Newbie Help Page

<help newbie>


-=[ WELCOME TO NEWBIE LAND ]=-


Here is our Newbie Page. If you haven't read the <help newbie> file, we suggest doing that first. It will really help you become a bit more familiar with what to expect. Below is a table listing the newbie areas that you can go explore and kill things for experience points (xp). You can also use the search bar to look for a specific area. You use the xp earned to increase your stats and level (on the mud, type <help stats2>). And don't forget that Bufurd suggests you type 'townportal' if you get lost during your exploration to get back to town.

Guilds have also been listed for ease of finding the location of the one you'd like to join once you reach level 5. (You can return to Newbieland between the levels of 1 through 49.)

Some areas below offer quests (on the mud, type <questlist newbie> without the < > as those symbols will be used on this site as guides on what you can type on the mud). Quests are not required, and we know quests aren't for everyone, but we do recommend giving them a shot. They really help you learn the stories around the mud, additionally you'll earn quest points to eventually gain the rank of High Mortal, <help hmpowers>. If you're interested in mastering the mud, check out <help method> for some questing advice. Below is a map of Newbieland. The big yellow dot (as is customary with hopefully all maps found on this site) represents the starting room of the area.

Map of Newbie land.

(Click on a table header to sort by that column.)

Name and Directions Class (low) Class (high)
-=[ Pinnacle - See our Pinnacle Area page ]=-

This is the primary city of 3-Kingdoms.
Map of Pinnacle
Mobs in this Area:
(Class sizes, if listed, are approximate)

A pesky mosquito
Friar Tuck Lag monster Tiro Vilgan
Items in this Area:
There are various shops around Pinnacle with a plethora of items to purchase.

1.0000000000

-

1.0000000000

-
-=[ The Center of Town ]=-

This is the center of Pinnacle. A well-kept but simple cobbled street runs north and south. There is a statue of a man here in the middle of the street. To the east a low-hung whitewashed building buzzes with activity. A towering and ornately decorated Lodestone edifice looms to the west. A strange and mottled sky hangs low casting weird shadows which are barely dispelled by the lights on the oddly shaped streetposts. You shiver.

Hovering far in the air here is a strange looking hemispherical structure. You could probably jump up to it if you wanted. In the base of the structure is a huge iron trapdoor.

The Tower of Cletus is here, shimmering in the sunlight.
Map of Pinnacle
Items in this Area:
The 3-K Kill List
A Statue of Cancer the King
A tall street light

1.0000000000

1.0000000000

-=[ Barracks ]=-

Map of Barracks Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000000183

183
-=[ Quest #12 ]=-

Map of Browning Estate Mobs in this Area:





Items in this Area:

1.0000000043

43

1.0000016000

16k*
-=[ Quest #5 ]=-

Map of Newbie area, Codename:Kodiak Mobs in this Area:
(Class sizes are approximate)

81 : Mad dog Assault Mech
89 : Gargoyle Assault Mech
94 : Timber wolf Assault Mech
97 : Executioner Assault Mech
87 : Warhawk Assault Mech
84 : Summoner Assault Mech
103 : Gargoyle Assault Mech
165 : The Kodiak Battlemech <Ghost Bear




Items in this Area:
Power Signature Scanner (quest item)

1.0000000071

71

1.0000175622

176k*
-=[ Quest #4 ]=-

Map of Dark Forest Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000000095

95
-=[ Quest #17 ]=-

Map of Disney Mobs in this Area:





Items in this Area:

1.0000000071

71

1.0000000163

163
-=[ Quest #7 ]=-

Map of Duploland Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000000095

95
-=[ Elven Hills ]=-

Map of Elven Hills Mobs in this Area:





Items in this Area:

1.0000000043

43

1.0000000092

92
-=[ Skillquests #19 ]=-

Map of Newbie area, The Golden Hawk Bar Mobs in this Area:
(Class sizes are approximate)

122 : A female member of the Hawks
70 : A man in hat and trenchcoat
124 : A member of Hawks
133 : A sneaky bandit
137 : Ron Erins





Items in this Area:
A broken mirror fragment (skillquests item)

1.0000000069

69

1.0000000172

172
-=[ Halfway's Space Station ]=-

Halfways Space Station Mobs in this Area:





Items in this Area:

1.0000000037

37

1.0000000326

326
-=[ Skillquests #19 ]=-

Map of House of Cards Mobs in this Area:





Items in this Area:

