within me, you might be lucky enough to draw something of value. However, once you submit to chance, you put yourself at the mercy of the cards.
The Deck of Many Things winks suggestively.
>g key deck
You get the Key to the Deck of Many Things from the Deck of Many Things.
The Key to the Deck shudders menacingly.
You drop the Key to the Deck of Many Things.
Vl'aresch gives you one gold coin for your sacrifice of the Key to the Deck of Many Things. Be Forewarned : You could lose all that you own.
Viledri has been given the chance to draw from the Deck of Many Things.
>g card deck
You get a card from the Deck of Many Things.
A mystical being appears and points at you. Your senses reel as you are flung through the void to another place. The card twists and wriggles in your hands.
A great flash of light envelopes the room, blinding you momentarily.
When your vision returns, you see that the Deck of Many Things lies before you once more. It is highly recommended that you examine the deck before drawing from it. When you are ready, simply take the card.
>g card deck
You get a card from The Deck of Many Things.
You see that you have drawn the Ten of Swords.
What this card bodes for your future, only an immortal of level 57 or above can discover for you.
>who imm
-----------------------------------[ IMMORTALS ]------------------------------
Newblet Loril Gemstone-Edelstone, on Cloud Nine. (Ringbearers) [Co-Head of Newbie Council]
Muse Romani de Carpathia. (Deity of Baali) [Head of The Symposium]
2 players.
>tell romani Hi Romani - can you please help me with the deck
You tell Romani 'Hi Romani - can you please help me with the deck'
Romani climbs out of your pocket.
Romani smiles happily.
>ngree roma
You nod in greeting towards Romani.
Romani wonders 'Is this your first draw?'
>shake
You shake your head.
Romani nods solemnly.
>give card romani
You give a card to Romani.
Romani says 'Okay, good luck'
Romani drops a card.
Romani sacrifices a card to Romani.
Whispering voices fill the room and a faint breeze blows from somewhere...
You somehow find the inner strength to resist the baleful influence of this card.
Romani says 'One piece of armor please'
>rem set
You stop using Set's ring of Power.
>give set roma
You give Set's ring of Power to Romani.
Romani utters the words, 'identify'.
An item held by Romani briefly luminesces.
Romani gives you Set's ring of Power.
Romani smiles happily.
>save
Saved...
>c id set
Object 'Set's ring of Power' is infused with your magic...
It is a level 48 armor, weight 1.
Locations it can be worn: finger
Special properties: hum dark evil metal
Alignments allowed: evil neutral
This armor has a gold value of 340600.
Armor class is 12 of 12.
Affects hp by 50.
Affects mana by 25.
Affects intelligence by 2.
Affects hit roll by 4.
Affects damage roll by 4.
Affects resistant:magic by -5%.
>say thanks
You say 'thanks'
Romani smiles happily.
Romani has transferred you.
Small Hut
Exits:
The Deck of Many Things that lay in wait for Viledri rests here.
Wednesday, May 28, 2014
Belial and Beliebing
One area I really want to do some more in is The Keep of Belial. This is an area that is good to explore, not too large, has some great equipment (a lot with cool sounding Latin names) and not much information is publicly available.
The first room in the area has a little item buried in it. Digging will reveal the following:
To get to Llwyd you need to take a hidden northeast exit and then up from just before the bridge. This leads you to here which is tunnelled to 2 characters maximum fitting in the room:
Most mazes in the Realms of Despair annoy me but this one is quite straight forward - just map each room with magical springs until you find the one room where you can't cast spells. After this it won't be long before you get transed through to outside of Belial's room:
One thing I noticed when looking at the above screenshot was there is a rare typo. The people running the mud do a good job of spotting most of these errors before they get into the game. However our aim is to take on Belial in his lair. A challenge with Belial is that it only allows certain classes into Belials room. For example if a vampire enters his room:
I need to kill Belial some more to make his weapon. I currently have a mysterious talisman lying around in storage somewhere so if anyone has a gnarled wooden staff they'd like to sell then please send me a tell, though I would prefer to take it from Belial's cold dead claws.
The first room in the area has a little item buried in it. Digging will reveal the following:
>A Path Through the TreesI'm not certain of the purpose of this rune. There are some other runes scattered through out the Realms but I believe this one is a way for Romani, the creator of this area to leave their mark. Around the early part of the area are shops selling potions and food, but the first challenge is Llwyd.
