Ancient Anguish
![[image loading]](http://i.imgur.com/utrRb.png)
Ancient Anguish, abbreviated AA, is a fantasy-themed MUD(multi-user dungeon), a text-based online role-playing game. Though its population has never been as high as some other MUDs, it remains one of the more popular LPMuds on the internet today, despite facing stiff competition from commercial and/or graphical MMORPGs. Ironically, Ancient Anguish has been cited by original EverQuest designer Ryan Palacio as being heavily played by the EverQuest development team.
First of all, this game is free to play.
Telnet: telnet://ancient.anguish.org:2222
Flash Client: http://ancient.anguish.org/fmud/FMud.html
Java Client: http://www.anguish.org/Telnet
Players favorite clients include Mushclient and Zmud
This is a game I've been playing for quite some time now, and I would like to share with all you TL-ers. I've had a lot of fun playing this and I think it is really appleaing to the peopel who have time to work their way up the learning curve. I've sunk a LOT of hours into this in the past week just playing with one or two friends on ventrilo, and I have to say it offers a lot of satisfying angles of gameplay compared to a generic free mmorpg.
The game still has new content added since its origin in 1992, and offers a vast number of features for social players as well as the most hardcore powerplayers.
I would really like to share this game with all of you, so I've attempted to compile an overwhelming amount of information to easily access here in this post.
Feel Free to message me in game username Taj or Smgz. Post your char names/classes as well!
All directions in the guides are from crossroads. From Login 1s, 6e.
Some Mechanics Explained
+ Show Spoiler [Combat] +
The combat, I would say is a very big highlight of the game. The players that have explored the game through still stay for the combat, and have been in game for many many years.
The combat is round based, with each round passing in a real time of about two seconds per round. Within each round, you will autoattack once, and the enemy will auto attack you. Special class abilities, thrown weapons, bows and arrows, spells, etc can be used by reflex, meaning they take effect instantly. This results in high burst damage and high burst healing being allowed in the game which results in some very fast paced and at the very most intense of times twitch based gameplay vs those elite mobs that can do 1/2 or more of your HP in a single round of combat.
So all in all, it's a fast-paced round based combat where there are constant actions and reactions based on the situation. It is barely possible to do as many actions as permitted by the game with regular human input with the following example. (ie: auto attack, then unwield your weapon and wield a bow, then fire an arrow, then throw a thrown weapon, then cast a spell within 2 seconds using text commands)
This, being within a text environment adds a certain mechanical cap to the game that is quite high. Spamming all of these things every round of combat would probably hurt quite a bit over the course of an hour or so(I wouldn't recommend it, besides it would cost a lot of money for all those arrows and thrown weapons which break). So there is a great level of mechanical skill if you wish to push yourself to that level.
+ Show Spoiler [Consumables:] +
There is a VERY large amount of consumables in the game, all providing different costs/angles to play the game. Example for alcohol here(yeah I know you don't really need to care about this not having played the game) https://sites.google.com/site/cosmofanguish/Home/alcoholic-s-almanac.
As a powerplayer I typically just go for big burst heals/sps. All consumables provide equal hp/sp restoration besides potions.
Natural HP/SP regen in the game is extremely low. Effective hps/sps is done in a number of ways using consumables.
Smoking: Yes, smoking your pipe or rolled tobacco HEALS you. You pack a bowl and smoke it over the period of several minutes giving you bonus regen during that period of time.
Medicinals: You can "bind wounds" with medicinals found from fredd's shop or uena, also regen.
Satiation/Drunkenness: when checking your "score" screen, you might see "starving" Don't worry your character can't starve. These two stats cap how much food and drink you can consume for healing. The cap of food/drink is based off of the stat constitution.
Potions: The most powerful burst HP/SP in the game. There is no limit to how much you can drink. The only catch is they are very expensive and you build up a tolerance over time. This tolerance has to be purged by a cleric or from a special sauna in one of the villages.
You can also heal up by sleeping in inns/bedrolls and as a newbie, beds in the newbie areas.
+ Show Spoiler [movement] +
You can move around the game with north, east, south, west, up, down, etc.
Movement happens instantly and game only limits speedwalking(the use of scripts/auto input)
Descriptions of the rooms always incude the exits. Closed doors are shown in the long description, and there may be other hidden exits/ways to climb etc.
+ Show Spoiler [Skills] +
By skills I mean weapon skills
Skills are a big reason why players continue to play this game even today. 1700/1700 is coveted and respected amongst players and only insane people get to 1700 on classes other than fighter. Two-weapon is by far the hardest and probably most beneficial to train, especially for fighters. You can train any skill at any time. Skills are capped at level*5 + 5
help skills
SYNOPSIS:
Combat requires you to train your skills to be more effective in that
area of skill. For example, if you want to be good at longswords, you
should train your skill in that area.
Skills are trained in:
longsword, shortsword, axe, curved blade, two-handed sword,
two-handed axe, spear, knife, staff, flail, club, rapier, polearm,
exotic, markmanship, two weapon, and unarmed
+ Show Spoiler [Equipment] +
Equipment is basically this: Upon quitting out of the game, you drop all of your EQ. The only persistent thing in the game is gold and reagents on the caster classes. Usually you can just sell your eq to the shop and buy it back when you log back in. Certain clans allow for storage, and player houses in the game(rare and expensive).
The other thing about eq: on reboot, all shops are reset. The game essentially resets itself once every 48 hours. The reason this is necessary is because of unique items. The uniques in the game are truly unique, meaning only one instance of them available. These items drop from certain mobs in the game.
+ Show Spoiler [Advancement] +
Advancement: Levels are 1-50. Nobody has reached the level cap since 1992. One player is level 48, the rest are in the 30s somewhere. After level 18, your character is essentailly "max level" you no longer gain stat points through anything other than traits(one stat trait takes about 25million exp).
Make sure to cap your stats out for every level before you advance level. You have to advance stats individually and manually before each level up. If you level up before maxing your stats, you can just raise them up at the next level. Levels dont make you any more powerful, the stats do.
When you level up past 18, you get a small bonus in hp / sp / can carry a little more / food/drink limit. The biggest advancements after 18 come from traits, which are extremely powerful. The 25 million for 1 stat is well worth it.
+ Show Spoiler [Death] +
+ Show Spoiler [INFORMATION] +
From time to time your adventures on Ancient Anguish may bring you face
to face with Death. Unlike other realities, Death on Ancient Anguish is
not necessarily fatal. Lars has been known to snatch luckless
adventurers back from the gaping maw of the hatch to ETERNAL DAMNATION,
to Death's considerable chagrin.
If you find yourself rescued by Lars, you might consider offering a
prayer of thanks to the gods in the Clerics' Common Church.
Unfortunately, even Lars' powers cannot turn back the Sands of Time. You
will find yourself in a much weakened state after recovering from your
ordeal.
Death in the game, as a mechanic is quite brutal. I played hardcore diablo 2 for a long time so I'm used to harsh death mechanics. For those of you not so fortunate, well, when you suck, you get puinshed for sucking. This can deter players from the game, but I really like that the things I do have an effect in the game. In a game where PvE is the primary focus, these types of things really have to matter for the game to have a sustaining level of fun. So when you die, you lose 33% of current exp I believe it is(you get knocked down one level).
You can take a trait to reduce this xp loss.
+ Show Spoiler [Traits] +
+ Show Spoiler [List of Traits] +
--------------------------------------------------------------------------
Name | Cost | Max | Description
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Agile | 3 | 5 | +10 climbing and swimming ability
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Alert | 3 | 5 | +10 searching and traps ability
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Archer | 7 | 5 | +10 archery ability
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Brawler | 5 | 10 | Deal more damage when unarmed
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Camel | 2 | 10 | Can drink more fluids
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Clean Spirit | 4 | 5 | Magical tolerance goes away over time
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Clear Minded | 10 | 10 | +10 spell points
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Common Sense | 2 | 1 | Can surmise how difficult an enemy is
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Deft Hands | 15 | 5 | Less likely to break thrown weapons
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Dodger | 15 | 5 | Can dodge better
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Drunkard | 3 | 10 | Can drink more alcohol
-----------------------
---------------------------------------------------
Easy Sleeper | 10 | 1 | Can get some rest anytime, anywhere
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Exceptional | 130 | 5 | +1 constitution
Constitution | | |
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Exceptional | 130 | 5 | +1 dexterity
Dexterity | | |
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Exceptional | 130 | 5 | +1 intelligence
Intelligence | | |
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Exceptional | 130 | 5 | +1 strength
Strength | | |
--------------------------------------------------------------------------
Exceptional | 130 | 5 | +1 wisdom
Wisdom | | |
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Fast | 1 | 5 | Player can talk his or her way out of most
Talker | | | situations with otherwise aggressive enemies
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Fisher | 3 | 5 | +10 fishing
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Glutton | 3 | 10 | Can eat more
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Hard Skinned | 7 | 10 | Take less damage in combat
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Healthy | 3 | 5 | Faster regeneration of hit points
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Innate Evil | 2 | 5 | Gets an evil alignment boost for any kill
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Innate Good | 2 | 5 | Gets a good alignment boost for any kill
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Insulated | 5 | 5 | +5 fire and cold resistance
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Linguist | 3 | 5 | +10 to all languages
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Long Memory | 8 | 1 | Remembers thieves well
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Magic | 5 | 5 | +10 magic resistance
Resistant | | |
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Marksman | 7 | 5 | +10 thrown weapon ability
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Medic | 3 | 5 | +10 first aid ability
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Miner | 5 | 5 | +10 miner ability
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Natural | 8 | 1 | Sets a weapon skill to 20 (Must be at least
Talent | | | level 3)
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Packmule | 4 | 10 | Can carry more
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Poison | 5 | 5 | +5 poison resistance, gets unpoisoned over
Resistant | | | time
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Pure Soul | 15 | 3 | 30% less experience lost upon death
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Racial Hate | 5 | 5 | Extra damage against demons
Demon | | |
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Racial Hate | 5 | 5 | Extra damage against dragon
Dragon | | |
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Racial Hate | 5 | 5 | Extra damage against dwarves
Dwarf | | |
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Racial Hate | 5 | 5 | Extra damage against elves
Elf | | |
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Racial Hate | 5 | 5 | Extra damage against giants
Giant | | |
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Racial Hate | 5 | 5 | Extra damage against goblins
Goblin | | |
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Racial Hate | 5 | 5 | Extra damage against humans
Human | | |
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Racial Hate | 5 | 5 | Extra damage against ogre
Ogre | | |
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Racial Hate | 5 | 5 | Extra damage against orcs
Orc | | |
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Racial Hate | 5 | 5 | Extra damage against undeads
Undead | | |
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Relaxed Mind | 3 | 5 | Faster spell point regeneration
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Seducer | 3 | 5 | +10 seduction
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Sense of | 2 | 1 | Can always know general direction of
Direction | | | Tantallon
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Skill | 8 | 5 | Learn one weapon skill faster
Focus | | |
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Socialite | 4 | 3 | Cheaper tells and shouts
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Strongarm | 25 | 5 | Able to wield bigger weapons than base
| | | strength allows
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Sturdy | 10 | 10 | +10 hit points
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Trader | 5 | 5 | +10 trading ability
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True Evil | 10 | 1 | Cannot get more good than 'nice'
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True Good | 10 | 1 | Cannot get more evil than 'nasty'
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Unnatural | 18 | 3 | 30% less skills lost upon death
Memory | | |
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Weapon | 10 | 5 | Deal more damage with one type of weapon
Expert | | |
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Traits are learnt over time, from hard work and experience. All new
players start with 6 'trait points' and get one more per level up to
level 20. After that, one additional point is awarded for every 200,000
experience.
Different traits cost different amount of points to advance. To see how
much each trait costs, type 'thelp list'. If you choose to specialise in
a trait, each additional point in that trait will cost three times more than
the last point you invested in that trait. This inflationary effect will
tail off eventually, however.
Note that you can only have a maximum of 15 different traits. To clarify,
someone with 1 point in 15 different traits can advance any of those 15
further, but cannot gain a new 16th trait.
Type 'thelp cost' or 'tcost' anywhere to see what traits you can learn,
and type 'tadvance <trait name>' to attempt to learn the new trait. You can
also see a list of only the traits you possess by typing 'thelp current'.
GUIDES
Rhynst tends to focus more on powerplaying.
Serin's guide is more general purpose.
Serin's guide is more general purpose.
+ Show Spoiler [Rhynst's General Newbie Guide] +
+ Show Spoiler [Introduction] +
Ancient Anguish (AA) allows us to all create multiple characters. I believe it is an essential part of enjoying and learning more about the game to at least try out every class. AA boasts five races and eight classes (9 including adventurers), giving a choice of 40 unique combinations. If you’re getting a little bored of your current character or just want to play the game through a completely different slant, this will guide you on your way to finding the combination that you’ll enjoy creating and playing the most.
This guide will walk you through some basics generic to all classes first. I’ll explain the mechanics of the stats, skills and abilities systems – it’s hard to analyse the classes without first knowing what each attribute does and how they compare to each other. A brief discussion of the guilds in the game will provide a brief interlude, before a detailed look at every class follows – I’ll discuss what each class is good at, what races are good for each class, and fun things unique to certain combinations. Finally miscellaneous afterthoughts will round out the guide, and I’ll add other things into that section later when I figure out what else needs explanation.
+ Show Spoiler [Contents] +
I understand that this is quite a long document, so if you’re only looking for something specific, then press Ctrl + F, and type in exactly what it says in the contents, and your web browser should take you to the appropriate section of my guide.
(A) The Mechanics
I. Stats
1 Strength
2 Dexterity
3 Constitution
4 Intelligence and Wisdom
II. Skills
1 Axe
2 Club
3 Curved Blade
4 Exotic
5 Flail
6 Knife
7 Longsword
8 Polearm
9 Rapier
10 Shortsword
11 Spear
12 Staff
13 Two Handed Axe
14 Two Handed Sword
15 Unarmed
III. Abilities
1 Combat Related Abilities
2 Semi Useful Abilities
3 ‘Fun’ Abilities
IV Defend, Aim and Attack
1 Dodge
2 None
3 Parry and Riposte
4 Block
5 Berserk
V The Guilds
1 The Knights of Drin
2 The Courts of Chaos
3 The Monks of Antana
4 The Scythe
5 The Eldar
6 The Black Bear
7 The Raven
(B) The Classes
1 Cleric (3w, n, e, n, e)
2 Fighter (2n, w)
3 Mage (3w, s, w, u)
4 Necromancer (16w, 4n, 3w)
5 Paladin (16n, 2e, enter hall)
6 Ranger (31n, 9w, 10n, 16e, s, enter camp)
7 The class that doesn’t exist (what, where?)
8 Shapeshifters (11s, all w, 6s, e, s, 10e, 10s, 3e, s, 2e)
(C) Miscellaneous
+ Show Spoiler [I Stats] +
AA has a fairly simple system of stats. We all know that they are Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int) and Wisdom (Wis). Not any one stat is completely useless for any class, but some are just a lot more useful than others for certain characters. I’ll give a much better explanation of what each one does than the in-game help files.
+ Show Spoiler [1 Strength] +
Strength is generally speaking needed for any character. It determines a few essential things:
? Almost all weapons have a minimum strength requirement.
? How much damage you deal upon a successful hit.
? Strength determines how much you can lug around in your inventory.
? Success for smashing doors, chests, etc (in conjunction with the amount of weight you’re carrying in the inventory).
? Indirectly affects how quickly you gain weapon skills – it’s a widely held belief that harder hits gain you skills faster than softer hits.
As you see, it’s a stat for grunts. Almost all characters would rely upon physical damage as a substantial source of their damage, and strength is a huge part of the equation for the physical damage you will deal out. Another thing to note is that many of the high end weapons in the game require 16 strength – a character with a maximum strength less than that would miss out on many fun weapons.
Notable characters who don’t need so much strength are non-alteration mages, necromancers and shapeshifter drakons. They deal the majority of their damage with skills that are unrelated to strength.
+ Show Spoiler [2 Dexterity] +
Dexterity is another skill useful for every class. It affects:
? How much your physical attacks hit their mark, and how often you get hit back
? How well you dodge
? How often some mage spells hit, notably acid arrow, flame dart, magic missile, fireball and venom spit
? The success rate of a ranger’s strike ability
? Accuracy with various shapeshifter abilities (though not enough experience with those to be 100% sure about this).
? Accuracy with a bow, and thrown weapons
? Dodging various traps and avoiding falling off bridges around the MUD.
? Some weapons (rare) have a minimum dexterity requirement.
? Also indirectly affects skilling rate – the more you hit, the faster you’ll skill. This is especially noticeable at low dexterity, when raising things like two handed axe, two handed sword, etc.
? Hypothetically, if thieves existed, more dextrous ones would hypothetically steal better, and more dextrous characters will be harder to steal from
Dexterity is great, for every point of dexterity, you hit more often and get hit less. Or conversely, if what you’re hitting loses a point of dexterity then the same benefits apply. I highly recommend carrying around a boomerang for all characters – the benefits from having just one more point of dexterity over the opponent are very noticeable.
+ Show Spoiler [3 Constitution] +
Constitution is a no brainer, it gives you more hit points. It:
? Gives you 8 hit points for every point of constitution.
? Speeds up (slightly) your natural hit point regeneration rate.
? Determines how much you can drink and eat.
? Determines how vulnerable you are to poison.
The more constitution you have, the harder you are to kill, and the more you can eat and drink – adding up to how good you are at taking damage. Anybody who plans to do a lot of tanking would need a character that has 15 or more constitution. With that being said, constitution isn’t quite as important as strength and dexterity for a fighting character, especially if you’re just going to bash in parties a lot.
+ Show Spoiler [4 Intelligence and Wisdom] +
Intelligence and Wisdom are similar in some ways, and different in many others. I’ll list what they have in common first:
? The higher of the two determines you spell points pool. As with constitution, it’s 8 hit points per stat.
? They both have an effect on the rate your weapon skills go up, especially noticeable when your skills are high and don’t go up very often any more.
? The higher of the two determines your spell point regeneration rate (again, almost unnoticeable).
? Necromancers’ ritual lists are determined by the sum of their intelligence and wisdom – both stats are equally important to them.
? The intelligence + wisdom sum also determines the ability of lower level characters’ ability to tell how injured something is – that is, while a smart cookie can see the difference between ‘slightly hurt’ and ‘seriously wounded’, all a new character would see is ‘battered’.
? Some (rare) weapons have a minimum intelligence + wisdom requirement.
Attributes unique to Intelligence:
? This is a very important attribute for mages, almost all of their spells’ effectiveness depends on the value of their intelligence.
? Shapeshifter Drakons also appear to do more damage with more intelligence.
? It plays a small part in enhancing a paladin’s smite and harm damage.
? It plays a part in the accuracy of a fighter’s evaluations of equipment.
? Hypothetically, if thieves existed, intelligence helps you notice them.
? Hypothetically again, there are unconfirmed rumours that smarter hypothetical thieves would steal better.
Attributes unique to Wisdom:
? Wisdom is very important to clerics – it determines the success rate of their prayers, their effectiveness, and what prayers they have access to in the first place.
? For rangers with bonded wolves, wisdom determines the maximum size it grows to.
? For rangers who tame their wolves wild, wisdom determines the max size of the wild wolf they can attempt to attempt.
? For paladins, quite a factor in their damage from their spells.
? For mages, rumoured to affect the effectiveness of the Power Word: Heal and Power Word: Harm spells.
+ Show Spoiler [II. Skills] +
AA operates under a fairly straightforward skills system. Every single skill is a weapon skill, determining how good you are with that class of weapons. The amount of skill you have in a particular type of weapon determines how well you can wield various weapons – that is, a big bad two handed axe requires at least 70 skills in it for you to hit consistently with it. Your class is the largest influence on how fast you will skill with various weapon categories – raising marksmanship with a ranger is a breeze, yet a paladin can’t even use thrown weapons or bows.
Another thing that class affects when it comes to skills is where your skill caps out at, for your level. For example, a level 3 fighter can only get his club skill to 20, no higher. For every single character, the skill cap at best is 5 times the character level, plus 5 (so for a level 13 character, 5*13+5 = 70). However for many non-fighters, the cap is a bit lower (eg, a mage’s initial staff skill cap seems to be 4*level+4) – if you’re playing a very low level character and your skills aren’t going up, despite Zhou’s constant assistance, then this is probably why. It’d appear that the skill cap is raised to 100 once you hit level 19 – however it’s quite unlikely for non-fighters to hit the skill-caps past the first 5 or 6 levels, unless they deliberately delay levelling.
I’ll discuss every one of the 17 weapon skills, their general pros and cons and ‘weapon progressions’ I like to use for them, and also the high end choices for each. I’ll list what classes raise the various skills fastest, it’ll be assumed that fighters raise every one fast. Marksmanship, Two Weapon and Unarmed will be treated separately as they’re quite unique to the other 14.
1 Axe
Rating: D
Attack Type: Chop, Pierce for picks and stalactites
Fast for: Ranger
Viable for: Cleric, Paladin
Uniques: None
Pros: Common, easy to get, dwarven mining pick is good to dual wield
Cons: Low damage, nothing exceptional
High End Choices: The two above are the only high end choices – stalactites are very heavy but seem to hit marginally harder than the picks.
Skill progression:
0 – 15 ‘A pickaxe’ from Nemaset the dwarf in the park (use attack crush for this), or a small worthless pick from the scythe camp.
15-30 Bigbladed axe from Ravel Village.
30-45 Sharp Axe from Guardian of underground forest.
30-100 Stalactite from Star Caverns.
60-100 Dwarven Mining Pick from Dwarven miner.
2 Club
Rating: A+
Attack Type: Crush
Fast for: Cleric
Reasonably fast for: Non entities, Shapeshifter, Paladin, Ranger
Uniques: Krakadoom, Stone Smasher Maul, Onyx, Destructor, Hammer of Gralain
Pros: Common, big damage
Cons: Heavy, bad parry
High Ends: The hjem is very popular, but inferior to the other high clubs. Krakadoom is still probably the most damaging weapon in the game. A word of warning about the Stone Smasher Maul – when you first wield it, it’ll look great - +1 strength and giving you bone crushing messages all the time: unfortunately, those messages aren’t real bonecrushes and only do about 8 damage. The Destructor is only really good for dwarves.
Skill Progression:
0-20 Fishing poles from Salty John, ‘Hammer’ from random hobbits in Hobbitat, frying pans.
20-30 Gnarled Club from Delair.
30-60 For clerics: mace of crushing from Drow Caverns. For everyone else, long-hafted sledgehammer from underground forest, or Warclub from Anasazi.
60-100 Heavy Jewel Encrusted Mace (hjem) from Orc Mountain.
70-100 Huge Warhammer or Krakadoom from Frost Giant Steading, Destructor (for dwarves) from Blor’s Hideout. Stone Smasher Maul from Massive Stone Giant.
3 Curved Blade
Rating: B-
Attack Type: Slash
Fast for: Non Entities
Viable for: Ranger, Paladin
Uniques: Sword of Sethic
Pros: Decent mix of damage and parry and lightness, dual wields well
Cons: Rare, mediocre damage
High End Choices: The katana has pretty nice parry, and the sabre does reasonable damage, but neither are exceptional. I haven’t played around with the only unique – the Blade of Sethic, from another quest area. It is two-handed and from all reports nothing special.
Skill Progression:
0-20 Snickersnee from orc minions.
20-30 Shiny Scimitar from nomads area down south.
30-50 Long Katana from underground forest.
50-100 Katana from Zhammar.
60-100 Orcish Sabre from Delair or Drakhyra.
4 Exotic
Rating: A
Attack Type: Differs. Elemental orbs good with everything.
Fast for: Ranger
Viable for: Paladin, Cleric
Uniques: None
Pros: Nowadays very common, very good to dual wield, easy to hit with, extra damage against certain NPC’s
Cons: No high-end single wielding choice
High End Choices: The orbs are the only choice for the high end. They come in two flavours – fire and cold, and both ignore enemy armour when determining damage dealt and chance to hit. Fire orbs do exceptionally good damage against frost giants, while cold orbs do extra damage to some select NPC’s around the game. The armour-piercing property make these extremely good off-hand weapons when raising another skill, the Two-Weapon skill.
Skill Progression:
0-20 Weeding hook from Nepeth.
20-30 Dual wielded weeding hooks.
30-100 Elemental orbs, then dual wielding elemental orbs.
5 Flail
Rating: B
Attack Type: Crush
Fast for: Cleric
Viable for: Paladin.
Uniques: Morning Star
Pros: Decent damage, high-end ones easy to get
Cons: Heavy, uncommon
High End Choices: Morning star gets a very nice bonus when hitting humans, and does reasonable damage anyway. The vicious looking flail is just your average high end non unique.
Skill Progression:
0-20 Iron Shackles from Drow Caverns.
20-30 Light Flail from Delair.
30-50 Heavy Morningstar from underground forest.
40-70 Ball and chain from Ravel.
60-100 Vicious looking flail from Scythe camp
70-100 Morning Star from Zhammar.
6 Knife
Rating: D
Attack Type: Pierce
Fast for: Ranger, Paladin, Non Entities
Viable for: Mage, Necromancer, Shapeshifter, Cleric
Uniques: Shadowspawn, Gemmed Rondel Dagger
Pros: Extremely common, light, easy to dual with, raises very quickly
Cons: Very little damage
High End Choices: The nailfile is heavy and not easy to get. Its damage isn’t exceptional, but blows all the other knives out of the water. Stone daggers are incredibly good against the stone golems, but fairly useless apart from that. The Main Gauche doesn’t do very good damage but it has very nice parry.
Skill Progression:
0-20 Rusty knife from newbie ship, or anything you like. It all raises very fast anyway.
20-40 Elven dagger, Sai, Whittling knife, anything around that level. Rondel dagger and Gemmed Rondel Dagger are pretty good here also.
40-100 Gigantic Nailfile from Zhammar.
60-100 Stone Dagger from Tharanack, Main Gauche from flaw.
7 Longsword
Rating: A+
Attack Type: Slash
Fast for: Paladin, Ranger
Viable for: Non entities, Cleric
Uniques: Starblade, Bloodred, Pendragon, Evil Blacksword, Diablo, Sword of Virgis
Pros: Extremely versatile, fairly common, very good balance of parry, weight and damage
Cons: A little less damage than the other A+ weapon classes, hard to dual
High End Choices: There is a wealth of choices at the high end. Starblade is very good for a tank, especially a non entity – high parry and +20 to all your resistances, and also a free light source. Exquisite rune swords are very common, do solid damage and parry reasonably well, fine broadswords sacrifice some of this damage for better parrying. Pendragon has a bonus for human wielders and the good aligned, and is only good for those. Outstanding sword is one of the most damaging non-uniques in the game, but comes with mediocre parry and is very heavy. Diablo does nice damage and has very nice parry, but seems to be way slower than usual weapons for raising your skills. The Sword of Virgis isn’t easy to get, does average damage, but does come with a nice +15 Longsword skill.
Skill Progression:
0-40 Dark Longsword from Drow Caverns.
30-40 Golden Sword from Fub’s.
40-100 Diablo from Proud Knight.
40-60 ‘A longsword’ from all over the place, silver longsword from Neville.
50-70 Rune sword from Zhammar and Vorpal Blade from the lich.
70-100 Exquisite rune sword from Burnham and Proud Knight, Starblade from Star Caverns, Pendragon from Nepeth, fine broadsword from Scythe camp, Sword of Virgis from Amazons.
80-100 Outstanding sword from Brunswick.
8 Polearm
Rating: B+
Attack Type: Slash, Chop for Poleaxe
Fast for: Paladin
Viable for: Ranger, Cleric
Uniques: Awesome Scythe, Orcish Poleaxe
Pros: Solid damage
Cons: Rare, hard to dual wield
High End Choices: The poleaxe is one-handed, while the scythes require both hands. They all do pretty good damage.
Skill Progression:
0-30 Hoe from paladin estates.
30-50 Halberd from Stronghold.
50-60 Huge Halberd from Scythe camp.
60-75 Orcish Poleaxe from Delair, decent scythe from Scythe camp.
70-100 Awesome scythe from Scythe camp, Sharp Poleaxe from retreat.
9 Rapier
Rating: A-
Attack Type: Pierce
Fast for: non entities
Viable for: Paladin
Uniques: Sword of Gilian, Crystal Blade
Pros: Very good at disarming and parrying, powerful uniques for tanks, pretty common, very good to dual wield
Cons: Lower damage than other A category weapons
High End Choices: All three high end choices have very good parrying abilities, with +2 dexterity from crystal blade and +2 constitution from Sword of Gilian. They’re very good for dual wielding or tanking with as a non entity.
Skill Progression:
70-70 Stick from Tantallon sewers.
70-70 Turquoise dart from Ravel.
70-70 Sewing needle from Andeli.
70-70 Thin rapier from Neville.
70-70 Silver rapier from elven tombs.
70-70 Very fine rapier from Nepeth
70-70 Jeweled Dwarven Rapier and Sword of Gilian from Tharanack, Crystal Blade from Zhammar
10 Shortsword
Rating: C
Attack Type: Pierce or Slash, roughly equivalent
Fast for: Ranger, Paladin, Non Entities
Viable for: Cleric, Mage, Necromancer, Shapeshifter
Uniques: Blade of Losoth, Ebonblade
Pros: Very common, decent to dual with, raises quickly
Cons: Low damage, nothing exciting whatsoever
High End Choices: The wolfblade is really the only high end choice. You can insert a gem into it, which gives it a little extra damage and makes it a free light source. It has reasonable parry, does reasonable damage, but is nothing exciting.
Skill Progression:
0-20 Wooden sword from Nepeth, Slim sword from fairy ring.
20-40 Worn sword from Fort Vaugn, Blade of Losoth from Drow Caverns.
40-70 Plain sword from Fort Vaugn, Quality Shortsword from Marika.
70-100 Wolfblade from Start Caverns, or if dual wielding Wakizashi from Zhammar or Blackened Gladius from Knight’s Retreat.
11 Spear
Rating: C+
Attack Type: Pierce
Fast for: Shapeshifter, Ranger, Paladin
Viable for:
Uniques: None
Pros: Decent damage
Cons: High end ones are rare, and in general they’re mediocre
High End Choices: Golden Trident is your only choice, but at least it does pretty good damage.
Skill Progression:
0-20 Well used hay fork from Nepeth.
20-50 Quaker Trident from Star Caverns.
50-70 Marlinespike from Lighthouse, Diamond spear from Monolith.
70-100 Golden Trident from Amazons.
12 Staff
Rating: B+
Attack Type: Crush
Fast for: Cleric, Ranger
Viable for: Mage, Necromancer, Shapeshifter, Non Entities, Paladin
Uniques: Glimmer, Staff of Azakath, Glimmer, Oaken Staff
Pros: Common, fairly versatile
Cons: Damage somewhat lacking
High End Choices: For mages still learning spells, Glimmer is the single best item in the game. Azakath and Tetsubo are also good for those mages and necromancers with the skills and strength for them. Carved staff and white iron stick are decent when you can’t find those uniques. Tetsubo is the only real choice for fighter-types, but it does pretty good damage.
Skill Progression:
0-15 Crooked staff from Belob.
0-100 Glimmer from Alton’s Caverns (for mages).
15-30 Old staff from Drow Caverns.
30-50 Snake staff from Drakhyra.
40-60 Pine staff from Academy, Elven Quarterstaff from Elven Defence Forces.
50-70 White iron stick from Ravel.
60-100 Staff of Azakath from Mount Kresh, Tetsubo from Zhammar, Carved Staff from lizard village.
13 Two Handed Axe
Rating: A
Attack Type: Chop
Fast for:
Viable for: Ranger
Uniques: Great Mithril Axe, Rakar
Pros: Reasonably common high ends, very nice damage, best damaging non-unique in the game
Cons: Slow to raise, especially at low skills, heavy.
High End Choices: Crescent does very good damage, as does Mighty Battleaxe. The two uniques are roughly the same as these two. The top 4 axes are all roughly the same.
Skill Progression:
0-40 Bronze Axe from Ilderia.
40-60 Woodsman’s Axe from Music Man’s Manor.
60-80 Wicked Half Moon Bladed Axe from Carcera.
70-100 Mighty Battleaxe from Chaos Tower, Crescent and Rakar from Frost Giant Temple, Great Mithril Axe from underground zombie area.
14 Two Handed Sword
Rating: A-
Attack Type: Slash
Fast for:
Viable for: Paladin, Ranger, Non Entities
Uniques: Elvenheart, Powersword
Pros: High damage, reasonable parrying
Cons: Heavy, rare, slow to skill, especially at the start
High End Choices: Elves and half-elves obviously should wield Elvenheart – making a puny character one of the highest physical damage dealing. Shadow sword does exceptionally good damage, and Powersword isn’t much worse.
Skill Progression:
0-40 Sword of Frost or Stone-Cutter sword from Giant’s conference.
40-60 Large Sword from Frost Giants’ Steading.
60-100 Shadow Sword from Razar, Elvenheart from Fort Vaugn, Powersword from Asvyan’s Domain.
15 Unarmed
Rating: E
Attack Type: Crush. Some Shapeshifter forms, like cats, have slash as marginally superior
Fast for: Shapeshifter, Ranger, Non Entities, Paladin
Viable for: Mage, Necromancer, Cleric
Uniques: Brass Knuckles, Slap Gloves, Reflective Bracers
Pros: Um…it’s free….and at least you do some damage whenever you forget to wield your weapon
Cons: It does even less damage than knife, if that were possible
High End Choices: …as if
Skill Progression:
0-100 What do you think?
Unarmed is unique in that there’s only two ways you can raise this skill – hitting stuff unarmed with it, or wielding something in the off-hand, to be attacking with a fist with your primary and something else in the secondary. The 3 uniques give you various stat boosts – but even with those your damage is quite low. There’s simply no reason to raise this except boredom, or if you’re a shapeshifter.
Related intricately to unarmed is the brawl ‘skill’. You gain these by training with Trough in Tantallon, for a small fee. You must wait increasing amounts of time in between each lesson, with 10 lessons in total. Higher brawl skill also makes your unarmed damage much better.
16 Marksmanship
Rating: A
Attack Type: N/A
Fast for: Ranger, Non Entities
Viable for: Everyone else but paladins
Uniques: Crossbow, Silver Longbow
Pros: Can be used concurrently with other weapons, extremely high damage, useful for everybody
Cons: Very heavy to carry around, some NPC’s really dislike having things thrown at them
High End Choices: Varied, read below
Skill Progression:
0-20 Catty from Willim. You can only get this at level 5 or below, so if you plan on getting a head start on marksmanship, get your hands on one before you hit level 6.
20-100 Crossbow from Hermit. The only other ‘pure’ marksmanship weapon in the game.
Marksmanship isn’t like normal skills, in that there’s only 2 weapons that you actually ‘hit’ with to get skills with – the catty and the unique Crossbow. Otherwise, you get skills in it by throwing various thrown weapons, or by using a normal bow. These other options allow you to get skills in Marksmanship ‘on the side’ while actually wielding something else – that is, you only have to be throwing a boomerang every so often while wielding a big axe to get marksmanship skills every so often. It’s a very useful skill to have a bit of proficiency in, just for the occasions when you’re using throwing knives or boomerangs, you only need 20-40 to do OK with throwing weapons.
Various thrown weapons can also be acquired in the game, this is a rough ranking according to how much damage they do:
Dart, barbed dart, boomerang (Sanal), roses (Amazons), bolas, shuriken, throwing knife, hurlbat, well-balanced dagger (Drute’s tombs), runes (Frost Giant temple), flasks of oil, javelins, hunga-mungas.
Darts do about 2 damage and hunga-mungas about 37 at 100 thrown weapon ability. If you don’t have 100, you’ll do less. Thrown weapons generally have very consistent damage, especially hunga-mungas.
As far as I know there’s no ‘progression’ as such with the thrown weapons, so if you can afford to throw around throwing knives at 0 skill and ability, there’s no reason to use darts instead.
Bows are the other way you can raise marksmanship. It’s hard to hit consistently with bows unless you have decent dexterity and high marksmanship skill. The damage dealt by your arrows depends on the quality of your bow (obviously) and your archery ability. The bows, in rough order of quality, are:
Fine, hand crafted bow (Marika), short bow (rangers), elvish bow (Listhalia), silver longbow (non-unique, Lelyia), fine short bow (Brannon), long bow (rangers), fine long bow (Brannon), Great bow (Drakhyra), Dark bow (carcera), Silver longbow (unique, Lelyia)
Bows range from about 15 max damage to almost 40 per arrow, and are some of the highest damaging weapons around. Once again, there seems to be correlation between the quality of a bow and how well you hit with it, so if you can get a dark bow at 10 skill, there’s no reason not to use it. Also, the quality of the arrows you use seem to only affect how often they break, not the damage. Archery ability also plays a big part in the damage you’ll deal out. I’ll discuss archery further in the abilities section.
17 Two Weapon
Rating: A
Fast for:
Viable for: Ranger, Non entities, Paladin
Uniques: N/A
Pros: Very nice damage, fun to use, good to raise multiple skills with at once
Cons: Extremely slow, especially for non fighters.
High End Choices: The most damaging weapons to dual wield are: elemental orbs, the high end rapiers, orcish sabres, dwarven mining picks, high end shortswords. The most damaging of the lot is dual fire elemental orbs, and the most versatile is Crystal blade with an orb.
Skill Progression:
There’s no progression as such. The first skill from 0-1 is usually the hardest to get – just grab a light weapon which you have high skill in (70+) and wield it in your off-hand and hit stuff until you get that skill. Then, hire a mage to cast enhanced skill on your Two Weapon skill, and go from there – always have enhanced skill on it until you get about 30 or 40 and it’s not so essential.
For non-fighters, I highly recommend first raising exotic to about 40. Elemental orbs are excellent in the off-hand, doing nice damage, and more importantly, the armour piercing property means it hits more – making your Two Weapon skill go up faster. For non-fighters, this will be a very long and hard road – expect up to 2 hours per skill. To not get bored, try using a knife in the main hand, an orb in the off-hand, and throw boomerangs and barbed darts at whatever you kill. You can potentially skill in 4 disciplines (5 if you don’t re-wield fast enough) and that might keep you interested. Raising it with a friend also helps immensely.
This skill only really starts to shine after about 50 skills, when your off-hand starts to hit reasonably often. However after that, it starts doing as much, if not more damage, than the big normal weapons – Krakadoom, Crescent, etc.
People are still unsure about whether it’s better to start off with an easy weapon in the off-hand at low two-weapon skills or if that matters at all. What is apparent is that you only get Two Weapon skills when your off-hand lands a hit, and presumably like other weapons, the harder it hits the more it advances your skill. Your level of Two-Weapon skill determines how often you even get to attempt to use your off-hand in an attack – that is, someone with 0 skill almost never swings their off-hand weapon whereas people with 100 do it every round.
Thus, to raise this skill quickly, it’s important to hit as much as possible – making boomerangs and Crystal blade and their dexterity modifying effect very useful, along with elemental orbs and their armour piercing. Having bolas as a ranger, and utilising trip to its full as a non entity also help immensely. Needless to say, fighters should berserk while raising this. As mentioned before, for the first bunch of skills, enhanced skill is almost essential for non-fighters.
Also, since your ‘attack’ style can at times dramatically affect the damage you deal out, when dual wielding, use two weapons with the same attack style – two piercing weapons, two crushing weapons, etc. a special note about elemental orbs. They do equal damage whatever ‘attack’ mode you’re using, which is also part of the reason they’re so popular as off-hand weapons.
+ Show Spoiler [III. Abilities] +
Separate from ‘skills’, AA also has a set of ‘abilities’, most of which you can’t actually actively raise. I’ll separate them into ‘directly combat related’, ‘sometimes useful’ and ‘fun (impractical)’. Every race gets a different base amount of abilities, and I think your class also modifies your starting abilities (especially paladins, who get a substantial poison resistance bonus). Some abilities go up with stats and levels, others you have to go out and raise yourself – rather like weapon skills.
+ Show Spoiler [1 Combat Related Abilities] +
These are the four resistances – fire, cold, magic and poison, the two defences – block and parry, and the two marksmanship abilities – archery and thrown weapon.
The resistances are quite important for anyone doing heavy tanking or fighting magic users. I prefer the extra 20 resistances from a Black Robe to the extra armour class from Strangely Patterned Cloak because while a mob doing 30 damage with a physical hit instead of 20 won’t kill you, an unexpected 60 damage spell from a magic caster can surely knock you out.
Fire and Magic are the most important, followed by cold, and poison is almost useless. This is due purely to the inordinate amount of monsters on the game that use fire attacks.
According to GhanimX, dexterity affects cold, fire and magic resistance. Fire and cold resistance are also modified by constitution and wisdom. Magic resistance also takes into account intelligence, while poison resistance goes up with strength and constitution.
There are many pieces of equipment that give resistance boosts. The most commonly used are:
Light Body: Black Robe from Nepeth, Magic Surcoat from Stronghold and Weird Looking Blue Robe from Ebonbane Manor. These all give substantial boosts, while having reasonable armour class anyway, and are always well worth wearing, in my opinion.
Weapons: Starblade from Star Caverns gives a nice 20 to all resistances boost as well, extremely handy. To a much smaller extent, so does wolfblade.
Heavy Body: Armour of Gaius from Geographic Society and Dragon Platemail from Lizard Village have slightly less comprehensive boosts. Star Armour from Star Caverns gives minor resistances.
Shields: Wigwog Skin from Easthaven is fairly light, has decent block and comes with some small resistance bonuses – good to use as a shield, or just wear for extra resistances for characters who don’t need their off-hand.
Jewellery: Medallion of Night from Drow Gardens and Silver Pendant from Floral Being area. Random Rings from Zarkan, Garnet ring from Drute’s Tomb. These are light and essentially bonus equipment.
Generally, I prefer to use the above equipment to get myself at least +40 to my resistances when I’m tanking. Keep in mind however, the resistances are completely useless unless you are actually killing spell casters.
The defences play a large part in how well we use those defences. Dexterity plays a large part in how well we block or parry, and now that we can level above 19, additional levels also affect defences – unlike resistances. Some characters quickly have gotten 100 blocking or 100 parry after this change.
Only one item instantly raises a defence skill as such – the Shield of Gralain from Gralain’s tombs, which gives +10 blocking to dwarves and +5 to humans. It’s pretty heavy and despite the +10 blocking, is probably still worse than the other high end shields.
Otherwise, there is no real way to affect your blocking or parrying skills, apart from class-specific skills, which I’ll discuss later.
The marksmanship abilities are the damage modifiers for our thrown weapons and bows. They go up randomly when you’re using a bow or thrown weapon, and not that quickly (but definitely a lot faster than real weapon skills). Archery can only be raised when using bows, but there is a bit of a lazy way to raise thrown weapon. In the Scythe camp, there is a throwing dagger game that allows you to throw about 30 knives every reset, each one having a small chance of raising your thrown weapon skill. On average you’ll probably get 2 points per reset. As you probably already know, these two abilities don’t go up or down with deaths or levelling.
Note that you can actually in the same round, make a physical hit with your real weapon, throw a knife, cast a spell or use some special class ability, wield a bow, nock an arrow, shoot it, unwield the bow and rewield your weapon all in one. This strikes me as rather silly, but it is technically legal and is quite useful for dealing out a lot of damage very quickly.
Also note that quite a few high end monsters are rather unappreciative of having arrows shot at them or knives thrown at them, and will ‘turn’ to attack you instead of your tank, if you’re using them while bashing.
+ Show Spoiler [2 Semi Useful Abilities] +
I put into this category charm resistance, climbing, swimming, searching, the languages, trade and traps.
Charm Resistance, to the best of my knowledge, can only be gained from easy treasure hunts that feature satyrs, wood nymphs and the like. Also to the best of my knowledge, it’s only useful in those treasure hunts. It goes up when you get charmed by them and eventually break out of it. When you eventually get 100 in resistance, those treasure hunts are much less annoying (but then you’ll be so high level you won’t even run into them any more).
The Languages don’t have much practical use, but certain areas and quests and items require proficiency in various languages to understand. If you need a boost in a certain language, ask a helpful mage to cast magic mouth or comprehend languages on you, or get the ring of tongues from the Academy. Humans generally end up with 100 or almost 100 in all languages, Orcs are bad with Elvish, and vice versa, and so on. Your languages go up with intelligence and wisdom, and funnily enough, deaths. Therefore, an elf who dies a lot can even have 100 Orcish.
Trade helps you get higher prices when selling and lower when buying at certain shops, most notably Hobbitat, but its effect isn’t large enough to make a practical difference. It goes up with strength, intelligence and wisdom. Unlike languages, the temporary boost in trade ability seems to be lost over time.
Traps is an ability that as far as I know, can only be gotten by using fine tools from the fence in Neville to ‘disarm’ treasure hunt chests. Higher ability in traps presumably increases your chances to successfully disarm these chests and avoid damage. It goes up pretty slowly, and is of course independent of levels and stats.
Climbing and Swimming are two movement-related skills. Several areas have a minimum climbing or swimming ability requirement before characters are allowed to get into them. You can temporarily raise these two abilities by buying appropriate potions from Shanni in Nepeth. Similarly, many pieces of random treasure hunt items give you boosts to these two. If thieves existed, they’d probably have thieves’ dens, which would probably have various climbing-enhancing pieces of equipment. But that’s just speculation. Logically, strength and dexterity determine how high these are.
