Difference between revisions of "GhanimX Mirror"

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Narnak and GhanimX and Stome
 
Narnak and GhanimX and Stome
 
------------------------------------------------------------------------------
 
------------------------------------------------------------------------------
 +
</pre>
 +
 +
==int's effect on spell's==
 +
<pre>
 +
------------------------------------------------------------------------------
 +
 +
note FYI: int effect on spells
 +
Level 19 Elf alteration mage (spellpower high)
 +
                            no int uniques  spidermedallion spidy+NBC
 +
                            Int: 19 (19)    Int: 21 (19)    Int: 23 (19)
 +
================== Magic
 +
fd  Flame Dart                19              21              21
 +
mm  Magic Missile            32              37              37
 +
================== Conjuration
 +
ar  Armour                  102            108            114
 +
fa  Flame Arrow              42              45              48
 +
we  Wizard Eye              102            108            114
 +
sc  Secret Chest            108            117            126
 +
aa  Acid Arrow                55              60              64
 +
================== Invocation
 +
fb  Fireball                  45              48              48
 +
hl  Power Word: Heal          36              37              39
 +
ln  Lightning (variable)    108            120            120
 +
================== Alteration
 +
ss  StoneSkin                64              66              68
 +
bh  Burning Hands            28              30              32
 +
hm  Power Word: Harm          31              33              35
 +
 +
I don't have es so I don't know if int increases the cost to cast, anyone
 +
know ?
 +
 +
Basically the above list of spells are the ones that have a higher cost when
 +
you are using an int boster.
 +
 +
GhanimX
 +
-----------------------------------------------------------------------------
 +
</pre>
 +
 +
==Bow + Arrow mage==
 +
<pre>
 +
-----------------------------------------------------------------------------
 +
 +
Title: 'Aristotel / archery' // Sianan <19> Mon Jul 16 00:26:43 2001
 +
 +
I've been playing around with archery a little and these are the conclusions
 +
I've come to.
 +
 +
Now that we have more aliases ;) I've found that using archery + charm spell
 +
as a sole means of killing something is good for smaller cash kills but on
 +
larger npcs, aggressives or on npcs that aren't charmed as easily (some
 +
guards etc) you just get your arse kicked in between unwielding your bow to
 +
cast charms.
 +
 +
Using archery is an ok way to get some initial damage in on a non-aggressive
 +
larger npc if you don't mind the extra weight.. those who use dodge as a
 +
defense may not enjoy archery and figure that the initial damage trade off
 +
with larger npcs isn't worth it.
 +
 +
Overall, it has its place. I think its definately worthwhile in certain
 +
circumstances (i've had instance of npcs that never got a hit in on me.. but
 +
they were too smart either) and adds another fun aspect to fighting as a
 +
mage.
 +
 +
Sianan
 +
p.s. advice: raise your mms with a boomerang or if you have the strength to
 +
wield xbow get that and visit zhou till your mms hits 16 then continue using
 +
a boomerang. You want those arrows to actually hit.
 +
p.p.s. I'd like to hear about other archery mage findings :)
 +
 +
 +
End of note number 245.
 +
-----------------------------------------------------------------------------
 +
</pre>
 +
 +
==Cletus's seeds==
 +
<pre>
 +
-----------------------------------------------------------------------------
 +
 +
note seeds and new mage school
 +
Here is all I have worked out about the seeds:
 +
All seeds when id'ed give
 +
Your Identify spell tells you:
 +
This is a viable seed of the mandrake plant.  It will grow to maturity in 17-
 +
18 days from sowing.
 +
Which works out between 2 days 20 hours and 3 days
 +
from the time of planting.
 +
 +
garlic    : small black seed  :  20 : 2D 20H to 3D
 +
carrot    : small striped seed :  40 : 2D 20H to 3D
 +
parsnip    : light brown seed  :  40 : 2D 20H to 3D
 +
clover    : small white seed  :  150 : 2D 20H to 3D
 +
ginseng    : dark brown seed    :  150 : 2D 20H to 3D
 +
lotus      : shiny black seed  :  600 : 2D 20H to 3D
 +
whiteleaf  : large black seed  :  200 : 2D 20H to 3D
 +
mandrake  : small brown seed  : 1000 : 2D 20H to 3D
 +
nightshade : large hairy seed  :  600 : 2D 20H to 3D
 +
 +
2 mandrake and 1 nightshade per reboot per level 19 maxed mage.
 +
 +
I wish I could talk about the times on new areas being moved out of testing
 +
and onto the live mud, but I don't know and if I did, which I don't, I know
 +
that I am not allowed to say. Basically whatever I learn on the test mud I
 +
can't say here. Hence all the info above was worked out here.
 +
 +
Oh yes, where do you get these seeds ?
 +
From Ranger Camp it is e, 7n, 2e, ne, 3n, w
 +
 +
GhanimX
 +
 +
P.S. If anything is wrong above let me know.
 +
---***---
 +
note time for seed(s) to mature
 +
Here are 2 lots of seeds that I planted and the times planted at and picked
 +
at 3 days later.
 +
Mon Jan 14 16:21:33 GMT 2002 picked Thu Jan 17 13:56:42 GMT 2002 (approx)
 +
Mon Jan 14 18:01:01 GMT 2002 picked Thu Jan 17 15:29:55 GMT 2002 (+/- 1 mins)
 +
 +
So it looks like it is approx 2 days 21 hours 30 mins from planting the seeds
 +
to picking them. So it is at a time 2 hours 30 mins (3 days later) before the
 +
time that you planted them you pick them, if you get what I mean. I hope this
 +
information stops you from having as many mature mandrake plants stolen from
 +
you as I have had stolen from me. I don't beleive that people are killing
 +
them I just think 'nasty' mages are robbing them.
 +
 +
GhanimX
 +
 +
P.S. I'm prety sure it is the same time for all seeds.
 +
 +
-----------------------------------------------------------------------------
 +
</pre>
 +
 +
==Mages Know Alignmnet spell==
 +
<pre>
 +
-----------------------------------------------------------------------------
 +
 +
note FYI paladin alignment info
 +
Mages                        Paladin              alignment  chaos alignment
 +
(ka spell)                    (detect)
 +
horribly red pair of horns    miasma              demonic    demonic
 +
demonic red pair of horns    inky blackness      evil      unholy
 +
glowing red pair of horns    inky blackness      evil      psychotic
 +
glowing red pair of horns    black aura          evil      chaotic evil
 +
dark red pair of horns        ?black aura?        evil      chaotic neutral
 +
bright red pair of horns      shadowy aura        nasty      chaotic neutral
 +
dim red pair of horns        ?                    ?          ?
 +
very faint red pair of horns  shadowy aura        nasty      chaotic neutral
 +
hazy mist                    grayish aura        neutral    chaotic neutral
 +
very faint yellow halo        ?                    nice      chaotic neutral
 +
dim yellow halo              -                    nice      ? 
 +
white halo                    -                    nice      ? 
 +
yellow halo                  -                    good      ? 
 +
bright yellow halo            -                    good      good
 +
bright white halo            -                    good      chaotic good
 +
pure white halo              -                    good      chaotic good
 +
blindingly pure halo          -                    saintly    beatific
 +
 +
Anything with a question mark is something I couldn't test fully because
 +
noone had the alignment needed. (see Necromancer board for opposite)
 +
 +
P.S. If you think any of the lines are the wrong way around let me know.
 +
---***---
 +
note FYI necro alignment info
 +
Mages                        Necromancer          alignment  chaos alignment
 +
(ka spell)                    (detect good)
 +
horribly red pair of horns    -                    demonic    demonic
 +
demonic red pair of horns    -                    evil      unholy
 +
glowing red pair of horns    -                    evil      psychotic
 +
glowing red pair of horns    -                    evil      chaotic evil
 +
dark red pair of horns        -                    evil      chaotic neutral
 +
bright red pair of horns      -                    nasty      chaotic neutral
 +
dim red pair of horns        -                    ?          ?
 +
very faint red pair of horns  -                    nasty      chaotic neutral
 +
hazy mist                    -                    neutral    chaotic neutral
 +
very faint yellow halo        ?faintly?            nice      chaotic neutral
 +
dim yellow halo              faintly              nice      ? 
 +
white halo                    ?faintly?            nice      ? 
 +
yellow halo                  ?brightly?          good      ? 
 +
bright yellow halo            ?brightly?          good      good
 +
bright white halo            ?brightly?          good      chaotic good
 +
pure white halo              brilliantly          good      chaotic good
 +
blindingly pure halo          brilliantly          saintly    beatific
 +
 +
Anything with a question mark is something I couldn't test fully because
 +
noone had the alignment needed. (see Paladin board for opposite)
 +
 +
P.S. If you think any of the lines are the wrong way around let me know.
 +
-----------------------------------------------------------------------------
 +
</pre>
 +
 +
==Mages es spell==
 +
<pre>
 +
-----------------------------------------------------------------------------
 +
 +
Scythe # Dooku: at what skill level does es not work
 +
Scythe # Capet: 85
 +
---***---
 +
Title: 'back to es spell' // Aristotel <19> Sun Jun 30 17:18:50 2002
 +
 +
es probably does help you advance skills faster, I had ss 1, casted es, got
 +
+31 bonus, zhou wouldn't train me, because he sees skill of 32 (so should
 +
have first trained and then casted es) but after not much time, I got next
 +
skill, and I don't believe it would have taken that litle to get from 32 to
 +
33 skill, so for advancing skill the skill that counts is the base skill, and
 +
for hits the base+bonus, so es does help raise skills faster.
 +
 +
End of note number 250.
 +
---***---
 +
Title: 're: last' // Malefactor <14> Mon Jul  1 16:56:14 2002
 +
 +
Actually, that suggests to me that maybe it hurts your skill gains.
 +
 +
My reasoning is that at least some parts of the game (zhou, in this case)
 +
are factoring in es before making decisions based on your skills. If skill
 +
gains do that, then your rate of skill gain will be hurt.
 +
 +
End of note number 248.
 +
---***---
 +
Title: 'Enhance skill' // Shanks <18> Sat Mar  8 15:37:56 2003
 +
 +
What's the current verdict on enhance skill?  Does it help or harm learning
 +
skills?
 +
 +
Eg, I'm learning polearm.  Say I was at 56. Weapon of choice:  huge halberd
 +
or orcish poleaxe.  If a mage zaps me up to, say, 62, I could be using
 +
ascythe or malign pikestaff.  What's going to be better for learning skills?
 +
 +
 +
-Shanks
 +
 +
End of note number 235.
 +
---***---
 +
Title: 'Shanks' // Seppuku <7> Sun Mar  9 05:01:55 2003
 +
 +
Once you have an e.s applied to your skill raising still uses the "base
 +
skill" as opossed to the "modified skill". So for skills it is like saying,
 +
hey i'm at 56, but i'm hitting like a 62, so in retrospect. Yes it is going
 +
to help you raise skills faster, but at the same time - its gonna make non-es
 +
skill raising seem like worms crawlin....
 +
 +
Seppuku, Honour Only In Death
 +
 +
End of note number 236.
 +
-----------------------------------------------------------------------------
 +
</pre>
 +
 +
==Mages hs spell==
 +
<pre>
 +
-----------------------------------------------------------------------------
 +
 +
Title: 'haste question' // Ghanima <19> Thu Jan 16 21:50:25 2003
 +
 +
I'm just wondering what people feel about haste, do you think (or know) that
 +
it helps us/others to learn skills faster ?
 +
 +
GhanimX
 +
 +
End of note number 233.
 +
---***---
 +
Title: 'Re: Last' // Radditz <18> Thu Jan 16 22:15:24 2003
 +
 +
In theory, it could.
 +
 +
Haste means more attacks. More attacks *could* mean more hits.  More hits
 +
means more skills.
 +
 +
End of note number 234.
 +
---***---
 +
Title: 'last' // Ghanimk <19> Fri Jan 17 11:06:31 2003
 +
 +
I know that it *could* help, I'm just wondering if people feel that it does ?
 +
 +
End of note number 235.
 +
---***---
 +
Title: 'haste' // Emilia <19> Fri Jan 17 16:22:49 2003
 +
 +
My experience is that it does, a bit. A combination of haste and strength is
 +
a good one for bashing, you can actually do some damage and get skills a
 +
little more quickly. I haven't got the figures though... *pokes GhanimX*
 +
 +
End of note number 236.
 +
---***---
 +
Title: 'last few' // Gremer <19> Fri Jan 17 17:47:18 2003
 +
 +
i just feel that it's done more dmg -> shorter fight... i don't get the
 +
feelin that it help skillin that much
 +
 +
End of note number 237.
 +
---***---
 +
Title: 'haste' // Greystar <19> Fri Jan 17 19:58:09 2003
 +
 +
I always think of haste in parties as increasing the ratio of hits that you
 +
score versus the hits that your comrades score.  say you normally score 1/4
 +
of the hits  thatit takes to kill something. . . if you haste yourself, maybe
 +
that ratio goes up to 1/3 of the hits in the party (since you're hitting
 +
more, your party members are hitting less).  so even though you're still
 +
killing as many things as before, the hasted person is scoring a larger
 +
percentage of hits per hour.  if we agree that skills are based on # of hits,
 +
then haste increases the # of hits per hour ratio and thus the skill rate.
 +
if we agree that skills are based on amount of damage, then your amount of
 +
damage per hour in that same party is also increased, so you're still
 +
skillin' faster than regular.
 +
 +
if you solo though, I'd recommend not using haste, as you're not competing
 +
with anybody for all the hits in a kill.
 +
 +
hope you could follow that convoluted logic, ugh
 +
-Greystar
 +
 +
End of note number 239.
 +
---***---
 +
Title: 'Haste' // Ivanhood <19> Fri Jan 17 20:12:54 2003
 +
 +
If you wanna be partying as a mage, you shouldn't be hasting yourself. You
 +
should be hasting the big highly damaging fighter, or maybe the semi damaging
 +
tank, not the pretty much useless yourself.
 +
 +
End of note number 240.
 +
---***---
 +
Title: 'Re: Ivanhood' // Greystar <19> Fri Jan 17 20:42:45 2003
 +
 +
what if you have 80+ staff and are wielding tetsubo with 17 str?
 +
 +
End of note number 241.
 +
---***---
 +
Title: 'last' // Greystar <19> Fri Jan 17 20:43:07 2003
 +
 +
or if your name is Dooku and you're wielding Azakath with 100?
 +
 +
End of note number 242.
 +
---***---
 +
Title: 'solo hasting' // Arfbarky <19> Sat Jan 18 02:06:52 2003
 +
 +
Well, hasting solo makes sense if you're using a staff, as it gets you more
 +
hits than your foe (depending of course on various things like skill with
 +
weapon, weapon suitability, your foe's difficulty, armour, and dex, and so
 +
on), gets you skills faster (if of course you're hitting successfully), and
 +
if you're doing damage faster that without haste, you're using up fewer
 +
heals.  Of course, I wouldn't use it in a hit and run situation, but then, I
 +
might not even carry a weapon in that case.
 +
 +
Er, make that "if you're using a weapon", it's not staff specific, of course.
 +
 +
Er, also, I might not carry a weapon in a pure hit-and-run situation.  Not
 +
that I won't revert to hit and run if I'm taking it on the chin, or running
 +
low on heals.  I'm as craven as the next guy.
 +
 +
End of note number 245.
 +
---***---
 +
Title: 'Greystar' // Dooku <19> Sat Jan 18 09:11:11 2003
 +
 +
I think you should haste yourself if you solo.  More hits, more damage, less
 +
time to kill something, less heals, more exp in a shorter time.
 +
 +
End of note number 246.
 +
---***---
 +
Title: 'Re: Dooku' // Greystar <19> Sat Jan 18 10:23:21 2003
 +
 +
I've never been in a terrible hurry. . .but you're probably right.  of course
 +
hasting self when soloing is gonna be much faster, yes.  previously I've been
 +
comparing spending sps towards hasting self versus spending them towards pw:
 +
heal to last longer in combat.  cashwise, the pw: heal method saves a lot
 +
more but takes more time, and the opposite is true for the haste method.
 +
both are effective, but with the almost unbearable amount of time it takes to
 +
get higher skills these days, I just might try blitzing coins for solo haste
 +
from now on.
 +
 +
-Greystar
 +
 +
End of note number 247.
 +
---***---
 +
Title: 'last few' // Aristotel <19> Sat Jan 18 11:42:49 2003
 +
 +
I don't really understand what is the argument around haste is about. If you
 +
use haste you will still get same exp from a kill (if solo) but you will kill
 +
in half the time, so you could do twice as much hits (exp) in same period of
 +
time, hence you advance skills faster. As for who to haste in party - if its
 +
skilling party - then haste yourself or tank or whoever you agreed to, when
 +
in exp run - haste the biggest basher in party
 +
 +
End of note number 248.
 +
-----------------------------------------------------------------------------
 +
</pre>
 +
 +
==Mages staff progression==
 +
<pre>
 +
-----------------------------------------------------------------------------
 +
 +
Title: 'Typical' // Drifter <5> Thu Mar  6 06:54:32 2003
 +
 +
Just a repeat of what I'm sure is the most asked question from newbies.
 +
What is the current skill-staff progression in everbodys humble?
 +
 +
End of note number 238.
 +
---***---
 +
Title: 'Last' // Fluke <17> Thu Mar  6 09:41:12 2003
 +
 +
toughie
 +
1-15 strong branch
 +
15-25 "crooked staff" if you like 2 hands "quarterstaff" for 1
 +
25-40 snake,long,stout
 +
40-55 white iron stick
 +
55-65 bo, white iron stick
 +
65+ tetsubo, azakath
 +
1-100 glimmer if you get the chance also works nicely
 +
 +
End of note number 239.
 +
---***---
 +
Title: 'Glimmer' // Fluke <17> Thu Mar  6 09:42:39 2003
 +
 +
also some shit I noticed about glimmer
 +
As an elf, its crappy damage, elf with str casted, decent
 +
now as an orc with str casted, I think it does more damage than either azzy
 +
or tetsubo
 +
its something like str+2 weapon class...orc with str permed is 17+2 or 19wc
 +
19wc is like ascythe/mba type damage...too bad mages can't berserk
 +
 +
End of note number 240.
 +
---***---
 +
Title: 'last' // Greystar <19> Thu Mar  6 20:16:09 2003
 +
 +
but they sure can hit twice per round like the best of them
 +
 +
End of note number 241.
 +
---***---
 +
Title: 're: White Iron stick' // Dragonburp <19> Fri Mar  7 02:52:06 2003
 +
 +
I've also found that for those of an evil persuasion, the staff from the Appy
 +
mage over near Alton "Vicious staff", is excellent for damage.  If evil, it
 +
does more than a standard staff.
 +
 +
End of note number 242.
 +
---***---
 +
Title: 'string' // Drifter <7> Sat Mar  8 05:45:22 2003
 +
 +
So, the progression is not neccesarily in line with difficulty of use? ( ie
 +
evals and the ever present staff listing w-sites)
 +
 +
End of note number 243.
 +
---***---
 +
Title: 'last' // Aristotel <19> Sat Mar  8 07:53:29 2003
 +
 +
for most part its exactly as the list say
 +
just fighters get ps eval at larger range, and sometimes due to high dex or
 +
some other reason (like some weapon specific) you will get weapon ps earlier
 +
and some high diff weapons, are good for you only from like 80 skill, because
 +
we don't have higher eval than es. But for most part, its just some ppl
 +
believe
 +
that if they use slightly easier weapon than the one that is ps for them they
 +
will skill
 +
faster. For as much as I could see, that believe is ungrounded, just use the
 +
ps weapon
 +
from list, unless you can get a fighter to eval some specific weapon for you.
 +
 +
End of note number 244.
 +
---***---
 +
Title: 'Staff 5X5' // Lexi <10> Tue Mar 11 17:07:32 2003
 +
 +
It seems that the clerics are using the staff more and more, and the mages
 +
just have no friggin' clue about staff/skill progressions.  Let alone damages
 +
and dex joc factors.  Would a competent fighter -PLEASE- lay it down rock
 +
solid as to wtf is up?
 +
 +
End of note number 246.
 +
---***---
 +
Title: 'Staff 5x3' // Duergar <19> Tue Mar 11 18:24:59 2003
 +
 +
 +
Well I'm no competent fighter, but I'm a necro who raises staff.
 +
The following has worked well for me.
 +
 +
strong branch 0-9
 +
long staff 10-19
 +
quarterstaff 20-25
 +
long stick 26-30 (from SE isle)
 +
rosewood/vicious staff 31-36
 +
Zarkan's sceptre 37-42
 +
White Iron stick 43-50
 +
Carved Staff/Bo 51-65
 +
Tetsubo 65+
 +
 +
Err Tetsubo is in theory.
 +
 +
 +
 +
End of note number 247.
 +
---***---
 +
Title: 'lasts' // Shyloh <19> Tue Mar 11 23:42:35 2003
 +
 +
"and the mages just have no friggin' clue about staff/skill progressions."
 +
?
 +
Who have you been talking to? Ask any decent mage and they can tell you what
 +
the staff progression is.
 +
 +
Here's what I normally use.
 +
 +
branch - 0-10
 +
light staff - 10-20
 +
long staff (from sage in Nepeth) - 20-40
 +
white iron stick - 40-50
 +
carved/Glimmer - 50+
 +
Azy - 60+
 +
Tetty - 70+
 +
 +
 +
Some of those might be off by a couple of skills, but that's pretty much how
 +
it goes.
 +
 +
End of note number 248.
 +
---***---
 +
Title: 'last' // Shyloh <19> Tue Mar 11 23:49:04 2003
 +
 +
You can switch them around of course, and there are other staves that would
 +
fit into those slots as well. Also there are some staves that you could use
 +
for a different skill range. IE: black/rosewood for 30-40, elvish bow for 10-
 +
20, pine for 40-50, quarterstaff 20-30...etc.
 +
 +
Shyloh thanks Machine for his help.
 +
 +
End of note number 249.
 +
-----------------------------------------------------------------------------
 