The path slopes upwards towards the peak of a tall hill overlooking the surrounding forest. Snow lines the sides of the narrow passage between the trees is barely visible, each twist covered with rocks and patches of slick snow. A steep hill rises to the east topped, its edge covered in green and brown shrubbery. The top of the slope is adorned with taller trees, the branches droop downward due to the heavy snow. On the western side of the path are several dark green and brownish orange plants. Hoof prints, frozen forever in the center of the path, lead inward towards a few spires of swirling smoke.
Exits: north northeast
>dig
You begin digging...
Your dig uncovered a rune!
>exam rune
You take a closer look at a rune on the ground...
The rune is a simple yet magical stone with an engraving etched into
its surface:
|\
|/
|\
>get rune
You get a rune.
>c id rune
Object 'a rune' is infused with your magic...
It is a level 1 rune, weight 1.
Special properties: none
This rune has a gold value of 0.
To get to Llwyd you need to take a hidden northeast exit and then up from just before the bridge. This leads you to here which is tunnelled to 2 characters maximum fitting in the room:
Huw Llwyd's PulpitThis is a tricky little mob to kill for the reason being that against certain classes and alignments he heals himself up faster than you can hurt him. It seems that only good aligned sorcerers, shaman and divinity classes will be able to kill him. The first time I killed Llwyd I used a good cleric. It was a long fight because if I was to solo a mob a good cleric is the last class I'd ever choose. The end was this:
The dark rocks rise jaggedly against the landscape, their pointed tips striking up and splitting apart any living thing that lingers too long. Dripping from the top of the falls are icicles, forming a shivery banner of white which points downwards towards the distant stone bridge. The water turns white as it cascades over the rocks, splashing a dusting of white sparkles to coat the black rocks. A large black rock spreads out over the edge of the falls creating a natural altar. Placed upon the surface of the dark altar is a single standing stone of no more than a meter in height.
Exits: none
A small altar rests on the edge of the stoney pulpit.
(Hide) (Red Aura) A dark cloaked figure stands before the altar chanting.
Llwyd shimmers beneath an aura of dark energy.
Llwyd is engulfed within a blaze of mystical flame.
Your swat wounds Llwyd!The scapulare is a half-decent waist item - translated to English aequitas means equity. One good thing about this key is that it is one of the few keys in the game that does not disappear when you log off. The key is needed to enter the keep just after killing a couple of skeletons. Past the entrance to the keep you end up in this room:
Llwyd is DEAD!!
A brilliant light casts down from the heavens and embraces you, wrapping around you like an angel's wings. A booming voice fills your head, 'You have done well here. The true test awaits, may your sacrifice be true and worthy."
Llwyd's soul rides a single beam of light towards the heavens; his lifeless body is all that remains. Llwyd gasps his last breath and blood spurts out of his mouth and ears.
You get 40000 gold coins from the corpse of Llwyd.
The corpse of Llwyd holds:
a cross shaped key
(Glowing) scapulare aequitas
The Gate of CrossesThis room is a dead end. The Gate Keeper like Llwyd talks about a sacrifice which is the key to getting beyond. You need to have more than one character in this room with one saying the following:
Interwoven crosses make up the large black gates that adorn the wall, barring any chance of passing without gaining access from the guardian. One larger cross is formed as the doors remained closed, the same silver churning with black swirls. A pulsing bead of red light glows within the thin crack of the ominous gates leading to the depths of the keep. The gate latch is made of two large black metal bolts and a keyhole almost large enough for a pixie to fly through. Blasts of cold air rise from the depths causing rivulets of ice to
form on the black moss dripping from the ceiling.
Exits: south
(Red Aura) A massive wall of muscle looms before the blackened gates.
The Gate Keeper shimmers beneath an aura of dark energy.
The Gate Keeper is ensphered by shards of glistening ice.
The Gate Keeper gazes at the assembled mortals pondering which one it will be.
The Gate Keeper says to you 'To progress, I require a sacrifice.'
The Gate Keeper gazes at the assembled mortals pondering which one it will be.
>say I am the sacrificeThe Gate Keeper is one of only a handful of mobs in the game with the ability to slay. You will find the character that says the password is killed while the other characters in the room get transed beyond to a maze.
