Yupa's General Mudding Tips
Version 1.2, February 4, 2003

What's New
-Fixed some typos and stuff I missed

Contents
 A. Introduction 
 B. Advice
 C. Stats
 D. Auction
 E. Teleport and Moongates
 F. Potions
 G. Spells
 H. Money
 I. Advancing
 J. General Etiquette
 K. Acid
 L. Flame/Frost/Bolt/Acid, and your EQ
 M. Limited EQ
 N. Containers
 O. AC
 P. What Stats do I want from my EQ?
 Q. Number of Attacks
 R. Upped, Downed, and Mended
 S. Dax, and other Bots
 T. Chaos, MK, Paintball, and other Modes
 U. Rerolling
 V. Death Traps (DTs)

A. Introduction

 - If you're new to the game, or feel like you want to learn more about how
 things work, this is the guide for you.  It's in no way complete, nor is it
 necessarily unbiased....I'm just trying to pass on what I know. 

 - Have fun, and remember that it's just a game.  That's my new motto, and I try
 to follow it as much as possible.  

 - Enjoy!
    Yupa.

B. Advice

 - It doesn't hurt to ask.  Really, it doesn't.  Most likely, the questions you
 have can be answered by the more experienced players and immortals.  There are
 no stupid questions, really.  Just don't expect someone to automatically have
 the answer.  NC's a big place, and there are lots of things to not be known.

 - Advice Channel.  Remember that thing?  You probably turned it off after you
 started mudding.  This is still probably a better place to place queries, though
 there may be fewer people channeled into it.  Still, the ones that are on the
 Advice Chan are usually the people who would answer your questions on Gos anyway.

 - Don't expect an answer right away.  Chances are, people aren't sitting around
 waiting for questions to be asked.  Players may be in Quiet Rooms, or fighting,
 or Creating, or whatever.  They might not be able to hear your query, or at least
 answer it immediately.  So try not to drone incessantly with the same question 
 over and over, it'll just wear on the other players nerves.


C. Stats
 
 1. Con 

 - You'll want your constitution at max when you level.  You get more HP and 
 stuff w/ higher CON.  Use levelling gear, like a piece of statue, yoda statue,
 or even a training potty to max out your con from the start.  If you don't
 have levelling gear, ask, someone usually stocks something you can borrow.
 Do this from Level 1....it may not seem like a big deal, missing out on 1 or 
 2 HP a level, but add it up, by the time you hit 50 Advanced, you could lose 
 out on 1-200 HP!

 - Keep your CON up!  Once it hits 0, you reroll.  That's bad.  You start
 again as a level 1 dual, regardless of your previous level.  Therefore, keep
 CON from reaching 0.  See the Rerolling section for more details.

 - Running low on CON?  Out of practices?  Find a practomat to buy more.  Most
 Clubhouses should have one.  Practomats can usually be used by high advanced
 characters only, and only if you have few practices left, I think.

 2. Wis/Int

 - Wisdom...like con, is good to have maxed when you level.  You get more 
 practices that way.

 - Intelligence - Int gear's good too, for when you want to practice skills and
 spells.  The higher your int, the fewer practices you'll waste to learn 
 something new.  Not needed at max when you level, but should be maxed when you
 practice.

 3. Str
 
 - Strength.  Use the spell when you need it, particularly when doing fun
 stuff like corpse retrievals.

 - When you're ready, go on the strength quest, aka Birth Control Pills Quest.
 Killing the mazekeeper at the end will max your strength second value.
 i.e. Your strength is 18/52....do the quest, it becomes  18/100.  Remember, the
 pills quest only maximizes the second value, not the first, and the max value
 is dependent on your race.

D. Auction

 - Try not to abuse auction too much.  It gets real annoying to the rest of us.
 Don't auction something to see the stats; buy an improved ID scroll instead.
 Don't tease people w/ an item, only to withdraw, that's kinda gay.  And don't
 auction crappy stuff either.  Nobody is really gonna buy that Flourescent 
 Light you got from the newbie school.

 - Also, don't rely solely on auctions for getting eq.  If you sit around 
 for 3 hours waiting for something good to be auctioned....well, odds are 
 that you just wasted 3 hours sitting on your butt.  You're better off using
 that time for levelling, or better yet, zoning to get good eq.

