Twb the lok kompanion Online



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The pawn shop is one of the more interesting and valuable shops in the Kesmai segments. The most valuable of all items sold to any shop in town eventually end up for resale to the public in the pawn shop - at three times its value. At first, it seems like quite a rip-off to pay three times the saleable value of an item to obtain it, and for many items this is true. But there are items that are fairly hard to obtain, especially for a new player, and they show up with some regularity in Pawn. A +6 strength ring will appraise for 2000 gold pieces, but sells in the pawn shop for 6000 gps. Yet these rings are rare enough that many players would gladly spend more than that to obtain one. Robes of power appraise for 2500 but sell for 7500 in pawn and are not terribly rare in the -400 ft dungeons of Kesmai. However, they are a good item to be wearing before one ever ventures down that far, so the 7500 coins might not be a bad investment in that sense. Occasionally the pawn shop prices are lower than those of higher level players selling items in the lockers.

5.1.1: Buying and Selling Items

Buying or selling items in the shops is done by standing in front of the counter and right clicking on the counter or using the LOOK command followed by the appropriate direction. When using the mouse, be sure you have clicked on the hex directly north (or south etc.) of where you are standing. If you have a bull’s eye cursor then you have clicked on the wrong area of the counter and won't be able to put things on or take things off of the counter.

5.1.2: Buying Items

To be able to buy an item from a shop you need to know what the shop has to sell. To see what items are available type "show prices" in the command line and you will get a list of generic items with prices. To see a description of an item, "look at in shop" in the command line. To buy the item right click on the counter, put down the appropriate amount of gold, type ", sell " in the command line, then click and drag the item to your hand, sack, or belt. Note that when dealing with any of the NPCs in LOK, it is only necessary to type the first three or four letters of his/her name.

5.1.3: Selling Items

There are two ways to put things on the counter. The first is to open your sack and use the mouse to drag the items one by one from your sack to the counter. The second is to use text commands. "Dump gems on counter" will dump all of the gems in your sack onto the counter. The dump command may be used for rings and bottles as well. To sell the items, type ", buy all" and the items will be replaced by an appropriate amount of gold.

5.1.4: Having Items Appraised

A shopkeeper will also appraise items for you. Appraising an item will give you a detailed description of that item, including its magical powers, if any, and its value. To have an item appraised place the item on the counter and type ", appraise ".

5.2: Character Name Colors

Take note of the color of the names of the crits on screen and the creature list in the upper right section of the screen. Yellow means they are chaotic, red means they are evil, green they are neutral, and blue they are lawful. Yellow and red critters will attack you. In the lower levels of the dungeon you will come across Non Player Characters (NPCs) that appear to be player characters except that their names will be yellow. Do not hesitate to attack and kill them; they are not player characters. Use caution and check all crits before you attack. Red names may be either NPCs or PCs so exercise caution before you attack. Remember that killing a player character will incur a mark against your account regardless of alignment! The evil player character will not, for the most part, be out to hurt regular players. As a rule of thumb, if it is evil, and it is not a dragon, drake, etc., then it is a fellow player and you should probably not attack. Green means you've encountered a neutral player, and though you may wish to be on guard, you should probably not attack. Neutral players are player characters who have had their alignment changed by either killing another lawful or casting a pathed spell in town. Thieves will not appear to be neutral except to knights and higher level thieves, and in either case are readily distinguishable as thieves. Unless you are sure of the neutral player don't let your guard down, there are a few renegade players that practice the unsavory art of player killing. If another player ever attacks you your self-defense (SD) flag will be set. You can tell when another player has set your SD flag as his/her name will appear purple. If the other player's name is purple to you then you have every right to counter attack and even kill the player. However, be sure that the attack wasn't an accident. Newbie magic users sometimes cast spells that affect a large area and you may find yourself unexpectedly standing in a fire. Find out if it was unintentional and if it was then immediately pet the player. Stand in the same hex as the player with the purple name and type "Pet " in command mode. (Note that as with shopkeepers, typing only the first three or four letters of the name is necessary). Petting the player with the purple name removes the SD flag. If the player has a blue name, it is a lawful player, and potential ally.

Summary:

Yellow -Chaotic (Attack and kill on site. No mark for this kill).


Red --- Evil (Attack and kill only if it is not a player. You will take a mark for the kill if it is a player and SD is not set).
Green--Neutral (Do not attack unless they attack you first. You will take a mark for the kill if your SD is not set).
Blue----Lawful (Do not attack unless they attack you first. You will take both a mark and a karma point AND you will change alignment to neutral or possibly even evil if your SD is not set).
Purple-SD flag is set (Attack only if it was an intentional attack by the other. You will not take a mark for the kill).

5.3: Time and Moon Phases

Time and the phases of the moon affect some areas of the game.