You say 'I am the sacrifice'
The Gate Keeper nods solemnly.
The Gate Keeper says 'Your sacrifice will not go unrewarded.'
The Gate Keeper brings his sword swiftly towards you, striking you dead in your tracks.
The Gate Keeper slays you in cold blood!
..Everything begins to fade to black.
However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...
You feel yourself leaving your body... rising up into the air, you feel
more free than you have ever felt before...
Most mazes in the Realms of Despair annoy me but this one is quite straight forward - just map each room with magical springs until you find the one room where you can't cast spells. After this it won't be long before you get transed through to outside of Belial's room:
The god of lust smiles upon you and has chosen you to face him.The down exit leads to a death trap:
A Dark Passage
The black stone walkway extends over a churning river of silver surrounding the a black throne resting on a raised platform in the far distance. The walkway is a mere two feet wide. The edge is jagged and the surface slightly rounded upwards in the center allowing for smaller rocks fall off into the abyss far below with a splash before being absorbed into the churning mass. The silver rises and falls as it swirls outward in a large circle along the outer edge of the massive cavern in a hall of almost mirrors all exits lead to
one place, the throne of Belial.
Exits: north east south west northeast northwest southeast southwest
(Red Aura) A stunning brunette hovers over the swirling mass of silver and black.
Morrigan shimmers beneath an aura of dark energy.
Lord Belial exclaims to you, 'What a pitiful undead creature. Be gone!'Belial does something similar with characters of all classes except sorcerer, shaman and divinity genres, plus his room is tunnelled to 4. Belial himself manages to look quite scary:
Two yellowish horns slope upwards in twisted curls out from the top of Belial's slender pointed head. His jaw is strong, sloping towards his fanged mouth. His nose is broad, set low beneath the two large oval sockets containing his blood-red eyes. His lower lip appears to be missing, showing the gums of his teeth and the slope of his pointed jaw which accentuate the points of his ears. His broad shoulders are covered in tattoos of the souls he has claimed through the years. The trail of souls of each now face less name written down through the years in a myriad of slithering lines down his torso and covering his back. His feet are cloven, giving him a powerful gate as he moves within the confines of his prison. At the end of each of his hands are claws, sharpened carefully on the stones within the keep.His light the Luminarium is a nice light though it's regeneration rate is not quite 100%. When identify is cast on Belial he identifies as a nephandi:
Lord Belial is in perfect health.
Lord Belial is using:
<used as light> Luminarium
Lord Belial is in perfect health.To fight Belial the best classes to use are a druid for tanking (another use for druids - I really need to level one) and augurers or destruction mages to hit. The fight itself takes a while but when done the end result is:
Lord belial appears to be between level 50 and 55.
Lord belial looks like a shapeshifter, and follows the ways of the nephandi.
Opposing realities clash and collide, striking Lord Belial with their reverberations.Besides the Luminarium there is a chance to pop two different other items - a mysterious talisman or gnarled wooden staff. Both of these are pieces which can connect together to make Divinitus Corrigo, which in English is "God Correct", a pretty cool name for a very nice cleric weapon.
Your paradox flux wounds Lord Belial!
Lord Belial is DEAD!!
Lord Belial shimmers as he fades back into the swirling silver surrounding his throne cave.
Lord Belial exclaims 'I will return stronger! You will pay for your puny attempts to rid the world of my lust!'
I need to kill Belial some more to make his weapon. I currently have a mysterious talisman lying around in storage somewhere so if anyone has a gnarled wooden staff they'd like to sell then please send me a tell, though I would prefer to take it from Belial's cold dead claws.
