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10.1: Hit Points/Mana Points

Very seldom will you gain max hit or magic points each time you level. The amount of hit and magic points you get is random, just like throwing dice. It is said that if a magic user maxes intelligence and wisdom at creation they will have a better chance of gaining more mana points when they level. However, there is a permanent increase mana potion (PMP) that will increase your magic points. For each PMP you gain six (6) magic points. All is not lost for gaining hit points either, the ghods in their infinite wisdom have given us a way to gain missed hit points. They have provided us with Drake Potions (DPs). For each DP you will gain four (4) hit points.

Section Eleven: Skill (Risk)

To gain skill with a weapon, that weapon must be wielded in the right hand; to gain skill in the Martial Arts, the right hand must be empty. Weapons wielded in the left hand do not build skill level. In general, weapons held in the left hand are used for blocking only, although weapons in the left hand may be thrown at an opponent. For maximum effectiveness and skill gain with two-handed weapons, such as the greatsword, the weapon should be wielded in the right hand with the left hand empty.

The key factor in combat skill gain is the amount of risk that you face in combat. There is a small skill gain in practice, which is defined as fighting in a low-risk or zero-risk situation. Progress in a skill class beyond a certain point can be achieved only through actual life-and-death combat experience. However, too much risk can be almost as dampening on skill gain as too little risk. After all, when you are close to dying, you are too busy trying to survive to learn very much.

You do not necessarily have to land a major blow with your weapon to receive skill points. It is possible to learn something from missing, being blocked, or even fumbling. Skill is gained whenever you swing a weapon regardless of the outcome. If your are engaged in combat and take damage from your opponent's weapon, you will gain skill faster due to the risk, although you must swing your weapon within a few rounds of taking the damage. Finally, if you strike a fatal blow, you earn additional skill (kill bonus).

A fast way to gain weapon skills is to do what is commonly referred to as 'skill-cowing', where you round up a couple low level critters and an amoral demon to train with under controlled circumstances. The basic idea is to have the critters do 10 to 20 percent damage to you with each swing while you beat on the demon. If you have 80 HPs, you would want the critter(s) to hit you for at least 8 hits. This indicates to the game that you are in a real fight and activates what is referred to as a risk bonus for training. This bonus is typically four times what you would normally get for each swing. Since you can not hurt the amoral demon, you can spend hours of accelerated training in relative safety, only pausing for balms when your hit points get below 60 percent of max.

When developing combat skills, it is generally advisable to develop a core set of two or three complementing skills. For example, the combat-oriented player usually finds that both close range and distance weapons are desirable, as well as some means of blocking opponents' weapons. After selecting the desired weapon types (or hand-to-hand skills), the player can begin developing skills with his or her chosen weapons combination.

Two schools of thought exist on how weapons skills should be developed. The first is that weapons skills should be developed on a more or less even basis; the player concentrates on building skill levels in each chosen weapon at an even pace, keeping them all at approximately the same level and developing them at the same rate. Player skill levels progress more slowly, but skill levels are matched in the chosen weapons combination, providing a balanced set of skills. The second approach is to concentrate on building a high skill level in one weapon at a time. In this way, one could have a high skill level with one weapon, and lower skill levels in the complementary weapons. The advantage to this approach is that it gives the player the opportunity to try out various weapons, while building skill and offensive capability in one key weapon.

Either way, the player should remember that no single weapon type is suitable to all combat situations. Some creatures are resistant to certain types of weapons, and some tactical situations will render a particular weapon ineffective. For example, unless you have mastered the jump kick, hand-to-hand combat (martial arts) may prove ineffective against an archer plinking away at you from a distance.

Note that the shield is not considered a weapon in the skill system. You receive no skill advantage in carrying one, although a shield is effective in keeping damage down as a new player learns the combat ropes.

If your character carries a shield, you probably will want to consider replacing it at some point with a complementary offensive weapon that has good blocking characteristics; you can build your skill level in that weapon as well, and broaden your capabilities. Hand-to-hand combat skill (martial arts) is another choice for blocking attacks. Look to the abilities and future of your character as you develop combat skills. For example, thieves cannot wield larger weapons without sacrificing the ability to hide, so it probably would not be advantageous to spend a lot of time and effort in developing two-handed-weapon skills. Likewise, if you plan to obtain one of the magical staff weapons available, such as the fire staff, you may wish to develop some staff skills early on in preparation.