</pre>
 
</pre>
 
[[Category:Mirror]]
 
[[Category:Mirror]]

Revision as of 10:38, 31 July 2013

Beware this is from a very old page, and information here might be no longer accurate.

Newbie

When do things stop for a newbie?

------------------------------------------------------------------------------
Level 6 exp (3425 xp) is the last time you can sleep in the bedroom in the haunted manor.
Level 5 is the last level that you can shake wasp nest in Ravel.   
? Level 5? is the last time Willim will give you free equipment ? 
At about  3000 xp you stop getting xp from cx deliveries in Tantalon. 
? Level 6? is the last time you can get exp from the dartboard in Ravel. ?
Level 7 is the last level you have access to get spider silk.
At about  7000 xp you stop getting xp from running cx altogether.
Pembrook will not let you deliver packages if you are carrying 5000 coins plus.
At 17341 xp (the exact exp required for level 10) you lose access to the haunted ship.
 (At 1,000,000 exp plus you are allowed back into the haunted ship)
You can last enter the knights training area at level 8, or if you are in a guild.
-----------------------------------------------------------------------------

How much xp do I need to max this class

-----------------------------------------------------------------------------
Rogues get all rogue abilities maxed at about 1.4M xp
Alteration Mages get all mage spells at about 6.7M xp (without glimmer)
Shapeshifter with all forms maxed at about 5.82M xp (from: Dukarbaun Wed Aug
 21 2002 shifters board)
-----------------------------------------------------------------------------

All 30 of the places that Lou want's you to deliver to!

-----------------------------------------------------------------------------
> grep "Delivery " logs/tantallon/lou.txt | nawk -F" to " '{print $2}' | sort -u
Fredd's equipment shop in Tantallon!
Hanza's Map Shop in Tantallon!
Ironman and Willim's Smithy in Tantallon!
Oterim the sage in the northeastern village!
the Ancient Bliss Inn bar in Nepeth!
the Ancient Inn in the northeastern village!
the auction hall in Tantallon!
the bank in Tantallon!
the barber shop in Hobbitat!
the brawling arena in Tantallon!
the butcher's shop in Nepeth!
the Canticle offices west of Tantallon!
the clan hut entrance in the Scythe camp!
the Clerics' Common Church!
the Coachline office in Tantallon!
the constabulary in the northeastern village!
the Eastroad Inn north of Tantallon!
the flower shop in Nepeth!
the Goblin Alchemist in Ravel!
the library in Tantallon!
the magic shop in Tantallon!
the paperboy!
the pub in Tantallon!
the reception desk at the Eastroad Inn north of Tantallon!
the Sheriff's office in Nepeth!
the shop in Hobbitat!
the shop in Nepeth!
the shop in Tantallon!
the Tower of the Magi in Tantallon!
the training academy in Tantallon!
-----------------------------------------------------------------------------

All 30 of the places that Pembrook want's you to deliver to!

-----------------------------------------------------------------------------

> grep "Delivery " logs/tantallon/pembrook.txt | nawk -F" to " '{print $2}' | sort -u
Oterim the sage in the northeastern village.
the Ancient Bliss Inn bar in Nepeth.
the Ancient Inn in the northeastern village.
the bank in Hobbitat.
the barber shop in Hobbitat.
the bard who sings at the Ancient Bliss Inn in Nepeth.
the butcher's shop in Nepeth.
the Canticle offices west of Tantallon.
the clan hut entrance in the Scythe camp.
the Coachline office in Tantallon.
the constabulary in the northeastern village.
the doctor's office in the dwarven mines.
the Eastroad Inn north of Tantallon.
the flower shop in Nepeth.
the Goblin Alchemist in Ravel.
the Grandfather Goblin at the goblin hut in Ravel.
the Hall of Audience in Nepeth.
the infirmary in the dwarven mines.
the Knights of Drin guildhall in Nepeth.
the library in Nepeth.
the Nurses' station in the dwarven mines.
the Ranger camp.
the reception desk at the Eastroad Inn north of Tantallon.
the Sheriff's office in Nepeth.
the shop in Hobbitat.
the shop in Nepeth.
the shop in the Scythe camp.
the store in Hobbitat.
the taverna in Dalair.
the tobacco seller in the Scythe camp.
-----------------------------------------------------------------------------

The random weapons you can get from Willim, the apprentice smith

-----------------------------------------------------------------------------

The random weapons you can get from Willim, the apprentice smith ('eq) are:
 Name                Skill
 ------------------- ------------------------
 A rough club        Club
 A thin knife        Knife
 A makeshift flail   Flail
 A crooked spear     Spear
 A scarred hand axe  Axe    
---
 A catty             (empty:Flail ; fill pouch:Markmanship)
--
    You carefully examine the catty.

    It looks like a very easy weapon to use. Compared to other weapons of similar
    difficulty this one looks like it would do an average amount of damage. This
    weapon looks useless for parrying.

    This is an excellent flail for you to use.
--
    You carefully examine the catty.

    It looks like a very easy weapon to use. Compared to other weapons of similar
    difficulty this one looks like it would do an average amount of damage. This
    weapon looks useless for parrying.

    This is an excellent marksmanship for you to use.
---
 A short staff       Staff
-----------------------------------------------------------------------------

Adventurer

Brawl info

------------------------------------------------------------------------------


note brawl info
brawl level  cost   time until     rogue cost  rogue time until
                    next training              next training
1            300     2 hours       200         1 hour
2            600     4 hours       400         2 hours
3            1000    6 hours       666         3 hours
4            1500    8 hours      1000         4 hours
5            2000   10 hours      1333         5 hours
6            3000   12 hours      2000	       6 hours
7            4500   14 hours      3000         7 hours
8            6000   16 hours      4000         8 hours
9           10000   18 hours      5000         9 hours
10          20000     n/a        10000          n/a
-------------------------------------------------------
Total       48900   90 hours     24450        45 hours
                   (3 d 18 h)                (1 d 21 h)

Rogues get a discount and can learn lessons sooner than non-rogues if they 
highsign infront of Trough before the training session, they have to have the
full cost of the training session on them, but they get coins given back to 
them for being a fellow rogue. Although since addition of skills to AA I 
would not recommend any rogues to learn brawl unless they are bored. I'm not
sure what the changes to brawl have done but at a rouge guess brawl is 
probably worse than it was before.

GhanimX
------------------------------------------------------------------------------

str + weight

------------------------------------------------------------------------------

Title: 'weight' // Vajra <4> Thu Sep  7 04:23:39 2000

Mib's post a while back inspired to do my own modest research.
Not in the same league at all but here is what I found out
about weight: (str * 1.5) [rounded down] + 7 = max carry.

This was based on loading up with beer at strs of 2, 3, and 15.