Saturday, May 3, 2014
Riding Your Demons
This post is a little different to most of my other posts. No tips, secrets, hidden clues or logs are included here. Instead this will be a more personal post about how playing Realms of Despair has influenced my real life and vice versa. I've been reading the new Imaginary Realities publications lately and found myself thinking about an article by Michael “Drakkos” Heron titled Saddle Up - A Personal Story about Riding Your Demon to Success. In short this article is all about how running a mud and writing about it has impacted on Drakkos' life. In it he says the following:
My first experience of playing Realms of Despair came around September 1998. I was a first year undergraduate studying a bachelors degree from the University of Western Australia in computer and mathematical sciences. I remember it was in the afternoon and I was supposed to be writing programs in a lab session for a class in functional programming using a Haskell variation called Gofer on a Power Macintosh. This was not fun. I think they tried to bore us so people would drop out. Instead I started messing around using a Telnet window to connect to the university's internet connection and using the Lynx text only web-browser stumbled upon the Realms of Despair. My first ever character was a dwarf thief. I played for half an hour looking around and trying to get the hang of the game before having to leave and finish writing functions. Over the next week whenever I got a little spare time at the university I'd find a quiet spot with a computer and play Realms. From then on I was hooked.
There was a saying that the acronym MUD stood for Multi-Undergraduate Destroyer but in a funny way I found that playing a MUD and looking at the Smaug codebase for it helped me understand a lot of concepts in computer science better including:
Finally I've also made real life friendships through Realms of Despair. There was a time when there were several players from around the Perth area I was then living in. We'd get together on a semi-regular basis and do things from parties, to nightclubs, bowling, movies and just meeting up for a drink/meal. I always enjoyed catching up with Foamfoller, Sarakin, Holly, Murkius, Jhael, Gatersade, Ghordon and the rest of the crew, well with the exception of when we saw the Final Fantasy film (106 minutes of my life I'll never get back).
While I hadn't seen many of these people for a while in real life or in the game I recently caught up with Sarakin. He invited me to join the order of Arcanes with some of my other characters. So far I've enjoyed the organisation and it does feel like a new home within the game.
Earlier this year I asked one of my classes full of 14/15 year olds to fill in a survey about themselves and their interests. The usual responses of various sports, music and other hobbies were there but this year there was a lot of students listing facebook and their iphone as one of their interests. Talking to some of the ones who said they liked video games of which most said they played xbox or playstation too much. To me it's quite amazing to think that I've been playing on one mud since before they were born. I wonder if facebook, World of Warcraft, GTA 5 or Candy Crush Saga will have as much of an impact in beneficial ways as Realms of Despair has for me? It's not like you can look at the source code for any of them to get any idea of how they work and the social side isn't the same. I guess at least they will still enjoy some stress relief and scheming politics with them.
Overall I find myself fortunate to have been at the right place at the right time to have enjoyed a mud. It has had a positive impact on my life and I don't know how different things would be for me today if I didn't have these experiences. Sure there is the opportunity cost of would I could have been doing if I wasn't mudding so much. I do wonder about the future of muds and online games in general but I still enjoy writing about my adventures and getting something out of them.
If you're a player rather than a developer, document your experiences and let us read about them. Compare and contrast — build up your critical faculties and you'll be surprised how much easier and better other parts of your life become. Turn the expertise you're accumulating into something more: synthesise it, editorialise it, and then package it up and let people at it.I have been doing this to a degree on this blog though not so much about myself as a player personally. While I do like to keep my private life private and separate from my mudding here it goes.
My first experience of playing Realms of Despair came around September 1998. I was a first year undergraduate studying a bachelors degree from the University of Western Australia in computer and mathematical sciences. I remember it was in the afternoon and I was supposed to be writing programs in a lab session for a class in functional programming using a Haskell variation called Gofer on a Power Macintosh. This was not fun. I think they tried to bore us so people would drop out. Instead I started messing around using a Telnet window to connect to the university's internet connection and using the Lynx text only web-browser stumbled upon the Realms of Despair. My first ever character was a dwarf thief. I played for half an hour looking around and trying to get the hang of the game before having to leave and finish writing functions. Over the next week whenever I got a little spare time at the university I'd find a quiet spot with a computer and play Realms. From then on I was hooked.
There was a saying that the acronym MUD stood for Multi-Undergraduate Destroyer but in a funny way I found that playing a MUD and looking at the Smaug codebase for it helped me understand a lot of concepts in computer science better including:
- Integer overflow: In computing terms an integer is a number between -2147483647 and 2147483647. In the old days of Realms of Despair if you went over 2147483647 gold coins you would end up with -2147483647 gold coins. They have changed the gold value from an integer to a long integer since those days but it taught me the concept well.