Time in the game is based on a two (2) hour day. That is a full day in the game is only two (2) hours long in real time.

Example:

8:05 AM Daytime - Daytime lasts 40 minutes real time.


8:45 AM Sun starts setting - Sun sets for 20 minutes real time.
9:05 AM Night - Night lasts for 40 minutes real time.
9:45 AM Sun starts rising - Sun rises for 20 minutes real time.
10:05 AM Daytime

If you have to enter an area that is only accessible at night then the only time you can get in is during the 40 minutes of night.

Moon phases in the game correspond with the real time moon phases. There are 8 distinct phases with each phase lasting about 3.5 days. A complete cycle takes about 30 days .The phases of the Moon, in sequence of their occurrence, are:

Section Six: Entering Kesmai (Arriving at the Dock)

When you have assigned all of the extra points and are satisfied with your new character, click Accept to go to conference room 1. In the conference room, you can type to talk to other players, if there are any in the room with you. At certain times you will find Guides in conference room 1 who are there to assist new players. Guides have [GUIDE] tags in front of their names. To see who may be in the conference room click on the Users button in the upper right corner of the screen, then click Users In Room. Also in the upper right corner you will find the Message button, used to communicate with players in game, the Find button, used to locate players, the Options button, used to change front end preferences, the Help button where you will find the player's manual and game help, and the Rules button. The Rules button is used to forgive another player's mark (see section 3.3). When you are ready to play Legends, click the big button marked Play! Once in the game you will find yourself standing at the end of a dock - you've just gotten off the boat. Your character is depicted in the center of the game map.

Before you go anywhere, take a minute to review your character's statistics and equipment. Type SHOW STATS in the command line, double click on your character, or hit ALT-I. In the middle left of the screen, you should obtain a readout listing your stats for strength, dexterity and so on, as well as the level and alignment of your character ("You are a level 3 lawful fighter") and your encumbrance ("You are lightly encumbered"). If your encumbrance is moderate or heavy, moving around, especially two or three hexes at a time, will gradually lower your stamina. In that case, you might want to lighten your load. Stamina is indicated by the green vertical line in the lower right corner between the red hit point indicator and, if you are a magic user, the blue mana indicator.

To see what you are carrying on your belt, click on the belt icon. You will see the weapons and any special items you may have on your belt. To belt a weapon, such as your axe, click and drag the weapon from your hand, locker or floor to your belt icon or to your belt. To draw a weapon, click and drag the weapon of your choice to your right hand. To see what is in your sack, click on the sack icon. To remove items from your sack click and drag the item to the spot you want. To add items to sack click and drag the item to your sack. There are text commands available to perform certain tasks such as drawing and belting your weapons. A list of text commands is available in Appendix A.

To move around, double-click a square (hex) in the direction you wish to go. Your character can walk (move one hex at a time), run (two at a time), or sprint (three at a time). You may move a maximum of three hexes at a time. You may also use the command line to move, typing N N N to move 3 hexes north, or use the numeric key pad. If your stamina is low you may only be able to walk. In the dungeons it is best not to sprint until you get a feel for the place; you may sprint right into danger! But in town, as long as you are not carrying too much heavy stuff, you can sprint and save time. Right now, try heading north, toward the top of the screen. After heading north for a little while you will come to a fountain. Go west until you find a set of stairs going up. While standing on the steps, double click the stairs to ascend them and you will appear in the locker room. Once in the locker room you will see a bank of green doors in the southwest corner of the room. These are the lockers. To use the lockers, move to the hex directly in front of the lockers (the far southwestern hex) and double click on the green part of the wall. There may be a great many people in front of the lockers, in which case you will need to wait for a few people to finish before you can squeeze yourself in. Once you get the close up view of the lockers (which looks identical to the wooden floor of the locker room) you can remove items from your sack, belt, or ring box and store them in your locker. You are the only character who can access your locker, which can hold up to 48 items.

The locker room is the place for the new players to hang out. Generally there are experienced players hanging about that can sometimes help with items and information. There is a table in the upper right corner where items are placed by other players. The items left on the table are usually free for the taking. Often there are undesirables hanging out in the locker room so watch yourself. You can get some information about the other characters, by clicking on them or typing "Look at ". The information includes: alignment, nationality, sex, class, what kind of armor he/she is wearing and what he/she is holding.

Lets head back down the stairs. The general layout of the town is as follows. To the west of the stairs is the tanner. The bank is just east and south. The sparring ring and weapons trainer is in the building east of the fountain. The building north of the steps is Rolf's tavern where you can sell your loot. South of the bank and to the west are a shop and a martial arts trainer. Southeast of the bank is another shop. South from the bank then down the road to the east is where the pawnshop is located. The thieves’ guild is located in the pawn shop; search the walls for a secret door. Oskar, the wizard trainer, is located just north of the pawn shop. The sage is northeast of the pawn shop. The recall ring seller is standing just outside of the pawn shop. There are a couple of other shops and vendors in the area. To the North of the fountain there is a large white building. This is the temple. Inside the temple you will find the balm seller, the priest, thaum magic trainer, the confessor ghost and the stairs to the dungeon. Right now, you are probably anxious to get into the dungeons and start hacking away at crits. There are a couple of things you might want to do first.