Skill Levels - All Classes and Skills




Weapons
Skill Level

Martial Arts
Skill Level

Thievery
Skill Level

Thaum Magic
Skill

Thaum Magic
Spell(s)

Wizard Magic
Skill

Wizard Magic
Spell(s)

Thief Magic
Skill

Thief Magic
Spell(s)

1

Awkward

White Belt

Clumsy

Shaman

Curse
Strength

Aspirant

Bonfire,
Magic Missile

Skulker in
Shadows

Hide
FSDoors

2

Mediocre

Yel. Belt

Mediocre

Apprentice

Fear

Apprentice

Codoor

Master of
Mischief

Codoor

3

Capable

Green Belt

Average

Initiate

Light
Blind
Pr. Fire

Apprentice to
Fire

Br. Water,
Light, Shield,
Pr. Fire

Diviner of
Magics

Identify,
Br. Water

4

Familiar

Blue Belt

Talented

Acolyte

Pr. Cold
Stun

Apprentice to
Ice

Darkness
Pr. Cold

Knight of
Darkness

Darkness,
RecallRing

5

Practiced

Red Belt

Practiced

Healer

Cure
Neutralize

Apprentice to
Illusions

FSDoor,
Web,
Portal

Opener of
Ways

Portal,
Neutralize

6

Competent

Black Belt

Deft

Canon(ess)

Turn Undead,
Lightning

Shaper of Fire

Fireball
Firewall

Lurker in
Darkness

Night Vision

7

Experienced

1st Dan

Efficient

Exorcist

Banish,
Death

Shaper of Ice

Ice Storm

Obscurer of
Ways

Hide Door

8

Skillful

2nd Dan

Graceful

Priest(ess)

Raise Dead

Wizard

Concussion

Master of
Water

Speed

9

Proficient

3rd Dan

Professional

Seer(ess)

Resist Fear

Shaper of
Illusions

Illusion,
Dispel

Master of
Air

Feather Fall

10

Exceptional

4th Dan

Dexterous

Summoner
of Snakes

Summon
Snake

Illusionist

Wizard Eye,
Disentegrate

Master of
Secrets

Wizard Eye

11

Brilliant

5th Dan

Adroit

Summoner
of Spirits

Summon
Phantasm,
Resist Blind

Master of
Earth

Peek

Master
Thief

Venom

12

Expert

6th Dan

Expert

Summoner
of Demons

Summon
Demon,
Pr. Fire/Ice

Master of
Illusions

Fire Bolt
Pr. Fire/Ice

Shadow
Thief




13

Astonishing

7th Dan

Astonishing

Prophet
(ess)

Resist
Lightning

Master of
Air

Whirlwind

Shadow
Mage




14

Amazing

8th Dan

Amazing

(Mat)
Patriarch

Poison
Cloud,
Pr. Poison

Mage

Ice Spear(!!!)

Shadow
Stalker




15

Incredible

9th Dan

Incredible

High Priest
(ess)

Resist Stun

Lord of Fire

Fire Storm

Shadow
Lord




16

Master

Wh. Sash

Magician

Master
of Demons

Resist Death

Lord of
Illusions

Dragon Breath

Thief of
Wands




17

Genius

Red Sash

Peerless

Master
of Dead

Pr. Blind/
Fear

Lord of Air

Lightning
Lance(!!!)

Thief of
Cups




18

Unearthly

Gold Sash

Incomparable

Master of
Earth
and Sky

Lightning
Storn

Archmage

Lightning
Storm

Thief of
Pentacles




19

Immortal

Master

Master

Hierophant

Pr. Stun/
Death

Magis

Create Lava

Thief of
Souls




Section Twelve: Training

One of the most important investments you will make is in skill training. Your skill with a weapon is largely responsible for determining how much damage you can do with it, how often you will fumble, be blocked, or miss. Increasing skill is a constant endeavor. When you arrive on the dock, and "show skills", you will see that you are untrained in many areas, awkward in some, mediocre (a little better) in others, and maybe even capable in one or two. These are skill ratings for weapons; magic skills have different names, but follow the same pattern. But, capable is just beginning. You want to keep moving up to familiar, practiced, competent, etc., all the way up to immortal, which no one has yet attained.

12.1: Buying training

You can increase the rate at which skill is gained by undergoing training. Training is purchased from different trainers through out the lands. All trainers train different levels and most will train specific skills and classes. To train take your weapon to the weapon's trainer, and hold it in your right hand. Drop gold at the trainer's feet, or put it on the nearby counter if it is there, and type ", train me". He will train you in the weapon, and you will gain some experience. Your skill will not immediately increase, but the rate at which it is gained will increase. After the Kesmai trainers will no longer train you then Oak is the next place to head for training.

12.2: Critiquing Your Skills

To see how quickly you are learning your skills, you can ask the trainer for a critique. Just type ", critique skill" on the command line, and press . The trainer will tell you your present skill level and rank in that skill area. Each skill level is broken up into 10 ranks, with 1 the lowest and 10 the highest, enabling you to know how close you are to the next level. If no rank is given, you have not yet achieved the first rank. If a trainer is not qualified to critique you in a particular area, he or she will tell you so; you then will have to find a qualified trainer to critique you in that skill area. Only the following skill areas will be recognized:



Skill

Weapons

Tied Weapons



















Bow

Crossbow, Longbow, Shortbow

Doom.Orc Bow

Dagger

Dagger, Silver Dagger

Miserecordie & rdagger

Flail

Flail

-

Halberd

Halberd

Gold Halberd

Mace

Mace, Hammer, Axe

Raxe, Rhammer

Rapier

Rapier

Black Rapier

Shuriken

Shuriken, Thrown Dagger, Thrown Items

Agate Gem, Rdagger

Staff

Staff, Wand, Spear

Stormhalter

Sword

Longsword, Shortsword, Katana

Hummingbird Sword

Greatsword

Broadsword, Greatsword

Black Broadsword, Silver Greataxe

Threestaff

Three-sectioned Staff

-

Martial Arts

Hand, Fan, Gauntlets

Crystal Gauntlets

Thievery

Key

-

12.3: The Rising Cost of Training (Written by Malachi)

The cost of training is equal for all weapons and magic alike. The cost of training for one level is expressed by the formula as follows:
(Skill level+1) x (2^level) x 25 = Gold required to fully train through level.


Skill Level - Cost

Skill Level - Cost

0 - 25

10 - 281,600

1 - 100

11 - 614,400

2 - 300

12 - 1,331,200

3 - 800

13 - 2,867,200

4 - 2,000

14 - 6,144,000

5 - 4,800

15 - 13,107,200

6 - 11,200

16 - 27,852,400

7 - 25,600

17 - 58,982,400

8 - 57,600

18 - 124,518,400

9 - 128,000

19 - 262,144,000

Section Thirteen: Magic

In addition to using weapons in combat, MUs (magic users) have to learn to fight with magic as well. MUs include Wizards, Thaums, Thieves and to a limited extent knights. The principles are the same for each class:

Each class of MU except the Knight (knights don't have spell books) has some spells already in their spell books when they come off the dock. Spell books are tied to your character and cannot be used by another player. It is recommended that you put the spell book in your locker when you are not buying spells or training. You do not need it for casting spells. If you do lose your spell book you can purchase a new one from your magic trainer for 100 gold coins. The spells that are not in the spell books when a character is created have to be purchased from the appropriate magic trainer. To purchase spells from the magic trainers you have to advance to the level required for the spell, which is done by casting spells and training. When you go to the magic trainer for spells type, for example "Oskar, show spells". Oskar will then list the spells you are able to buy. Your spell book must be in your right hand when you purchase spells. Place the appropriate amount of gold in the same hex as Oskar and type "Oskar, teach ". The spell will then be written into your spell book. After you have purchased a spell you should open your spell book and your spell palette. The spell palette button is located below the smaller window in the upper right corner. Once the spell book and palette are open then you may click and drag the spells from the book to the palette. There are five (5) pages available in your spell palette. When you fill one, click on the arrow below the palette to switch to the next page. When you have the spells moved from your book to the palette they are ready to use. If you should forget to transfer a spell from your book to your palette, no need to worry. Even if your book is in your locker, you may double click on the spell book in the spell palette window to view your spell book.

At the bottom of the Main screen on the left is a row 7 empty boxes. The two on the right end are for casting spells. The one on the far right end is the warmed spell rack. To cast a spell you have to have enough mana. Each spell uses a different amount of mana. A spell must be warmed before you can cast it. To warm a spell simply double click on the spell you want to cast. You will hear a chant and the spell icon will appear in the warmed spell rack. Double click on the spell icon from the warmed spell rack. Either the cursor will change to crosshairs or the spell will be cast depending on the type of spell you have warmed. If the spell is not cast automatically, you must use your cursor to cast the spell on a person or along a path. To cast directly (targeted spells) click on the crit or player you want to cast the spell on. To cast pathed spells either double click on the hex you are standing in or click out one hex at a time up to three hexes then double click on the final hex. The spell may only be cast once the arrows are yellow. You can change the intensity of some of the spells by adjusting the intensity bar on the right side of the spell palette before you warm the spell. Do not try to cast spells while standing in water. Water interferes with the spell and it will often reflect back at you with devastating effects. If you have a favorite spell you can click and drag it to the second box from the right next to the warmed spell rack. This is the ready spell rack. You have quick access to the spell in this box. Another way to warm and cast spells is to use the command line. To warm a spell using the command line type in the chat of the spell. The chant for each spell is located at the bottom of each spells page in the spell book. NOTE: everybody does not have the same chant for the same spell. Half of the spell is on the left page and the second part is on the right page. For example, "yu ya ninnme muxxisha" and "telal gidim alla zu". You would type the chant in the command line without the quotes. To cast the spell on yourself you would type cast or C in the command line. To cast it at another person or crit, type "C at " or "cast at ". If you wish to cast a pathed spell with the command line, the command would be "cast " erg., "cast NE SE E". You may also set macros to save time warming spells. If you warm a spell and do not use it right away the spell will drain your mana, one point at a time, until all your mana is gone. There is no benefit to draining your mana in this manner. It is not wise to cast any area spells in -1 Kesmai because this dungeon is full of new characters, often without fire and ice protection.


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