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About Mortals

On a mud, player characters, or pcs for short, are often referred to as mortals or morts since they can die.  On many muds, when a character dies, he is resurrected an unlimited number of times and loses a good portion of the experience points he gained since his last level.  The loss of experience points is almost always due to death at the hands of a character not controlled by a player, a programmed character, also known as a non-player character or npc or, especially on muds, as a mob, which is short for mobile.  Unlike most muds, on ET, when a mob kills a mortal, the mortal loses a constitution point, and if they lose all of their constitution points they can no longer be resurrected, which is simliar to the way death is handled in Dungeons and Dragons.  To give young characters a chance to become used to ET, the gods protect them from losing constitution points until they become level twenty, and from being killed by other players until level fifteen.  On many muds that allow players to kill each other, when killed by other players, those killed do not lose any experience points, and on ET they also do not lose any constitution points, which, respectively, prevents a powerful player from indefinitely halting the progress of or from ending the existence of another player. 

The way a mortal gains experience is by killing mobiles.  A mortal begins life at level one and requires a certain amount of experience points, based on his race and class, to attain each successive level.  Each time a character gains a level, he becomes more powerful: he may gain a new skill or spell; he gains training points, with which he can increase his strength, wisdom, consitution, dexterity, intelligence or comliness; he gains practice points that he can spend to practice his skills or spells; and he can wear more powerful, higher level equipment.  On most muds, the number of experience points needed for each level never changes from level to level.  On ET, however, as in Dungeons and Dragons, each time one levels, more experience points are needed to reach the next level. 

One reason for gaining levels is the satisfaction that a player derives from just becoming a bit more powerful.  With more power, a player is better able to explore the secret parts of areas, and to explore more dangerous areas, in a never-ending search for better equipment and for useful objects.  On player-killing muds, he'll also be able to defend himself better against other players.  On many muds, mortals create formal associations, often called clans, based on similar world-views.  And it is desirable that clans have some powerful members who can aid their weaker members grow in power and who can protect them against hostile outsiders.  Interaction with other mortals, friendly and hostile, makes mudding a very emotional, life-like experience.
  Dimi/Dec/2003

   
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