 - By that same token, don't log on and immediately ask someone to auction 
 so and so item.  Check first, to see first of all if anyone even has it.
 Locate Object is a great spell.  If someone's got the item, and isn't really
 using it, then maybe it's ok to ask....they might be waiting for an interested
 party to sell to as well.  On the other hand, don't pester that person about
 it.  They might not want to sell, and that's totally up to them.

 - By the way, withdrawing an item you put up on auction will result in a penalty,
 basically half of whatever the last bid was.  So I don't recommend screwing around
 and showing off your EQ, unless you're prepared to pay the price.

E. Teleport & Moongates

 - Don't try it.  No, really, don't.  It'll pop you somewhere randomly on the
 mud, possibly some very bad place.  Like a DT.  Or right to a aggro mob.  And
 it'll be a pain for others to help you w/ the CR if they don't know where you
 died...or worse, you end up near the end of oh, say Narnia.

 - On the other hand, if you've got an unequipped character that you want to
 screw around with, and don't mind the con loss, go ahead and explore.  Just 
 don't say I didn't warn you.

F. Potions

 - Good to have.  Generally, healing potions are handy for normal tasks, like
 levelling, basic zoning, etc.  Of course, they're worthless in no magic rooms,
 so watch out.

 - I wouldn't load up too much.  Especially on crappy potions.  You really don't
 need to be carrying 400 teal potions now, do you? :P

 - Good places to get potions:
    Teals:  Regular healer shop.  If under level 20 dual, go to the newbie
            healer shop.  It's southish of town, then go u, e, u when you can.
            Teals are somewhat cheaper there. 3x Cure Critic
    Ambrosias:  What you should be using instead of teals.  Costs alot more, 
            but it's a 2x Heal potion, which is good.  Buy them from the
            shop in Mt. Olympus
    Honeysuckle Nectars:  You can buy em in Xanth, all e of town.  Only problem
            is that these 3x Heal potions cost 10x as much as ambrosias!  Go 
            here if you've got tons of money to burn only.
    Tonics:  These are relatively new.  It's a 2x Heal, 1x Cure Critic potion,
            which is just a wee bit better than ambrosias.  The cost a lot 
            less though.  Find them at the shop in FF8, though you'll have
            to fight at least 8 mobs to get to it.  A task best suited for
            advanced characters.
    Armourall/Cureall:  You can do Evil carnival for these, all the freaks 
            carry a pouch w/ an Armourall (shield, armor, mvest), a cureall
            (rune of protection), and a shake (2x heal).  Curealls are good
            to keep, in case you don't have Rune.
    Yellow:  From the Magic shop, of course.  I just thought I'd mention it
            cause we all need Detect Invisible from time to time, and it's 
            easy and cheap to get.
    Zoning:  You can get some really good potions in the course of zoning. 
            Stuff like Liquid Force, Mud Bottles, Blood Red Potions, etc. 
            can only be found if you get out there and zone.

G. Spells

 - You should always have the following spells cast on yourself, or provided
   by your Equipment:
        Detect Invisible (duh, let's you see invis things)
        Sense Life (You might not see mobs and players w/out it)
        Sanctuary (half damage, defintely a must!)
        Fly (You don't want to hit a flying DT without it)
        Rune of Protection (prevents most aggressive mobs from attacking)

 - Other spells/affects to have are:
        Immune Silence (esp. if you're a magic user)
        Immune Summon (really only good during Chaos, so someone doesn't summon you)
        Armor, Shield, Magical Vestment (the holy trinity of armor spells, these
           alone should drop your ac by 90 points)
        Cumulus Nimbus (more armor)
        Sponge (gain mana for killing mobs)
        Holy (reduces mana use when it kicks in)
        Bless, Improved Bless, Inspire, etc. (more hr/dr, etc)

H. Money

 - Save your dough!  It might not really seem like you need much now, but
 it comes in handy later.  Most advanced spells and skills require the 
 expenditure of experience, practices, and gold!  We're talking roughly
 30 million in gold and exp to master, for the most part.

 - Also, doesn't hurt to have some spending money for other things later.
 Auctions, potions, etc.

