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Wiki Getting Started Character Creation

Character Creation

Every question the game asks while you build a character, in the order it asks them.

Creation is a conversation. The game asks one question at a time and waits for an answer, so nothing is hidden behind a menu you have to hunt for. Most of it is quick. Two decisions genuinely matter and are worth slowing down for: your race, and whether you accept the statistics you roll.

You can build a character in the browser at rogue-mud.com or in the game itself. The questions are the same either way.

Your name#

The first prompt asks for a name. Names may be between two and fifteen characters long and may contain only letters, apostrophes and hyphens. The name must also be free, and it is permanent once confirmed.

Before the game accepts it you are shown the naming policy and asked to type agree or quit. The policy is short and it is enforced: your name should be original and belong in a world of gods, oaths and consequence. Names taken from books, films, games, memes or real-world history are rejected, as are titles, jokes and plain dictionary words. Staff can require a change later if a name slips through.

You then confirm the name, and confirm that you are sixteen or older. If you answer no to the age question the connection ends.

Password and gender#

Next you set a password and type it a second time to confirm. It is not echoed back to the screen while you type.

Then the game asks whether your character is male or female. This affects pronouns and the wording of some descriptions. It also gates one race: dryads can only be female, and choosing dryad after answering male sends you back to the race prompt.

Email#

You are offered the chance to register an account by giving an email address. This is optional, and pressing Enter skips it. An account links your characters together and is required past level 10, so you can skip it now and set it up in game later with the account command.

Race#

The race menu lists the twelve playable peoples with a one-line description each. You can type help <race> for a full write-up of any of them before committing, list to see the menu again, or just type the race name to choose it.

The twelve are human, elf, dwarf, gnome, halfling, fey, dryad, shade, pisca, jackile, scorpien and catfolk. Race is permanent. It sets how your statistics are weighted when you roll, how well you see in the dark, your height and weight range, the racial abilities you can use, and the appearance options offered to you a few questions later.

Races has the full table of what each one brings.

Rolling statistics#

Once you have picked a race the game rolls six statistics for you: strength, agility, constitution, intelligence, wisdom and charisma. They are displayed as labelled bars.

Every roll distributes exactly 80 points across the six, weighted by your race. A race with high agility is more likely to land points in agility, but nothing is guaranteed, and every stat has a floor of 5. The totals always come out to 80 regardless of race, so no race is simply better than another. What changes is where the points tend to fall.

You may type accept to keep the roll, reroll to try again, or back to change race entirely. You get 25 rolls in total, and the display counts down how many you have left. Once they are exhausted you must accept what you have.

This is the one point in creation where patience pays. Statistics feed damage, carrying capacity, spell power and much else, and rerolling costs nothing but a few seconds.

Height and build#

You are then asked to choose a height and a build, each from five options running from very tall to very short and very heavy to very light. The exact figures are drawn from your race's range, so "tall" for a gnome and "tall" for a jackile are very different numbers. You confirm each choice before moving on.

Appearance#

Four short prompts describe what your character looks like: eye colour, hair, a distinguishing feature and an optional tattoo. Each offers a list of suggestions drawn from your race, and each accepts your own wording instead.

A dwarf's hair options include braided beards; a pisca's include a fin-like crest of translucent membrane; a shade's include hair like threads of smoke. The tattoo step lets you pick a colour from the full palette, and you can skip it if you would rather not have one.

You are shown the finished description and asked to confirm it. Saying no takes you back through the appearance questions.

Background#

The last real choice is your background: the life your character led before the game begins. There are fourteen, and help <background> describes any of them in full.

Background In short
Acolyte Raised in service to a temple or sacred order
Apprentice Trained under a master craftsman
Courtier Versed in politics and the halls of power
Hermit Lived in solitude, seeking hidden truths
Hunter Tracked prey through the wilderness
Merchant Trade was your education
Noble Born to privilege and expectations
Nomad Never knew a permanent home
Peasant Worked the land for your livelihood
Performer Entertained wherever there was an audience
Refugee Fled from something terrible
Sailor Salt spray and creaking timbers were your life
Scholar Pursued knowledge above all else
Urchin The streets raised you

Background is part of your character's story and shows on your score. It does not lock you out of anything.

Confirming#

Finally you are offered two options: proceed into the game, or start over. The second restarts the appearance and background questions rather than throwing away the whole character.

What about a class#

You do not pick one during creation. Every new character enters the world as an Explorer, a starting path that runs from level 1 to level 10 and exists to teach you the game. Once you reach Explorer level 10 you choose the class you actually want and join its guild, and your trainer changes with you.

That is deliberate. Ten levels is long enough to learn how combat, gear and movement work before you commit to something permanent, and short enough that it does not become a chore. First Steps covers the route through it, and Classes covers what waits at the end.

What you start with#

You arrive at the Explorer's Guild Entrance in Aurin carrying:

Everything else you collect in the guild above the Training Grounds, and it is free. See First Steps.