New Mage Guide
Establishing a new mage hero on Tempora Heroica isnt as daunting as it first
may seem. A mages success is greatly aided by having higher-than-average Intelligence, Focus, and Wisdom attributes. To get high enough attributes, many players
chose one of the races that
have good base mage attributes. Any of the Faerie
races, Gnomes, and Humans make fine mages that arent exceedingly
challenging to play.
Once you have created your hero, it is helpful to have a quick review of the Ars
Magica magic system used on Tempora Heroica. All the spells on the MUD are based
on the Magical Arts, which are combinations of a
Technique and a Form. First your mage hero will need to learn a Technique
(verb) and Form (noun). Once your mage has adequate skill mastery, then he or she can study
spells that utilize these arts. As a novice, your mage will want to focus on three arts: Creo, Corpus, and Ignem. This will allow your mage to study a spell that will
heal wounds (Bind Wounds), illuminate dark areas
(Lamp Without Flame), and hurt foes (Palm of Flame).
To be able to learn the Arts and study spells, your
mage hero will need to have practice sessions
available. (Use the score command to determine how many
sessions your hero has available to spend.) A few old mages reside in Wivernhoes library
and always willing to teach new mages. Consult the Wivernhoe Map and locate the library
(it is represented by the book icon on the map) and go there. You may find it easier to move
your hero around by using verbose exits. (This can be enabled by using the autoexit verbose command.)
When your hero is at the library, find a haggard, old mage named Pignatelli and he will
teach you. Use the study command to see what spells are
available to your hero. Your hero may be able to study a spell right away. If he or she
cannot, you will have to have him or her learn the Magical Arts. Use the learn command to advance your heros mastery of Creo,
Corpus, and Ignem just once and they study again to see if your mage is able to be taught a
spell. Repeat until new spells appear on your heros list, or until you no longer have
the required practice sessions to advance further. Note that the higher your heros
mastery is of Bind Wounds, the more he or she will be able to heal with each invocation of the
spell.
While new heroes that are physically strong can just take draw their swords and engage in
battle, a new mage should keep one of his or hands free to gesture. Many mages prefer to go
weaponless and rely on Fisticuffs to physically
fight a foe, while concentrating on invoking spells.
Invoking a spell is easy once you learn the syntax. To invoke a spell on a target, use the
invoke command like this: invoke 'palm' <target>.
This may be a little much to type in during a battle, so many players use the MUDs
built-in alias functionality to create new commands as shortcuts. So, for example, use the alias command like this:
alias palm invoke 'palm' . This will now allow you to type palm
<target> to invoke this spell.
Now your mage can go to work at his or her first job in Tempora Heroica
cleaning up the vermin that infest Wivernhoe.
Move about the city streets until you see an ant (a continual nuisance and an easy foe). Use
your new alias palm like this: palm ant. Your mage will burn the ant with your
spell. Keep invoking the spell until the ant is dead. This battle will reward your hero with a
few experience points.
During the battle, keep a close eye on your heros health and vigor, which is
displayed in the prompt by an H (Health) and a V (Vigor)
each followed by a number. When your heros vigor goes negative, he or she will no longer
be able to invoke spells. When his or her health goes negative, he or she is about to die
without immediate healing. If you see either vital sign decreasing fast, use the flee command to escape from the battle. You hero will
gradually recover health and vigor by waiting, or you can have him or her recover faster by
resting and sleeping. Use the rest and sleep commands to do this. (The Wyverns Wing Pub
(marked on the map with a mug icon) is a quick recovery area where you hero will regain his
vital signs at twice the normal rate.) Mages can botch
spells badly. If your hero botches and suddenly has very low vigor, it is best to flee, find
someplace safe, and rest.
As a newcomer to Tempora Heroica, the Gawds reward you for ridding the world of
this vermin if your hero cleans up after his or herself. To do this, use the get command to get the ant corpse and the junk command to destroy it. Most players create an alias to
help automate this. To do so, use the alias command again like this:
alias loot get all corpse && get corpse && junk corpse
. You can then use your new loot command instead of always doing all that typing.
After a while your hero will have a bunch of pennies. You will be able to see them all by
using the inventory command. If you see your
heros pennies showing up like this: (3*)a copper penny, then it is a good time to count
his or her coins. Use the count coins command to do this.
Once the coins are counted, they will be listed in your heros inventory like this: three
copper pennies. Keeping your heros coins neatly stacked is a good way to prevent him or
her from being encumbered.
You will want your hero to continue to explore the city and fight little things, such as
chickens, beetles, mice, and sparrows. As your hero wanders about Wivernhoe, he or she will
eventually become thirsty and hungry. Drink water from the fountain (marked by the fountain
icon on the map) and buy and eat food from Sardos Bakery (marked by croissant icon on
the map). If your hero meets up with a young mage with a singed beard that goes by the name
Zippo. He will be able to teach your hero some better Ignem spells. (Selkies will want to concentrate their efforts on Aquam spells instead.) When you are standing in the same
place as he is, use the study command again to see if he has any new spells to teach your
hero. If not, learn some more of the Creo and Ignem Arts and check again. Eventually, you will
be able to study Flash of the Scarlet
Flames and Pilum of Fire. Studying these
spells will allow you to do more damage and consequently battle larger foes and get more
experience. Dont enter the sewers, or leave through the city gates quite yet. If your
hero dies, you can re-enter the MUD again and have your hero go loot his or her own corpse to
retrieve his or her equipment (if something or
someone else hasnt gotten to it first).
Once your hero has studied Flash of the Scarlet Flames, he or she will be more than ready
to explore the Guild Hall Cellar. Practice first on the spiders, rats, and bats and then take
on the bugbear pipsqueaks and the puny kobalts. After these foes are routinely defeatable. it
is time to have your hero study up his or her spells and then take on the brutish hobgoblin.
When your hero is able to defeat the hobgoblin, he or she is well on his or her way to become
a powerful mage.