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Meanwhile, the crit will also be attacking you. You will automatically respond to its attack and you will be told whether you or your armor blocked the crit, or, if the crit hits, you will see how much damage you took in your hit points indicator, the red meter. If you have taken more than 1/2 of your total hits it is time to move out and balm.

If the crit manages to slay you, it happens to the best, you will receive the "You have been SLAIN!" message and hear your first dreaded death cry. You can do nothing except exit or talk to other players within sight as a ghost. If you exit constitution stat is high enough above 5, the ghods will resurrect you and you will re-enter the game at a relatively safe location.

Now for the bad news. Each time you die you will suffer lasting damage; loss of constitution and strength stats, loss of hit points, and skill deterioration. All of these can be repaired by potions and quests, but as a brand new player these potions will be difficult to obtain and are not worth drinking until you create your keeper character. If other players are within sight when you die and can come to pick up your corpse, they can take you to a priest or a thaumaturge with a working raise dead spell for resurrection, and the damage taken is usually substantially less. Skill loss after being raised by a priest or thaum is extremely rare.

If you die in front of a critter or one wanders by your corpse, they will strip you of your armor and all your possessions. If this happens, you may be able to get some things back by going back to the scene. It is best to get help for this, as you are now even less able to handle matters there. If you die in fire, you will lose all your possessions, but the ghods will immediately resurrect you in a safe place. If you're eaten by a crit such as a dragon, you will lose all your possessions and the ghods will send you to Praetoseba also known as Under World (UW) where you must complete several quests to regain your physical body. The Under World is covered in detail later.

On the other hand, if you slay the critter, you get to do the looting! A loot pile will show up in the hex in which the crit died. Right click on the hex and then double click on the corpse or type "Search corpse". You can then rifle through the loot. You might find the crit was carrying gold or gems or rings or something else valuable to you. Pick up what you want (see "Dungeon Loot"), and carry on.

If there is more than one corpse in the hex and you are using the text command, "Search corpse" searches the top one. To search the others, you can type "Search corpse". Each time a corpse is searched, it is moved to the top of the pile, so if you have a stack of 5 corpses you can type in SEARCH 5 CORPSE and for the next four rounds type in 'A'. 'A' is short for AGAIN, which repeats the previous command. Watch the change in your experience points when you finally manage a kill, you will gain anywhere from 200 to 900 experience points for a level -1 kill, depending on the type of crit you slay.

Until you get the hang of it, it is best to stay on level -1 for a while. The deeper you go in the Kesmai dungeons, the more dangerous it becomes. Fire is used on the next level down, as well as weapons and claws, and until you get good fire protection -2 can be very dangerous indeed. See the section on developing your character.

8.3: Strategy Hints (for the beginner)

1. Zoos are large groups of critters that have several different types of crits in them. Don't try tackling zoos all at once. If you come in sight of a zoo, retreat; not all the crits move at the same speed, so as they start to chase you, they will be drawn apart. When you have them drawn out so there are only a couple or so to deal with, slay them. Then head back slowly towards the zoo area, and repeat until you have killed all the monsters.

If you have a fireball staff or wand, or an ice storm wand, or a ball, you might want to throw a spell or two into the zoo while they are together. But be prepared to run immediately, as they probably won't all succumb to the spell.

2. Always keep a line of retreat open, and know what it is. You may not always be able to see three open hexes to your rear, but you should know where they are, so you can retreat at full speed (three hexes at a time) without danger of running into walls (stunning) or unknown areas.

3. Unless you are very confident of your area, never advance more than 2 hexes at a time. Try to advance in perpendicular lines, not an angle. This cuts down on the number of new hexes--potentially filled with crits--that you will encounter with each move.

4. Remember that you can be stunned in battle at any time. Balm or cast cure at 1/2 hits; much earlier if involved with very hard hitting crits. If you are fighting 4 hobgoblins at once (very dangerous) and you have 80 hits and one of the hobs hits for 20 while the other three miss, realize that means the hobs could potentially kill you in one round. Even if they only hit for 10 each and you are stunned in combat, they can still potentially kill you without giving you a chance to react. Be cautious in such situations; use a wand or staff to soften or break them up, or a distance weapon.