 - ATMs.  Use em.  No point in losing your money cause you die.  Keep the bulk
 of your money in the machine.  I typically carry less than 20 mil on my
 player at any time, the rest is squirreled away in the bank.  You can keep
 up to 2 billion gold in the ATM per character.

 - Short on cash?  Go out and kill stuff!  There are still a few places around 
 where you can make some dough.  You'll probably get more by going out and doing
 it yourself rather than wasting time asking for handouts.

I. Advancing

 - OK, you've finally made 50/50.  Now what?  Advance to the higher classes, of
 course!  But where?  Well, type dir to find the individual trainers, or:
       Avatar:  Go to Paladines Temple.  Same thing you did to get your 2nd class.
       Monk:  This one's in the Shaolin temple.  Follow directions to get there.
       Everything else:  OK, there's directions to trainers listed, yeah.
          Some of them are a pain to reach though.  There is, however, an easier
          way.  Go to Xanth, all east of town.  You'll find a Blade, Assassin,
          Druid, and Arch trainer there!  How simple!
       Hero:  OK, go do the Heroes Quest.  Go to it, chop chop.

J. General Etiquette

 - Shouting is a no no.  Everyone can hear a shout, and it's pretty annoying.  
 Best to use gossip instead.  Why is there a shout channel when you're not supposed
 to shout?  That's one of the great mysteries in life...

 - Don't pester people too much.  Do you honestly want to log on everyday, and 
 be flooded with: "Can you tank for me so I can level?", "Can you give me EQ?",
 "Is your Boots (the one's you're wearing, usually) for sale?", etc.  Ya, asking
 questions is fine for the most part, but don't cross the line from inquisitive
 to annoying.

 - Language on Gossip.  Some people make a big deal about it.  It doesn't really
 bother me personally, but consider the fact that other players are sensitive to
 (or too young to be hearing) harsh language.  The Flame Channel is fine for this
 kind of thing.  Additionally, conversations w/ mature content involved may also
 be frowned upon by some.

 - Personal bickering doesn't really deserve to be on the public channels, either.
 If you've got a problem w/ someone, take it to Flame, or talk to them via tells
 or IRC.  Most people really don't want to hear insults exchanged and junk.  Or if
 you insist on having it out in public, don't be surprised if others join in, etc.

 - Kill Stealing.  This is uncool.  If someone's already in a room fighting a mob 
 (usually for levelling purposes, we're talking here), it's very uncool and frowned
 upon to walk in and attack the same mob, and killing it to get the exp/EQ/gold.
 It sometimes happens by accident, if that's the case though, be nice and apologize.
 You better not be doing it on purpose though.

 - Auto Scripts.  If you're running some kind of scripting program to level, you may
 also end up inadvertantly stealing kills from other players.  This is also uncool.
 If you insist on having a character run on auto for exp, gold, etc., by nice enough
 to do it at non-peak hours, or preferrably in a levelling place that isn't frequently
 used.  Again, it's frowned upon to steal kills from other players, and saying that
 your auto-scripter did it accidentally won't fly for long.

 - Corpse Looting.  This again, is bad.  It can also be severely punished if done 
 intentionally/frequently.  Bottom line is this: never take anything from any players
 corpse, unless specifically told to do so by the individual.  Would you really 
 want someone to steal all your hard earned EQ?  Set a good example, and don't.  And 
 tell others not to either.  This is a good way to get badnoded and deleted, as it has
 happened to others in the past.

 - Finding EQ:  Generally speaking, if you walk into a room w/ tons of gear on the ground,
 particularly good EQ, it may mean someone's corpse decayed.  I wouldn't recommend taking
 it; it's basically just as bad as corpse looting if you took stuff that didn't belong
 to you.  Check an item, it'll usually have the player's name on it.  Find the player,
 if possible, and inquire.  If they're not on, I think the right thing to do is to 
 gather up the EQ, put it in an empty container, and mudmail/general board post about it.
 Either hold on to the EQ until you get a response from the owner, or put it on a character
 with a name like EQHold, and send the name and password to the owner.  It may break the
 2-eq rule, but it's generally ok so long as the intentions are noble and you aren't just
 doing it to hoard eq.

