Creating a Character

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Choosing a name

hen choosing a name, please try to choose one which is both medieval and unique. Good names help add to gameplay and will allow you to forge an identity for yourself.

Simply put, your name should NOT be:

  • Nonsensical, unpronounceable or ridiculous.
  • Profane or derogatory as interpreted in any language.
  • Futuristic or common, such as 'Jill' or 'Laser'.
  • Similar to that of any Immortal, major mob, or equipment.
  • Significant in history, mythology, or any religion.
  • Comprised of various capital letters, such as 'BrACkkA' or 'CORTO'.
  • Comprised of ranks or titles, such as 'Lord' or 'Master'.
  • Composed of singular descriptive nouns, adverbs or adjectives, as in 'Heart', 'Big', 'Flying', 'Broken', 'Slick' or 'Tricky'.
  • Any of the above in reverse, i.e., writing Jade as 'Edaj'.
  • Any combination of singular descriptive nouns/adverbs or adjectives, as in 'Metaljacket Heartbound Earthstone Softheart or Kungfumonkey'.

Please keep in mind that names which were authorized in the past do not validate current name authing. Above are the guidelines which all immortals follow. In addition, they may have their own reasons for denying your name. The final determination as to the validity of a name on the Dawn of Demise is the discretion of the Immortals and is not subject to debate or discussion. If your name is denied, simply follow the guidelines and try a new one.

Generating a password

Passwords can not contain certain characters, or spaces. We also advise that you use an alphanumeric password (one containing both numbers and letters) as they are harder to guess. We also recommend that you choose a password that is greater than 6 characters in length. A good rule of thumb is if it is in the dictionary, it is probably not a good password.

NOTE: if you decide to trade a character, you do so at your own risk. Immortals are not responsible for ensuring fair trades. You may seek an immortal to oversee a trade, but it is not their responsibility.
The password policy is: password equals ownership.

You can change your password in-game by typing "password" at the prompt.

Selecting your gender

The choices for gender are (M)ale and (F)emale. Gender is used for roleplaying purposes only and neither sex offers benefit over the other.

Choosing your class

Choosing your race

Choosing your starting alignment

Alignment represents your character's basic disposition. There are three choices: good, evil, and neutral. In the game's mechanics, this is represented by a scale ranging from +1000 to -1000. When you are at +1000 this means that you are good aligned, when you are at -1000 this means you are evil aligned, and when you are at 0 this means you are neutral. You can change your alignment by killing good or evil aligned mobs. This will raise or lower your alignment incrementally.

The different alignments can affect whether you are allowed to wear certain pieces of equipment. If you are of good alignment and try to wear a piece of equipment which is anti-good, you will be zapped, which means the object will fall to the ground. The same occurs if you are evil and you try to wear an anti-evil piece of eq or if you are neutral and try to wear an object flagged as anti-neutral. You can also be zapped during battle if you are fighting a mob opposite of your align.

When you create your character, you can determine what alignment you want to start out with. This value isn't set in stone and may change as you play the game. Certain classes and races are restricted in regard to their alignment. For example, a Demon must be evil (-1000 to -250), a Paladin must be good (250 to 1000), and a Drow must be evil (-1000 to -250). When creating your character, you are not allowed to choose outside this range. This doesn't mean you cannot deviate outside of this range while playing. However, if this does happen, there will be repercussions.

Ability Scores

Although there are plenty of ways to increase one's ability scores within the game, it is advisable to reroll one's scores until they are reasonably above average. This will make the earlier levels a bit easier. A good rule of thumb is not to accept anything lower than 16 for one's prime attribute and not to have a combined total of less than 84 (an average of 12 per ability).


The Dawn of Demise uses the old Dungeons & Dragons monetary system.

There are five types of coins:

  • copper piece (CP)
  • silver piece (SP)
  • electrum piece (EP)
  • gold piece (GP)
  • platinum piece (PP)


  • 1 GP = 100 CP
  • 1 GP = 10 SP
  • 1 GP = 2 EP
  • 5 GP = 1 PP

An easy method to determine these rates are to relate them to U.S. dollars:

  • 1 CP = 1 Penny
  • 1 SP = 1 Dime
  • 1 EP = A 50 Cent Piece
  • 1 GP = 1 Dollar Bill
  • 1 PP = 5 Dollar Bill


Player killing (AKA Pkill) is legal if you and the person you are attacking are both deadly (type 'who' to find out) and you are within their range. The range is determined by the levels of the characters involved. The lower level of the two characters is the one who determines whether a fight can be started or not. Their level divided by 4 is their range for pkilling. If you are within their range (dump any remainders), you may attack them.

There is no limit to how many people may attack one person. But it is generally frowned upon by other pkillers if you and some of your buddies doubleteam someone else. But this is pkill and you may do whatever you chose to do.

ANSI Support

Typically, you want to have ANSI [1] enabled. When enabled, you should see color, assuming that your computer and MUD client support ANSI color. To toggle ANSI support within the game, use the 'ansi' command. To verify that the colors are working properly, type 'help pce' in the game. This will display all the ANSI colors and their names.

See also

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