1.0000000043

43

1.0000000092

92
-=[ Kobold Cave ]=-

Map of Kobold Cave Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000000092

92
-=[ Land of Newbies ]=-

Map of Land of Newbies Mobs in this Area:





Items in this Area:

1.0000000026

26

1.0000000339

339
-=[ Quest #31 ]=-

Map of Lothlarian Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000000331

331
-=[ MTV Studio ]=-

Map of Newbie area, MTV Studio Mobs in this Area:
(Class sizes, if listed, are approximate)

Not yet listed




Items in this Area:

Not yet listed

1.0000000034

34

1.0000000080

80
-=[ Skillquests #19 ]=-

Map of New World Fitness Mobs in this Area:





Items in this Area:

1.0000000043

43

1.0000000092

92
-=[ Purely a room to take the Newbie Exam, also known as Quest #8 ]=-

Map of Newbie Tower and Forest
Mobs in this Area:
Items in this Area:
The 3K Newbie Academy Diploma

1.0000000000

-

1.0000000000

-
-=[ Newbie Farm ]=-

Map of Newbie Farm Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000000183

183
-=[ Newbie Forest ]=-

Map of Newbie Forest Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000000183

97
-=[ Newbie Hell ]=-

Map of Newbie Hell Mobs in this Area:





Items in this Area:

1.0000000043

43

1.0000000827

827
-=[ Great beginner area ]=-

Map of Newbie Tower and Forest
Mobs in this Area:
(Class sizes are approximate)

49 : An ant
51 : An evil looking thief
63 : An ill-mannered brigand
43 : An overweight bandit
60 : An overweight thief
49 : A brigand member
51 : A cutthroat member
56 : A drunken brigand
55 : A foul-mouthed bandit
57 : A foul smelling thief
59 : A red fox
54 : Cutthroat of a secret order
48 : Thief of a secret order
Items in this Area:
Other: A cutthroat sash

1.0000000000

-

1.0000000000

-
-=[ Quest #10 ]=-

Map of Newbie area, Oil Field / Resource Crisis Mobs in this Area:
(Class sizes are approximate)

95 : An ecoterrorist
64 : A MorTex Oil worker




Items in this Area:
A stun baton
A MorTex Oil jumpsuit
A small pair of wire cutters (quest item)
A digital multimeter (quest item)

1.0000000043

43

1.0000000163

163
-=[ Quest #4 ]=-

Map of Newbie area, Peasant Farm Mobs in this Area:
(Class sizes, if listed, are approximate)

Not yet listed




Items in this Area:

Not yet listed

1.0000000026

26

1.0000000092

92
-=[ Quest #9 ]=-

Map of Ralintaro's Tower Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000000176

176
-=[ Ruined Cathedral ]=-

Map of Ruined Cathedral Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000000417

417
-=[ Starcraft ]=-

Map of Starcraft Mobs in this Area:

Terran Firebat -
Like standard Marine Infantry, Firebats are typically 'culturally challenged persons' who have been resocialized by the Confederate government. Equipped with powerful, arm-mounted flame throwers, they serve as assault troopers in the various Terran Militias. Although their attack has a limited range, the flame throwers can cause considerable damage to any target caught within the stream of fire.
He is in perfect health.
Firebat is carrying:
Plasma-based Perdition Flame Thrower (wielded).
CMC-660 Heavy Combat Suit (worn).





Items in this Area:

1.0000000070

70

1.0000000081

81
-=[ Stetstar Station ]=-

Map of Newbie area, Stetstar Station Mobs in this Area:
(Class sizes, if listed, are approximate)

Not yet listed




Items in this Area:

Not yet listed

1.0000000047

47

1.0000000073

73
-=[ Undead Keep ]=-

Map of Undead Keep Mobs in this Area:





Items in this Area:

1.0000000156

156

1.0000000356

356
-=[ Uslopta's Tower ]=-

Map of Uslopta's Tower Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000000163

163
-=[ Skillquests #19  MEDAL ]=-

Medal for NPRM, New Pinnacle's Medal of Skillful Valor Mobs in this Area:
Mayor of New Pinnacle
Villager




Items in this Area:
Ring of Light

1.0000000074

74

1.0000000080

80
-=[ Town of Woonsocket ]=-

Map of the Town of Woonsocket Mobs in this Area:





Items in this Area:

1.0000000034

34

1.0000002000

2k
-=[ Adventurers Guild ]=-

The Adventurer guild is the guild you are in by default. You will remain in this guild until you choose to join one of the Full guilds. A full guild is one that is supported by a Guild Master and has a full range of powers, abilities and a guild hall. You may join a Full guild upon reaching Level 5.