Generally speaking, the less you’re carrying, the better you will climb or swim. Some rivers are almost impossible to swim out of when loaded up with equipment, similarly for walls and climbing.
Searching rounds out this category. This is used for finding, guess what, hidden objects and ahem, people. Not that any of the classes can hide, no, not at all. Many items have a minimum searching ability requirement before they can be found. Silver amulets from the Tantallon magic shop raises this ability temporarily. Intelligence and Wisdom modifies this ability.
+ Show Spoiler [3 ‘Fun’ Abilities] +
There are also a lot of abilities that simply have no practical use. They all work rather like weapon skills – independent of stats and levels, and go up when you use them. These are fishing, prospecting, weaving, first aid, pottery, tossing and seduction.
Fishing is one we’ve probably all run into. Buy a net or fishing rod from Salty John, find a nice stretch of water and fish away. The fish range from little carps to sharks to giant squids (which are worth 9000 or more experience). You’ll have to beat the fish to death, then you can treat it like ranger meat – can be salted, cooked or eaten raw. The squids don’t turn into Calamari rings. Fishing nets seem to pull up smaller fish than poles, but you can get more than one at a time, and also various random items, like puzzles, trash, and potions. It’s something interesting to do while waiting for the Atlantis or Lizette, or while just chatting
First aid is raised from using bandages from Drakhyra. Unfortunately, these bandages are inferior to normal medicinals as they fall off the second the bandaged person enters combat.
Tossing is from the fun dwarf/chicken/cow etc tossing game down in Scythe camp. It’d appear strength and dexterity and timing govern how well you toss the critters. Try it out, it’s a bid of sadistic fun.
Pottery is gained from moulding things from clay. The clay can be obtained from Hopkins’ area. You can mould all sorts of things, ‘crush’ it, and start again. Every bit of clay can be used several times before it dries up and becomes useless.
Weaving actually can be raised in three ways. First, find Fae in Arcadia, who will teach you the basics of weaving – up to 29 skill. Then, the slow way to raise weaving further is by mending fishing nets with fids. Otherwise, get spider silk from the freaky spider area and weave rings out of it. There’s a possibility that weaving ability actually makes some Drowgar spells better – those that involve weaving, like spider armour and spider pack. When you have ample silk, this skill goes up quickly – the problem is getting hands on the silk in the first place – the area producing it has a maximum level requirement.
Seduction is raised when being…affectionate to various orcs in Drakhyra. There’s no real use for it, but while your tank’s busy buying lambs at the tavern, you might as well have some fun with the dancing girl, eh? It goes up pretty quickly.
Prospecting goes up incredibly slowly and is incredibly brain numbingly boring. You raise it by finding Dubo near the ranger camp, getting a prospecting pan and spending hours sitting around waiting for gold – rather like a real prospector, I’d imagine.
+ Show Spoiler [IV Defend, Aim and Attack] +
These three things are rather trivial for most characters, but I’ll quickly go through what they do. The various defences will be given a much more in-depth treatment.
Attack sets the attack style you will be using with your weapon(s). I’ve already set out the attack type you should use in the skills section. Some weapon classes, like staves, are only able to do one type of damage – crushing damage. Thus, they’ll do a lot less damage if you set your attack type to something like chop, or even just leaving it at random. Others, like longwords, can do all of crush, pierce, slash and chop, and this doesn’t matter quite so much – though of course you should still set the correct one.
Aim is simply where your character will attempt to hit. Most people aim for the head, and change the aim when fighting things with helmets – various guards, etc. Note that some monsters don’t have heads and will automatically change your aim to body – if you like to always aim at the head you’ll need to change it back after the kill.
The defences are much more interesting – while some classes are restricted to only one real option, some have important choices. I’ll just go through how each one works.
+ Show Spoiler [1 Dodge] +
Every character can use dodge. For shapeshifters, mages and necromancers, it’s either dodge or nothing. To see an indepth analysis of dodge for mages, refer to my mage guide. For practicality, only mages and shapeshifters with more than 15 dexterity can use it to any degree of success. Its big advantage is that it’s free – you don’t have to buy any fancy equipment to use it.
Dodge (to the best of my knowledge) is based solely on 3 things: your opponent’s dex, your own dex, and the amount of weight you’re carrying. So how do we maximise dodge’s effectiveness, and to what extent is it ‘worth it’?
Generally speaking, a character with 15 or more dexterity carrying little in their inventory, fighting a monster with a black eye from a boomerang, can dodge it pretty well. When I say ‘pretty well’ I mean that overall you’ll save hit points, compared to if you just used defend none. This is despite that when dodge does backfire sometimes - ie ‘x monster predicts your attempt to dodge!’, and you get hit harder than usual.
It’s a lot better versus more trivial monsters, and extreme high end monsters are very good at hitting you even if you’re highly dextrous – Illarin, Iannis, etc. Here are some ways of affecting the 3 factors in how well dodge works:
1. The opponent’s dexterity
There’s only so much you can do about this. If you’re indiscriminately massacring the mud, you’re not going to skip a few high dex kills just because you can’t dodge them as well.
The easiest way you can impair the opponent’s dexterity is through the humble oak boomerang. This item is your best friend for under $300 a pop, and its –1 dex penalty to the opponent quickly adds up as time passes.
Related is the barbed dart from the dalair weapon seller. I personally don’t bother with the way it breaks all the time, and that the seller is dead half the time, that it’s not as convenient as the boomerang. However, if you’re admirably keen with these things, then –2 dex on an opponent is huge.
In most circumstances an oak boomerang is all you can do in this field… make sure you have one or more at all times.
2. Your own dexterity
This of course is also something that is largely unchangeable. Your race will determine the amount your dexterity will max out at, so your race is probably the largest factor overall in determining whether you use dodge or none.
3. Your own weight
This is the part you have most control of. To dodge reasonably well, you need to absolutely minimise the amount of stuff you carry – ideally a weapon (or none at all for shapeshifters), a pipe, and a golden amulet. And that’s all. The only things you should allow in your inventory must be worth their weight, if it will gain you either more experience, money or skills. Otherwise it’ll just cause you to take more damage for no good reason, and is thus inefficient.
The essentials are obviously
1) Your weapon and
2) Your pipe.
If faced with 2 roughly equal weapons, take the lighter one if you’re going to be doing some dodging.
Now feel free to add to that any weightless items that are neat or help – of note is the leather sheath or black scabbard – adding to leg protection for no weight addition. Of course, extra stuff like hooded falcons, pet snakes and whatnot are weightless and do nothing, so feel free to get them if you like them.
Next are the items you’d probably get despite the fact that they hamper your dodging.
Namely
1) Golden Amulet
2) Good Zarkan rings.
3) Whitegolden Rings
Golden amulet provides some protection to every single part of your body for the cost of 1 weight – ‘Only the best piece of armour in the whole game’ – Lunger, mid 2004. The same sort of argument applies for the Zarkan and whitegolden rings.
Following this are the situational items. These are
1) Black Robe/Magic Surcoat
2) A runed breastplate
3) Robe of Turkey feathers
4) Sturdy ring.
1) A black robe or magic surcoat depends on whether or not you’re fighting magic hurling monsters – if you’re even only occasionally taking one on, by all means it’s worth it.
2) A runed breastplate, at last checking, weighed one, gave +20 to two resistances, and evaluated as ‘good’ for the body. If that is still the case, and you can get your hands on one, then go for it.
3) The robe of turkey feathers depends entirely on whether you believe that the rumours concerning it. As the robe gives you a blue aura, which some say means the robe actually gives you the spell effect of blur, either higher armour class or dodging. I’m on the side that thinks the rumours unsubstantiated, and as such wouldn’t take the robe. If you do believe the rumours to be true, then by all means take it. Otherwise, it’s not worth the weight for its protection.
4) The sturdy ring is the same idea. If you believe it lets you do more damage, go for it.
I’m sure I’ve missed a few important items. If it’s going to make you more experience/skills/coins than the experience/skills/coins you’re going to lose by taking more damage by it reducing the effectiveness of your dodging, then take it. Otherwise, chuck it in a trashcan.
Remember, every extra item makes quite an impact in the long run.
Now you ask – how am I going to carry any of my stuff around? Mages, refer to my mage guide. Dodging drakons should drop their containers while in combat, to minimise their inventory load, then pick the containers back up when leaving the room. Have a nice alias system for streamlining this process.
+ Show Spoiler [2 None] +
Some classes simply take more damage from dodging (due to its chance of failure) than if they stood still and took the hits, and have no other choices. These are some mages, necromancers and shapeshifters.
Also, fighters who want to use their new fury ability are forced to use defend none.
For a discussion of whether dodge or none would work better for you, refer to my mage guide.
+ Show Spoiler [3 Parry and Riposte] +
Parry and riposte are similar skills – they both utilise your weapon to deflect incoming blows. As such, generally speaking, only bladed weapons and some staves and spears are good at it. These defences are available only to fighters and ah…alternative fighters. With these new levels, the ability can easily go above 100, and coupled with alert combat, my alternative fighter gets 100 (+139) parrying ability. This makes for an extremely good way of preventing damage altogether.
Riposte is less likely to succeed in preventing damage than parry. Every time you do parry, however, there is a chance that you’ll counter-attack, a free hit. Virtually nobody uses this ability, as the increase in damage taken in not using parry far outbalances the increase in damage dealt in the occasional free hit. Also, alert combat raises the riposte ability significantly less than the parrying ability (about ¼ as much).
Its pros are:
? No additional weight of a shield
? Your off-hand can still be used to wield a second weapon, or wear Wigwog Skin for extra resistances – or even a two-handed weapon
? It’s generally regarded as superior in success rate to block
Its cons are that your primary weapon hugely determines these defences’ effectiveness. Most people feel they take too much damage if their weapon’s parrying is below ‘splendid’.
Some of the most common and damaging parrying weapons (this is definitely not a complete list of them, just the best ones) are:
? Absolutely perfect: Crystal Blade (+2 dexterity), Sword of Gilian (2 constitution)
? Nearly Perfect: Jeweled Dwarven Rapier, Very Fine Rapier, Starblade (+20 to all resistances), Bloodred, Sword of Virgis (+15 Longsword skill for females), Fine Broadsword, Vorpal Blade, Wolfblade, Elvenheart (+4 str for elves, +3 for half elves, extra healing powers), Powersword, Katana
? Splendid: Thin Rapier, Blue Steel Rapier, Exquisite Rune Sword, Rune Sword, White Iron Stick, Main Gauche
As you see, it’s dominated by longswords and rapiers. As non entities commonly use these two weapon types, and have fencing, parry is absolutely essential to use. If you’re newer to the game, stay with the absolutely or nearly perfect weapons at first. As you get used to getting hit hard, the ones below don’t seem so bad. Generally speaking, harder hitting weapons have worse damage than their better-parrying equivalents.
+ Show Spoiler [4 Block] +
Block is available to paladins, fighters, clerics and rangers. For paladins, the shield is almost essential, whereas experienced clerics and rangers can usually do well without shields. I recommend newer players take full advantage of this good source of damage reduction.
Block’s effectiveness depends heavily on how good your shield is. This is especially so for paladins’ turtle ability – the better the shield, the better boost to their blocking ability.
The advantages and disadvantages to block are:
? Shields tend to be quite heavy – at least 2 or 3 bottles weight. This used to be pretty important, but with the extra carry ability above level 19, it’s not quite so critical.
? Unique shields however, tend to be pretty light or weightless. Also, a 2-3 weight shield certainly mitigates more damage than any other 2-3 weight piece of armour (say, a helmet).
? With these new levels, 100 blocking is attainable by higher-dexterity characters, and makes it almost comparable to parrying in effectiveness
? However, your off-hand is taken up, and so you can’t dual wield or use two handed weapons
? One point of flexibility is that your main weapon can be whatever you like, and it won’t affect your blocking
Sometimes it’s better or more fun to pass on the shield. Usually, this requires you to have very nice other equipment to pull off, otherwise the extra damage taken from the lack of shield is hard to offset. With the right equipment however, the extra damage output is much more fun than the decrease in damage taken.
Rangers also spend part of their time not getting hit at all – hiding behind their wolves, making the blocking less critical. Refer to my ranger guide for that.
The best shields are:
? Nearly Perfect: Polished Silver Goblin Shield (weight 4), Fancy Shield (weight 4, better block bonus than silver goblin shield)
? Splendid: Flying Shield (weight 1),
? Very Good: Wigwog Skin (weight 2, comes with +10 cold and fire resistance), green shield, black shield, spiked shield, dwarven shield (all weight 3), Shield of Gralain (weight 4, but it comes with +10 blocking for dwarves and +5 for humans),
+ Show Spoiler [5 Berserk] +
This is fighter-only. It increases a fighter’s chance to hit, and damage dealt by each hit, significantly, all for free. I’d estimate the total damage increase to be between 50 and 100%. A lot of players are of the opinion that fighters should just be berserking all the time – tanking, bashing or soloing. This is mostly the best choice, but sometimes berserking through everything isn’t the best choice, that’s up to you to find out.
+ Show Spoiler [V The Guilds] +
One thing that a lot of newer players get confused over is the guilds system of Ancient Anguish (how can I be a fighter and also a knight??). The guilds of AA are really just a collection of social people of similar classes, races, alignments and views to the world, separate from your class or race, and having very little influence on your combat.
The guilds of AA are the Knights of Drin, the Courts of Chaos, the Monks of Antana, the Scythe, the Raven, the Black Bear and the Eldar. Each have specific requirements for joining, and over time have developed into tight knit groups.
+ Show Spoiler [1 The Knights of Drin] +
Directions: 13n, 6w, 13n
How to Join: Go to the class hall while not evil or nasty, and join up
Races Allowed: Dwarf, Human, Elf, Half Elf
Classes Allowed: Fighter, Cleric, Paladin, Ranger
Alignment: Good
Storage System: High Security
Personal Storage: High Security, but small
Newbie Friendliness: High
Title System: Based on killing, the ‘credits’ system
Guild Perks: Low
Corpse Disposal: Taking the ear as a trophy, then burning
The knights are a good place to start for a new player. They have friendly players, a nice shop for basic equipment when logging in, storage racks to share equipment between guild members, and a straightforward guild title advancement system. The drawback is that you have to stay nice or better, or King Drin will start spamming you and threaten to kick you out.
+ Show Spoiler [2 The Courts of Chaos] +
Directions: 16w, 4n, 2w, n
How to Join: Get a mentor from the guild, and join at the hall
Races Allowed: All
Classes Allowed: Cleric, Mage, Necromancer, Non entities, Ranger
Alignment: Evil
Storage System: High Security
Personal Storage: None
Newbie Friendliness: Medium
Title System: Based on killing and donating items and money, with ‘karma’
Guild Perks: Medium
Corpse Disposal: Feeding the corpse to forces of chaos
Chaos is pretty much the opposite in ideology to the Knights, a haven for evil spellcasters and sub-fighters. They get the rather unique abilities of channel – where one guild member inefficiently transfers her spell points to another guild member, and also a dark temple to sacrifice corpses, to fix your alignment. To join the guild, you need to find someone within the guild already willing to mentor you into it.
This is a good guild for your first necromancer, as there are often corpses in their storage system, the vaults, and the sacrificial temple is good for helping you keep your alignment up.
+ Show Spoiler [3 The Monks of Antana] +
Directions: 13n, 3e, 4n, e, 2n, enter waterfall
How to Join: Turn up and join
Races Allowed: Elf, Half-Elf, Human
Classes Allowed: Paladin, non entities, fighters, clerics, mages, rangers
Alignment: None
Storage System: High Security
Personal Storage: None
Newbie Friendliness: High
Title System: None, but there is a points system with ‘mana’
Guild Perks: Medium-High
Corpse Disposal: Burying
The monks are right now a very scarcely populated guild, and there will be rarely more than 2 or 3 mortal monks on at a time. However the ones that are on are usually very friendly, and happy to help. This guild gives you ‘mana’ points for burying corpses and disposing of trash in trashbags. ‘Mana’ can then be used for buying useful heals like wine and salve (very good), or for using the ‘mpray’ command, which directly transfers sps into hps, or vice versa. Mana is very powerful, but of course hard to come by.
+ Show Spoiler [4 The Scythe] +
Directions: 9w, 5s, walk
How to Join: Get a corpse of something high level than you, a nasty alignment, and join
Races Allowed: Human, Dwarf, Orc
Classes Allowed: Mage, Fighter, Cleric, Ranger, non entities, Shapeshifter
Alignment: None
Storage System: None
Personal Storage: High security personal room
Newbie Friendliness: Low
Title System: None, no points system
Guild Perks: Medium
Corpse Disposal: Eating
The Scythe are the barbarians of AA, with no title system, no storage vaults, and a hate for all things Elven and the mortal enemies of the Knights. The guild is the most active when it comes to high level parties and power-playing. The Scythe members can buy a private room for storing things throughout the reboot, which is very useful, and they also get access to a bar which sells good quality heals, close to Tantallon. Beware newer players, questions deemed ‘newbish’ usually get laughed at, made fun of, or at best, ignored. This is a good guild to join once you have a decent grasp of the game and want to be involved in big parties more often.
+ Show Spoiler [5 The Eldar] +
Directions: 11s, all w, 6s, e, s, sw, say pass, n, e
How to Join: turn up and talk to the NPCs
Races Allowed: Human, Elf, Half-Elf
Classes Allowed: All
Alignment: None
Storage System: None
Personal Storage: High security personal locker
Newbie Friendliness: Medium
Title System: None, with a superfluous points system based on corpses
Guild Perks: Medium-High
Corpse Disposal: Magic
The Eldar are known as the chatty guild. Many of their members happily chat away on the guild line about all kinds of things, including answering your questions. They have one of the best perks of any guild in the game with the tea that their tavern sells – this is a form of healing that does not fill you up nor make you more drunk, and does not increase your tolerance like potions either. This is a good guild for people who are also chatty.
+ Show Spoiler [6 The Black Bear] +
Directions: 31n, 9w, 2n, 2w, 2s
How to Join: Get a bear pelt and turn up, or get sponsored by a bear member
Races Allowed: All
Classes Allowed: Mage, Fighter, Cleric, Ranger, Shapeshifter
Alignment: None
Storage System: Medium security
Personal Storage: None
Newbie Friendliness: High
Title System: Based on killing and another cheating way
Guild Perks: Low
Corpse Disposal: Shamanistic
The Black Bear is probably the currently biggest guild. It is very newbie friendly, with friendly members. They have a title system similar to the knights’, with the exception of being much harder to advance up. They often are the leading guild in the Geographic Society recently, which makes available to their members the best non unique container in the game, the knapsack. Their storage racks, though liable to be liberated by freedom fighters, often hold a few good items. All in all, quite a good guild to be in for all types of players.
+ Show Spoiler [7 The Raven] +
Directions: shhh
How to Join: I can’t tell you
Races Allowed: All
Classes Allowed: Non entities
Alignment: None
Storage System: High Security
Personal Storage: None
Newbie Friendliness: Medium
Title System: None
Guild Perks: Low
Corpse Disposal: Butchering
The Raven are like the monks, a struggling guild. They provide a good haven for when running from the law, and at the moment, for little else.
+ Show Spoiler [(B) The Classes] +
This is the meat and bones of this guide. I’ll give a general description of what each class’ abilities are, how they tend to be played, what they’re good at, what races are good for them and general tips on how to get ahead with them.
+ Show Spoiler [1 Cleric (3w, n, e, n, e)] +
Learning Curve: Low
Damage Dealing: C
Damage Absorption: A+
Soloing ability: A
Bashing ability: B
Tanking prowess: A
Famous clerics: Zordax, Defarge, Bazhi, Cailet, Nine, Hektor, Ivanhood
Class Abilities
Clerics’ unique powers are their prayers: they get increasingly powerful prayers as they raise their wisdom. Here’s a table of their prayers:
Wis Prayer Cost (sps) Effect
2 Light 10 Holy symbol becomes a light source for about 10 minutes
3 Cure 20 Heals 15-30, more on others
4 Wound 25 Deals about 10 damage
5 Detect 20 Detects if something’s cursed, pretty useless
Purge 20 Reduces potion tolerance in another player, you’ll use this one a lot
Tolerance 20 To find out how bad the tolerance in another player is
6 State 20 Find out about a monster’s alignment and weak points and other information
Transform Varies Transforms water into various types of alcohol. Not 100% sure it’s at 6 wisdom.
7 Slow 25 Cures poison slightly
8 Uncurse 75 Uncurses items, not that many items are cursed, and most of those come from Zhammar.
9 Fix 50 Heals 30-85 or so, you’ll be using this one a lot.
10 Cold 20 Adds 15-35 to cold resistance for about 15 minutes.
Fire 20 Adds 15-35 to fire resistance for about 15 minutes.
11 Turn 50 Something useless
12 Dispel 25 Similar to cold and fire, for magic resistance
Waterwalk 40 Not too sure it’s 12 wisdom. Allows players to walk across water.
Purify 50 Better version of purge, but damages the recipient
13 Hammer 40 A damage spell that does about 30 damage
14 Curse 100 Curses an item – a cursed item can’t be unwielded or removed. Mostly used in player-killing
15 Bless 50 Gives equipment a nice boost in quality
Disinfect 85 Fixes up diseases, plagues, etc
16 Neutralize 100 A better version of slow
17 Cleanse 120 A better version of purify
18 Destruct 100 Deals some damage to every undead in the room, better clerics do this better. This is only really useful for some treasure hunts with multiple undeads in the same rom.
19 Heal 180 Fixes all things wrong with a player, including pinkies.
Defensive abilities
Clerics are most well known for their healing prayers, which on average all heal more than 1 hit point per spell point. They also get a range of prayers that increase their resistances by about 30 each (random), and bless, which increases the quality of their armour. This makes clerics perfectly suited to tanking.
The line of prayers related to purge are essential for other characters to remove their tolerance. Tolerance is the effect of potions becoming less and less potent as you use more and more of them. You can’t purge yourself, so seek out another cleric via ‘who class’ to offer to ‘swap purges’.
Offensive abilities
Clerics also have offensive prayers – but these are generally quite inefficient compared to equivalent mage and necromancer offensive spells. However, wrath is still very useful to grab some equipment with after reboot. Once you’re geared up, vast majority of the time, your spell points are better spent on healing spells.
Skills
Clerics are very good with clubs, flails and staves. They also get longsword and polearm skills acceptably quickly. All of these are fairly high damage weapon classes. This makes them also good bashers, as any tank appreciates extra healing, higher resistances and solid damage. These same qualities make them very good at soloing as well – as long as you fight monsters within your abilities, you’ll simply outlast them.
One special note for clerics is the mace of crushing – this 30-70 skill club is excellent for all clerics as it comes with a bonus to-hit for clerics, highly recommended when raising club.
Races
These qualities, along with a reliance on wisdom, makes dwarves the long-time favourite class for clerics. Their high wisdom and constitution makes them very effective punching bags, the high strength letting them wear all the armour they need and wield very heavy weapons, making them one of the most solid characters in the game. The Destructor also offsets one of the deficiencies of the dwarf, by providing dwarves +1 dexterity, and in the hands of a dwarf does fairly nice damage. The cons of dwarf are the low dexterity and intelligence – my level 26 dwarf cleric still has below 90 blocking, and these 2 low stats make him gain weapon skills very slowly. However, Bazhi is a dwarf. This is the tried and true path for clerics.
Half elves have a higher wisdom than dwarves, but much less strength and constitution. This makes them a fair bit less solid, and a worse tank. I feel that the cleric should be a damage-soaker, and the half elves just sacrifice too much to fit that role. The 15 strength also cuts the half elf off top end weapons like Krakadoom and outstanding sword. The advantages of half elves are that they have high intelligence, and skill very fast compared to dwarves. They also have a fairly powerful wrath, if you want to play a cleric like a mage.
Elves are, unfortunately, even worse than half elves in the front line role. They have less wisdom, constitution, and strength, for 2 more dexterity. There’s little reason to play an elf cleric.
Humans are a happy medium between dwarves and half elves. They have decent amounts of each stat. They’re a little bit worse than dwarves at doing everything cleric-related, but their skills raise much faster, so in that sense they’re for people who like to see skills flash up. The little sacrifice in quality they make isn’t too large, and they can still tank about as well as a dwarf. The post-level 19 increase in weight capacity also offsets the sacrifice of strength somewhat. If I were to make a cleric tomorrow, it’d be human.
Orcs are the dark horse in this field. They are actually better than dwarves at the front line role – 2 more dexterity and 1 more constitution for 2 wisdom and 1 strength. The strength matters little now – the weight capacity issue is offset by the post-level 19 increases, and the damage decrease is offset by hitting more with the 2 dexterity. The orc still has enough wisdom to get access to all the useful prayers. The downsides are that skills come slowly and prayers fail a little bit more.
Levelling your first Cleric
Clerics are one of the easiest classes to level up. It’s a simple process of grabbing a weapon (recommended club for new players), sticking to it, armouring yourself up, and whacking things around your level until you hit level 19.
Levels 1-10: get yourself a few thousand coins first, through CX, picking up rusty chainmails in the forest, taking free items like fire gems and helmets and ladders from various areas, begging, etc. Then buy a fishing pole from Salty John (2e, n), check your real life time, go to Zhou (26n, e), train with him, go to your favourite low level area and whack things with your pole for the next 12 minutes. Heal when hurt with either the free sleeping room in the manor, or if you’re rich (5000+ coins), just heal with medicinals while you’re killing. Get stats and levels as you can, until you have exactly 15 club (probably around level 3). When you get the 15, stop killing things immediately, get 1 or 2 packages of medicinals, and re-train with zhou (wait for the previous session to run out if necessary). Then spend as much time in combat as possible in the next 12 minutes – it shouldn’t be hard with medicinals and the cure prayer. This should get your club skill to somewhere between 18 and 25.
Now it’s time to get a gnarled club – either find one in the shops, or kill for one yourself with your pole – find an orc in a dalair hovel (16w, 4n, w, n, if dead, try 2s, if that’s dead, try n, 2w, n, etc etc) smack it down. Spend your time up to level 10 just whacking things with your club, building your bank account through selling things that your kills drop (spirits in the ghost ship are good for this), and raising the club skill. Don’t neglect intelligence as a stat – just max out dexterity while levelling, and then get the cheapest stat available after that (unless there’s something you really need, like the next prayer). By level 11, as long as you’ve been raising your int and wis well, as well as hitting things around your level, you should have at least 25 club, hopefully 30 or more.
Levels 10-15: These are the levels where you start getting your most important prayers. Notice that when you first get some of the prayers, they often fail and aren’t very good – this is because your wisdom is still quite low – as a consequence, even though you do have fix, it’s probably better to use cure since it’s much more reliable.
The most important thing for you at these levels is to get your hands on the mace of crushing – suitable for 30 skill onwards. A cleric with a mace of crushing deals about twice as much damage as one without at these levels. If you’re lucky, there’ll be one in the shops or your guild’s storage, and if not, it’s time to beg, steal, bully your way to one. Then get some light affordable armour (cuirboilli leathers and radiant armour are good choices), a light shield (a green or black shield, a fine hoplon shield), smokes, medicinals, and take kills that are easy and have some equipment to sell – messengers and soldiers in the Burnham woods, brigands, packrats and dalair soldiers initially. As you level up and get more skills, Andeli knights, Zhammar and Drakhyra guards, zombies in the underground forest, and kills of that quality should be good. As you are able to carry more and more, get more armour – amulets and rings are a priority, then helmets and robes and the like.
When you get the bless prayer, keep your body armour and jewellery blessed. Keep your hit points above 30, don’t take unnecessary risks, and you should in due time hit level 15. You should have at least 45 club by the end of level 15, hopefully closer to 60.
Level 16+: unlike most other classes, at around level 16, your character is pretty much ‘fully functional’. It’s a case of starting off at level 16 on the easier ‘real kills’ – fairy dragon and queen, wyvern and general, etc, getting better stats and ability to carry more heals and equipment, moving up to the bread and butter kills – bulette and hermit, riognach, evil cleric and bonebreaker, etc. Eventually reaching the peak of your powers, you can solo all but the most difficult mobs, by simply outlasting them.
Playing a Cleric
Killing things with a cleric is pretty simple. Grab the best armour and shield you can find and carry, wield the biggest weapon you can find, and grab the best pack you can find. Get a load of standard heals, find something to kill, and simply fix yourself whenever you’re less than 70 hit points from maximum. Refill on heals as you run low, pray for the appropriate resistances as the situation demands, and don’t go too low on hit points. This is one of the simplest classes to kill stuff with easily.
When bashing, your job is to be quick with your ‘pray fix tank’ alias while providing modest damage. The tank will either tell you to monitor his hit points yourself, and heal him once he goes below x hit points – in which case it’s time to turn on party awareness ‘help paware’. Alternatively, he’ll ask you to fix on his command, which is time to pay attention and quickly hit your alias every time he yells out for a lifesaver. Some tanks are inattentive about how many spell points you have – notify them every time you’re down below 100 spell points. You’ll probably be also required to ‘do the heals’. Always be smoking and bound, and bind your tank as well. Don’t be afraid to drink alcohol every so often, as long as you don’t get too drunk to bind your wounds. Purge your tank if they’re using potions every so often, and also pray the appropriate resistances. Do this well and most tanks will love you.
Is a Cleric for you?
Clerics are good for those learning the game, those wanting to learn to tank or bash, and people who appreciate good solid grunt characters. If you feel your mage lacks some toe-to-toe ability, give this class a try.
+ Show Spoiler [2 Fighter (2n, w)] +
Learning Curve: Low
Damage Dealing: A+
Damage Absorption: E
Soloing Ability: D
Bashing Prowess: A
Tanking Ability: D
Famous fighters: Too many to mention. Check out the 1700 skillmasters on the scroll in the fighters hall, Undeadguy was the first to 1600 back when Two Weapon wasn’t in, and several others who made 1600 but don’t play any more like Annihilator and (er…I’m stuck).
Class Abilities - General
Fighters don’t get many unique abilities, but they sure are powerful. These are berserk, fury, disarm, outflank, will, sharpen and evaluate.
You get them all at level 1.
Sharpen is a neat new ability that allows you to make edged and pointed weapons marginally better, sometimes turning an ‘average damage’ weapon into a ‘greater than average’. You’ll need a whetstone (get a ranger to forage one up for you, polished whetstones are the best). Sharpened weapons can then be honed using a strop (again, ranger-made). The sharpening will wear off over time, but re-honing renews the sharpening. Sometimes, the sharpening backfires and you’re left with a useless weapon. Also, a weapon can only be re-sharpened 3 times before it’s ‘too thin to sharpen’.
Evaluate is a useful tool used to determine how well suited various weapons are for you and others. It also gives information about the quality of armour. Use it to determine the sort of weapons that are good for you. However, be aware that it isn’t always spot-on, some weapons that get a bad rating are still pretty good.
Offensive Abilities
Berserk is an ability you’ll be fully aware of already. It’s what sets fighters apart from others, and is what gives fighters the A+ in damage output. It is also very good for your skilling speed, as you hit so much more and harder. It’s already been explained enough in the ‘defences’ section.
Fury is the newest addition to fighters. You must have Defence: None on to utilise it. It drains 2 spell points per round, and gives you an occasional extra hit (about twice every three rounds) and also randomly does a special hit, which does upwards of 150 damage (as shown so far anyway). There hasn’t really been enough playing around with this yet to form a definite opinion on it, but it would appear berserk is overall more convenient and damaging at this stage for the average fighter.
Defensive Abilities
Fighters don’t have any particularly powerful defensive abilities, however they’re better than nothing.
Disarm is the most useful one. It does what it says, costing only 10 spell points for an attempt. Success rate depends on your weapon (rapiers and other bladed weapons are generally the best disarming weapons, blunts and axes poor), your dexterity (big difference between dwarves and elves), the opponent’s dexterity (boomerangs and barbed darts can make all the difference) and the opponent’s weapon (eg, Venletta is harder to disarm when she has Mace of Darkness than her normal mace). Carry around a boomerang all the time and maximise the use of this very good ability.
Outflank is most useful when soloing. It is an ability that can only be used when fighting multiple opponents – you can ‘outflank’ one of the opponents you’re not attacking and they’ll stop hitting you for a few rounds. Success depends on your dexterity, and the opponent’s dexterity and intelligence. It’s of limited use for tanking fighters since those monsters will just proceed to hit your bashers instead after a while. When bashing, 2 places of note for outflank are Delair and Orc mountain. A fighter who enters combat quickly against the lieutenant will often get hit by the captain – an outflank allows the tank to only have to tank one monster at a time. A fighter can also begin combat on the orc mountain guards, outflank one, and have the tank rescue him/her, and once again the tank will only have to take one guard at a time. It’s fairly useful for a solo fighter, however, as quite a few areas have multiple opponents in the same room.
Will is an inherently risky ability. You convert all of your spell points into temporary hit points. Once your will power runs out, you return to 1 hit point, unless you didn’t lose many of your temporary hit points. You now get tell-tale warning messages before your willpower runs out too. For most players, this is a panic button – when bashing, you should go into will mode before doing something drastic like quitting out. For fighters without much to lose with a stable connection and a good knowledge of where the safest areas are, it’s a pretty useful ability to help when soloing. Just be aware that even in the safest seeming areas, a loose feral wolf could still wander in and finish you off. Also, never will when you’re poisoned.
Skills
A fighter is good in all skills, and generally raises every skill faster than any other class. The exceptions would be marksmanship (rangers and maybe freedom fighters are faster), and maybe unarmed (shapeshifters). A levelling fighter should choose 2 or 3 skills to raise, as it gives them more flexibility when playing, and also it’s a lot easier to get 3 skills to 70 than 1 to 100, and there isn’t a huge difference between having 100 or 70 skill in something.
As a fighter, you can raise all the tough skills relatively fast, so your best policy is to go for those. Pick at first club, two handed axe/sword or longsword. When you’re higher level with time on your hands, branch out to two weapon, exotic and all the other smaller skills that you’ll require to raise two weapon.
Races
As a consequence of the fighter’s exclusive dependence on physical damage, and disarm’s high dependence on dexterity, dexterity and strength are easily the most important stats for a fighter. Taking humans as the standard, orcs get the same strength, 1 more dex and 1 more constitution, while dwarves get 1 more strength, 1 less dex and 2 more constitution. Though perhaps once upon a time dwarf would have been the best for raw damage, with the advent of the two weapon skill, in my opinion the orc is now the undisputed fighter when it comes to dishing out damage. To boot, it also comes with high dexterity to disarm better. Dwarves are still perfectly viable, however.
On the other end of the spectrum is the half-elf. If your goal was to get as many skills as quickly as possible, this would be the race for you. Half elves at 16 strength can wield (almost) all the top end weapons, and have the highest int + wis combination of all the races, thereby letting them wield whatever they like, and skill insanely fast. However they obviously will do less damage than dwarves, humans and orcs.
Elvish fighters are often argued as the best fighters, due to 2 factors: their highest dexterity, and the Elvenheart unique. I think this is garbage – though an elvish fighter with Elvenheart gets 19 strength and 17 dex (1 more strength and 1 more dex than an orcish fighter), therefore probably dealing the most damage of any fighter, that all rides on having Elvenheart. Having the viability of your entire character ride on one unique is pretty pathetic. Without it, an elf has 3 less strength than an orc for 1 more dex – which means a huge list of good weapons are unavailable to you – Shadow sword, one handed outstanding sword, crystal blade, awesome scythe, etc etc. As such, elves are good for trying out Elvenheart, and that’s about it.
Once again, humans are the happy medium – they do average damage, skill fairly fast, can wield almost everything, don’t get auto-attacked due to their race in any area, etc.
Levelling Your First Fighter
Fighters are easy to get off the ground, but much harder for newer players to go all the way to level 19 with, when soloing, due to their fragility at the high levels.
Level 1-5: pick a easy to hit with, useful later weapon – rapier, club, polearm or axe, get the easiest one, Zhou it up to 15 using berserk, and Zhou it from 15 again – you should get about 20-25 at the end of this session.
Also a good idea is to get a catty from the blacksmith, to get marksmanship to this sort of level before you reach level 5 and can no longer get the catty any more.
Level 5-10: Once you get dexterity up to 6 or 7, you can start working one of the skills that are harder to hit with – two handed axe, two handed sword or longsword. Do the same routine as before. Also, start watching out for boomerangs and kill sanal for it when you run into him – this will slowly raise your marksmanship skill and also get some thrown weapon ability for you, not to mention the immensely useful dexterity penalty to the opponent.
Don’t neglect your intelligence or wisdom – having them too low reduces your skilling rate significantly – it’s a lot better to be at level 10 with a dozen more skills than with maximum strength/constitution/dexterity.
By level 10, you should have 1 or 2 primary skills (eg club or two handed axe) in the 30s or 40s, with 1 or 2 backup skills (eg longsword, rapier or marksmanship) in the 20s or 30s.
Level 10-15: it is through these levels that your primary skill turns into a monster damage dealer. If you plan on partying your way to level 19, then feel free to raise the big weapons like two handed sword, two handed axe, etc from here – then simply join a party of the right level and get your experience.
If you’re going to be doing it solo, you have to be much more versatile. If you haven’t received any financial assistance to this point, then you’re going to have to be careful about not taking too much damage with berserk, and use all your abilities to full effect.
Firstly you need a versatile weapon to be your primary weapon – it needs to be one handed so you can use a shield, or alternatively parries well, disarms well and does respectable damage. This means longsword, club, polearm, curved blade or rapier. Since fighters have high strength, wear a lot of armour (but leave enough space for loot and heals). If your primary weapon isn’t much good at disarming, grab something that disarms well and keep it in your inventory (rapiers and the carved whittling knife). Then have an alias system like:
8 = unwield primary weapon
9 = wield disarming weapon
10 =disarm
11 =unwield disarming weapon
12 =wield primary weapon
Set your defence to block or parry, and kill things that you can disarm – your typical NPC guard in Zhammar, Andeli, Drakhyra, Balan, Dalair etc are all very good for this. Carry around a boomerang and maybe even barbed darts to make them easier to disarm. If you end up with 2 things attacking you, be sure to outflank one of them. As long as you keep the enemy from damaging you too much, your skills will keep flying up. Some kills are quite the kittens when disarmed, so feel free to turn back into berserk mode once you liberate them of their weapon. Also some kills do the majority of their damage through magical means instead of physical – such as the orcish sorceror in Dalair, and the witch in the newbie manor – it’s best to berserk these ones.
Using will is a risky business, and best done only in areas you’re very comfortable in. You should first get a feel of how long it lasts, and then before you use it, you should have a safe room nearby in mind. Once these conditions are fulfilled, it’s a very good way of getting a few more rounds out of combat before you have to run away. Also, since the temporary hit points won’t be lasting long anyway, it’s probably a good idea to turn on berserk while you’re using will too. Also, don’t use will while poisoned.
Needless to say, it’s a good idea to have an alias for defend berserk, and another alias for defend block or parry.
By the end of level 15, you should have one skill in the 60s or 70s, and one or two more not too far behind.
Level 15+: if you’re going to party your way to level 19, then just keep going.
If you’re going to keep soloing, a fighter could kill very quickly, or quite slowly, depending on how much money you’re willing to spend, and whether you’re using your ace skill, or just working another one.
If conserving money, keep on doing the same sort of thing as just before, only killing harder guards, while mixing in the occasional easy kill like wyvern or fairy ring.
The expensive way to play is just grabbing the biggest damaging weapon you can find, loading up on heals, using berserk, and picking monsters with not a lot of hit points to kill quickly (evil cleric, old sage, lich of merrick, riognach, wigwog) etc, and just burning through heals and kills very quickly. This will net you a lot of experience quickly, but obviously will cost a lot, and you’ll need a cleric on hand to purge your building tolerance to all the potions you’ll be chugging.
A fighter will inevitably hit level 19 as long as they don’t take too many risks and use will at bad times.
Playing a Fighter
The sad truth is that the most efficient way to play a fighter is in a party. Though potentially you can get more experience soloing, having a tank is a lot cheaper, safer, easier and most of the time, faster. This makes the fighter the ideal class for someone learning how to party. Incidentally, although fighters are one of the best bashing classes, they also do not have to do much while bashing compared to other classes while bashing (mages, rangers). This means the learning basher has a lot of time to concentrate on the basics of bashing (attacking quickly, learning the areas, grabbing the loot quickly, etc), while the learning tank has a lot of time to observe what the tank is doing, why they’re doing it, where they’re going and the other important things. Bashing is easy to get started on – get a good weapon, 2 containers (ideally you can wear both), a few cigars to smoke when you get hurt, a set of medicinals if your tank wants you to be the medic, and just follow the tank around, attacking what he does, and grabbing the loot when the monster dies.
When working a low or mediocre skill, do what I describe you do at levels 10-15 above.
However every so often a fighter should go on a blitz. If you get your hands on some high quality unique armour – ichor, star armour, armour of gaius, dragonplate, and a big weapon like Crescent or Krakadoom, it’s time to let hell loose. With that sort of protection and firepower, you’ll still be hurting, but the NPCs will be hurting worse. Carry plenty of food, drinks and potions with you – but if there’s a safe room close and a safe route to it, then don’t be afraid to use will when the NPC is near dead. Once the NPC dies, take time to let will wear off, heal up again, and release the fury on the next kill. Don’t rush too much when you’re low on potions – a fighter who is extremely stuffed and drunk and therefore can’t heal himself is fairly pathetic. You should be able to take out a 6k or 9k every 3-5 minutes – do that and you’ll be pulling in somewhere between 100k and 250k experience in an hour.
Tanking fighters are rare. They usually need the very best equipment and bashers to do well, and if you’re good enough to tank successfully as a fighter, then you don’t need my guiding words for it.
Is a Fighter for you?
Fighter is a fairly plain class, and therefore excellent for learning the basics of the game with. For those who like accumulating skills, this is definitely the class to be. A lot of people also find bashing very enjoyable, and coupled with the goal of getting every skill to 100, the game has seen many of its best players also spend a lot of time on the fighter class.
+ Show Spoiler [3 Mage (3w, s, w, u)] +
Since a mage’s different schools change greatly how well she does various things, this rating system is a little different:
Conjuration Invocation Alteration Drowgar
Learning Curve Medium Medium Medium Medium-High
Damage Dealing B- C Variable B
Damage Absorption D C- D+ D
Soloing Ability A- B+ C A-
Bashing Ability C+ C A B-
Tanking Prowess D+ C- B C-
Famous Mages: Thothamon, Greystar, Dooku (incidentally, all alterers)
Class Abilities
Mages’ unique abilities are all in their spells, and there is a dizzying array. For a complete description of all things mage, especially the spells, check out my mage guide.
The spells list is below. All study hours costs are out of school, halve the number if you’re in-school. However the spell point cost is the in school cost, to get the out-of-school cost, simply multiply the number by 1.5. This was done deliberately as you’ll be spending most of your time looking at buying out-of-school spells, but casting in-school spells.
A mage gains spells by learning them, with her study hours, which are gained through gaining experience (or hitting things with the Glimmer unique staff). You get 1 study hour per 30 experience gained.