Vajra

End of note number 246.
---
 str 19=35 bottles of beer (19 dwarf paladin)
 str 18=34 bottles of beer (19 orc fighter,19 dwarf cleric)
 str 17=
 str 16=31 bottles of beer (19 orc adventurer)
 str 15=29 bottles of beer (19 half-elf cleric)
 str 14(12)=28 bottles of beer (19 elf mage + st spell)
 str 13=26 bottles of beer (19 elf rogue)
 str 12=25 bottles of beer (19 elf mage)
 str 11=
 str 10=22 bottles of beer (11 dwarf fighter)
 str  9=20 bottles of beer (10 dwarf fighter)
 str  8=19 bottles of beer (9 dwarf fighter)
 str  7=17 bottles of beer (8 dwarf fighter)
 str  6=16 bottles of beer (10 orc rogue,7 dwarf fighter)
 str  5=14 bottles of beer (6 dwarf fighter)
 str  4=13 bottles of beer (5 dwarf fighter)
 str  3=11 bottles of beer (4 dwarf fighter)
 str  2=10 bottles of beer (3 dwarf fighter)
 str  1= 8 bottles of beer (2 dwarf fighter)
------------------------------------------------------------------------------

How much can containers hold

------------------------------------------------------------------------------

  |Str|Bottles|Bottles| 
  |   |  of   | of    |
  |   | beer  |beer   |
  |   |without|with   |
  |   |s/pack |p/sack |
(str 18: 34 - 34 bottles of beer)
A hobbit-made backpack (full 6 bottles of beer) = 6 bottles of beer
...
A hobbit-made backpack (with  0 bottle of beer) = 2 bottles of beer

(str 18: 34 - 35 bottles of beer)
A bag (with  6 bottle of beer) = 5 bottles of beer 
...
A bag (with  0 bottle of beer) = 1 bottles of beer 

(str 18: 34 - 36 bottles of beer)
A ragged fur pack (full 8 bottles of beer) = 6 bottles of beer 
... 
A ragged fur pack (with  0 bottle of beer) = 1 bottles of beer 

(str 18: 34 - 36 bottles of beer)
A fine fur pack (with  9 bottle of beer) = 7 bottle of beer 
...
A fine fur pack (with  0 bottle of beer) = 1 bottle of beer

(str 18: 34 - 37 bottles of beer)
A large leather sack (full 10 bottles of beer) = 7 bottles of beer 
... 
A large leather sack (with  0 bottles of beer) = 1 bottle of beer 

(str 18: 34 - 38 bottles of beer) [((34-11)+15)=38]
A large silk pack (full 15 bottles of beer) = 11 bottles of beer 
... 
A large silk pack (with 0 bottles of beer) = 1 bottles of beer 
 
(str 18: 34 - 38 bottles of beer)
A leather backpack (with 10 bottles of beer) = 6 bottle of beer 
... 
A leather backpack (with  0 bottles of beer) = 1 bottle of beer 

(str 18: 34 - 39 bottles of beer)
A fine fur sack (full 11 bottles of beer) = 6 bottles of beer
A fine fur sack (with 10 bottles of beer) = 6 bottles of beer
...
A fine fur sack (with  1 bottles of beer) = 1 bottle of beer
A fine fur sack (with  0 bottles of beer) = 1 bottle of beer

(str 18: 34 - 39 bottles of beer)
A canvas pack (full 16 bottles of beer) = 11 bottles of beer
... 
A canvas pack (with  0 bottle of beer) = 1 bottle of beer 

(str 18: 34 - 40 bottles total)
A provision sack (with 20 bottles of beer) = 14 bottles of beer
...
A provision sack (with  0 bottle of beer) = 1 bottle of beer   

(str 18: 34 - 40 bottles total)
A large silk pack (with 20 bottles of beer) = 14 bottles of beer
...
A large silk pack (with  0 bottle of beer) = 1 bottle of beer

(str 18: 34 - 41 bottles total)
A fashionable knight's pack (full 16 bottles of beer) = 9 bottles of beer
...
A fashionable knight's pack (with  0 bottles of beer) = 1 bottle of beer

(str 18: 34 - 43 bottles total)
A chest (full 40 bottles of beer) = 31 bottles of beer  
... 
A chest (with 0 bottles of beer) = 5 bottles of beer

(str 18: 34 - 47 bottles total)
A rugged knapsack - GEO (full 22 bottles of beer) = 9 bottles of beer 
...
A rugged knapsack - GEO (with  0 bottle of beer) = 1 bottle of beer

(str 18: 34 - 52 bottles total)
The belt of the giant (full 30 bottles of beer) = 12 bottles of beer
...
The belt of the giant (with  0 bottles of beer) =  2 bottles of beer

---***---
Title: 'containers' // Deion <19> Tue Jan 14 22:27:21 2003

i went through and tested all the containers i could get my hands on.  i
filled them up and weighed them.  then i quit out (to avoid the weight bug
when wearing a full container) and got the container, filled my inventory, 
wore the container, and finally refilled my inventory and counted the
difference.  i took this difference from the original weight of the container
to get the weight of the container when full and worn.  then i divided the #
of units the container could hold by the weight of the full worn container. 
these are the "compression" ratio's that i got.  ( and no, i didnt do BOG)

knapsack worn--2.44
ranger belt worn--2.00
silk pack worn--1.82
ranger pack worn--1.80
canvas pack worn--1.78
knights pack worn--1.78
knights pack--1.78
ranger sack worn--1.57
canvas pack--1.45
silk pack--1.43
forgot pouches

ranger pouch worn and canvas pouch worn--1.67

yeah, know i'm all screwed up with my order

knapsack--1.46
provision sack, scythe sack--1.43

ok, there's plenty more lower than this that don't matter.  the point i'm
trying to get at is, (assuming you don't have bog) is using 2 knapsacks
really the best way to carry eq?  for example, a dwarf fighter has 19str=35
units of available carrying capacity.  with 2 knapsacks (assuming one of them
is worn) the result is 55 units.  (35-9-15=12)  12+22+22=55.  the largest
combination (assuming no bog and the fighter is wearing a knapsack) is a
knapsack and 12 ranger made belt (yes, you can wear multiple ranger made
items) gives a carrying capacity of 72, granted the fighter would have to
fill up the containers before picking them up and wearing them.  also, he
wouldn't be able to wear that 13th belt since it would be too heavy to pick
up unworn.  but realistically, that would require way too many aliases, and
you'd need 240 lengths of sinew for the belts.  so what # makes for the best
# of containers for alias purposes? 
2?  
knapsack worn and a silk pack worn gives 57.
3? 
knapsack worn, silk pack worn, and ranger pack worn gives 61 
knapsack worn, 2 knight packs gives 62
knapsack worn, silk pack worn, and a knight pack gives 64
4?
knapsack worn, silk pack worn, 2 ranger packs worn gives 65

ps, on all of these combos, i didn't include how much space was available for
a weapon.

End of note number 247.
Title: 'last 2' // Deion <19> Wed Jan 15 17:32:10 2003

capet--i was in a hurry so i just put a "ps" then took off.
 knapsack worn, knapsack unworn leaves 12 units available
knapsack worn and a silk pack worn leaves 15 units available
knapsack worn, silk pack worn, knight pack leaves 7 units available

btw, an unworn full knapsack has the same weight as  3 full ranger packs worn
with the 3 ranger packs giving 5 more carrying capacity.

baphomet--yeah, you're right.  i don't know why i came up with 55.  i checked
the rest of the #'s on calculator and they're all correct.

End of note number 250.
------------------------------------------------------------------------------

abilities

------------------------------------------------------------------------------
note Basic Abilities 101
Here is everything about abilities that you never wanted to know:
*languages are dwarvish, elvish and orcish.
*defences are block, parry and riposte (I'd assume that none, berserk and 
 dodge would use the same stats)
*chance to hit npc goes up as your dex increases.
*hitting npc harder would depend on the weapon dificulity of the weapon, your 
 skill at the weapon and your str. Dex, skill in weapon and weapon dificulty 
 decides if you hit or not and the str decides upon how hard you hit with 
 random numbers thrown in.
*raising skills seams to depend on your skill level, the monster level you are
 attacking and int and wis.
*carry more, how much you can carry is linearly proportional to your str, the 
 formula is on some board, fighter's or shapeshifters I think, I saw it 
 somewhere, I can't remember where to be honest.
*more hp's, max hp's = 42+8*max(int,wis)
*more sp's, max sp's = 42+8*con
--------------------+---+---+---+---+---+
                    |str|dex|int|con|wis|
--------------------+---+---+---+---+---+
climbing            |yes|yes|   |   |   |
cold resistance     |   |yes|   |yes|yes|
fire resistance     |   |yes|   |yes|yes|
*languages          |   |   |yes|   |yes|
magic resistance    |   |yes|yes|   |   |
poison resistance   |yes|   |   |yes|   |
searching           |   |   |yes|   |yes|
swimming            |yes|yes|   |   |   |
trade               |yes|   |yes|   |yes|
*defences           |yes|yes|   |   |   |
*chance to hit npc  |   |yes|   |   |   |
*hitting npc harder |yes|   |   |   |   |
*raising skills     |   |   |yes|   |yes|
*carry more         |yes|   |   |   |   |
*more hp's          |   |   |   |yes|   |
*more sp's          |   |   |yea|   |yea|
--------------------+---+---+---+---+---+

Each time you up a stat you up an ability by 1 or 2, each race/class seems to
have basic modifiers on what they start of with.
------------------------------------------------------------------------------

unarmed and knife damage info

------------------------------------------------------------------------------
note WoW
Wow some amazing posts back there, I just read from 1 to 250 and this board
has the highest signal to noise ratio that I have read in ages.

To work out the con of a undead you could also use info like the following
and use it in reverse if you know what I mean:

Fighting Messenger (damage messenger did to me with butchers knife in hp's):
impaled   : 12,10,12,10,11,
slashed   : 10,
pierced   : 6,5,9,5,5,5,5,8,1,8,9,6,6,6,8,8,5,6,9,9,8,6,9,6,
            5,9,5,9,8,6,5,6,6,6,9,1,6,6,5,8,6,9,6,
sliced    : 6,9,9,12,6,9,9,9,7,9,6,6,6,6,
lacerated : 4,3,0,3,4,3,3,3,3,4,3,0,2,3,4,3,3,3,4,3,3,3,3,3,
slit      : 3,3,3,4,3,3,3,4,3,
notched   : 2,
stuck     : 2,2,2,2,0,
nicked    : 1,1,1,
pricked   : 1,1,1,1,1,0,0,1,

Fighting Mound (damage mound did to me with it's blows in hp's):
bludgeoned 12,11,12,13,14,11,12,8,9,11,13,12,10,10,10,6,10,15,10,10,11,14,12,
           12,18,13,15,15,10,10,7,12,7,13,15,6,15,16,6,12,8,14,12,6,11,14,16,
           12,11,10,7,11,14,17,14,12,14,12,7,12,11,7,12,14,12,13,13,11,12,11,
           11,15,15,13,17,18,13,10,18,18,17
pounded    9,6,2,7,9,6,6,6,9,8,7,2,7,6,9,8,9,7,6,9,5,5,8,5,6,8,8,7,6,6,8,6,8,
           4,8,8,6,8,6,5,5,7,7,6,6,8,7,5,1,4,9,9,8,4,7,4,8,5,9,9,6,2,9,7,7,7,
           2,6,1,5,6,7,6,6,6,9,5,3,3,9,8,2,6,9,8,
clubbed    3,3,3,3,4,4,3,3,3,3,3,4,4,4,3,4,4,3,3,4,3,4,4,4,3,3,3,3,3,
pummeled   2,2,2,2,2,2,2,2,2,2,
battered   1,1,1,1,1,1,1,

bludgeoned Range:  6 to 18 Average Damage: 12.01
pounded    Range:  1 to  9 Average Damage:  6.38
clubbed    Range:  3 to  4 Average Damage:  3.39
pummeled   Range:  2 to  2 Average Damage:  2
battered   Range:  1 to  1 Average Damage:  1


But I have to agree that running around with an undead for 20+ kills and then
doing the same kills with the undead that you want to compare it to is easier.
Then see how much profit/loss you have made this is probably more of a useful 
figure rather than calculating str, dex and con of an undead.

Does anyone know if using a higher int+wis when rasing an undead makes them
better. 

Gx thinks her posts are too long.
-----------------------------------------------------------------------------

exp is twice hp damage

-----------------------------------------------------------------------------

Title: 'Re:GhanimX' // Nagash <16> Sun May 12 11:39:41 2002
 
There would be an exact way of testing this, but it depends on whether people
get exp for hitting an undead subservient. I'm not a fan of pk, so I wouldn't
know.
 
From some figures I drew up in testing, the experience you get every time you
hit something is twice the damage (slightly less for when a wolf or horse
hits, the amount less depends on how much you are fighting with the
creature).
 
 
So, all you need is to equip the undead with some unholy weapon, and get
someone with an evil alignment to hit it until it dies. Then take the total
experience you got from fighting (which is total exp after fight - total exp
before fight), minus the exp you got for the kill (assuming you get kill exp
for killing an undead), and divide by two. And voila. The hp of the monster
is revealed.
Then, you'd test it for each and every viable choice of subservient. Hehehe.
Mad! Mad, they called me! But I shall prove them wrong! Ahahahahaha!
 
 
Ahem. But I digress. Use this knowledge for good. And not for evil.
-Killcrazy.
 
End of note number 246.  
-----------------------------------------------------------------------------

Rogue skills posts

-----------------------------------------------------------------------------
Title: 'RE: Last' // "The One You Never Saw" <19> Thu Feb  7 02:11:43 2002

Gaining skills is not affected much by your level, so if you've got 20 skill
in something, you can kill fairly small tsuff and still get it to go up, even
if you're level 19. Given this, you should be able to do a good amount of
damage (a fair % of its HP per hit, anyways) to whatever you're fighting,
regardless of skill. At least, a good amount of damage as far as a rogue is
concerned... rogues don't do massive damage in general, but if solo damage
isn't enough for you at low skill levels it probably won't ever be, because
the damage/HP ratio of equivalent-level monsters only gets worse the higher
you go.

I think I just confused myself... what I was trying to say is that your skill
level and the monsters you need to kill in order to raise your skill at a
reasonable rate progress more or less evenly until the upper levels. Now that
I think about it, I don't know if this post is relevant at all, but I'll
leave it up just so someone can laugh at me.

End of note number 1.
Title: 'The One You Never Saw' // "Cracker" <19> Sat Feb  9 22:16:30 2002

Your level affects your skills greatly. Lessee, int and wis help raise skills
faster. That means, at level 15 with 20 int+wis, you're going to see Your
skill has gone up! a lot more than you would at a level 3's 5 int+wis. 
In addition, you also have the dex factor: you will hit more, thus you will
have more of a chance for it to go up. Now, if you're fighting incredibly
dexterous npcs such as Hermit, you may not be hitting as often. But, with
more mediocre npcs, you'll be raising skills much faster.

I'd say the part that sucks is that you can't just sit for 4 minutes hitting
a battered frying pan and raising skills because your str will kill one in
few whaps.

That's my 17.4 cents.

End of note number 4.
Title: 'RE: Last' // "The One You Never Saw" <19> Sun Feb 10 18:37:26 2002

Level doesn't affect things "greatly", as you yourself are saying essentially
what I did; namely, that it is outweighed by other factors (i.e. int, wis,
dex, and skill level).

Posting with information is fine. Posting for the sake of making yourself
look smart usually doesn't work.

End of note number 5.
Title: 'last' // "The Overseer" <19> Mon Feb 11 17:16:25 2002

The orignal post was to say that staying at low lvls helps skills go up
quicker really is a waste of time.  This is what Cracker reiterated without
really realizing it.  And yes, in my experience, the added stats of higher
lvls helps skills go faster than staying at low lvl.

End of note number 6.
-----------------------------------------------------------------------------

Bomerangs + barbed darts and DEX

-----------------------------------------------------------------------------
Title: 'darts...' // "Nagel" <16> Fri Feb 22 14:49:50 2002

This should seem like a newbie question, but...

