Newbie Advantages

General Advantages

1. Areas designed and restricted to newbies. These
areas may be restricted at a variety of levels.
2. Increased map view. Outerworld maps get a bonus
of 10 to radius. This bonus is diminished by 1 per level
from level 10 to level 20, at which point, it's
gone.
3. Training: for players under level 21, skills/spells
are awarded free training based on the following:

For all skills/spells level 1-9, 70% is free.
For all skills/spells level 10-14, 60% is free.
For all skills/spells level 15-20, 50% is free.

These skills and spells are at reduced cost only for
primary guild levels. Anything chosen as a secondary
or tert guild prior to finishing the primary
will not count towards the free training.

Newbie Advantages by Level

These advantages last until level 13:
1. Are not attacked by risen undead.
2. Are not attacked by clones more powerful than this level.

These advantages last until level 14:
1. Minimal damage from entering a digestive Infinity Pod.
2. Are quickly purged of alcohol, being too young.

These advantages last until level 15:
1. Do not get banished.
2. Avoid snare damage.

These advantages last until level 16:
1. Access to Charity Houses for free equipment
2. Bonus to attack skills, slowly decreasing until level 16
3. A newbie guide [help guide]
*Note: many guide abilities may cost some exp at level 11 and higher.
Guide can aid with: light, dark, heal, food, guild, recall,
newbie area [HELP GUIDE]
4. Newbie bards do not lose bard points for wimpying.
5. Many aggressive monsters will not attack. [But not all.]
6. Avoid curse-type effects.
7. Ability to use adventurer's guild exits in guildhalls they
do not belong to.
8. Newbie Fallen do not spend power points for spells and skills,
as long as they don't have more collected than necessary for
level 20 dues.
9. Newbie Paladins do not spend Honor points for spells and skills.
as long as they don't have more collected than necessary for
level 20 dues.
10. Appear in Newbie Field instead of Judgement Fields.
Only difference is the Newbie Field is 1 room with information
about death and getting back to life.

Some advantages last until level 17:
1. Monsters won't attack if you have a weapon drawn or if you
draw a weapon in front of them.
2. Newbie monsters will not go aggressive to offensive spells.
3. No loss of hunger due to movement.
4. Free travel on the Raji Skyship.
5. Get free Falcon rides to Sco'land.
6. Monsters won't attack you for having negative charisma.
7. See in all light levels.

Some Advantages last until level 18:
1. No stat loss for death. Scars increase chances of stat
loss for death. Scars have no effect until this point.
2. Do not go into negative exp or lose levels from death
3. Do not drop weapons in melee.
4. Weapons do not get damaged.
5. Newbie monks gain a bonus to their martial arts wc, decreasing
as they increase their level.
6. Newbies do not get charged spell points for light or darkness
orbs, as they move. Newbies however, still need at least 1
spell point to support having the orb.
7. No scars gained from dying. Some skills/spells may
still cause scars.

Some Advantages last until level 19:
1. No endurance loss for movement (except while flying)
2. Do not gain slayer status.
3. Do not pay bank fees for transactions.
4. Can not catch diseases.
5. Don't need to see to follow party leader.
6. Use of the newbie world transport systems in the main adv guilds
7. Do not get charmed or stolen from.

Some Advantages last until level 20:
1. No endurance loss for melee attacks and defense
2. Receive autoloading equipment appropriate for their guild.
[help newbie-eq].
3. Do not suffer spell fumble effects beyond 2x sp loss.
4. Do not suffer skill fumble effects beyond 2x ep loss.
5. Party newbie summon.
6. Do not need to find temples in Judgement Fields
to pray or be ressed
7. No paying of taxes upon entering cities
8. Are not affected by age in terms of stat modifiers.
9. Hydrophobia regen penalties won't reduce
regen below zero.
10. It is not necessary to have hands free when wearing or removing armor.

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