================== Magic (General)
Name Study hours Cost Description
Light 1 20 duh
Cantrip 3 10 A noncombat party trick
Identify 5 10 Tells you secrets of items
Mark 10 10 Sets a target for teleports and gates
Flame Dart 20 Variable (15ish) Basic fire based damage spell
Know Alignment 35 15 Finds alignment of a character
Blur 50 55 Basic armour spell, rumoured to help dodging
Knock 80 25 Attempts to unlock locks
Rope Trick 100 15 Makes ropes stand up, or teleports you up a room
Charm 150 30 Attempts to stop something attacking you
Comprehend Languages 200 50 Increases your language abilities
Scry 300 25+Garlic Gives you a view of the room your target is standing in
Magic Missile 400 32 Second attack spell, about 10-60 damage
Ice Flurry 450 Variable (35ish) Alternative ice based attack spell, chance to reduce enemy dex
Locate Object 500 20 Locates a previously marked object
Protection from Elements 700 55+parsnip Raises fire and cold resistance
Fear 750 80 Attempts to make the opponent run out of the room
================== Alteration
Name Study Hours Cost (In School) Description
Uglify 1800 70 Adds ugly descriptions to target
Stoneskin 2200 Variable (62ish+Parsnip) Self-cast only armour spell
Burning Hands 2600 Variable (25ish) Very bad damage spell
Frost Touch 3000 Variable (40ish) Decent ice spell, chance of –dex to opponent
Lock Portal 3200 35 Opposite of knock
Tongues 3800 70+parsnip Raises all languages to 100
Enhance Magic 4400 70+parsnip+lotus Extends the duration of other already-cast spells
Strength 5000 110 +2 bonus strength
Dispel Magic 6000 100+clover +ginseng The opposite of enhance magic
Power Word: Harm 7000 Variable (30ish) A weak offensive spell, undeads immune
Enhance Skill 8000 75+parsnip +ginseng Raises the target skill on the target person
Deeppockets 9000 90+parsnip+lotus Creates a huge weightless self-use only container
Teleport 10000 60+clover Teleports yourself to a marked area or character
Haste 12600 90+lotus Doubles the amount of attacks every round of the target
Permanency 18000 180+clover+lotus +nightshade Extends the duration of target spell until end of reboot
================== Invocation
Name Study Hours Spell Cost Description
Continual Light 1800 35+parsnip Strongly lights up the specific room for a while
Alarm 2000 70+garlic Puts a ‘tripwire’ in a room which tells you when someone enters it
Gust of Wind 2400 35 Gets rid of smog like darkness and cloudkill
Fireball 3200 Variable (30ish) Decent fire damage spell
Iceblast 3600 Variable (40ish) Generic ice damage spell
Solid Fog 4200 70+clover Darkens a room
Anti-Magic Shield 5000 95+clover Immunizes you from mage spells, raises magic resistance
Magic Mouth 5600 60 Like an alarm, except it says your message to the intruder
Cloudkill 6000 110+lotus Casts a cloud that slowly damages everything in the room
Globe of Invulnerability 6600 70+garlic Creates a bubble around you that nobody can get through, including you
Power Word: Heal 7000 Variable (25ish + parsnip) Heals you about 20 hit points
Lightning 8000 Very Variable (0-70 +parsnip +clover) Deals a very variable amount of damage – anything from 10 to over 150
Mystic Sword 14000 110+ginseng +lotus Creates a exotic sword for you, and adds 50 to exotic skill
Dimension Door 20000 120+lotus Creates a 2 way teleporting portal to the marked room
================== Drowgar
Name Study Hours Spell Cost Description
Web Hands 1500 40 Raises climbing ability
Poison Shield 1800 55 Raises poison resistance
Web Ladder 2400 25 Creates a ladder
Silk Armour 3000 51 Self-cast only armour spell
Silk Pack 4000 30 Creates a medium sized pack
Spider Legs 5000 Variable (65ish+ginseng) Sprouts spider legs which attack in addition to normal hits
Web Wall 5600 45+ginseng Creates a barrier between 2 rooms for characters
Expose Hidden 6000 25+parsnip Brings non entities in the room out
Venom Spit 7000 Variable (35ish+garlic) Primary direct high damage attack spell
Spider Bite 9000 Variable (50ish + garlic) Summons a spider who bashes for you for just one kill
Web Shield 10000 65+ginseng Supposedly stops missiles from hitting you, seems very bad at it
Web Defender 14000 41+clover+lotus Spawns a few shadows who try to protect you and fail miserably
Web Mouth 18000 150 + lotus +nightshade Stops a player from being able to vocalise
================== Conjuration
Name Study Hours Spell Cost Description
Armour 1800 Variable (65ish) Increases armour class of target
Hero’s Feast 2200 70+ginseng Creates a banquet of low efficiency heals
Tiny Hut 3600 55+clover Creates a little shelter for hiding
Flame Arrow 4000 Variable (25ish) Very bad attack spell
Ice Spear 4500 Variable (40ish) Generic Ice spell
Wizard Eye 4600 68 Creates a floating eye which observes and tells you the happenings in a room
Choke 5600 70+parsnip Similar to spider legs but inferior
Secret Chest 6000 72+ginseng Creates an invisible chest for storage
Acid Arrow 7000 Variable (35ish +garlic) Primary high damage direct damage spell
Secure Shelter 8000 95+parsnip+clover A bigger tiny hut
Instant Summons 10000 55+ginseng Teleports a marked item from your secret chest to you
Gate 14000 80+parsnip+clover Creates a 1 way portal to the marked area
Find Familiar 18000 100+parsnip +ginseng+lotus Creates a non combat familiar who can spy for you
The general abilities that all mages eventually get are: easy light sources (light), clues on various items’ secrets (identify), high mobility (rope trip, gate, teleport and dimension door), easy ability to unlock most locks (knock), ability to find anyone lower level than you (scry), ability to get 2 bonus strength (strength), a very big weightless container (deeppockets), and a few other miscellaneous abilities.
Offensive Abilities
Offensive spells often define what mages are all about in fantasy games, and on AA it’s no exception. The offensive spell that you’ll use the most depends on what school you’re in – acid arrow for conjuration, haste for alteration, venom spit and spider legs for drowgar and fireball and lightning for invocation.
In general, all the offensive spells apart from haste and spider legs is a simple conversion of about 1 spell point for somewhere between 1.5 and 2 damage for the enemy – this is a very consistent, efficient ratio that downs most monsters quickly, as long as you keep up the spell point pool.
How good haste is depends a lot on what you’re hasting – it’s mediocre when you’re hasting yourself as an elf mage, but godly when hasting a fighter wielding 2 fire orbs while killing in the frost giant steading. This is the spell that makes mages often welcome in parties, as it makes hard kills die much faster, and the hasted person skills faster too. Spider legs is a nice physical damage supplement on the side for a Drowgar mage, sort of like a half-haste.
One offensive spell which is rather unique, and annoying to many players, is cloudkill. This spell releases a swarm of poisonous gas in a room which slowly kills anything inside it, with only a few monsters having the hit points to outlast the duration of the spell, and only a few other monsters immune to it. This makes it very popular for getting hard-to-get pieces of equipment, and making money.
Defensive Abilities
Mages have few defensive abilities. The most commonly used are the armour spells – armour, stoneskin and silk armour. They give a general boost to armour class, don’t cost too much to cast and last for a while, so it’s a good idea to cast those spells if you’re going to be taking damage.
Protection from elements and anti-magic shield are similar boosts for various resistances, which can be useful when you’re expecting to take heavy magical damage (when tanking, perhaps).
Finally there’s power word: heal, which is basically a weak and expensive and slow version of the cleric’s cure prayer, only useful for invokers.
Skills
A mage really only has one choice for the primary weapon – staff. Though knife probably raises faster, staff simply has many more high end choices – Glimmer is a tremendous help for gathering study hours, Azakath does far more damage than any knife, and Tetsubo even more so, while there are quite a few reasonably damaging non uniques too like the carved staff.
As a secondary skill, marksmanship is quite good for having your boomerangs hit more, and for hunga-mungas when you’re bounty hunting or taking a particularly tough NPC. Crossbow with 30 odd marksmanship skill does OK damage too when desperate.
Mages also raise knife and shortsword somewhat quickly, but those skills don’t do much damage and don’t have high end good uniques.
Races
The best race for your mage depends heavily on what you want to do with it, and what school you’re planning on joining. For a detailed discussion, check out my mage guide. In general, the elvish races are better for conjuration and invocation, the stronger races better for alteration, and the drowgar is a happy middle ground where anyone can excel. In the past, being elf was important for joining alteration because it allows you to cast their marquee spell, permanence, without needing special equipment – however now with the bonus spell points past level 19, humans can do that at level 20, totally outclassing elvish alterers.
Levelling your first Mage
Levelling a mage can be a complex matter, please refer to my mage guide for that.
Playing a Mage
Once again, my mage guide has a much more detailed guide to how to play a mage. The play style of a mage depends a lot on your school – a conjurer or invoker is a zippy mage who spends little time in combat, but deals a big punch while in it, an alterer fights more like the conventional classes (fighters, clerics), while a drowgar can do both.
When soloing, the zippy play style demands a constant re-supply of spell points – this means constant trips to the monks’ meditation area, ruthless exploitation of efficient heals, medicine, tea and potions, and even resorting to bedrolls and inns when you get ‘cut’ from all those. Conversely, alterers play much like a cleric, getting heavy armour, lots of heals, and standing in the room bashing things to death with a big hasted staff.
Bashing, all mages need to do is keep the sps coming – this means alcohol, smokes and medicinals, and additionally hero’s feast for conjurors. Then they need to use their offensive power against the tough kills – with some practice, you’ll know which kills need you to drain your sps pool on and which kills only need your staff whacking at it.
The most viable school for a tanking mage would be alteration. You’ll need the very best equipment, with bashers who both deal big damage and help reduce the damage you take – rangers/freedom fighters, clerics, fighters with disarming weapons. The premise is that if you kill something really fast, you won’t take much damage – so use most of your spell points hasting the hardest hitting fighter, with some occasionally going into power word heal. A word of advice: get good at tanking with the other classes first before trying this.
Is a mage for you?
A mage is a very versatile class. If you like to do a bit of everything – partying, soloing, treasure hunting, bounty hunting, unique hoarding, exploring and many other things, then mage is your best bet. It’s also for those who like partying but are getting a bit bored of their fighters, and being probably the class most suited for exploring, good for those who want to become a wizard.
+ Show Spoiler [4 Necromancer (16w, 4n, 3w)] +
Learning Curve: High
Damage Dealing: A+
Damage Absorption: A
Soloing ability: A+
Bashing ability: C
Tanking prowess: A
Famous necromancers: Lunger, Sinister, Peblo, Sauruman
+ Show Spoiler [Class Abilities - General] +
A necromancer gets all its abilities from its rituals. Rituals become available to you as you get more intelligence and wisdom. The main ones are the undead pet rituals to raise a helper, rot to do direct damage, lifesteal to heal and do damage, empower to get spell points even faster, and renewal and preserve to keep the pet alive. Here’s a list:
Wisdom Ritual Sps Cost Description
2 Detect Good 5 Figures out the alignment of an NPC
Skeleton 50 The most basic undead pet
Nettle 5 Um…nothing? Triggers bugs on some NPCs
3 Summon 20 Calls your undead to you when it gets lost
Wisp 10 A non-combat, light source pet
4 Lifedrain Variable (30ish) The lesser of the 2 lifestealing spells, more effective when the opponent is healthier, but doesn't return sps to you
5 Renewal Variable (about 70 for big undeads) All pets need to be renewed every half an hour or so, or they’ll automatically die.
6 Zombie 66 The second combat pet, marginally better
Preserve 25 Heals your undead
7 Chill Touch Variable (35ish) The first pure damage ritual, rather inefficient compared to mage spells, but better than nothing
8 Hold Undead 10 Temporarily stops undeads from attacking you
9 Warts 78 Rather like a mage’s uglify, no real use
10 Shade 82 The next undead pet, this one actually is serviceable, but can't carry anything at all
11 Feign Death 30 A party trick that looks like you have died
12 Lifesteal Variable (40ish) The bigger lifesteal spell, very good for fixing your alignment and healing your hit points quickly
14 Pox 98 (Very) slowly damages the enemy even when you’re out of the room, pretty useless
15 Weakness 102 Reduces the strength of a target for 5 minutes, again pretty useless
16 Mummy 106 The next pet, pretty good when you just get it
17 Darkness 10 A very annoying spell that makes a room dark
18 Disease 114 A stronger version of the pox
20 Fetch 122 The first of the endgame undeads, much stronger than mummy
21 Empower 15 This dangerous but highly efficient ritual converts all your hit points into spell points – watch out
22 Rot Variable (55ish) A direct damage spell, decent damage (about 1:1 sps:damage ratio), very good for fixing alignment
24 Insect Plague 138 A spammy spell that calls upon the foe a dozen very weak insects, no use outside of PK
26 Mindkiller 146 An assault on a player’s mind, to cause him to damage himself, little use outside of PK
28 Revenant 154 One of the two endgame choice undeads for the necromancer – this one can’t wear armour but does very high physical damage
30 Pestilence 162 The final and fastest acting disease
32 Lich 170 The final undead, does slightly less damage than revenant, but can wear armour
32 Doom 170 A ritual that creates an NPC of sorts which haunts an NPC, dealing constant damage to it while you’re out of the room. If you or anyone else stays in the room, the NPC will simply kill the creeping doom.
+ Show Spoiler [Offensive Abilities] +
A necromancer’s biggest asset is the undead. A lich or revenant of a good level 19 kill dishes out as much damage as an average cleric or non entity, and coupled with the necromancer’s physical hits and occasional rots, which do about 60 damage and never misses like mage spells, makes the necromancer the most consistent damage dealer in the game.
The main thing curtailing a necromancer is the alignment – a necromancer can’t issue his undead any commands or perform any rituals when their alignment is neutral or better. This means you have to pick your kills well, not killing too many evil things, and rotting and life stealing often to keep the alignment on the nasty side of neutral.
+ Show Spoiler [Defensive Abilities] +
The necromancer’s defensive abilities are lifesteal, the undead meat shield, and preserve for healing the meat shield. Whether you do the majority of the tanking or the undead does depends on whether you’re using a revenant or lich – it’s better to tank for a revenant and bash for a lich.
Lifesteal is a pretty efficient healing spell, you often get better than a 1:1 ratio of hit points healed : spell points used, and the enemy takes some damage and you get a little more evil to boot. In this sense, preserve is even more efficient – healing your undead probably around 150 hit points for just 25 spell points, but that’s offset by the fact it costs you a 500 coin ritual component to do this every time (salve).
As a result of being able to switch around who tanks, efficient healing and liches being able to carry and wear very heavy armour, necromancers are also very strong defensively.
+ Show Spoiler [Skills] +
A necromancer’s skill choices are much like a mage’s – the only realistic choice is the staff, for much the same reasons – much more damaging and more higher end choices. The same comments for mages also apply for marksmanship, knife and shortsword.
+ Show Spoiler [Races] +
The best race for a necro is a matter of preference, after all, the 3 most successful necromancers are all different races (half elf Lunger, human Peblo and orcish Sinister).
Since orcs and dwarves don’t have enough int+wis to get the lich ritual without special equipment, if you’re going to prefer the safer undead-tanking style of play, then those 2 races are out of the question. Orcs also get the worst rots of any race, while dwarves get slightly better ones, and also have a much bigger spell point pool (high wisdom). On the other hand, those 2 races are the best at damage absorption due to their high constitution, and the orc’s high dexterity, so they would be best for someone who will only be using revenants. Their high hit points and low spell points also makes using empower slightly safer and more efficient.
Half elves get the most int+wis, and this translates to the biggest hitting rots, faster skills (though not being able to wield tetsubo, they can’t ever do substantial physical damage). They’re a little fragile compared to the other races, but still a pretty solid choice.
There is little reason to be an elvish necromancer since it has less int+wis than its half elvish cousins, and less strength and constitution than the stronger races, and high dexterity isn’t as important for a necromancer as for the other classes.
Humans get the best of both worlds, enough int+wis to get all the rituals, enough hit points to survive comfortably, enough strength to hit hard and to wield tetsubo. For their all-round power, my personal preference for a necromancer is human.
+ Show Spoiler [Levelling Your First Necromancer] +
Necromancers were long the masters of powerlevelling, but changes to how low level undeads work have changed all that, bringing them back to the field.
Levels 1-5: your goal here is to scrounge out some money and get yourself some staff skills with Zhou. CX is a good way of making some experience and money here. The pets available at this area, skeleton and zombie are very weak and almost useless, but still good for temporary hit point shields for you, when you have spare spell points. Kill nice aligned or neutral things – fairy ring, ravel, newbie manor, and kick down the signposts in the game to fix your alignment if you hit neutral. Hopefully you can get to level 5 with about 10 staff skill.
Levels 5-10: shade, mummy and fetch become available here, and they are slightly better creatures – raise corpses of things as you go. Carry around with you some ice to toss out the occasional ice touch, when you get spare spell points. Your goal is to get your staff to over 15 here, and then get yourself a decent bank account for later. Take your time, kill things you’d usually kill around these levels, and conserve money. Treasure hunts are good for money and hobbits are good ways to keep your alignment intact through these levels. Use medicinals to heal your undeads – salve is much too expensive at this stage.
Start to prioritise intelligence and wisdom – you want to have access to fetch (20 int+wis) and rot (22) as soon as possible.
You should finish up here with about 17 staff skill, at least 10k coins and the fetch and rot rituals.
Levels 10-13 or 14: Now that you have just gotten rot and fetch, it’s time to make yourself a decent undead. If you’re pretty rich (20k+), then it’s time to go on a spending splurge to get through these levels very quickly, if not, then these levels will still go by pretty fast.
Fetch actually is able to soak damage from mid level kills reasonably well, so get yourself a good one. Grab yourself 2 alcoholic drinks, a bunch of your usual food heals, and a few red potions. Pick a decent kill (but that’s not too hard and thus life threatening) to fetch – Balfor, Blor’s Guard, Evil Cleric to rot to death – your rot is still pretty pathetic at this stage, so it will take a while – run to the monks to meditate for spell points a lot, to speed the process up.
Once the fetch is up and running, get it some armour – buy high quality stuff if you’re rich, or if you’re poor, kill a hobbit sheriff or neville watchman for a cuirboilli leather, or the song mage for radiant armour, kill the goblin alchemist for his shield, get the free stone helmet, and the orc sorceror’s robe. Try to find an elemental orb for it in the shops, but if none are available, midlevel weapons like halberds, dwarven hammers and longswords will suffice.
Your fetch is hardly invulnerable, but with sensible kill selection and careful watching out, it will take punishment from the easier 4ks to 6ks for you. The majority of your damage will come from rots – try to only use spell points for rots in battles, and heal the undead afterwards – if you can’t finish a kill in 1 or 2 goes like this, then you’ve chosen one that’s too hard.
A typical kill at these levels (wyvern, fairy queen) will start with you doing the tanking, and tossing out rots every round, while eating heals and drinking alcohol to heal up more to rot more. Once your hit points are a bit low, let the fetch rescue and keep tossing out rots. If you run out of spell points before the thing’s seriously wounded or worse, then it’s time to go to the monks and meditate up to full again, and kill it in the second go. After this, do a few softer kills to shore up the finances – rots, heals and salves aren’t cheap. When you’re sober and hungry again, you can kill another 6k.
Done this way, you will very steadily get to revenant.
Levels 14-16 or 17: If your intention all along was to use a revenant and to tank for it, then you’ve basically reached your goal already. Revenants can help you take a few hits near the end of a fight, but they are fragile, and you with armour and lifesteal are much better at absorbing damage than it is. Grab the revenant the best weapon you can find – since it parries, two handed swords are very good choices – one with a outstanding sword or shadow sword does amazing damage. Since you probably prioritised your intelligence and wisdom, when you first get revenant, you will have very bad dexterity and constitution – don’t worry, that means they are cheap and will be respectable again soon enough. Simply pick your first few kills carefully, wear some basic light armour like radiant armour and a whitegolden ring and whatever else you can carry, and prioritise dexterity and constitution from now on (don’t forget strength if you’re having trouble carrying all your heals). This prioritisation is valuable for even people intending to use lich as it will help you get there faster, and in the meantime you might decide that you like the revenant play style better anyway.
Once your strength, dexerity and constitution are respectable, slap on more and more armour. Use lifesteal on easier kills and rots on harder ones to make them die faster. If you’re in Eldar, use tea to help you tank.
Levels 17-19: if you’re a revenant user, then just keep going on as before.
For those unhappy with revenant, here’s the final undead. Liches are strong and have tons of hit points – slap on it as much armour as you can, since you’ll be doing most of the loot-lugging anyway. Most of the time you’ll want it to use a shield too, but if a weapon that’s just too good to turn down like shadow sword around, then it lives fine without it too.
The lich will require occasional maintenance with a salve, costing 25 spell points – but other than that, the rest of your spell points should go into rotting. Rot when you’re facing something tough and when you’re hovering near neutral. Experiment with empower if you’re a human with a lich – it’s a pretty good way to convert hit points you were unlikely to lose (while behind a lich) into more rots and better alignment.
+ Show Spoiler [Playing a Necromancer] +
Playing a necromancer is about finding a balance of good and evil kills to take, and then killing them quickly.
The main question is – do you want to use a lich or a revenant? Both undeads have their advantages: Liches have a lot of hit points and take a lot of punishment, and allow you to concentrate more on keeping your spell points up and tossing out rots to speed up the fight on tougher kills. Revenants on the other hand, do more damage, and can’t wear armour, so take a lot more damage too. The lich is the safer and slow and steady option, but the revenant will probably pull in more experience for you. Ironically, the revenant player is probably less likely to die since they’ll be the ones with the armour. Having the lich do the tanking makes tougher kills easier since it takes damage from them better, while the revenant is better with more mundane kills since it deals out damage faster, and since you have to tank for it on the tougher kills, they’re slightly more risky. With a half elf or elven necromancer, it’s easier to use a lich, while dwarves and orcs can’t even raise a lich without special items, and humans are very flexible.
Either way, to get started, grab the usual starting gear, 2 alcoholic drinks, enough food to fill yourself to extremely full, a few red potions, and head over to your favourite pet NPC and rot it to death. Armour either yourself or your undead up, depending on who will be doing the bulk of the tanking, grab some salves, a bunch of dirt and worms, and destroy the NPCs with your raw damage.
The main trick is to keep your alignment above neutral – you have to toss in a few rots every few kills, mix in good aligned areas regularly (Nepeth, Mount Kresh, etc), perhaps join chaos to sacrifice corpses for alignment boosts, and when desperate, snipe down some easy-to-kill-saintly things like Intep and the doctor.. It will be easier for revenant-users to keep their alignment near evil, since almost all of their spell points will go into offensive evil spells like rot and lifesteal, while the lich-user has to split the spell points used between rot and preserve.
Once you have the hang of keeping your alignment in check and yourself and your undead alive, you can add in more kills to your route and put the foot down on the accelerator – it isn’t that hard to pull in 200k experience every hour with a necromancer.
Tanking as a necromancer is usually quite inefficient compared to soloing as one, but that doesn’t mean they’re bad at it – it’s just that they’re so good at soloing that the basher usually slows them down. Essentially tanking as a necromancer is the same as soloing, except you have more hanger-ons. Be more inclined to use lich as you get more bashers, since the extra damage a revenant does isn’t so important if you have 2 other people also doing damage. Also note that when your bashers are getting hit, it’s probably better to rescue them yourselves, and then getting your pet to rescue you – there appears to be some sort of bug that occasionally makes the undead turn feral on you when you ask it to rescue a party member directly.
A bashing necromancer is extremely rare, mainly because it’s a pain to keep their alignment at nasty when someone else is leading.
+ Show Spoiler [Is a necromancer for you?] +
A necromancer is good for one thing – killing things fast. Clone 20 copies of any non undead, non demon NPC, and the necromancer will be the best class for killing that thing the quickest. If that appeals to you, then this is the class for you. A necromancer gains skills the slowest out of any class, isn’t really good for anything other than killing things very fast, so if variety and skills are what you’re looking for, then this isn’t the class for you.
Necromancers can get ‘ready to roll’ fairly quickly, so it’s well suited for people with not much time who want to just log in, kill a lot for an hour or two and log off.
+ Show Spoiler [5 Paladin (16n, 2e, enter hall)] +
Learning Curve: Medium-High
Damage Dealing: A-
Damage Absorption: A
Soloing ability: A-
Bashing ability: B
Tanking prowess: A-
Famous paladins: Druenarrii
Class Abilities - General
With such power in all fields, it’s a wonder that paladins aren’t more popular. This is probably due more to their restrictions, rather than their kick ass abilities. Paladins can’t use marksmanship weapons – no boomerangs, throwing knives or bows, which most players like to have in their repertoire. They can’t attack anything nice or better, which is a pain when gathering equipment, soloing or tanking for clueless bashers. They have very restricted choices for guilds, not being able to join 2 of the more popular ones, bears and scythe. They can’t fall below nice, or they won’t be able to use any of their unique abilities. To level up, they have to do a set of chores, or missions, which are rather boring.
However they have some of the most powerful and unique abilities in the game, which become ‘unlocked’ as you gain levels, here’s a list:
Level Ability Sps cost Description
1 Detect 3 Works out the alignment of an NPC
2 Turtle 2/round Raises your blockiing ability substantially
5 Call All sps Gets you a pet horse, which does pretty good damage, but can’t go indoors
8 Cure 30 Heals another living being, can’t heal yourself
10 Charge 30 Opens combat when wielding a spear or lance, when mounted for extra damage
11 Aura 75 Rather like the mage’s stoneskin spell, also provides free light, lasts about 12 minutes
14 Harm ¼ max sps Deals direct damage to undeads, and razar, very powerful
17 Smite 1/3 max sps Direct damage to any nasty or worse thing, even more powerful, but more alignment based
18 Retribution All sps The second aura, which reflects damage dealt to you back to undeads
19 Sense 30 Sniffs out an evil being for the paladin – gives you approximate direction and distance to it
One other ability of paladins is that they have exceptionally high poison resistance for some reason.
Offensive Abilities
The paladin’s most obvious offensive abilities are smite and harm. The other offensive-related abilities are call warhorse, charge and retribution.
A called warhorse gets better with your alignment and level. As you can only get one of them every reboot, it’s best to use it purely for offensive purposes, instead of letting it take damage. A warhorse does very nice damage, probably more than an average ranger wolf – it’s useful to have it around with you for when you take the occasional outdoors kill (ogres come to mind). Don’t leave your warhorse alone for too long however, there are many horsekillers in the game who take pleasure in taking out a warhorse left alone for just a few moments.
Though charge also belongs in this area, not many paladins wield spears (because they do little damage and the good ones are two handed), and you have to be outdoors to use it, and it’s not that great anyway.
Retribution is in theory an offensive ability too, as it reflects damage back to undead. However in my testing, this damage reflection is miniscule. Considering that you can only have one aura at a time, that you won’t be fighting undeads a lot of the time, it lasts a very short amount of time and that retribution costs ALL of your spell points to cast, it seems vastly inferior to the normal protection aura. Why the ability was passed in its current pitiful form, and being a level 18 skill at that, is beyond me.
Harm is the first ability you get, at level 14. It allows you to do a fair chunk of direct damage to an undead foe of any alignment. The more saintly you are and the more evil the opponent is, the more effective it is – however it isn’t quite as strongly dependent on alignment as smite is. This makes it a good choice to use when you find yourself fighting undeads with only nice alignment..
Smite doesn’t become available until level 17, and is quite expensive, but worth every single spell point – for 1/3 of your spell point pool, you can do well over 100 damage. A saintly paladin can take down meateater (a 4000 experience kill) with just 4 smites. Of course, this ability only works on the wicked, and is strongly alignment dependent. A saintly paladin with a good flow of spell points can take down any evil monster twice as fast as any other class.
Defensive Abilities
The paladin only gets 3 defensive abilities, and only 2 can be used on himself, but boy are they good ones.
Turtle is the first one at level 2 – it costs 2 spell points every round to use turtle mode, which gives you a substantial boost to your blocking ability. This bonus depends largely on your level, dexterity and quality of shield – the most controllable factor being the shield. It is therefore important for paladins to always get the best shield possible, regardless of its weight. Fancy shields and polished silver goblin shields are therefore the best options.
At level 5, paladins get a decent cure ability, healing someone else about 30 hit points for 30 spell points.
At level 11, paladins get the aura ability. This is basically an overall boost to armour class, seemingly better than any of the mage protections (note: you can get a mage armour on top of the aura – add on some decent equipment and turtle, and you’ll be nigh on invulnerable). As an added bonus, it’s also a light source.
Skills
Paladins are very quick in almost all the skills, apart from marksmanship which they’re not allowed to touch. The best choices are longsword and polearm to start with – they’re high damage, fast and one handed to allow for a shield. Longsword is slightly superior as they’re more common, have more one handed uniques and the outstanding sword does very nice damage.
Once you have a primary skill down, you can branch out to almost any of the others. Ones which are reasonably quick and power are club, two handed sword and spear. Obviously some of the weapon classes aren’t great for a soloing paladin since you can’t use a shield.
Races
The best race for a paladin depends on your playing style – whether you plan on playing the paladin like a mage or a fighter, whether you’ll be partying a lot or soloing, working lots of skills or just massing experience using smite.
A paladin’s smites’ power depends largely on his wisdom, and to a lesser extent on intelligence. This makes the half elf’s smites the most powerful of all the paladins. The half elf also has 16 strength, enough to wield all the big weapons, and also allows it to skill very quickly. A half elf paladin is the best for someone wanting to take out the big evil kills with smite, drinking potions, using monks’ meditation a lot, and aren’t too fussed about weapon skills. A half elf isn’t quite as good as the stronger races in a party since it doesn’t do damage quite as consistently, but it is still nevertheless serviceable, and quite good with the Elvenheart unique.
The orc on the other hand, is the most fighter-like paladin. He gets 18 strength, 15 dexterity and very low intelligence and wisdom. This basically makes an orc a highly defensive fighter who can toss out an occasional blast of goodness. Considering orcs can’t join any guilds, have poor skilling rates and don’t smite as well as some of the other classes, it is one of the weaker paladins. It is better in a party than solo since its high constant damage and ability to take damage makes it a valuable asset.
Dwarves are very popular choices for paladins. They have almost as much wisdom as a half elf, the highest strength of all the races, and lots of constitution to allow them to consume more heals, to get even more spell points to smite with. They’re quite versastile as paladins, and can play like a mage or a fighter, and are good at soloing, tanking or bashing.
Humans are worse than dwarves in every way except skilling speed at being paladins, while elves are quite bad for the same reason that elven fighters aren’t much good.
Levelling your first Paladin
A paladin starts off as nothing spectacular, but gains momentum towards the end and becomes a powerhouse by level 17.
Level 1-5: it’s a good idea to raise either polearm or longsword as your primary skill, as a paladin. If you choose polearm, try to get your hands on a hoe, Zhou it up, and just keep hitting things with it.
If you want to raise longsword, it’s probably a good idea to get 4 dexterity first, either by CX or just hitting things with other skills – otherwise a dark longsword will miss too much. Once you get some dexterity, zhou it up.
You should hopefully have about 20 skill by level 6.
Level 5-10: through these levels, you’re just basically a fighter without berserk. Turtle is not great at this stage, and cure can only be used on others. Call yourself a warhorse, and patiently kill things outside with it – make dexterity and wisdom priorities, to raise your skills faster, as this is very important to get through the next few levels.
This might be a good time to start raising a secondary skill too, whether it be longsword or polearm, or the slower skills like club.
You should have by level 10 a skill of 30-40 in your primary.
Levels 10-14: through these levels, I have always found it tough going without either good equipment, or a friend to level up with. With good equipment, slap on your newly gained aura, put on turtle, and just whittle away things that are in your skill range– ogres, underground forest zombies, drakhyra guards, delair guards, etc.
With a levelling buddy, more opportunities open – you can use cure, and you can also fight non-evil things. With your aura and turtle, you’re still better off doing the tanking, but you’ll inevitably get into a situation where you have about 120 spell points and 40 hit points – this is time for your buddy to rescue you, and for you to cure them when they take the hits. When you run out of spell points and they’re badly hurt, the NPC should either be dead already or you will have sobered up enough/gotten hungry enough to heal yourself back up a bit again.
In this way, if your buddy does reasonable amounts of damage, you should be able to kill quite a few seemingly tough things for characters that low level like meateater, fairy queen, general, etc.
If you don’t have good equipment or a levelling buddy, then it’s just a process of getting yourself some armour, slapping the aura on, grabbing the horse and patiently getting experience. Don’t despair, freedom is near.
You should have about 50 skill by level 15.
Levels 14-17: you just got the harm ability. It’s time for the undead of the world to quake. What I like to do during these levels, is to work on two kills at the same time – one undead, and one non undead to gain skills on. I get equipped up, pick an undead, and harm it with all my spell points – this will probably drop it down to hurt. Then, I’ll run off to the other kill, and whack it with my weapon, eating food and drinking alcohol while my hit points go down. Once I fill up on spell points again, I go back and finish the undead off. This way I make both skills and experience, at the risk of someone coming along and killing the mob.
When you really need an undead to die fast, just go to monks’ meditation and fill up on spell points again. Also, if your harming got the undead to seriously wounded or something, it’s probably better to just quickly heal up and finish it off before leaving.
Good harm-whack pairs are: lord merrick/mound, sati + phantom/wyvern+general, meateater/temple guards+demonic priest, windmill guards+bonebreaker, anasazi spirit/guard. Of course, be careful with some of the nastier undeads, as they can very easily kill a level 14 paladin.
By the end of this, you should have anywhere between 55 and 70 skill in the primary, depending on how enthusiastic you were with your harming.
Level 17+: now you have the major ability, smite. It’s another step up from harm, and gives you much more choice in what to kill quickly. You could one of two ways. One is the expensive way – concentrating hard on getting as many smites out as possible – turning turtle off, using lots of potions, teas, meditating, etc This will get you a lot of experience, and not many skills.
The second way is the slow n steady – put on turtle, move from kill to kill, playing like a cleric, and as you get excess spell points, chuck a smite to speed up the kill. This is slower but gets you more skills and money.
With good equipment and good skills, a paladin can do whatever it likes and succeed in world populated by evil. It won’t be long before you hit level 19.
Playing a Paladin
Paladins can be played tanking, bashing or soloing all pretty well. The way to solo with a paladin has been already outlined above in the levelling section. An additional note is that a good fun way to raise middle-low weapon skills in the midlevels is to roam around with a scalping knife near the ranger camp, killing ogres with your horses – the scalps pay for your heals, and the scalping counts as missions for levelling up (wooo!)
A bashing paladin plays much like a cleric basher. You should ask your tank early on whether he wants you to smite the opponents or cure him. Generally speaking, if your tank is plenty good at healing anyway – clerics, or freedom fighters with very good equipment, or another paladin, then smite is good, otherwise cure will make the tank’s job a lot easier. If the cure option, then just monitor the tank’s hit points, and ‘top him up’ – when he’s about 50 or 60 hit points from max, just toss in a cure so he doesn’t have to drink a potion, and is never near dangerous levels of hit points.
A tanking paladin is quite an interesting character, as they can potentially be the very best tanks. With aura, turtle and a permed armour, the paladin probably takes the least damage of any tank. Of course, unlike a cleric, he can’t heal himself. To tank as a paladin, you firstly need at least one quick basher who can quickly attack nice or good aligned kills for you to initiate combat for the party. Otherwise, the party will be quite slow.
Other than that, get the best shield and armour you can, put on aura and turtle, and toss out smites when you have spare spell points, while keeping a watch on your alignment – don’t do heavily good aligned areas like Nepeth and Mount Kresh unless there’s something you really need. One special mention goes out to the Armour of Ichor – ironically the best piece of armour for a tanking paladin. Its ability to drain corpses to heal your hps and sps means you can toss twice as much smites, making tough evil kills a breeze.
Is a Paladin for you?
Paladins are a very powerful class. They’re not too good at exploration since they often can’t attack things that you might want to get past, and can be a pain to solo with after you get used to your other characters, as many of your favourite kills are actually alignment barred. However when it comes to things they can kill, (and there are a lot more evil monsters in the game than good ones) they are an unstoppable force of good. Paladins are for those who are a bit bored of their plain old clerics, fighters or mages, and want something similar but with a twist. Paladins are very powerful after reboot to gather equipment from evil aligned mobs, in a party and also soloing.
+ Show Spoiler [6 Ranger (31n, 9w, 10n, 16e, s, enter…] +
Learning Curve: Low-Medium
Damage Dealing: A
Damage Absorption: C+
Soloing ability: A
Bashing ability: A+
Tanking prowess: B
Famous rangers: Clemeth, Zwr, Thorn, Chun, Roxxie
Class Abilities - General
For a more complete ranger guide, check out my bigger one.
The ranger gets a lot of a lot of abilities. Most are non-combat woodcrafting abilities that allow them to create things out of raw materials they gather – wood, pelts, sinew, foraged foods and herbs, etc etc. This is one of the few ways a character on AA can gain experience without going into combat. Rangers also get to tame wolves, companions who help attack things with you, and take damage for you when required. Other than that, strike is the only directly combat related skill. Every single ability is available at level 1, though many require a decent amount of woodcraft to do with any degree of success. Here’s a list of all those abilities:
Name Argument Cost Reward Description
Glance <character> 2 N/A Gauges difficulty of target
Observe <character> 30 N/A A much more detailed glance
Skin Corpse N/A Size of pelt *15 + 5 xp Skins you a pelt for making into other things from a corpse
Gut Corpse N/A N/A Extracts some sinew from a corpse
Carve Corpse N/A ~190 xp for a huge hunk Gets you some instant food from a corpse
Pluck Corpse N/A N/A Gets you some feathers
Forage None 2 N/A Surveys the room for gather-able materials
Cut Help Cut Variable N/A Cuts some of the wood in the room into staves, spears, etc
Gather Help Gather Variable N/A Gathers herbs, foods, seashells, stones from the room
Cook Meat, fruit, egg, etc N/A N/A Makes raw food much more edible
Distill Herbs, flowers N/A N/A Distill medicine, perfume, alcohol from herbs, grains etc
Whittle Help Whittle Variable Variable Makes firewood into pipes, toys, whistles, etc
Braid Don’t do it Society Damnation Don’t do it
Make Help make N/A Variable, ~20 xp/pelt piece Makes pelts and sinews and feathers into armours, bedrolls, etc
Sharpen Staff, beam 55(staff), 5(beam) N/A Makes staves into spears, beams into stakes
Impale Corpse N/A N/A Impales a corpse as a girsly warning to others
Build Help build N/A N/A Builds structures and snares from basic materials
Repair Help repair N/A N/A Repairs what we built above
Survey None 2 N/A Peeks at the surrounding 8 rooms
Scan None, or <direction> 5 per direction N/A Finds all the living things in direct line of sight in the target direction
Memorize <name> 10 N/A Adds the location to your ‘bearings’ list
Bearings None 3 N/A Shows the general direction and distance from your memorized places
Track <target> 10, +3/room N/A Sniffs out the general direction and distance of the target
Elude None Variable N/A Stops monsters from hunting you
Mark <direction>|<symbol> 5 N/A Makes a trail marking for fellow players
Strike None 6 N/A Attempts to get an extra hit in during combat
Offensive Abilities
A ranger only has 2 directly offensive abilities – his wolf and the strike ability, and one indirect – the bola.
The ranger’s wolf in combat helps him deal a little more damage, a typical maxxed out wolf would do the sort of damage an elven non entity might do with a rapier. It’s always a good idea to get the wolf into the fray as soon as possible.
Strike is the only way a ranger can use his spell points in combat to deal more damage, and thus every ranger with spare spell points should always be striking at every opportunity – it’s like half a haste, allowing an attempt at an extra hit every 2 rounds.
The bola is an item which anybody can use, which trips up humanoids, until they stand up a dozen rounds later, or when it uses a bladed weapon to cut the bola. However they break regularly, and only rangers can repair them. It costs 3 sinew to repair, and so the bola has become a ranger item. A ranger with over 100 sinew and 2 bolas can kill any humanoid faster than a necromancer, especially if the humanoid doesn’t wield a bladed weapon.
Defensive Abilities
A ranger doesn’t really have any defensive abilities – the bola helps opponents deal less damage to him, and the wolf is a useful meat shield on easier (3k or less kills who don’t wield weapons) NPCs. Instead a ranger has to rely on the ability of wolves to heal by medicinals and being fed meat, and the ranger’s own blocking to survive. Check out my ranger guide to see how to fully utilise the wolf to absorb damage better.
Skills
Rangers are very good with almost all skills, second only to fighters. Since wolves share half the tanking, shields aren’t absolutely essential for rangers either (though always use one if your off-hand is otherwise free). This gives you a lot of choice for what to use.
The fastest skills for ranger are axe, spear, shortsword, knife, marksmanship and unarmed. These all go up very fast, but only marksmanship does good damage, the rest are rather pitiful against 6k and 9k monsters.
Good first choices for rangers are longsword and two-handed axe. These go up a little slower, but do a lot more damage. Half elves should be more inclined to use two-handed axe first, and the others longsword, since a half elf will be hiding behind his bigger wolf more often, and the other races need a shield to take the extra hits that their wolves won’t be able to.
All the other skills go up reasonably well, barring flail, rapier and two weapon. However two weapon can do very nice damage later on if you can be bothered spending millions of experience raising it.
Races
*copy and pasted from my ranger guide*
Rangers don’t really have a ‘best’ race, it’s all preferences. However, if you’re not interested in maxxing wolves, and like to kill stuff and wield big things, I’d recommend against half elves and especially elves.
A few questions are relevant when choosing a race. Do you plan on just getting the character to level 19 and not playing again? Do you want to get hundreds of skills? Do you like wielding big smashy smashy weapons? Do you want to tank or bash or solo more?
In general, if you’re going to get to level 19 or a maxxed wolf and forget it about it, half elf and orc is the way to go. A long term player who is patient with waiting for skills should use dwarf or orc, whereas a long term player who wants to see skills come up as quickly as possible should use human. Here’s a better explanation:
Half elf is probably the most popular race amongst rangers. A half elf finishes up with the highest wisdom, the highest wisdom/intelligence combination, and the biggest wolves. This means your ‘finished’ half elf will have high skills, a big scary wolf…but can only wield 3 weapons of any worth – Elvenheart, greath mithril axe and Crescent. That, and bows. If you’re happy with only getting to such a limited range of good weapons, and like big wolves, then this is the race for you. Lazy half elves also have a viable option in not bonding a wolf. Thorn is probably the most famous half elf.
Orc gets up to an enormous wolf – though it’s at the lowest ‘mini-level’, elves and humans have level 2 enormous’, and dwarves get a level 3 one. In my opinion a level 1 enormous is good enough, my own wolf dies so much most of the time I use it at huge, and it’s adequate to get me all I need. The orc has a dismal int+wis, so if you’re impatient and you want to raise some of the slower skills like club and exotic, this isn’t the class for you. However, if you are patient, this is the best class for pure damage at the end – 2 more dex than a dwarf, 1 more than a human, the orc can wield everything in the game (except the Sword of Gilian) and destroy anything with it. See Chun.
Dwarf gets the biggest enormous wolf. They also get the most strength, which means flexibility with equipment. Its dismal dexterity (14) and mediocre int+wis means it takes a very patient player to raise skills with this character. Once a skill gets high however, the dwarf will hit just as hard as the orc, or very close to it. Lazy dwarves can also just go with non bonded wolves. Dwarves and orcs are fairly similar – a question of whether you like dexterity or strength, similar to the choice facing most fighters. Famous dwarves are Harp, Thorn (sometimes), and Ebot. Their popularity has diminished since these bonded wolves.
Humans are a nice halfway point between the orcs, dwarves and half elves. They have reasonable int+wis, so they skill pretty quickly, have solidly sized wolves, and can wield anything worth wielding. Mine’s of course human, and I recommend this for long term players who just like to see skills and bonecrushes pop up as much as possible. Naturally, an orc or dwarf ranger with 100 in some skill would hit harder than a human with 100 in that skill who’d hit harder than a half elf, but sometimes it’s a question of getting to that 100 skill, or being able to wield that big weapon. Famous humans are Clemeth and Zwr.
Elves I see as simply inferior to humans and orcs. They have similar skilling rates to humans, have the same sized wolves, yet can’t wield anything decent (not even exquisite rune sword). They have the best dexterity (for archery), but orcs only have 1 less dex and a lot more strength and constitution. 13 strength for a fighter-based class is just painful to play. There are no famous elf rangers, and I think there’s a good reason for that.
Levelling your first Ranger
How to level your first ranger depends on whether you’re happy to take it slow or you want to get it to level 19 as fast as possible.
For the slow route, it will involve bonding a pup to you, and waiting for it to grow with your character – your character would usually advance a lot faster than the pup. The fast route just uses non-bonded wolves until they’re high level, then if they want a bonded wolf, the ranger will go tame one then.
*copy n pasted from ranger guide*
Level 1-10: There isn’t much to this. If you’re going to bond a wolf, just get the biggest one you’re allowed (sylvanthic pups are very popular). Some advocate getting a smaller wolf or dog because their abilities are more advanced at any given stage than the larger dogs. That is, if you started with a little doggy instead of a medium sized pup, despite the fact it’ll be one size smaller than the other at any stage, it’ll be just as good at carrying, dodging etc. While this may or may not be true, the bottom line is idling is boring, and the two wolves will end up exactly the same anyway.
Since wolves are so dependent on time taken, just chill out, kill stuff slowly, watch that it doesn’t feral (it’s very frustrating). Since you’ll have so much time to burn, some things you could do to keep interested is – watch television while doing it, just leave a big pile of meat for the wolf to eat for itself from the ground, idle while at work (if you’re that lucky) or when doing other more important stuff, raise all your skills with Zhou to 16+, Geoclaim. Anybody should be able to get up to level 10, but there’s no rush as you’ll need a very large sized one for the mid levels.
When at levels 1-5, get a catty from the smithy, and train that marksmanship skill up to 15+. It’s a lot easier than waiting for a boomerang to get those initial skills. After that, just throw boomerangs all the time. It’ll also allow archery to be easier to use when at midlevels, should you choose to go that path.
If you’re not going to bond a wolf, just get a reasonably sized doggy, wield your primary weapon, and power your way to level 10. Don’t neglect intelligence, and you should be able to hit level 10 with about 30 in longsword or two handed axe, more for the easier weapons, less for the others.
Levels 11 – 16: Hopefully now you’ve got a healthy amount of skills (30ish in your primary, and about 20 in several other backup ones, especially marksmanship). If you choose to use marksmanship (archery) to get yourself to level 19, then the wolf won’t be so important – just don’t let it feral. For those choosing this path, just follow the general directions in the archery section.
For the rest of us, this is unfortunately a period of time where you’re going to have to live in harkke, star caverns etc, as the bonded wolves at those levels are a bit crappy and fragile. Good areas to patrol are burnham woods (the animals), star caverns, harkke, Anasazi, the tundra and the area around ranger camp. I’m sure everybody knows how to pelt things.
Be sure to mix in the occasional bison or unicorn or elephant seal when clearing out those areas, or else you’ll end up with a rather bad skills, and have trouble killing real stuff.
