Much of the game revolves around passing tests. These provide you with challenges within the game. There are 7 disciplines. Each disipline has an initiation test. Once you have passed the initiation, then you can select which tests within that discipline you wish to take. You do not need to pass all the initiations before you start on the main tests.
You must sign up for tests at the appropriate University. Once you have passed an init, you can sign up for all the tests currently available in that discipline. You do not have to do the tests in order, just do the ones you want to.
Each time you pass a test (assuming you are on-line at the time), you will be struck by lightening. This is not dangerous in any way, but a visible sign to those around you that you have passed a test.
Architecture
Architecture tests revolve around building structures. They tend to be resource hungry. The Arch init is likely to be the first you complete since it is fairly quick and allows you to build a
Tent which holds much more than chests.
- Mega projects are large and don't happen often - join one when you can.
Art
Art tests concentrate on the visual. The init involves building a sculpture. This does not have to be an amazing piece of art work. It is far more important that you locate it in a place where enough (20) people will vote for it. You should ensure that you tell guild members where it is so that it can be voted on. You may want to put it on the
Test Locations wiki page.
- Passing an Art test ( other than init) allows you to operate a Flax Gin.
- Raeli Mosaics are located in compounds, check the main wiki page for locations.
Body
Body tests concentrate on improving your stats. The init is likely to require the use of waypoints to collect sufficient plants within the time limit. Ask guild members where they did their init, findind a good location makes all the difference. This is likely to be the second test that you complete.
- Ask people you meet at the cs if they have time to Acro.
- Falcons (Safari) tend not to move far (less than 1k coords) when you find one, so you can get all 4 in one go. Allow for 40 - 50 bunnies and a good few hours:).
- Join the Safari guild (gh beside ND cs) to help find safari animals, particulary Ibis and Gazelles.
- Don't be worried by the message when you eat a shroom in Darkest Night - you are meant to eat them straight from the ground. Use Mushrooms to find where mushrooms grow and Shroomdar (http://shroomdar.juju.org/) to know when they were last found.
Conflict
Conflict tests require you to pit your wits against other players. Many guild members will be happy to help you with the init.
Leadership
Leadership tests are probably the hardest to pass. They require a great deal of in-game time. However, passing the init is relatively easy and it allows you to Islands to help new players. Ask people you meet to sign your petition.
Thought
Thought tests are games within the game.
The init requires the use of a Set Ladder. There are people who understand how a Set works, but most of us just press the colours in a random fashion. Each play increases the popularity of a set up to a maximum (prob 10%). The guild does not have a Set Ladder.
Playing Thought tests gives you perception points which allow you to prospect for marble. The more points you have, the more types of marble you can prospect for.
- Please do not play guild members thought puzzles until your judging skill is up to at least 1.0 of a new judge.
- Pulses are located in compounds, check Test Locations.
Worship
Worship tests require coordination with other players and typically use up a lot of resources. Make sure you keep a skill unlearnt for the init. Ask guild members where they did their init, findind a good location makes all the difference. Despite what the main wiki says, the Worship init is not hard for players these days as people in the guild can help you with many of the things you need.
- Worship Init
- Pilgrimage
- Vigil
- Festivals can be hard if you don't do the first one - you need a large number of players to get good points.
Red Sea Refuge