Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Sep 29, 2006 10:12 am 
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Location: Canada
Hehe, 40 wight army :D I'mah need an overhead description :lol: You sure this isn't a RTS Mud? Few more for yous, now that I think of it...

I'm wondering if there's a way to see a spell list for controlled critters, or an inventory. I can "order all drop all; order all get all;" But that's not a terribly... gentle way of finding out what my minions have on them. Also I have no clue what spells some critters have, like this store bought human pet, who's wearing a wizards robe... well it should have spells but I dono what ones. Should I just sit there and guess at spell names (from the help files) till the thing mubles something and target goes boom?

And I love the "compare" command, this looks better then that, lol, how much better! Is there an NPC, or an evil, but not enough to off me, PC who can get a better idea on what said items does (like a sorc, or priest)? I have an inventory of discarded magic items, but can't seem to figure out the effect on stats, or what not.

EDIT ---

Ohh and ummm... how can I get my army to go south, and kill that thingy? is it possible, or do I have to be moving with them? I tried "order skel south" and "order skel kill south student"... doesn't seem to work :/


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PostPosted: Fri Sep 29, 2006 10:37 am 
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Priests, shamans, and sorcs (and maybe others?) all have the "identify" spell, which provides many details about an item. In time, you will also find scrolls or other items containing the spell. In addition, bards have the lore skill, which can also identify command words of special items.

As for controlled creatures - sorry, but you either have to watch what they do automatically in combat, or make guesses based on skill names. (It pays to make up a 5-minute character or five, just to see the skill and spell lists). Buyable pets aren't supposed to have spells, last I heard. Undead you control are another matter.

Response to edit: You have to have your controlled creatures following you, if you want them to move.


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PostPosted: Fri Sep 29, 2006 11:14 pm 
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FYI training spells that are from a higher status than you is a great way to lose a ton of extra xp... I strongly disencourage it!

Besides, necro's get one of the best xp spells at level 1: Cause Light.
Spam that [REDACTED] on lightie NPCs from behind a pet and watch the xp climb. Animates are good too obviously, but just wait till novice to train it, especially if you are only 1 level away!


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PostPosted: Sat Sep 30, 2006 1:42 am 
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Meh, there's a skill/spell/charactuer level limit, but no experiance limit; right? :P I don't mind hunting the training area till my eyes bleed and the flesh from my fingures comes rolling off. That being said, my eyes just started bleeding, and the flesh from my entire hand is rolling off ;p Time to hit novice, and find some lowbie hunting area in the North. I can normally manage to get 2 skels, plus my horse killing for me, and regen my mana to full in time to reanimate the fallen skel corpses, soes they can carry stuff around for me too, like pikes or what not :D


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PostPosted: Sat Sep 30, 2006 3:14 am 
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You can only get enough exp to train 3 levels I believe.


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PostPosted: Sat Sep 30, 2006 7:31 am 
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Keep in mind that whatever your horse is killing for you is not giving you XP. I think you get a little XP from your skeleton attacks, but I can't swear to it.

Generally, combat XP is proportional to the damage you do. There's a bonus for using spells, since mana takes time to regenerate. There's also a bonus for grouping with other players. Spellcasters also get some non-combat XP from casting non-combat spells, up to a daily limit.

Controlled creatures are great for keeping NPCs off you while you do damage. But if your creatures are doing almost all of the damage, your training is going to be very inefficient.


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PostPosted: Sat Sep 30, 2006 8:51 am 
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I probly should start a new thread but is the xp cap base on the SK days or is it a RL day?


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PostPosted: Sat Sep 30, 2006 1:59 pm 
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I've stacked way more than three levels before if that is what you are talking about. Six to ten if I remember right.


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PostPosted: Sat Sep 30, 2006 4:50 pm 
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Quote:
I probly should start a new thread but is the xp cap base on the SK days or is it a RL day?


The limit for noncombat spell XP is based on a RL day - more or less. We weren't given precise details, lest we manipulate the system.

The idea, though, is that we don't have to spam spells to get the bonus. A few hours of adventuring should easily provide one's quota of spell XP, as well as some combat XP.


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PostPosted: Sun Oct 01, 2006 4:05 am 
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josephusmaximus3 wrote:
Drewbag wrote:
...but hp trains give you more at lower levels... Dulrik said basically that hp is better trained early and con later.


When did he say that?


A few years ago in a discussion like this one. His comment was "...more bang for the buck." as I remember.

:drunk:

Orc


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