Newbie/Necro Guide

Archive of the Sojourn3 General Discussion Forum.
Todrael
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Newbie/Necro Guide

Postby Todrael » Wed Aug 14, 2002 4:26 am

I made a necromancer guide with all of the info I could think to include about the class. It seems that this particular class is one of the more difficult to learn the intricacies of, and hopefully this will help any aspiring Lords of the Undead.

http://www.geocities.com/lich325/

At this site I also copied Cherzra's newbie help guide, spruced it up a bit, and added some in-page links for the contents to make it a bit more web-friendly.

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-Todrael Azz'miala, Ravager
Sylvos
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Postby Sylvos » Wed Aug 14, 2002 5:02 am

The guide looks good. There are a couple of things you might want to consider adding.

For Bloodstone residents, the toll required by the Knight to re-enter the zone.

The occasional occurance when an animated undead crumbles almost immediately.

The reason why you send the followers out of the room before toggling follow.

That's all that jumped out at me. Looks good. Image

Sylvos Winteraven
cherzra
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Postby cherzra » Wed Aug 14, 2002 7:18 am

Excellent work Image

Maybe I'll throw in some time and write a guide to playing a warrior.

Any proficient players want to heed the call and write a guide to their specific class?

It seems necro/lich and warrior are taken atm though Image

When they are all done, they might be a nice addition to the real website...

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Jegzed
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Postby Jegzed » Wed Aug 14, 2002 8:30 am

I could write one for enchanters.



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/Jegzed - Sorcere Master - Crimson Coalition
cherzra
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Postby cherzra » Wed Aug 14, 2002 9:09 am

Hey, can someone do me a favor and copy HELP WARRIOR and HELP SKILL_WARRIOR from the mud to this post? I'm at work (where I cannot telnet) the coming 7 hours, and am currently writing the warrior guide - having these would allow me to finish it. Thanks.

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Calinth
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Postby Calinth » Wed Aug 14, 2002 9:14 am

> help warrior
WARRIOR
Sub-Class of: Fighter

Warriors have more strength than the average player, and this makes
them better at hand-to-hand combat. They possess skills of fighting
that are unequaled by members of any other class. Because they employ
such finesse in their fighting tactics, warriors have been thought to
resemble swashbucklers or fencers when at their best. They are, in
essence, the ultimate fighter, and as such, are the best in the world
at skills such as bash, rescue, kick, and parry. The advantages of
being a warrior lie within these skills.

Allowable races: Human, Barbarian, Drow, Elf, Dwarf, Duergar,
Halfling, Gnome, Ogre, Troll, Yuan-Ti, Orc

Minimum stats: STR: 75 DEX: 65 AGI: 65 CON: 75
POW: 0 INT: 0 WIS: 0 CHA: 0

for information on minimum stats, type:
"help class stats"

Warrior skills: For an up-to-date listing of the available
[RETURN for more, q to quit]
warrior skills and their levels, type:
"help skill_warrior"

Equipment usage: Warriors fall under the Fighter classification
of item restriction. This means they can use
almost all weapons and most types of armor.
They are somewhat limited in the use of
miscellaneous magic like wands, etc.

Warriors can improve their skills by using the "practice" command in
their guild.

See also: FIGHTER, PRACTICE, GUILD, SKILL_WARRIOR, SKILLS


help skill_war
SKILL_WARRIOR

The following is a list of all skills available to the Warrior class:

SKILLS

1st level: kick, bash, rescue, mount, offense, 1h bludgeon, 1h
slashing, 1h piercing, 1h misc, 2h bludgeon, 2h slashing,
2h misc, bandage, swimming

5th level: parry, shieldblock, shieldpunch

8th level: dodge

10th level: blindfighting

15th level: double attack, hitall

20th level: dual wield, switch opponents, riposte

22nd level: disarm

Dalis enters from the north.
[RETURN for more, q to quit]
Dalis leaves south.
[RETURN for more, q to quit]
40th level headbutt

See also: WARRIOR, WEAPONS, SKILLS
Jegzed
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Joined: Sat Jan 27, 2001 6:01 am

Postby Jegzed » Wed Aug 14, 2002 9:15 am

help warrior
WARRIOR
Sub-Class of: Fighter

Warriors have more strength than the average player, and this makes
them better at hand-to-hand combat. They possess skills of fighting
that are unequaled by members of any other class. Because they employ
such finesse in their fighting tactics, warriors have been thought to
resemble swashbucklers or fencers when at their best. They are, in
essence, the ultimate fighter, and as such, are the best in the world
at skills such as bash, rescue, kick, and parry. The advantages of
being a warrior lie within these skills.

Allowable races: Human, Barbarian, Drow, Elf, Dwarf, Duergar,
Halfling, Gnome, Ogre, Troll, Yuan-Ti, Orc

Minimum stats: STR: 75 DEX: 65 AGI: 65 CON: 75
POW: 0 INT: 0 WIS: 0 CHA: 0

for information on minimum stats, type:
"help class stats"

Warrior skills: For an up-to-date listing of the available
warrior skills and their levels, type:
"help skill_warrior"

Equipment usage: Warriors fall under the Fighter classification
of item restriction. This means they can use
almost all weapons and most types of armor.
They are somewhat limited in the use of
miscellaneous magic like wands, etc.