 - Speaking of which, don't forget about the 2 EQ Character rule.  You can create as many
 characters as you'd like to on Northern Crossroads, but only 2 of these characters can 
 have EQ at any time.  And not just equipped on the character, but held in inventory or 
 containers.  Only 2 Characters.  If it's found that you have more than 2 characters w/
 equipment, chances are that your characters will be purged until you only have 2 w/ gear;
 and there's no telling which ones exactly will be purged!

K. Acid

 - Acid sucks, no doubt about it.  But it's not the end of the world.  Pretty 
 much anything can be repaired from acid damage, though the cost is high.  Just
 be careful if you've got some really old eq (It will repair to new stats, I 
 believe), and random eq (Can't be repaired....since AC values are also random,
 there's no way to know what the initial value was prior to being acided).
 Otherwise, don't fear acid mobs so much...it'll only cost you money if you 
 do get hit.

L. Flame/Frost/Bolt/Acid, and your EQ

 - You should never carry loose items in your inventory.  NEVER.  Put it in a 
 container.  Mobs that do any of the above can burn loose items and liquid 
 containers in your inventory.  EQ you wear is ok, and stuff in containers is 
 spared too.  But it's best not to take the chance of losing something cause
 you were too careless to put it away.

 - Any mob that can do one of these things, or can gas, can suck everyone into
 combat.  Just because you're not fighting that particular critter, doesn't mean
 it won't affect you.  Be warned.

M. Limited EQ

 - Never donate it.  Limited stuff is destroyed when you try to donate it.

 - As the name implies, there's a...limited amount of limited EQ in existence.
 The limit varies w/ item.  Once it's at limit, the item won't load anymore until
 someone ends up losing theirs.  Then it'll be back on the mob again during the
 next repop or reboot.  If you lose some limited item, and want to get it back,
 try to do the mob on the next pop/boot.
 
 - Over the limit.  Huh?  How does that happen?  Eh, a number of ways, mostly
 though from reimbursements that aren't handled well.  It sucks, yeah.  But
 it does happen sometimes.

 - By the way, do not HOARD limited equipment.  Hoarding is frowned upon here.  If an
 item has no limit, then theoretically you can carry as many as you like, though what
 you'd want to do with 47 Genji Gloves is beyond me.  Limited EQ, on the other hand, 
 can not be stockpiled.  You can only keep as many as your 2 equipped characters can use.
 In other words, only 2 Withered Fingernails (1 for each character to use), or 4 Pointed 
 Tooths (2 neck eq per character, 2 chars = 4), etc.  Any more than you can use is 
 considered hoarding, and if you're caught hoarding, you'll either have to give up the
 EQ promptly, or face dire consequences.

N. Containers

 - Use non-limited containers.  Why?  Cause you can donate them in the event
 that you need a CR done.  A limited container, like all limited EQ, will be
 destroyed if you try to donate it.  That includes ANY EQ YOU HAVE IN THE 
 CONTAINER!  So just cause that Rebel Corpse you have sounds like a cool
 thing to stick your gear in, it's probably not worth it in the long run.

O. AC

 - AC, or Armor Class, determines your chances of getting hit (or hitting the
 opponent).  Basically, the lower your AC, the better.  You start w/ 100 AC,
 that's bad.  EQ and spells will lower that value.  ID your EQ, it usually
 has a value called AC-apply.  

 - AC-apply is generally found all all armors.  How the value is applied to your
 actual AC, however, can vary.  For example, AC-apply values for Body Armor are
 basically doubled:  a suit of armor that has AC-apply 20, for example, will 
 actually lower your AC by 40 points.  So if you were only wearing that armor,
 without spells, your AC would be 60 rather than 100.  Some values are taken
 straight, like Head EQ.  An AC-apply 10 crown will drop your 100 AC value to 90.
 On the other hand, some AC locations are Halved!  Belts, for example, are halved.
 So an AC-apply 20 belt will only apply for 10. Check the help files on AC for
 full details.

 - Armor, on the other hand, is taken at face value.  - Armor values will lower
 your AC (good), but + values will raise it (bad).  So Armor on locations that
 normally halve AC is a good thing, but is kinda not worth it on a spot where it
 doubles, like on Body.

 - Acid affects EQ AC-apply.  An acided item will have a lower than normal AC.
 This can be repaired at the Acid Repair shop.