The Adventurers advancement room is UP from the Login room. The login room is the room that you start in when you first come into the game. If you should ever lose your Adventurer's Handbook you need only come back to this room to get a new one.

The following powers exist in the Adventurers Guild:

consider <monster> - Allows you to get a rough estimate of the strength and power of a monster before you fight it.

fireball <target> - Cast a fireball at a foe, doing very good damage.

shock <target> - Shock a foe with electricity doing good damage.

missile <target> - Cast a magic missile at a foe doing slight damage.

A QUICK INTRODUCTION TO ADVENTURER SPELLCASTING:
Syntax: <Name of spell> <optional name of player>

Cast a spell. If no argument, then cast spell on current fighting opponent. The following are spells specific to the adventurer guild. Please see your guild object for your guild's particular spells.

SpellLevelSpell pointsMax damage
missile5102 x good
shock10153 x good
fireball15204 x good

You have to have enough experience points to be able to use the spells, but then they will work 100 %.

If you cast a spell on an idle player, a fight will start.

Please see the adventurer's handbook gotten from within the adventurer's guild up from the Reception Room for further details...

See also: faq, guilds.

1.0000000000

-

1.0000000000

-
-=[ Android Guild ]=-

Androids are highly customizable robots that can deal death or absorb the most deadly of blows. With an array of components, they are able to fit themselves to most any situation.

Like Sorcerers, Fighters and Clerics, they advance faster than other guilds in exchange for having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires.

Androids can upgrade their components as they advance in guild levels. This allows the freedom to become well rounded or focus on an offensive or defensive role. Androids are never able to fully upgrade all their components and must make choices on which role to fill, but may sacrifice a portion of their guild experience in order to try a different path. An Android may use a weapon or internal mounts to deal damage in one hand, and a shield or a second internal mount for the other, giving the guild a variety of options.

Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Angels Guild ]=-

Since right after the beginning of time, good and evil have waged war throughout all the planes of existence. On the higher planes this war is fought directly by beings that embody pure good against beings that embody pure evil. On the lower planes, good and evil are forbidden to intervene directly, instead allowing beings with "free will" to determine the balance of good and evil for themselves.

Typically, a resonance point occurs on each plane. Sometimes toward evil, sometimes toward good, but overall the equilibrium of the cosmos is maintained. Until now. Something has been interfering in the lower planes, the mortal realms, causing the pendulum of balance to swing wildly, sometimes toward good, sometimes toward evil. The forces of good and evil both are concerned about what this chaos means. Uncertain of what will happen to the cosmos of balance is not maintained.

In response to whatever this force is that is disturbing the universe, those beings that embody good and evil themselves, the angels, have created a bridge to the mortal planes. Forbidden from directly interfering with the lower planes themselves, they have instead found mortals on those realms to take on their role of balance keepers.

Mortals with incredible skill and potential that seek to aid in restoring the balance on this plane should seek out others who have already been imbued with a divine spark. They can share this spark, which will grant the mortal incredible prowess in battle and imbue them with incredible manifestations of good and evil. Each mortal seeks their own path and can develop their spark how they best see fit. They can develop the martial aspects of divine combat, focus more on their divine powers, or combine them both to become the ultimate soldiers in this cosmic battle.

It matters less which side "wins", as long as some sort of stability is returned to the realm. Do you have what is needed to rise above your mortal self and save the universe from an uncertain and chaotic fate?

Your wings await.
See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Ascended Guild ]=-

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
The Ascended Guild
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

The ascended guild is an original concept, based upon the immortal giant races of the D&D universes. Ascended are those mortals of the 3Kingdoms who have reached a certain point of mortal power attainment, and wish to traverse the path of immortality. Leaving behind their physical shell, the Ascended's form becomes the immortal manifestation of their very soul. This form is a physically formidable foe and shrugs off damage that would best any mere mortal. They are to be the tanks and protectors of large groups of mortals when their adventures lead them into situations they could not otherwise handle.

Only select few may ascend. Those that have reached significant power and mastery of their mortal forms and abilities may ascend. This provides more options and possibilities for high level players to explore and enjoy. Some requirements include High Mortal status and being at least mortal level 90.