For those using non-bonded wolves, just use those wandering timber wolves near ranger camp and snow wolves once you have the wisdom for it. Use Graddam before killing them off, and take bigger things like moose and polar bears. These levels should be a lot easier for you than someone using bonded wolves.
Level 17+: It is around this time that your bonded wolf is finally huge – enough for it not to be massacred by real kills. Your longsword or two handed axe skill should be around 60 now, and if you didn’t listen to me and used the easier weapons, you’ll start noticing they’re pretty crappy about now.
Start off with slightly easier ‘real kills’, fairy dragon, wyvern, general, unicorn, baby dragons and whatever should all be reasonably easy. Just take it slowly at first as you get accustomed to killing normal things with a *gasp*.
By level 19 and a maxxed wolf, all but the hardest kills (things of the Razar, Illarin, holocaust spirit ilk) should be fairly easy for you.
For those who used a non bonded wolf, because you killed slightly better stuff in the earlier levels, you’ll have a higher skill than the bonded wolf equivalents. Taking whatever you like with your disposable wolves should be simple.
Playing a Ranger
Ranger play can pull in anywhere from 50k experience an hour to 300k in an hour in a normal session, depending on what you kill. There is no skill to being level 19 with a maxxed out wolf and a 70 odd weapon skill, killing packrats and unicorns and pelting them for your experience.
What’s much more interesting and rewarding is going out and killing level 18 and 19 kills. Basically you need to grab a big weapon, some sinew, a bola or two, a suit of armour and a nice collar for the wolf. Start combat with a humanoid, strike every 2 rounds, and if it’s unarmed, throw the bola at it, or if not, throw the bola when it’s seriously wounded (so it doesn’t cut it before it dies). Have the wolf attack as soon as possible, and share the tanking with it – tank more on the tougher kills, and let it take the easier ones. The best kills for rangers are those that yield sinew and those that trip and can’t cut bolas – fairy dragon, wyvern, bulette, general, evil cleric, orcish chieftain, hawkeye, evil cleric, sage, etc. The worst are high hit point untrippables – Holocaust spirit, chaos warrior, etc. You’ll learn a lot about keeping track of inventory weights, your health, your wolf’s health, resets, sinew, and many other things if you solo well as a ranger.
A bashing ranger can be easily more valuable than a fighter in a party. Your job is essentially the same as the fighter’s, except you have to also throw bolas every fight at appropriate times, sometimes help out the tank by letting your wolf tank, strike every 2 rounds, have the wolf join the fight and keep your own spell points coming. It’s a lot to do at once, but once you get used to it, tanks will love to have you around tripping things up and dealing massive damage.
Tanking as a ranger is much like soloing – you don’t have much in the way of damage mitigation, so you need a lot of good equipment, and to have a good grasp of how to share the tanking with the wolf. Don’t be surprised if you’re guzzling down potions rapidly on some kills, and avoid that kill next time – a ranger tank is not a power tank, but still can be quite fast.
Is a ranger for you?
Rangers are easy to learn, hard to master. They are essentially mediocre at first glance, but once you understand the links between how the character works, it leads to the sort of character that has recently been branded as ‘overpowered’. A ranger is good for new and older players alike. The ranger is a very self sufficient class, being able to make its own heals, weapons, armours, money out of scratch, and has innate abilities to find its way around, so it’s very good for new players. For more experienced players, it’s a great alternative for a basher bored of his fighter, or someone who likes to solo and see skills go up, or people who really liked tamagotchi. Rangers are a versatile, powerful class that has a bit to offer everybody.
+ Show Spoiler [7 The class that doesn’t exist (what,…] +
Learning Curve: Medium
Damage Dealing: B
Damage Absorption: A-
Soloing ability: A
Bashing ability: B-
Tanking prowess: A
Famous non-entities: Bleys, Capet, Delaney, Tequilla, Lunarcee
Class Abilities - General
Non entities (NE) have a range of unique abilities. The non combat ones are cityspeak, liberation, lock repair, herbalism, invisibility, night vision, judge, and inconspicuous shadowing and storage. They also have a few very nifty combat abilities – backrub, fencing and ‘oops, watch the floor, it’s slippery’.
Almost all of these abilities are related to NE-only abilities that can be raised in their class hall. These abilities start off at 0, and raise in increments of 4 at a time when you put ‘training hours’ into them – very similar to the mage’s study hours. The abilities get more expensive to raise as they get higher.
NEs are the social elite, can choose to speak to other NEs in their own language, cityspeak, which is very sophisticated and upper class – the common rabble cannot comprehend such art
NEs are also freedom fighters, liberating the mortals of their worldly burdens, to make them cleaner and more pure. Liberators who are more dextrous do so more discretely, heroically not even letting their targets thank them for the service. Of course, more dextrous and intelligent mortals are more likely to become aware of the assistance rendered, and report to the authorities the good that is being done by the said NE. Of course, a successful liberation mission is awarded with a little experience.
Naturally, some NEs have a bit of an exhibitionist side, and like all gentlemen, have their own calling cards. These cards are given to the liberated discretely, to help them learn the lessons of freedom.
As a consequence of their experience in the field of worldly burdens, NEs have gotten quite good at judging how heavily mortals are burdened by their wordly possessions, and who needs liberating the most. They are also best able to judge the most burdensome items, and the ways of disposing of them best.
Of course, selfless NEs believe that it is best for those they help to not see their benefactors. After much training, they can blend into the surroundings of any area, gracefully moving from room to room without mortals ever seeing the faces of these heroes.
To also assist their ability to help those who most need liberating, NEs have developed the art of inconspicuous shadowing – allowing a NE to follow a mortal inconspicuously, to keep track of their problems, and to relieve them when the time is ripe.
After a liberation, NEs often take upon themselves to carry the burdens of the mortal world for the liberated. They often store such goods on their own person, hidden in their own clothes, to prevent others seeing the sacrifices they make for society in such a deed.
NEs are incredibly diligent at protecting the citizens’ basic freedoms of movement – sometimes doors and chests’ locks get…jammed, and they’re always there to fix this up.
As a consequence of all these good deeds, the gods have awarded NEs with the ability to see better in the dark, for the services rendered to society. Although not true night-vision, NEs can adapt to the conditions in the darkness in just a few moments, and with a little effort, see much better than their mortal cousins.
Finally, as all sophisticated gentlemen do, NEs have taken up a somewhat unrelated hobby – herbalism. They are mostly interested in the uses of the oft-misunderstood nightshade, in its ability to bring people closer to god, and are able to spread the effects of this herb to many items.
Class Abilities - Offensive
Despite the noble goals of this upper class of society, there are many ignorant buffoons in the world who do not understand this. In the past, NEs have tried to evade these people, bringing a peaceful resolution with no bloodshed. However such a tact led to many of their own falling to cold blooded murder, and as such NEs have developed a unique brand of fighting to protect themselves, and to dispatch the baffoons quickly before they draw too much attention to the scene.
Provoked NEs can jump from their camouflaged positions, giving the ignorant and soon-to-be-dead buffoon a deadly backrub, dealing upwards of 60 damage in one hit. Trained NEs are master masseurs, rarely missing, with only the most dextrous and lucky mortals able to dodge this deadly self-defence technique.
Once in the open, NEs fight in the way of a true gentleman, with the parry and riposte of fencing. Many NEs carry a smaller blade in their off-hand as a secondary weapon, and in fencing mode, the master fencer is often able to find openings the opponent’s defences, striking gracefully and quickly.
Finally, NEs are masters of their terrain, and very good at avoiding falling over precarious stumbling blocks on the ground. Their opponents, however, are often less sure-footed and are as clumsy with their feet as they are with their brains. Mesmerised by the blades of the NEs, many opponents simply find themselves falling over the many slippery patches on the world of AA while fighting a NE. This naturally makes the NE’s job in dispatching the buffoon very much easier, allowing them to deal damage faster, and also be hit less. Those most strong and dextrous are better able to mesmerise their opponents.
Class Abilities - Defensive
As a result of being targetted for their good deeds, the numbers of NEs are not what they once were. To combat this problem, NEs have developed their fencing skills to minimise damage taken in combat. With a good secondary, experienced NEs can often double their parrying ability, avoiding many blows that they would otherwise take. They are often better at parrying than even paladins are at blocking, and this makes up for their inability to heal or cast protective incantations over themselves.
Since the new level additions, parry bonuses go up very high and vary as you get higher in levels. Also, different races get different bonuses. As a result, the following table takes main gauche as an arbitrary standard, and the other knives’ parry bonuses compare to it:
Name Parry Bonus Other Abilities
A sharp butcher's knife +10 (not a typo)
Gemmed Rondel Dagger +3 +20 fencing, +20 backrub, -20 liberation, unique
Draqisfang +3 Unique
Main Gauche 0
Mirrored Knife 0
Stone Dagger 0 Weighs 3
Shadowspawn -3ish +2 strength when fed corpses, Unique
Sai -4
Knife of the Defender -6
Hunga-Munga -8 Can be thrown too
Skills
Due to their reliance on parrying, NEs are proficient in bladed weapons. Knife goes up the fastest, however it does very little damage.
Rapiers and curved blades are the most popular choices, with rapier possessing the best parrying and two very nice uniques – the downside being its damage is mediocre. Curved blades also raise quickly, and do a bit more damage, but are rarer and heavier and parry a little worse.
People with more time can raise longsword and club. They go up at about the same rate, and do more damage than the aforementioned choices. Longsword parries a little worse than rapier, but does substantially more damge, while clubs parry badly but does the most damage of all.
NEs of elvish ilk with a lot of time on their hands may also be tempted to try two-handed sword for the Elvenheart unique. Though it doesn’t go up particularly quickly, an elvish NE with Elvenheart would indeed deal great damage with her blows, also masterfully distracting the opponents into falling over very successfully.
Finally, being masters of the quick kill, NEs are very quick with marksmanship as well, quite possibly more adept at the art than fighters.
Races
NEs are mostly orcs and elves. The elves are master liberators, out there assisting the needy, rarely seen by the liberated themselves. Orcs, on the other hand, are master defenders of the society, proficient in dispatching the many buffoons who oppose the work of the NE.
If you’re one with a pure heart, egalitarian ideals, and a selfless spirit for helping others, then elf is your race. With their highly dextrous hands and feet, elves are very good at evading detection while doing their work, and doing their work quickly. However they are very weak and fragile, and once detected, are seldom able to put up much of a fight.
Orcs are only slightly less dextrous, and so are pretty good liberators. However their true strength lie in their training in the weights rooms and combat floors. They can wield all weaponry (except a couple of staves) and are tough and uncompromising in combat. They are masters of mesmerisation, often putting their opponents down on the floor. Orcs are rather slow in learning their skills, but this is made up by their supreme prowess in combat.
With such a reliance on dexterity, the other races are all a bit inferior. The human and half elf gain skills faster, but the half elf can’t even wield crystal blade without strength boosters, and humans do so at the cost of combat prowess when compared to orcs. Dwarves are the slowest, not great at parrying, mesmerising or liberating.
Levelling your first Freedom Fighter
NEs are actually fairly easy to level up, due to their ability to mesmerise almost all the humanoids at their level.
Level 1-5: it’s best to level up using rapier or curved blade. Pick one, and Zhou it to around 20 by level 6. Also get a catty sometime before level 5 and Zhou it to as high as you can get it. Don’t use fencing since you’ll be pretty bad at it until level 15 or so and your weapons at this stage suck at parrying. Always max out dexterity, then raise the stat that is the cheapest, unless there’s another one you really need. Always try to mesmerise your opponents when you can. By level 3 or 4, you should be able to mesmerise the zombies and skeletons in the newbie ship, which are great for you at that level.
While levelling, your first priority with training in the class hall is the fencing ability.
Level 5-10: Stick with your primary weapon, and hunt down from now on only humanoids. Fairy ring fairies, skeletons and zombies in the newbie ship, the various humanoids in the newbie manor, the little orcs in dalair, hobbits, the knights’ training area should keep you busy here. NEs are very powerful during these levels compared to other classes. As long as you haven’t neglected intelligence or wisdom, you should come out of this with about 30-40 in your primary skill.
Level 10-15: It’s the same here, just incorporate some armour into what you take around with you, and always check for boomerangs to help your mesmerising. Upgrade what you kill to Burnham messengers and soldiers, Neville shopkeepers and watchmen and peasants, Dalair soldiers, Andeli humans, Drakhyra townspeople and guards, brigands, ogres, packrats – there are a lot of humanoids for you to hunt down – as you find your fencing gets better, feel more free to use it on harder NPCs or when you have excess spell points. Finish up here with about 50-65 skills.
Level 15+: It all starts to come together for the NE here. You can raise your other detection-avoiding abilities now, your fencing reaches its peak, you’re able to mesmerise even the best monsters. Wear full (but light) armour, use a good parrying weapon and good secondary, keep fencing on, and hunt down mostly humanoids, mixing in the occasional big humanoid like the evil cleric, orcish chieftain, sage, etc. If you’re making a lot of money, you might as well carry around a few hunga-mungas too, to finish kills off even faster. A fully-fledged NE is a very powerful and fast solo character.
Playing a non-entity
The way to solo a NE is already described in the level 15+ section above. One other thing that you could try is archery – since NEs can always re-enter a room undetected, hit and run archery is a (infamously legally touchy) quick way for NEs to raise marksmanship and get some quick equipment and experience. You’ll need to grab the best bow you can, about 4 quivers of arrows (or 2 quivers with a weapon to switch to), and all the armour you can carry. Give the victim a backrub to get started, then hit and run arrows until it dies.
NEs don’t make good bashers, as the upper class wasn’t born to be led by another. However if forced into it, you should wield something damaging – a club or longsword or curved blade, have a secondary, and always keep your sps coming. Since you mesmerise opponents even better when you’re not in combat with them yet, and backrubs always work better on mesmerised people, you should mesmerise humanoids before backrubbing when bashing. When you have too many spell points, turn on fencing mode for some extra damage from the off-hand.
NEs make quite good and fast tanks, however. Their ability to deal out 60 damage right off the bat and ability to mesmerise opponents helps the whole party kill very quickly. Always have fencing on when tanking, and always mesmerise when there is an opportunity to. You’ll probably have to guzzle quite a few potions – but this can be controlled as long as you steer clear of things that have many hit points and are hard to mesmerise – chaos warrior, huge dragon, etc.
Is a non-entity for you?
A NE is good for people looking for a powerful tanking character as an alternative to their cleric, and people who want to help their fellow mortals redistribute their wordly burdens. It is a class very suited to soloing as well, also able to raise many different skills quite well, including two weapon. It’s in my opinion one of the most fun and interesting classes on AA.
+ Show Spoiler [Albeleo's Necro Guide] +
+ Show Spoiler [I. Introduction] +
Necromancers on Ancient Anguish are a nearly mythical class. Long regarded as one of the most powerful classes (if not THE most powerful class), necros also have a reputation for being one of the most incredibly difficult to play. Both reputations are well deserved. A high level necromancer + undead pet can take down just about any NPC in the entire game solo, and do with with brutal efficiency. However, in seeking out the power this class has to offer, many players often grow frustrated and find the process of raising a necromancer nearly impossible. They raise a few levels, have crap weapon skills, wander around with skeletons of bats, have no money, etc.
The purpose of this guide is to give players a helping hand towards managing the basic mechanics of the necromancer class with an eye towards powerleveling a new necromancer from level 1 to level 19. Following the tips in this guide, a player should be able to adjust to the somewhat unusual playing style required to properly play a necromancer, reach level 19 far faster than is even possible with any other class, and get there with a sufficient bankroll to do pretty much anything you want.
A few caveats to this guide:
- This guide assumes that the new necromancer will receive absolutely no outside help from anyone. No one will get corpses for you, no one will give you money, no one will give you eq, etc. Everything you get, you'll kill for and/or otherwise earn yourself. Obviously, there is nothing prohibiting you from actually accepting outside help (in fact, it's greatly encouraged!), but I want to make clear that it is completely possible to do it all yourself. This guide would be meaningless if step one was "get 100,000 coins from someone and have them kill Yosra for you every time you login."
- Necromancers are a highly advanced class. If you want to be successful with a necromancer, perhaps more than any other class you have to already have a solid working knowledge of the layout of Ancient Anguish, where to go to find appropriate kills for your level, how to get there on your own, and the general alignment of the NPCs in that area. If you're brand new to Ancient Anguish, pick another class. If you made it to level 19 killing nothing but orcs in Dalair and around the Scythe Camp, this isn't going to end well for you. Playing as a necromancer will greatly improve your working knowledge of Ancient Anguish, but it won't make it magically appear. Figure out the MUD first, then come back later.
- This guide is written by a powerplayer with an eye towards powerplaying. If your goal is to use Ancient Anguish as a chatmud...you're not going to find much in here that is useful. If you want to raise a necro who doesn't hit level 19 until your character's age is 2 years, then this guide will not be of much assistance. If you want to see the possibilities that exist in the necromancer class for making things dead quickly and earning gobs of experience in a short amount of time, then keep reading.
- While I expect to go into a fair amount of detail, do not expect a complete hand-holding. I'm not giving directions to kills or areas, and there will be no step-by-step instructions for how to get particular pieces of equipment. This isn't "from x, go 16w, 4n, 2e, kill orc sentry, 2e, kill orc captain/lieutenant and keep their gloves/boots, then go back 4w and sell excess equipment...". It's gonna be "get gloves/boots from Dalair." If that's not clear enough for you, tough. My goal is to help YOU play, not to play for you.
- I have previously been a wizard on AA, but I have never reviewed the code for necromancers. There is no secret wizinfo in this guide; everything you will read is the sum total of my experiences as a mortal on Ancient Anguish over the last 10-15 years (off and on).
- I do not claim to be the official, end-all be-all authority on the necromancer class. If you disagree with something I've said in this guide and have found a better way that works for you, then feel free to keep doing what you're doing. That being said, I've done a crapload of testing, and I can tell you with certainty that my way does work.
- Don't expect this guide to turn you into Lunger or Sinister overnight. My way of raising a new necro isn't going to get you to #1 on the lifetime efficiency list, and you can't expect to be consistently pulling 400k/hr experience when you hit level 19. There are some crazy things you can do with a necromancer, like raising your painfully slow exotic skill to use orbs. That kind of off the wall stuff is way outside the scope of this guide. This guide will get you familiar with the necromancer class and give you a brief introduction to powerplaying. The rest is up to you and how far you want to expand your abilities.
- At the time of the posting of this guide, I have not played AA for nearly a year, and I do not presently expect to return to playing. It is therefore possible that this guide may contain some outdated information. Of course, given the snail's pace at which necros actually get changed in AA...that's probably unlikely.
+ Show Spoiler [II. Necro Rituals] +
It's no secret: necromancers have extremely limited physical combat abilities. They don't have a ton of strength or dex, they skill slower with weapons than any other class, and about the only weapons they use well are knives and staves. Eventually, with max stats and high staff skill, you can do some real serious damage with your staff. For much of your necro's life, though, the bulk of your ability to make things dead will come from your rituals.
Necros don't have study hours like mages do, and there's nobody around to teach you anything. Your new rituals simply become automagically available to you as you increase your stats. The stats that control your rituals are intelligence and wisdom. Add those two stats together, and that if that number is high enough you'll get a new ritual. Many of these rituals also require you to have the right "component" available to you in your inventory to cast them; each of the components can be purchased from the alchemist 1w of the necromancer hall. Here's a list of rituals, the int+wis they become available to you, and the components you'll need for each.
Int+Wis Ritual Sps Component
2 Detect Good 5 none
2 Skeleton 50 vial of unholy water + corpse
2 Nettle 5 none
3 Summon 20 none
3 Will o'Wisp 10 glowing phial + corpse
4 Lifedrain Variable dirt from a fresh grave
5 Renewal Variable vial of unholy water
6 Zombie 66 waxen doll + corpse
6 Preserve 25 flask of oily salve
7 Chill Touch Variable some ice
8 Hold Undead 10 none
9 Warts 78 none
10 Shade 82 black silk square + corpse
11 Feign Death 30 none
12 Lifesteal Variable dirt from a fresh grave
14 Pox 98 none
15 Weakness 102 none
16 Mummy 106 mummy wrapping + corpse
17 Darkness 10 none
18 Disease 114 none
20 Fetch 122 darkly clouded mirror + humanoid corpse
21 Empower 15 none
22 Rot Variable dried worms from a hanged man's corpse
24 Insect Plague 138 small scarab
26 Mindkiller 146 none
28 Revenant 154 runed breastplate + fresh humanoid corpse
30 Pestilence 162 none
32 Lich 170 steel crown + fresh humanoid corpse
32 Doom 170 yellow sign
IIa. Rituals in detail
UTTERLY USELESS RITUALS
All the disease/bug rituals (nettle, warts, pox, weakness, disease, insect plague, and pestilence) are more or less worthless. Insect plague has some application in PK, but not in regular play.
Mindkiller also may work in PK, but it's useless against NPCs.
Hold undead temporarily stops undead opponents from attacking you. Then they'll start again. Whee! If you're really in trouble in a fight with an undead...perhaps LEAVING THE ROOM would be a better idea than trying to cast this?
Feign death...see above.
Darkness makes the room dark. If you're wondering why that would benefit anyone, ever...so are the rest of us.
Will o' Wisp creates an undead pet! One that does nothing for you other than...provide a light source? You need a glowing phial (25 coins) and a corpse. If you really need a light that badly at low levels...drop 50 coins and buy a friggin' torch from the store in Hobbitat. At high levels, you don't need it because your wand glows when you're controlling an undead pet, providing you with light. You wand won't provide enough light for you in REALLY dark places, so you might want to carry around a fire gem or holy gem as backup. But don't waste your time on this one.
+ Show Spoiler [MISCELLANEOUS RITUALS] +
1. Detect Good
You start with this one. Prepare it, then wave your wand in a room with NPCs. If they are nice or better, you'll get a message about them "glowing." The brighter the glow, the higher the NPC's alignment. If you're not to sure about the alignment of various NPCs, and they're not listed on AA for Dummies, this will help. Not much use for the high level necro, but potentially helpful early on if you're not used to having to track your alignment.
Rating: 2/5.
2. Empower
Empower takes away 15 sps. Then, it coverts hps -> sps, taking away as many hps as are necessary to max out your sps. This is a curse and a blessing. On the one hand, you get a nice refill of your sps to continue using other rituals, and proper use of empower makes necromancers one of the most efficient classes in terms of using both your hps and sps to your advanage. On the other hand, you have absolutely no control over how many hps you transfer. Empower will take as many hps as it can, every single time, to either max out your sps or completely drain your hps down to 1. Needless to say, that can be quite dangerous.
Empower has two main uses. First, when you kill for a corpse to animate, when you're done you can empower to quickly get your sps back so you'll be able to animate. Empower, take a few heals if you're short a few sps, animate, and you're ready to go. Given that the final two undead (revenant and lich) both require a "fresh" corpse (e.g. not "somewhat decayed" or balmed), time is of the essence.
The other use is during combat. Toss out a ritual or two, empower to shoot over some hps and max your sps back out, toss a few more rituals. There is some dispute as to how smart this strategy is, given the complete lack of control you have over the spell. Empower down to low hps and you might trigger a wimpy (if you have one set, that is). Empower down to 1 hp and have the NPC you're fighting pick that particular round to switch to you...and say hello to Lars. That's exactly how I earned my first death as Albeleo down in Drak.
My personal take: I empower in battle CONSTANTLY. Next to rot, this is probably the ritual I use the most. If I have high hps and mid-ish sps, I empower to keep throwing rituals and save on pots. When my hps/sps even out a bit, I eat or drink. Then I might empower again and keep rotting. My wimpy is set at zero, and if I accidentally empower down too low I'll quickly eat/drink or lifesteal if I can. Others have advocated tanking for your undead for a couple of rounds; I think that's a total waste of hps. Empowering is much more efficient. Yes, it's also more dangerous, but you have to find a balance that works for you.
Rating: 5/5, I LOVE this ritual.
+ Show Spoiler [COMBAT RITUALS] +
1. Lifedrain
The weaker of the two "vampire" spells. You drop some sps, take hps away from your enemy, and some of those hps come back to you! To an extent, you could say that this is like empower in reverse (you're transfering sps -> hps), and getting in some damage to boot. Two limitations: it has no effect on undead NPCs, and if your opponent is super low on hps it will again have no effect. This means that while you can use lifedrain to damage your opponent, you cannot use it to finish them off. I don't generally use lifedrain that often, because by the time I start seriously getting into combat I already have lifesteal. But, if you're itching to fight and you haven't unlocked lifesteal, lifedrain will be your best friend.
Rating: 3/5.
2. Chill Touch
The first "pure damage" ritual. Grab some ice, wave your wand, watch NPCs get hurt. Early on, the process of getting a corpse will likely involve a lot of lifedrain/lifesteal to get the NPC down to really low hps, and chill touch will come in as your finisher. Other than that...I really don't have a lot of use for chill touch, even early on. The ice you need to prepare it periodically melts as you carry it around (bleh), so you have to use it quickly or you're wasting money. Plus, lifesteal is just an all-around better spell for causing damage and staying alive.
Rating: 2/5.
3. Lifesteal
Consider this "lifedrain on steroids." It causes more damage and heals you more. Still no effect on undead NPCs and NPCs with virtually no hps left. Lifesteal power increases as you level up, as does the number of sps required to use it. Bonus: lifestealing is considered an "evil act", so using this ritual decreases your alignment. Useful from the very second you get it all the way through to the absolute highest levels.
Rating: 5/5, you'd better carry around a few graveyards full of dirt.
4. Rot
Prepare rot. Wave wand at opponent. Worms squirm. NPCs get hurt. BADLY. Rots can be cast every round and they never miss. Damage is determined based on your int+wis, then when you get to level 19 rot damage increases again for each new level you gain. Oh, and did I mention that rotting is an "evil act" that lowers your alignment? It has exactly one limitation: like lifesteal, it has no effect on undead NPCs (notice a trend here?).
Rating: 1 billion/5. ROTROTROTROTROTROTROT!
+ Show Spoiler [UNDEAD PETS] +
1. Skeleton
Buy a glowing phial, make something deadlike, and get yourself a skeleton. They're incredibly weak, and at the time you get them you'll have no rituals available to heal them or renew their life force. Considering you can do the Balan beast miniquest + one round of CX and have more than enough int+wis to get zombie...I really can't imagine why anyone would bother raising a skeleton.
Rating: 0/5.
2. Zombie
The next undead pet, their big selling point is "they're not skeletons." Certainly more useful than skeleton, but quite frankly you don't really have a compelling need to have a pet at the really early levels.
Rating: 1/5.
3. Shade
Better than zombie, but shades can't carry anything. If you're desperate for a basher, raise yourself a shade.
Rating: 2/5.
4. Mummy
Depending on your race, if you're maxing int/wis at every level you should get access to mummy somewhere in the level 5-7 range. Mummies are the first fairly solid undeads; they can wear armour and wield weapons, but they cannot block with a shield (so don't bother giving them one, it won't help). Spend a bit of time to kill for a corpse above your level, mummy it, and deck it out. Once you get access to mummy, your game play should begin morphing into the true necromancer combat experience: you, running around the MUD commanding your undead pet, it attacking your enemies for extra damage and you tossing out rituals.
Rating: 3/5.
5. Fetch
The first of the "Big 3" undead, the fetch is a highly respectable tank. They wear armour, wield weapons, and they use shields. Fetches cause respectable damage to your enemies and soak it up very, very well. You need a darkly clouded mirror and a humanoid corpse (no baby dragon fetches). While "help fetch" says you need a fresh corpse to make a fetch, you can actually make one just fine from a balmed corpse. This is immensely helpful, because high level players in various guilds will occassionally kill big 9k+ NPCs and drop the balmed corpses somewhere around their guildhalls. It also means that if you're trying to fetch before you have access to empower, you can carry some balm with you, balm the corpse after the kill, and then you have more time to regen your sps so you can animate your fetch.
Rating: 4/5.
6. Revenant
Revenants wield weapons and use defend parry, but they cannot wear any armour at all. From there...oh, where to begin? If you peruse around the necro board, you'll probably read stories about these awesome dual-wielding, parrying revenants with their dual arrows causing massive damage. These revenants certainly sound awesome, right?
Wrong. Dual arrows was a bug that got fixed. Old revenants dual wielding was nerfed when the two weapon skill came in. New revenant dual wielding was OK for a time, at least until revenant two weapon skill was reduced to zero. Revanant AC was then further downgraded and their ability to parry was raped. Since revenants can't wear any armour at all, that's a bit of a problem. Theryn saw fit to restore some two weapon skill a few years back (rumor has it your rev will get a random value of two weapon skill between 40 and 70), but the damage was already done.
Here's the reality: revenants suck. They cause more physical damage with their attacks than fetches or liches, but it's impossible for them to tank. Put the rev out front and you're gonna be preserving non-stop, which means you're not rotting and you'll have to fly through heals to keep up your sps. Stick the rev behind you and wear armour, and you'll have no room to carry the crapload of heals you'll need to keep yourself alive since you can't soak up damage very efficiently. Pick the way you want to play; neither of them work particularly well.
If you use a rev, almost all your sps will end up going to healing either you or your rev. If you stick with fetch, those sps go to rots. Fetch weapon + your rots will damage NPCs quite a bit more than your revenant will with its weapon. All these downgrades have resulted in an allegedly "high-end" undead that is really nothing of the sort. While you can make exp with a revenant, you'll make a lot more with a fetch or a lich.
Lament the total demise of the revenant. This has now become another completely useless ritual, and it's sad.
Rating: 0/5. *bspit*
7. Lich
Liches are as great as revenants are bad. They get weapon damage that is only slightly below revenants, cast occasional spells for extra damage, and wear big heavy armour while blocking with a shield. Hands down, liches are the best undead. Get the best fresh humanoid corpse you can find, arm it to the teeth, and prepare for total carnage.
Rating: 5/5.
+ Show Spoiler [RITUALS RELATING TO PETS] +
1. Summon
Find yourself somewhere, and your undead pet is nowhere to be around? Prepare summon, wave wand, and viola! You'll generally find yourself using this when you've taken non-standard exits like climbing ropes, fences, diving underwater, etc.
Rating: 5/5.
2. Renewal
Unlike rangers' bonded superwolves, your undead followers do not last forever. About every half hour or so, your pet will start telling you its time on this Oerthe is rapidly drawing to a close. If you ignore them too long, they'll collapse into a pile of ashes. If you'd prefer that they stick around for awhile longer (say, so you don't have to continue fighting Yosra all by your lonesome), fire off the ritual of renewal and buy yourself another half hour with them.
Renewals cannot be stacked (e.g. +30 mins each time you use it, so if you fired off 3 in a row you'd have 1 1/2 hours). Instead, using this ritual resets the timer on your undead to the maximum. So, if you just renewed and then you do it again...you really just wasted your sps.
Rating: 5/5.
3. Preserve
Your undead is damaged. Preserve it to heal it. This + medicinals is the only way to heal your undead...so I'd say it's a pretty useful ritual.
Rating: 5/5.
+ Show Spoiler [III. Race] +
Ah, the age old question: what race do I make my character?
Elf: There are two reasons to make an elf necromancer. One, you're like CalviN and you just absolutely HAVE to have one character of every race/class combination with 1 million+ exp. Two, you hate your life and enjoy severe, agonizing pain.
Elves get a pathetic 12 str and con, so they're really fragile and lack the strength to carry much of anything. They also can't wield high-end staves. They have one less int+wis than half elves. About all they have going for them is a lot of dexterity, which I guess means they can amuse Lars and Death with their cool dance moves. Avoid at all costs.
Dwarf: Dwarves have 16 str and 15 con, each the highest possible values for a necromancer, so they've got that going for them. This is balanced out by their 14 dex, the lowest in the class. Dwarves, unfortunately, only finish up with 30 int+wis...which leaves them sadly 2 short of lich. If you're a maxed dwarf and you want lich, you're either going to have to grab an int or wis booster (you only need one), or save up the massive 260 trait points it's going to take you to get Exceptional Int and Exceptional Wis. Otherwise, you're confined to fetch or, even worse, new and *cough* "improved" revenants. I also don't recommend this one.
Orc: For many years, orcs were arguably the best necros around. The lifetime efficiency king, Sinister, was an orc necro. With their high str, dex, and con, orcs are the best melee necros and will bash the crap out of NPCs with their staves. Their 29 int+wis leaves them TWO int/wis boosters short of lich, but that didn't used to matter in the old days of revs. But, with revenants completely nerfed and no longer existing as a viable option for an undead pet...orcsies got left out in the cold. Orcs are even worse off than dwarves if they want liches. Either whore two int/wis boosters...or you're in for a long slog as you save up a whopping 650 trait points to snag Exceptional Int, Exceptional Wis, and then a second point in one of those two. Unless/until revs become useful again...I just can't recommend going orc, unless you're planning on being in SK.
Half Elf: Finally, a decent racial choice. Half elves get all the rituals, so no worries about having trouble getting lich. At 35, half elves also have the highest int+wis of any race, which translates to the most sps and the biggest rots. This also means you'll be able to take more int+wis advancements per level, so you'll unlock the big rituals like rot and lich that much faster. The biggest drawback is their low str (13), which leaves them unable to naturally wield big staves like tetsubo. They also share the elf's pathetically low con (12), making them rather fragile. Since they have elven blood, their also banned from joining the Scythe guild, so this isn't an option if you're a dedicated Scyther. Half elf remains a solid option for a necromancer, as most of the power of the class lies in its rituals. Since half elf rituals hit the hardest of all, they can certainly bring the pain.
Human: Humans rock the house. Humans are generally a "middle of the road" race with balanced stats; none terribly high, but also none terribly low. With necromancers, it's no different. That's their one and only downside, if you want to call it that. On the upside, humans in all classes have the highest total stats of any race (they get 76 total stat points spread out across all 5 stats, while the other 4 races get 75). At 32 int+wis, maxed human necros will get lich/doom naturally. With 15 str, humans can wield tetsubo. They also get to join any of the three guilds that accept necros. Good in combat, good rituals...seriously, what's not to love? Hands down, humans make the best necromancers.
+ Show Spoiler [IV. Guild] +
Only three guilds accept necromancers: The Scythe, The Eldar, and The Courts of Chaos. Each guild has its own benefits and drawbacks to someone playing as a necromancer. The single most important consideration in choosing a guild for your newbie necromancer, however, is NOT what benefits/powers the guild can give you. Instead, go where your friends are (assuming you have any; we all know everyone hates Sinister). You'll probably be asking a lot of questions as you raise your new necro; better to have easy access to a guild line with all your ebuddies on it than end up somewhere with a bunch of people you don't know, or may not even like.
Obviously, that's not going to work if your favorite guild doesn't take necros (e.g. Knights, Bears, Snowfolk, etc.). So, if you're gonna need a new guild, let's look at what they each have to offer.
+ Show Spoiler [1. The Courts of Chaos] +
Joining Chaos will get you access to some commands that will marginally help you with your alignment. For example, if you kill something and bring it to the Chaos Temple, you can consecrate corpses there and lower your alignment. Theoretically, you could also get corpse help, because members can donate corpses to the vaults for extra karma. In practice...hardly anyone in Chaos is ever online. Those who are on mostly idle. So don't expect the vaults to be packed tons of free corpses for you.
Another major drawback to the few number of players in Chaos is that you have to have a "mentor" (an existing member of Chaos) before you'll be allowed to join. If nobody's online, or if ony one or two are online and they're being jerks, joining could be a pain in the ass.
Also, the guild's karma system can be a pain. You have to build up karma just to get any access at all to some of the most basic commands (such as "crush", the guild's way of getting rid of trash items like empty tobacco pouches). While Chaos is the only guild of the three to have a guild-wide storage system, you'll again have to burn through karma to take stuff out. There is no personal storage system in the guild, so it's either in the vaults or just laying around. This makes it very difficult (if not impossible) for you to gather up eq for your lich and save it for playing later in the day. Pair this with the sad fact that, again, hardly anybody actually plays this guild...and there's really not a ton of benefit to joining.
The good news is that any race can join, so if you're a necro and want to go Chaos, you don't need to worry about your race holding you back.
+ Show Spoiler [2. The Eldar] +
The Eldar accepts anyone of elven or human blood, so you get no love here as an orc or dwarf necro. The Eldar, unlike Chaos, has no "guild-wide" secure storage system, but they do have a personal storage system that rocks. You can store your equipment in personal "lockers" using the guild NPC Haldar. Give Haldar whatever you want to keep around, and he'll hang onto it for you at no cost. I don't know if there's a maximum storage amount, but I've never had trouble storing more than enough eq for me and my lich. If you do run into a limit, remember you can always put eq inside containers so there are fewer items to store.
The Eldar also have access to a tavern that sells some nice heals. The tavern sells steaks (25/25 heal) for 320 coins, a quite respectable heal. The big one, though, is the tea. Eldar tea also heals 25/25, which is slightly lower than what you'll get for sunsets/chickers. However, Eldar tea doesn't make you drunk, so it doesn't interfere with your ability to bind wounds with medicinals. If you drink enough of it, you'll get "cross-legged" and not be able to drink any more for a little while, but you can still use potions/elixirs.
If you're new to the Eldar, be warned that a large number of trolls inhabit the Eldar guild line. Unless your idea of fun is reading: "<Oscarballs> SUCK MY BALLS BALLS BALLS FUCK BALLS BALLS OMFG I SED BALLS BALLS BALLS BALLS BALLS" every three seconds...best to run around with your line OFF.
Trolls aside, Eldar offers some great benefits for a necro.
+ Show Spoiler [3. The Scythe] +
The Scythe is off limits to anyone with a drop of elven blood, so don't expect to be parking your half elf necro over here. For humans, orcs, or dwarves, though, the Scythe will let you in if you can get "nasty" and give Boki the corpse of something stronger than yourself (or a level 19 if you're there or higher). The Scythe also has no guild-wide storage system, but they have quite possibly the best personal storage system. For a measely 15,000 coins, members of the Scythe can buy their own personal rooms. You only get one room, but really that's all you need. Just leave whatever you want to save laying around, and you're good to go. If you want to share eq with your friends, you can give them invitations into your room if you want. With 49 hour reboots, you can get a full set of non-unique equipment (uniques will reset from your room) for you and a lich, play all you want, then drop it in your room and it will be there for you to run again tomorrow. While growing your necro, you can also use your room to park several balmed corpses to use for fetches (saves you from having to kill for a new one without a pet the next time you need to gear up).
The Scythe guild hall has a bar selling good heals. Primarily, sunsets for drinks and knuggets/stew for takeaway food heals. The bar also will not "cut" you if you buy too many heals, so you can buy as much as you want. All are quite good at a reasonable price. Extra equipment, medicinals, hobbitat gold smokes, etc. are often left at the guild board for others to use. I've also recently noticed some Scythers leaving some balmed corpses of high level NPCs laying around the guild hall; that's a big help for a lowbie necro. The Scythe also generally dominates Geo, so you'll have very easy access to Geo knapsacks, the best non-unique containers in the game.
1w of the sboard is the Scythe equipment shop. Most of the purchases are useless, but one in particular bears mention: the bottlebag. Carrying around a bottlebag, you can "dump" empty bottles, jars, and flasks into it to get rid of them (instead of dropping/eating them). The bottlebag holds a maximum of 10 bottles. When you've got 5 or more bottles in it, you can "release" them and the bottlebag will give you around 1hp/sp per bottle. Sinister's been raving about this for years, and I have to say...I've recently started coming around on it. You'll likely have a bunch of extra bottles laying around from alcohol/potions/elixirs, and if you just eat/drop them they go to waste. Put them in the bottlebag and you can have a 10/10 heal waiting for you. It's not a ton, but every little bit helps. Even better, you can dump in your empty flasks from the salves you're using to heal your undead pet! So look into using a bottlebag.
Note from Sinister regarding bottlebags: they apparently increase your magical tolerance.
For the uninitiated, the Scythe is not a "newbie-friendly" guild, so expect a fair amount of ball-bashing, cursing, and general mockery on the guild line. Don't expect hand holding.
+ Show Spoiler [V: Weapons] +
Staff.
What, you expected this section to be longer?
Alright, fine. Raise staff and ignore pretty much everything else. Necros gain weapon skill painfully slowly in all areas. Staff and knife raise...uh...at a somewhat less painful rate than other classes. You want high weapon skill as a necro? Yer gonna have to work for it, and it's going to take awhile. Consider this: at the time of the writing of this guide, my staff skill with Alebleo is 55, and according to the AA website's player tools I have the 7th highest staff skill among all necromancers. Only one necro has ever reached 100 staff (Lunger), and he's insane. The good news, though, is that staves can actually cause some decent damage down the road, so if you focus on staff you will get pretty mean with it.
Knife skill goes up faster than staff. Knives also suck as a primary weapon. One use for knife: raising longsword as a necro. Necro longsword skill goes up at a torturingly slow rate. But, if you get 1 skill with a longsword, you can raise knife skill and transfer it over to longsword using Carcera. It still ain't gonna raise quickly, so this is only for the truly hardcore players.
Everything else you'd only raise if: 1.) you're an obscene skill whore who just absolutely has to have a bunch of pretty numbers showing up in their skill command; or 2.) you're trying to prove a point. That point generally being that you have far too much time on your hands.
+ Show Spoiler [VI: Playing a Necromancer] +
You've picked a race, decided what guild you're looking to join...not much left but to get off and running!
+ Show Spoiler [GENERAL CONSIDERATIONS] +
As you level up, keep the following things in mind:
- With each new level, immediately max out your int and wis before touching anything else. A necromancer's power is derived almost entirely from rituals until about staff skill 40-50 (and you won't be seeing that for a long time). Maxing out your int/wis will get you those rituals as soon as possible.
- Hands down, the overarching concern for a new necromancer will be money. At all times, focus on bringing in as much money as possible. Figure out ways to be thrifty (like using free heals, avoiding potions unless necessary, etc.) and maximize your cash flow. While it may seem a bit counterintuitive for a powerleveling guide to suggest focusing on money instead of exp, I can assure you that you can powerlevel just fine focusing on cash kills. Obviously, if you had a friend hook you up with 200k coins to get your new necro started, you won't have to worry about it as much and can blow your money on whatever you'd like. Otherwise, you need a nice bankroll established for when you get up to about level 13/14/15. As long as you're set on money, you can spend more money to make more exp.
- Focusing on raising your staff skill before skill 15 is fine. Use Zhou when you have some down time and whack around swarms of bats/crows in the haunted mansion and the weak swarms in the fairy ring. Once you surpass skill 15, though, ignore your staff skill. To "focus" on raising it, you'd need to maximize the amount of staff hits you get in each fight with things like ignoring rituals and giving your pets weak/poorly suited weapons. That's a waste of time; just keep killing as fast as possible. If you hit level 20 with 20 staff skill at character age 6 hours, compare yourself to someone who hit level 20 with 40 staff skill. They probably took five times longer than you did to hit level 20, and by the time you're their age you'll have the same staff skill and boatloads more exp. So just get a decent staff and make things dead as fast as possible; the skills will come (slowly...).
- Always defend "none." You'll be carrying way too much most of the time for dodge to be of any use, and your pet (when you have one) will be doing the majority of the tanking.
+ Show Spoiler [Levels 1-5] +
The first thing you should do is get to joining necromancers and your guild of choice. If they're still up, kick over the two signposts near Tantallon and you'll be nasty enough to join necros (you'll not have the heart to kill the baby if you're neutral). Then hit up Namril if you want to go Eldar, Maleficio for Chaos to start the process of getting a mentor, or do the Balan beast miniquest to join Scythe (the beast's corpse will work for the next several levels).
Once you've guilded, shooting through the first five levels is not that hard: Balan, CX, kill for a few staff skills, rinse and repeat. Always grab the coins from the Balan beast (~600), then sell its corpse to the butcher in Neville for another 400-500. Don't worry too much about your alignment during this time; you won't be using too many rituals. Why? Because those components cost money, and you ain't got it. You're saving money now so you can buy really good armour for your mummy as soon as you get there, because you won't be strong enough to efficiently kill the creatures holding the armour you'll likely want. Stick to low level stuff to work your staff with Zhou, hit up Balan when it's available, and watch your levels go up. For an easy staff, hit up Willim and ask for equipment; he'll always give you a short staff. Otherwise, buy a light staff from Fredd, or even better take the free strong branch from Ravel.
For extra cash, if you've played for any length of time you'll know there are several places where random eq can be found just laying around. High level players don't bother with it because it's not worth enough coins for them to bother with the weight. It's perfect for you, though. Run down to Leilya's area and get the free soft sack for a container. Then get free eq from the following areas:
- Around the Scythe Camp, through the forest, stretching west to the river. Lots of goblin eq (axes/shields/knives) and orc eq (armour/rusty chainmails/battered swords) that other players have left behind.
- Near the Eldar Guild hall, you can find more of the same stuff that's near the Scythe Camp.
- Same stuff again gets left by high level players in the mountain pass running near Fort Vaughn.
- Run through the Harkke Portal picking up all those fangs/claws/etc. that others ignore.
- At the entrance to the Underground Forest, most people don't bother picking up the tall guardian's axe/helmet/armour.
- Everyone ignores the buckskin warshirts & warrior's shields in Anasazi. Their loss is your gain!