 - A few points of AC won't make too significant a difference on how well you take
 hits, trust me.  Having -200 AC won't be much more different than having -190.
 The only times you really start seeing AC make a big difference is once you get
 to the -300 level or lower.  I usually have to stock stuff specifically for AC/
 Armor to get this low, and that's usually at a sacrifice to HR/DR. 

 - So, I'd concentrate more on HR/DR than I would on AC, if it's a choice between
 a piece of EQ that would drop your AC a couple points at the expense of 3 or 4
 HR/DR.  Ideally, it'd be great to have super low AC, and super high HR/DR...but you
 can't get everything all at once, mostly.

P. What Stats do I want from my EQ?

 - It depends, really.  That's pretty much a cop-out answer, but it's true.
 The stats you want will depend on what kind of character you want...so I'll
 go into each basic type of EQ stat and explain:

     AC: The lower, the better, the fewer hits you take from enemies.  You could,
     in theory, drop your AC so low that you barely get hit.  Of course, it
     not only depends on how low your AC is, but also how high your opponents
     Hitroll is.

     Hitroll: Speaking of which....you want a good amount of hitroll.  The higher,
     the more likely you'll connect with a hit when fighting.  Personally, I 
     prefer high hitroll, more so than most other values.  Sure, you could be 
     a Damage monster, but it's a moot point if none of your attacks connect.
     Better to get in 3 or 4 solid hits w/ less damage, than 1 or 2 w/ only a 
     bit more damage.

     Damroll: The higher, the harder you hit.  Your damage bonus is added to the
     damage dice of your weapon per hit.... if you have a 6d6 weapon, you'd do
     anywhere from 6-36 points of damage per hit...but if your damage bonus is
     80, that 6-36 range becomes 86-116!
 
     Hit Points: Higher doesn't hurt.  Your racial max is only so much, but HP
     gear can boost that.  It's nice if you're going to be taking hits, and have
     low HP to begin with (like most Druids/Archies).  Having super high HP 
     works when you're taking the hits in zones, but most mobs will attack 
     weaker characters anyway, so kinda moot.  Don't sacrifice HR/DR too much 
     for more HP.

     Mana:  Druids/Archies typically have nice Mana (depending on class), but 
     they still burn through it like nothing.  More mana is nice.  Personally 
     though, like HP, I wouldn't sacrifice too much HR/DR for Mana either.  
     When I equip a druid, he benefits more from higher HR (Webbing works better)
     than w/ higher mana.

     Move:  Eh, kinda worthless in most cases.  Unless you're a giant, with
     totally sucky movement.  But it's not worth the sacrifice to other 
     values, if you ask me.  Just bring food and water.

Q. Number of Attacks

 - I didn't really think this is worth mentioning, but thinking back, I recall
 quite a few new people getting confused by this.  Here's how it goes... all
 weapons have a set number of attacks they do each round.  This can be 1, 2, 3,
 and even 4 attacks per round.

 - But then there's Haste.  The spell gives you one attack additionally.  So a 
 1-attack weapon will do 2 in a round if you have haste, 2 does 3, 3 does 4, etc.

 - On top of that, you can occassionally eek out an extra attack if you have a
 hold weapon.  That is, if your class allows you to hold one.  This attack is 
 generally a weak one...I think it just does the damage dice of the hold weapon
 without your Damroll Bonus.  If you have equipment with the Parry affect, you
 typically won't get this extra attack from your hold weapon.

 - To confuse the mix even more, there's Berserk, and Assassins can have speed to
 give them another attack, and characters afflicted with Aliens can bust out
 some 10+ attacks in a round, if they get the right alien affect.

 - But I digress....yeah, so make sure you know what your weapon does.  Try 
 attacking something easy (the chessboard mobs make a good one) that you can
 see how many rounds you do, factor out haste if you have it, and the hold 
 weapon, if you're using it.  That'll let you know the true amounts of attacks.
 (An alternative is putting the item on auction, that shows the # of attacks;
 but that'll not be very cool to abuse).

 - There are very few dual weapons w/ 3-hit anymore.  Druids and Archmages can 
 only equip 2-attack weapons, unless they use their enchanted weapon spell, which
 is technically a 3-attacker (cept it's not really a true weapon...more of a spell
 affect).  Monks can't use weapons at all, moot point.  But if you're a Blade,
 Assassin, Avatar, or Hero, you should seek out a 3-attack weapon ASAP.  Better
 to get more attacks per round.