You do not need to leave your mortal guild to join Ascended.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Bards Guild ]=-

From Fantasy: <portal; 7w; n; w>
Back to Fantasy: <e; s; 7e; portal>

"His soul was nourished by beauty, his
spirit drawn to mystery. The art of a
bard must harness both."
--Morgan Llewelyn
Bard, the Odyssey
of the Irish
The Bards of the Three Kingdoms are a widely varied lot, but in the soul of each bard beats a passion for beauty and a desire for knowledge. Some choose to pursue this through the deadly songs of combat, while others choose to learn the pure forms of physical combat. Others practice the soothing art of instruments, while others choose to hide in the shadows and observe unseen, or to gather knowledge about the inhabitants of the realms, and the realms themselves.

Although the path each Bard may take varies widely, all pursue the same goals, all share the same depth of spirit and vision. If you would tread the trails of the Bard, seek out any current bard to progress.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Bladesingers Guild - Wiki ]=-

 .=.---------------------------------------.
/ __\
\.)_/|      BLADESINGERS, a beginning
     |
     | In the centuries since the fall of
     | Myth Drannor, and the disappearance
     | of the elves, man has fought on his
     | own against the armies of the dark
     | mages and the evils of the realms.
     | Now, a few of those warriors from
     | the past called Bladesingers have
     | returned to teach a few dedicated
     | humans the techniques of the old
     | ways.
     |
     | Those who join the guild of the
     | Bladesingers will first be tutored
     | in general fighting styles using
     | any weapons.
     |
     | They will learn which skills are
     | useful in dodging enemy attacks,
     | and how to read and use the
     | ancient runes...the corner stone
     | of the guild.
     |
     | As the apprentice progresses thru
     | the ranks, learning more advanced
     | methods of fighting, the elves will
     | train the young fighter to call
     | upon the Unseelie Court of the
     | faerie world to cast spells to
     | enhance their fighting, to learn
     | more about their opponents, and to
     | evaluate armours and weapons.
     |
     | Soon, the accomplished Bladesinger
     | will be able to prepare his/her own
     | armours and inscribe the runes on
     | them to create additional protection
     | or regeneration.
     |
     | A Bladesinger may customize their
     | training to their own style. If you
     | are more comfortable having stronger
     | protection or healing, you can train
     | in those skills. Perhaps you would
     | rather kill faster and depend on
     | your rune skills for protection..
     | then you might train the attack
     | skills in more depth.
     |
     | Bladesingers may wear any armour,
     | and use any weapon. There are no
     | alignment restrictions from the
     | guild and no level restriction for
     | recruitment into the guild. If you
     | would like to join our guild, please
     | contact a Bladesinger of glvl 25+.
 ....|
/ )__\
\    /
 `=='=======================================.
See also:  guilds.

1.0000000000

-

1.0000000000

-
-=[ Breed Guild ]=-

The Breed are perhaps one of the eldest races of all time. Returned after aeons of self-imposed exile, they are armed with perhaps the most potent force of all--the power of the mind. For it is from within that psi is generated. The Breed, in general, are a secretive lot, believing that each person must forge his or her own destiny, unfettered and untainted by the ideas and opinions of others. Obtaining knowledge without understanding is a most dangerous thing.

Each of the Breed therefore, makes his or her own way through life, learning from those who will teach them what they wish to know when they are ready. The path of the Breed however, is not one of ease, but rather one of discipline, diligence and patience.

As such, the Workings of the Breed are highly diverse and vary from Breed to Breed. For few Breed ever embark on exactly the same life path as another. It is rumoured that their great city is hidden from outsiders to protect the Breed from those who would do them harm.

1.0000000000

-

1.0000000000

-
-=[ Changeling Guild ]=-

The old man leans on his staff, scrutinizing you, 'So mortal, you wish to learn about the race of the Changeling? It just so happens that over my long centuries of life, I have known many a Morph, and learned much about them.' Looking for signs of interest he continues, 'I have much to tell, if you have the time..'

Taking a seat on a nearby log, he begins his tale, 'Changelings are an ancient and powerful race, although only existing in folk tales for centuries, recently they have become commonplace and are growing in popularity. Able to mimic the forms of animals and anything they see, they are a deadly adversary, or a powerful friend.'

'Changelings possess unnatural control over their bodily cells, and are able to harness this to bend and shape their bodies to their will.'

'One minute you could be facing a well armed and armoured warrior', he pauses momentarily for extra effect, 'and the next a huge beast!, and if that isn't enough to scare an enemy to death, I am sure that it's pure animal fury and lethal natural weaponary will.'

'Generally a changeling will use the animal forms of the mammallian, reptillian and avain variety, but rumour has it that that a well learned morph can become that of an inanimate nature , or even one of the ancient dinosaurs that use to inhabit the land!'