Warriors can improve their skills by using the "practice" command in
their guild.

See also: FIGHTER, PRACTICE, GUILD, SKILL_WARRIOR, SKILLS


help skill_war
SKILL_WARRIOR

The following is a list of all skills available to the Warrior class:

SKILLS

1st level: kick, bash, rescue, mount, offense, 1h bludgeon, 1h
slashing, 1h piercing, 1h misc, 2h bludgeon, 2h slashing,
2h misc, bandage, swimming

5th level: parry, shieldblock, shieldpunch

8th level: dodge

10th level: blindfighting

15th level: double attack, hitall

20th level: dual wield, switch opponents, riposte

22nd level: disarm

40th level headbutt

See also: WARRIOR, WEAPONS, SKILLS



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/Jegzed - Sorcere Master - Crimson Coalition
Azenilsee
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Postby Azenilsee » Wed Aug 14, 2002 9:17 am

I'd like to write one for invokers.

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Azenilsee - Faern Dalharil - Orbdrin D'Oloth
Azenilsee
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Postby Azenilsee » Wed Aug 14, 2002 9:20 am

Warrior skills may be self-explanatory, but what really separates the good warriors from the god-awful ones? I think some of the info Cherzra could include is multiple warriors fighting multiple mobs, dealing with bash assignments and rescues, when to do 2-hand and when not to, dealing with mobs that walk in, stuff like that.

Cause god help me, I can't play a warrior to save yer lives. :P

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Azenilsee - Faern Dalharil - Orbdrin D'Oloth
cherzra
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Location: Holland

Postby cherzra » Wed Aug 14, 2002 9:25 am

Being done, thanks for the helpfiles and hints Image

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cherzra
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Posts: 1868
Joined: Fri Jan 26, 2001 6:01 am
Location: Holland

Postby cherzra » Wed Aug 14, 2002 10:59 am

Here ya go, almost 4 hours of work Image

Warrior's Guide

Contents:

1-Starting Out
1.1-Choosing a Race
1.2-Rolling a Warrior
2-Skills
3-Zoning
3.1-Bashing
3.2-Rescuing
3.3-Shieldpunching
4-Tips and Tricks

1 – Starting Out

This newbie guide has a lot of information for starting players. (link to newbie help)

1.1 – Choosing a race

Characters of almost every race can choose to be a warrior, although many would be considered sub-par in comparison to others. The good races that have access to the warrior class are Humans, Barbarians, Dwarves, Grey Elves, Halflings and Gnomes. The evil races are Ogres, Trolls, Duergar, Orcs, Drow and Yuan-ti.

Humans
Humans are the race to which all others are compared. Attribute wise, they have neither extreme strengths nor extreme weaknesses. As a result, they do not really stand out in the world of warriors, in which strength and constitution have a dominating role. However, they are able to 'notch' all of their attributes rather easily with equipment, which means they can increase e.g. their maximum constution and hitroll. Other races have a much hard time doing this, and it is often not worth the effort for them. Humans get no innates such as bodyslam, which several larger races do get. Human warriors would be playable to level 50, but they will never be as good as some other races. They start in Waterdeep (although Baldur's Gate and Calimport are also an option), the city of splendor, which is an advantage as this is where all good races converge.

Barbarians
Barbarians are a race that lives to the north in Toril. They start in the town of Griffon’s Nest located in the Spine of the World. Together with Dwarves, they are the best option for warriors available to the good races. Barbarians are strong and hearty, which means they get a higher damage roll and more hitpoints than smaller, weaker races. This in turn allows them to carry more, dual wield heavier weapons, and take more damage before they fall. They are however not particularly smart, and somewhat slower than humans. Because of their size, they get the innate bodyslam skill.

Dwarves
Dwarves, or Mountain Dwarves to be precise, hail from Mithril Hall. This city is nestled at the foot of the Spine of the World, which is in the northern part of Toril, where the Barbarians also live. Dwarves are short but incredibly strong and tough. They make fine warriors, who can wield the heaviest of weapons and take a great deal of damage. Like Barbarians, they are somewhat slow, although their craft with the forges has given them somewhat greater dexterity. Because of their short height, they do not have innate bodyslam like Barbarians. Spending a good deal of their lives beneath the earth has given them innate infravision, however. There are also several very powerful weapons, which can only be wielded by dwarves.

Grey Elves
Grey Elves are a reclusive race which lives in the city of Leuthilspar on the island of Evermeet. They are frail yet intelligent, which makes them less fit for the lives of warriors. They make fine rangers because of their agility and dexterity, but their strength and constitution are no match for that of a Human, let alone for a Barbarian or Dwarf. Their high agility makes them more difficult to hit, but it does not make up for their fewer hitpoints. Although they occasionally get an extra attack because of their speed, their lower strength means that they cannot (dual) wield some of the heavier weapons. The only way to leave Leuthilspar to the mainland, is through the Elf Gate. Not all elves can take this, as the strain requires them to be at least level 20. Because of this, they have to level up on Evermeet, often alone, which can sometimes be frustrating as most adventurers are near Waterdeep. Grey Elves get innate infravision.