- Abstract data structures: In second year of our course we had to do a unit in data structures and introductory algorithms. This class had a reputation of being a tough class - even worse than functional programming. I found it quite easy as I was able to visualise most of the data structures using mud concepts. For example I knew that doubley linked lists were used for in Smaug for things like player inventories. From here it was easy to visualise adding and removing items as well as the effects on the order of items. It also helped me visualise a tree data structure as containers within containers - i.e. an extra dimensional portal with a small birch chest and a pouch of purple cloth inside of it.
- The use and difficulties of algorithms: Algorithms were a tricky subject and implementing them in code can be difficult. I learnt this from the years that the locate object spell which uses some sort of tree search algorithm was broken. It would cause the mud to crash on a regular basis so was removed for a long period of time. I also appreciated the use of shortest path algorithms in skills like track.
- TCP/IP, UDP, FTP, Telnet and other networking protocols: In third year I took a class in computer networking and found that my basic knowledge of different protocols and their commonly used port numbers helped me understand the different protocols better. Also sending traceroute packets to figure out why the mud was lagging at times helped.
- Hypothesis testing: In mathematics this is used to make comparison between two different ideas. In Realms of Despair I've been able to apply this towards testing theories such as does having augurer with 22 luck have more success at popping items than other classes.
- Regression analysis: The pattern in experience needed to level in Realms of Despair can be calculated using a regression analysis. After playing around with it for the different classes I learnt that a cubic regression gives the following rules:
- For thieves: 750 * (current level - 1)³
- For nephandi: 1400 * (current level - 1)³
- From the above you can see one of the reasons why levelling a nephandi is so much pain compared to a thief or any other class.
- How to teach: In the mud a large part of playing is teaching other players how to do things such as solve puzzles, kill certain mobs or work as a team. To show others how to do this you need to be able to give concise instructions, attempt to relate it to other experiences they may have had and anticipate common mistakes they may make. An example of how these overlap is on the mud I have to say things like "Don't forget to turn on autoloot before killing Vortex" while in real life this week it has been "When find the co-ordinate of the turning point of a quadratic function in y = a(x + p)² + q form don't forget to it is the opposite sign of p for the x value and the same sign of q for the y value."
- How to write for others to understand: A large part of my job is to write notes for my classes. To be successful at this I need to think about what are the key points I want them to learn and leave out the other stuff. Writing notes on how to kill beasts in the Barren Wastes is not much different to writing instructions on how to calculate compound interest.
- Learning about different countries: by playing a MUD based in Canada I've learnt that there is more to Canada than Justin Bieber and Nickelback. This has been handy when I've had Canadian exchange students in my classes and I've been able to talk to them about ice hockey and Nascar racing.
Finally I've also made real life friendships through Realms of Despair. There was a time when there were several players from around the Perth area I was then living in. We'd get together on a semi-regular basis and do things from parties, to nightclubs, bowling, movies and just meeting up for a drink/meal. I always enjoyed catching up with Foamfoller, Sarakin, Holly, Murkius, Jhael, Gatersade, Ghordon and the rest of the crew, well with the exception of when we saw the Final Fantasy film (106 minutes of my life I'll never get back).
While I hadn't seen many of these people for a while in real life or in the game I recently caught up with Sarakin. He invited me to join the order of Arcanes with some of my other characters. So far I've enjoyed the organisation and it does feel like a new home within the game.
Earlier this year I asked one of my classes full of 14/15 year olds to fill in a survey about themselves and their interests. The usual responses of various sports, music and other hobbies were there but this year there was a lot of students listing facebook and their iphone as one of their interests. Talking to some of the ones who said they liked video games of which most said they played xbox or playstation too much. To me it's quite amazing to think that I've been playing on one mud since before they were born. I wonder if facebook, World of Warcraft, GTA 5 or Candy Crush Saga will have as much of an impact in beneficial ways as Realms of Despair has for me? It's not like you can look at the source code for any of them to get any idea of how they work and the social side isn't the same. I guess at least they will still enjoy some stress relief and scheming politics with them.
Overall I find myself fortunate to have been at the right place at the right time to have enjoyed a mud. It has had a positive impact on my life and I don't know how different things would be for me today if I didn't have these experiences. Sure there is the opportunity cost of would I could have been doing if I wasn't mudding so much. I do wonder about the future of muds and online games in general but I still enjoy writing about my adventures and getting something out of them.
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