'I once saw a powerful morph face several opponents, an average warrior would have of been felled in an instant, but this morph ignored all but one of his attackers, felling them one by one, their attacks bouncing off his body, or missing entirely. He fought blindingly fast, the whole fight took but mere moments.'

'The life of a Changeling is not an easy one my friend, it takes much patience and practice for them to become a master of their talents. The rewards for perserverence are large and satisfying, should you choose to follow this path.'

The old man scratches his beard absently, 'That's all I can tell you now I am afraid, my mind isn't what it used to be, If you require more information, look around and find some Changelings, they will be more happy to share more knowledge with you.'

'Take care friend.'
See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Cleric Guild ]=-

Clerics are spiritual healers with a variety of offensive and defensive spells at their disposal. Like Fighters and Sorcerers, they advance faster than other guilds in exchange for having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires.

Clerics learn new spells as they advance in guild level. These spells range from simple healing or utility spells to powerful spells that use the lifeforce of fallen foes to absorb damage or attacks that target an opponent's weakest defenses.

As Clerics gain guild levels, they also gain skill points that can be spent on skills to influence how well they absorb damage, heal, hurt others, or regenerate guild points. Large Clerics will eventually max all their skills, but smaller Clerics can match the order they raise their skills to fit their playstyle.

Clerics benefit from wielding weapons and wearing armor, and it's recommended to do both at all times. Weapons just supplement the damage from their guild attacks, but armor is required to get the most from their guild defenses

Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Cyborg Guild ]=-

'More human than human'

The Cybernetic Research Corporation has been at the forefront of implant manufacture since the dawn of the Cybercorps. Our first product was the ground breaking Sub-cranial Interface & Neural Converter (S.I.N.C.), now the standard in implant-nervous system interfacing. This led to our total domination of the market, and now all Cyborgs procure their ware through us.

We provide an enormous range of implants designed to maximize our clients' potentials to withstand damage, master their surroundings, and deal out death. Under the umbrella of the Corporation, our clients can choose from one of several affiliations, each with their own style of combat and agenda.

If you feel you have what's required to start down the path towards cybernetic perfection, travel to the skyscraper on the east side of Pinnacle and talk to Valerie. Be warned--in order to survive the rigorous S.I.N.C. installation operation, a recruit must have a robust constitution.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Elemental Guild ]=-

This guild draws its power solely from the four basic elements of nature: Fire, Water, Air, and Earth. The most experienced elementals have all four of these forces at their disposal and can control them effortlessly. However, to gain such powers an elemental first must learn the secrets of each element independently, and have full mastery of over one before exploring another.

The elementals are renowned for their sheer force, and ability to manipulate the environment of their enemy. The power of the elemental does have its drawbacks. Because most of their energy is devoted to controlling their environments, they are left with few defenses.

Elementals do not benefit from the resistances of most armors.

When wielding weapons elementals cannot attack with their elemental forces.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Fighter Guild ]=-

Fighters are elite warriors. They are focused primarily on using physical combat to absorb huge attacks with armour and destroy their opponents with a weapon.

Like Sorcerers and Clerics, they advance faster than other guilds in exchangefor having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires.

As fighters advance, they have the option to gain guild levels to unlock mighty powers that provide them with significant advantages over their defensive skills that will passively make them stronger.

Fighters can fully benefit from wearing equipment. Having access to basic equipment as a minimum is strongly recommended. Due to the defensive ability of fighters, a good set of equipment will allow you to overwhelm much stronger enemies.

Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Fremen Guild ]=-

From Center of Town: <s; 2e; n; 3e>
Back to Center of Town: <3w; s; 2w; n>




Deep in the deserts of Arrakis, dwell tribes of fierce warriors, known as the 'fremen', or by their native name of the 'Ichwan Bedwine'. As per the novels of Frank Herbert, these fremen warriors are trained in a great number of combat skills, and also given training in the skills brought to them by the Atreides family.

The Ichwan Bedwine are powerful fighters, with the ability to attack swiftly, and cause mental anguish on their opponents. Some say they have the ability to control their opponent's minds, and command them to do their bidding. Being descended from the ancient Earth tribes of bedouin wanderers, the fremen also have many meditative self healing powers. They have a deep seated tribal sense of group power, and their fighting skill would seem to be enhanced when they combine to take out their enemies.