Grab whatever you can, toss it in your soft sack so you can carry more, and run to the nearest shop when you're full. Watch yourself, though, as there are many aggro monsters in these areas and you don't have many hps. Be extra cautious around Greenhaven; the wandering trollocs can put a serious hurt on you. It's not hard to earn a few thousand coins doing this, which will really help down the road.
FYI: while other classes (especially artificers) can get good exp from Dafeon's excellent mining...it's a waste of time for you. In the time it will take you to earn the first few rather painful mining skills...you could have already advanced several levels and had a ton more money doing other things. Don't waste your time.
+ Show Spoiler [Levels 6-8] +
Somewhere around level 5/6 (depending on race), with max int+wis you should unlock mummy. This is the first undead that is really of any serious substance. It's like a fetch, but without a shield. If you've been saving up $$$, you should have around 20k-30k coins pretty comfortably. If someone's kind enough to provide you with a corpse, or you happen to find one laying around, then you're all set. Otherwise, buy a bunch of dirt for lifesteals, a little bit of ice for chill touch, a mummy wrapping, and a balm. It's time to go corpse hunting.
In the old days, the power of your undead was based primarily on how good the owner of the corpse was in real life. So you could make a mummy out of a 9k like King Philip at level 6, and you'd end up with this outrageous osword wielding freak standing in front of you causing mass chaos. It doesn't work that way anymore; now your undead's abilities/stats/skills are based primarily on YOUR level/stats (I think the controlling factor is your int/wis, but I'm not certain), with their's only really coming in to play if you're close to the level they were when they were alive. If you're making a mummy at level 6, a mummy from a level 11 creature will be just as good for you as a mummy from Valdrath. There's no real benefit to investing tons of time getting a corpse massively beyond your level. Just find something 4-5 levels higher than you and get moving.
You probably won't hit much with your staff, so all your damage will come from your rituals. Bring in some free heals, like peaches and berries, initiate combat, then stand there throwing lifesteals until you get low. When you're low on hps/sps and cut from food, leave the room and heal up on the ghost ship before coming back to try again. If the NPC is super low on hps, lifesteal won't do anything, so you'll have to switch to chill touch to finish them off. Here's where the balm comes in; you probably won't have the sps to make a mummy, and you don't have empower yet. Grab the corpse, balm it, and head back to the ship to heal up. You can animate at your leisure.
Arm your mummy up with the best armour it can carry and give it a low-ish level weapon (I had some luck with dark longswords; your mileage may vary). Get yourself a good pile of dirt, and start seeking out some good cash kills. Hobbits, messengers in Burnham, wandering orcs (especially the irritated ones with the battered swords/rusty chainmails), etc. Your main damage will come from lifesteal; as I said above in the rituals section, I'm not a fan of regularly using chill touch. When using lifesteal, rescue your mummy and tank for it. There's no point in you being at max hps and lifestealing, as you'd only waste the hps you get from it. Plus, your mummy is taking unnecessary damage that you'll have to heal up, probably with an expensive salve. Take a few shots, lifesteal back to nearly full, and chow down on some free heals when your hps/sps drop a bit. Let the mummy tank when you're not lifestealing. Use meds and smokes for extra healing; if you're concerned about weight remember that cigars removed from the box are weightless.
Keep this up, and you should be able to at least break even on cash while pulling decent enough exp. Keep a few salves around for emergencies, but you shouldn't need them much. Keep your mummy bound, and that + the dual tanking should allow you to lay off of the salves.
+ Show Spoiler [Levels 9-11] +
Around level 9 with max int/wis, you'll get fetch. Now, you have a pet that can use a shield, so it's even better at soaking up damage than a mummy was. Corpse hunting goes pretty much the same here, but you can expand your target corpse to something a bit higher level. Tall guards in Burnham, or perhaps even a l16 like Ruell Brakken will work quite well as a low level fetch. Arm it up the same way you did your mummy, but also toss it the best shield it can carry. Remember to balm if you have any doubts about your ability to animate before it decays. Despite "help fetch" saying you need a fresh corpse, a balmed one works just fine.
For your weapon, there's really no dispute: use Pris' elemental orbs if you possibly can. They're low/middle-ish difficulty, so your fetch should be able to use them well by level 9 or 10. The great thing about orbs, though, is that they completely ignore armour. The orb passes right through the NPC's armour and does the same damage it would do if the NPC was completely unarmed. This is especially great since we're focusing so much on cash kills, 'cuz they have lots of armour. Orbs don't necessarily hit hard, but they hit very consistently. Plus, if you're lucky enough to get a fire orb, you can absolutely lay waste to the easier kills in the frost giant steading. Once I find my undead can use an orb, it's pretty much the weapon of choice from there until I hit level 19. While the demon that has them is a very, very tough kill for a lowbie necro, I personally think it's well worth the extra cash invested in heals to start killing for orbs yourself if you can't find one.
Keep up the dual tanking w/lifesteal, and start adding in a few tougher cash kills: orc recruits/warriors/sergeant in Dalair, orc garden, Nepeth gate guards (not the ones guarding the castle), Andeli guard (not the one outside the castle unless you want them to refuse you entry until the next reset), sergeants/guards in Burnham Wood, etc.
+ Show Spoiler [Levels 12-14] +
Somewhere in here you'll pick up rot and empower if you're maxxing int/wis at each level. Kiss the dual tanking goodbye; you now have a much better and more efficient way to put your hps to work. Enter battle, command protect, rot/empower/rot. Your rots are not terribly strong, but should do just fine as long as you're planning your kills correctly. By now, you should also have enough cash in the bank and be efficient enough at taking down cash kills that you can afford to rely more heavily on salves for undead healing. If you're burning through salves, adjust your kills and lay off of the ones causing the most damage.
I generally start adding in the city/palace guards in Balan somewhere around here. They hit fairly hard, but a well armoured fetch at this level should be able to soak damage well enough that you can still make money (and, by extension, good exp). Corpse hunting also becomes easier around now, as your lifesteals/rots will be increasing in power with each level. You may need to run out and rest up a few times, but you should be able to take down a decent level 17/18 corpse without too much drama, or even an unguarded 9k like Hermit or King Philip if you really wanted to.
After about level 11, you'll start to notice the real power of the necromancer class. A lot of other classes have a long, slow grind through these middle levels. They aren't strong enough to solo well and earn the kind of experience they need to rapidly advance, but they're still low enough that it's hard to find parties. Necromancers, on the other hand, really start hitting their stride about now. The extra killing power of rot + the defensive abilities of a well armoured fetch mean you can fairly efficiently take down a lot of NPCs in a fairly short period of time. In fact, you'll find that your ability to quickly go through a level actually goes up around this time. That means you're gaining power and getting more comfortable with how the class works.
+ Show Spoiler [Levels 14-16] +
I only mention these levels because you'll get revenant around here, and may be tempted to switch over and start using it. Don't. As I said before, revenants suck, and you'll get more exp/cash with a fetch than is even possible with a revenant. Pass it up, and hold out for lich (if you're a race that gets it).
You should be mixing in more "cash inefficient but good exp" kills by now, such as fairy dragon/queen, wyvern/general, maybe even some easy 9ks like Wigwog. If you don't already have a fairly healthy bankroll by now, then you're clearly doing something wrong.
+ Show Spoiler [Levels 16-19] +
Lich. LUV.
Liches are fetches on steroids. They block with shields, do more damage with their weapons, and also randomly cast spells at your enemies for extra damage. By the time you get lich, you're practically at full power. Yes, you'll still have other stats that need to be raised, but there's not many NPCs that you can't take down by now. You may want to avoid super-high damage dealers like Jush and Illarin for a few more levels, but otherwise you should be good to go.
+ Show Spoiler [Level 19+] +
If you haven't figured out how to efficiently play a necromancer by now, there's not a lot more I can do to help you. For what it's worth, here's how a typical session goes for me with Albeleo.
Login, head to Dalair, buy 2 crowns (lich), a sign (doom), 5 waters (renewal), and 50-100 salves for preserves. From there, I want the following eq, as best I can get it, in no particular order:
- Hobbitat-made pipe from Puffy (if he's dead, then a big "fuck you" to the useless prick who killed him).
- Hobbitat gold tobacco
- Medicinals from Uena
- A big rabbit wineskin for my drinks
- An appropriate staff
- Food/drinks
- #2 pots from Shanni
- A fire gem
- 2 Geo knapsacks (love the Scythe domination of Geo).
Then, I'm off to Brunswick to kill Resty for my "starter" lich. Yes, Resty is a big, badass, very scary zmonster NPC who disarms you, follows you, and randomly blocks your exit if you try to leave the room. He's also a cinch to take down solo as a necro, as long as you keep your composure. Doom him, guzzle pots, and rot him into the middle of next week. If you're lucky, he'll never hit you because he's focused on attacking the Creeping Doom (who is really only there for distraction purposes). If you're unlucky, he'll turn to you on the very first hit. That's fine; just keep an eye on your hps and mix in lifesteals. When he's dead, empower/eat/drink/quaff until you've got your sps high enough, animate, and you're off and running.
Nasty bug I've noticed: if you kill Resty and the room resets before you animate, his corpse and all the eq it was carrying will disappear so you'll have to do it all over again. @@#$@#%!%.
Alternate method: buy your signs/crowns, run to an unguarded 9k (Resty/hermit/Linnhe/etc.), cast doom, and leave. Run around picking up the rest of your equipment to get yourself started, and maybe try to buy some lich eq as well. Come back a bit later, and hopefully the Creeping Doom has your target of choice within 1-2 rots of death. This method is less dangerous, but also less efficient time/exp-wise.
Next step is to fill in any missing holes in my equipment setup. I need a full set of armour for my lich, a good shield, a good 1 handed weapon (osword is already there if you got Resty), a silver talisman (no, I'm not telling you how to get it), and an appropriate staff for myself. If it's right after reboot and nothing's in the shops, I have to kill for everything. I consider this the most incredibly fun time to play. Most other players are sitting around with no clue what to do because they can't buy any eq. Artificers are spending time researching formulae to get their scorpions. In a matter of minutes, I'm killing anything I want with no competition.
Once my lich is more or less fully decked out (I'm not talking "Star Armour" decked out; just solidly armed), I take down Yosra for my final lich. To be perfectly honest, I'm not entirely convinced Yosra and/or Jush are actually better than a lich made from any generic 9k. I don't care, because I just enjoy having the most powerful humanoid NPC in the game at my beck and call, and really, he's not *that* hard to kill. Kill him, don't waste the corpse, command your other lich to die, and animate again. Have your new lich pick up whatever eq your other one had, and you're off and running again.
A word of advice: your lich will not always listen to your command to "die." Occasionally, they will take offense, decline your generous offer, and go feral. For those of you not keeping score, a fully armed lich is a massive pain in the ass for anyone (other than a paladin, damn smite!) to kill, and given the lack of any real rituals in your arsenal that have any effect whatsoever vs. undead...and this could be a problem for you. A smart necromancer, when making a second lich, will carry the new corpse to an empty room, command the current lich to drop everything FIRST, walk a room away, THEN command it to die. It's far easier to kill when you have all the eq!
From there...what, do you need me to play for you? Go kill stuff! Shoo!
+ Show Spoiler [VII: Aliases] +
Not a 100% complete list (I have a ton of aliases for questy things), but here's a breakdown of my most helpful aliases.
a = wield prim_weap
an = animate corpse
as = assist my undead
ca = command arm
caa = command wield sword in right hand //needed for using osword 1 handed
cd = command drop $@
cdie = command die
cdl = command drop loot
cds = command desist
cf = command follow
cg = command get $@
cga = command get all
cp = command protect
cr = command remove $@
csl = command slay $@
csm = command smash $@
ct = prepare chill touch
cw = command wield $@
cwe = command wear $@
cwl = command wield $@ in left hand
dm = prepare doom
dw = drink from wineskin
eb = dump //put empties in the bottlebag
em = prepare empower
fe = prepare fetch
fw = fill wineskin with $@
gau = give all to my undead
gu = give $@ to my undead
k = kill $@
kas = keep all salve //you can sell them if you don't put them in keep!
lau = look at my undead
li = prepare lich
ls = prepare lifesteal
nhc = nick heals_cont $@
np = nick prey $@
npc = nick prim_cont $@
npw = nick prim_weap $@
pd = prepare detect
pr = prepare preserve
q = wave wand at prey
qq = wave wand at my undead
qw = wave wand
r = rescue my undead
ref = refill wineskin with firebreather
rel = release //release energy from the bottlebag
rev = prepare revenant
rn = prepare renewal
ro = prepare rot
setup = do attack crush, aim head
su = prepare summon
uks = unkeep all salve
vi = say I want to pass you help the king visit the princess spy on people
z = unwield
A few brief explanations:
- npc/nhc: As I explained in another thread, I run with two containers. To make sure I can use absolutely any containers, I keep them nicked as "heals_cont" and "prim_cont". I can pick up any two containers, "nhc soft sack" & "nhc knapsack" (for example) and I'm ready to go. Then all of my aliases involving the use of containers will put/take things from "heals_cont" and "prim_cont". This keeps me from having to either make sure I have the correct containers that match my aliases (e.g. "put all in pack", I better make sure I'm carrying something that responds to "pack") or have a crapload more aliases for every possible type of container.
- vi: Works for Andeli, Balan, Burnham, and Venletta. I could probably add more in there, but that's all I need.
- npw: Nicked to whatever staff I'm using, then I can hit "a" to wield it again. You could alternatively just change "a" (or whatever your "wield weapon" alias is) to whatever weapon you're using.
- ref: Need quick liquor? Bring your empty wineskin to Drudge in Tantallon, fire this off, and he'll refill it with firebreather all quicklike and whatnot.
+ Show Spoiler [VIII: Combat Example] +
Here's an example of what a typical battle might look like for me as Albeleo, just to give you an idea of the rhythm. Unfortunately, I just realized my mud client doesn't log the commands I send, so I'm filling them in after the fact.
> This is an immaculate guardroom with hardly anything out of order. It is
> absolutely spotless, from the small fireplace in the east wall that has no
> ashes despite the small fire, to the tidy pallets along the north and south
> walls that have neatly folded blankets on top. In the fireplace there is a
> clean pot hanging by some hooks embedded into the wall. There is an open
> doorway leading west towards the entrance of the mountain. Beside the door
> you notice a clay washbasin filled with water and a rag set near it.
> The only obvious exit is west.
> Yosra, the Captain of the Guard.
kdw
> Yosra exclaims: Help! Albeleo is in the mountain!
> You missed.
cp
> Nothing happens.
> You missed.
> HP: 137 SP: 190
> Yosra pierced your arm keenly.
> Yosra gasps and smiles.
> The lich of The restful-looking guard arrives.
> Your wounds tingle strongly as the medicinals begin their healing work.
cp
> You intone: I command thee to protect me.
> The lich of The restful-looking guard says in a cold monotone: GLADLY,
> MASTER.
> Yosra skewered Lich's withered leg.
tps
> You take a dark red potion [Mental Recharge]; a dark red potion [Mental
> Recharge]; a dark red potion [Mental Recharge]; a dark red potion [Mental
> Recharge] from a rugged knapsack (worn).
> You battered Yosra's arm.
> Lich's block only manages to slow the force of Yosra's blow.
> Yosra notched Lich's skull.
> Lich missed Yosra.
> The lich of The restful-looking guard staggers suddenly with weakness, but
> soon recovers.
ro
> You prepare the ritual for the spell of rot.
q
> You wave your wand at Yosra, the Captain of the Guard.
> You intone: May death's foul grip rot thy flesh!
> A few worms squirm helplessly as they are consumed!
> Yosra's flesh withers and decays!
> HP: 118 SP: 146
> Yosra sheared your head ruthlessly.
cp
> You intone: I command thee to protect me.
> The lich of The restful-looking guard says in a cold monotone: BY THY
> COMMAND, MASTER.
> Yosra impaled Lich's skull sharply.
> You missed.
> Lich's block only manages to slow the force of Yosra's blow.
> Yosra missed Lich.
> Lich pounded Yosra's leg heartlessly.
> The lich cackles evilly!
ro
> You prepare the ritual for the spell of rot.
q
> You wave your wand at Yosra, the Captain of the Guard.
> You intone: May death's foul grip rot thy flesh!
> A few worms squirm helplessly as they are consumed!
> Yosra's flesh withers and decays!
> HP: 108 SP: 98
> Yosra impaled your arm sharply.
lau
> It appears to be a heavily robed The restful-looking guard. Its once-fine
> robes hang in rotten tatters, and it limps badly as it advances. Its
> withered flesh is drawn tight across its bony features, from which peer eyes
> like fiery coals. Upon its brow rests a steel crown, with sharpened points
> glinting in the light.
> Lich's wounds have been skillfully bound.
> It is in bad shape.
> My undead is carrying:
> A sorcerer's robe (worn).
> A fancy shield (worn).
> A stone helmet (worn).
> Some high leather boots (worn).
> A polished platemail (worn).
> An outstanding sword (wielded in right hand).
> You missed.
> HP: 84 SP: 103
> Yosra cleaved your head into hash.
> The lich burns Yosra with cold fire!
> Lich missed Yosra.
> You inhale some smoke and blow it out thoughtfully.
cp
> You intone: I command thee to protect me.
> The lich of The restful-looking guard says in a cold monotone: THY WILL BE
> DONE, MASTER.
> Yosra's strike thuds against Lich's shield.
> Yosra missed Lich.
dw
dw
> You drink some Polynesian Sunset from the wineskin.
> > You drink some Polynesian Sunset from the wineskin.
> You have 149 hps, 168 sps, and 21,762 gold coins.
> You missed.
> Yosra missed Lich.
> Yosra gasps and smiles.
> Lich stuck Yosra's body.
ro
> You prepare the ritual for the spell of rot.
q
> You wave your wand at Yosra, the Captain of the Guard.
> You intone: May death's foul grip rot thy flesh!
> A few worms squirm helplessly as they are consumed!
> Yosra's flesh withers and decays!
lau
> It appears to be a heavily robed The restful-looking guard. Its once-fine
> robes hang in rotten tatters, and it limps badly as it advances. Its
> withered flesh is drawn tight across its bony features, from which peer eyes
> like fiery coals. Upon its brow rests a steel crown, with sharpened points
> glinting in the light.
> Lich's wounds have been skillfully bound.
> It is in bad shape.
> My undead is carrying:
> A sorcerer's robe (worn).
> A fancy shield (worn).
> A stone helmet (worn).
> Some high leather boots (worn).
> A polished platemail (worn).
> An outstanding sword (wielded in right hand).
> > You missed.
> Yosra missed Lich.
> The lich burns Yosra with cold fire!
> Lich slashed Yosra's arm viciously.
em
> You prepare the ritual for the spell of empower.
qw
> You wave your wand dramatically.
> You intone: From mine own flesh I draw eldritch power!
> Blood streams from your hands as a nimbus of black energy forms about you!
> Your blood sings as you draw the energy in!
> HP: 68 SP: 109
ls
> You prepare the ritual for the spell of lifesteal.
> You pounded Yosra's arm heartlessly.
> Yosra missed Lich.
> Lich pounded Yosra's head heartlessly.
q
> You wave your wand at Yosra, the Captain of the Guard.
> You intone: With vampyric power I steal thy life!
> You scatter some dirt from a fresh grave.
> Yosra staggers in pain!
> HP: 103 SP: 152
> You feel stronger as you draw life energy from Yosra!
pr
> You prepare the ritual for the spell of preserve.
> You missed.
> Lich's block only manages to slow the force of Yosra's blow.
> Yosra notched Lich's twisted body.
> Lich chopped Yosra's head bluntly.
> You wave your wand at the lich of The restful-looking guard.
> You intone: With eldritch force I preserve thy being.
> You smear some salve all over Lich.
> Lich looks in better shape.
ef
> You force an empty flask down your throat and almost throw up everywhere!
lau
> It appears to be a heavily robed The restful-looking guard. Its once-fine
> robes hang in rotten tatters, and it limps badly as it advances. Its
> withered flesh is drawn tight across its bony features, from which peer eyes
> like fiery coals. Upon its brow rests a steel crown, with sharpened points
> glinting in the light.
> Lich's wounds have been skillfully bound.
> It is slightly hurt.
> My undead is carrying:
> A sorcerer's robe (worn).
> A fancy shield (worn).
> A stone helmet (worn).
> Some high leather boots (worn).
> A polished platemail (worn).
> An outstanding sword (wielded in right hand).
> You pounded Yosra's leg heartlessly.
> Yosra impaled Lich's withered leg sharply.
> Yosra says: I have slain foes much mightier than you, worm.
> Lich slashed Yosra's head viciously.
> You puff on your finely carved pipe contentedly.
lao
> This dwarf is clearly a seasoned fighter who has worked his way to the top
> the hard way. Judging by his spellbook he is a mage, but he must certainly
> be the biggest and strongest mage you have ever seen. Numerous scars criss-
> cross his body and you have to wonder whether anyone could defeat this
> powerful figure.
> His skin seems hard as a rock.
> He is wearing a robe which emanates a glowing aura of all the colours of the
> rainbow.
> He is in bad shape.
> Opponent is carrying:
> An illustrious blue spellbook.
> A mithril shortsword (wielded in right hand).
> Some enchanted robes (worn).
> You missed.
> Yosra sliced Lich's withered arm deeply.
> Lich bludgeoned Yosra's arm heavily.
> The lich chants gutturally as it prepares a spell!
ro
> You prepare the ritual for the spell of rot.
q
> You wave your wand at Yosra, the Captain of the Guard.
> You intone: May death's foul grip rot thy flesh!
> A few worms squirm helplessly as they are consumed!
> Yosra's flesh withers and decays!
> HP: 84 SP: 83
> Yosra hammered your head brutally.
sc
> You have 84 hps, 83 sps, and 21,762 gold coins.
> You pounded Yosra's head heartlessly.
> HP: 70 SP: 83
> Yosra slashed your body viciously.
> Lich slit Yosra's head.
cp
> You intone: I command thee to protect me.
> The lich of The restful-looking guard says in a cold monotone: GLADLY,
> MASTER.
> Yosra lacerated Lich's skull.
ls
> You prepare the ritual for the spell of lifesteal.
q
> You wave your wand at Yosra, the Captain of the Guard.
> You intone: With vampyric power I steal thy life!
> You scatter some dirt from a fresh grave.
> Yosra staggers in pain!
> HP: 109 SP: 45
> You feel stronger as you draw life energy from Yosra!
> You missed.
> Yosra cleaved Lich's skull violently.
> Lich missed Yosra.
dp
dp
> You quaff a dark red potion [Mental Recharge].
> Your mind is suddenly clear!
> You quaff a dark red potion [Mental Recharge].
> Your mind is suddenly clear!
eb
eb
> With some effort you manage to eat an empty bottle. Your stomach grumbles
> painfully.
> With some effort you manage to eat an empty bottle. Your stomach grumbles
> painfully.
sc
> You have 109 hps, 166 sps, and 21,762 gold coins.
lau
> It appears to be a heavily robed The restful-looking guard. Its once-fine
> robes hang in rotten tatters, and it limps badly as it advances. Its
> withered flesh is drawn tight across its bony features, from which peer eyes
> like fiery coals. Upon its brow rests a steel crown, with sharpened points
> glinting in the light.
> Lich's wounds have been skillfully bound.
> It is in bad shape.
> My undead is carrying:
> A sorcerer's robe (worn).
> A fancy shield (worn).
> A stone helmet (worn).
> Some high leather boots (worn).
> A polished platemail (worn).
> An outstanding sword (wielded in right hand).
> You missed.
> Yosra missed Lich.
> Lich missed Yosra.
ro
> You prepare the ritual for the spell of rot.
q
> You wave your wand at Yosra, the Captain of the Guard.
> You intone: May death's foul grip rot thy flesh!
> A few worms squirm helplessly as they are consumed!
> Yosra's flesh withers and decays!
> > You pounded Yosra's leg heartlessly.
> Yosra hewed Lich's skull crudely.
> Lich slashed Yosra's body viciously.
> You suck in some smoke and blow some very nice circles.
q
> You wave your wand at Yosra, the Captain of the Guard.
> You intone: May death's foul grip rot thy flesh!
> A few worms squirm helplessly as they are consumed!
> Yosra's flesh withers and decays!
> You have 114 hps, 75 sps, and 21,762 gold coins.
dp
dp
> You quaff a dark red potion [Mental Recharge].
> Your mind is suddenly clear!
> You quaff a dark red potion [Mental Recharge].
> Your mind is suddenly clear!
> You missed.
> Yosra bludgeoned Lich's withered arm heavily.
> Lich missed Yosra.
> HP: 102 SP: 192
> Yosra slashed your body viciously.
eb
eb
> You tuck heartily into an empty bottle. Yummy, that was tasty!
> You toss an empty bottle down your throat. Your stomach rumbles unhappily.
> You have 102 hps, 192 sps, and 21,762 gold coins.
cp
> You intone: I command thee to protect me.
> The lich of The restful-looking guard says in a cold monotone: GLADLY,
> MASTER.
> Yosra impaled Lich's skull sharply.
> You missed.
> Yosra chopped Lich's withered arm bluntly.
> Lich missed Yosra.
> A nimbus of cold blue energy begins forming around the lich!
ro
> You prepare the ritual for the spell of rot.
q
> > You wave your wand at Yosra, the Captain of the Guard.
> You intone: May death's foul grip rot thy flesh!
> A few worms squirm helplessly as they are consumed!
> Yosra's flesh withers and decays!
lau
> It appears to be a heavily robed The restful-looking guard. Its once-fine
> robes hang in rotten tatters, and it limps badly as it advances. Its
> withered flesh is drawn tight across its bony features, from which peer eyes
> like fiery coals. Upon its brow rests a steel crown, with sharpened points
> glinting in the light.
> Lich's wounds have been skillfully bound.
> It is in bad shape.
> My undead is carrying:
> A sorcerer's robe (worn).
> A fancy shield (worn).
> A stone helmet (worn).
> Some high leather boots (worn).
> A polished platemail (worn).
> An outstanding sword (wielded in right hand).
> You missed.
> Yosra missed Lich.
> Lich sliced Yosra's arm deeply.
lao
> This dwarf is clearly a seasoned fighter who has worked his way to the top
> the hard way. Judging by his spellbook he is a mage, but he must certainly
> be the biggest and strongest mage you have ever seen. Numerous scars criss-
> cross his body and you have to wonder whether anyone could defeat this
> powerful figure.
> His skin seems hard as a rock.
> He is wearing a robe which emanates a glowing aura of all the colours of the
> rainbow.
> He is seriously wounded.
> Opponent is carrying:
> An illustrious blue spellbook.
> A mithril shortsword (wielded in right hand).
> Some enchanted robes (worn).
> >
ro
> You prepare the ritual for the spell of rot.
q
> > You wave your wand at Yosra, the Captain of the Guard.
> You intone: May death's foul grip rot thy flesh!
> A few worms squirm helplessly as they are consumed!
> Yosra's flesh withers and decays!
> You missed.
> Yosra hammered Lich's withered arm brutally.
> Lich impaled Yosra's leg sharply.
q
> You wave your wand at Yosra, the Captain of the Guard.
> You intone: May death's foul grip rot thy flesh!
> A few worms squirm helplessly as they are consumed!
> Yosra's flesh withers and decays!
> Yosra died.
> Lich killed Yosra.
> >
> You suck in some smoke and blow some very nice circles.
sc
> You have 110 hps, 54 sps, and 21,762 gold coins.
+ Show Spoiler [IX: Conclusion] +
I hope this guide is helpful to anyone looking to raise a necro, or looking for pointers on how to improve your current gameplay. As noted above, I don't play anymore, but I'm still lurking around here on Proboards. Post questions/concerns/flames/proposed updates below.
Happy hunting!
+ Show Spoiler [Eliveru's Mage Guide] +
+ Show Spoiler [Introduction] +
The mage on Ancient Anguish is vastly underrated and undervalued. They are rarely a sought after member of a party, are vastly ignored by powerplayers and have one of the less pretty looking alcoves within the hall of heroes. The average player views a mage as a hit and runner with a penchant for exploring and treasure hunting, useful for little else.
This is a guide that aims to achieve 3 things:
* Raise the profile and reputation of mages on Ancient Anguish
/me Teach some intermediate and ‘top’ players how to play a very powerful class indeed
/me Raise interest in mages and thus increase Ancient Anguish’s player base perhaps
Now a word of warning… primarily this is a guide for powerplayers and people wanting to powerplay every so often. Although there will be tips and tricks here useful for everybody, it’ll be littered with comments like ‘don’t waste time doing x as it’ll net you no experience, coins or skills’. If that sentence already made you queasy with powerplayer-hate, then you’d best stop reading now. Many of the suggestions in this guide are the completely opposite of chilling.
So here we go… what is a mage on AA? What do you want your mage to be?
At this point I should probably tell you a bit about myself. I’ve been playing AA for almost 8 years now. My second character happened to be a mage, and I’ve got or had a mage in every school, and had a mage of every race apart from dwarf. I’ve got three on the mage alcoves in the Hall of Heroes at the moment, have successfully worked out a tanking routine for a mage, and have had dozens of hours soloing and bashing as one as well. I hope this guide can help at least a few of you out there.
WARNING: This will be a long read.
+ Show Spoiler [The Structure] +
An AA mage fits the roles of soloer, tank, basher and explorer with varying degrees of success. Generally, we do the best soloing or exploring, make slightly above average bashers and a below average tank. Compared to a class like cleric which make excellent tanks, bashers or soloers, one can see why the mage has been largely neglected by most experienced players.
To start we’ll investigate a mage’s abilities (dodge), their skills, and their spells. Each school will be analysed and coontrasted with each other, with race choices for each school discussed, then an exposition of how to do what mages do – tanking, bashing, soloing, exploring, treasure hunting, bounty hunting and unique hunting. There’ll also be notes on equipment choices, useful alias’ and a levelling guide, bugs affecting us, guild choices, and much more.
I. Abilities - Dodge
Let’s start with the one thing that’s common to all mages : the dodging ability. On AA (to the best of my knowledge) is based solely on 3 things: your opponent’s dex, your own dex, and the amount of weight you’re carrying. There may be some factoring in of the skill level of your opponent as well, but this, if the case, will be largely irrelevant, as I’ll explain later. So how do we maximise dodge’s effectiveness, and to what extent is it ‘worth it’?
First, why is dodge useful?
* It’s free (no need to buy equipment)
/me Related, you don’t need to go find equipment. Can log in, get a staff and already be ‘equipped’.
* For most races and situations, it is more effective
/me You can carry more stuff, and with high dexterity, most mages fit straight in
And why does it drive some of the biggest mages around like Thothamon and Dooku to use defend none and wear armour?
* It’s a hassle to keep everything in your deeppockets
/me The more int boosters, scalping knives etc that you gather, the worse dodge gets
/me Related, the bigger staves (ie tetsubo) are pretty heavy
/me A dodge that fails… ie ‘x monster predicts your attempt to dodge!’ hurts a lot
* It’s worse on larger monsters
/me It’s useless if you’re pure hit and run (whereas armour will reduce the entry damage)
Now let’s see why you’d use defend none while wearing armour
/me You’re still not at max dex, and you’re fighting scary things that have much more dex than you
/me You’re a dwarf, and have no boomerangs, darts or frost spells
/me You’re tanking for a powerparty, and that involves killing things like Razar and Hawkeye where a failed dodge would not be pretty
/me You’ve got your grubby hands on some top grade armour that’s too good to pass up
/me You can’t be bothered keeping up the anally retentive steps below
So let’s talk about the easier to deal with defence first…none. To maximise its effectiveness is pretty simple – get the best stuff you can find. You got deeppockets to cover for your carrying capacity…so even a puny elf mage can lug around Armour of Ichor and still carry stuff, provided the strength spell is on.
More interestingly… if you’re going to use dodge, how do we maximise its effectiveness? Let’s look at each of the 3 components that make up dodge:
1. The opponent’s dex
There’s only so much you can do about this. If you’re indiscriminately massacring the mud, you’re not going to skip a few high dex kills just because you can’t dodge them as well.
The easiest way you can impair the opponent’s dexterity is through the humble oak boomerang. This item is a mage’s best friend for under $300 a pop, and its –1 dex penalty to the opponent quickly adds up as time passes – more detail in the equipment section.
Related is the barbed dart from the dalair weapon seller. I personally don’t bother with the way it breaks all the time, and that the seller is dead half the time, that it’s not as convenient as the boomerang. However, if you’re admirably keen with these things, then –2 dex on an opponent is huge.
Finally, there’s the dex reducing ice spells. There’s 4 in total, 1 in each of the schools (including the basic one) apart from Drowgar. A ~40 spell point spell that reduces dex by 1 for a while, reduces the opponent’s attacks every so often and then also does a bit of damage sounds great doesn’t it? Unfortunately they 1) Do not always trigger the frostbite which reduces the dex 2) work less well the higher level the NPC is and 3) you get a lot more damage out of most other spells with similar cost.
As such, in only limited circumstances (explained in the ‘Alteration soloing’ section) are these ice spells really useful to a powerplayer.
In most circumstances an oak boomerang is all you can do in this field… make sure you have one or more at all times.
2. Your own dex
This of course is also something that is largely unchangeable. Your race will determine the amount your dexterity will max out at, so your race is probably the largest factor overall in determining whether you use dodge or none.
The only piece of gear practical to a mage to increase his or her own dex is the +1 dex –1 con semi-unique black staff from the Yeti Area. This is useful at 30-50ish skill.
Then there’s the reverse, thinking cap, tcap, tcrap. If you’re going to dodge, this thing is strongly not recommended. The only possible exception is a situation where you’re elf, and have the other 2 int boosters already.
3. Your own weight
This is the part you have most control of. To dodge reasonably well, you need to absolutely minimise the amount of stuff you carry – ideally a staff, a pipe, and a golden amulet. And that’s all. The only things you should allow in your inventory must be worth their weight, if it will gain you either more experience, money or skills. Otherwise it’d just cause you to take more damage for no good reason, and is thus inefficient.
The essentials are obviously
1) Your real weapon and
2) Your pipe.
If faced with 2 roughly equal weapons, take the lighter one if you’re going to be doing some dodging – ie azakath instead of tetsubo.
Now feel free to add to that any weightless items that are neat or help – of note is the leather sheath or black scabbard – adding to leg protection for no weight addition. Of course, extra stuff like hooded falcons, pet snakes and whatnot are weightless and do nothing, so feel free to get them if you like them.
Next are the items you’d probably get despite the fact that they hamper your dodging. Namely
1) Nightblue Cloak and Spidermedallion
2) Golden Amulet
3) Good Zarkan rings.
The first two are self explanatory – any mage wants extra int. Golden amulet provides some protection to every single part of your body for the cost of 1 weight – ‘Only the best piece of armour in the whole game’ – Lunger, mid 2004. The same sort of argument applies for the Zarkan ring.
Following this are the situational items. These are
1) Black Robe/Magic Surcoat
2) A non unique medallion
3) A runed breastplate
4) Thinking Cap
5) Robe of Turkey feathers
6) Sturdy ring.
1) A black robe or magic surcoat depends on whether or not you’re fighting magic hurling monsters – if you’re even only occasionally taking one on, by all means it’s worth it.
2) A non-unique medallion is very good for anyone casting drowgar spells any more than once a kill. Even the non-unique medallion reduces spell costs, and depending on which spells you use, can quickly stack up to be very significant. Well worth the 1 weight if you’re a drowgar mage deprived of spidermedallion.
3) A runed breastplate, at last checking, weighed one, gave +20 to two resistances, and evaluatedd as ‘good’ for the body. If that is still the case, and you can get your hands on one, then go for it.
4) Thinking cap…bleh. Use it if you really want to, but give it a good thought.
5) The robe of turkey feathers depends entirely on whether you believe that the rumours concerning it. As the robe gives you a blue aura, which some say means the robe actually gives you the spell effect of blur, either higher armour class or dodging. I’m on the side that thinks the rumours unsubstantiated, and as such wouldn’t take the robe. If you do believe the rumours to be true, then by all means take it. Otherwise, it’s not worth the weight for its protection.
6) The sturdy ring is the same idea. If you believe it lets you do more damage, -and- you’re a race that actually deals damage (ie human, orc or dwarf) then go for it. Otherwise, +% damage on an elf’s damage is still going to round down to roughly zero. If you don’t believe the rumours, then ignore this item.
And then there’s everything else. I’m sure I’ve missed a few important items. If it’s going to make you more experience/skills/coins than the experience/skills/coins you’re going to lose by taking more damage by it reducing the effectiveness of your dodging, then take it. Otherwise, chuck it in a trashcan.
Remember, every extra item makes quite an impact in the long run.
EXAMPLE
Now to put it into action. Obviously you’re still going to need smokes, medicinals, heals (maybe some that don’t go in the deeppockets), etc. What you’ll need is to ‘keep’ all your essentials in your inventory (help keep ingame if you don’t know about it). Then you need a ‘put all in deeppockets’ alias. Then a heap of alias’ for getting stuff out of deeppockets, get packet from deeppockets, get medicinals from deeppockets, etc. At the start of a fight, you’d need to use your put all in deeppockets alias, then try to use up the heals that cannot fit in deeppockets first. You get your heals out as you need them (through your efficient alias system) and in general try to keep your inventory as clear as possible at all times. This applies to any hunga-mungas or boomerangs you’re looking to use as well (with boomerangs, perhaps don’t pick them up until the fight finishes).
If you don’t have deeppockets…well then the ground is your pocket! Same alias’, just you got to get stuff from the ground instead.
Any elf or orc mage following these instructions should dodge like a charm on all but the most dextrous of monsters on the mud (illarin, achrya, few others). Humans and half elves should do well enough, and dwarves…well…*cough*.
+ Show Spoiler [II. The Subschools] +
There’s four schools for a mage to choose from – conjuration, alteration, drowgar and invocation. Each has its own strengths and weaknesses. Here I’ll go through each school and their major spells, and how to use them effectively.
First we’ll take a look at the interesting basic spells:
+ Show Spoiler [1. Basic School] +
i) Flame Dart
The first and cheapest direct damage spell of a mage, this is really quite good. There’s no reason to not pick this spell up and use it to supplement your physical damage in the first handful of levels. It’s even useful later on to cast on frost giants at mid levels or to finish off an almost dead foe.
Rating: 5/5. Excellent for the first 10 levels.
ii) Magic Missile
One of the most asked questions on mage board is ‘should I get magic missile?’
The answer to this question to me had always been no, but recently I’ve been swayed the other way. In reality it’s not that important a question, but choosing the right option can save you a few hours while leveling up.
The situation where you should not get magic missile is where you will be joining invocation upon attaining level 10, as fireball is quite cheap to get upon joining. That, or you’ve hogged glimmer for the early levels so much that you have enough study hours to get acid arrow or venom spit about level 11.
In all other situations, I think magic missile is worth the 400 study hour expenditure. Although it has been criticised for being very unpredictable and barely better than flame dart, the bottom line is that it is actually better. This makes it better to use against harder monsters, as it takes less time for you to exhaust your spell points casting MM than FD, and therefore you can leave the room faster, therefore taking less damage from the harder monster.
The argument against magic missile has commonly been that ‘you shouldn’t waste 400 study hours if you can just save up for acid arrow’. It’s true that you can get acid arrow at the end of level 12 or so without buying magic missile, and it takes until level 13 to get it if you did take magic missile. However, getting to level 13 with magic missile probably takes half as much time as getting to level 12 with flame dart. Overall, if you’re just looking to get through to level 19 as soon as possible, magic missile will get you there faster.
However, once you get your main attack spell (acid arrow or venom spit) this spell becomes pretty much totally useless.
Note that its damage is at least partly fire as well, so it’s good on frost giants.
Rating: 3/5. Not a great spell, but you should still get it if it’s going to help.
iii) Blur
Your first defensive spell, and one that has lately raised some interest. It has been rumoured to help dodging (my testing on it has been inconclusive). What is true is that it obviously is going to provide some benefit of some sort. Therefore you might as well get it while you’re leveling up – a few less points of damage taken never hurts.
This spell has been linked with the turkey feather robe’s blue aura – it’s not true that the robe gives the same description effect as the spell – a blue aura on the robe compared to ‘x is hard to look at’ for blur. I don’t see any necessarily connection for the rumour that turkey robe provides the blur spell to the wearer.
Rating: 3/5
iv) Fear
This new-ish spell is somewhat interesting, but in the end probably causes more annoyance than anything for most people.
It has an interesting use against rooms with 2 monsters – casting it on one would separate them, making the fight much easier for a solo mage or a small party. Possible rooms where this is useful are Optio, orc captain/lieutenant, the cold hand clan, lava men, etc. This results in needing to later on chase down the NPC that fled, which can be rather annoying. The upside is that every time it flees, when you re-enter the room with it, you get a free physical hit on it – it can add up should the NPC keep fleeing.
Rating: 2/5. Someone creative may come up with a great use for this spell, but that person hasn’t been me so far.
v) The Rest
Light is a must-have, self explanatory.
Rating: 5/5, essential.
Identify is similarly useful.
Rating: 5/5, again essential.
Knock is a useful utility spell for convenience with doors and treasure chests, and getting out of tight spots.
Rating: 5/5 essential.
Rope trick, apart from being a quick way up to pendleton, also provides some added mobility when stuck in certain areas like windmill and underground forest.
Rating: 5/5 Essential.
Cantrip is just irrelevant. But what’s 3 study hours?
Rating: 0/5
Charm seems like it never works, and I can’t really see any practical use for it either.
Rating: 0/5.
Scry is essential for anyone who plans on bounty hunting or gathering information.
Rating: 5/5, you’ll end up using it.
Mark is an essential spell for a lot of other spells (notably the teleporting ones).
Rating: 5/5 Essential.
Know Alignment is completely unrelated to combat or ‘convenience’ as such. It might be useful in exploring to know if certain npc’s are really evil or good.
Rating: 2/5.
Comprehend Languages is useful for exploration for the subhuman races.
Rating: 2/5.
Locate object I haven’t really played around too much with, mainly because I don't see a practical use for it
Rating: 1/5.
Ice flurry is very similar to magic missile, and the same arguments apply to it. Ice flurry is superior to missile in that it provides frostbite sometimes and that it’s something different, the disadvantages that it costs more in study hours and spell points, and that it has no bonuses versus fire giants. Choose the one you prefer.
Rating: 3/5. The comment I’d make for the rest of the ice spells are the same as this one.
Protection from Elements is a decent trade for later on – 55 spell points and a parsnip for 20 fire and cold resists. When tanking, every bit counts, and this spell permed isn’t a bad way of boosting resistances.
Rating: 4/5.
+ Show Spoiler [2. Conjuration] +
The conjuration mage is one of the most commonly seen mages. It is from this school that mages have gotten much of their reputation as soloers, treasure hunters and explorers.
Spells
i) Acid Arrow
This spell is the heart and soul of the conjurer. For a cost around 37 (depending on int), it dishes out a whopping 50-70 damage on average (depending on int again) every single casting, extremely reliably. It works on 99% of the monsters in the game, and can be cast every 2 rounds, the favoured spell of all hit and runners.
The sheer efficiency of this spell is what makes it so deadly. A skilled berserking fighter on average would deal out 15-20 damage every round, whereas a mage with constant spell point supply can dish out 50-70 damage per 2 rounds, plus the average of say, 10 staff damage dealt during that time. Of course this is contingent upon always having spell points… this will be discussed later in the ‘soloing’ and ‘bashing’ sections.
There’s a good reason alteration and invocation mages often use this spell instead of their own school’s attack spells.
Rating: 5/5. This is the sole reason anyone would be a conjurer, for very good reason.
ii) Armour
Conjuration’s version of the self-protecting spell has one major difference – it can be cast on others. Any experienced tank would know that this makes a huge difference to the damage one takes. It’s in most cases worth casting on yourself to reduce physical damage taken as well… but as has been often documented stoneskin is better. This spell however lasts longer, so is a better choice when perm mages cannot be found to help you out with perming stoneskin.
As this spell is cast infrequently, and most mages have it anyway, it’s not really an exclusive conjuration spell as such.
Rating: 3/5. Not much to say about it really, one of those spells everybody has.
iii) Hero’s Feast
Now here’s an interesting spell. For a minimal financial outlay and 70 spell points, a conjurer can create a whole stack of heals that on average would heal about 120 hit points and spell points. Sounds good? The catch is that these heals are rather inefficient compared to other heals that can be bought – that is, they fill you up to extremely full or drunk, while healing you less.
That is not to say this spell doesn’t have its uses. When you’re poor, a hero’s feast is well worth the inefficiency in healing. When you’re stuck in some area or far from civilisation, virtually free heals is great. When bashing, this is one of the best ways for a conjurer to hurl even more acid arrows. When your ranger friend’s wolf is about to feral and you’re far away from anywhere, a hero’s feast inevitably will have some meat in it.
This is quit a versatile spell, useful in many situations. It is quite an exclusive conjurer’s spell, as its increased spell cost out of school makes it virtually worthless for the other schools
Of note is the fact that the smaller items of food from the feast are weightless (thanks aelenfear), and not bad in terms of efficiency either - that is, being extremely stuffed from the apples, jerky and sandwiches (the weightless ones) heals you about as much as, if not more than being extremely stuffed from kniggets.