5. MOST crits cannot move as fast as you can. Even of those that can, few can move that fast and hit you in the same round. So constant moving is a good way to get out of trouble. If you are heavily encumbered or very badly wounded, you will lose stamina quickly, so this strategy can't work forever, but it is helpful. Some exceptions include gargoyles and dragons and some bears.

6. Don't hesitate to recall when in trouble. There is absolutely no shame in that.

7. If you have fire protection one way to take on crits is to lure them into fire. Most Crits are really dumb and will join you as you stand in fire. A wizard can cast a bonfire three hexes away and them jump into it. If any crits come into site as you are jumping into the fire they will most likely jump right in. You can also retreat to the fire if there are too many to fight. The other classes can use naphtha in place of a bonfire. Just open a bottle and throw it on the hex of your choice.

There are also different strategies for different critters in the different lands. You will also develop your own strategies as you progress through the game.

Section Nine: Back in Town

Once you have filled up your sack with loot, head back to Kesmai and sell your gains in any shop (see "Dealing with Shop Keepers"). This new wealth can be used in many ways:

9.1: Bank your gold

It is a good idea to bank some portion of your gold for the benefit of your "keeper" character later; this first character probably will not last. Gold can be deposited in and withdrawn from the bank. Money placed in any bank can be withdrawn from any other bank in the game. Just put the coins on the counter and type ", deposit". To withdraw cash, type ", withdraw ". To see how much you have in your account, type ", show balance". Kesmai banks offer only safety, not interest, for your gold. Coins deposited remain in an account for your character. If you overwrite a character, the contents of the overwritten character's bank account will be available for your new character. Characters created with the New button have their own separate accounts.

9.2. Locker your items

There are lockers located in all lands except Praetoseba (UW). Using the locker is much like using your sack, but it holds forty eight (48) items of any size. Like the bank, items placed in your locker are available to your character only. Once in the locker room you will see on the west wall a bank of green doors. These are the lockers. To use the lockers, move to the hex directly in front of the lockers, double click on the green part of the wall. Once you get the close up view of the lockers you can move items from your sack, belt or ring box and store them in your locker. The locker room is the place where players new and old hang out. If you overwrite a character, the contents of the overwritten character's locker will be available for your new character.

Section Ten: Experience

Experience is gained by killing crits, casting spells, when you buy training from the trainers or when you buy experience from the Sage (near the pawn shop). The Sage sells experience points at around 2.5 per gold coin. Just drop the coins at his feet, and type SAGE, TRAIN ME. As your experience climbs and every time it doubles you will obtain more hit points, stamina and other bonuses. You need to be at full stamina and at full hit points to move up to the next level; this is commonly called levelling.

Level Advancement Chart: Experience Points, Hit Points, and Mana Points



Level

Experience
Points

Fighter
HPs

Knight
(1st
Quest)
HPs

Knight
(2nd
Quest)
HPs

MA
HPs

Thaum
HPs/Mana

Thief
HPs/Mana

Wizard
HPs/Mana

3

1,600

44

-

-

44

42/8

38/8

36/8

4

3,200

54

-

-

58

51/15

47/13

47/15

5

6,400

64

-

-

72

60/22

56/18

54/22

6

12,800

74

-

-

86

69/29

65/23

63/29

7

25,600

84

-

-

100

78/36

74/28

72/36

8

51,200

94

131

147

114

87/43

83/33

81/43

9

102,400

104

141

157

128

96/50

92/38

90/50

10

204,800

114

151

167

142

105/57

101/43

99/57

11

409,600

124

161

177

156

114/64

110/48

108/64

12

819,200

134

171

187

170

123/71

119/53

117/71

13

1,638,400

144

181

197

184

132/78

128/58

126/78

14

3,276,800

154

191

207

198

141/85

137/63

135/85

15

6,553,600

164

201

217

212

150/92

146/68

144/92

16

13,107,200

174

211

227

226

159/99

155/73

153/99

17

26,214,400

184

221

237

240

168/106

164/78

162/106

18

52,428,800

194

231

247

254

177/113

173/83

171/113

19

104,857,600

204

241

257

268

186/120

182/88

180/120

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