Is the amount of dex lowered, equal to the number of barbed darts stuck in a
NPC (3 darts = -3 dex)? Or is it just one dex point no matter how many (3
darts = -1 dex)?

 ~N

End of note number 13.
---***---
Title: 'last' // "DR.BenDover" <7> Sat Feb 23 05:08:33 2002

-1 for barbed dart thats it
-1 for boomerang thats it

End of note number 14.
-----------------------------------------------------------------------------

Some of the Proud knight words

------------------------------------------------------------------------------
'Drin must die.
'Death to the Knights of Drin.
'Halforc is our leader.
'Long live the Scythe.
'Boki sent me.
'I shall take peace from the earth.
'I am a brother of the sword.
'Elves are a tasty treat.
'Hail Mistress Shera.
------------------------------------------------------------------------------

Sturdy Ring - does it help hit harder or more often

------------------------------------------------------------------------------
impaled   : 12,10,12,10,11,
lacerated : 4,3,0,3,4,3,3,3,3,4,3,0,2,3,4,3,3,3,4,3,3,3,3,3,
nicked    : 1,1,1,
notched   : 2,
pierced   : 6,5,9,5,5,5,5,8,1,8,9,6,6,6,8,8,5,6,9,9,8,6,9,6,
            5,9,5,9,8,6,5,6,6,6,9,1,6,6,5,8,6,9,6,
pricked   : 1,1,1,1,1,0,0,1,
slashed   : 10,
sliced    : 6,9,9,12,6,9,9,9,7,9,6,6,6,6,
slit      : 3,3,3,4,3,3,3,4,3,
stuck     : 2,2,2,2,0,

Scythe # Bazhi: from best to worst
Scythe # Bazhi: perforate skewer impale pierce lacerate

Scythe # Bazhi: impaled/slashed are best
Scythe # Bazhi: then sliced/pierced
Scythe # Bazhi: lacerated/slit prolly next
Scythe # Bazhi: pricked nicked notched prolly worst

controls:
---------
same weight and number of items in inventory for each fight.
sober and with full hit points before each battle.
not smoking a pipe or taking any heals during fight.

knife skill 62
Right hand: a butchers knife
Left hand: a butchers knife

Rules:
------
killed 3 messengers once with a "sturdy ring"
and once without.

WITH ring:
---------
me:        83 hits ; 51 misses
messenger: 57 hits ;  7 misses

You impaled  : 11 You slashed  :  3
You pierced  : 26 You sliced   :  4
You lacerated: 24 You slit     :  4
You notched  :  1 You stuck    :  6
You nicked   :  1 You pricked  :  3

WITHOUT ring:
------------
me:       hits 81 ; misses 44
messenger hits 55 ; misses  4

You impaled  : 11 You slashed  :  1
You pierced  : 26 You sliced   :  8
You lacerated: 23 You slit     :  5
You notched  :  0 You stuck    :  2
You nicked   :  1 You pricked  :  4

conclusion:
They both look prety much the same damagewise to me, but
I missed a lot less with the ring than without it
i.e. The fights were shorter with it than without it.

extra info:
damage done to me by messengers knife:
 
impaled   : 12,10,12,10,11,
slashed   : 10,
pierced   : 6,5,9,5,5,5,5,8,1,8,9,6,6,6,8,8,5,6,9,9,8,6,9,6,
            5,9,5,9,8,6,5,6,6,6,9,1,6,6,5,8,6,9,6,
sliced    : 6,9,9,12,6,9,9,9,7,9,6,6,6,6,
lacerated : 4,3,0,3,4,3,3,3,3,4,3,0,2,3,4,3,3,3,4,3,3,3,3,3,
slit      : 3,3,3,4,3,3,3,4,3,
notched   : 2,
stuck     : 2,2,2,2,0,
nicked    : 1,1,1,
pricked   : 1,1,1,1,1,0,0,1,
 
Ghanime the thinking orc fighter
------------------------------------------------------------------------------

How heavy some things are

------------------------------------------------------------------------------
Mad prisoner tunnel = 2 torches
Ravel tunnel = 1 torch
A glowing sphere = 1 bottle of beer, gives light 1
A fire gem = 1 bottle of beer, gives more than light 1
A black gem = 1 bottle of beer, gives more than light 1

A medium deer wineskin [empty] = 1 bottle of beer
A medium deer wineskin of beer [full] (3 bottles poured in) = 2 bottles of beer
A big rabbit wineskin [empty] = 1 bottle of beer
A big rabbit wineskin of beer [full] (5 bottles poured in) = 3 bottle of beer

A sorcerer's map = 1 bottle of beer
A piece of cake = 1 bottle of beer
A finely carved pipe = 1 bottle of beer
------------------------------------------------------------------------------

Experience chart

-----+-------+------+------+------+------+------+------+------+------+------+------+-------------------------------+----------------------
     | Level |            Stats Max 10->19 (Str/Dex/Int/Con/Wis)                   | Number of stats you can raise | # of Paladin missions
Delta|   xp  |    10|    11|    12|    13|    14|    15|    16|    17|    18|    19|                               |
-----+-------+------+------+------+------+------+------+------+------+------+------+-------------------------------+----------------------
 1>2 |    676|   191|   179|   170|   162|   156|   151|   147|   144|   141|   138|6 stats raised (@ level 1) ( 6)| 1 good deeds
 2>3 |   1014|   364|   320|   288|   263|   244|   229|   217|   207|   198|   191|4 stats raised (@ level 2) (10)| 5 good deeds
 3>4 |   1522|   693|   571|   488|   427|   382|   347|   320|   297|   279|   263|4 stats raised (@ level 3) (14)| 7 good deeds
 4>5 |   2283|  1322|  1021|   827|   693|   597|   526|   471|   427|   392|   364|4 stats raised (@ level 4) (18)| 9 good deeds
 5>6 |   3425|  2521|  1826|  1402|  1125|   934|   796|   693|   614|   552|   502|3 stats raised (@ level 5) (21)|11 good deeds
 6>7 |   5138|  4807|  3264|  2377|  1826|  1460|  1206|  1021|   883|   777|   693|4 stats raised (@ level 6) (25)|13 good deeds
 7>8 |   7707|  9167|  5835|  4031|  2963|  2283|  1826|  1504|  1270|  1094|   957|4 stats raised (@ level 7) (29)|15 good deeds
 8>9 |  11561| 17481| 10430|  6836|  4807|  3569|  2765|  2216|  1826|  1539|  1322|4 stats raised (@ level 8) (33)|17 good deeds
 9>10|  17341| 33333| 18646| 11592|  7801|  5580|  4186|  3264|  2625|  2166|  1826|3 stats raised (@ level 9) (36)|19 good deeds
10>11|  26012|      | 33333| 19657| 12659|  8723|  6339|  4807|  3774|  3048|  2521|4 stats raised (@ level10) (40)|21 good deeds
11>12|  39018|      |      | 33333| 20542| 13638|  9600|  7081|  5426|  4290|  3481|4 stats raised (@ level11) (44)|23 good deeds
12>13|  58527|      |      |      | 33333| 21321| 14537| 10430|  7801|  6037|  4807|4 stats raised (@ level12) (48)|25 good deeds
13>14|  87791|      |      |      |      | 33333| 22012| 15364| 11216|  8497|  6639|3 stats raised (@ level13) (51)|27 good deeds
14>15| 131687|      |      |      |      |      | 33333| 22630| 16126| 11958|  9167|4 stats raised (@ level14) (55)|29 good deeds
15>16| 197530|      |      |      |      |      |      | 33333| 23184| 16829| 12659|4 stats raised (@ level15) (59)|31 good deeds
16>17| 296296|      |      |      |      |      |      |      | 33333| 23685| 17481|???                            |33 good deeds
17>18| 444444|      |      |      |      |      |      |      |      | 33333| 24139|???                            |???
18>19| 666666|      |      |      |      |      |      |      |      |      | 33333|???                            |???
19>20|1000000|      |      |      |      |      |      |      |      |      |      |                               |
-----+-------+------+------+------+------+------+------+------+------+------+------+-------------------------------+----------------------
Total|1000000| 69879| 75425| 81001| 86601| 92220| 97853|103498|109153|114815|120483|                               |
-----+-------+------+------+------+------+------+------+------+------+------+------+-------------------------------+----------------------

I think the rule for maxing a stat for any given level is if
(exp_for_next_level-exp_for_current_level)*2/3 > cost of stat then you can not
advance the stat.

I need the above chart to work out the experience and time requirements for
shapeshifters.
------------------------------------------------------------------------------

how to increase weaving to 29

------------------------------------------------------------------------------
Title: '"Today's Weaving" page 34' // Zucchini <19> Sun Aug 11 18:06:19 2002

the way it USED to work is:

"weave cloth" at Fae in arcadia would give you 10 weaving
IF you had 0.
mending your seine would gradually bring you up to 6, but
no higher.

the way it works NOW is:

"weave cloth" at Fae increases your weaving by 10 but only if
+10 won't be more than 29.  if you have 20, it won't work.
(although sometimes she only gives 9 the first time, odd)
mending seines works same as it used to.
and there's spider silk you can weave stuff into that i guess
will keep raising weaving beyond that.

End of note number 237.
---***---
Title: 'weaving' // Dooku <19> Mon Aug 12 00:06:34 2002

Yup, weaving enough spider silk into rings will get you to 100.
But you need a newbie to get you the silk which sucks.

End of note number 238.
------------------------------------------------------------------------------

How much exp from pk/sk

------------------------------------------------------------------------------

Title: 'research' // Raptor <19> Thu Aug 29 05:52:26 2002

Ironic and I(fyi raptor = surocco :P) did some minor research into exp gained
from player kills and this is what we found out.

Master Surocco the Master of the Nine Hells of Chaos (evil)
Str: 15 (15)    Race : Human (male)           Exp  : 815,984
Dex: 14 (14)    Class: Necromancer (19)       Money: 0 coins
Int: 16 (16)    Guild: The Courts of Chaos    Bank : 27,982 coins
Con: 14 (14)    Age  : 2 d  20 h  44 m  8 s
Wis: 16 (16)    Language: Common language  
Hits : 154 (154)   Defend   : None           You are: Sober
Sps  : 165 (170)   Aiming at: Random         You are: Unpoisoned
Wimpy:  46 hits    Attack   : Random         You are: Hungry
                   Hunted by: No one                               
(Me before the kill)
Name : test                 Total XP : 10858  Time : 2 Mins
       Name           Lvl  HP  SP  Line  XP Share  XP
       Raptor         19   108 51  ON    50 %      0
Leader Ironic         19   154 139 ON    50 %      10858
(Exp gained from the kill)

 What we have concluded from this is that you get ~.0133% of the deceased
players experience also equivalent to 1/75th.  However, the percent may not be
exact because it may go up or down depending on how much exp the player was
originally worth..ie someone who has 100mil might be worth a less percentage.
On another note, i have yet to see an eval for Battle Aromur so i figured i'd
post that too, along with fine plate for comparison:

BATTLEARMOUR:
You carefully examine a Battle Armour. You think it will provide adequate
protection for your head, good protection for your neck, adequate protection
for your body, adequate protection for your arms, good protection for your
hands, adequate protection for your legs and good protection for your feet.
 
This armour looks like it would be more effective against crushing attacks,
and less effective against piercing attacks.
> 
FINEPLATE:
You carefully examine a fine platemail. You think it will provide adequate
protection for your neck, fine protection for your body, fine protection for
your arms and fine protection for your legs.
 
This armour looks like it would be more effective against crushing attacks,
and less effective against piercing attacks.

   It would be nice if someone would be willing to do some more
expirimintation into the above subject :P, but seeing as how not many people
'like' to die, i will do this again one i build up some exp or somethin
(though i may just use a lower amount of exp and compare to see if the amount
of exp makes any differenct on the percentage of exp gained). *I apologize for
the length of this post and thanks for takin the time to read it,
                      Hope it helps in you quest for knowledge ;)*

End of note number 450.
---***---
Title: 'Pre Test' // Galant <18> Thu Aug 29 06:02:54 2002

Galant the successful idol figure of the Scythe (nice) 

Str: 17 (17)    Race : Orc (male)             Exp  : 1,013,916
Dex: 15 (15)    Class: Cleric (19)            Money: 0 coins
Int: 13 (13)    Guild: The Scythe             Bank : 291,349 coins
Con: 15 (15)    Age  : 3 d  19 h  12 m  46 s
Wis: 15 (15)    Language: Common language  

Hits : 162 (162)   Defend   : Dodge          You are: Sober
Sps  : 162 (162)   Aiming at: Random         You are: Unpoisoned
Wimpy:  64 hits    Attack   : Random         You are: Hungry
                   Hunted by: No one                          

End of note number 451.
Title: 'further research' // Raptor <19> Thu Aug 29 06:17:37 2002

Well i beat the crap out of Galant!..ok maby he let me kill him but anyways
 this is what i found out from HIS death. 
Galant the successful idol figure of the Scythe (nice) 
Str: 17 (17)    Race : Orc (male)             Exp  : 1,013,916
Dex: 15 (15)    Class: Cleric (19)            Money: 0 coins
Int: 13 (13)    Guild: The Scythe             Bank : 291,349 coins
Con: 15 (15)    Age  : 3 d  19 h  12 m  46 s
Wis: 15 (15)    Language: Common language  
Hits : 162 (162)   Defend   : Dodge          You are: Sober
Sps  : 162 (162)   Aiming at: Random         You are: Unpoisoned
Wimpy:  64 hits    Attack   : Random         You are: Hungry
                   Hunted by: No one                          
>>
>>
Name :     Total XP : 0      Time : 1 Mins
       Name           Lvl  HP  SP  Line  XP Share  XP
Leader Raptor         19   170 154 ON    100%      0
>
> You damage your victim severely while you hit hard with your stick.
#You bludgeoned Galant's head heavily.
Galant missed you.
The militiaman eyes you carefully.
Galant looks blank and says 'oh'.
You damage your victim severely while you hit hard with your stick.
You bludgeoned Galant's body heavily.
Galant grins.
Galant missed you.
i
You are carrying:
 A white iron stick (wielded in right hand)
 A fire gem
 A silver goblin shield (worn)
 A pipe
 A golden amulet (worn)
 A sorcerer's robe (worn)
 A Battle Armour (worn)
 A rugged knapsack (worn)
 An empty trophy belt
 A charter from the Geographic Society
 A small oak carving

 The mark of the Scythe
> Galant died.
<> Your party just killed Galant.
Name :     Total XP : 13519  Time : 8 Mins
       Name           Lvl  HP  SP  Line  XP Share  XP
Leader Raptor         19   170 154 ON    100%      13519
CONCLUSION:  Unlike my last statement in my last poste, it is not true that
the deceased
player's experience affects the percentage of the death.
******THANKS TO GALANT FOR OFFERING HIS LIFE :P*HE TOOK ONE FOR THE TEAM,
>CHEER GALANT<***
>
A New post will be comming soon to help verify this numver (1/75). BTW, i
concluded that
1/75 is a better number to use simply because..well...1/75 IS .0133333 ;)
                 ******THANKS FOR READIN MY POST!!!!!!!!**************


