We're sorry to see that your time in Midkemia had to come to a close. It can be a little confusing trying another Iron Realms game, but we hope you'll give Aetolia a try! Sapience is a significantly different land from Triagia, and here are a few of the most important discrepancies you'll want to be aware of.
- Artifacts must be purchased in credits or iron coins (with few notable exceptions), and cannot be rented. Otherwise, they work similarly to how you're used to.
- Iron Coins are our equivalent of Ishapian tokens.
Which city will become your home? Aetolia has four city-states to choose from, with many striking similarities to your old Triagian haunts.
- Bloodloch, the city of Undeath, strength, and grisly might. This city of Shadow will remind you of Sar-Sargoth, with its scheming vampiric houses, slaves to torture or drink from, and emphasis on conquest and power.
- Duiran, the untamed commune of the wild Heartwood. Fans of Elvandar might find much familiar in the Spirit-aligned Duiran, though rather than a monarchy, Duiran Council boasts a diplomatic structure similar to the rest of the cities.
- Enorian, coastal jewel of the east, foundation of the Church. Former residents of Krondor will most likely flock to this city of Spirit, though be warned - this is a city of justice and purity, and the citizens do not often suffer corruption or darkness.
- Spinesreach, the fierce Republic of the savage north. Though this city is Shadow-aligned, it does not have much of an analogue to Midkemia. Spinesreach is only loosely aligned with the nefarious aims of its fairweather ally, Bloodloch, and espouses the pursuits of research, trade, and prosperity.
- Unlike Midkemia, races in Aetolia aren't tied to a specific city, and any race can join any city.
- That said, some cities may be less welcoming of certain races. For example, a Nazetu probably won't be very welcome in Enorian.
- There are no Cults in Aetolia - rather, we have Divine Orders (HELP ORDERS)!
- Divine Orders are formal organizations of worship managed by the Gods Themselves. Though the associated God may change, there is only ever one Order for one God.
- Each God tends to associate with a certain alignment (also called a tether), and though Their tenets can be open to interpretation, it is typically frowned on for, say, an Enorianite to worship Chakrasul (HELP GODS).
- To gain access to an Order, you must first join the God's Congregation (HELP CONGREGATION). How you advance from there is up to Them!
- Curing is much more complex in Aetolia, being focused on several different balances, such as herbs/organ slices, pipe smoking, and the application of salves. Read HELP CURING, as there's a lot to learn!
- Most notably, the element of randomness is not as present. Many afflictions are cured by a specific curative, and will cure in the exact same order each time. Your offense must be planned around this order!
- Although you are free to use your own solution, Aetolia comes with a free, built-in curing system called First Aid that is VERY powerful, and includes a lot of customization. HELP FIRSTAID will tell you everything you need to know!
- Referred to as houses, or sometimes castles, player houses are purchased with an initial credit investment (HELP CASTLES), then expanded with the stone commodity. Gold is used to rename/redescribe rooms of your house.
- There is no common hub to access houses from. All houses, whether inside the walls of a city, village, or out in the wilderness, are placed like any other building, so plan where you want yours accordingly!
HUNGER, THIRST, & WEARINESS
- Your character will hunger and tire, though you will find you can go for far longer periods between meals and rest.
- At level 80, your need to eat or sleep will vanish entirely, save for certain skills that inflict these conditions on you.
- Aetolians are very well hydrated and never need to drink!
MOVEMENT, NAVIGATION, & EXPLORATION
- Finding your way around a new world can be confusing! Luckily Aetolia has a landmark system (which has useful destinations such as shops) and built-in pathfinding.
- You can PATH FIND to find a route to where you want to go and then PATH GO.
- Valid destinations include a room number, landmark, area name, CITY, GUILD and more! Check HELP PATHFINDING.
- LANDMARKS will show you a list of global landmarks. If you're standing inside a city, it'll show you some city-specific landmarks as well.
- The endurance cost to move from place to place is practically negligible.
- Travel tends to be very speedy - skilled or well-equipped characters can move across entire continents in mere seconds!
