Character Creation in Eternal Chaos III

  1. Name: Come up with a name and password first.
  2. Race: Choose what race your character comes from.
  3. Attributes: Set your character's starting physical statistics and gender.
  4. Class: Select your character's field of expertise, and moral alignment.
  5. Skills and Spells: Decide on what skills your character will possess.

Character creation in EC3 is very flexible, allowing you to customise your character to a great extent. The more you give your character, though, the harder it becomes to gain levels. You use creation points to build your character, buying things like your race and your skills, and the more creation points you use then the more experience you need to level. Creation points can be lowered in the game by using training sessions. The experience breakdown is as follows:
 Creation Points  Experience per Level  Creation Points  Experience per Level 
401000906000
5015001008000
60200011012000
70300012016000
80400013024000

The table continues in a similar manner for higher point totals.

[NAME] [RACE] [ATTRIBUTES] [CLASS] [SKILLS]



Name

The first thing you will be asked for, before entering the MUD, is a name. Your name is your unique identifier, so you won't be able to use the same name as anyone else. If you do happen to try a name that is already in use, you will be asked for their password to prevent you using their character. Press [RETURN] to try a different name.

When you've chosen a name that the MUD doesn't recognise, you will be asked for a password and e-mail address, and then will be taken straight into the character creation process...

[NAME] [RACE] [ATTRIBUTES] [CLASS] [SKILLS]



Race

ROM has the following races for player characters:

Different races have different starting statistics, and also different stat maximums for magic items and training. The column for cost in the above table refers to the amount of creation points each race costs. Creation points increase the amount of experience it takes to gain a level.

Human

Dwarf

Elf

Giant

Halfling

Troll

Minotaur

Draconian

[NAME] [RACE] [ATTRIBUTES] [CLASS] [SKILLS]



Attributes

Your statistics determine your character's overall ability. Every race has their own boundaries as to what they can and cannot do. Young adventurers start out with relatively low statistics, and are able to train them higher as they grow and learn. Some may choose to undergo special training and hone their stats to suit them on a more personal level.

Attributes define the physical make-up of a character. They come in sets. The numbers outside parentheses are your character's natural abilities. The numbers inside parentheses are your character's attributes as adjusted by equipment.

Eternal Chaos uses a flexible statistic generator to help better customize your character. There are several different ways that you may define your character's abilities, but customizing is most likely the most powerful way to generate your stats if you are an experienced adventurer.

You can also do other things with your statistics in this section of character creation.

At this point you will also be asked if you want your character to be male or female.

[NAME] [RACE] [ATTRIBUTES] [CLASS] [SKILLS]



Class

Your class should be thought upon as your field of expertise. Different classes allow different abilities, strengths, and weaknesses. There are four classes to choose from: Mage, Warrior, Thief, or Cleric.

Mage

Warrior

Thief

Cleric

At this point you will also be asked what starting alignment you want. The choice is Good, Neutral, or Evil. This may change with game play as your character progresses.

[NAME] [RACE] [ATTRIBUTES] [CLASS] [SKILLS]



Skills and Spells

The ROM skill system allows you to fully customize your new character, making him or her skilled in the skills you choose. But beware, the skills you pick at character creation are the only skills you will ever learn. Skills are paid for with creation points, and the more creation points you have, the harder it is to gain a level. Furthermore, higher-cost skills are harder to practice.

Skill groups are like package deals for characters — sets of skills or spells that are closely related, and hence can be learned as a unit. There is a default skill group for each class, which can be selected for a balanced selection of skills at a somewhat reduced cost.

The following commands are available:

The Basic Skills:

Every character starts with two skill groups, one for their class (as described above) and a default set that all characters receive. The default skills are:

Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it.

Weapon Skills:

Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's.

The weapon skills consist of the following:

The exotic skill cannot be purchased, and is dependent solely upon level.

Spell Groups:

For details of the spell groups that you can select according to your class, and the spells associated with each of these groups, take a look at the spells page.

Other Skills:

Backstab
Backstab is the favored attack of thieves, murderers, and other rogues. It can be used with any weapon type, but is most effective with piercing weapons. The damage inflicted by a backstab is determined by the attacker's level, his weapon skill, his backstab skill, and the power of his opponent. Only thieves may learn the backstab.

Bash
The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is not generally a wise idea.

Berserk
Only powerful warriors can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic.

Dirt
Considered by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. Only warriors and thieves may learn this skill.

