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The Rules:Helpful Hints
 

Helpful Hints for New Players

The Arena's Game Master for New Fighters (NGM) sits at the bar one evening, long after The Arena has closed, mulling over the events of the past week. The NGM finishes off the last of a fine drink in one quick gulp and slams down the glass on the bar yelling, "Bartender! I'll have another!". The glass shatters in 31 different pieces which fly into the air, recombine, and drop back to the bar, whole again.

Remembering that he IS the bartender for The Arena, the NGM reaches over behind the bar grabbing a favorite bottle, as another bottle suddently appears to take the place of what will soon be the empty bottle. Pouring another drink, the NGM is hoisting the glass up off the bar when he hears, "Excuse me, I'm new to The Arena, and I was told I should talk to you about my creating a new character."

The NGM turns slowly, looking into the eyes of this possible new addition, stating, "Mail down again?", with a faint smile.

"As a matter of fact, no", says the New Fighter, "but I couldn't wait to get started".

"Very well" states the NGM " and what is our newest fine addition to The Arena?" realizing he just asked the wrong question.

The New Fighter replies, "Well, first off, my name is JTimmy123, but I'd want to be called Tim. I also want to be a Druid/Thief with 35 Hit Points, 25 Spell Points, and I want to use a Halberd and Short Sword, and Bow and Arrows with *Allowable spells: Druid and Thief*."

A vein *actually* bulges in the NGM's forehead as once again, the glass shatters, spilling its contents over the bar. The glass once again reforms and refills with the untasted liquid.

With a gulp, Tim asks, "Did I say something wrong?"

With a long sigh, the NGM responds "Actually, Tim, I try to look on bright side of things, and *SOME* of the things you said were right. "SOME." The NGM pauses, once again gaining composure, and continues, "Did you read the 'Rules for The Arena', Tim?"

"Yes", and Tim leans in and whispers, "but they were so long, I finally stopped reading."

The NGM sighs and heads off into a practiced speech. "You know, Tim, creating an Arena Character *really* isn't that difficult. There's only a few things you actually have to do."

"First, go to Arena Rules. Select 'Character Classes'. This will give you a list of all the available classes The Arena has available. Now, each of them have their positive side, and negative side. You must decide which one YOU wish to play and select that Character Class."

"Second, I know you'd like to be called Tim, but for purpose of The Arena's records, we must identify you as your screen name which is 'JTimmy123'. If you'd like people to call you Tim when you stop by for fighting or betting, by all means, ask them to do so. People here go under many different names. Also keep in mind that there are new people arriving all the time in The Arena, so don't get offended if someone calls you JTimmy123 instead. Okay?", with a grin.

"Third, once you've selected a Class, don't worry about spells you should have. Although, the spells available to you are based on your Class, and, if you have lists available to you, you should *at least* read up on them in the following area. Go to the spell lists. Select whatever spell list you have available to you, and read up on the available spells."

"Fourth, you need to select ONE Hand-to-Hand Weapon."

"Only one?", Tim interrupts. "I thought thieves get to use two weapons."

"They do, Tim, but initially, they only get ONE weapon to start. If they want to use Dual weapons later, they have to purchase them from the Trading Post later, AND, they are limited to which Dual Combinations they can't use. For instance, the highest Dual weapons *any* Thief-type character can use is a d12 *combination*. That means that they have to use a d6 and a d6, OR a d8 and a d4. That's the most, and that would come *later*."

"Now, getting back to the ONE Hand-to-Hand(HTH) Weapon. Each character class states what *types* of HTH Weapon it can use. Some can only use a d8, some only a d4! Those identify the *maximum* damage weapons you can use. You should also try not to limit yourself in your weapon. If the Class you select says you can use a d12, a Paladin's Class, for instance, then use a d12. Otherwise, you'll wind up picking a d8 weapon, like a Long Sword, and you'll be fighting against another Paladin that's using a Halberd which is a d12. You're already putting yourself at a minus in terms of battle. If you need to see the weapons that are available to you according to your class," Go to Arena Rules. Select 'Weapons and Prices'.

"Lastly, you need to select ONE missle weapon for your character. Again, some classes are limited to what they can use. The Class you choose will tell you which ones. Some classes, like Martial Artist, only are allowed 'Hands and Feet' as HTH weapons, and 'Shuriken' as Missile weapons. If you want to be a Martial Artist, your Weapons are already selected for you. You don't have to tell me anything else, other than you want to be a Martial Artist. The Missile Weapons are also found under the 'Weapons and Prices' Folder."

"Anything else, Tim"?

Tim pauses for a moment, smiles and says, "Okay, how about a Druid/Thief using a Long Sword for a Melee weapon, and Darts for Missiles"?

The NGM smiles, wanting to give Tim a big {{{{{HUG}}}}}, knowing it'll crush every bone in his body, so just replies, "Now THAT, is something I can work with, Tim. Consider it done. You may want to stop by sometime and just check us out during a shift and see how the veterans handle themselves."

"I WILL!", Tim yells as he turns and runs out The Arena door.

With another long sigh and a grin, the NGM turns. Just as the NGM is about to drink once again, another voice states, "Excuse me? NGM? I've heard that you were the one I needed to talk to. I'd like to be a Hypnotist with a Magical Wand as a Melee weapon and Exploding Crystal Balls as a Missile Weapon."

A double crash can be heard, as not only the glass falls from the NGM's hand, but the bottle shatters as well.

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