Halflings
Halflings are a short race that hails from Beluir, which is nestled in the mountains to the northeast of Waterdeep. They are very dextrous and agile, but also weak and frail. One would say that they are weak warriors, but their high agility lets them dodge many blows that would land on the larger, slower races such as Barbarians. Because of their high dexterity, they very often get extra attacks, and they have an incredible natural hit roll. Due to their low strength they can not carry very much, and they are limited in the weapons they can use.

Gnomes
Gnomes hail from Ashrumite. Like Halflings, they are a small race, but they are very intelligent and agile. Also, despite their small dimensions, they are quite beefy and have the same hitpoints that humans do. This makes them arguably better than humans, if you prefer a good agility to a lower strength.

Ogres
Ogres are a huge race that live in the caverns of the Faang mountains, amidst the many bats. They are inordinately strong, easily twice as strong as a human, and are tough as a bull. However, they are also very slow and their intelligence is no match for even a human child. Because of their high strength, they have a very high natural damage roll, and they land critical blows much more often than other races. Their toughness gives them more hitpoints than any other race, and because of their size they get the innates bodyslam and doorbash. They also have innate infravision. Ogres make fine warriors, but their slow speed also makes them very vulnerable to enemy blows.

Trolls
Trolls are a foul evil race that live in swamps. In Sojourn, they hail from Ghore. Trolls are a tall and thin race, but their appearance belies their strength and speed. They are very quick, strong and tough, and they innately regenerate their wounds. Trolls are however very, very vulnerable to fire-based attacks, and often Troll warriors will die when an enemy casts for example Incendiary Cloud. They make fine warriors, and have innate infravision, regeneration and bodyslam. Trolls can be rough to start with, as there are several aggressive mobs on the way out of their hometown.

Duergar
Duergar, or Dark Dwarves, are the evil counterpart of Mountain Dwarves. Like their good cousins, they are very strong and tough, as well as being cruel and cunning. Their strength is even greater than that of Trolls, second only to that of Ogres. They are somewhat dextrous, but their agility is less than that of Humans, although far beyond that of Ogres. Duergar are an Underdark race, which means they get innate ultravision. They also get innate invisibility, enlarge and strength. Duergar make good warriors. The area around their hometown can be hard to get out of.

Drow
Drow are also known as Dark Elves. While they are an Underdark dwelling race, on Sojourn they live in a city on the surface to the southeast of Calimport that is magically shrouded in darkness. Like Elves, they are frail and weak, though fast, intelligent and agile. Their agility lets them avoid blows, and their dexterity gives them occasional extra attacks. They get less hitpoints than Duergar, Trolls and Ogres, and cannot (dual) wield some heavier weapons. They tend to live less long in fights, because of their lower hitpoints. Drow get innate ultravision, levitation, underdark sneak, globe of darkness and faerie fire.

Orcs
Orcs can be seen as the evil counterpart to Humans. They do not stand out in several attributes such as other evil races, and are versatile in that they have no particular weaknesses. Because of this, it can be said they do not make as good warriors as other races. Orcs get innate summon horde.

Yuan-ti
Yuan-ti are a foul race that is part snake / part human. They have the lower body and head of snakes, and the upper body of humans. Yuan-ti are very cruel and smart, but they are not quite as strong or tough as Trolls and Duergar. As a matter of fact, these attributes are in the same region as those of Humans. They are not really suited for the life of warriors, even more so because their physical build limits them in what equipment they can wear. Yuan-ti get innate infravision, reptile mind, scale skin and befriend reptile. Their hometown is a veritable hell, easily the most difficult on the mud, and I do not recommend this race to anyone except experienced players.

My personal choice would be Dwarf or Barbarian for goods, and Troll or Duergar for evils.

1.2 - Rolling a Warrior

The autoroller will automatically roll warriors with the minimum required stats. These are: strength 75, agility 65, dexterity 65 and constitution 75. While this is enough to play with, it is wise to spend some time rolling longer to get a character that has a better roll. It would be too much to list the exact value every race needs for each attribute, but there is an easy way to find out. Before you roll your real character, roll some test characters. Every time, make sure it has perfect strength, agility, dexterity or constitution. Note your hit roll (influenced by dexterity), damage roll (strength), agility (agility) and hitpoints (constitution). Now, roll another character, and instead of that attribute being perfect, get it to heroic. Enter the game, and see if your hit roll / dam roll / ... is the same as before. If it is, then you do not need a perfect, but a heroic will do. Repeat, but roll a mighty this time. Once you know the minimum attributes required for a ‘perfect’ character, roll your real character. Try to get the four primary attributes to or near their targets. It will be nigh impossible to attain these stats, but you can certainly get near them if you spend some time.

Note: while the above works mostly, the ‘heroic’ range for attributes is 93-99. The exact notch (=place where the attribute causes you to be better at something) can be at 95, which means not all heroic rolls will result in you having 6 hitroll. Some may be 5 hitroll – but these are easily fixed with +attribute equipment.

If you do not want to spend al lot of time doing the above (which is only for power players, really), roll a character with the following attributes:
strength – mighty or better
agility – good or better
dexterity – good or better
constitution – heroic or better

This character will most certainly be playable, no matter what race you choose. Remember, there is a lot of +attribute equipment out there, and you do not need perfects in every attribute.

Intelligence, wisdom, charisma and power are of no real importance to warriors. If you can manage however, good wisdom and intelligence certainly are useful.