Who's getting HoH running ideas?
Rating: 4/5. An underrated spell.
iv) Gate
A conjurer’s version of teleport, it is quite useful. It transfers not only you, but can also move anybody else with you into the marked area. Also it doesn’t have the problem of people on the other end coming back through – so it’s often used for making gates from your guildhall into another guildhall to use their goodies.
This is quite a good spell in a party, to move the whole party to a far away area (ie SE isles) or past guards (like orc mountain’s guards). It is also cheap to cast for yourself, only 60 spell points at low spellpower. Once again, it’s a spell that all conjurers probably have, and most other schools’ mages would take this at some point as well.
Rating: 4/5. Yes it’s just another teleport spell, but quite useful to a powerplayer.
v) Everything else
Flame Arrow is about the worst spell ever coded. Don’t get it unless you’re going for a full spellbook.
Rating: 0/5.
Wizard’s eye is useful for keeping an eye on stuff you want to camp but don’t want to be at yourself– namely NPCs with uniques and dark strangers. Nice to have but not essential.
Rating: 2/5.
Choke is just a poor man’s version of spider legs that doesn’t even last past the kill you cast it on. Not too useful unless you’re the sole mage basher bashing for a non-necromancer on a high hit point monster. Mostly useless.
Rating:1/5.
Secret Chest and Instant Summons are related spells that essentially give you little storage spaces anywhere on the MUD for several hours. Instant summons allows you to retrieve items from these secret chests from afar. Useful in certain situations (like hall of heroes runs) but not essential.
Rating:2/5.
Find familiar is just a cute little spell that can act as an extra wizard’s eye. Another idea is to mark the familiar, let it sit somewhere you want to teleport to every so often, and have it act as a second location mark (explained in more detail later).
Rating:2/5.
And finally, Tiny Hut and Secure Shelter. Essentially, these create an extra room in almost any room in the game, for you to safely run away to and stash items in. It is mainly a hit and run mage’s tool, and would only be used on certain kills that are hard to run away from like alton and effaw at any rate (shouldn’t you be tanking those out anyway?).
Rating: Can be useful in certain circumstances I suppose. 2/5.
So what’s all this mean as a package? The spell that is repeatedly cast in a school is the spell that defines the school, and in this case it is acid arrow.
A conjurer is the closest a mage gets to raw power. A conjurer slays anything he/she likes until the spell points run out, and that is the key here. A conjurer’s main question is: how do we upkeep our spell points?
+ Show Spoiler [Race] +
The race you choose for your conjurer plays quite a part in how effective they will be. As acid arrow defines how well you do, we will have to investigate what makes it work better.
The amount of damage an acid arrow deals is based on your intelligence primarily, and the opponent’s armour has some part to play as well in reducing its damage. The amount it successfully hits is based upon primarily your dexterity compared to your opponent’s, (perhaps your intelligence has a smaller part to play as well), and the opponent’s armour class also factors into it.
Since you’re probably not going to choose your kills based around low dexterity and also low armour class opponents, the important aspects of this mage is obviously dexterity and intelligence.
Another thing to mention here is that Acid Arrow’s damage increases as your increase your intelligence, and as you increase your intelligence the spell cost also increases. In other words, the damage increases as spell cost is increased…that is, the damage you get out of every spell point stays roughly (if not exactly) constant. So unless you’re doing a hall of heroes run where damage per second rather than damage per spell point is important, intelligence is actually not quite as important as it seems.
The next consideration is other sources of damage – most conjurers would only use 2 others. One is obviously the staff damage you’re going to be dealing. Now this is dependent on both strength and dexterity – how much your staff hits, how much damage it does. However as this requires that a) you have a good weapon b) a good weapon skill and c) that you’re actually going to stay in the room for any amount of time, it’s obviously not quite as important a source of damage as acid arrow. It’s more effective for bashers than soloers as well.
The other source of potential damage is thrown weapons and bows. Both of these depend entirely upon dex for their effectiveness.
The common vein from the above discussion is that a conjurer’s major stat is actually not intelligence or strength, but dexterity.
In my opinion, an ELF makes the best conjurer. My main mage Eliveru is, you guessed it, an elf conjurer. With 19 intelligence and 18 dexterity, their acid arrows rarely miss, pack a huge punch, allows them to dodge all but the best monsters (and the best do fall quickly), their low hit points are compensated by the high dexterity in most cases, and have roughly the same power at log in as fully equipped with all int boosters. This is the ultimate solo mage, hopeless at tanking, and not much better as a basher.
Second on the pecking order is surprisingly, ORC. Now don’t knock this choice unless you’ve actually gone and played an orc mage. With the above discussed correlation between damage dealt and spell points used, an orc ends up spending roughly the same amount of spell points to take out a kill as an elf would, just it might end up taking 1 extra acid arrow (1 extra garlic, 2 extra rounds). With an orc weighing in with 3 more constitution than elf however, he can easily take those 2 extra rounds. However an orc does miss more acid arrows than a mage, and as such slightly inferior in that respect.
What an orc does have over an elf however, is strength. With 15+2 strength, an orc mage can do some real damage if the staff skill is at a decent level. In a party, where constant damage is preferred generally over the sporadic damage an elf mage provides, an orc mage would be preferred. The higher strength also gives more flexibility with carrying capacity and equipment choices. Overall, the difference is simply whether you want raw power, or close to raw power tempered by some actual damage from the staff. If your connection is horrible, the 3 extra con can save a few trips to Lars as well.
Equal third would have to be HUMAN and HALF ELF. They have the same dexterity, with the elf getting more wis and int, and human more str and con. This would be a preference thing of course, but a word of warning – with the 16 dex that these 2 races get, the misses you’d get with acid arrows can quickly get depressing.
Dead last would have to be DWARF. They have minimal dex or int, making acid arrow miss a lot. Their low dex and high strength cries out for you to use armour and defend none. This is a bit of a battle mage, and would be neat if you didn’t regularly get runs of 2-5 acid arrows missing on 9k’s. Want a reason to get annoyed? Go play a dwarven conjurer.
+ Show Spoiler [Playing Style – Tanking] +
Don’t even bother trying to tank with a conjurer. I’ll bow down to you and let you write this section if you manage over 150k/hr per person.
+ Show Spoiler [Playing Style – Bashing] +
A conjurer makes a better basher than most people think… the problem is that most people do not use them to their full potential. A conjurer lugs out acid arrows instead of the hastes that make a party mage famous. The (mostly correct) perception is that the haste comes out to help the party more since it
* should deal more damage than the acid arrow
/me makes the hasted person skills faster
/me a double haste on a tough kill can drop it real quick
/me it doesn’t cause complications in the NPCs’ scripts, so no ‘turning’ on the mage.
However acid arrow has some definite advantages. It
* is independent of the damage anyone else in the party does
/me costs less both spell points wise and financially
/me can be cast a lot more than haste if the mage uses hero’s feast, smokes and medicinals well and
/me 50-60 damage every 2 rounds can drop a tough kill pretty d**n fast as well and finally
/me contrary to popular belief, it does –not- make your skilling slower, sure, your experience to skills ratio goes up, but your skills to time ratio stays the same as long as you keep hitting things.
So although the alterer may come out a slightly better basher, the conjurer is not far behind. Remember to cast armour on you tank first thing, grab the biggest staff you can use well, and keep extremely stuffed and very drunk through hero’s feast as much as possible (you do know that the more drunk you are, the faster you regenerate spell points, right?). Always be smoking your pipe and binding your wounds as well. Learn which kills ‘turn’ on you if you cast spells on them, or do bad effects, and then learn which kills tanks appreciate being killed fast. Don’t bother wasting spell points on easy stuff like Bulette, your tank much prefers the old wise sage or Razar dead faster.
Remember to use deeppockets and at least one other container. This is just as much carrying capacity as any alterer, and you should make a decent basher. If you need bashing alias’ check up Lunger’s bashing guide (finger him in game) or machine’s list of alias’ on ancientanguish.proboards10.com
+ Show Spoiler [Playing Style – Soloing] +
This is the interesting bit of a conjurer, its greatest strength. Though the question of ‘how do we keep a constant supply of spell points’ was touched on in the last section on bashing, this is where it will be fully explored. For as long as a conjurer can keep up her spell points, she can keep destroying the mud as fast as any other class.
Most obvious are potions and elixirs. They’re great for instant consumption, and are very useful when far away from civilisation. They do come at a steep cost after a while however, and also are subject to tolerance – that is, they get less effective as you drink more of them, until a cleric (or gremlin food, or the steam bath) fixes you up. That is not to say you shouldn’t use them, when you’ve exhausted the options below, which is rather quickly, you should jump right onto these. Potions are a bit better than elixirs, so use them before elixirs first.
Related is tea and medicine. Good to get when you can of course, but this applies to any character in any class. Just be careful of not getting ‘cross-legged’ with the tea and thus not being able to drink your other heals.
Next is perhaps the most important area to my non-alteration mages’ playing styles – monks’ meditation. Essentially, it allows you to ‘meditate long’ about 15 times each reset, and for a cost of 500 odd coins, and 15 seconds, you get back around 70 spell points. The best thing is that this is not subject to tolerance. The area is in a reasonably central part of the MUD and can fill you up from zero to max spell points very quickly. This is your first stop when you’re in a situation where you have about 100 hit points and only 20 spell points, for good reason.
Of course, you’re also going to lose hit points. This is where food and alcoholic drinks come in. They heal spell points as well as hit points… so the problem you might be seeing here is, our heals end up healing a lot more spell points than hit points. But on the flip side, we want to be taking a lot less damage than the spell points we use – that is, every 2 rounds, we’ll be using about 37 spell points, and hopefully only losing about 20 hit points.
Now we have real choice about what we use – there is only 2 choices with potions and elixirs (and you’ll probably end up using both), one place for meditation, and tea and medicine are essentially the same thing. There is, however, a huge range of potential food and drink heals. Drink heals are largely similar, and there is not much to discuss about it – just use your favourite type, mine happens to be sunsets and chickers.
Food is much more diverse. The ‘efficiency’ of a heal is how much it heals you versus how stuffed it makes you. In other words, although I might be able to eat 3 king’s feasts in a row to heal about 100 hit points and spell points, and end up extremely stuffed, I could alternatively eat maybe 10 legs of lamb to heal 150 hit points and spell points before I hit extremely stuffed, or 40 berries to heal something like 400/400. Obviously you want to use the most efficient heals as possible – for more hit points and spell points overall.
The general rule is that the less something heals, the more efficient it is. Free heals are the best examples of this – berries, apples in hermit’s area, carrots, hams, etc. They all heal insubstantial amounts, but boy can you eat a lot of them. So make sure you get your hands on these every time you visit these areas. Next out of the major heals are lambs, merchant’s feasts, kniggets and knuggets. This is mainly a question of which area you’re near when you need heals.
What I really want to talk about is inns – namely, eastroad inn, wayfarer’s rest and (not really an inn) the slaughterhouse in dalair. The slaughterhouse in dalair (‘buy 1’ first, when that’s out, ‘buy 2’, then ‘buy 3’ etc) and wayfarer’s rest (‘buy bread’ then ‘buy pie’ etc) rate special mention. These two places provide heals that are far and away more efficient than any of the take-away heals you’d get. Eastroad inn’s a convenient place to stop by on the way to meditation to top up on hit points. These places should be used as much as possible.
On top of that, the 2 inns allow you to ‘sleep x’ where x is the amount of seconds you want to sleep. This is another way of healing hit points and spell points without using potions or tea etc. Sleeping at the Eastroad with ‘Sleep x’ lets you heal at a greater rate too, for more cost.
Finally I should mention the two other free heal spots that allow you instant healing conveniently without touching your stuffed/drunk level or your tolerance. These are the ravel pool and fairy ring fountain. When you’re low, taking these two spots can quickly heal you about 80/80 which means an extra 2 acid arrows right there.
There’s also bedrolls. Long seen as ‘newbish’, this is one of the better heals for a mage. Every 3 minutes or so, you can crawl into your cocoon, and provided you’ve got your wounds bound and are smoking during that time (smoking while sleeping, that’s dedication), to easily heal up at least 120/120 for no cost in tolerance or stuffedness/drunkenness. It fits into your deeppockets easily, and only requires a few good alias’ and some common sense about which rooms are safe to sleep in to use well. Perfect for treasure hunting in far away lands, for poor people, and those of you who aren’t willing to do what I’m going to talk about right after this (it’s almost the same effect, for a lot less typing).
EXAMPLE
Say you’re an elf mage, and therefore there’s no real point in getting staff skills as you’ll never do any real damage anyway. 90% of your damage is from acid arrow. We’ll start with a staff, a pipe, smokes, medicinals, a load of kniggets, 3 chickers, and armour cast.
To begin combat, we put all in our deeppockets, so all that’s left in the inventory is the staff and the pipe. We start the fight, and use our ‘dotimes 100 cast acid arrow’ alias – this way your full attention is on your hit points and spell points. If we start losing more than 30 hit points, we take a knigget out and eat it, then a chicker, etc.
The second there is a huge difference between your hit points and spellpoints (ie 130 hit points 60 spell points), we run off to meditation to meditate to full. Coming back, those spell point should be enough to finish off the monster. If we ran away on something like 90 hit points 10 spell points, on the way to meditation we’d visit one of the aforementioned inns on the way, to top up to 120 hit points or so, then go on and meditate to full. If we’re lazy about it we’d use potions and bedrolls (but beware, money drains very fast with potions).
When we’re cut from meditation, then there’s no choice but to use potions. After every kill, we rebind ourselves, use our ‘breakdo’ alias to get rid of the dotimes cast acid arrow alias, and put everything in deeppockets, and move on to the next kill. With no lag, and careful choosing of kills, this should net a good 100k/hr at least.
Good Conjurer Kills
Assuming a good knowledge of the mud, the best kills for a conjurer are those with minimal hit points – sage, wyvern, fairy queen, etc. After that, are those that do minimal damage – bulette, riognach, wigwog etc. Also, the stacking kills are great for conjurers– Fleeyp, Illarin, etc. Then there’s treasure hunts. Kills that have much hit points and do much damage – chaos warrior, arcane mage, Zorgon, Blor etc are strongly recommended against.
Of note are certain kills like sage, which do a lot more damage if you stay in the room. There is no shame in hitting and running on these kills – plus it’s much easier to run off to meditate on these kills. I like to keep 3 keys which are adjacent to each other for these purposes – R T and Y for example. R aliased to the direction into the room with the kill, T aliased to acid arrow, and Y aliased to the direction back out of the room. This way you minimise the chances of the lag causing you to stay in the room one extra round, thereby chancing the NPC doing a whole heap of damage to you.
Some other (not a complete list) of kills that mages do kill that really should be hit and run instead of toe to toe with are Zarkan, bort, dwarven paladin, Effaw, holocaust spirit, imam, Illarin.
+ Show Spoiler [3. Alteration] +
The alteration mage would probably be equally common as the conjuration mage. However an alteration mage is virtually of a different class to a conjuration mage and here’s why:
+ Show Spoiler [Spells] +
i) Haste
Like acid arrow is the spell a conjurer casts over and over again, haste is the one repeatedly cast by an alterer. Weighing in at 90 spell points at high power for alterers, most mages can cast this spell twice when at full spell points. It has the awesome effect of doubling the attacks per round of the person having the spell cast on them for about 12 rounds (dependent on random rolls and intelligence also).
This spell is popular as it
* increases the skilling rate of the person under the effects of the spell (twice the hits, twice the skills theoretically)
/me can potentially do a lot more damage than acid arrow – the damage of the extra hits a fighter gets over 12 rounds should easily be higher than the damage of 90 spell points worth of acid arrow, even if the acid arrow is cast at in-school cost
/me in a party, no NPC ‘turns’ on a mage for casting haste in combat
/me it never backfires (unless you’re in an anti-magic room)
Rating: 5/5. Great spell all round.
ii) Deeppockets
This is one of those spells that every mage has. It’s basically an enormous container (the biggest in the game actually) that only you can use, and the other great thing about it is that anything inside it is instantly weightless.
A lot of people new to the game would say ‘so what? I can just buy a sack’. But this is the spell that allows a mage to carry the most ‘stuff’ out of any class in a party, the spell that makes dodging a lot less of a hassle for any solo mage, and one of the most convenient spells around.
Rating: 5/5. Must have.
iii) Strength
A spell that just gives you +2 strength for nothing. With a strength spell on, mages of a particular race are actually stronger than rogues, rangers, shapeshifters and necromancers of the same race, sharing the same strength as the clerics. One of those spells that every mage gets and uses as much as possible (except maybe the elven conjurer), in effect giving all mages 2 more stats than any other class.
If you are going to going toe to toe with monsters at all, you should try to have this spell cast on yourself (and hopefully enhanced or permed).
Rating: 5/5. Another one of those spells every mage has.
iv) Enhance Skill
Enhance skill is primarily used to boost a low skill so that it’s easier to hit monsters with. As far as I can tell, the skilling rate is still based on your base skill, but you should wield a weapon that’s suited to your enhanced skill. Gaining skills is invariably better with enhance skill on.
The boost this spell gives to your skill greatly diminishes once your skill goes past 50 or so, going down to no effect at around 70. As such, a lot of alterers eventually grow out of this spell, but it’s still a good one to help out party members slightly lacking in their skills, to sell perms with, and to cast on marksmanship when doing a bit of PK or hall of heroes running.
This spell is most useful when levelling up or when upon reaching level 19 still possessing low skills.
Rating: 3/5
v) Stoneskin
The bigger brother of conjuration’s armour and drowgar’s silk armour. This spell is supposed to protect better than either of the alternatives, but lasts a very short amount of time when not enhanced or permed. As such, armour is a better choice when perms or enhances are not available.
It can’t be cast on others.
Rating: 3/5. Good when you can perm, which might not be often.
vi) Enhance Magic
The poor man’s perm – this spell essentially extends the time a spell will last. That is, if you just cast deeppockets, enhancing it will make it last about an hour instead of about half an hour.
This is obviously useful when perms are not on hand, and for enhancing cloudkills for high hit point kills, and for enhancing hastes when in a party (as enhance costs less spell points and the same components as haste).
It also has the effect of restoring mystic sword to its maximum power (for those who don’t know, with every hit, mystic sword loses some of its damage potential).
Rating: 4/5. Just a useful spell to use. To boot, it costs next to no study hours in school.
vii) Dispel Magic
The opposite of enhance magic, this spell has its uses (like getting rid of cloudkills, bad rolls on enhance skill, other players’ gates into your guild hall, etc).
In addition, several areas in the game have ‘shortcut’ solutions when this spell is used. Not always practical but it’s something to know. I’ll leave you to find these areas for yourselves.
Rating: 3/5. Something that you’re bound to use sometime, even if you don’t touch it at all some playing sessions.
viii) Permanency
Only alterers can cost this spell, and at that, only alterers with more than the whopping 180 spell points this spell requires.
Elves and half elves can cast this spell naturally. Humans require 1 int booster (or a Dubo potion), being the 2 painful spell points off, orcs require 2 and dwarves 2 or 3 (can’t be bothered checking). The (not so) rare reagent nightshade is also required. This can be obtained by a) a lucky visit to pendleton when he’s got some in stock b) treasure hunt chests and c) a ranger’s foraging.
The spell is pretty simple – it makes spells that would otherwise wear off after some time stay there until you log out – so in other words it’s just a convenience spell. However, it saves a lot of effort to go and recast your spells every 15 or 30 minutes, and as such is very valuable. It is easy to sell permed spells to other players for 10-15k coins a pop.
Most mages who are going to play for more than 1 or 2 hours at a time like to have their spells permed for convenience’s sake, and a poor alterer can easily make a heap of money selling this.
Rating: 5/5. Another great spell.
ix) Teleport
The alterer’s transport spell has 2 fundamental differences to its cousins.
First is that it doesn’t allow anyone else to travel with you – reflected in its lower cost. As such it is more of a soloer’s spell.
The other is that it allows you to teleport to living things – unlike the other 2. This makes it an essential spell in bounty hunting – you can pop out right next to your prey and hammer them with your ammo whenever you like. This property also allows you to have a second marked ‘area’ – so if one mark is at crossroads, you can put another one on a random monkey on south east isles, and now you can teleport yourself between two spots.
Rating: 4/5. Not essential for all, but still useful for most powerplayers.
x) Everything else
Uglify just doesn’t have anything to do with combat.
Rating:1/5.
Burning Hands is fireball’s little brother – and it shows.
Rating:1/5.
Lock portal The only time this might be useful is locking a power party inside Alton’s caverns or another out-of-the-way area without a key… so as you see its uses are almost non existent.
Rating:0/5.
Tongues is the bigger brother of comprehend languages. It’s useful for non-human mages who are exploring certain areas.
Rating: 2/5.
Power Word: Harm just cannot compare to acid arrow. Not only does it do massively inferior damage, it actually heals undeads and is overall fairly useless. Most alterers faced with a choice between this spell at in-school cost of around 37 and the out of school cost of acid arrow or venom spit at 50+, would still take the latter 2. There’s a good reason for that.
Rating: 1/5.
+ Show Spoiler [Race] +
Picking a race for your alterer is a much less straightforward process than picking one for your conjurer.
First is the question of how easily you will be able to get perms – if you can easily get your hands on at least one int booster or two every time you play, or get perms from friends, then human, orcish and dwarven alterers look a lot more promising. On the other hand, if you have to be self sufficient, elf and half elf are better choices.
If you plan on trying your hand at tanking as a mage sometime, then elf and half elf are disaster choices.
Therefore, there’s no real actual ‘best’ alterer, as they’re quite diverse, so the following is simply my opinion rather than any definite statements of fact:
The best alteration mage would be human. An int booster is not that hard to come by – a friendly shout out looking to borrow one, a visit to the master flame for the commonly not-out thinking cap or a perusal through ‘who class’ usually nets you a way of getting perms. Past that, a human alterer has a whopping 17 strength and 17 base intelligence – allowing the alterer to not only throw out fairly long hastes and the occasional respectable damage spell, but also deal loads of damage with the staff, provided the staff skill is above 50.
Most of my alterers in the past have been humans, and they are simply the most flexible race for it. They can bash very well, solo reasonably and reach great potential while tanking (explained in the playing styles later on in this section).
Next up would be orc again. An orcish alterer is much more dependent on equipment and friends’ help. They require a whopping 2 int boosters to perm themselves, mostly relying on other mages to do it for them. Past that however, they have 1 more con and 1 more dex than a human mage – therefore letting them do more damage with their staves and have more grunt while tanking.
The drawbacks are that with 2 less intelligence, an orcish mage’s hastes can last a good 2-3 rounds less, which all adds up, as unlike most attack spells, haste’s cost stays constant irrespective of intelligence. The other is that, at base intelligence and wisdom, and orcish mage doesn’t meet the prerequisites to wield the staff of Azakath – one int booster is required.
Overall, an orc makes a better tank, about the same quality basher and soloer – at the cost of a lot more dependence on others. It’s a question of preference mostly.
Third I think would be pure elf. An elf alterer is once again quite different to the two races above. With 3 less strength, an elf cannot wield tetsubo (the most damaging staff) and cannot use Azakath with more than a few bands on it (ie not at its greatest power). As such, the physical damage dealt out by an elf is much less. I have tanked for many hours for both Greystar (a human) and Sinius (an elf) both with 100 staff, and the damage difference between the two is absolutely huge.
The upside is that there is no need of other mages or of int boosters to cast permanency. This gives the elf much more freedom to just ‘go out and play’. The elf’s hastes also last a lot longer, and at 90 spell points a pop, an elf can easily toss out 2 at the same time in a party, to make short work of a particularly hard kill.
The main issue with an elf is that a soloing elf mage, hasted, still does pretty ordinary damage. As such, the playing style is a little bit different for maximum efficiency (see below).
Next would be half elf and dwarf en par. These two races are just…. unsuitable. The half elf’s only advantage over the elf is the ability to wield tetsubo – which is arguably a big difference, but in the end, 2 less strength and the same dex as a human, or 2 less dex, 1 less int than an elf makes for a fairly inferior mage.
A dwarven mage has laughable intelligence – the hastes fizzle out after a disappointing 6 or 7 rounds a lot of the time. Minimal dex certainly doesn’t help the cause, and although there is some imposing strength in a dwarf, the downsides are simply too high.
+ Show Spoiler [Playing Style – Bashing] +
Bashing as an alteration mage is simple. Have deeppockets on at all times, carry at least 1 other container (preferably 2) and do the equipment for the party. Always be smoking and bound, and don’t just blindly haste on anything – save up your spell points for nasty kills like Lihnne and Razar, or just kills with huge hit points like huge dragon and red eyed elf.
Most of the time a party rotates the person getting hasted – if that’s the case try to be logical about who to haste on what kills. The fighter should be hasted on medium-hard kills like Jarl, the fighter and the 2nd highest damaging basher hasted on the really hard kills, and then yourself and the other weaker bashers on easier kills.
+ Show Spoiler [Playing Style – Tanking] +
In my opinion, the alterer is the best school for a tanking mage – based upon the premise that on the vast majority of kills, 90 spell points spent on haste would kill a monster faster, and therefore prevent more damage than 90 spell points spent on power word heal would heal or the damage 90 spell points worth of web defender would prevent.
Of course, that’s also based on the premise that 90 spell points spent on haste does more damage than 90 spell points spent on any other spell – this is true for a decent basher and the vast majority of the kills on the game.
Now a word of warning, if you’re looking to tank as a mage, you really do need to be a pretty good player to not completely fall apart.
When tanking as an alterer, the bashers you get are of utmost importance. You need at least one ‘Big Bad Basher’ who is there to deal out massive amounts of damage. A fighter with 80+ skill in something good – two handed axe or sword or two weapon with dual elemental orbs is great. A possible replacement is a highly skilled ranger – though the fighter is preferable.
Although just you and the fighter is doable – it is then required that this fighter be also able to disarm things – every bit helps. So if they’re not using a weapon good for disarming, get them a rapier to carry in their inventory to disarm things with too. If they don’t know how to do this, then they’re probably too ‘newbish’ to really make this party work – a mage tank is very fragile.
Preferably, you can also attract a ‘Nice Fast Healer’ of the clerical or paladin variety. This would really save you a lot of money, and with a big weapon, they can deal out some nice damage themselves. It is much better if this basher is attentive and reacts quickly for your cries for help.
Other possibilities are rogues and rangers – they help you trip things up, this helps greatly. Shapeshifters and necromancers just don’t fit in, and another mage is fairly useless too. (The question arises, if you’re using them, why aren’t the rogues, clerics and paladins doing the tanking? Oh well.)
Yourself – you need the best gear you can get your hands on. With deeppockets, you can lug around anything you like, even if you’re not sure it adds to your armour class. When you type ‘eq’ – every bit should be covered by the best you can find – and more. Add on everything you can, sheaths, pet snakes, a knight’s pack just in case it does add armour class, a turkey feather robe just in case the blur rumour is true, a whitegolden ring just in case it does add armour class, a whistle on a string, etc – you can easily carry it all.
Armour of Ichor would be the best for a mage tank – the extra fountain of spell points is tremendous – at around 30 spell points for your average big kill, that’s an extra power word heal or 1/3 of a haste per kill. Drakhyra is immensely easier with Ichor boosting your hit points and spell points with every guard slain.
Armour of Gaius is always a contender as best armour for any tank, for obvious reasons. Star armour and blessed radiant armour aren’t bad either. Anything worse and you’ll be looking at being knocked about like a rag doll.
The int boosters (not thinking cap) are also very helpful – longer hastes create happiness. A boomerang does miracles too. Wigwog skin can be worn for free resistances (it doesn’t interfere with casting ability).
Of course, have stone skin permed, anything that’s bless-able blessed, and make sure your bashers are paying attention. Try to have one of your bashers hasted on any 6k+’s, and 2 people hasted if it’s a hard kill. Almost all spell points should go into casting hastes, though do cast protection from elements when you need it (if you don’t have it permed), and the occasional power word heal when there’s a great hps-sps imbalance.
A party led by a mage can go anywhere from disaster (50k/hr each or something) to outstanding (200k/hr each), depending on the personnel involved.
Oh and, if you’re chugging two murky blue potions every big kill, that’s only normal. Any more than that, and you should probably start steering clear of whatever you’re killing.
If there’s no cleric bashers in your party, make sure you can locate one when you need purges, or else it'll all go pear shaped once tolerance adds up.
So good luck on any aspiring mage tanks out there!
+ Show Spoiler [Playing Style – Soloing] +
Admittedly, I don’t have much experience with soloing as an alterer for efficiency as such. Most of the times when I solo as an alterer are because I have glimmer and am desperately looking for a haul of 20k study hours.
My style for that is to gather my equipment (whether I’m dodging or no defence), and fill deeppockets up with heals. I then start a fight with something, cast a haste, throw a boomerang, and then eat heals and cast power word heal until either the NPC dies or I have to flee. This way all the damage is dealt out by my staff, so I maximise my skill gaining, and when I have glimmer, this gives mountains of study hours.
However the above style is quite expensive and from a purely experience-making perspective, not ideal. It is often needed when playing like this to also every so often cloudkill big money rooms like Optio and then come back to collect the loot later to feed the constant loss of money.
What would be faster would be to cast a haste, and use acid arrows or venom spits instead to compliment your damage. This way, for a good 10 rounds, you’re getting in 2 hits per round with your staff, with the occasional 50 damage nuke launched. NPCs should theoretically die faster this way, thereby saving you heals and also time, thereby being more efficient.
In comparison to a conjurer’s style, an alterer must stay in the room to get the full effect of haste, thereby suffering more damage from anything that you’d rather not stay in the same room as. In addition, with most weapons (or if you’re an elf) 90 spell points spent on haste is only slightly better than 90 spell point spent on an in school acid arrows or venom spits. Then after the initial 90 spell point investment, each additional attack spell (ie AA or VS) required for an alterer is obviously at a higher expense than the additional AA’s required by a conjurer.
A solo alterer also requires the strength and stoneskin spells and a very good weapon to function well – whereas a conjurer can do fairly well without any of these three.
In other words, an alterer sacrifices much flexibility when soloing in comparison to a conjurer and is much harder to play. Personally I make almost twice as much experience with my conjurers than my alterers. However perhaps the most famous mage of them all – Thothamon, is an alterer who only soloes.
Good Alterer Kills
Thus, you're looking for things which do little damage first (bulette, hermit, treasure hunts, giant ogres), then things that die fast and give good money (various guards)...then maybe low hit point things
+ Show Spoiler [2. Drowgar] +
The drowgar school’s tome resides outside of the mage hall – the only one to do so. Bring a map, head south and east from Duendar, the area is near a river. It is a curious mix of spells, the cumulative effects of which is a mage which is somewhat halfway between a conjurer and an alterer. In contrast to the other schools, a drowgar mage actually has 2 or 3 main spells that are frequently cast.
One special property of a drowgar mage is its affiliation with the symbols of Losoth – namely spidermedallion, the blade of Losoth and the non unique medallion. All these items reduce the spell costs of the drowgar spells, and even the humble non-unique medallion reduces the cost of venom spit by 1 and spider legs by 4 (for an orc in school). For an average kill which will require say, 1 spider legs and 6 venom spits, that’s 10 spell points saved, which for an orcish drowgar is 1/3 of another venom spit. Though this seems small, it does quickly add up.
So in other words, always have at least a medallion.
Now let’s look at the spells:
+ Show Spoiler [Spells] +
i) Venom Spit
Roughly equivalent to acid arrow, this spell is different in one major way: the same way all manspider spells are different: the pre-delay. When you cast a manspider spell, it takes 2 rounds before the spell effect occurs – if you leave the room during this time or the target dies, the spell is cancelled and you lose your spell points. It also makes hit and running almost impossible.
On the upside, this spell does seem to do on average, a little bit more damage than acid arrow, and using spidermedallion or a normal medallion, it costs a bit less too. Perhaps one day we’ll see an elf mage with good shortsword skill, the blade of losoth and a medallion outperforming conjurers on these bases.
If you’re happy to stay in the room, venom spit is just as good as acid arrow, if not better.
One other thing to mention is in a pk situation, or if you're an alterer (so both AA and VS cost the same), you can cast venom spit, then the round the damage actually occurs, immediately cast an aciid arrow. In a pk situation this smacks the player with 100ish damage in one round, and in a NPC fight, it lets you take less damage if you initiated combat with the venom spit (only useful when hitting and running for something you want, generally)
Rating: 4.5/5. Loses half a mark for the pre-delay making you less flexible.
ii) Spider Legs
One can think of this as a mini haste which doesn’t increase your skilling rate. The legs sprout out for quite a while (depending on int), usually about a minute, for minimal cost. The legs do 10-20 damage every few rounds, are blockable and parry-able, but are well worth their spell points.
The legs travel from kill to kill, and are very efficient damage/spell point used-wise.
Rating: 5/5. I always use this spell when bashing, tanking or soloing with a drowgar.
iii) Spider Bite
Think of this as a mage’s pet wolf. For about 10 rounds, we get a spider ‘helper’ who does the sort of damage a ranger’s wolf does. It disappears if you leave the room, and doesn’t travel with you from kill to kill. I also recall it being incredibly buggy, though I can’t really remember how. It also has pretty ordinary dex, so in those 10 rounds, it’d probably only average out to 5 hits, for an average of 10 damage = 50 hit points, not too efficient for 40+ spell points.
However, with more int boosters and spell cost reducers, the effectiveness of this spell can be en par with the other spells, and it does increase the damage/second of a fight, making them last shorter.
Rating: 4/5 if you’re a high int race, 1/5 if you’re not.
iv) Silk Armour
Halfway between conjuration armour and alteration stoneskin, there isn’t much to say about it.
Rating: 3/5
v) Everything else
Expose hidden is neat, but we do have silver amulets after all for no sps cost. I guess expose hidden doesn’t make you initiate combat.
Rating:1/5
Poison shield…poison resistance….great?
Rating: 0/5
Web ladder is useful in some circumstances when you can’t get one, like when someone takes your party’s ladder at riognach.
Rating: 2/5
Silk pack is inferior both to deeppockets and real packs, so there’s little reason to use one except in emergencies.
Rating: 1/5
Web Wall is good for annoying people I guess, which is why it’s a bad spell.
It does, however have a bug associated with it in the alton area *cough*.
Rating: 1/5
Web shield is useless for what it says it does – stop knives and arrows, from testing. However, Thothamon reckons it raises armour class, and he knows all, right?
Rating: 2/5
Web mouth has no combat use.
Rating: 1/5
Web defender costs huge amounts of cash, is quite useless as the little shadows all rescue in the same round (and thus take 20 damage each, when they only have 40ish hit points, bug?), and are all gone within 2-3 rounds.
Rating: 1/5
+ Show Spoiler [Races] +
A drowgar isn’t as reliant on perms as much as an alterer, but must stay in fights longer than a conjurer. The other interesting thing is, int plays a larger part in a drowgar’s effectiveness than the other 2 races, on the spider bite spell. An orc or dwarf has almost no use for this spell while the elves and humans have some use. Of course, spider bite isn’t essential.
I think there is a 3 way tie for best drowgar race – elf, human and orc, depending on style.
The elf drowgar would play similarly to a conjurer. With long lasting spider legs and spider bite, and a high damage venom spit, you’ve got one killing machine. However the elf does need to stay in combat for spider legs and spider bite to do their thing, which may be hard with their miniature constitution. The elven drowgar would be a pretty good solid basher.
The human would sacrifice some dex and int for sturdiness and staff damage. Personally I’d prefer the human to an elf, but there’s not much difference.
Orc is the race of my drowgar. It foregoes the spider bite, but can stay in fights better than both races while dealing the same damage/spell point used, and doing more staff damage. I find orc to be very useful, but the foregoing of the spider legs may be too much for some to sacrifice.
The half elf, as usual, is completely inferior to one of the 3 above races.
The dwarf’s int makes even spider legs last minimal time, and venom spit seems to miss slightly more than AA too, not helping their cause. Not a good race for it.
+ Show Spoiler [Playing Style – Bashing] +
A bashing drowgar is pretty much the same as a conjurer – see above. Instead of using hero’s feast, you should pick up alcohol when your tank does, and keep spider legs on at all times in combat, launching venom spits on harder kills.
+ Show Spoiler [Playing Style – Tanking] +
A drowgar tank is a bit easier than a conjurer one, but not much so. Therefore, the best advice is probably to change to alteration and try that instead.
+ Show Spoiler [Playing Style – Soloing] +
The soloing drowgar is, I think, the second best behind conjurer. Though a drowgar lacks the flexibility of an instant-cast spell, and must stay in the room for spider legs to have its full effect, he can deal out more damage in that time. His style is halfway between a conjurer and an alterer’s – you should carry some heals, try to finish fights low on hps/sps, and heal up using the more efficient healing sources mentioned in the conjuration section, and use meditation, and move on.
Because of the inability to hit and run, some kills are much less efficient to do with drowgar – dwarven paladin, zarkan etc. You need to be more picky about what you kill as a drowgar. However what you can kill, you should kill faster than a conjurer.
EXAMPLE
A typical fight would go like: before initiating combat, cast spider legs, spider bite (if high int race), then initiate, launching out venom spits when you can. When the thing dies, run off to an inn to fill up, then meditate once, then go to the next kill.
Good Drowgar Kills
A Drowgar excels on the same sort of kills an alterer does.
+ Show Spoiler [3. Invocation] +
I feel invocation is inferior in every respect to any of the 3 above schools, which contributes to red being the least common of spellbook colours. Fireball is inferior to both venom spit and acid arrow, lightning is impractical and dangerous, anti magic shield can be cast out of school, and a cheaper cloudkill is hardly a good reason to join invocation, and power word heal is its only genuine claim to unique-ness.
With that being said, an invoker probably can still make more experience solo than an alterer, though much worse than the alterer in a party. It is also a very useful school to spend a few levels in at mid-levels in before switching into your end-game school, because fireball’s very useful at levels 10-19.
+ Show Spoiler [Spells] +
i) Fireball
When I say fireball is inferior, it’s not inferior by that much. It appears to miss more than acid arrow and does less damage, and is less predictable, but overall its efficiency in damage/spell point used is still not much worse. It also rips up frost giants of course.
Rating: 3/5
ii) Lightning
A ‘blinding white’ has long been the fears of many player killers. With a huge random factor, a bolt can do hundreds of points of damage or next to nothing (for its cost). It also can go awry, hitting yourself, someone else or miss. Additionally, it can only be cast outdoors, and has a 4 round delay instead of the usual 2.
Apart from the obvious use in instant-killing that annoying bountied player who speedwalks from drakh to the arctic in 2 seconds, the 4 round delay and potential damage has some promise in solo. With anti-magic shield on, a mage could fire off 2 lightning bolts, meditate up to full spell points, come back, fire off 1 or 2 more, and the thing would probably be dead. The problem is of course, there’s only so many things worth killing in the outdoors.
Lightning also does partial (all?) fire damage, and thus destroys frost giants efficiently. If you want to use it as a solo spell, some outdoor big kills are wyvern, astaroth, giant ogres, bokwa, anasazi spirit, drakhyra gate guards, squids, wandering housecarls…and that’s about all I can think of. As you can see, not that many kills, especially if there’s competition.
Rating: 4/5. One step short of kickass.
iii) Power Word Heal
An in school invoker gets almost 1:1 hp healed to sp used ratio. Obviously it’s not as efficient as a cleric’s cure, has a 3 round delay, and costs a component too. However, it still does have its uses – when tanking or soloing, when there’s a sps overflow, and when going for skills – so used in conjunction with haste.
Rating: 4/5. Yes it’s just a crappy cure, but it’s useful.
iv) Cloudkill
Cloudkill is the other big unique spell of an invoker’s. It’s immensely useful for gathering equipment, getting quick cash, unique running or killing something that’s too hard for you (though hopefully, by the end of this guide, there won’t be anything in this last category). Some people absolutely hate others using it, and will steal the cloudkilled thing’s equipment. My approach to this is fair enough – you’re not expending any more energy to kill it than the risk they’re running by killing the thing in a cloudkilled room, so they’re entitled to the stuff. Anyway, if you cloudkill for a living, you’d have a very miserable life if you got annoyed every time a cloud kill got stolen.
Beware the legal consequences with this spell. If someone gets hit by the cloudkill while you're still in the room, combat will start, and the legalities of the fight are very messy. Also, cloudkills in very public places is utterly illegal, and some players get very annoyed at cloudkillers.
I've gotten notice that recently cloudkill has been changed so that it still logs as a player attack, but combat does not initiate automatically with the person who got it by it any more.
It is also buggy in certain *cough* areas and *cough* kills, to the player's benefit
Rating: 5/5. I’ll explain how to use this most effectively in the unique running section.
v) The Rest
Continual Light has no combat use.
Rating: 0/5
Alarm is useful to gather information and check resets, like wizard eye.
Rating:2/5
Gust of wind is a good courtesy spell to clean up after cloudkills.
Rating:4/5
Solid Fog is annoying, and is thus a bad spell.
Rating:0/5
Anti-Magic Shield is essential for mage-mage PK. It also raises your resistances so it’s useful when tanking. Note that only you can perm it on yourself, as if others try to perm it gets reflected by the shield.
Rating:3/5
Magic Mouth has no combat use.
Rating:1/5
Globe of Invulnerability, even Thothamon hasn’t found a use for this yet.
Rating: 0/5
Mystic Sword…needs a revamp to make it remotely useful. One possible use is maybe a mage dual wielding mystic sword and an elemental orb, with 2 weapon enhanced. Still hard to see that being better than tetsubo, however.
It is good for emergency use though...and i hear it gets combat bonus' on certain kills, though i haven't really tested it enough to tell.
Rating: 1/5
Dimension door is the most expensive of the teleport spells…and in most situations the least useful, as you often don’t want the door to be 2-way.
Rating: 2/5
+ Show Spoiler [Races] +
Invocation is very similar to conjuration in playing style, so the same race choices apply.
+ Show Spoiler [Playing Style] +
Bashing
Please don’t put the poor tanks through this sort of pain…
Playing Style –Tanking
Or the bashers…
Playing Style – Solo
The solo style would be quite similar to a conjurer’s. Note that you’d definitely want anti magic shield on if you’re going to use lightning.
Good Invoker Kills
Clear out the frost giant steading first, as you do double or triple damage to those critters with fireball. Then just do hit and run with lightning on outdoors kills, then the easy indoors kills with fireball. There’s really not that much to it, and it all comes out to be reasonably efficient solo.
Also, read the bit under lightning for kills ideas for lightning.
Please don’t put the poor tanks through this sort of pain…
Playing Style –Tanking
Or the bashers…
Playing Style – Solo
The solo style would be quite similar to a conjurer’s. Note that you’d definitely want anti magic shield on if you’re going to use lightning.
Good Invoker Kills
Clear out the frost giant steading first, as you do double or triple damage to those critters with fireball. Then just do hit and run with lightning on outdoors kills, then the easy indoors kills with fireball. There’s really not that much to it, and it all comes out to be reasonably efficient solo.
Also, read the bit under lightning for kills ideas for lightning.
+ Show Spoiler [III. Treasure Hunting] +
One of the favourite past times of mages (and certainly Thothamon), the treasure hunt, coded by Dawg, is one of the most unique features of AA and is really quite relaxing and rewarding (financially).
A treasure hunt usually starts with a treasure map, or if you run across one. A map is usually obtained from a dark stranger – one in neville (13n, 3e, 3n, 3w) and one in delair (16w, 7n), or if you’re lucky, from the normal shops. There is also one secret room which sometimes sets with a map in a northern area, but I’ll let you find that by yourself.
When an unread treasure map is read for the first time, a treasure hunt site is spawned somewhere on the MUD. The monsters in the hunt spawn according to your alignment and level – an evil player spawns good aligned kills, and a high level player spawns higher leveled kills. If you simply read an already-read map, you get directed to where the site attributed to that map is.
A ‘stadia’ as displayed by the map is one map room in AA. The hunt sites always have 2 rooms, the first empty half the time. When you kill the monster(s) in the second room, you have to search a particular part of the room to get your treasure chest, and a few seconds after that, it all collapses and all that’s left is a pile of rubble and your newfound treasure.
Since recent downgrades, treasure hunt items are worthless for high level use, apart from selling to shops for heaps of money. Many have hidden magical abilities, which can be bore out by a mage’s identify spell, increasing their sale price. The high level hunts provide locked and trapped chests – requiring disarming and lockpicking (or smashing). To disarm a chest you need some fine tools – available from bort in neville, (enter curtain, from where the stranger is). A mage can then either smash the lock – ‘smash lock’, smash the chest (though this may damage goods inside) ‘smash chest’, or cast knock on the lock.
Treasure chests always contain some coins, and often come with more treasure maps, and miscellaneous heals. They also can contain mage components (sometimes nightshade and mandrake), amongst other random items.
The south east isles is a valid place for a treasure hunt to spawn – if you keep running into the ocean when you’re following your map, a ride on the Atlantis probably will solve your problems.
If your primary goal is to make money from the hunts, as a mage, then you’d want elf treasure hunts. They spawn with up to 10ish elves in the hunt, each with 2-3 items, often magical, one can make easily 10-25k cash from just one such treasure hunt. To get these, you’d need to be evil to start (as elves are good to start).
If you’re out to make some experience too, evil treasure hunts (that is, when you’re good), are generally easier.