End of note number 452.
---***---
Title: 'Pre Test' // Wolyh <7> Thu Aug 29 06:32:44 2002

Wolyh the hit and run troll insulter of the Scythe (evil) 

Str:  9 ( 9)    Race : Orc (male)             Exp  : 7,722
Dex:  8 ( 8)    Class: Cleric (8)             Money: 2,166 coins
Int:  1 ( 1)    Guild: The Scythe             Bank : 35,000 coins
Con:  8 ( 8)    Age  : 0 d  3 h  8 m  44 s
Wis:  8 ( 8)    Language: Common language  

Hits : 106 (106)   Defend   : None           You are: Sober
Sps  : 106 (106)   Aiming at: Random         You are: Unpoisoned
Wimpy:  10 hits    Attack   : Random         You are: Hungry
                   Hunted by: No one 

End of note number 453.
---***---
Title: 'Last note on Subject!' // Raptor <19> Thu Aug 29 06:40:42 2002

 OK, this should be the last post on the subject[noone else must die!].
**GALANT OFFERED 
ANOTHER ONE OF HIS ALTS, (lower lev[lev 8] so that should be more than enough
to 
determine if in fact that is the right number), either he's stupid or he has
a great thirst for knowledge. Ill let you be the judge :O
> Wolyh says: you are too inexperience to hope to succedd in that attack.
snicker
You snicker.
> say darn
You say: darn
> Ironic chuckles politely.
Wolyh says: all is well, just kill me
l
You stand at the western gates of the sprawling village of Tantallon.  A
large wooden wall encircles the village, but there is a gate providing access
to the east. Snag Creek flows in from the west, and disappears into a grating
that is built into the base of the wall. The road leads westward into the
plains.  There is a large sign here. 
 Obvious directions are:
  east, west.
Ironic the master transmuter (nasty).
Wolyh the hit and run troll insulter of the Scythe (evil), who is lying down.
A cairn of stones with a bloody scythe banner.
A town militiaman.
> say k, let paldin know :P
You say: k, let paldin know :P
> kill wolyh
You hammered Wolyh's head brutally.
> You bludgeoned Wolyh's head heavily.
Wolyh missed you.
You damage your victim severely while you hit hard with your stick.
You pounded Wolyh's head heartlessly.
Wolyh missed you.
Wolyh nods solemnly.
sc
Raptor the successful idol figure of the Scythe (nice) 
Str: 18 (18)    Race : Human (male)           Exp  : 3,012,720
Dex: 15 (15)    Class: Fighter (19)           Money: 22,716 coins
Int: 14 (14)    Guild: The Scythe             Bank : 250,000 coins
Con: 16 (16)    Age  : 8 d  10 h  27 m  28 s
Wis: 13 (13)    Language: Common language  
Hits : 170 (170)   Defend   : Block          You are: Sober
Sps  : 153 (154)   Aiming at: Head           You are: Unpoisoned
Wimpy:  34 hits    Attack   : Slash          You are: Hungry
                   Hunted by: Troll                                   
> You damage your victim severely while you hit hard with your stick.
You bludgeoned Wolyh's head heavily.
Wolyh missed you.
ll
There is no opponent here.
> You bludgeoned Wolyh's head heavily.
Wolyh missed you.
Wolyh says: hes idle btw
ps
Name :        Total XP : 0      Time : 1 Mins
       Name           Lvl  HP  SP  Line  XP Share  XP
Leader Raptor         19   170 153 ON    100%      0
> You damage your victim severely while you hit hard with your stick.
You missed.
Wolyh missed you.
nod
You nod solemnly.
> You missed.
Wolyh missed you.
You bludgeoned Wolyh's leg heavily.
Wolyh missed you.
ps
Name :        Total XP : 0      Time : 1 Mins
       Name           Lvl  HP  SP  Line  XP Share  XP
Leader Raptor         19   170 153 ON    100%      0
> You damage your victim severely while you hit hard with your stick.
Wolyh died.
<> Your party just killed Wolyh.
You see a dark shape gathering some mist... or maybe you're just imagining
that.
>
>
Wolyh the hit and run troll insulter of the Scythe (evil) 
Str:  9 ( 9)    Race : Orc (male)             Exp  : 7,722
Dex:  8 ( 8)    Class: Cleric (8)             Money: 2,166 coins
Int:  1 ( 1)    Guild: The Scythe             Bank : 35,000 coins
Con:  8 ( 8)    Age  : 0 d  3 h  8 m  44 s
Wis:  8 ( 8)    Language: Common language  
Hits : 106 (106)   Defend   : None           You are: Sober
Sps  : 106 (106)   Aiming at: Random         You are: Unpoisoned
Wimpy:  10 hits    Attack   : Random         You are: Hungry
                   Hunted by: No one 
>
Name :        Total XP : 102    Time : 4 Mins
       Name           Lvl  HP  SP  Line  XP Share  XP
Leader Raptor         19   170 154 ON    100%      102
 
CONCLUSION: Well, in the end..Galant died for nothin! hehe, sorry. Turns out
my original 
post was correct and that the exp earned from a plater kill is 1/75th of that
players total 
experience before his death. {I keep sayin player because i dont know nor do
i care what
the exp ratio for npc mobs are :)}
****Hope you enjoyed reading all my posts and a special thanks to Sucorro[me
;)], Galant^2,
and Ironic for they're controbutions***********THANKS.


End of note number 454.
---***---
Title: 're last few' // Hektor <19> Fri Aug 30 05:22:48 2002

Interesting notes there.  I wonder if any of these factors affect the exp
worth of a player. (1) if a player gains exp value the longer they go without
dying, much the same way an NPC does, (2) if players can only go up to a max
of 26k like npc's, or if they even have a limit.  Perhaps some players who
have killed a bountied or SK player with high amounts of experience can post
the gains that they get from the kill.  The victim could also do the same so
that we can calculate a percentage. 

Bazhi?  Clemeth?  Thothamon?  Capet?  Shinrikyo?  Calvin?  Lunger? Undeadguy?
 Nanji?  Care to help out the cause?  *winks*

Hektor <--- not volunteering for the victim job.

End of note number 450.
------------------------------------------------------------------------------

What percentage exp do you lose from a wimpy

------------------------------------------------------------------------------
Exp  : 5,209,137 - before : Exp  : 5,203,935 - After : diff 5202 : 0.1%
------------------------------------------------------------------------------

What can be made from spider silk

------------------------------------------------------------------------------
number of silk item that can be made   Special features of Item
-------------- ----------------------- ------------------------
3              A spider silk ring      slight armour + a bit more evil ?
7              A spider silk bracelet  slight armour + a bit more evil ?
20             An empty money pouch    holds money
24             Some spider silk gloves +10 climbing
30             Some spider silk boots  +10 climbing
50             A spider silk cloak     You would probably notice if someone tried to steal from you
>187           ?????                   ?????
------------------------------------------------------------------------------

Cleric

Cleric Ramblings

------------------------------------------------------------------------------

Title: 'Skills and Experience' // Hektor <19> Sun Nov 12 19:33:50 2000

If you ask any cleric how much exp it took to reach an 80 club you are bound
to get a huge range of figures.  Why?  Several reasons. A cleric who gains
all experience using only club will take less exp to hit a skill of 80 than a
cleric who gets their exp from doing damage with other weapons.  Also factor
in damage done with attack prayers: if you make heavy use of wrath and/or
hammer during combat it will also take more exp for skills to go up.  This is
also a large part of why a mage takes so long to gain staff skills.

     Other things which may factor into exp required for a set skill level
may include the level of npc you are killing, how much that npc is worth, how
much exp is done in parties, and the appropriateness of the weapon you are
using for your ability.  I'm not sure how or even if this list of items
affects anything, but at least it will hopefully spark some discussion.

Hektor, Breaker of Horses

End of note number 199.
---***---
Title: 'Re: last' // Sermhint <19> Mon Nov 13 01:24:20 2000

Well, in my uneducated opinion (I don't say I know for sure)...
All that matters is number of hits (damage has no play in it) done on a
monster, and monster's level in some relevance with your skill. From
experience, using spells does slow down the process, but I don't think it's
directly related, I'd rather think that since with spells monsters die faster
you score fewer hits on'em, that's why skill goes slower.

Also, I think your level vs monster's level has no say in it... meaning that
in skill range 1-10 you can kill monsters of the lowest level (forest
critters) no matter what level *you* are, say after 20 you can't get a single
skillpoint on them, you have to go on to monsters a couple of levels
higher... and 90-100 you can get only killing 9k monsters.

Again, it's just my (although strong) impression after advancing skills with
over a dozen characters.

End of note number 200.
---***---
Title: 'Re: Last' // Blackened <19> Wed Dec 13 22:38:31 2000

3 person parties are the decent ones. 1 basher is kinda rough to do both
heals and eq because of the weight issue. 2 bashers ideal, one for each
assignment. The third basher imo slows the party xp wise down. Everything
does die faster, but the tank has to be flying with paths to do a decent
xp/hr ratio.

decent = +100k/hr
60k/hr min for a good basher to party usually.

Blackened

End of note number 228.
---***---
Title: 'last couple' // Booya <19> Thu Dec 14 01:00:11 2000

Umm if you both have your own sets of eq, first of all that sounds like
there'd be a weight issue there and that wouldnt work out very well.

And about the parties, It seems like I can pull the most xp/person with a 2
man party, and you shouldnt have a weight problem if the tank carries the
heals in his sack/pack/whatever, if you dont buy in bulk its not a problem. 3
people parties are probably the best in all aspects, but the 4 man parties
are just plain ol' fun ;), that why I do em, and if you play right (you dont
really need paths) you can pull decent xp (80k each.)

Also if you ever have a chance, round up three trunkin dwarves and trunk
yourself and just go nutz, thats fun and you can pull 500k in an hour if you
try ;).

End of note number 229.
---***---
Title: '2 ago' // Brassmonkey <19> Mon Jan  1 21:04:41 2001

First off, dwarf cleric with 2 orc fighters is better than anything... for
ME.  You do whatever yall else want.  Some freaks, like Hek or Booya, can do
things which would make me drop a lung, but it works for them, so be it.  You
do whatever you want.  The more experienced players are suggesting above-type
combo as better, and they are probably right.  Maybe not.  Whatever.

As for shields, polished silver goblin is the best eval-wise... but it's also
the heaviest, not to mention if your aliases are setup to 'drink potion'
instead of 'drink dark red potion', you can be seriously f*cked.

Next is wiggy/gralain.  Gralain adds to blocking ability, more so if you're a
dwarf.  Wiggy is light as hell.  

The rest are crap.  People like flying shield.  I dunno why :P 

Sorry I can't give exact evals.  Maybe if my fighters ever get ahold of all
those shields, I can post em.

The funky Monkey.

End of note number 240.
---***---
Title: 'Fastest party number' // Hektor <19> Tue Jan  2 20:26:08 2001

     With all things being equal, I find that the fastest of the 2
combinations mentioned above depends on the weapons wielded by each.  With
trunks, I would take the 2 cleric party simply because the damage done by 2
trunks plus 1 cleric's wrath is incredible, and I find that a 3rd person only
cuts into the exp/hr per person.  Without trunks (and especially when no
uniques weapons are available) I believe the 2 basher party to be fastest.

     As for 2 clerics in a party:  I normally carry 1 set of armour which is
passed back and forth between clerics.  It frees up extra space for one
person to extra heals plus obtained "loot".  Passing  eq has never been a
problem, since the heals are usually dumped on the ground before the attack
starts.  During trunk boots NAKED is the only way to fly, although sometimes
we'll have a theme night and grab some toga's.

Hektor, Breaker of Horses.

End of note number 244.
---***---
Title: 'best shield' // Steerpike <18> Fri Jan  5 20:17:36 2001

is a dwarvish shield, from treasure hunt, which evals as absolutely perfect.
before being id'ed it appears as a long shield of some kind.
and it is very heavy.

End of note number 248.
---***---
Title: 'last' // Bogan <17> Sat Jan  6 00:12:47 2001

pity is i've seen one like that once

End of note number 249.
---***---
Title: 're: Steerpike' // Tattva <19> Sun Jan  7 09:50:08 2001

Same goes for any other dwarvish type armour.. they rock

End of note number 250.
------------------------------------------------------------------------------

How much damage does hammer do

------------------------------------------------------------------------------
Lady Ghanimo the Mistress of the Nine Hells of Chaos (neutral) 
 
Str: 15 (15)    Race : Half-elf (female)      Exp  : 979,872
Dex: 14 (14)    Class: Cleric (19)            Money: 3,959 coins
Int: 14 (16)    Guild: The Courts of Chaos    Bank : 239,000 coins
Con: 12 (12)    Age  : 7 d  12 h  32 m  24 s
Wis: 19 (18)    Language: Common language
 
Hits : 138 (138)   Defend   : Block          You are: Sober
Sps  :  76 (194)   Aiming at: Random         You are: Unpoisoned
Wimpy:  41 hits    Attack   : Random         You are: Hungry
Godstopper tells you: 39
Godstopper tells you: that one did 26
Godstopper tells you: 38
Godstopper tells you: 38
Godstopper tells you: 19
Godstopper says: 20
Godstopper tells you: 25
Godstopper says: 26
Godstopper tells you: 21
Godstopper tells you: 33
Average 28.50 Min 19 max 39

Princess Ghanimi the Grand Knight and Protector of the Heart (good) 

Str: 18 (18)    Race : Dwarf (female)         Exp  : 7,978,689
Dex: 13 (13)    Class: Cleric (19)            Money: 11,555 coins
Int: 12 (12)    Guild: The Knights of Drin    Bank : 0 coins
Con: 15 (15)    Age  : 
Wis: 17 (17)    Language: Common language  

Hits : 162 (162)   Defend   : Block          You are: Sober
Sps  :  23 (178)   Aiming at: Random         You are: Unpoisoned
Wimpy:  48 hits    Attack   : Random         You are: Hungry
Godstopper tells you: 19
Godstopper tells you: 35
Godstopper tells you: 26 ..
Godstopper tells you: 21
Godstopper tells you: 16
Godstopper tells you: 29
Godstopper tells you: 31
godstopper tells you: hm..34
Godstopper tells you: 38
Godstopper tells you: 31
Average 28.0 min 16 max 38

Lady Ghanimo the Mistress of the Nine Hells of Chaos (neutral) 

Str: 15 (15)    Race : Half-elf (female)      Exp  : 979,872
Dex: 14 (14)    Class: Cleric (19)            Money: 3,959 coins
Int: 14 (16)    Guild: The Courts of Chaos    Bank : 239,000 coins
Con: 12 (12)    Age  : 
Wis: 19 (18)    Language: Common language  