Section Seven: Packing for Survival

Most importantly, get some balm, or at least some balm berries. Balm berries are the red berries. Balm is a wonderful potion, sold for 16 coins by an NPC in the temple. If you drink a balm you will immediately be healed of any and all damage you have taken. This is an absolute must, because you will take damage! There is a technique to balming which should be learned before entering the dungeon. The technique is to leave your sack open while in combat. As you are taking damage click on a balm and drag it to the button labelled "Character Portrait," under and to the left of the open sack display and let go. Your will rapidly heal to full HPs. However, if your HPs are too low and you take damage that drops you to 0 as you are balming, death will occur. If you need to, back off from the fight and then balm. Try to avoid letting your HPs get below half before balming.

Balm berries are not so useful, but at least they are free. If you eat the berries they will heal up to 6 points of damage for each sprig. Balm berries are found by going to the temple, going through the doors to the east, then heading north up the hall, then NE into the garden. Balm berries can also be found throughout all the lands.

To obtain your first few coins for balms, you can look around town for loot which has been dropped by other players. You can take this loot and sell it for a small price to the shopkeepers. (See dealing with the shop keepers in section 6.00). You can often find leftover balms at the balm seller. Someone may have dropped more gold than they needed for balms and left the excess there for others to take. Many higher level players don't think twice about leaving a few balms on the ground for people in need.

The other thing to consider is a recall ring. This is a magical ring that, when removed from your finger, magically transports you to wherever you were when you put it on. Recall rings cost 150 coins, are small gold rings emitting a faint blue glow, and are sold by an NPC just outside of the pawnshop (near a little plaza in east section of town). Thieves have a spell which they use to make recall rings and often leave little piles of recall rings laying around which are usually free. However, as with anything, be sure to ask before picking them up.

At 150 coins, recall rings seem awfully expensive at first, especially since they can be used only once, but they can be well worth the price if they save your life. I recommend that after you buy the ring, you put it on your lower left corner finger. Wearing it on this finger means that in an emergency all you have to do is type "remove ring". In order for the ring to be removed you must have an empty hand. Another possibility is to use the mouse to drag the ring from your finger to an empty hand, the ground, or your sack. Note that the ring will disappear as soon as it is removed, but in order for it to be removed, you must drag it to a valid location.

One very important thing to remember is to reset your recall every time you facet or portal. You will regret not resetting your recall ring when you are getting badly beaten up by some critters and have absolutely nothing happen when you remove the recall ring. Make sure that the location you are in when you put the ring on is a safe one, as when you transport yourself there magically by removing the ring later you may be near death. Do not put the recall ring on when you are standing in water, or in a doorway, or on a ruined wall. A hint for aspiring wizards: the recall ring should be set in an out of the way place. Accidents can happen with area spells and if you happen to kill something lawful, like the town dog, you will turn neutral. Recalling into the middle of the town square in this condition could be extremely hazardous to your health since all the townspeople will immediately attack any non-lawful character they see.

Since you are just getting started, you don't have much gold with which to buy these nice products. But, if you wander around town and check every loot pile you see, you should soon be able to pick up enough scattered loot, dropped weapons, and other such that you can resell.

If you are the bold type, you can ask any other players you see for a loan or gift of some gold to help you get started...most are willing to be of help to beginning players.

To buy balm or recalls (or any other products from a peddler who is not behind a counter) simply step into the seller's hex, and drop the required amount of gold. The seller will then drop as many balms or rings, etc. as you have dropped money for, one at a time. Beware dropping 900 coins if you only want one ring; you may end up with 6 recall rings and no money for balm!

Section Eight: Off on your First Hunt (and coming back alive)

Now you are loaded up with balm, and if you could afford it you are wearing your recall ring. You are ready to hunt the dungeon. Take your weapon in your right hand, head to the temple, go through the western door, then head north through the doorway, then west to the stairway. Stand on the stairs and double click on the stair or type DOWN (or just D) to go down the stairs, and you will find yourself on level -1 of the dungeon. Be on guard...fierce critters inhabit these areas!

8.1: Armoring Your Character

Your first objectives will concern getting properly outfitted. You will need to be wearing proper armor before you go too far, and in the early stages, that means troll leather or salamander scales.