Alarm and wizard’s eye and find familiar are very good spells to keep an eye on whether the stranger has respawned.
Treasure hunts, along with the style of mage play I promote of never staying still, really help newer or intermediate players learn the layout of the map well.
Happy hunting!
+ Show Spoiler [IV. Unique Hunting] +
This is one of my favourite ways of playing AA. After a reboot, I run around, gathering all the uniques I can, no matter how bad or good they are. So far my biggest haul has been 35 uniques, and it’s really quite unfortunate that the auction list has to have a 25 item cap (though I guess I see the logic in it).
The single best school for this activity would be conjuration, and the best race is elf. As is clear from my previous discussions, this is the combination that has all of its power in the sps, and is the least equipment dependent – exactly what you need at reboots.
When going for uniques, it’s important to know which uniques are often sought after – and thus you need to watch for them. Conversely, the hardly-touched uniques can just be cloudkilled, or uniques that have guards in the way (flying shield).
You need to keep an eye on reset times – every 15 minutes, some areas reset. The built in Z-mud time logging how long you’ve been on, as well as just fingering yourself, is a good indication of when your most wanted uniques might reset.
Always have a combination of kills you’re actively killing and cloud killed stuff, and as usual abuse monks’ meditation. For example, after my initial few grabs, I settle into a pattern of cloudkilling something (say, glock), while killing wigwog myself. Whenever I get extremely stuffed and drunk, I go and meditate up to enough sps for a cloudkill, cloudkill that, meditate back up again, and by then I’m probably back down to very drunk/full.
Being in eldar really helps here, the tea is great at reboot, and potions become essential if you’re going at high speed
So here’s a list of uniques and semi uniques and ‘good rare items’ you can hunt for, see if you can beat my score next time (tell me if I miss any):
Helmets: Skull helmet, Helm of Hanza (sort of), Thinking Cap
Collars:
Body armour: Star armour, Armour of Ichor, Guilded Full Platemail, Golden Fieldplate, Black Mithril Platemail and Armour of Gaius (sort of), Dragon Platemail
Robe: Nightblue Cloak, Weird Looking Blue Cloak, Magic Surcoat, Black Robe, Strangely Patterned Cloak, Purple Cloak (not too sure if this is unique)
Gloves: Reflective Bracers, Brass Knuckles, Slap Glove
Boots:
Shields: Wigwog skin, Flying shield, Shield of Gralain, Shroud of Gustanado
Misc: Drute’s Bauble, Evil Eye, Golden Amulet, Medallion of Night, Spidermedallion, Belt of the Giant, Ring of Tongues, a good Zarkan ring, Garnet Ring
Axe: Draqisfang (well, Draqisfang is almost anything)
Club: Krakadoom, Stone Smasher Maul, Hammer of Gralain, Mace of Darkness, The Destructor, The Trolloc Basher
Curved Blade: Blade of Sethic
Exotic: Onyx
Flail: Morning Star
Knife: Shadowspawn, Gemmed Rondel Dagger
Longsword: Starblade, Bloodred, Diablo, Pendragon, Evil Blacksword, Sword of Virgis
Marksmanship: Crossbow, Silver Longbow
Polearm: Awesome Scythe, Orcish Poleaxe
Rapier: Sword of Gilian, Crystal Blade
Shortsword: Blade of Losoth, Ebonblade
Spear:
Staff: Tetsubo, Glimmer, Staff of Azakath, Black Staff, Crosier of pain
2H Axe: Rakar, Great Mithril Axe
2H Sword: Elvenheart, Two-Handed Powersword
I’m sure I’ve missed a few, but by my count there are 66 desirables in the game, all but one (Zarkan Ring) is some form of unique. So next boot, you sure can get at least a few of them.
+ Show Spoiler [V. Guild Choice] +
Most people have their personal preferences for guilds, so disregard this section if you have a ‘favourite guild’.
Otherwise, guild choice can directly impact upon your effectiveness.
Knights and Ravens don’t accept mages, which rules it down to none (not too useful if you wanted a benefit), Scythe, Eldar, Chaos, Bear and the Monks.
The pick of the lot is Eldar, assuming your race can join it. The tea is extremely helpful to mages, they offer storage through quit out (though obviously not through reboot), and the people are friendly… and talkative. Eldars can also access the elixir seller without having to wait for the slow gate guard.
Next best is Scythe. Orcs and Dwarves who can’t join Eldar should flock here for their central location, the extremely convenient rooms, and the bar (which supplies efficient heals, and does not ‘cut’ you.) Beware this guild can also be very mean to newcomers, and the conversation is hardly charming most of the time. Also, since losing the geo-throne to bears, and the inundation of wannabes, this guild no longer is a safe haven for knapsacks and uniques – though knapsacks aren’t so useful to mages. Note that scythers are also barred from nepeth, though they do get priority access to one or two other areas.
The monks’ are the next best, assuming you can gather up the mana to use their healing salves and mpray – both very useful. In fact, if you have mana in plenty of supply, monks just may have to be the best guild, their salves, i hear, are absolutely overpowered *cough*, and mpray sure is more efficient than power world heal, plus you can swing back the other way. Of course, monks’ mana is tricky to come by in large quantities. They don’t have their own heals service though, and hardly anyone is ever on.
Bears are next. Their constant grasp of geo means knapsacks are always available now, and they at least sell some heals (and quite a few early desirable uniques are near the bear guild). They also have a storage like the monks, which may sometimes net the occasional good item. Their shop supplies ladders, which can also be useful early on in a reboot. Unfortunately the conversation is often inane.
Chaos as far as I can justify it, come last. Their only benefit over the others is the channel command, which involves whining and asking for channels. They don’t have heals to sell to you, or any real benefits. And do i even need to mention what their chatline's like?
+ Show Spoiler [VI. Bounty Hunting] +
Bounties sure don’t happen much any more, and the general skill level of the runners are lower, and thus one doesn’t need to be very skilled to catch one any more, I’ll give the basics.
A mage’s primary mechanism for tracking down a bounty is via scry – you get to see what the description the room the quarry’s in is, so obviously you need a decent grasp of the mud’s areas. Other ways include the Eldar tracking ability (don’t recall its name), getting a ranger to track them down for you (which may be the only choice if they’re in a dark room), and whatever other tricks the elite bounty hunters use that I don’t know of.
Generally, a bounty probably won’t fight back, and a lot simply quit the second you touch them. So buy some heals to last a few rounds, but not too much as most likely it’d be wasted. Also, make sure you have 100 thrown weapon (or close to it) and some amount of marksmanship skill.
A silver amulet is essential – bought at Maigyn. Rub it, and suddenly you can see rogues in the shadows after searching.
The argument ‘opponent’ doesn’t work in player killing. Thus, ‘throw hunga-munga at opponent’ isn’t going to work. I use a system where all my alias’ are set to ‘cast acid arrow prey’ for example, and then I nick prey to opponent for when I normally play, and then when I have to hunt a bounty, I re-nick prey to the name of the player.
Mark is essential as a bounty hunting spell. A marked bounty who quits out and comes back is still marked. Once you have a bounty marked, barring a few areas, you can teleport any time right next to them and whoop their ass. Most of the time, if a bounty doesn’t quit, it’s only a matter of time before a marked bounty dies.
It’s common courtesy to not lightning zap your bounty. However if they’re an annoying speedwalker or quitter then they’re free game. A decent lightning zap and a hunga munga in the same round finishes most bounties.
One way to stop fast runners in their tracks is the bola from venletta’s area – take advantage of the couple of rounds where they’re surprised.
Make sure all your alias’ are easily accessible, and you want to be dealing as much damage in the first round or two as possible – this usually is an acid arrow and 2 hungas. Couple that with a few staff hits, and a slow bounty is usually dead within 2 rounds.
If they fight back, then it’s more fun, and truly, you have a greater chance of eventually killing them if they fight back. Generally, be careful of your own hit points, as mages don’t have much. There’s a few dirty tricks to exploit players with poor alias systems – pass them an empty container of the same type, and they’ll fail to get heals out of their containers. Give them a frisbee, and bad alias’ will attempt to throw the frisbee not theirknives, give them a pea-shooter, and the same happens for bows. An onyx medallion prevents enemy mages from casting spells – though it’s very rare to see a bountied mage.
Once you’ve attacked a bountied player, they’re given 10 minutes (or was it half an hour?) to take you as free game, so be careful.
If a bountied player quits out on you, they sometimes are silly enough to log back in – right at west gate. This can result in an easy kill for the prepared hunter.
Those are the basics, so good luck on the next bountied player you see.
+ Show Spoiler [VII. Exploring] +
I’m not much of an explorer myself, but I’ll cover the unique points of a mage which make them a bit better at exploring than most other classes.
Use identify on suspicious items – this usually gives you extra information.
Hard kills can be disposed of by hit and run from a tiny hut safely.
Comprehend Languages and Magic Mouth can help with certain race-based areas.
Knock can save you effort on locked doors with keys you can’t find.
Teleport can quickly get you out of a sticky new situation.
Know Alignment may alert you to what an NPC’s true intentions are.
Otherwise, a mage is mostly like any other class when exploring. Make sure to bring enough heals to get by, a thesaurus, and an inquisitive mind.
+ Show Spoiler [VII. Levelling Guide] +
Levels 1-10
Grab a good easy staff – strong branch, crooked staff, old staff, are good choices, use Zhou extensively, and get hopefully about 20 skill by level 10. Kill in the easy newbie areas – manor, park, fairy ring, ship, etc. Don’t be afraid to use spell points to kill things, just because smacking things with a staff may get you more staff skills at level 10, it’ll take you twice as long to get there, and the mage who used spells might already be level 12 by then.
Get the essential, cheap spells – light, identify, mark, flame dart, blur, knock and rope trick. If you’re not going to go invocation at level 10, then either magic missile or ice flurry (see previous discussion on these 2 spells).
More experienced players may use flasks of oil and flame dart and free heals to destroy the steading's giants mid levels too.
Levels 1-10 should be pretty straight forward.
Conjuration
If you got magic missile, levels 10-12 should be reasonably straight forward. Just use smokes and medicinals and free heals to kill reasonably easy 2-4k’s. Around level 13 you’ll get acid arrow, which as documented is very powerful, and then you can take down almost anything you like. Life onwards will be as described as under the conjuration – soloing section.
If you didn’t get magic missile, level 10-12 will be a very painful slog taking aeons. I tend to do treasure hunts during these levels if I don’t have magic missile, as you get ok experience, and they’re about the only things you can kill with flame dart worth any reasonable experience. Burnham messengers, little Nepeth guards, drakhyra militiamen, delair soldiers, brigands and packrats are also good choices.
After Acid arrow, try to get hero's feast and armour, then the out-of-school spells are generally more useful - deeppockets, strength, cloudkill, enhance skill, enhance magic, etc
Drowgar
Life’s slightly harder for a drowgar than a conjurer while levelling, but it shouldn’t be too bad. I’d recommend getting venom spit first, as spider legs benefits from you staying in combat, which benefits from you having staff damage, which is absent during the mid levels. Otherwise, same advice as above.
The order for spells should be something like venom spit, spider legs, silk armour, spider bite (if high int race), then the out-of-school stuff
Invocation
This should be roughly the same as conjurer as well. The difference is, you should hang around the giant steading and the Rune area more, for those giants which fall so very quickly to fire spells. I’d recommend also thinking about another school once you start piling on the study hours.
The order should be fireball, lightning and anti magic shield (if you're going to use them), cloudkill...then save up study hours and switch to a better school
Alteration
When I say going from levels 10-12 with a conjurer without magic missile is a hard slog, the entire leveling process with alteration is painful, TEXTalmost as bad as leveling a shapeshifter, not much fun at all.
An alterer excels when he has all his spells together – which doesn’t happen until the end. None of the alterer’s spells individually make him ‘good’ by themselves. As such, there is no real order to get the spells.
All but one of my alterers have been raised by first spending time in other schools.
The one who had to level via alteration used magic missile and the frost spell, along with a little bit of partying, to tide him over until he had enough skills and spells to get anywhere.
If this is your first mage, I strongly recommend one of the other 3 schools to level up with.
The order for alteration isn't so important, but you want stoneskin, strength, deeppockets, enhance skill, perm, enhance magic, and either venom spit or acid arrow out of school
+ Show Spoiler [VIII. Alias System] +
Instead of writing an essay about alias’ as well, I’ll just copy over the alias system Eliveru has, and you can work out why I have it like that, based on what I’ve said so far.
1 = unwield weapon
2 = throw hunga-munga at prey
3 = cast aa
4 = wield weapon
5 = smash lock
6 = attach bottle
7 = distill herbs
8 = detach medicine
a = assist z
adv = advance
am = apply medicine
bc = buy chicker
bd = breakdo
bg = buy gold
bm = buy medicinals
bo = throw boomerang at prey
br = bind wounds of defiance
bu = buy knugget
bw = bind wounds
c = cast
cc = climb cliff
cl = climb
cs = climb slope
cv = climb vine
da = drop all
db = drop bedroll
dc = drink chicker
de = drink elixir
dn = drop all knigget
dp = drink potion
dt = drink tea
eb = drop bottle
ec = enter crevice
eh = enter boat
en = eat knigget
ep = extinguish pipe
fume = do fill pipe, smoke pipe
g = search
ga = get all from corpse
gac = get all from cabinet
gb = get bedroll
gc = get chicker from dp
gd = get all from dp
ge = get elixir from dp
gg = dotimes 100 search
gk = get all knife
gm = get medicinals from dp
gme = get medicine from dp
gn = get knigget from dp
gp = get packet from dp
gpo = get potion from dp
gt = get tea from dp
k = kill prey
kk =dotimes 100 kill prey
ke = kill elf
km = kill man
ko = kill orc
ku = kill undead
lb = look in belt
ld = exa dp
lm = look at man
lo = look at prey
load = do put all arrow in quiver, put all arrow in quiver 2, put all arrow in quiver 3
lp = exa dp
mk = cast mk prey
ml = meditate long
o = open
oc = decorpse
p = peer
pb = push black eye
pd = put all in dp
pi = cast hl
pn = put all knife in dp
po = put all arrow in quiver
rb = roll bedroll
rp = dotimes 100 cast aa
rs = raise staff at opponent
sa = sell all
sc = cast scry prey
sea = search
sh = spellpower high
sip = sip from fountain
sl = spellpower low
sm = spellpower medium
sv = say visit
t = etell greystar
tp = cast tp living
ub = unroll bedroll
wd = wield weapon
+ Show Spoiler [Conclusion] +
As I warned you, it was a long read, and I commend you if you got up to this bit. I wanted the guide to be as comprehensive as possible, and hopefully I’ve covered most bases. I hope this guide has given you a deeper insight about how an AA mage works. Have fun mage-ing out there!
- Drop me a mudmail for criticisms, things I’ve missed out, etc.
- Please discuss this guide in another thread
+ Show Spoiler [GameFAQ Guide to AA by Serin] +
Ancient Anguish: FAQ by Ryan_
Serin's Newbie Guide to Ancient Anguish - Version 1.55
==============================================
This is a comprehensive guide to the text-based LP MUD Ancient Anguish. All
information here is copyrighted by me, except for that which was reprinted
with permission from their respective owners. None of this may be reprinted,
in part or by whole, and is made solely for personal use.
If you spot any errors or wish to comment, please feel free to e-mail me at
perringldneyes at yahoo DOT com.
---------------
Version Updates
---------------
Version 1.55 (08-09-07) - Added Traits and Snowfolk, made minor changes.
Version 1.50 (04-21-07) - Finally added Artificers and new Cleric prayer.
Version 1.33 (11-14-04) - Updated Mage, Fighter, Cleric, and Paladin powers.
Version 1.23 (10-19-04) - Updated CX to reflect new Nepeth and fixed errors.
Version 1.22 (06-04-04) - Added newbie weapon info and fixed a few things.
Version 1.12 (09-16-03) - Updated Mage and Ranger info.
Version 1.02 (12-02-02) - Reorganized CX list, fixed Shifter info.
Version 1.01 (10-15-02) - Fixed several small errors and typos.
=================
TABLE OF CONTENTS
=================
INTRODUCTION
1. LOGGING ON
-Racial Differences
2. NEWBIE GUIDE
-List of Common Commands
-Introduction to Weapons
-Etiquette
3. THE CLASSES
-Fighters
-Clerics
-Mages
-Rogues
-Rangers
-Paladins
-Necromancers
-Shapeshifters
-Artificers
4. GUILDS
-The Black Bear
-Courts of Chaos
-Eldar
-Scythe Clan
-Monks of Antana
-Knights of Drin
-Brotherhood of the Raven
-Snowfolk
5. WEAPONS/ARMOUR
-Uniques
6. MAKING MONEY
-CX
-Treasure Hunting
7. EARNING EXPERIENCE
8. TRAITS
9. QUESTS
10. HEALS
11. DIRECTIONS
============
INTRODUCTION
============
To my knowledge, this is the only FAQ ever written for a Multiuser Domain, or
MUD. This particular MUD, Ancient Anguish, is one of the longest running LP
MUDs, and I have been a part of it for five years. I decided to pool my
knowledge to create an in-depth guide to the world of AA. I hope the following
information will be helpful to your MUDding experience.
==========
LOGGING ON
==========
If you wish to log onto AA:
Host: anguish.org
Port: 2222
You can use Telnet, but you should probably go with GMUD, ZMUD, or Pueblo as
an alternative.
"What is your name?"
This is the first, and possibly the most important question you will be asked.
Please choose a name appropriate to the fantasy theme, as people named
"Dreamgurl" or "BritneySpears" are generally frowned upon. Don't give up if
the name you want is taken already.
"Password?"
Try to choose something a little creative. Passwords like "qwerty" or "123456"
are guessed fairly easily.
"Please enter your e-mail address"
This is completely optional and will only be used if you forget your password.
"Are you male or female?"
Such a simple question, but one you should not take lightly. Newbies sometimes
find it humorous to "gender bend," or choose the opposite sex. They tend to
run into frustration later because of it. Unless you know you can handle that
sort of thing, please choose the correct sex.
"You may now choose a race for your character"
This choice has more bearing on your character than you may think. Different
races excel at different occupations. For instance, a Dwarf would make an
excellent Fighter, but would never be able to cut it as a Mage. Each race has
different maximum stats, showing which would excel in what class:
Note: Maximum stats change slightly when you join a particular class,
emphasizing the strengths and weaknesses of that class. These are just base
stats.
Strength Dexterity Intelligence Constitution Wisdom
-------- --------- ------------ ------------ ------
Dwarf: 17 14 12 16 15
Elf: 13 17 17 13 14
Half-Elf: 14 15 16 13 16
Human: 16 15 15 15 14
Orc: 16 16 13 16 13
Which race should belong to which class is described in more detail in the
"CLASSES" section.
============
NEWBIE GUIDE
============
First of all, I cannot stress enough: READ THE HELP FILES! These will answer
99.9% of all your questions. However, there are some things that cannot be
found in the Help files, and that's why I made up this guide for the new
player.
--------
Commands
--------
As you should already know, to move around and interact within a MUD, you must
use simple commands. Here, for your convenience, is a condensed list of all
the commands you should know:
Note: <> denotes an argument that must be given. For instance, you must kill
<monster> to perform the command, <monster> being whatever it is you're trying
to attack.
Movement
--------
north [n]- directional
south [s]- directional
east [e]- directional
west [w]- directional
swim <direction> - Movement through water.
wade <direction> - Movement through shallow water.
sit - Makes you stationary. You cannot move while sitting.
lie - Makes you stationary. You cannot move while lying down.
stand - Allows you to move again.
follow <person> - Forces you to trail someone.
follow - Makes you stop following.
stoplead - Makes someone stop following you.
set riverblock on - Keeps you from accidentally diving into rivers.
Interaction
-----------
say - Used before words to indicate speaking.
sayto <person> - Speaks directly to another player.
tell <person> - Allows you to contact someone from a distance.
whisper <person> - Speaks to someone quietly in the same room.
shout - Voices a message loud enough for everyone to hear.
thistory - Lists the last ten tells you've received.
Items
-----
get <item> - Picks up an item off the ground.
drop <item> - Deposits an item on the ground.
give <item> to <person> - Transfers an item from your inventory to another's.
toss <item> - If a trash can or fire is present, this destroys an item.
sell <item> - Sells an item in a shop.
buy <item> - Purchases an item from a shop.
wield <weapon> - Attempts to wield a weapon.
unwield <weapon> - Ceases wielding a weapon.
wear <item> - Attempts to wear a piece of armour, shield, or pack.
remove <item> - Removes a worn piece of armour, shield, or pack.
powerup - Wears and wields all possible items.
Combat
------
score - Shows your health and status.
score session - Shows your progress for your current log-in.
kill <monster> - Initiates combat with another entity.
assist <player> - Joins an attack with another player.
rescue <player> - Steps in front of another player, taking the blows.
defend <style> - Chooses a defense style (Dodge, Block, Parry, etc.).
attack <style>- Chooses your style of attack (Chop, Slash, Pierce, etc.).
aim <bodypart> - Concentrates attacks on a specific part of an opponent.
wimpy <percentage> - Forces you to flee from battle when hit points fall low.
-------
Weapons
-------
Just two south from where you log in you'll find Willim's smithy. This area
was created to give newbies tips and a little free equipment. You may "say eq"
up to level 6 to receive a jacket and a weapon. There are several different
kinds, and though you'll receive one tailored to your class (which you should
have chosen already), you may have to try a couple times to get the one you
want. Which one do you want? Well, allow me to tell you:
Thin knife - Rangers, Rogues, and Necromancers.
Crooked spear - Rangers.
Scarred hand axe - Rangers and Fighters.
Short staff - Mages and Necromancers.
Rough club - Fighters, Artificers, and Clerics.
Makeshift flail - Clerics.
Catty - Rangers and Rogues.
If you're a Paladin, none of these weapons will really work for you in the
long term. I'd recommend finding a wooden practice sword to play with until
you either have enough strength for a dark longsword (good for soloing) or
manage to secure a hoe to begin work on your polearm skill (great for
bashing). And if you're a Shapeshifter, of course, you needn't worry about any
of this.
---------
Etiquette
---------
An oft ignored idea by most newer players is the concept of etiquette. There
is nothing quite so aggravating as a newbie who makes it his business to annoy
everyone else. Here are a few tips:
1. Grammar. Use it wisely.
2. Ask politely and thank other players for assistance.
3. Don't overuse shouts or guild chat lines.
4. Please refrain from speaking or shouting in ALL CAPS. It's an eyesore.
5. Try not to beg. Half the fun of the game is working for what you want.
6. Remember, no one is required to help you. Most will, but not all.
Follow these rules and you should have an enjoyable experience. Just remember,
everyone has to start somewhere!
===========
THE CLASSES
===========
Eventually, every character will join a class. Each class has its own
disadvantages and advantages which will be addressed in full. Choose yours
wisely, because if you ever decide to leave your class, it will cost you one
level of experience.
--------
Fighters
--------
Ah, Fighters, the true hack and slashers of the game. Fighters are the masters
of any and all weapons, not only able to wield them skillfully, but also to
evaluate and determine their use and value. A Fighter's primary stats are
strength, dexterity, and constitution. A Dwarf or an Orc would make excellent
Fighters, but even an Elf with a high dexterity could do the job.
Directions to the Fighter's guild - 2n, w
Evaluate
Cost: None
[eval <weapon> or eval <weapon> for <player>] - A Fighter is able to see with
what proficiency he or another player could wield a weapon. The accuracy of
the eval is based on his experience and skill with the weapon.
Will
Cost: All sps (must have at least half)
will - Drawing on his intense powers of concentration and endurance, a Fighter
can temporarily ignore all pain and continue to fight. In effect, it saps all
of their sps and converts it into hps. The effect will not last forever, and
all of the healing will disappear. The time it lasts is based on your
intelligence.
Disarm
Cost: 10 sps
disarm <monster> - Using his skill with a weapon, a Fighter can attempt to
knock the opponent's weapon away from him, making an enemy easier to fight.
The better the Fighter's dexterity and skill with the weapon, the better
chance that this will work.
Outflank
Cost: 5 sps
outflank <monster> - Using his dexterity and intelligence, a Fighter can
attempt to keep an enemy from attacking him while fighting multiple enemies.
Sharpen
Cost: varies depending on weapon
sharpen weapon's blade/point - With the use of a Ranger-foraged whetstone, a
Fighter can make his weapon even more deadly. The effect will not last
forever, but for a limited time a sharpened blade will do more damage for
slashing attacks, and a sharpened point will do the same for piercing attacks.
The amount of time it lasts can be extended by a strop (another Ranger-made
item). The sps cost varies based on the length of the weapon.
-------
Clerics
-------
Clerics are the good Samaritans of Ancient Anguish. They can heal the sick,
cure poison, and even regrow lost limbs, all with the help of their deity. A
Cleric can pray to the gods for the power to smite his enemies and protect his
friends. A Cleric's most important stat is wisdom, which will allow him access
to more prayers. Half-elves will someday learn all the powerful prayers, but
Dwarven Clerics are known to make the best leaders of parties.
Directions to Cleric's Common church - 3w, n, e, n, e
List of prayers
---------------
Light [2 wis] - Causes a Cleric's holy symbol to glow, lighting a room.
Cure [3 wis] - Heals minor wounds.
Wound [4 wis] - Lightly injures an enemy.
Detect [5 wis] - Checks to see if a piece of armour or weapon is cursed.
Purge [5 wis] - Attempts to cleanse a player of magical addiction.
Tolerance [5 wis] - Checks the level of magical addiction in a player.
State [6 wis] - Gives the Cleric information about an opponent.
Transform [6 wis] - Changes water into alcohol.
Slow [7 wis] - Slightly heals poison.
Uncurse [8 wis] - Removes the curse on an item.
Fix [9 wis] - Heals major wounds.
Cold [10 wis] - Temporarily increases resistance to cold.
Fire [10 wis] - Temporarily increases resistance to fire.
Truesight [10 wis] - Makes a Cleric more aware, spotting hidden things.
Turn [11 wis] - Attempts to make undead flee.
Dispel [12 wis] - Temporarily increases magic resistance.
Purify [12 wis] - Similar to purge, but painful.
Remake [12 wis] - Changes a stick to a snake to fight for you.
Waterwalk [12 wis] - Allows the Cleric to cross lakes and rivers.
Hammer [13 wis] - Conjures a hammer to be thrown at an opponent.
Curse [14 wis] - Places a curse on an item in your inventory.
Wrath [14 wis] - Calls on divine power to strike an opponent.
Bless [15 wis] - Makes a piece of armour in your inventory a bit better.
Disinfect [15 wis] - Cures an infection in a player, such as the plague.
Neutralize [15 wis] - Heals serious types of poison.
Destruct [16 wis] - Attempts to destroy undead.
Cleanse [17 wis] - Similar to purge, but VERY painful.
Heal [19 wis] - Can heal lost or mangled limbs.
-----
Mages
-----
Mages are the great minds of Ancient Anguish, not relying on weapon skills and
brute strength to do the job, but magical spells. Mages depend on intelligence
and dexterity to get them through their careers. Elves, by far, make the best
Mages, as they have naturally high dexterity and intelligence scores.
Directions to Mage Tower - 3w, s, w, up
Spells
------
As Mages get experience, they earn spell hours which they use to learn new
spells. Upon reaching level 10, they are allowed to study spells from
different schools of magic, and even join one. The cost of spells for the
school you belong to are halved. If at any time a Mage should leave his
current school of magic, he could lose spells that he has learned from that
school.
Basic Spells
------------
Light - 1
Cantrip - 3
Identify - 5
Mark - 10
Flame Dart - 20
Know Alignment - 35
Blur - 50
Knock - 80
Rope Trick - 100
Charm - 150
Comprehend Languages - 200
Scry - 300
Magic Missile - 400
Locate Object - 500
Protection from Elements - 700
Fear - 750
Ice Flurry - 450
Alteration
----------
Uglify - 1800
StoneSkin - 2200
Burning Hands - 2600
Lock Portal - 3200
Tongues - 3800
Enhance Magic - 4400
Strength - 5000
Dispel Magic - 6000
Power Word: Harm - 7000
DeepPockets - 9000
Teleport - 10000
Haste - 12600
Permanency - 18000
Enhance Skill - 8000
FrostTouch - 3000
Pros: Alteration is the only school to have access to the VERY useful spell,
Permanency. It can extend the duration of a spell to a full 25 hour period. On
top of that, they can learn several other handy little spells for a low cost.
Cons: Alteration lacks a truly good offensive spell, forcing them to use more
expensive versions of other schools' spells.
Conjuration
-----------
Armour - 1800
Hero's Feast - 2200
Tiny Hut - 3600
Flame Arrow - 4000
Wizard Eye - 4600
Choke - 5600
Secret Chest - 6000
Acid Arrow - 7000
Secure Shelter - 8000
Instant Summons - 10000
Gate - 14000
Find Familiar - 18000
Ice Spear - 4500
Pros: Conjuration Mages can use the spell Acid Arrow for a very cheap cost in
sps. Acid Arrow is the strongest instant offensive spell in the game, and
gives them quite an advantage over most monsters.
Cons: Unfortunately, Conjuration Mages don't have much else. Granted, Tiny Hut
and Hero's Feast can have their uses, but that's about the extent of their
arsenal.
Invocation
----------
Continual Light - 1800
Alarm - 2000
Gust of Wind - 2400
Fireball - 3200
Solid Fog - 4200
Anti-Magic Shield - 5000
Magic Mouth - 5600
Cloudkill - 6000
Globe of Invulnerability - 6600
Power Word: Heal - 7000
Lightning - 8000
Mystic Sword - 14000
Dimension Door - 20000
Iceblast - 3600
Pros: Invocation Mages are well-suited for killing other players, or PK. They
make excellent bounty hunters with Lightning and Anti-Magic Shield, and Power
Word: Heal can come in handy in a pinch.
Cons: Fireball, though, is a poor substitute for Acid Arrow. If you're not
planning on taking the road of the bounty hunter (or joining the Society of
Killers) you should probably stick with Conjuration.
Drowgar
-------
Web Hands - 1500
Poison Shield - 1800
Web Ladder - 2400
Silk Armour - 3000
Silk Pack - 4000
Spider Legs - 5000
Web Wall - 5400
Expose Hidden - 6000
Venom Spit - 7000
Spider Bite - 9000
Web Shield - 10000
Web Defender - 14000
Web Mouth - 18000
Pros: Venom spit is even more powerful than Acid Arrow, giving this school a
decided advantage. Spider Bite, Spider Legs, and Web Defender are quite useful
for heavy combat, and Web Shield has some very nice applications.
Cons: Every single Drowgar spell has a time delay before casting. Forget
bounty hunting, the Society of Killers, or hit and running, because you are
SLOW. Not to mention most spells are component heavy, so you'll take a hit to
your bank account.
------
Rogues
------
Also known as "the other class" or "the class that does not really exist
according to the Ancient Anguish Tourism Council," Rogues thrive in the
deceptive arts. Skilled at underhanded combat and the transfer of wealth,
Rogues are ideal for the slightly shadowy player. A Rogue's primary stats are
dexterity and intelligence. An Elf is an obvious choice for a good thieving
Rogue, but if you want a Rogue that can lead a party with confidence, you
might want to consider an Orc.
Directions to Thieves' Den - 2e, 2s, w
Rogues, like Mages, earn training hours as they gain experience. These hours
can be used to increase their thieving abilities:
Alert combat - Discussed below.
Ambushing - While hiding, a Rogue can backstab an unwary opponent.
Cityspeak - A secret Rogue language, known only to them.
Dispossession - The ability to lift items off of another player or creature.
Lock manipulation - Rogues are able to pick locks with this ability.
Poisoning - Using a nightshade, a Rogue can poison food or drinks.
Seclusion - Rogues thrive in the dark; this ability hides them from sight.
Stalking - Rogues can discreetly follow a target with this ability.
Stealth - While in hiding, a sneaking Rogue is not seen if they advance this.
Alert combat
Cost: Gradual sps drain
alert <on or off> Alert combat is the crowning glory of the Rogue fighting
system. A Rogue's parrying ability, defense, and secondary offense goes
through the roof. The secondary weapon is utilized to block and get in extra
attacks, making Rogues excellent leaders for a party. To set a knife or other
small weapon as a secondary, type secondary <weapon>.
Hiding
Command: hide
Using their seclusion ability, a Rogue can attempt to disappear in the
shadows. Whether or not they are seen is dependant on their seclusion ability
and the other person's intelligence. To return from the shadows, type emerge.
Steal
Command: steal from <person>
Obviously, a Rogue knows how to lift coins and items from an unwary mark. If
the Rogue is caught, however, he could be attacked or bountied, so use with
caution. With use of the ccard command, he can also leave behind his calling
card on the unlucky victim.
Conceal
Command: conceal <item>
To protect his items from other would-be thieves, a Rogue can hide his items
on his person until he needs it. He can retrieve the item by using produce
<item>.
Judge
Command: judge <item>, judge mark <person>
A Rogue is also able to determine the worth of a particular item or the wealth
of a mark.
Palm
Command: palm <item>
In addition to stealing an item from a person, a Rogue may attempt to palm an
item off the ground away from prying eyes. If caught, however, there can be
serious legal consequences.
Plant
command plant <item> on <player>
Sort of the opposite of stealing, plant attempts to place an item on another
player. As usual, there can be legal consequences if caught. Nobody said being
a Rogue would be easy.
Trip
Cost: 25 sps
trip <person> - Another useful combat device. A Rogue whose dexterity,
strength, and alert combat is high can attempt to knock an opponent (or
unlucky civilian) to the ground. Once on the ground, their combat ability is
severely impaired, making them easy targets. Tripping a player who is fighting
something else is grounds for demotion in serious cases.
Vision
Command: vision <on or off>
If they stand still long enough in a dark room, a Rogue can force his eyes to
adjust to the dim lighting. This can come in quite handy if you forgot to
bring a torch along.
-------
Rangers
-------
Rangers are at home in the woods. They live off the land, making their own
weapons, armour, and foraging for their own food. They can also tame dogs or
wolves to serve as companions. A Ranger's primary stat is wisdom, which is
vital to his woodcraft abilities. Half-elves will someday be able to raise the
most powerful of wolves, all the way up to a gigantic trained wolf. Dwarves
have also been known to make excellent Rangers.
Directions to Ranger Camp: 31n, 9w, 10n, 16e, s, enter camp
Rangers have an extensive list of skills, the foremost of them being the
ability to tame a wolf or dog. Wolves were once simply tameable until their
death, serving as little more than a punching bag to stand in front of you
while you fought safely from behind. Thanks to Paldin, wolves are now much
more complicated, and I get to update this section. Hurrah.
You may now bond a wolf for life, effectively having it survive reboots and
logouts. For starters, you must spend about thirty minutes to an hour with
your wolf before it bonds, making sure you have tamed a small enough wolf that
it will bond. The sylvanthic pups in Lelyia's area are usually a good bet, as
are wandering large wolves around the woods of Tantallon. You will need to
keep your wolf well-fed and healthy; just because it survives reboots doesn't
mean it will survive anything.
As your wolf grows from a smaller size to a larger one, it will gain abilities
and a description, all of which will grow and improve. The description is just
for show, of course, and is completely random. It adds quite a lot of flavor
to separate wolves. The abilities, on the other hand, are quite handy. Wolves
may now carry, guard, and rescue. They gain the carrying ability at "large,"
the guarding ability at "very large," and the rescue ability at "huge." These
abilities may be trained Zhou-style by speaking to Graddam, Norich, and
Marika, respectively. In other words, if you "train carry" with Graddam, you
will be able to raise it with more ease for a certain amount of time.
Carry - point <object>, say <wolfname> carry
The carrying ability does just was it says. A wolf can carry a certain amount
in its mouth equivalent to its strength. It can only carry one item or a
container holding several items.
Guard - point <object>, say <wolfname> guard
Using this ability, a wolf may prevent people from taking an item or items off
the ground. The better a wolf's ability, the better it will be in protecting.
You may "say <wolfname> identify" to see which items your wolf is guarding,
and "say <wolfname> ignore" to cease.
Rescue - say <wolfname> rescue
This is definitely the most helpful new ability, as a Ranger can now get his
wolf to tank hostile creatures. You will have to command your wolf to rescue
for several rounds, however, while its skill is still low. Also, a wolf may
rescue you, his loyal owner, automatically if your hit points fall low enough.
On top of these trainable abilities, wolves may now dodge attacks just as if
they had the "dodge" defense. They will improve this ability naturally as they
grow and fight.
And, of course, wolves can still perform all of their old tricks (fetch, roll
over, play dead, speak, etc.). And they can even designate a person as a
friend or an enemy. Simply point at the person, then "say <wolfname>
friend/enemy." Some of your wolf's actions towards an enemy are quite
entertaining.
Lastly, a wolf may also sense a hiding Rogue in the room. Watch for signs that
your wolf seems uncomfortable or especially alert.
Wisdom for Wolf/Dog List
------------------------
Wis Name Location Size
1 Small puppy Greenhaven small .. dog
2 Dog named Bud Music Cottage small .. dog
2 Royal dogs Andeli small .. dog
2 Wild dog Forest small .. dog
2 Whimpering dog Nepeth small .. dog
3 A dog Balan .. dog
3 Large wolf Forest .. wolf
4 Maned wolf Forest .. wolf
5 Arctic wolf Yeti Cave .. wolf
5 Timber wolf Greenhaven .. wolf
6 Dire wolf Anasazi large .. wolf
6 Diseased wolf Village Dump large .. wolf
6 Grey wolf Forest large .. wolf
7 Camp dog EDF Camp large .. dog
8 Harrke wolf Harrke portal large .. wolf
9 Arctic wolf Northern Tundra very large .. wolf
9 Guard dog Orc Slaver Camp very large .. dog
10 Timber wolf Northern forest very large .. wolf
11 Dire wolf Southern Swamp very large .. wolf
12 Ferryman's dog Following Norich huge .. dog
12 Timber wolf Star Caverns huge .. wolf
13 Shadowy Protector Ilderia huge .. wolf
13 Winter wolf Steading huge .. wolf
14 Huge dog Arcadia huge .. dog
14 Snow wolf Northern Tundra huge .. wolf
14 Winter Wolf Ebon Manor huge .. wolf
14 Zubin Following Marika huge .. wolf
14 White wolf Academy huge .. wolf
14 Sylvanthic wolf(f) Elven Forest huge .. wolf
15 Sylvanthic wolf(m) Elven Forest enormous .. wolf
15 Arctic wolf Star Caverns enormous .. wolf
16 Grey wolf Star Caverns enormous .. wolf
17 Dread wolf Star Caverns enormous .. wolf
17 Red wolf Star Caverns enormous .. wolf
Wolves are not listed in order of strength.
Spatial abilities
-----------------
Memorize
Cost: 10 sps
memorize <name of area> - A Ranger can mentally fix a point in Ancient Anguish
in his memory, and by using bearings, he can find out his general distance
from that location. You can only have four places memorized at once. To remove
one, type forget <name of area>.
Bearings
Cost: 3 sps
For a minimal cost in sps, a Ranger can determine his approximate distance
from a previously memorized location. You can only use this ability while
outdoors.
Survey
Cost: 2 sps
This command peers in all directions for you, making a small map. This command
is useful when in uncertain or dangerous territory. When visibility is poor,
however, it may be useless.
Combat
------
Strike
Cost: 6 sps (if successful)
strike <enemy> - Rangers can use this ability to strike at a weak point on
their foes. The success of this extra attack is based on their woodcraft
ability and the target's dexterity and intelligence. If their strike is
countered or deflected, the attempt will only cost 1 sps.
Observe
Cost: 30 sps
observe <entity> - This will give you detailed information on a creature's
strengths and weaknesses. The higher your woodcraft ability, the more accurate
the information will be. A weaker, and much cheaper, version of observe is
glance.
Skin, Carve, Gut, Pluck
skin corpse, carve corpse, gut corpse, pluck corpse
These commands allow you to extract pelts, meat, sinew, and feathers from a
corpse, respectively. The pelts and sinew can be used to fashion other items,
and the meat can be used to feed your wolf (or yourself, for that matter).
Feathers are also a necessary component for some items.
Outdoors
--------
Forage
Cost: 2 sps
Using his innate ability to spot useful things in the wilderness, a Ranger can
discern what may be gathered or cut to good use.
Cut [staff, torch, beam, firewood, shaft, bowstave]
Gather [herbs, food, flowers, salt, flint]
Whittle
Cost: 40 sps for a pipe, 10 sps for a toy, flute, or whistle
whittle [toy, flute, whistle, pipe]
A pipe can be filled with tobacco or pipeweed and smoked to regain health. A
whistle, when blown, summons a Ranger's wolf or dog from afar. Toys and flutes
are just for fun.
Build [fire, shelter, snare, tent]
Using varying amounts of materials, a Ranger can construct buildings, traps,
and a fire. Shelters require twelve wooden beams and three lengths of sinew to
tie them together. To build a tent, you'll need three wooden beams, some
pelts, and a length of sinew. After a time, these structures may begin to fall
apart. You can renew them with the repair command. Also, to hide your
structure from non-Rangers (or city folk, if you prefer) you can conceal
<shelter or tent> to do so.
To construct a snare, you need only tie a length of sinew to a tree. The trap
will capture anything that happens to move across it (including other
players!).
Fires require a bundle of firewood and a flint to strike a spark. You will
need to continually feed wood into the fire to keep it burning.
Cook and Distill
cook <food>
Simplicity itself. Simply forage yourself some food, grab a frying pan, and
fry up something delicious. There is a constant fire burning at the Ranger
Camp, so you don't even have to make your own to cook.
attach <bottle, jar, flask>, distill <herbs, whiteleaf, fruit, root> (twice
for a full bottle), detach <new substance>
A little more complicated, but very rewarding, distilling can create a free
and effective heal for no cost at all. Simply buy some copper tubing and jars
from the tinker you'll see wandering around. Forage up something to distill.
Herbs >>> Medicine
Fruit >>> Brandy
Roots >>> Root Beer
Bananas >>> Daiquiris
Whiteleaf >>> Essence
Just distill them twice for a full bottle of whatever it is you want, then
detach what you've created. Sound like fun? It is.
Mark
Cost: 5 sps
mark <direction, name, safety, danger>
For a small cost in sps, you can make a trail mark that eventually only other
Rangers will be able to spot. You can warn someone of a dangerous area, point
them back towards town, or just mark it as a way of saying "I was here." If
you want to get rid of a mark, type obscure <mark>.
Braid [rope, belt, stringer, seine, whip]
Using lengths of sinew, a Ranger can fashion some helpful items for a quiet
day of fishing, a reasonably good weapon, or just an all-purpose rope. The
amount of sinew needed is different for each.
Make (with pelts) [cap, collar, vest, sleeves, gloves, leggings, boot, cloak,
stole, coat, pouch, sack, pack, quiver, shield, sheath]
(With other materials) [arrow, arrowhead, bedroll, necklace, fishing pole,
wineskin, mending fid]
With just a few animal pelts, a Ranger can fashion an extensive list of
clothing and armour. Success at making a quality item or possibly failing is
based on a Ranger's woodcraft ability.
For the "other" items, different materials are needed. For instance, a bedroll
requires both pelts and a large amount of feathers. An arrow requires a flint,
shaft, feathers, and a length of sinew. A necklace requires a sinew and a
seashell. A fishing pole requires a beam, staff or spear, and a sinew.
A wineskin requires pelts and sinew. For a mending fid, you need a piece
of firewood and a sinew.
--------
Paladins
--------
Paladins embody all that which is noble and good in Ancient Anguish. They are
skilled warriors who have taken vows to rid the land of evil and impurity.
They are much like Fighters in many ways, but are given special powers to
combat the dark forces. A Paladin's most important stats are dexterity and
wisdom. Dwarves and Humans make the best Paladins, but Half-Elves have also
been known to take on the responsibility of the holy warriors.
Paladins must strive to remain nice, good, or saintly at all times. If they
fall to neutral or worse, their powers will no longer work. Also, they are
strictly forbidden to initiate combat against creatures of nice or better
alignment. On top of all of this, they have to do chores for Samantha before
they may advance in level.
Directions to Paladin Hall: 16n, 2e, enter hall
As opposed to Clerics, Paladins do not earn their powers by advancing a
particular stat, but by reaching levels of experience.
Level: 1
Power: Detect
Command: detect
Cost: 3 sps
Plain and simple, this power detects players and monsters of the evil
alignment. You'll see a visible glow around any that qualify.
Level: 2
Power: Turtle
Command: turtle (to toggle on or off)
Cost: Constant drain on sps
In effect, turtle mode increases a Paladin's blocking ability, making it
easier for them to ward off blows. The use of it is draining, however, and
will eat away at sps until they are completely gone. Once this happens, the
Paladin will return to normal.
Level: 5
Power: Call
Command: call
Cost: All sps (must be at full)
Paladins, like Rangers, are allowed to have an animal companion. Paladins may
call a warhorse to assist them. They can assist in combat, and carry your
equipment in saddlebags (give saddlebags to horse, remove saddlebags to take
them off). To ride around on your horse, mount it and move as normal. And, you
guessed it, type dismount to get off. Your horse cannot enter buildings or
caves, and must wait outside for you. If tragedy strikes and your horse is
killed, you will not be able to call another one until the MUD is rebooted
(every 25 hours).