Hits : 138 (138)   Defend   : Block          You are: Sober
Sps  :  76 (194)   Aiming at: Random         You are: Unpoisoned
Wimpy:  41 hits    Attack   : Random         You are: Hungry
--- Me smoking greenleaf ---
Godstopper tells you: 28
Godstopper tells you: 17
Godstopper tells you: 27
Godstopper tells you: 21
Godstopper tells you: 37
Godstopper says: 24
Godstopper tells you: 35
Godstopper says: 17
Godstopper tells you: 32
Godstopper tells you: 35
Average 27.30 min 17 max 37

So basically approx 28 damage for hammer at level 19 for 17,18 and 19 wis.
------------------------------------------------------------------------------

So what does new bless do

------------------------------------------------------------------------------

Title: 'new bless versus old bless' // Ghanimo <19> Tue May 20 12:45:48 2003

"new bless"  gives +1 or +2 to evals, so
"very poor"   goes up to "serviceable", and lasts 40 mins (+2)
"poor"        goes up to "adequate",    and lasts 30 mins (+2)
"serviceable" goes up to "adequate",    and lasts 30 mins (+1)
"adequate"    goes up to "fine",        and lasts 40 mins (+1)
"fine"        can't be blessed anymore
 
"old bless" gave  +2 evals,            and lasted 60 secs, and then dropped
                                       down to only +1 eval until reboot
 
"new bless" the highest you eval you can   bless is  "adequate"
"old bless" the highest you eval you could bless was "fine"
 
When "new bless" runs out the armour return to it's old state
e.g. "very poor" -(bless)-> "serviceable" -(after 30 mins)-> "very poor"
 
When "old bless" ran out the armour was permentaly better, as you would
expect when the gods blessed something and made it holy.
e.g. "fine" -(bless)-> "very good" -(after 60 secs)-> "good"
 
GhanimX grumbles.                                       10 absolutely perfect
                                                        09 nearly perfect   
P.S. The bottom line to me is that bless is now a waste 08 splendid
of spellpoints, when the most it can do is make         07 very good 
something fine for 40 mins, and I can pick up fine      06 good     
equipment in loads of places.                           05 fine  
                                                        04 adequate 
P.P.S. I have only tested 4 pieces of armour so maybe,  03 serviceable   
just maybe the +1,+2 is random and there is a +3 and    02 poor  
+4 but I'd say that I'm just dreaming.                  01 very poor   

End of note number 250.
------------------------------------------------------------------------------

Fighter

Strength required to wield weapons

------------------------------------------------------------------------------

A heavy jewel encrusted mace (1400) > str 13
A mighty mace (700) > str 13
A huge warhammer (2000) > str 13
A dwarven hammer (950) <= str 13
A very fine rapier = str 13
A hunga-munga (1700) = str 9
A bronze axe = str 2
------------------------------------------------------------------------------

Two weapon

------------------------------------------------------------------------------

Title: 'Longswords' // Shinrikyo <19> Tue Jun 12 20:54:28 2001

The way Calvin did it... sword of virgis+dark ls... the +15 to your ls skill
(if you're a female... and if you're not, there's a way..*peer*) should be
enough to make it useful...

Flails - dual shackles to some skill like 50 or so, then use mstar+ranger
whip

Club - 2 canes from woolcrofts, then use hjem+cane

Curved blade - dual snickersnees all the way, if you can get a katana, dual
that with a snickersnee.  I've heard that cos's long katana+snickersnee isn't
bad for damage either

rapier - dual darts (or sticks *pat annihilator*), then at about 50 or 60ish
skill, dual cblade+stick or gilian+stick

Poleaxe, 2hs, 2ha - don't bother dualing, its just not worth it. plus the
skills raise fast enough anyway

MMS - yah, xbow+knife or if you really want, you could grab bow/arrow and
raise staff/mms that way.

exotic - dual shurikens, then dual boomers, or just grab a padded grapple
(they're 2h)

axe - dual pickaxes from scythe tunnels. 

Ahh damnit. I'm missing more, I"ll post later.

End of note number 210.
---***---
Title: 'oh yah' // Shinrikyo <19> Tue Jun 12 20:56:19 2001

Shortsword - dual wooden swords or whatever they are from knigget training
arena..

spear - dual arrows all the way

staff - dual strong branches 

knife - dual spirit knives at first, then dual sais or stone daggers at about
50ish skill.  Heard sais were better for damage cuz they're lighter...

Unarmed - ...Right.

End of note number 211.
---***---
Title: 're: unarmed' // Undeadguy <19> Tue Jun 12 21:05:36 2001

One trick that I did for reaising unarmed at the same time as something
else(at the time, the only ones left were Exotic and mms)was just wielding
something in my left hand.  So, nothing in right hand, something in left
hand.  Worked really well with say empty hand/boomerang or empty
hand/crossbow.  Crossbow had an interesting bug that I reported at the time,
that made your hits with the unarmed look like crossbow hits.  Anyways, it
worked pretty well, check it out.

End of note number 212.
---***---
Title: 'Dual wields for weaps' // Shinrikyo <19> Sat Jun 23 23:23:58 2001

Axe - dual picks
Club - dual canes
Cblade - one snickersnee from 0 to like 20, then dual snickersnees, or
snickersnee/katana
Exotic - Dual shurikens till 50ish, then dual boomers
Flail - Dual shackles from 0 to 40(?) then light flail/whip, then at say
60ish, dual mstar+rangermade whip
Knife - dual spirit knives to 50, then dual stonies or sais
longswords - don't bother
(If you really want, use dark ls and sword of virgis at a HIGH ls level)
MMS - no real dual for this, i suggest bow/arrow
polearm - again, no real dual for this, since ascythe is 2 handed. but for
lower levels I hear dual hoes from arcadia (the polearm kind) are good
rapier - dual sticks 'till 20, then at high lvl dual cblade+stick or
gilian+stick (if you have the dex)
shortsword - dual wooden swords till 40ish, then use plain sword/wooden sword
to bout 60ish, then use wolfblade/wooden sword. or just wooden swords all the
way
spear - dual arrows from 0 to 100
staff - dual strong branches from ravel
2ha - can't dual
2hs - can't dual
unarmed - if you find out, tell me. *peer*

End of note number 244.
---***---
My thinking on getting skills fastest (if a tank would let you bash like this)

SKILL             WEAPON(s)                 SKILL RANGE    DIFFICULITY    DAMAGE   PARRY       SOURCE  		
Axe               2 x Small, Worthless Pick  0-5           Grandma        Avg.     Very Poor   Scythe camp
Axe               2 x Wood Axe              10-20          V. Easy        GTA      Very Poor   Hobbitat
Club              2 x Flask of Oil           0-5           Grandma        Avg.     Very Poor   Weapon Seller
Club              2 x Hammer                 0-10          Ex. Easy       GTA      Useless     Hobbitat
Curved Blade      2 x Snickersnee           10-20          V. Easy        Avg.     Poor        Orcling Minion
Exotic            2 x Shuriken               0-10          Ex. Easy       Avg.     Useless     Weapon Seller
Exotic            2 x Boomerang             10-20          V. Easy        Avg.     Serviceable Sanal
Flail             2 x Some Iron Shackles    10-20          V. Easy        Avg.     Very Poor   Drow Caverns
Flail             2 x Light Flail           15-30          Easy           GTA      Poor        Orkish Punk
Knife             2 x Scalping Knife         0-10          Ex. Easy       Avg.     Very Poor   Brog
Knife             2 x Gigantic Nailfile     25-30          Some Skill     GTA      Very Poor   Silver Green Dragon
Longsword         1 x Dark Longsword        25-30          Some Skill     Avg.     Adequate    Drow Caverns
Longsword         1 x Stone Cutter Sword    45-60          Mod. Difficult GTA      Fine        Giant Pit
Marksmanship      1 X Crossbow              40-60          Mod. Difficult Avg.     Useless     Hermit
Polearm           2 x Hoe                    0-10          Ex. Easy       Avg.     Very Poor   Old Farmer
Polearm           1 x Halberd               25-35          Mod Skill      GTA      Servicable  Guard/Sergeant
Rapier            2 x Dart                   0-5           Grandma        Avg.     Very Poor   Weapon Seller
Shortsword        2 x Wooden Sword           0-10          Ex. Easy       Avg.     Very Poor   Knight Training Area
Shortsword        2 x Fancy Sword           15-30          Easy           GTA      Serviceable Murris    
Spear             2 x Spear                  0-10          Ex. Easy       GTA      Poor        Farmer's Daughter
Staff             2 x Long Stick             0-5           Grandma        Avg.     Very Poor   Sappy the Gremlin
Staff             2 x Antique Staff         15-30          Easy           GTA      Poor        Oterim the Sage
Two Handed Axe    1 x Bronze Axe            15-60          Easy           GTA      Very Poor   Ilderia
Two Handed Sword  1 x Stone-cutter Sword   40-50          Mod. Difficult GTA      Servicable  Giant's Conferance
Unarmed
---***---
Title: 'last' // Sharn <18> Sat Jun 15 01:38:49 2002

Like all classes, the maximum spellpoints and the rate you regain them is
determined by your intelligence or wisdom (whichever is highest).

For dwarves, it is wisdom.
For half-elves and orcs, both are equal.
For elves and humans, intelligence is higher.
(when maxxed)

The stat which effects skillraising changes according to who you ask, but I
had heard that it was whichever of int or wis that wasn't used to calculate
your spellpoints.


Hope this helps :)
Sharn.

End of note number 226.
---***---
Title: 'dual wielding' // Machine <19> Wed Jul 31 01:07:57 2002

It works depending on your skills and your dex. You'd need at least a 14 dex,
imo, to dual well enough to make it worth while. And I'd say start dualing
around 20 skill, 30 skill if you're one of those off balanced dwarves.

Club : dual canes 20-80. large wooden club/cane or moc/cane 80+
Axe : dual worthless picks 20-80. pick/tomahawk, pick/choppingweapon,
pick/big bladed axe 80+
Curved Blade : dual snickersnees 20-80. katana/snickersnee,
falchion/snickersnee, long katana/snickersnee, or curved black
scimitar/snickersnee 80+
Exotic (it sucks, why would you raise this, moron?) : dual shurikens 20-40.
dual boomerangs, dual carpenter's saws, dual weeding hooks or any combo of
the three 40+
Flail : 20-80 dual shackles. mstar/shackles, visious looking flail/shackles,
ranger whip/shackles 80+
Knife : 20-40 dusl rusty daggers, 40-80 dual spirit knives, 80+ sai/spirit
knife, sai/nailfile, dual nailfiles. (I don't recommend stone daggers, unless
it used against the stone golems)
Longsword : Only dual combo that's decent enough for longsword is Sword of
Virgis/dark longsword. Pretty cool.
Marksmanship : MMS is easy enough to get by throwing boomerangs while
wielding other shit. And use bows to get whatever eq you want after reboots.
Should get a huge chunk of your desired 100 MMS this way.
Polearm : Don't dual until 80, imo. Then razor sharp halberd/orlyn's hoe, or
huge halberd/arcadian hoe works.
Rapier : dual sticks 20-80. jdr/stick 80+. I wouldn't use cblade/stick unless
you're a freakish elf. *shrug*
Shortsword : dual wooden swords 20-80. wooden sword/wolfblade or wooden
sword/diamond pommel sword 80+
Spear : (thanks to Paldin's UNbalancing, dual arrows blows, but still works)
dual -flint- arrows 20-40, steel arrow/flint arrow 40-80. anasazi spear/steel
arrow or steel arrow/steel arrow 80+
Staff : 20-80 dual strong branches. 80+ strong branch/carved staff, strong
branch/white iron stick, or strong branch/short staff. I also like
blackstaff/strong branch for 80+ *shrug*
2HA : none
2HS : none
Unarmed : some ppl like to dual mms/unarmed. Seems lame, but guess it works.
Wield crossbow in left hand, while brawling with right hand.

Yeah, okay. I'm done. *shrug* And no, I haven't had a character ever with
1600, but I've had and thrown away about 10 fighters with a combined whoever
knows how much skills. Never played one all the way thru, but I know fighters
pretty well.

*shrug*

End of note number 291.
---***---
Title: 'last few' // Urnch <19> Wed Jul 31 01:59:37 2002

for axe i've liked dwarven mining pick/small worthless pick.
for cblade the orcish sabre/snickersnee combo is great. perhaps my fav dual
and the only one i've ever massacred with a few times.
club i've usually used power weapons but the duals mentioned should work okay
exotic boomers hooks shurikens whatever
flail shackles or at higher skill vflail/shackle mstar/shackle
for knife i agree with duskblade i liked the filthy blades and at lower skill
gigantic nailfile was nice
for longsword i just used a ps weapon, no dual
marksmanship i used boomers bow/arrow and xbow, sometimes with an exotic in
weak hand
polearm i used a ps weapon mostly and at higher skill i used razor sharp
halberd/hoe for faster skills or ascythe/opa for more damage
for shortsword dual wooden swords or at higher plain sword/wooden and even
higher wolfblade/wooden sword, although dual woodens are okay all the way for
fast skills
for spear dual arrows or if you want more damage or are going to party with
bleys golden trident
for staff dual branches carved staff/branch dual snakes staffs i've heard a
bunch of others, but i've always liked tetsubo for good damage
can't dual 2ha or 2hs, just use a good ps 2ha/2hs
for ua i've liked to wield an exotic in left hand, so you can work ua at
normal speed i think plus work exotic a bit at the same time, or you can just
grab a brawl unique and brawl.
Urnch 

End of note number 292.

------------------------------------------------------------------------------

How long does 'will' last

------------------------------------------------------------------------------

Title: 'How long Will lasts' // Guinness <19> Sun Jul 28 17:48:56 2002

Maybe this is a better question for Ghanim(X) but I was trying to figure out
how long will would last and here what results I got for me (maxed Orc
Fighter, hungry/sober). I also kicked will in at around 45-50HP...

1st try- 1min 10secs
2nd try- 1min 12secs
3rd try- 1min 7secs
4th try- 1min 11secs

So from what I can see, I can use will fairly safely for 1min before getting
to a safe zone.
Anyone try similar tests? Hopefully when i get more time during the week I'll
try it a few more times and see if results vary much.

Guinness.

End of note number 271.
---***---
Title: 'guinness' // Backstreet <19> Mon Jul 29 00:11:58 2002

i did a test that gave me a relatively good guess as to how long will lasted.
 i made an alias for do say 1, say 2, say 3...........until about 33 or so
(whatever the cutoff length of aliases are) and hit that alias immediately
after hitting will.this just gave me a rough idea of how many rounds will
lasted, however, i didnt care enough about it to come up with a function in
terms of stats, level, how many sps i used, how many hps i had left when i
used it, if i was in battle, or what ever other variable might affect it.

End of note number 273.
---***---
Title: 'Will' // Thurin <19> Mon Jul 29 06:33:48 2002

maybe it runs off con? or max sp?

End of note number 274.