It should be noted that for some races, the females are usually larger than the males. This is the case for trolls and ogres, and it means that there are a few mobs that are not bashable by males, but can be bashed by females. However, as there is easy to obtain equipment that adds weight and lets males bash the same mobs, this is not a deciding factor. Play the sex you want.

2 – Skills

Warriors get the following skills:

1st level: kick, bash, rescue, mount, offense, 1h bludgeon, 1h slashing, 1h
piercing, 1h misc, 2h bludgeon, 2h slashing, 2h misc, bandage, swimming
5th level: parry, shieldblock, shieldpunch
8th level: dodge
10th level: blindfighting
15th level: double attack, hitall
20th level: dual wield, switch opponents, riposte
22nd level: disarm
40th level headbutt

Here is a brief explanation of these skills (automatic skill means you cannot do this by command, it is done automatically):

Kick – this allows you to do some extra damage between combat rounds. Its damage seems to be proportionate to your level. Kicking will lag you for several rounds. Sometimes, very rarely, you will get a critical kick that does more damage.
Bash – allows you to knock an emeny from his feet and to the ground(depending on his and your height and weight). Useful against spellcasters and switching (warrior) mobs.
Rescue – allows you to jump in another player’s place as target for the monster he is fighting. Lags both you and the person you rescue.
Mount – allows you to ride horses (although not in combat, this is for paladins/antipaladins/dire raiders).
Offense – allows you to fight better. Automatic skill.
1h bludgeon, 1h slashing, 1h piercing, 1h misc, 2h slashing, 2h bludgeon, 2h misc – various weapon skills. They determine your proficiency with these weapon types. A low skill level means you will miss a lot, and fumble often! Automatic skill.
Bandage – allows you to give first aid to players or mobs that are mortally wounded (between 0 and –10 hitpoints, or 0 and –100 if they have the death pact spell).
Swimming – allows you to move about under water. Remember, you still need a boat to travel over water! Automatic skill.
Parry – allows you to deflect enemy blows. Automatic skill.
Shieldblock – allows you to block enemy attacks, if you are using a shield. Automatic skill.
Shieldpunch – allows you to throw your ram your shield into an enemy, perhaps stunning him.
Dodge – allows you to step out of harm’s way, avoiding blows to yourself. Automatic skill.
Blindfighting – allows you to hit your target even when blinded, or if it is invisible. Automatic skill.
Double attack – allows you to get a second attack. Automatic skill.
Hitall – allows you to hit multiple targets in the room. Warning: lags you a lot!
Dual wield – allows you to wield two one-handed weapons. Warriors are very poor at this, and it is not really useful. Leave it to rangers, dire raiders and rogues.
Switch opponents – allows you to start hitting something else in the room. Your original target will still remain on you, targeting you! Lags you.
Riposte – allows you to deflect your opponent’s blow, and strike back at him. You need a successful parry in order for this to work. Automatic skill.
Disarm – allows you to disarm an opponent. If you succeed, type get (weaponname) repeatedly until you succeed, before your foe picks it up again! You can also fail and fumble your own weapon. Disarming costs moves, so beware.
Headbutt – allows you to do extra damage between rounds, like kick. Lags you, and has a small chance to KO you or the mob. Use with care!

Remember to practice your skills often, both by using them and at your guildmaster. Some things such as bandage, mount and swimming are not worth practicing at your guild – notch them by using them.

3 - Zoning

The purpose of a warrior is simple: they keep the less hardy group members alive, by ‘tanking’. ‘Tanking’ is being the enemy’s target, which can be achieved in multiple ways:

-Hitting the monster the first
-Entering the room with an aggressive monster first
-Rescuing someone else who is tanking

Warriors also do some damage, but not as much as rogues, rangers or dire raiders, and certainly nowhere near as much as spellcasters.

In order to be a good tank, there are several things you need to remember:

- Your armor class affects how easily or hard you will be hit, as well as your chance to take less damage from a blow. Therefor, try to always attain –100. This can be achieved through both armor one wears and spells. If you cannot reach this, ask the druid/ranger/dire raider to cast barkskin on you, and the cleric/shaman to armor you. Do not carry too much, or your armor class will be affected by it in a negative way.
- Your carried weight will not only affect your armor class, but I believe it is also a factor in calculating hits. If you carry a heavy burden, somehow the monsters have an easier time hitting you – even if your armor class is very good.
- The life of spellcasters is more important than that of yourself. The job of a warrior is to prevent that they die, for their damage and healing decides the outcome of the battle. You never flee unless the group leader says it is OK to. This means that you will often be the first to die.

Your most important skills:

3.1 - Bashing

Sometimes you will be assigned a bash target by the group leader. Your target will mostly be a spellcasting mob, and your job will be to prevent it from casting offensive spells at your group.

To bash better, find a heavy shield. Polished bone shields and shields of polished obsidian are two good choices. If you are higher level with good skills, you can permit yourself to use a lighter shield – although it is still wise to use the heaviest possible shields when you cannot permit mistakes.

If there are 3 orcs in the room, ‘bash 1.orc’ and ‘bash orc’ will bash the first, ‘bash 2.orc’ the second and ‘bash 3.orc’ the third. This works even if you are fighting something else. That means that you can type ‘bash orc’ to start fighting the first, and from then on you can type ‘bash 2.orc’. You will then be engaged to both orcs, hitting the first, and bashing the second.