 - Last thing.  I did mention that there are some 4-attack weapons in existence.
 Well, 3 to be precise.  Trex Tooth, Sword of Souls and the Shotokan Sword.  These 
 would be considered the best weapons in the game....except they're extremely 
 difficult (some would say impossible in some cases) to get.  I believe the ones
 that players had have been recalled or something as well, so there really aren't 
 any out there that players are actually using.  If you really want to try to get 
 one of these, I recommend just giving me all your EQ and killing yourself 
 repeatedly...you'll get the same results, only without the stress. :P

R. Upped, Downed, and Mended
 
 -Any equipment that has a minimum level (i.e. 35 dual, 5 Advanced), can up or 
 down.  Let's say you have a ring that's ac 5, hr 5, dr 5, min level 10 advanced.
 If it loads w/ min lev 10, it's "norm". If the min level is lower than the
 norm, it's downed, and the stats will reflect this.  It might only be ac 3, 4/4, 
 or any iteration between 3 less ac, 1 less hr/dr, etc.  If the item has a 
 min level higher than 10 though, it "ups", which means it could be an ac 8, 
 hr 6 dr 6 instead!

 - If you identify the object, it will have the UNIQUE flag on it if it's not 
 norm.  Whether it's good (upped), or bad (downed) is something you'll have to
 figure out.

 - Mend.  Ah, the joys of mending.  It can make your EQ better if you mend it.
 AC/armor will increase by 3 points, hr/dr by 1, HP/mana by 25.  That's if it
 mends, of course.  If not, the item will be destroyed.  Mended items will
 have the MASTERPIECE flag on them.

 - To mend or not to mend?  That is the question.  Some people think that an item
 that isn't mended is basically downed.  They mend everything they get.  Eh,
 it's up to you really...but personally, I'll only mend if I've already got 
 something better/comparable.... no point in breaking a ring if you don't have
 one to begin with.

S. Dax, and other Bots

 - Dax is an evil, evil person who sits in Bozo's Training Room waiting to break
 your Equipment. Heh.  Naw, actually, Dax is just another player character, one
 who's cool.  Dax stays logged on and runs an auto-scripter type thing, where
 his character can respond to players requests for spells, mending, etc.  Dax also
 has a ranking system for challenges and player stats.  Pretty cool, huh?  You
 should probably say something nice next time Dax is active on his character.

 - Some clubs also have members who set themselves up as bots.  You can get
 spells and stuff from them too, just check w/ your clubbies about it.

 - Don't abuse the Bots, however.  They make themselves available to you as a 
 courtesy....they don't actually have to be helping you, you know.  Don't spam
 them with numerous requests, making them cast the same spell on you a thousand
 times.... be nice to them, before the player decides not to offer their
 services anymore.

T. Chaos, MK, Paintball, and other Modes
 
 - Chaos Mode:  It allows players to kill each other anywhere.  The first time
 you get picked on, you'll hate it.  Probably whine and curse at the person who
 killed you.  But really, it's not too bad....

 - In Chaos, you are allowed to attack anybody, anywhere.  The first thing you
 should do if Chaos is turned on is to recall back to club.  If you don't want
 to participate, then sit around or log off or something...otherwise, why not
 have fun with chaos as well?

 - Things to know for Chaos:
    1. You don't lose con when you die. (That's good)
    2. You can summon players to you, then kill them. (Good if you're killing)
    3. To counteract being summoned, wear Immune Summon EQ.  Cloaking helps
    too.
    4. Work together.  If you've got clubbies on, you'll last longer by teaming
    up and picking off others one at a time.  It may sound uncool, but that's 
    probably what everyone else will be doing too.
    5. Show some etiquette.  If you kill someone, give them a chance to get 
    their EQ and re-equip.  Don't keep killing their naked character repeatedly
    when they try to get their stuff back, that's just uncool.  Also, if you
    summon someone to a far away location, offer to summon them back in for CR.
    Just 'cause it's called Chaos, doesn't mean you can't be a bit civil. Heh.
    6. Don't get too worked up about it, really.  It's just a little bit of fun
    that happens sometimes.  Other players don't usually pick on you for any 
    reason other than the fact that it's Chaos, so don't get your panties in a 
    bunch.