Race  Level Str Dex Int Con Wis will Times (seconds)  Min Average Time    Max
----- ----- --- --- --- --- --- --------------------- --- --------------- ---
Human     1   2   3   1   1   1  9, 15, 13, 20,         7      13.75      20
                                19, 14,  8,  7,
                                13, 19, 13, 15
Human     1   2   4   1   1   2 17, 16, 14,  9,         7      15.81      25
                                16, 16, 17, 16,
                                16,  8, 22, 21,
                                19,  7, 25, 14
Human     2   3   3   1   3   1 15, 25, 13, 25,        10      18.42      25
                                24, 24, 10, 12,
                                20, 19, 21, 13
Human     2   2   2   2   4   1 15, 19, 21, 28,
                                19,
Human     2   3   3   1   5   1 15, 13, 18, 31,        12      20.75      31
                                21, 19, 12, 24,
                                23, 24, 24, 25
Human     4   6   5   1   5   1 18, 19, 21, 33,        18      23.08      33
                                19, 21, 25, 19,
                                31, 27, 26, 18
Orc      19  18  16  12  17  12 67, 71, 67, 67,        59      66.5       71
                                68, 59, 62, 63,
                                71, 64, 71, 68
-----------------------------------------------------------------------------
I haven't been able to spot a formula yet and I think I'll just give up on
trying to work one out!

------------------------------------------------------------------------------

Block, Parry and Riposte

------------------------------------------------------------------------------

Title: 'fighter block, parry and riposte' // Ghanimk <19> Thu Sep  5 18:35:02 2002

Something posted by Shinrikyo got me thinking about this, Ghanime is an orc 
fighter and so is Shinrikyo and we have the same block, parry and riposte! 
So I decided that there must be no random numbers involved and there wasn't!
 
+1 level = +2 block, +2 parry, +2 riposte
+1 str   = +2 block, +1 parry, +0 riposte
+1 dex   = +1 block, +2 parry, +3 riposte
 
Race     str dex int con wis block parry riposte
-------- --- --- --- --- --- ----- ----- -------
orc       18  16  12  17  12    90    88      86
half-elf  16  15  15  14  15    85    74      83 
dwarf     19  14  11  17  14    90    85      80  
human     18  15  14  16  13    89    86      83   
elf       15  17  16  14  13    85    87      89 
 
fighter block             = 2 x level + 2 x str + 1 x dex
fighter and rogue parry   = 2 x level + 1 x str + 2 x dex
fighter and rogue riposte = 2 x level + 0 x str + 3 x dex
 
Strange thing is that clerics, rangers and paladins have lower block than
fighters (i.e. my formulas don't work). But when I think about it it does 
make sense. 

End of note number 271.
---***---
What I expected for all classes if they COULD block, parry and riposte:

                                  |--- Calculated --|   |---- Actual -----|
Race     Class str dex int con wis block parry riposte   block parry riposte
-------- ----- --- --- --- --- --- ----- ----- -------   ----- ----- -------
   human    f  18  15  14  16  13    89    86      83      89    86      83
   human    n  15  15  16  14  16    83    83      83     n/a   n/a     n/a
   human    m  15  16  17  14  14    84    85      86     n/a   n/a     n/a
   human    p  18  14  13  15  16    88    84      80      80   n/a     n/a
   human   ra  16  15  15  16  14    85    84      83      83   n/a     n/a
   human    c  17  14  15  14  16    86    83      80      80   n/a     n/a
   human   ro  16  17  16  14  13    87    88      89     n/a    88      89
   human   ss  16  15  15  16  14    85    84      83     n/a   n/a     n/a
   human    a  16  15  15  15  14    85    84      83     n/a   n/a     n/a
     elf    f  15  17  16  14  13    85    87      89      85    87      89
     elf    n  12  17  18  12  16    79    84      89     n/a   n/a     n/a
     elf    m  12  18  19  12  14    80    86      92     n/a   n/a     n/a
     elf    p  15  16  15  13  16    84    85      86      86   n/a     n/a
     elf   ra  13  17  17  14  14    81    85      89      89   n/a     n/a
     elf    c  14  16  17  12  16    82    84      86      86   n/a     n/a
     elf   ro  13  19  18  12  13    83    89      95     n/a    89      95
     elf   ss  13  17  17  14  14    81    85      89     n/a   n/a     n/a
     elf    a  13  17  17  13  14    81    85      89     n/a   n/a     n/a
half-elf    f  16  15  15  14  15    85    84      83      85    84      83
half-elf    n  13  15  17  12  18    79    81      83     n/a   n/a     n/a
half-elf    m  13  16  18  12  16    80    83      86     n/a   n/a     n/a
half-elf    p  16  14  14  13  18    84    82      80      80   n/a     n/a
half-elf   ra  14  15  16  14  16    81    82      83      83   n/a     n/a
half-elf    c  15  14  16  12  18    82    81      80      80   n/a     n/a
half-elf   ro  14  17  17  12  15    83    86      89     n/a    86      89
half-elf   ss  14  15  16  14  16    81    82      83     n/a   n/a     n/a
half-elf    a  14  15  16  13  16    81    82      83     n/a   n/a     n/a
     orc    f  18  16  12  17  12    90    88      86      90    88      86
     orc    n  15  16  14  15  15    84    85      86     n/a   n/a     n/a
     orc    m  15  17  15  15  13    85    87      89     n/a   n/a     n/a
     orc    p  18  15  11  16  15    89    86      83      83   n/a     n/a
     orc   ra  16  16  13  17  13    86    86      86      86   n/a     n/a
     orc    c  17  15  13  15  15    87    85      83      83   n/a     n/a
     orc   ro  16  18  14  15  12    88    90      92     n/a    90      92
     orc   ss  16  16  13  17  13    86    86      86     n/a   n/a     n/a
     orc    a  16  16  13  16  13    86    86      86     n/a   n/a     n/a
   dwarf    f  19  14  11  17  14    90    85      80      90    85      80
   dwarf    n  16  14  13  15  17    84    82      80     n/a   n/a     n/a
   dwarf    m  16  15  14  15  15    85    84      83     n/a   n/a     n/a
   dwarf    p  19  13  10  16  17    89    83      77      77   n/a     n/a
   dwarf   ra  17  14  12  17  15    86    83      80      80   n/a     n/a
   dwarf    c  18  13  12  15  17    87    82      77      77   n/a     n/a
   dwarf   ro  17  16  13  15  14    88    87      86     n/a    87      86
   dwarf   ss  17  14  12  17  15    86    83      80     n/a   n/a     n/a
   dwarf    a  17  14  12  16  15    86    83      80     n/a   n/a     n/a
---***---
Title: 're last (extra bit)' // Ghanimk <19> Thu Sep  5 19:03:27 2002

Cleric, Paladin and Ranger's block formula is the same one that was used 
for rogues and fighters riposte!
 
cleric, paladin and ranger's block = 2 x level + 0 x str + 3 x dex
 
GhanimX  

End of note number 272.
---***---
Best blocking best to worst:
                                  |--- Calculated --|   |---- Actual -----|
Race     Class str dex int con wis block parry riposte   block parry riposte
-------- ----- --- --- --- --- --- ----- ----- -------   ----- ----- -------
   dwarf    f  19  14  11  17  14    90    85      80      90    85      80
     orc    f  18  16  12  17  12    90    88      86      90    88      86
   human    f  18  15  14  16  13    89    86      83      89    86      83
     elf   ra  13  17  17  14  14    81    85      89      89   n/a     n/a
     orc   ra  16  16  13  17  13    86    86      86      86   n/a     n/a
     elf    p  15  16  15  13  16    84    85      86      86   n/a     n/a
     elf    c  14  16  17  12  16    82    84      86      86   n/a     n/a
half-elf    f  16  15  15  14  15    85    84      83      85    84      83
     elf    f  15  17  16  14  13    85    87      89      85    87      89
half-elf   ra  14  15  16  14  16    81    82      83      83   n/a     n/a
   human   ra  16  15  15  16  14    85    84      83      83   n/a     n/a
     orc    p  18  15  11  16  15    89    86      83      83   n/a     n/a
     orc    c  17  15  13  15  15    87    85      83      83   n/a     n/a
half-elf    p  16  14  14  13  18    84    82      80      80   n/a     n/a
half-elf    c  15  14  16  12  18    82    81      80      80   n/a     n/a
   human    p  18  14  13  15  16    88    84      80      80   n/a     n/a
   human    c  17  14  15  14  16    86    83      80      80   n/a     n/a
   dwarf   ra  17  14  12  17  15    86    83      80      80   n/a     n/a
   dwarf    p  19  13  10  16  17    89    83      77      77   n/a     n/a
   dwarf    c  18  13  12  15  17    87    82      77      77   n/a     n/a
---***---
Best parry best to worst:
                                  |--- Calculated --|   |---- Actual -----|
Race     Class str dex int con wis block parry riposte   block parry riposte
-------- ----- --- --- --- --- --- ----- ----- -------   ----- ----- -------
     orc   ro  16  18  14  15  12    88    90      92     n/a    90      92
     elf   ro  13  19  18  12  13    83    89      95     n/a    89      95
   human   ro  16  17  16  14  13    87    88      89     n/a    88      89
     orc    f  18  16  12  17  12    90    88      86      90    88      86
   dwarf   ro  17  16  13  15  14    88    87      86     n/a    87      86
     elf    f  15  17  16  14  13    85    87      89      85    87      89
half-elf   ro  14  17  17  12  15    83    86      89     n/a    86      89
   human    f  18  15  14  16  13    89    86      83      89    86      83
   dwarf    f  19  14  11  17  14    90    85      80      90    85      80
half-elf    f  16  15  15  14  15    85    84      83      85    84      83
---***---
Best riposte best to worst:
                                  |--- Calculated --|   |---- Actual -----|
Race     Class str dex int con wis block parry riposte   block parry riposte
-------- ----- --- --- --- --- --- ----- ----- -------   ----- ----- -------
     elf   ro  13  19  18  12  13    83    89      95     n/a    89      95
     orc   ro  16  18  14  15  12    88    90      92     n/a    90      92
half-elf   ro  14  17  17  12  15    83    86      89     n/a    86      89
   human   ro  16  17  16  14  13    87    88      89     n/a    88      89
     elf    f  15  17  16  14  13    85    87      89      85    87      89
   dwarf   ro  17  16  13  15  14    88    87      86     n/a    87      86
     orc    f  18  16  12  17  12    90    88      86      90    88      86
half-elf    f  16  15  15  14  15    85    84      83      85    84      83
   human    f  18  15  14  16  13    89    86      83      89    86      83
   dwarf    f  19  14  11  17  14    90    85      80      90    85      80
------------------------------------------------------------------------------

Mage

Deep pocket (strength + int)

------------------------------------------------------------------------------

Title: 'dp, str, int and weight' // Ghanima <19> Wed Oct 18 16:10:59 2000

Narnak and myself did some experiments with the dp spell, here are
the results if anyone is cares to see.
 
How many bottles of beer will fit in Deeppockets:
17 bottles of beer sp low  - int 19 ; str 12
20 bottles of beer sp med  - int 19 ; str 12
27 bottles of beer sp high - int 19 ; str 12 
27 bottles of beer sp high - int 21 ; str 12 (spidy) 
27 bottles of beer sp high - int 23 ; str 12 (spidy & NBC)
29 bottles of beer sp high - int 19 ; str 14 (cast st)
29 bottles of beer sp high - int 19 ; str 12 (was 14 before, cast dm st)
34 bottles of beer sp high - int 21 ; str 19 (human mage, brass knuckles & NBC & Tcap )

Stome tells you: st+brass knuckles for the 19 str.. nbc and tcap for 21 int..
                 tried to ask thothamon if I could see spidey too.. but he
                 was idle
Stome tells you: all together (with dp, bog, knapsack, and inventory) I could
                 hold 97 bob.. but without brass knuckles..


 
Last one looks like it is a bug, so I'm cross posting this on the bug board
 
Narnak and GhanimX and Stome
------------------------------------------------------------------------------

int's effect on spell's

------------------------------------------------------------------------------

note FYI: int effect on spells
Level 19 Elf alteration mage (spellpower high)
                             no int uniques  spidermedallion spidy+NBC 
                             Int: 19 (19)    Int: 21 (19)    Int: 23 (19)
================== Magic
fd  Flame Dart                19              21              21
mm  Magic Missile             32              37              37
================== Conjuration
ar  Armour                   102             108             114
fa  Flame Arrow               42              45              48
we  Wizard Eye               102             108             114
sc  Secret Chest             108             117             126
aa  Acid Arrow                55              60              64
================== Invocation
fb  Fireball                  45              48              48
hl  Power Word: Heal          36              37              39
ln  Lightning (variable)     108             120             120 
================== Alteration
ss  StoneSkin                 64              66              68
bh  Burning Hands             28              30              32
hm  Power Word: Harm          31              33              35

I don't have es so I don't know if int increases the cost to cast, anyone 
know ?

Basically the above list of spells are the ones that have a higher cost when
you are using an int boster. 

GhanimX
-----------------------------------------------------------------------------

Bow + Arrow mage

-----------------------------------------------------------------------------

Title: 'Aristotel / archery' // Sianan <19> Mon Jul 16 00:26:43 2001
 
I've been playing around with archery a little and these are the conclusions
I've come to.
 
Now that we have more aliases ;) I've found that using archery + charm spell
as a sole means of killing something is good for smaller cash kills but on
larger npcs, aggressives or on npcs that aren't charmed as easily (some
guards etc) you just get your arse kicked in between unwielding your bow to
cast charms.
 
Using archery is an ok way to get some initial damage in on a non-aggressive
larger npc if you don't mind the extra weight.. those who use dodge as a
defense may not enjoy archery and figure that the initial damage trade off
with larger npcs isn't worth it.
 
Overall, it has its place. I think its definately worthwhile in certain
circumstances (i've had instance of npcs that never got a hit in on me.. but
they were too smart either) and adds another fun aspect to fighting as a
mage.
 
Sianan
p.s. advice: raise your mms with a boomerang or if you have the strength to
wield xbow get that and visit zhou till your mms hits 16 then continue using
a boomerang. You want those arrows to actually hit.
p.p.s. I'd like to hear about other archery mage findings :)
 
 
End of note number 245.
-----------------------------------------------------------------------------

Cletus's seeds

-----------------------------------------------------------------------------

note seeds and new mage school
Here is all I have worked out about the seeds:
All seeds when id'ed give
Your Identify spell tells you:
This is a viable seed of the mandrake plant.  It will grow to maturity in 17-
18 days from sowing.
Which works out between 2 days 20 hours and 3 days
from the time of planting.
 
garlic     : small black seed   :   20 : 2D 20H to 3D
carrot     : small striped seed :   40 : 2D 20H to 3D
parsnip    : light brown seed   :   40 : 2D 20H to 3D
clover     : small white seed   :  150 : 2D 20H to 3D
ginseng    : dark brown seed    :  150 : 2D 20H to 3D
lotus      : shiny black seed   :  600 : 2D 20H to 3D
whiteleaf  : large black seed   :  200 : 2D 20H to 3D
mandrake   : small brown seed   : 1000 : 2D 20H to 3D
nightshade : large hairy seed   :  600 : 2D 20H to 3D
 
2 mandrake and 1 nightshade per reboot per level 19 maxed mage.
 