If you bash your target, it will be on the ground for three rounds. You will also be lagged, and unable to bash for another three rounds. This does not mean that you can just spam type ‘bash target’ in succession, because many times the mob will be stunned, bashed while it is on the ground, or something else will cause it to not stand within three rounds. Do not bash before it has stood again, or you yourself will most likely fall (and you take extra damage!).

The text that is shown is different. Normally mobs clamber- or rise to their feet¸but often they will be stunned by a shaman and the message will be different. Look carefully.

I personally highlight the different texts that indicate mobs standing, so I do not miss it in the battle spam.

If other mobs with the same keyword are around, do not use ‘bash target’ during combat unless you are bashing something different than you are tanking. Another mob may walk in and you start bashing that one. E.g. you are alone fighting an orc – in combat, just type ‘bash’, not ‘bash orc’ as you will hit a new orc should it enter the room from nearby.
A special situation arises when you are assigned to bash 2.orc and another orc walks in. You then bash 3.orc, as your target is no longer 2.orc! This is usually done in groups where warriors are assigned 1.orc, 2.orc and 3.orc. If a new orc walks in, their targets change to 2.orc, 3.orc and 4.orc!

It is possible to bash without a shield, but you will fail often if you are dual wielding or wielding a 1-handed weapon. With a 2-handed weapon, you will fail less often. It seems to depend on the weapon’s weight as well. However, you will still fail very often! 2-handed bashing is unreliable to say the least, and you should never use it in zones or against spellcasters if you are alone.

Some mobs are unbashable, because they are too tall, short, light or heavy in comparison to your own height and weight. For example, Humans and Dwarves cannot bash Ogres, whereas Ogres can bash them. However, Ogres cannot bash Halflings and other small races, whereas Humans can. It’s all a tradeoff – some races can do what others can’t. You will quickly learn what you can and cannot bash. Magical spells can enlarge or reduce your size, which will allow you to bash things that are normally beyond your reach! If something is unbashable, kicking or shieldpunching it is a good idea. It is also rather difficult to bash wraithforms...

Some races get bodyslam innate. In essence, this is a bash that can only be used to initiate combat, and which has a slightly longer duration and a chance to stun. However, it is notoriously unreliable and should not be used if you have to succeed at knocking the target off his feet. It is excellent to use if another warrior (the tank) has started combat with a bash - bodyslam at your heart's content then.

3.2 - Rescuing

This is the most important skill a warrior has in zones. Rescuing means jumping between the mob and its target, taking the target’s place as tank.

Rescuing has to be done because sometimes tanks die and the mob picks a new player to target, and because mobs with the warrior flag (mobs can be classed just as players are, and they can even be multiclassed) switch targets.

Another good time to rescue is if another warrior is tanking but he is almost dead. Rescue him, so that you take over the role as tank.

If you are with a spellcaster friend, you can just type ‘rescue friend’ to take his place as tank. However, you still need to type it, so at this point it helps to make a macro or alias to speed it up. See the mud client help section on the sojourn3.org BBS, and your own program’s help files.

If you are with more people or are in big fights, this quickly becomes confusing. You will start to want to rescue automatically, without even having to type aliases or shortcuts. What you then do, is make a trigger. You have to identify the text that is shown when mobs switch targets, and have your mud client automatically send ‘rescue A rescue B rescue C’. Another set of triggers is to identify the different types of hits, and if these land on a spellcaster in your group, to rescue him. Example: your mud client checks all occurrences of ‘hits (%w) very hard’ to see if %w is a spellcaster. You have made a list of spellcasters in an array, and if %w is part of this array, you rescue him automatically!
See the mud client help section on the Sojourn website for some complete triggers – the above are just fundamentals.

Rescuing lags both you and (mostly) the recipient, so use it with care if there are also bashes involved. If you are a more advanced player, you’ll notice that it is wise to rescue other warriors right after they bash, as they will be reoriented from being rescued in time for bashing again. If you rescue them right before they are going to bash, they will be lagged for some rounds and unable to bash. Their target will cast its spell.

Sometimes it may NOT be desirable to rescue! For example on mobs that roar, such as dragons or rhemorazes in the Jotunheim zone, when there are other mobs around. Your group leader usually mentions this though.

3.3 - Shieldpunching

Shieldpunching is a skill which has only one real use in zones: to prevent unbashable spellcasting mobs from casting spells, and to prevent unbashable warrior mobs from switching targets.

Shieldpunching does not seem to rely on the weight of the shield such as with bashing. However, shields with the keyword ‘spiked’ do double damage. There are only a few of these, but you can always carry one with you in your bags.

To shieldpunch, type ‘shieldpunch targetname’. Like bashing, you can target other mobs with the same keyword by adding a numeric prefix, e.g. ‘shieldpunch 2.orc’.

Shieldpunching lags you for about two rounds. It seems to lag mobs less, so the real use of shieldpunching lies in doing it with multiple warriors on a single mob. It also fails a lot, which is another reason. It is not wise to shieldpunch if you are the only warrior, as you may fail and be lagged for two rounds while the mob switches to and starts beating down your spellcaster friend.

Like with bash, some mobs cannot be shieldpunched. Wraithforms and dragons are some examples.