If you wish to become one of their brethren, then you must find one who is able to introduce you to their ways, and sponsor you into their fold. Please feel free to ask any of the higher level fremen online about the guild, although please do not ask any of the wizard fremen, as they really can't help you in this way.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Gentech Guild ]=-

Refugees from a full planetary sector war in the far distant future, the Gentech recruit soldiers to fortify their armies and lead them back to the future to conquer their enemies. These Gentech soldiers ride a fine line between genetic enhancement of their bodies, and incorporation and integration of far advanced technology into their cellular matrix. This being so, the Gentech posses the ability to choose their own fate within the structure of their guild. Some have even said that Gentech is the guild of 'choice'.

As opposed to most other guilds, Gentech members perform experiments to acquire skills and powers. Any power within the guild may be researched by any member of the guild at any time, but with this freedom comes a cost. Researched experiments can fail, which may lead to unpredictable results, including the loss of a power or in very rare instances, death. The chances of a researched experiment succeeding (or its degree of failure) depends on the experience the Gentech member has within the guild. The greater the experience, the more likely an experiment to research a power will succeed.

This total control over their chosen skills allows the Gentech to wield enormous power over not only their general surroundings, but also over their own bodies. Through this power, which is both raw and refined, the Gentech bring the world of the far distant future to today.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Jedi Guild ]=-

The Jedi Guild is a sci-fi guild based on the Star Wars Movie Trilogy and on the Jedi Role Playing Game. This guild is not one of those theme-less and over-powered guilds, it is rather a guild intended to offer unique powers to those players who are fans of Star Wars.

Although it is impossible to give you a full impression of how this guild is organized or what powers you will have, I will give you as good an impression of what things will be like as I can....

All Jedi are unique. No two Jedi advance the same way within the guild, and each will have to adopt a different fighting style. Each will have different careers (17 choices) and different levels in each of the 49 ability skills.

It is said among the Jedi that nothing is impossible with the Force as your ally. This is certainly true within the guild. There are enough abilities to satisfy everyone's desire, to let you tailor your character how you want.

You want a lightsaber? Train that skill.
You want to throw lightning? Train that skill.

The available abilities run the entire range of powers to be found on the mud. Healing, damage dealing, defense, informative, and some others which are too complex to describe in a short file such as this.

Beware though in your choices, because the Dark Side lurks in the shadows, waiting to latch onto your soul and claim you from the path of light.

Lastly, I would suggest that you consult any Jedi that is currently in the game to ask for his/her impressions of the guild. If you join I would like to personally welcome you into service as a Jedi, and if you don't, I wish you luck with whichever guild that you do choose. May the Force guide your decision so that you make the correct one for YOU!

The Jedi guild is open and welcoming members. If you're interested in the Jedi Knights, be patient and you may become one. Be warned though, this is a theme guild. Jedi won't go blasting Tiamat to kingdom come, they won't take on 10 PK's alone. If you're interested in that mystical spark that George Lucas placed in all of us over 20 years ago, this is where you'll find it. If not, look elsewhere for your guild, because it's probably not your destiny to be a Jedi.

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Juggernaut Guild ]=-

The Juggernauts guild primarily revolves around the Battletech theme of Elementals. The Juggernauts guild for the most part relies on the interaction between the Juggernaut and his Main Battle Armour--his Elemental suit, for those who are familiar with Battletech terms.

The Juggernauts guild contains various Elemental suits from which to choose--ranging from purely offensive to purely defensive. The guild is also divided into clans, each with its own leadership. If a science fiction guild with lots of different possible playstyles is what you are looking for you should inquire into our guild.

The guild itself is located in the realm of science. If you are thinking of joining ask a Bloodnamed guild member for assistance.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Knight Guild ]=-

A once green and vibrant plain extends around you, its tall grasses now crushed and trampled, the green splattered with the debris of war. For as far as your eyes can see the field is covered with the dead and those few lucky survivors who wander around aimlessly as if shocked to be alive after such a fierce fight.

One armoured figure in particular catches your eye as he kneels down and silently cleans his bastard sword on the cloak of a fallen foe. As the last of the blood is wiped from his blade the Knight rises to his feet, the leftover strain of battle slowing his movements, his injuries causing a grimace of pain. While you watch him, the look of pain fades from his face as he closes his eyes and seems to focus his thoughts on enduring his wounds.

With a final bow of his head, to the memory and valour of his fallen foe the Knight remounts his sandy coloured horse and rides off to rally and aid the survivors. The killing is over but there is more to being a Knight than just the glory of battle. A Knight is a powerful warrior, but that power is sheathed within a code of honour. Any Knight is not perfect, nor expected to be, but they must always attempt to reach for that higher ideal.