- Numerous skills exist to jump between rooms instantly, such as Portals, Wormholes, and Deliverance.
- Exploration does not grant you experience in Aetolia.
Aetolia's rules on PVP engagements with other players is somewhat more strict. Most notably:
- There is no "open PVP" at all times - certain conditions (ylem harvesting, Hunting Grounds, etc.) do open players up for free PK, but in general, combat is expected to be a necessary, in-character action.
- Repeatedly killing someone without good reason is frowned upon. The rule of thumb is that one death is acceptable; any more and you need another reason!
- Killing your enemy because he insulted you is good; killing him just because he's your enemy is bad.
- You should always read HELP PK and ensure that you understand it.
- There is no class specialization in Aetolia, although some skillsets do allow for degrees of customization, such as choosing a Mastery in Battlefury.
- Your character's stats are not as integral to the performance of your skills, though they are still important!
- More often than not, the effectiveness of your abilities is determined by the relevant skill rank (see HELP SKILLRANKS).
- Stats are independent of what race you pick, and we use a statpack system instead that determines your stats. You can pick any statpack for any race.
- Stats are changed by switching statpacks (HELP STATPACKS), reaching a given level as certain races, or gaining enhancements (HELP ENHANCEMENTS). You do not gain stats with each level.
- See HELP STATS for more information.
STEALTH & DETECTION
- Many skills and defences allow you to discern the location of other characters, such as Farsight or Scent, or the Thirdeye defence. These are commonly available, so don't be surprised that your foes can hunt you down!
- Normal stealth might be far weaker than what you are used to, and can be defeated by numerous vision-based defences (Heatsight, Lifevision, etc.).
- However, the Phasing skill, available to the Syssin class, is an extremely powerful means of hiding from other players, similar to Deepshroud.
- Theft is very difficult to do in Aetolia, and is very uncommon. That doesn't mean you shouldn't secure your belongings!
- As with any Iron Realms MUD, leaving your goods around a house or stockroom can still be a liability, and you should always ensure you are not being followed.
- It is impossible to have your gold stolen, and is safe to leave out in your inventory.
- Aetolia uses a slower time scale, just like Midkemia, with one day being equivalent to four real life hours, and one week equaling one real life day.
- Tattoos in Aetolia function almost identical to how they do in Midkemia, although with different names/functions. Here's some of the Tattoos you'll probably want on your character.
Mindseye: Allows you to see and hear while blind and deaf. Very useful!
Cloak: This tattoo prevents people from summoning you with the Brazier tattoo, and is considered a staple defence for combat.
Moss: Passively clots your bleeding damage.
Boar: Passively regenerates your health.
Shield: Will prevent most attacks against you, but can be bypassed. Drops if you move or make a hostile action.
- Most players will be able to assist you with obtaining them if you ask over your guild or city channel, but failing that you can PATH FIND TATTOOS to locate a NPC who can ink them for you - for a cost!
- Vampirism in Aetolia is very common-place and is not at all rare like it is in Midkemia.
- Becoming a vampire tends to be a permanent choice - a cure is possible, but lengthy.
- Vampires are shadow-aligned, and are very much unwelcome in Duiran and Enorian.
- Vampires may be feared and reviled, but not everywhere! Vampires enjoy power and prestige in the city of Bloodloch, and do not hide their identities.
CRAFTING & MERCANTILE SKILLS
- There are three tiers in our crafting system, which offer opportunities for merchantry and further customizing your world and character.
Mercantile skills: There are presently four Mercantile skills. You can only have one at a time. These are Concoctions (cures for the living), Reanimation (cures for the Undead), Forging (creation and customization of armour, weapons, and shields), and Toxicology (venoms).
Tradeskills: These cost 100 credits and an additional lesson investment. These include: Tailoring, Jewelcraft, Furniture, Woodcraft, Cooking, Brewing.
Talents: These have a credit cost and no lesson investment. These include: Linguistics, Barding, Taxidermy, Pyrotechnics, Fletching, and more! (HELP TALENTS).
Remember, for any questions you might have, you can always ask on the Newbie channel, or ask here on the forums!