4 - Tips/Tricks:

Practise your skills, and then practise them again! Rescue, bash and defensive skills are pivotal to both you and your group’s survival. There are places where you can fight lots of low level mobs for a long time, which helps greatly in advancing yourskills – ask around when you are level 40ish, as this is the level around which you will start zoning and your skills need to be good.

Hitpoint gear is good. Remember, the more hitpoints you have, the better your chances of surviving are. This does not mean you should dress like a spellcaster, but for certain slots there are some really nice +hp items available (such as fingers). It is also nice to carry around a set of equipment with as much hit/dam as possible, so you can feel good about doing more damage. That is, when someone else is tanking Image

Remove your weapon if you are tanking a fire/ice shielded mob and do not have the globe of invulnerability spell, it will reduce the rate at which your stoneskin or dragonscales wear off.

Carry around armor potions, as they help when soloing, especially at lower levels.

Remove weapons that don’t float when fighting over water. If in doubt, drop a copper coin to check.

Never curse your weapons, as this lowers their dice. Aim for weapons that are already cursed by the area makers, as these are actually good to have (you cannot fumble).

Have a heavy shield for bashing, and another in your bag that gives you spellsaves, extra hit/dam or whatever you like.

Wimpy is good when soloing, but always turn it off in zones.

When soloing, ask around if there is a fast healing room nearby – go there to rest up and regain moves.

Never headbutt when you are fighting alone against a mob that is even easy to kill. If you KO, you will most certainly die.

Kick is an underrated skill. It can do a good amount of damage, and I use it often. When soloing, it is definitely better than shieldpunch, which is useless alone (unless fighting !bash casters, which is unlikely if you are alone anyway).

It is smart to have different weapons that do different things. As a newbie, you will only have one or two normal weapons, but as you get higher level you will obtain other, proccing, weapons. For example, I use a sword that blinds the enemy but has low damage dice. When it has procced blind (and served its purpose), I remove it and wield another one that has better damage dice.

Wear spellsave when fighting casting mobs, especially if you are a troll, and breathsave when fighting dragons. Do not fight dragons without all prots on, either from a spell or from equipment!

For a warrior, the minimum hitroll you need to still land your attacks most of the time is 25 or 26. Others may disagree with me, but in my view it is better to land your attacks with a slightly lower damageroll, than to miss them all with an enormous damageroll.


[This message has been edited by cherzra (edited 08-19-2002).]
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Postby Salen » Wed Aug 14, 2002 11:17 am

Holy crap Cherz. You need to go work for game companies writing their manuals for them. Enough with the crack addicted chimpanzees whacking keys on a 12 yr old Brother Word Processor.

You, in a couple hours, made a more expanitory document than I've gotten with any recent PC game.

I'm totally serious about you working for them, only kinda serious about the chimpanzees.

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emote Rescuepractice
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Postby Cruk » Wed Aug 14, 2002 11:40 am

I don't know if it's useful to add choosing a sex. I know if i had known about differences in sex, would have affected my choice.

Cruk(sexual identity crisis)



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No I am not Crukk from Exile. He now plays a girly hooman palydork :P
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Postby Dlur » Wed Aug 14, 2002 12:28 pm

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Jegzed:
<B>I could write one for enchanters.

</B></font><HR></BLOCKQUOTE>

Jegzed's Guide to being an Enchanter:

1. Hasting sucks, go get one somewhere else.

2. F*ckit charge!


Just thought I'd help you out a bit there!


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Wharog Ear Gone - The Sigil
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Postby Todrael » Wed Aug 14, 2002 2:22 pm

Warrior guide posted, added a link from the main site.
http://www.geocities.com/lich325/warrior.html

Again, a great job Cherzra Image

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-Todrael Azz'miala, Ravager
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Postby Innova » Wed Aug 14, 2002 3:50 pm

Once again, great work Cherzra. Two small typos, you have ogres and trolls getting Utlra vision.
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Postby Gormal » Wed Aug 14, 2002 3:52 pm

gnomes dont make viable warriors? haha.

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"Forward Mithrilguard!"
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Postby cherzra » Wed Aug 14, 2002 4:40 pm

"Everyone's a critic"

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Postby Ragorn » Wed Aug 14, 2002 5:54 pm

Imagine how the staff must feel Image

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Jenera says 'i managed to match a little, ragorn's outfit is hideous.'
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Postby Alomlim » Wed Aug 14, 2002 6:43 pm

Whoa, kick ass trove of info!

I'd love to see a few words or a sentence or whatever added to the necro guide telling me what spells each pet can cast.

Is it just the spells YOU can cast?
Do they have to mem, or how are their spells limited?



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-Alomlim
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Postby Todrael » Wed Aug 14, 2002 7:37 pm

Necro page updated. Maps coming soon, also courtesy of Cherzra.

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-Todrael Azz'miala, Ravager
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Postby torkur » Wed Aug 14, 2002 9:22 pm

Very nice guide, Cherzra.
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Postby sok » Wed Aug 14, 2002 10:07 pm

someone make one for cleric. i been trying to learn one for 7+ years
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Postby Treladian » Thu Aug 15, 2002 1:42 am

Cherzra: You're a bit off about gnomes. Gnomes have the same agility as trolls with human con so they are quite viable as warriors.