-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Note: The Knights guild is always interested in finding brave,
honorable new recruits. If you're interested in joining their ranks,
seek out a member of the Knights Guild for more information.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-


See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Mage Guild ]=-




Many rumors are whispered about Pinnacle's powerful mage guild. Although most of these are false, the following *is* known:

Mages are people who have dedicated their lives to mastery of the mystic art of sorcery. Expert mages have an arsenal of over one hundred spells at their disposal.

Although mages are best known for their offense, their defensive capabilities are not to be trifled with. One of their most feared and respected powers is the ability to conjure forth all manner of powerful beasts to fight for them in combat. These creatures, enslaved by the mage's potent will, sacrifice their bodies to save his, and may even be compelled to follow the mage as a personal servant. (Note that, although I say "his", some of the most powerful mages are female.)

Mages also can cast a wide array of useful, clever, amusing, and, it is said, even treacherous spells. Popular superstition says that a powerful mage can change his form, and that his feet do not even touch the ground.

On the other hand, mages lose much health and strength, subjugating these bodily powers to the pursuit of the arcane. Another drawback of this rigorous discipline is that mages are restricted in their choice of armour and weapons. Aside from robes, boots, staff, dagger, and a few trinkets, there is not much they can use.

Novice mages always wear a small pentagram of purest platinum, but it seems that more advanced sorcerers often give this up, in order to specialize in a specific type of magic.



The art of magic is older than Chaos itself. Indeed, it is rumoured that in the distant past, great mages warred for control of the kingdoms, nearly destroying them. Perhaps someday, you too could wield such power.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Monk Guild ]=-

The Monk is a born fighter, he needs no weapon to fight and requires no armor, nor can he wear much. His main goals in life are to study, meditate, and fight.

A monk will get most of his Guild Experience Points from fighting bare handed in combat. If at any time your Guild Points or Peace Level drop to Zero(0), you will not fight well with your hands and are better off fighting with a weapon.

A monk's prime attribute is DEX. This is what most of his powers are based on, including his attack ability and dodging ability. (WC and AC)

INT is also a prime factor in determining how well a monk fights and how much damage he does.

Concentrate on those stats and your guild level, and you will be a powerful monk in no time.

Monks cannot wear armors of type: armour, helmet, boots, gloves or shield.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Necromancer Guild ]=-

The path of the Necromancer follows that of powerful magic. Ancient energies and ethereal forces are yours to command. Take a step toward immortality with the powers of the undead. Darkness and light combine to create devastating spells and awe-inspiring powers. The intensity of your guild experience will forever shape the rest of your life.

No guild in all the realms offers you the experience found in the Necromancers. Hundreds of powers are yours to command. The members are helpful and the info files are extremely complete. The guild is the most complex on 3 Kingdoms and very arguably the most complex on any mud anywhere.

The Guild Halls are comprised of over a hundred rooms, many containing secrets about the ancient histories of members long gone. Further exploration of the stone halls and ancient catacombs reveal hidden clues to that of the guild quest - to find and awaken the forgotten powers of the ancient Necromancers, and learn the secrets of their disappearance.

The guild is an intense experience, make no mistake about it. Very few people have even come close to experiencing all it has to offer. Power, mystery, intensity and excitement await you in the guild that is, the Necromancers.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Priest Guild ]=-

Theme: Devoted followers of the gods are granted extraordinary powers by their deities. The powers vary from god to god, and include healing of wounds, inflicting damage on others, and control over weather, the elements, and nature itself.

Offense: The main offense of the priest guild is its spells. The spells do various types of damage, including fire, cold, mental, and physical damage.

Defense: The guild's primary defenses also come from its spells, although our tanking ability is augmented greatly by our healing abilities. Magic armour can be summoned, and protection spells cast. After monsters pound on a priest for many rounds, a well-timed healing spell will lessen the damage considerably.

Misc: Some of the many miscellaneous powers granted to the priests include enchanting weapons, changing people's alignments, lightening the weight of items, and temporarily boosting a player's stats. Priests can also create fireseeds and goodberries for newbies, as well as growth the guild followers of other players.

Superpower: Mends -- healing hp and sp from a distance.

Special: There are twelve gods that a priest can choose to worship, 4 good, 4 neutral, and 4 evil. The followers of each god have certain spheres of influence that are stronger or weaker, but overall things are fairly balanced. A new priest starts with the rank of acolyte and works his way up to avatar and beyond.