 - Mortal Kombat:  Controlled Chaos.  You go to a special zone (a mock-up of 
   Midgaard town), and it's a free for all, last man standing wins.  You die,
   you start back in the normal town, all your EQ still on you.  Maimed EQ will
   fall into your container.  No fuss, no muss.

 - Paintball: You get a paintgun, equip it.  Run around the special arena and
   shoot the other players with paint.  If you're hit, you're out of the game 
   for the round.  Last one standing gets a prize. Whoo hoo!

 - REF:  Random Eyeball Fest.  You typically break up into teams, go looking for
   a specific item type that's been loaded on a buncha mobs.  For example, you may
   have to go and find as many of YUPA's MAGICAL BEANS as you can find.  There'll 
   be a set number, like say 20, and the team that brings in the most wins.  Various
   prizes are usually awarded.

 - Farm & Trek:  No offense, but these are lame.  Just makes you moo or talk Trekkie
   instead of say, or you beam out, or gallop out of rooms, etc.  Not really fun,
   useful, or anything good.

 - Tag: Just a simple game of tag.  Something to occupy yourself with when there's
   nothing much going on.  No prizes or anything for winning.

 - Experience: You get ?x amount more exp per kill.  You can't pass your max, but
   you can get more experience from weaker mobs, for example.  Take advantage of 
   this whenever it's on, you'll level alot faster.

 - Nice, Friendly: This prevents mobs that typically sac, from saccing.  When Nice is
   on, it's a good chance to go do some hard zones and junk, with a bit less to worry
   about.

U. Rerolling
 
 - If your CON reaches 0, you reroll!  This is a horrible, horrible thing....
 regardless of what level you're at, Rerolling makes you a level 1 dual again!
 For a 50 advanced character you've had for years, spent countless hours 
 developing, this is darn tragic.

 - So, make darn sure that you're never that short on con!  Make sure you train 
 your CON, preferrably immediately after you die.  If you're short on practices,
 buy some from the practomat, or be very very careful. 

 - How you lose con:
   Death from a mob:  Usually (but not always) lose 1 con.
   Fighting a PK Player in Challenge: Lose 1 con, even if you're not PK.
   Chaos: You don't lose any con if you die when Chaos Mode is on.
   Challenges: You don't lose any con, unless fighting a PK player.
   Mortal Kombat: No con loss
   Death Trap: No con loss
   
V. Death Traps (DTs)

 - Death Traps suck.  You hit one, and you lose all your equipment!  But all is not 
 lost....there's this cool thing called the Time Quest.  Run the quest, and you have
 a chance to get some of your EQ back.  There's no guarantee that you get it all back
 though....in fact, I can pretty much assume that you won't be able to recover at
 least 3 or 4 pieces.  But hey, at least you got the rest back, better than nothing.

 - Avoid Death Traps.  Don't go foolishly walking around unfamiliar territory.  That's
 a sure-fire way to get DTed.  First of all, you should be using Peek.  Peek will
 SOMETIMES sniff out a DT...you'll get a message about "Having a bad feeling looking
 in this direction!).  Don't rely solely on Peek though....it doesn't always work!
 
 - Other ways to sniff out DTs:  Throw a coin into the room, peek to see it.  If the
 coin isn't there, it's either a DT room or a Sink Room.  Another way is to send
 an unequipped character in the room first.  If he dies, then it's obvious it was a 
 DT.  Another thing to consider is room names.  This isn't always accurate, but a
 room called Plunging to your Death will more likely turn out to be a DT rather than
 a room called Safe!  This isn't always the case though, so use the aforementioned
 methods just to be safe.

 - Aliens.  If you've been afflicted by aliens, you're safe from DTs.  You'll get a
 message about how your Sixth Sense won't let you go in.

 - Flying DTs:  You can enter a flying DT, no problem.  Provided you can FLY though.
 If you got Fly, a flying DT is nothing, just make sure you don't drop anything in 
 the room or die there.  If you don't have fly however, you'll end up dead.

		
				Just have fun. Lemme know what else I should add/remove.
	
						Yupa