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You fire a black-shafted elven arrow to the east at Gormal's pet goat with masterful shooting that does lethal damage!
You receive your share of experience.
Guest

Postby Guest » Thu Aug 15, 2002 2:39 am

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by sok:
someone make one for cleric. i been trying to learn one for 7+ years</font><HR></BLOCKQUOTE>

Azuth points at Sok and burst out laughing!


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Azuth God of Wizardry and Majiks
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Postby Wargo » Thu Aug 15, 2002 4:04 am

I won't go into details about things that are shared across classes. I'll just list some key points for clerics.

Best way to become a rocking cleric: Play a warrior full time for a year. Note down everything that you wish the cleric in your group could've done for you but didn't.

Rolling a cleric

Pick a race. Any race. Literally. Racial stats don't matter much.

Racial Constitution is irrelevant. In the end, regardless of the race you choose, you'll be able to have 700+ hp without vitality and close to 1000hp with it. With that hp plus the fact that you should be healing yourself whenever necessary, you are unkillable. If you still die, by being a different race wouldn't have mattered anyway.

Racial Wisdom is irrelevant. In the end, every spell you pray will be at most 1/2 second different from the other clerics. With a good meditate skill, it won't be visible at all. Besides, a good cleric is marked by what he/she does in battle and not by how fast he/she can pray spells.

Racial Agility is irrelevant. The little bit of tanking difference isn't going to matter much considering how little you will be tanking.

Racial innates are irrelevant because there are items or experiences to compensate for what you don't have. One note is that Yuanti clerics have one thing that other clerics don't have and that is the bashing ability. There is NO other race that can produce a bashing cleric! So choose wisely.

Now, what stats should you have? The 4 most important stat I suggest is Int Wis Agi Con. Make sure your Con is high enough for your highest racial Con notch. If Int and Wis are 90+ you are good. Get a 90+ Agi as well. The higher the better. You won't be tanking but you WILL be switched to a lot! And sometimes warriors are just too busy to rescue. Str is irrelevant as long you can carry your bag. Dex is irrelevant unless you want to be a battle cleric.

Leveling a Cleric

Cleric is the most group friendly class on mud. So find a group! Unless of course you know what to do. Then Cleric is also a very verstatile solo class.

Pump that AC up. Learn to tank. Bring up that dodge skill. Don't try to take a shortcut. Leveling a Cleric the hard way is the best way to learn how to play one. In the process, you should also be learning all your casting skills as well. For exp, try duo teams like Warrrior/Cleric or Cleric/Invoker. Utilize what you do best: Healing!

It may take a while but eventually you'll reach the high levels. If you have done everything here, you will know every little intricacies of your class. All good clerics have different styles because they learned it on their way up and all bad clerics have the same style because they didn't bother to learn their class. Discover your own style.

Zoning as a Cleric

- Make sure you have enough hp. Any higher is irrelevant.
- Make sure you have decent AC. A -60 or better is recommended.
- Make sure you have high spell saves. You should be healing the tanks after an area spell and not yourself.
- Make sure you are well prepared. Try to have it in your possession the following: fly item, water breathing item, protection from fire item, and if possible Nosummon and Nocharm items. You don't want to worry about these minute details when your main goal is survival.

Survival

The single most important key to a cleric is survival. A bad cleric dies because warrior wasn't able to rescue. A good cleric dies because there is absolutely no other way to survive left! You should always be the last one standing! A live cleric means more heals for the group so don't hesitate on healing yourself. However it is not a ticket to waste your heals. They are very precious. Don't waste a 400 full heal on a 200 wound. Find 5-6 key characters in your group and focus on keeping them alive. Don't bother with keeping the others alive. Do that while group is resting. The key members will keep you alive as long you keep them alive. The others are what the spell Resurrection is for. Just remember, a spank is ok but a complete spank is bad. As long you can survive, it's not a complete spank and you can make a come back.

Recap:
1. Know your class
2. Discover your style
3. Survive!

Now you are ready to graduate from Yssilk School of Clerical Arts.

Yssilk
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Postby cherzra » Thu Aug 15, 2002 8:26 am

Any takers for other classes? Lich/nec/war are done, and Azenilsee/Jegzed are working on inv/ench. Means we still have plenty of classes left!

Here's your chance to have your name above something that may be part of the website...

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Postby Grungar » Thu Aug 15, 2002 9:03 am

A wee bit of nitpicking for ya:

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by cherzra:
<B>Duergar
Duergar are an Underdark race, which means they get innate ultravision. They also get innate invisibility and strength.</B></font><HR></BLOCKQUOTE>

Forgot to mention innate enlarge.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by cherzra:
Bash – allows you to knock an emeny to his feet (depending on his and your height and weight). Useful against spellcasters and switching (warrior) mobs.</font><HR></BLOCKQUOTE>

Should read: allows you to knock an enemy from his feet.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by cherzra:
Rescue – allows you to jump in another player’s place as target for the monster he is fighting. Lags both you and the person you rescue.</font><HR></BLOCKQUOTE>

Has a chance of not lagging the person you rescue (depends if you get the 'confused but grateful' message or not).