I wish I could talk about the times on new areas being moved out of testing
and onto the live mud, but I don't know and if I did, which I don't, I know
that I am not allowed to say. Basically whatever I learn on the test mud I
can't say here. Hence all the info above was worked out here.
 
Oh yes, where do you get these seeds ?
From Ranger Camp it is e, 7n, 2e, ne, 3n, w
 
GhanimX
 
P.S. If anything is wrong above let me know.
---***---
note time for seed(s) to mature
Here are 2 lots of seeds that I planted and the times planted at and picked
at 3 days later.
Mon Jan 14 16:21:33 GMT 2002 picked Thu Jan 17 13:56:42 GMT 2002 (approx)
Mon Jan 14 18:01:01 GMT 2002 picked Thu Jan 17 15:29:55 GMT 2002 (+/- 1 mins)
 
So it looks like it is approx 2 days 21 hours 30 mins from planting the seeds
to picking them. So it is at a time 2 hours 30 mins (3 days later) before the
time that you planted them you pick them, if you get what I mean. I hope this
information stops you from having as many mature mandrake plants stolen from
you as I have had stolen from me. I don't beleive that people are killing
them I just think 'nasty' mages are robbing them.
 
GhanimX
 
P.S. I'm prety sure it is the same time for all seeds.

-----------------------------------------------------------------------------

Mages Know Alignmnet spell

-----------------------------------------------------------------------------

note FYI paladin alignment info
Mages                         Paladin              alignment  chaos alignment
(ka spell)                    (detect)
horribly red pair of horns    miasma               demonic    demonic
demonic red pair of horns     inky blackness       evil       unholy
glowing red pair of horns     inky blackness       evil       psychotic
glowing red pair of horns     black aura           evil       chaotic evil
dark red pair of horns        ?black aura?         evil       chaotic neutral
bright red pair of horns      shadowy aura         nasty      chaotic neutral
dim red pair of horns         ?                    ?          ?
very faint red pair of horns  shadowy aura         nasty      chaotic neutral
hazy mist                     grayish aura         neutral    chaotic neutral
very faint yellow halo        ?                    nice       chaotic neutral
dim yellow halo               -                    nice       ?  
white halo                    -                    nice       ?  
yellow halo                   -                    good       ?  
bright yellow halo            -                    good       good
bright white halo             -                    good       chaotic good
pure white halo               -                    good       chaotic good
blindingly pure halo          -                    saintly    beatific

Anything with a question mark is something I couldn't test fully because
noone had the alignment needed. (see Necromancer board for opposite)

P.S. If you think any of the lines are the wrong way around let me know.
---***---
note FYI necro alignment info
Mages                         Necromancer          alignment  chaos alignment
(ka spell)                    (detect good)
horribly red pair of horns    -                    demonic    demonic
demonic red pair of horns     -                    evil       unholy
glowing red pair of horns     -                    evil       psychotic
glowing red pair of horns     -                    evil       chaotic evil
dark red pair of horns        -                    evil       chaotic neutral
bright red pair of horns      -                    nasty      chaotic neutral
dim red pair of horns         -                    ?          ?
very faint red pair of horns  -                    nasty      chaotic neutral
hazy mist                     -                    neutral    chaotic neutral
very faint yellow halo        ?faintly?            nice       chaotic neutral
dim yellow halo               faintly              nice       ?  
white halo                    ?faintly?            nice       ?  
yellow halo                   ?brightly?           good       ?  
bright yellow halo            ?brightly?           good       good
bright white halo             ?brightly?           good       chaotic good
pure white halo               brilliantly          good       chaotic good
blindingly pure halo          brilliantly          saintly    beatific

Anything with a question mark is something I couldn't test fully because
noone had the alignment needed. (see Paladin board for opposite)

P.S. If you think any of the lines are the wrong way around let me know.
-----------------------------------------------------------------------------

Mages es spell

-----------------------------------------------------------------------------

Scythe # Dooku: at what skill level does es not work
Scythe # Capet: 85
---***---
Title: 'back to es spell' // Aristotel <19> Sun Jun 30 17:18:50 2002

es probably does help you advance skills faster, I had ss 1, casted es, got
+31 bonus, zhou wouldn't train me, because he sees skill of 32 (so should
have first trained and then casted es) but after not much time, I got next
skill, and I don't believe it would have taken that litle to get from 32 to
33 skill, so for advancing skill the skill that counts is the base skill, and
for hits the base+bonus, so es does help raise skills faster.

End of note number 250.
---***---
Title: 're: last' // Malefactor <14> Mon Jul  1 16:56:14 2002

Actually, that suggests to me that maybe it hurts your skill gains.

My reasoning is that at least some parts of the game (zhou, in this case)
are factoring in es before making decisions based on your skills. If skill
gains do that, then your rate of skill gain will be hurt.

End of note number 248.
---***---
Title: 'Enhance skill' // Shanks <18> Sat Mar  8 15:37:56 2003

What's the current verdict on enhance skill?  Does it help or harm learning
skills?

Eg, I'm learning polearm.  Say I was at 56. Weapon of choice:  huge halberd
or orcish poleaxe.  If a mage zaps me up to, say, 62, I could be using
ascythe or malign pikestaff.  What's going to be better for learning skills?


-Shanks

End of note number 235.
---***---
Title: 'Shanks' // Seppuku <7> Sun Mar  9 05:01:55 2003

Once you have an e.s applied to your skill raising still uses the "base
skill" as opossed to the "modified skill". So for skills it is like saying,
hey i'm at 56, but i'm hitting like a 62, so in retrospect. Yes it is going
to help you raise skills faster, but at the same time - its gonna make non-es
skill raising seem like worms crawlin....

Seppuku, Honour Only In Death

End of note number 236.
-----------------------------------------------------------------------------

Mages hs spell

-----------------------------------------------------------------------------

Title: 'haste question' // Ghanima <19> Thu Jan 16 21:50:25 2003

I'm just wondering what people feel about haste, do you think (or know) that
it helps us/others to learn skills faster ?

GhanimX

End of note number 233.
---***---
Title: 'Re: Last' // Radditz <18> Thu Jan 16 22:15:24 2003

In theory, it could.

Haste means more attacks. More attacks *could* mean more hits.  More hits
means more skills.

End of note number 234.
---***---
Title: 'last' // Ghanimk <19> Fri Jan 17 11:06:31 2003

I know that it *could* help, I'm just wondering if people feel that it does ?

End of note number 235.
---***---
Title: 'haste' // Emilia <19> Fri Jan 17 16:22:49 2003

My experience is that it does, a bit. A combination of haste and strength is
a good one for bashing, you can actually do some damage and get skills a
little more quickly. I haven't got the figures though... *pokes GhanimX*

End of note number 236.
---***---
Title: 'last few' // Gremer <19> Fri Jan 17 17:47:18 2003

i just feel that it's done more dmg -> shorter fight... i don't get the
feelin that it help skillin that much

End of note number 237.
---***---
Title: 'haste' // Greystar <19> Fri Jan 17 19:58:09 2003

I always think of haste in parties as increasing the ratio of hits that you
score versus the hits that your comrades score.  say you normally score 1/4
of the hits  thatit takes to kill something. . . if you haste yourself, maybe
that ratio goes up to 1/3 of the hits in the party (since you're hitting
more, your party members are hitting less).  so even though you're still
killing as many things as before, the hasted person is scoring a larger
percentage of hits per hour.  if we agree that skills are based on # of hits,
then haste increases the # of hits per hour ratio and thus the skill rate. 
if we agree that skills are based on amount of damage, then your amount of
damage per hour in that same party is also increased, so you're still
skillin' faster than regular.

if you solo though, I'd recommend not using haste, as you're not competing
with anybody for all the hits in a kill.

hope you could follow that convoluted logic, ugh
-Greystar

End of note number 239.
---***---
Title: 'Haste' // Ivanhood <19> Fri Jan 17 20:12:54 2003

If you wanna be partying as a mage, you shouldn't be hasting yourself. You
should be hasting the big highly damaging fighter, or maybe the semi damaging
tank, not the pretty much useless yourself.

End of note number 240.
---***---
Title: 'Re: Ivanhood' // Greystar <19> Fri Jan 17 20:42:45 2003

what if you have 80+ staff and are wielding tetsubo with 17 str?

End of note number 241.
---***---
Title: 'last' // Greystar <19> Fri Jan 17 20:43:07 2003

or if your name is Dooku and you're wielding Azakath with 100?

End of note number 242.
---***---
Title: 'solo hasting' // Arfbarky <19> Sat Jan 18 02:06:52 2003

Well, hasting solo makes sense if you're using a staff, as it gets you more
hits than your foe (depending of course on various things like skill with
weapon, weapon suitability, your foe's difficulty, armour, and dex, and so
on), gets you skills faster (if of course you're hitting successfully), and
if you're doing damage faster that without haste, you're using up fewer
heals.  Of course, I wouldn't use it in a hit and run situation, but then, I
might not even carry a weapon in that case.

Er, make that "if you're using a weapon", it's not staff specific, of course.

Er, also, I might not carry a weapon in a pure hit-and-run situation.  Not
that I won't revert to hit and run if I'm taking it on the chin, or running
low on heals.  I'm as craven as the next guy.

End of note number 245.
---***---
Title: 'Greystar' // Dooku <19> Sat Jan 18 09:11:11 2003

I think you should haste yourself if you solo.  More hits, more damage, less
time to kill something, less heals, more exp in a shorter time.

End of note number 246.
---***---
Title: 'Re: Dooku' // Greystar <19> Sat Jan 18 10:23:21 2003

I've never been in a terrible hurry. . .but you're probably right.  of course
hasting self when soloing is gonna be much faster, yes.  previously I've been
comparing spending sps towards hasting self versus spending them towards pw:
heal to last longer in combat.  cashwise, the pw: heal method saves a lot
more but takes more time, and the opposite is true for the haste method. 
both are effective, but with the almost unbearable amount of time it takes to
get higher skills these days, I just might try blitzing coins for solo haste
from now on.

-Greystar

End of note number 247.
---***---
Title: 'last few' // Aristotel <19> Sat Jan 18 11:42:49 2003

I don't really understand what is the argument around haste is about. If you
use haste you will still get same exp from a kill (if solo) but you will kill
in half the time, so you could do twice as much hits (exp) in same period of
time, hence you advance skills faster. As for who to haste in party - if its
skilling party - then haste yourself or tank or whoever you agreed to, when
in exp run - haste the biggest basher in party

End of note number 248.
-----------------------------------------------------------------------------

Mages staff progression

-----------------------------------------------------------------------------

Title: 'Typical' // Drifter <5> Thu Mar  6 06:54:32 2003

Just a repeat of what I'm sure is the most asked question from newbies.
What is the current skill-staff progression in everbodys humble?

End of note number 238.
---***---
Title: 'Last' // Fluke <17> Thu Mar  6 09:41:12 2003

toughie
1-15 strong branch
15-25 "crooked staff" if you like 2 hands "quarterstaff" for 1
25-40 snake,long,stout
40-55 white iron stick
55-65 bo, white iron stick
65+ tetsubo, azakath
1-100 glimmer if you get the chance also works nicely

End of note number 239.
---***---
Title: 'Glimmer' // Fluke <17> Thu Mar  6 09:42:39 2003

also some shit I noticed about glimmer
As an elf, its crappy damage, elf with str casted, decent
now as an orc with str casted, I think it does more damage than either azzy
or tetsubo
its something like str+2 weapon class...orc with str permed is 17+2 or 19wc
19wc is like ascythe/mba type damage...too bad mages can't berserk

End of note number 240.
---***---
Title: 'last' // Greystar <19> Thu Mar  6 20:16:09 2003

but they sure can hit twice per round like the best of them

End of note number 241.
---***---
Title: 're: White Iron stick' // Dragonburp <19> Fri Mar  7 02:52:06 2003

I've also found that for those of an evil persuasion, the staff from the Appy
mage over near Alton "Vicious staff", is excellent for damage.  If evil, it
does more than a standard staff.

End of note number 242.
---***---
Title: 'string' // Drifter <7> Sat Mar  8 05:45:22 2003

So, the progression is not neccesarily in line with difficulty of use? ( ie
evals and the ever present staff listing w-sites)

End of note number 243.
---***---
Title: 'last' // Aristotel <19> Sat Mar  8 07:53:29 2003

for most part its exactly as the list say
just fighters get ps eval at larger range, and sometimes due to high dex or
some other reason (like some weapon specific) you will get weapon ps earlier
and some high diff weapons, are good for you only from like 80 skill, because
we don't have higher eval than es. But for most part, its just some ppl
believe
that if they use slightly easier weapon than the one that is ps for them they
will skill
faster. For as much as I could see, that believe is ungrounded, just use the
ps weapon
from list, unless you can get a fighter to eval some specific weapon for you.

End of note number 244.
---***---
Title: 'Staff 5X5' // Lexi <10> Tue Mar 11 17:07:32 2003

It seems that the clerics are using the staff more and more, and the mages
just have no friggin' clue about staff/skill progressions.  Let alone damages
and dex joc factors.  Would a competent fighter -PLEASE- lay it down rock
solid as to wtf is up?

End of note number 246.
---***---
Title: 'Staff 5x3' // Duergar <19> Tue Mar 11 18:24:59 2003


Well I'm no competent fighter, but I'm a necro who raises staff.
The following has worked well for me.

strong branch 0-9
long staff 10-19
quarterstaff 20-25
long stick 26-30 (from SE isle)
rosewood/vicious staff 31-36
Zarkan's sceptre 37-42
White Iron stick 43-50
Carved Staff/Bo 51-65
Tetsubo 65+

Err Tetsubo is in theory.



End of note number 247.
---***---
Title: 'lasts' // Shyloh <19> Tue Mar 11 23:42:35 2003

"and the mages just have no friggin' clue about staff/skill progressions."
?
Who have you been talking to? Ask any decent mage and they can tell you what
the staff progression is.

Here's what I normally use.

branch - 0-10
light staff - 10-20
long staff (from sage in Nepeth) - 20-40
white iron stick - 40-50
carved/Glimmer - 50+
Azy - 60+
Tetty - 70+


Some of those might be off by a couple of skills, but that's pretty much how
it goes.

End of note number 248.
---***---
Title: 'last' // Shyloh <19> Tue Mar 11 23:49:04 2003

You can switch them around of course, and there are other staves that would
fit into those slots as well. Also there are some staves that you could use
for a different skill range. IE: black/rosewood for 30-40, elvish bow for 10-
20, pine for 40-50, quarterstaff 20-30...etc.

Shyloh thanks Machine for his help.

End of note number 249.
-----------------------------------------------------------------------------