8.1.1: Obtaining Troll Armor

Begin by setting a recall ring for the tailor shop. Then, enter the dungeon and find your troll. It may be best to confine your hunt to level -1 if you can; trolls are tough prey for new characters, as they hit hard and can endure many hits themselves. You may wish to enlist the aid of others in your hunt. After the kill, you must pick the corpse up and yank the recall ring to get to the tailor's shop. This can be difficult for characters without high strength numbers; trolls are heavy. Strength potion can be purchased in the tavern or apothecary for such situations. If you cannot lift the corpse, you can PUSH it one hex at a time, even up the stairs...but pushing all the way back to the shop will take some time. Drop the corpse at Stam the tailor's feet, or push it into his hex. Wait a round and you should find that Stam has made you a vest of a peculiar stone colored leather. Pick up the armor and put it on. Nice protection, and it was free for the killing!

8.1.2: Obtaining Sally Scales or other Fire Protection

Fire/Ice protect rings, pr F/I or just F/I for short, and F/I amulets have the best fire protection. Robes offer limited F/I protection, but are hard for new players to get. They can all be found on the low levels of the Kesmai dungeon. The robe can often be bought from the pawnshop for 7500 gps. These also help magic users restore magic points faster. You may save your gold for a robe, or borrow one from a more experienced player, but you certainly can't hunt -4 for one until you have another form of fire protection at the very least. This is where salamander (sally) scales come in. Sometimes goblins will wander up to -1, in pursuit of fleeing characters, and sometimes they'll be wearing sally scales. You may be able to kill one and obtain the scales that way. Otherwise, you'll have to kill the salamander, much as you had to kill the troll. But it won't be as easy. Salamanders spew fire that can easily incinerate an unprotected character. Your troll armor or plate mail won't protect you at all. If you are a wiz or thaum, or can find one to hunt with you, you may be able to use the PRFIRE spell to cut some of the damage. If you are a thaum, you can stun the salamander immediately and then try to kill it before it comes unstunned. But the best method, for any new character, is probably to take a longbow, wear a water breathe ring, and try to lure the salamander into following you to water. Then duck into the water yourself, and plink away with the bow until the salamander is dead. Take the corpse to the tailor, and he'll make you vest of sally scales, which offer pretty good fire protection.

Any way you look at it, getting fire protection on your own is very risky. Many older players will sell you a robe, F/I ring, or F/I amulet at a very low cost. The amulet is the second best fire protection in the game, and can be bought at the pawn shop for about 600 coins. The amulet in that it only has four charges; you may put it on and take it off up to four times before it wears out. Be sure "Protection From Fire and Cold" appears in your spell box before you venture into fire! There is also a ring that offers the same protection as the amulet except it isn't limited by charges. The ring is a rare treasure. Fire and ice protection from clothing never add to the protection from the amulet or ring. Once you are wearing the amulet or ring you have the best protection you can get; fire and ice protection from clothing is ignored.

8.2: Battling The Critters

Once in the dungeon you will be attacked by a variety of different critters. Wyverns, trolls, kobolds, skeletons, wights and orcs are the usual critters you will find on -1. Once attacked you can fight it out, or you can run from them; the critters here move quite a bit little slower than you. Balm up, try to separate them again, and renew the battle. At this point you have to choose your fights carefully, since almost everything in the dungeon is going to be bigger, meaner, and tougher than you are. Before engaging the critter be sure to check the color of their names. (See section 5.2).

Depending on your class you can use either weapons or magic to fight the crits. To use a weapon hold it in your right hand and double click on the critter you want to attack. Make sure the crit you wish to attack is in your hex or you will attempt a jumpkick and most likely pull a muscle. In addition, a jumpkick will take you out of commission for an extra round and meantime you will be subject to attacks. To use the command to fight you would type, for example, "fight orc," "f orc" for short, or "throw axe at kobold" . You can shorten the crits names up to three letters like ske for skeleton, wyv for wyvern or hob for hobgoblin. Be careful that your hunting partners do not have the same three letters as the crit because you have a good chance of attacking them instead. You will attack the crit with the weapon in your right hand. If you are holding a bow, you must first "nock" the bow, then "shoot" the next round. You will be told the results of your swing. You may be blocked by the crit's armor, or by a defensive move on its part. You may miss. You may fumble, in which case you must "take" or pick up your weapon again to use it. Some times one of the crits your fighting will pick up your weapon if you're too slow. If the weapon is tied (more on this later) and the crit tries to use the weapon the crit will fumble it. Hopefully, you will hit, and do either light, moderate, heavy, severe or fatal damage to the crit. If you get the message "Swing hits with little effect" then you need to find a different weapon because the one you are using is ineffective against the crit you are fighting. Not all weapons will hurt all critters, however, all of the weapons will hurt all of the crits on -1. In addition to using weapons in combat, magic users (MUs) can fight the critters with magic. (Section 13 outlines how to use magic).


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