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by cherzra:
Parry – allows you to deflect enemy blows.</font><HR></BLOCKQUOTE>

Parry is a reflexive/automatic skill too.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by cherzra:
Disarm – allows you to disarm an opponent. If you succeed, type get (weaponname) repeatedly until you succeed, before your foe picks it up again! You can also fail and fumble your own weapon.</font><HR></BLOCKQUOTE>

Haven't played with disarm in a while, but does it still trash your AC and moves? If so, that's definitely a caveat to include.

Ok I think that's it. Really keen, good job! Wish I had one of these back when I played a warrior. Anyone feel like writing one for rogues? All Grungar is good at is drinking and mooning people. I'm sure there's more to being a rogue than that.

- Grungar "Yeah, I'm procrastinating- don't wanna study for finals" Forgefire

Edit: Missed a / and made the entire message bold. Heh.

[This message has been edited by Grungar (edited 08-15-2002).]
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Postby cherzra » Thu Aug 15, 2002 10:30 am

Thanks, will fix!
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Postby Ensis » Thu Aug 15, 2002 11:37 am

I'd like to make one for Pallys but I think Cherz covered pretty much everything in his help file short of mounted combat!.. I could put together an addendum or a short one highlighting the differences between a Pally/Warrior.


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Bish Enterprises Inc.
All Rights Reserved
Copyright 1999 Fydollaho Productions.

[This message has been edited by Ensis (edited 08-15-2002).]
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Postby Todrael » Sun Aug 18, 2002 7:17 pm

Added the enchanter guide, by Jegzed.
http://www.geocities.com/lich325/enchant.html

If anyone else wants to contribute a guide for their class, including things like Paladin, feel free to email it to me.

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-Todrael Azz'miala, Ravager
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Postby Caedym » Sun Aug 18, 2002 8:35 pm

Is it me, or does Jegzed's seem a lot more opinionated and negative then Cherzra and Todrael's guides?

"Memming Hints for the Zoner: Keep all dragonscales memmed. Time stop is an utterly useless spell when zoning, as the only time you'll be forced to cast a globe or a haste is if you're associating with clueless morons. (Or in other words, twinks who think they are Aragorn incarnate and rather want to bring a ranger/rogue to a zone than a lich. They don't deserve your spells anyway.)"

This, and other similar comments, don't appear to be appropriate to the professionalism and theme Todrael initiated and Cherzra followed suit with.


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Postby Todrael » Sun Aug 18, 2002 8:59 pm

My website is meant as a resource for people who play the mud, just as this bbs. Personal flames are not allowed on the bbs, and if his examples involved real players, then I would probably edit it. He's entitled to his opinion however, and contributed to people's knowledge of the class. If someone else wants to write an enchanter guide, I'd be more than happy to put that one up as well.

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-Todrael Azz'miala, Ravager
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Postby Jegzed » Sun Aug 18, 2002 9:23 pm

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Caedym:
<B>Is it me, or does Jegzed's seem a lot more opinionated and negative then Cherzra and Todrael's guides?
</B></font><HR></BLOCKQUOTE>

Its you.


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/Jegzed - Sorcere Master - Crimson Coalition
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Postby Kallinar » Sun Aug 18, 2002 9:26 pm

Great Job to all you guys.

Cherz, and anyone else might wanna include that Ogre Female is uaually > ogre male.
I mean just look at Ambar!
I like big butts and I cannot lie......

Kallinar was here.
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Postby Ambar » Sun Aug 18, 2002 11:16 pm

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Kallinar:
<B>Great Job to all you guys.

Cherz, and anyone else might wanna include that Ogre Female is uaually > ogre male.
I mean just look at Ambar!
I like big butts and I cannot lie......

Kallinar was here.

</B></font><HR></BLOCKQUOTE>


yes Ogre > all

wink


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Ambar -= Beloved Matron =- Crimson Coalition
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Postby Sylvos » Mon Aug 19, 2002 6:37 am

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Postby Azenilsee » Mon Aug 19, 2002 7:58 am

I've posted a guide for invokers at the following URL to keep the size of this thread sane:

http://www.sojourn3.org/ubb/Forum1/HTML/001950.html .

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Azenilsee - Faern Dalharil - Orbdrin D'Oloth
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Postby Eza » Wed Aug 21, 2002 7:09 am

Here's mine for Rogues

http://www.sojourn3.org/ubb/Forum1/HTML/001957.html

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- Booty Assasin -
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Postby gnerble » Wed Aug 21, 2002 6:44 pm

"This does not mean you should dress like a spellcaster"

Obviously Gormal has not had time to read the newbie warrior guide....

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Postby moritheil » Thu Aug 22, 2002 6:23 pm

This frightens me.

We are stepping away from the apprenticeship system, into the independent study system.

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Aldavien tells you 'so um, what exactly have we gotten this trip, other than a pile of our own corpses?'
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Postby Croban/Owom » Tue Oct 29, 2002 3:56 pm

What's the website now Todrael? Got errors/locked out of the one posted.


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Arilin Nydelahar
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Postby Arilin Nydelahar » Tue Oct 29, 2002 4:04 pm

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Croban/Owom:
<B>What's the website now Todrael? Got errors/locked out of the one posted.


</B></font><HR></BLOCKQUOTE>

http://webpages.charter.net/sojourn/

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Arilin Nydelahar - Zulkir of Necromancy

Death is a state of mind.

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