Disarm
Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled in both your own and your opponent's weapon. Only talented thieves and warriors may learn this skill.

Dodge
In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Any class may learn dodging.

Dual Wield
Dual wield is the ability to wield a second weapon instead of using a shield in battle. Though it is quite dependant on your strength as well as the weight of the two weapons you choose to wield. Warriors, clerics and thieves can learn this ability, but warriors learn it faster, while clerics and thieves take some time to learn the discipline needed to effectively use it.

Enhanced Damage
Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed.

Envenom
The envenom skill is a cowardly skill practiced only by thieves, designed to win a battle through alchemy and treachery rather than skill or strength. Or, put another way, it's a skill used by the smart to kill the foolish. Food, drink, and weapons may be envenomed, with varying effects. Poisoned food or drink puts a mild poison spell on the consumer, and is unlikely to be more than a minor inconvience (after all, the typical adventurer could drink sewer water with only a trace of the runs). A poisoned weapon, on the other hand, can inflict serious damage on an opponent as the poison burns through his bloodstream. But be careful, blade venom evaporates quickly and is rendered almost powerless by repeated blows in combat.

Fast Healing
The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. All classes may learn this skill, but mages find it very difficult to master, due to their bookish lifestyle.

Frighten
Frighten is the ability to frighten away mobs and other characters out of the room, even in the middle of a fight. This can be useful for when those pesky random mobs walk in and start fighting you while you were previously engaged in a fight. Frighten is also an automatic skill gained by trolls, because they are so naturally hideous and find it relatively easy to scare off others. Frighten can be learned by warriors, thieves and mages, but warriors learn it the fastest.

Haggle
Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrainined adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well.

Hand to Hand
Hand to hand combat is a rare skill in the lands of Midgaard. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it.

Hide
Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary. Only warriors and thieves may learn these skills.

Kai
Kai is the ability to project one's voice at an opponent and stun them for a short period of time in which, if successful, the foe is unable to cast spells or do special maneuvers like kick or trip. It also causes a small amount of damage if it is successful. Kai is only available to thieves and warriors, but thieves learn it quicker.

Kick
Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. However, a failed kick may throw an unwary fighter off balance. Fighters and clerics are the most skilled at kicking, although thieves may also learn it.

Lore
Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. All classes may learn lore, although thieves are best at it, and warriors find it very hard to use.

Meditate
This skill is similar to fast healing, but relies on concentration and a keen intellect to increase mana recovery when the character is sleeping or resting. Thieves and warriors, with their troubled minds and violent attitudes, usually have a difficult time learning to meditate.

Parry
If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.

Peek
The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. All characters may learn peek, but thieves are the most common practicioners. Peek works when you look at a player or monster.

Pick
Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Other classes may learn to pick locks, but they will never find it easy.

Radar
Radar allows a character to detect mobs and other characters in the nearby vicinity of 5 rooms, but it doesn't work around corners. It has proven its usefulness when mapping out a new area that you haven't been in before. Radar can be used by all classes, though warriors learn it the fastest, and thieves at a close second.

Rescue
A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparison of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster)

Second Attack
Training in second attack allows the character a chance at additional strikes in combat -- allow a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it.

Shield Block
Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two.

Sneak
Hide and sneak are similar skills, both related to remaining undetected. Sneak may be used when moving (including to sneak by monsters), but has a lower chance of success. Only warriors and thieves may learn these skills.

Steal
Theft is the defining skill of the thief, and is only available to that class. It allows items to be stolen from the inventory of monsters and characters, and even from shops! But beware, shop keepers guard their merchandise carefully, and attempting to steal from a character earns you a THIEF flag if you are caught (making you free game for killing).

Third Attack
Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. Only warriors and highly skilled thieves may learn this skill.

Trip
Back by popular demand. Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. Thieves and warriors may learn trip.

[NAME] [RACE] [ATTRIBUTES] [CLASS] [SKILLS]



...and Play

And now you're done you can start exploring the diverse worlds of Eternal Chaos III. You will start outside of the MUD school which shows you how to navigate the world of text before you, and coaches you in the most useful of the many commands. Of course, you don't need to enter, and you can go off exploring anywhere else you choose. The outfit command will give you a set of basic equipment to start you off with.

Your character will be saved automatically, but only when you reach level 2. This is so that those folks who come in to take a quick look and decide that EC3 isn't for them, don't clog up the MUD with piles of unused characters.

EC3