Restrictions: Each of the gods has their own set of restrictions. Common ones include keeping alignment on the correct path (good/neutral/evil), not wielding bladed weapons, and minor armour restrictions. Also, reagents from the guild are required to cast many of the spells.

GXP: Guild experience is gained through casting spells. The guild levels are known as 'steps ascended'. There are 80+ steps to ascend, with each one bringing a bit more power.

Priests are one of the older guilds on Three Kingdoms. We are excellent in parties with other guilds and are usually in demand due to our extensive healing abilities. Guild members tend to be friendly, talkative, and willing to help out anyone in need. No other guild has a line dedicated to griping, a guild box so chatty, or as many hot mudders. (woohoo!) Feel free to ask any priest if you need more information about our beloved guild. (The Priest Admin) See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Psicorps Guild ]=-

History:

The researchers at the National Institution for Technology, while studying the human mind as part of their Wonders In Technology program, stumbled onto a way to empower a person's mind as an extension to their physical form. The research project, secretly funded by the government, was quickly closed off from the public and all the information gathered by the researchers was removed to a secret location.

The government created a program called the Black Knights to further the research based on this new information, which eventually lead to the invention of the PIM (Psionic Implant Module). In the interest of national security, a new, secret division of the Marine Corps was purposes; thus Psicorps was born.

The focus of this division was not to create a psionic only division of the marines, but rather soldiers would use psionics to enhance their combat capabilities out in the field. This allows them to use the strength of their bodies and their minds in order to accomplish their missions.

Specialized combat training with psionic enhancements is the core of the Psicorps Soldier. Each soldier gains their own powers in their own ways and the Psicorps helps them train each power to its fullest potential. Newer versions of the PIM are being developed and as soldiers gain rank, they will be able to access a better unit than the one they possess.

Guild:

Psicorps is a highly configurable guild. Players have access to sets of abilities and configure their implant to which powers they want to use for the situation that they are in. Players can return to the guild to swap out powers at any time which means they are not stuck to the powers they choose.

As players gain new tours (guild levels), they get access to higher and more powerful tiers. Their implant can also hold more powers. The guild also has several skills that can be trained in order to improve the players efficiency.

This makes the guild highly customizable to the task at hand. If a player needs to tank, then they can load all defense powers. If the player has a tank, then they can load all offense powers. Or anything in between. There are also utility powers that are unique to the guild itself.

So if you are interested in Psicorps, either type 'players psicorps' and ask a current player to recruit you. Or go to the Houston Transportation Hub in Science and find Lt. Combs in his office across from the arcade.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Sii Guild ]=-

The Sii are an alien race that arrived in Pinnacle under fire from another warlike alien race. The survival of the Sii is attributed to their ability to adapt. The species has been able to adapt to harsh climates by living with natives in a symbiotic relationship.

Specifically, the Sii symbiont is able to attach tendrils into the cerebral cortex of specially prepared "forms". These forms are based on naturally occurring (alien) creatures. When the Sii arrived in Pinnacle, they brought a supply of these physical forms, because they did not know what climates would await them.

Consequently, it is common to see a Sii in the form of a Siierek, a large leathery winged creature of the night, or as a Ssthorak, a humanoid creature with the snout, talons and scales of a lizard. Experiments are currently being conducted on other Pinnacle creatures to find new forms, but so far only the human form has proven to be useful.

* * *


Members of the Pinnacle Sii radix ("the guild") have donated their body to be a form for Sii to use. During his donation ritual, a newly born Sii host merges with the human form, and their consciousness is shared. The Sii learns from the human while the human learns from the Sii.

Eventually, the player's consciousness BECOMES this merged consciousness, and is then able to inhabit other forms. The human form, while complex, is one of the simplest ones for these new Pinnacle symbionts ("guild members") to occupy, since it is an experience that they have had for many years.

See also: guilds.

1.0000000000

-

1.0000000000

-
-=[ Sorcerer Guild ]=-

Sorcerers are masters of elemental magics. Fire and ice bend to their wills to both protect them and slay their foes. Like Fighters and Clerics, they advance faster than other guilds in exchange for having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires.

Sorcerers gain powerful offensive and defensive spells as they gain guild levels, spending experience points to raise skills as well as their general statistics. At high guild levels they can also summon powerful golems to defend them in battle.

Sorcerers, unlike mages, can fully benefit from wearing equipment. Modest equipment will be sufficient for your needs, but with powerful gear a large sorcerer is a force to be reckoned with.

Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild. See also: guilds.

1.0000000000

-

1.0000000000

-