Level: 8
Power: Cure
Command: cure <person>
Cost: 30 sps
A Paladin is able to heal others using this ability. By that, I mean others
and only others. The better his alignment, the more effective the healing will
be.
Level: 11
Power: Aura
Command: aura
Cost: 75 sps
With this ability, a Paladin can bring into an existence a very useful aura of
protection. Not only does it soften the blows of enemies, but it also provides
enough light to see by in dark rooms. The strength of your aura, as with all
your other powers, is based on alignment.
Level: 11
Power: Relax
Command: relax aura
Cost: none
This command will relax the aura that currently surrounds the Paladin. This is
useful for switching auras should the need arise.
Level: 14
Power: Harm
Command: harm <monster>
Cost: One fourth of your maximum sps.
This attack can only hurt undead. And it does, plain and simple.
Level: 17
Power: Smite
Command: smite <monster>
Cost: One third of your maximum sps.
This incredibly powerful attack may only be used on nasty, evil, or demonic
creatures. This attack is so powerful, in fact, that some Paladins have been
known to bounty hunt players of evil alignment with it.
Level: 18
Power: Retribution
Command: retribution
Cost: Full sps
This aura deals damage to unarmed undead when they hit the Paladin.
Level: 19
Power: Sense
Command: sense
Cost: 30 sps
Weak for a level 19 power, you can sense evil creatures at a distance. Whee.
------------
Necromancers
------------
Some call them the antithesis of Paladins, others call them evil Clerics, most
just call them lords of the undead. Necromancers use wicked rituals to drain
the life and soul out of their enemies, usually with the help of undead that
have been reanimated to serve them. A Necromancer's main statistics are wisdom
and intelligence, as the higher they are, the more rituals they can utilize.
Half-elves and Elves will eventually have access to the most deadly of
rituals, but some believe that Dwarves and Humans can make fair Necromancers
as well.
Directions to Necromancers: 16w, 4n, 3w
Necromancers can learn a variety of rituals, all are listed here:
Ritual Int+Wis Component Effect
------------ ------- --------- -----------------------
Detect Good 2 - Detects nice or good creatures.
Nettle 2 - Afflicts someone with vermin.
Skeleton 2 Unholy water Animates a skeletal servant.
Will o'Wisp 3 Glowing phial Turns a corpse into light.
Summon 4 - Summons one's undead from afar.
Lifedrain 4 Grave dirt Weakens living creatures.
Renewal 5 Unholy water Renews an undead creature.
Preserve 6 Oily salve Heals one's undead servant.
Zombie 6 Voodoo Doll Creates a zombie servant.
Chill Touch 7 Chunk of ice Chills a living creature.
Hold Undead 8 - Stop an undead from attacking.
Warts 9 - Afflicts someone with warts.
Shade 10 Silk square Creates a fetch from a corpse.
Feign Death 11 - Creates the illusion of death.
Lifesteal 12 Grave dirt Steals health from an opponent.
Pox 14 - Causes a harmful disease.
Weakness 15 - Reduces strength of the target.
Mummy 16 Wrapping Animates a mummy undead servant.
Darkness 17 - Makes a room unnaturally dark.
Disease 18 - Causes a debilitating disease.
Fetch 20 Cloudy mirror Creates a fetch undead servant.
Empower 21 - Drains hps to increase sps.
Rot 22 Dried worms Causes flesh to rot and decay.
Insect Plague 24 Small scarab Calls a swarm of deadly insects.
Mindkiller 26 - Creates a deadly illusion.
Revenant 28 Runed plate Creates a strong undead servant.
Pestilence 30 - Causes a deadly disease.
Lich 32 Steel crown Creates a strong undead servant.
Doom 32 Yellow sign Calls forth the "Creeping Doom".
Necromancer Commands
--------------------
prepare <ritual> - Must be done before any ritual is cast.
animate <corpse> - Completes a ritual to create a undead creature.
command <command> - Directs an undead.
wave wand at <target> - Choose the target for a ritual.
-------------
Shapeshifters
-------------
Shapeshifters are the newest and most unique of all the classes. Rather than
depending on weapons or armour for their hunting, Shapeshifters learn and
master the forms of animals. A shapeshifter's primary statistic is dexterity.
All races can exploit a different bonus of the Shapeshifter class, with the
possible exception of Half-elves.
Directions to Shapeshifter's Enclave: 12w, 4s, all w, all s, e, s, 12e, 11s,
3e
There is also often a Dimensional Door linked to the Enclave at Salty John's:
2e, n, enter door. Make sure to check there first!
To learn new forms, a Shapeshifter must spend time in other forms, gaining
experience and learning all there is to know about each. All forms can be
advanced to stronger, more durable forms with time.
Basic Forms
-----------
Opossum
This is your first, and possibly cutest form. Your combat abilities will be
fairly weak, but you will have a handy pouch on your person that you can store
items in (pget <item> to put an item directly into your pouch). There are five
levels of opossum.
sfeels: ball, curl, wrinkle
Frog
Frog will probably be next on your list. You will be a little stronger, but
not much. The best advantage is that you can cross lakes and streams without
having to swim. There are five levels of frog.
sfeels: hop, lick, spring, warble, pickup
Rock
Rock is an interesting form. You move slowly, don't attack, but your defense
goes through the roof. If anything, it's useful for exploring a new area.
Rocks also have the ability to roll long distances via roll <number>
<direction>. It's a much faster way to get around if you know your directions
well. There are four levels of rock.
sfeels: hop, tap, twiddle, wobble
Advanced Forms
--------------
Feline (cat, panther, Xaerre)
This form makes a decent primary clan. Felines tend to have a low defense, but
their offense is very advanced. Higher forms of panthers can hit up to three
times per round. Plus the Xaerre can wear light armour and wield a weapon.
Reptile (chameleon, Nelitos, drakon)
This is the "middle" clan, with a well-balanced attack and defense. The
drakon's are able to wear some types of armour (rings and amulets) and have a
very powerful breath weapon.
Forest (flower, tree, treant)
If you're looking for an insanely high defense, you've found the right clan.
Trees and treants have some of the highest armour classes around. Plus the
flower form is extremely useful as it heals you while "planted" outside, so to
speak.
----------
Artificers
----------
The Artificers are an experienced band of Smithcrafters and Spellcrafters,
each able to use their innate abilities of creating and altering items to fit
whatever need may arise. They're able to build weapons and armour, brew
potions and pen scrolls, and, most importantly, imbue items with intense
magical power and craft gigantic constructs to fight for them. An Artificer,
with enough practice, is everyone's best friend.
Directions to class hall: n, enter door if it is there. If not, travel to
Drakhiya and seek them out.
Concentration
-------------
This is what an Artificer uses to create items. You can only have so many
items created at once until the Concentration of maintaining them all is
strained. You can regain Concentration by scrapping items or joining an
appropriate specialization.
Specializations
---------------
A new Artificer is faced with two choices: Smithcraft or Spellcraft. Whichever
one you choose will have a profound effect on your ability to use the class.
For instance, a Smithcrafter will learn the art of building gigantic
constructs much earlier, and it will cost less Concentration to create them.
However, a spellcrafter can pen as many scrolls as they want without even
needing to spend a point of Concentration. Choose your speciality wisely; you
will not be able to change your mind without leaving the class.
Formulas and Research
--------------------
Before you can make anything, however, you'll need to find the appropriate
formula. When you log on, you'll be given a few basic ones which you can
examine using "recite all." To get new ones, simply visit libraries (there is
one right next to the Artificer class hall) and type "research" to see what's
available. If you find one you want, just "study <formula>."
Assay and Dissect
-----------------
You may notice that certain formulas require certain ingredients. The primary
way to get these is through assaying and dissecting. To assay, simply walk
into a room and type "assay" to see what is available. You can then "collect
<item>" depending on what you want. Different parts of the MUD will have
different things to collect, so don't be shy to explore around!
As for dissecting, you gain this ability when you learn alchemy (Level 5 for
Spellcrafters, level 7 for Smithcrafters). With a knife equipped, simply
"dissect corpse" and see what you can pillage from it.
Abilities
---------
An Artificer depends first and foremost on their abilities. The more they use
them, the more experienced they get and the more impressive the result.
Craftsman - The first ability gained by any Artificer, this allows you to make
basic armour and weapons. This is an excellent way to gain some experience
right off the bat, so feel free to go collect some basic metals and smith to
your heart's content. You'll need a hammer and a fire to smith by, and both of
these are found in the class hall.
Rune Lore - Learned at level 4. This allows you to inscribe wards and glyphs
on the ground, and also to pen scrolls. Some very handy beginning scrolls to
watch for are the Scroll of Arrow Summoning and the Scroll of Firebolt. Be on
the look out for these formulas!
Alchemy - Learned at level 5 for Spellcrafters, 7 for Smithcrafters. This
gives you the ability to make basic healing potions, exploding bombs, or even
stat enhancements! The more impressive the potion, the tougher the ingredients
will be to acquire.
Staves and Wands - Learned at level 12 for Spellcrafters, 14 for
Smithcrafters. This useful ability lets you create various magical devices,
some of which can be very handy. A Wand of Extra Healing will make you
everybody's favorite party member!
Spellsmith - Learned at level 12 for Smithcrafters, 14 for Spellcrafters. This
allows you to imbue weapons and armour with magical abilities. Who doesn't
love a weapon that increases your skill faster?
Artifice - Learned at level 16 for Smithcrafters, 18 for Spellcrafters. This
powerful ability gives you the option to create devastating constructs that
obey your every command. Build a gigantic metal scorpion (or two!). Then
proceed to wreck havoc on the MUD!
======
GUILDS
======
-----------------------
Realm of the Black Bear
-----------------------
"The Realm of the Black Bear dominates all the woodland and
forest areas on the continent of AA. This is their home
and playground, and to desecrate it, is to summon the wrath
of the Black Bear. Therefore, the members of the Black Bear
must hold a certain spirituality about the land and the
wilderness. The amount of spirituality found is up to the
member to decide. The member can choose to live with the
savage mentality of kill or be killed by dominating the
land or learn to coexist peacefully with the wildlife by
only taking what is needed to survive."
The Black Bear happens to be my favorite guild. It's a very clean, very
friendly environment that I've grown to love. I've tried every guild in AA at
least once, but I always come back to the Bears. Personal feelings aside,
here's what you need to know.
Only Fighters, Clerics, Mages, Rangers, and Shapeshifters are allowed to join
the Bears, but all races are welcome. To join, ask Ewani for a knife to skin a
bear, or request that a current member sponsor you.
Directions to the Bear Guild: 31n, 9w, 2n, 2w, 2s
Powers
------
Guardian Spirit
When someone first joins the Black Bear, they must visit
the vision cave to find their Guardian Spirit. If they are
lucky, they will be visited by an animal or elemental who
will become their guardian spirit from then on. Each spirit
has different abilities which may be seen by typing bhelp
<spirit name>.
nirvana - When you offer corpses or feed things to the guild mascot, Growle,
you can earn nirvana. Nirvana can be used for a guild title, for
your guardian spirit's powers, or for guild abilities.
offer - To dispose of corpses, a member of the Black Bear may "offer" them
to his guardian spirit.
bmark - Using bmark <message>, a Bear can conjure up a spirit to warn
people to stay away from an area they've claimed. Once you're done
with it, you may "dismiss spirit"
bfeather - You can also conjure up a nifty feather to tickle people with.
btrap - Need to leave an item on the ground for a minute? Make yourself a
"btrap" and then "arm trap" with the item inside. You can "disarm
trap" when you need it back.
bgrow - If you're feeling the need for some facial hair, you can "bgrow" a
beard or goatee. To grow a beard, type "bgrow <length> <type>
<color>" and for a goatee, simply "bgrow goatee".
Chutes
------
A very important part of the Bear guild is the Chutes, which members can store
items for other Bears to use. You may borrow anything you want, provided you
bring it back. To see what is in the Chutes, type "list" standing next to
Sequin, and he'll tell you what is currently available. To take an item, type
reclaim <item>. To return an item to the Chutes, give <item> to Sequin.
Whenever you take things out of the Chutes or put them back in, it effects
your encumberance. The higher your encumb, the more likely that you will not
be able to withdraw anything from the Chutes. Strive to keep a light encumb by
donating things you don't need any longer.
Bear Nobility
-------------
If you manage to attain a large amount of spiritual nirvana, you will be
granted a title for your efforts. It's difficult to attain, so it is very
prestigious.
10000 Nirvana - Mugwai
25000 Nirvana - Chieftain/Chieftess
50000 Nirvana - Prince/Princess
125000 Nirvana - Pooh-Bah
If you ever manage to earn the rank of Pooh-Bah, you'll be granted the use of
_all_ the guardian spirits. It's something to work for, wouldn't you say?
---------------
Courts of Chaos
---------------
The infamous Courts of Chaos, site of a twisted, embryonic religion that
advocates the return of everything from Order to Chaos. Inside, sacrificial
offerings to the gods of Chaos take place every hour. This is not a guild for
the faint of heart.
Only those who are of the evil persuasion may join (that means nasty or
worse). Also, only Mages, Clerics, Necromancers, Shapeshifters, Rangers, and
Rogues are allowed to enter the Courts. All races are welcome, though. To
join, you must ask a current member to mentor you.
Directions to the Courts of Chaos: 16w, 4n, 2w, n
Karma: Much like the Bear's nirvana, a Chaoser's standing within the guild is
measured partly by his Karma. If he wishes to raise his level of Karma, he may
donate items to the Vaults of Karma or consecrate corpses.
Vaults of Karma
---------------
For half the cost of an item in Karma instead of coins, a player may receive
<item> from the Vaults of Karma. Similarly, if he wishes to submit an item to
raise his Karma level, he can donate <item>. Taking "uniques", or one-of-a-
kind items from the Vaults to sell or auction is considered _highly_
offensive, and invites the forces of evil to punish you.
Powers
------
mesmerize - A Chaoser carries with him always the symbol of the Courts of
Chaos. If he wishes, he may attempt to mesmerize another player,
forcing them to speak what he wills. mesmerize <player> <message>
channel - If one has his guildline on, he may attempt to transfer his spell
points to another Chaoser in need. Some spell points are always
lost in the transfer, but the more evil both of you are, the
better it will work. channel <number of sps> to <player>
haunt - Summons a spook to temporarily haunt an area, with or without a
personalized message, for 15 sps. You may not have more than one
spook active at one time, and it will eventually disappear after a
short time. haunt <message>
award - If you feel another Chaoser is deserving, you may award them Karma
as a gift. award <amount> <name>
blood - For 666 Karma, you may receive an empty bowl from Maleficio. You
may use this to play with blood like the evil Chaoser you are.
Chaos Nobility (if such a thing exists)
--------------
Unlike Bear titles, when you attain a rank in Chaos, it subtracts it from your
total. Therefore, you need 210000 Karma total to reach the rank of Prince.
10000 Karma - Master/Madam
Upon attaining the rank of Master, you are allowed to register colours for a
badge that other mortals can wear to show you support. In effect, their
wearing your badge gives you extra Karma.
50000 Karma - Lord/Lady
When you become a Lord, you receive quite a few more abilities. You can crush
worthless items to dispose of them, use "ctell <player>" instead of the
regular tells, and remotely donate items to the Vaults of Karma.
50000 Karma - Comte/Contessa
Once you've become a respected Comte, you may "ctell salome list" for a list
of the current items in the Vaults. You'll also be allowed to customize your
title a bit.
100000 Karma - Prince/Princess
If you manage to earn the highest title in the guild, you will be granted the
power to receive items from the Vaults even if Salome is not present.
-----
Eldar
-----
The Eldar are a nestled in the small community of Duendar southwest of the
Lullingstone. They are a group of noble elves, half-elves, and humans
dedicated to upholding long-standing principles of cooperation and peace.
Obviously, you cannot join this guild if you are a Dwarf or Orc, but all
classes are encouraged to join.
Directions to the Eldar: 12w, 4s, all w, all s, e, s, sw
When you join the Eldar, you will be assigned to one of the five houses:
Glendoriel, Turgon, Amros, Sethic, and Midiar. Whenever you kill something, it
affects the rank of your particular house.
Powers
------
autoget - This nifty little ability, with the cost of 1 sp per use, will
automatically get all the equipment from a corpse after you kill
it. You can toggle it on or off with autoget <on or off>
conjure - Eldar can conjure a few nifty things for kill markers or just for
fun. For only 10 sps they can creates leaves, flowers, and pixies.
decorpse - This is how the Eldar dispose of corpses. Doing so will effect your
house's standing on the Eldar Cat Board.
find - Similar to the Ranger ability "track", Eldar can find other Eldar,
guildless players, and players half their level with the use of the
find ability. To find Duendar, find Namril. It costs 2 sps to use.
listen - This ability lets you hear all there is to hear in a room for 5
sps.
look - For 2 sps, you can examine other objects held by monsters or other
players. There are a few limitations, however.
rush - If you need to quickly get out of a sticky situation, you can rush
<direction 1> <direction 2> to quickly exit the room with the
trouble in it. It costs 5 sps to use.
shield - For 10 sps you may create a shield around an item that will keep
people from taking it. Just shield <item>. To lower the shield, use
lower shield <item>.
-----------
Scythe Clan
-----------
Are you consciously barbaric? Does nothing tickle your fancy so much as
squashing puny elves and their half-breed brethren? Then perhaps you'd be best
suited to join the Scythe Clan. A warning, though, the Scythe are the least
tolerant of new players.
"The concept of the Scythe is not complicated at all: The clan
is meant for people that are self-confident, who don't feel
the need to rely on vast numbers for protection, nor like to
waste time on their way to glory. A member of the Scythe has
often been through many phases before finding the one truth:
A barbaric lifestyle without false pretensions is simply the
most fun. You only live once, why waste your time pondering
upon such abstract matters as principle and honour? Plenty of
time to feel sorry when you've turned your toes up to the
daisies!"
Not surprisingly, Elves and Half-elves are not allowed to join the Scythe
Clan. Neither are Paladins, who would have a little trouble fitting in.
Shapeshifters are also banned from entering the clan hut. To join, you must
bring the corpse of a monster you defeated. It had better be a good one, or
you won't satisfy Boki.
Directions to the Clan Hut: all s, w, s, w, walk
Powers
------
sheal - Donates some of your health to another Scyther. sheal <person> <l,
m, h>
conjure - Scythe are able to conjure up a few items for a little fun, or to
show off kills. "conjure button" creates a button that a you can
place a message on. To make yourself a kill marker, type
"conjure marker". Need to send someone a message? Conjure yourself
a voodoo doll (conjure doll) for a little fun. If you want a trophy
belt for your scalps, conjure belt. And last, but not least,
brighten up someone's day with a festive party hat, just conjure
hat.
eat - You can eat trash to dispose of it. Works with corpses, too!
trophy - With trophy <scalp>, you can add a scalp to your belt.
xi - Shows all you carry, even in containers.
xs - A shortened version of the "score" command.
xsell - A handy selling mode that goes through all your items.
xwield - Automatically wields the best weapon you have (Fighters only).
---------------
Monks of Antana
---------------
An established religion, the Monks of Antana worship the goddess Antana. Only
those who are pure of heart and mind will be allowed to join. Therefore, no
Necromancers of any kind. Neither will they accept Dwarves, Orcs, or
Shapeshifters. You also must be nice or better to join.
Directions to Monks of Antana: 10n, 3e, 7n, e, 2n, enter waterfall
Rules
-----
Unlike most guilds, the Monks have their rules spelled out in a simple list
for all to read. You must have read the rules before joining.
"1. Do not kill/attack other players! Player killing/attacking is a most
grievous offense to Antana, and will result in a review for banishment
from the order by your guildmasters.
a) You may defend yourself if you are attacked.
** This does not mean you can hunt the attacker!!
** This does not mean that if someone approaches you about
collecting a bounty that if they attack first, you have
not broken the rules. Bounty Hunting is as frowned upon
as Player Killing.
2. Stealing from other members of the order is also a serious offense, and
and will result in a review for banishment from the order by your
guildmasters.
3. You should always be kind and polite to other monks and players, and play
the 'role' of a peaceful and calm monk. (Not so much shouting and so on.)
4. Foul language of all types is not appreciated in the order. Please don't
use it over the lines.
5. The order of the monks requires loyalty from its members. If you leave the
order, Antana may start to lose her faith in you.
6. If problems of theft from the storage room or defacing of the temple
occur, please mail the Guildmasters, and file a complaint with
Dibbs.
7. Abusing the storeroom (i.e. getting a large negative balance) can
result in banishment from the guild.
8. Excessive spamming of the monkline will result in silencing.
9. Guildmasters are always right!
10. If you need to contact the guildmasters, you may mail Monks if they are
not on. (Yes, with a capital M)
Such is the will of Antana...."
Powers
------
Mana rating
Like most other guilds, the Monks have a system of guild points. You can earn
extra points by carrying a trash bag around and stuffing junk in, burying
corpses, donating gold, or cremating corpses and scattering the ashes north of
the Monk gardens.
mpray - You can pray to Antana for special abilities. One of which is
converting sps into hps or vice versa. To do this, use mpray for
<number of hps/sps> and it will convert automatically. It costs 2 mana
for every point converted in this manner. You can also pray for a kill
marker with mpray mark <monster>.
Storage
-------
The Monk's storage system is fairly straightforward. You can take items in
exchange for mana, low level storage room is open to levels 6 through 13,
upper is reserved for 14 through 19. Simplicity itself.
---------------
Knights of Drin
---------------
The Knights are strict fraternity devoted to preserving the peace and
eliminating the Orc threat upon Ancient Anguish. The Knights of Drin follow a
strict code of chivalry that guides them throughout their careers. Of course,
no foul Orcs are allowed to join the noble Knights of King Drin. Neither may
Mages, Necromancers, Shapeshifters, or Rogues enter into their ranks.
Directions to the Guild hall: 13n, 6w, 10n
Powers
------
trophy - Knights take the ear from their kills as a trophy and deposit it
in a special ear bag. when you are done with your adventuring for
the day, you can turn them in to Albert to earn guild credits.
Orc sense - Knights have the natural ability smell the stench of Orcs in the
air. By typing sense orcs, a Knight can detect where the creatures
are hiding. As your nobility rises, so does your Orc sense.
The Knights have a special shoppe all their own where they can buy excellent
packs, armour, and the like. No one else has access to this!
Racks
-----
Much like the Chutes and the Vaults, the Racks allow items to be shared among
guild mates. A member may choose <item> or donate <item> to receive and
return, respectively. You can only withdraw so many items during one reboot
period before you will be cut off, though.
Nobility
--------
Baron/Baroness - 20000 credits
Count/Countess - 40000 credits
Earl/Earless - 90000 credits
Marquis/Marquess - 150000 credits
Duke/Duchess - 220000 credits
Prince/Princess - 300000 credits
------------------------
Brotherhood of the Raven
------------------------
A very secretive society nestled somewhere in the heart of Tantallon, the
Brotherhood of the Raven is open only to experienced, proven Rogues. If you
seek them, you do so at your own risk.
Powers
------
hack - Using a secondary weapon, a Raven may hack a corpse to pieces
to dispose of it.
scavenge - An alternate way of disposing corpses, this can only be done
outside.
rsponsor - Allows you to lend support to a fledgling member of the Ravens.
rs - An expanded sc command.
protection - Most people do not like to be stolen from. If you can find one
of these, sell him a contract of protection. First, visit
Spiros in the guild and "acquire contract." Once done, you can
give it to the person and ask them to "sign up for <number>
days". You will earn one guild point for every gold coin
collected this way.
guild points - The other way to earn guild points is by giving stolen items to
Spiros and Victor in the guild.
Storage
-------
In the cellar of the hideout, there is a large stash of items to be had,
separated by Ruby into different rooms. Simple walk in, pick up what you need
(contributing the proper amount of rpoints automatically) and then be on your
way.
--------
Snowfolk
--------
The Snowfolk are a group of people living in harmony in a giant igloo far to
the north. Their powers and skills have been shaped by the proximity to the
cold lands, but their hearts are warm. The Snowfolk welcome anyone (other
than necromancers and those who enjoy killing others) into their ranks.
The precepts of the Snowfolk are as follows:
1) Have fun, but not at the expense of others.
2) Only kill other sentient beings if ABSOLUTELY necessary.
3) Share your knowledge of survival with others, unless they
prove unworthy of that knowledge.
4) Survive.
Directions: The guild is extremely far to the north. The best way to find it
is to buy a map and get to the NW corner of the continent. Then follow these:
10e 6s 6e 2s 4e 3n
Powers
------
Snowmen - Snowfolk can build a snowman, which will stay around for a while
until it melts away into a pool of water.
Carve sculpture -There is a sculpture gallery in the guild hall, where you can
carve sculptures and submit them to be viewed and rated by your guildmates.
Cold resistance - The higher your level, the higher will be your resistant to
the cold. Unfortunately, your weakness to fire will increase as well.
fsball - throw a snowball at someone
fshatter - can be used to dispose of litter
Freezing
--------
The 'freeze' command can do three entirely different things. You can 'freeze
<food>' to freeze raw meat or a freshly caught fish.
This will keep it from spoiling for a while, or as long as you stay in
a really cold area, like on top of a glacier. You cannot eat frozen meat,
but wolves can. You can cook it.
You can 'freeze <object>' to freeze an object you are carrying into a
block of ice. If you then drop the block, nobody else will be able
to pick up the object. The ice block will melt after 10 minutes, unless
you store it in the deep freezer in the guild.
You can also 'freeze <number>' to store spell points in your snowflake
for later use. Freezing in warmer climates is less efficient. The best
place to freeze sp is in the guild freezer, but be careful - if you stay in
there too long you can die from hypothermia! Freezing sp nearly
doubles your effective sp.
Storage
-------
There are two current storage systems for Snowfolk. The most informal is a
large hide crate in the guild board room. Any guild member can add
or remove items from the crate. There is no point system, so there's no
need to build up any credit before you can use stuff your guildmates have
stashed there for public use.
The deep freezer offers personal storage. You can freeze your items and drop
the blocks of ice in the deep freezer so they stay frozen. No one else can
pick them up, so when you're ready to play again you just thaw them and go.
You can also "get small icicle" for a free ice knife and "get large icicle"
for the club version.
The guild hall also has a bar (in the main hall), an ice cream shop, a
library, a game room, and the store which sells warm fur clothing that gives
additional cold resistance bonuses.
The guild guardian, Frosty, is not killable, so the guild hall is
comparatively safe from pillaging.
==============
WEAPONS/ARMOUR
==============
Obviously, one cannot go traipsing around a world full of monsters, danger,
and raging battles without the proper equipment, right? But with so many
quality armours and weapons to choose from, which do you pick? And which will
be the best deal for your coin? Here, you cannot see what weapons are
appropriate for which classes, and what armour you should be sporting.
-------
Weapons
-------
Weapons are divided into different types. You will master certain weapons at
different speeds, depending on your class.
Longswords - This is one of the most popular weapon types. They do
decent damage and there are lots of unique longswords.
Fighters can use longswords with amazing proficiency as can
Paladins. Rogues and Rangers can also to a lesser extent.
The proper attack method for longsword is Slash.
Shortswords - These tend to do less damage than their larger brethren,
and are thus ignored by most people. There are a couple
unique shortswords, but nothing to write home about.
Fighters, Paladins, and Rangers tend to do okay with
shortswords. As with longswords, use Slash.
Clubs - Hefty, bulky, and severely damaging weapons, Clubs are
also extremely popular. There are some impressive unique
clubs out there which make this type attractive. Fighters
are excellent with a good club, and this is the primary
weapon for Shapeshifters, Clerics, and Artificers. You
should use Crush when wielding a club.
Flails - Flails do impressive damage, and the addition of several
new, powerful flails have made them a very attractive
weapon skill. Fighters and Clerics learn skills the fastest
and should definitely consider trying them out. When using
a flail, use Crush.
Rapiers - Rapiers don't do a lot of damage, but their defensive value
is priceless. Fighters like them because they're great for
disarm, and Rogues who lead parties couldn't live without
them. Rapiers are best while using Pierce.
Staffs - Staffs do decent damage on average. There are a few unique
staffs that are effective enough to attract Fighters. Mages
should use them exclusively, and Necromancers work well
with them too. When wielding a staff, use Crush.
Knives - Knives tend to get a bad rap, mostly because they don't do
a heck of a lot of damage. For Rogues and Rangers, though,
this skill goes up at an insane rate. Necromancers
sometimes use them for a primary weapon, too. Knives, of
course, work well with Pierce.
Spears - Another unpopular weapon skill, spears are only valuable to
Rangers (partly because they can make their own). Spears
should be wielded with Pierce.
Curved Blade - This weapon tends to do okay damage, but I wouldn't
recommend it to anyone but a Rogue who prefers to follow
in a party instead of lead. Slash works best with this
type of weapon.
Polearms - Not a bad skill at all, but not actively pursued by a lot
of classes. Paladins and Fighters can work wonders with a
good polearm. Polearms should be used with Slash.
Axes - Axes aren't wonderful for damage, so many people tend not
to bother with them. Rangers can use them very well, and
even some Fighters use them. Not surprisingly, Chop works
for axes.
Two Handed Axe - These weapons do an obscene amount of damage. They are very
hard to learn, so only Fighters tend to use them, but I
encourage Rangers to try as well. These weapons use Chop.
Two Handed Sword - Another excellent weapon type, but still very hard to
master. Only Fighters should try their hand. Slash is the
appropriate attack.
Marksmanship - This encompasses thrown weapons and archery. Rangers and
Rogues can use this skill with amazing proficiency,
although every class can benefit from learning it.
Exotic - This is pretty much for weapons that don't fit into any
category. None of them do very much damage, so only learn
this if you're extremely bored.
------
Armour
------
There are many kinds of armour in the game, but there are few that you should
actually consider wearing. When your strength is low, I would suggest wearing
Bezainted Armour for your primary. Adding anything else besides a pack for
your things would probably weigh you down too much. After you've become a
little stronger, I _highly_ recommend cuirboilli leather armour, because it
defends very well and weighs little. You can also throw in some secondary
armour, like the robe of turkey feathers, and perhaps steel-toed boots. Once
your strength is high, it's time to break out the fine platemail. This is all-
purpose, excellent armour, but very heavy. If you're a Fighter, Cleric, or
another class that has a high strength, add in as much secondary armour as you
can (gloves, robes/cloaks, medallions, etc.). The less damage you take, the
better.
-------
Uniques
-------
Curious about what kind of uniques are out there? Here's an incomplete list
that might interest you! Also, it's possible to find documents that tell you
how to assemble even greater uniques. Be on the lookout for these throughout
your adventures.
*semi-unique
Armour of Ichor: Allows you to drain corpses for healing.
*Black Robe: +20 cold and fire resistance, +35 magic resistance.
Blackened Staff: +1 dexterity, -1 constitution.
Blade of Sethic: Bonus for Elves depending on runes.
Bracers of Skill: Shows when a weapon skill is approaching.
Crosier of Pain: +2 wisdom, -1 strength and constitution.
Destructor: +1 dexterity to Dwarves.
Dragon Platemail: +15 fire and magic resistance.
Draqisfang: Transforms into the weapon your skill is highest in.
Drute's Bauble: Allows you to use feelings from a distance.
Elvenheart: +4 strength to Elves, +3 to Half-elves.
Evil Eye: Works just like the Mage spell scry.
Flail of Ancient Demolition: Gigantic flail that topples opponents.
Flying Shield: You can ride it, performing the same function as speed-walking.
Glimmer: Gives a Mage extra hours when it flashes.
*Golden Amulet: Protection during combat.
Magic Surcoat: +20 to fire, cold, magic, and poison resistance.
Malign Pikestaff: +1 strength to Orcs, -1 wisdom regardless of race.
Medallion of Night: +15 cold and fire resistance, +10 magic resistance
Morning Star: Bonus vs. humanoids.
Nightblue Cloak: +2 intelligence, lowers alignment.
Pendragon: Damage bonus for Humans with a positive alignment.
Rakar, Mattock of the Giants: Immensely destructive two-handed axe.
Rowen Staff: Utilizes a wind attack.
Shield of Gralain: +20 blocking for Dwarves, +5 for everyone else.
*Shroud of Gustando: A weightless shield.
Silver Longbow: +20 to Archery.
Spidermedallion: +2 to intelligence.
Spiked Shield: Gets in an extra attack.
Star Armour: +5 to magic, fire, cold, and poison resistance. Source of light.
Starblade: +20 to magic, fire, cold, and poison resistance. Source of light.
Strangely-patterned Cloak: Increases seclusion ability.
Wigwog Skin: +10 to fire and cold resistance.
============
Making Money
============
Now that you're aware of the equipment, uniques, and other things you'll need,
you're probably wondering where you're going to come up with all the money to
buy them. Obviously, the best way to turn a profit is just to make more than
you spend, but there are two tried and true methods that I use to make some
extra coins.
--------------------
Commodities Exchange
--------------------
Affectionately known as CX, the Commodities Exchange allows you to deliver
packages for a small amount of coins and experience. You can make up to 3,000
coins per reset, and you earn half that much in experience. The following is a
list of possible destinations and the directions to reach them:
Note: As always, all directions are given from the Crossroads (or Xroads),
which are s, and 6e from where you log on.
Ancient Bliss Bar: 13n, 6w, 6n, 2w, n, w, n
Ancient Inn in northeastern village: 10n, 3e, 5n, e, s
Auction Hall: 3s, 4w, s
Bank in Hobbitat: 33n, ne, 2n, e, ne, n, 3w
Bank in Tantallon: 3w, s, e
Barber shop in Hobbitat: 33n, ne, n, e, n, ne, n, 2e
Bard in Ancient Bliss Inn: 13n, 6w, 6n, 2w, n, e
Brawling arena: n, e, n
Butcher shop in Nepeth: 13n, 6w, 6n, 3e, n, e
Canticle offices: 8w, enter hut
Clan hut entrance in Scythe camp: 11s, w, s, w, walk
Clerics' Common Church: 3w, n, e, n, e
Coachline offices: 5w, 2s, w
Constabulary in Neville: 10n, 3e, 5n, 2e, s
Doctor's office in Dwarven mines: 16n, 3w, 2n, nw, 2w
Eastroad Inn: 10n, e, enter
Eastroad Inn reception desk: 10n, e, enter, e
Flower shop in Nepeth: 13n, 6w, 6n, 2w, s
Fredd's Equipment Shop: 5w, 4s
Goblin Alchemist in Ravel: 12w, n, nw, 4w, 2n, 3w, n, enter
Grandfather Goblin in Ravel: 12w, n, nw, 4w, 3n, enter, w
Hall of Audience in Nepeth: 13n, 6w, 12n, w
Hanza's Map Shop: 3s, 6w
Infirmary in Dwarven mines: 16n, 3w, 2n, nw, w, n
Ironman and Willim's Smithy: 6w, s
Knights of Drin guildhall: 13n, 6w, 13n
Library in Nepeth: 13n, 6w, 3n, e, n
Library in Tantallon: 3w, n, w
Magic Shop: 5w, 2s, e
Nursery in Dwarven mines: 16n, 3w, 2n, nw, 2n, e
Nurse's station in Dwarven mines: 16n, 3w, 2n, nw, 2n, w
Oterim the Sage: 10n, 3e, 5n, 2e, n
Paper boy: 3w
Pub in Tantallon: 3w, 2n
Ranger camp: 31n, 9w, 10n, 16e, s
Scythe camp shop: 11s, w, s, w, walk, w, n, w, s
Scythe camp tobacco seller: 11s, w, s, w, walk, w, n, 2w, n
Sheriff's office in Nepeth: 13n, 6w, 6n, 4e
Shop in Hobbitat: 33n, ne, e
Shop in Nepeth: 13n, 6w, 10n, 2w, n
Shop in Tantallon: w, n
Taverna in Dalair: 16w, 7n
Training academy: n, e
Tower of the Magi: 3w, s, w, u
----------------
Treasure Hunting
----------------
Probably my favorite activity on Ancient Anguish, treasure hunting is an
excellent way to stock your bank account. Before you can set out on your
adventure, though, you're going to need a map. There are two locations to get
one: Dalair, the orc city, and Neville, also known as the Northeastern
village. You need to visit the pubs in each town, and if the dark stranger is
standing around, you can buy a map from him.
When you first read the map, the "thunt" is created somewhere on the map of
Ancient Anguish. The difficulty and presence of guardian monsters is shaped by
your level and alignment. For instance, if you're an evil, level 8 character,
you may be given directions to a hidden shrine with a holy priest inside.
The directions will be in increments call ed "stadia". Moving from one room to
the other is a movement of 5 stadia. Remember, moving within a town or quest
area does not count as moving around in the whole of the world.
Once you've found your personal area (you will know when the map says it is
found "right around here" or when you can actually see it) simply enter and
take a look around. Thunts consist of two rooms, and there may not always be
guardians in the first.
Note: In tombs or crypts, simply attempting to move to the second room may
trigger the guardians, so be careful.
Once you've defeated the first guardians, or if you were just lucky enough not
to fight anyone, head to the second room. In there should be either one or a
group of guardians that will present a considerable chall enge. Once you've
laid waste to everyone, you will need to search something in the room to find
the chest or coffer full of goodies. Just picking out a few random nouns in
the room description will usually work (e.g. search tapestry, search bones).
You had better grab that chest quickly, because right after you find it, the
thunt will begin to collapse. Head outside with all your things before it
does, because anything left in the pile of rubble will be lost.
Now you'll probably be left with the problem of a locked chest of goodies. You
can smash the chest, or attempt to pick the lock with a lockpick. I would
recommend that you buy some fine tools from the fence in Neville, because some
chests can include a nasty trap for the unwary.
After you've gathered the equipment from the monsters you've defeated and the
wonderful things in your chest, it's time to find a friendly Mage. Items from
thunts can be identified by a Mage, showing that they may be much more than
they seem. For instance, that rapier the holy priest was wielding could be a
vorpal rapier, which would sell for three times as much!
Remember, have fun on your thunts! If you can't seem to defeat the monsters
yourself, get a friend or guildmate to help you out and agree to split the
treasure. If you're anything like me, you'll find it to be an enjoyable part
of the game.
A warning: The dark stranger will now occasionally sell you "something
special." This is a large treasure map, a thunt that is much larger and filled
with more dangerous guardians. Do NOT attempt to do this alone! Find a couple
friends and seek out that highly valuable treasure!
==================
Earning Experience
==================
You'll probably spend most of your time in the game trying to make yourself
stronger. The best way to do this is by seeking out powerful monsters to kill,
or finding an area with creatures around your level to take on. Here are a few
areas you should be spending time in:
Newbie Park: 8w, s, enter park
This is the ideal place for someone level 1-5. There are fuzzy animals to
fight for the extreme newbie, and some NPCs (Non Player Characters) for the
ambitious player. There's also a quest to be done in this area, so you should
be occupied for a while.
Haunted Manor: 8n, e, ne
Also an extremely good newbie spot, this particular house features a free
bedroom for players below level 6 to sleep in. So if you have to take a break
from fighting Thing or the butler's ghost, you can heal at no charge. Free is
a good thing.
Harlan's Trap: 17w, 6s, ne
In this area, an evil ranger lures paladins to their deaths. He won't bother
you unless you start anything, though, so feel free to use the eagle's nest to
sleep in for free and to kill insect swarms to your heart's content.
Haunted Ship: 29n, all e, enter hole
One of my favorite places to level, the Haunted Ship is well-suited to someone
level 6-9. There are mid-level creatures everywhere, and there is a room that
doubles your healing rate while you are inside.
======
TRAITS
======
One of the newest big projects to hit Ancient Anguish are traits. Basically,
you begin with 6 trait points and earn an extra one for each level up to 20,
then one more for every additional 200,000 experience. These points can be
spent on customizing your character, adding stats, improving abilities, and
giving your character unique powers. Some traits can be increased more than
one rank for a greater effectiveness at a higher cost. For a complete
breakdown, see "thelp."
To read any of the below help files just type "thelp <topic>." A good place
to start would be "thelp introduction."
introduction A brief explanation of what traits are all about.
list A list of all traits available and a brief
description of what they do.
<name of trait> A more detailed description of the specific trait.
cost A table of the traits you have, what traits you can
gain and how much it all costs.
advancement How to gain new traits.
topics A list of all the help topics related to traits.
current A list of the traits you currently have.
commands A reference list of all the commands available from
the traits project.
bugs A list of known bugs and progress on fixing them.
Recommended newbie traits:
Common Sense - For only two trait points, this allows you to "analyse" any
enemy to determine how difficult they would be for you.
Easy Sleeper - For 10 trait points, this trait gives you the ability to "rest"
anytime and anywhere. This is handy for any player, even at
high levels.
Fast Talker - The first rank costs only one trait point and will protect you
from small monsters who would attack first and ask questions
later.
Relaxed Mind - For only three traits points for the first rank, Relaxed Mind
increases your sps regeneration. This is handy for any class
that relies heavily on special abilities.
Sense of Direction - This functions like a built-in compass; you always know
your relative distance from Tantallon, helping you find
your way back.
Skill Focus - For eight trait points, the first rank of this trait will
improve the rate that you earn weapon skills with the weapon of
your choice. For instance, if you decide to play a mage, Skill
Focus (staff) would be a great choice!
======
QUESTS
======
Perhaps hack and slash is not really your thing. Maybe you're the type who
prefers to enter into some of the storyline, and affect the outcome. Scattered
throughout the game are "quest areas", or places where you have to solve a
problem through exploration and experimentation. Questing isn't for everybody,
but some enjoy it immensely. If you ever want to advance beyond the realm of
the mortals, however, you will have to quest at least a little bit.
1. Help a young lady of Tantallon (15 points, by Piper)
"A young lady is greatly troubled by a loss of an object of great value to
her. Help her relieve her concerns. Seek her in the town of Tantallon. This
quest requires a minimum of fighting, and would be appropriate for low
level adventurers."
2. Explore the Forsaken Lighthouse (25 points, by Sully)
"Along the shores of Ancient Anguish is hidden a story of love and betrayal.
Northeast of Tantallon lies a Forsaken Lighthouse, which awaits the bold
adventurer whose spirit and intelligence lift him or her far above his
low-to-mid level. Lift the curse that sits upon it!"
3. Assist the tree sprites of Sydryth (25 points, by Aisha)
"The goblins have been working their way south and are terrifying the tree
sprites of Sydryth. They have recently stolen the sprites' sacred medallion
and Ryltar, the sprite leader, is in need of help. He's calling for all
low-level adventurers to assist him in his time of need. Return the Medallion
of Sydryth to the tree sprites so they may once again prosper."
4. Assist Moosah in the Dragon's Playground (25 points, by Malire)
"At the northwest corner of the park just south of the western gates, Moosah
whittles in the Dragon's Playground. He had crafted a beautiful puppet for
Prissy, for whom his unrequited love burns bright. However, the puppet has
been torn apart by a jealous bully and is now lost. The search may be
difficult, but Moosah needs you to find those two puppet parts so he may
rejoin them, and have you return the repaired puppet to Prissy. This quest is
designed for all levels, and your curiosity will be rewarded."
5. Recover the gremlin leader's lost property (30 points, by Redwolf)
"In the northern forest lies a small village inhabited by mischievious
critters known as gremlins. The leader of the gremlins, Zibzib needs your
help. Someone has stolen his favorite toy. He will wage war against the
Hobbits if his toy is not recovered. It is up to you to recover Zibzib's toy
and prevent a terrible war."
6. Bring good powers into this world. (35 points, by Gwendolyn)
"There are rumours about a convent by a lake where there is a sealed portal
keeping good powers out of this world. Help the nuns open the portal.
Recommended for players of medium level."
7. Return the Azhads' prized relic. (35 points, by Larina)
"In the Kazari desert, far to the south of Tantallon, the Azhads, a tribe
of nomads, have lost a prized relic. A cunning adventurer who could assist
these desperate people would win great favour from their chief. All should
be warned however, that so great is the Azhads' distrust of outsiders that
only those who combine diplomacy with ingenuity are likely to succeed."
8. Help August find his mother's necklace. (35 points, by Jerusulum & Llandra)
"A miner's son has lost his necklace while playing in the lake, rumoured to be
near the site of an underwater village. Daring and intelligent adventures are
needed to recover it."
9. Aid the Alatacirians in their time of crisis! (35 points, by Sylwen)
"Travelers from an island off the coast of Anguish have recently arrived in
the harbour of Tantallon, in search of aid. A disaster has recently intruded
into their peaceful lives and they require outside assistance to deal with
it."
10. Help the monks. (45 points, by Profezzorn)
"The monks in the monastery south of the evil temple need your help to perform
their sacred duties."
11. Restore the soul to Listhalia's maiden (50 points, by Deric & Willow)
"In the village of Listan a beautiful maiden has been trapped by a demon. Her
priestess is powerless to help, and her lover can do nothing to aid them. With
the sage's help, one such as yourself might be able to free the maiden. A
clever adventurer, no matter how inexperienced, can give aid."
12. Relieve a poor servant of his problems (50 points, by Florin)
"A poor servant has lost an object his master needs. Their small cottage can
be found somewhere to the south of the river that flows from Crescent lake to
the ocean. This quest involves a minimum of fighting and is suited for anyone
with a vivid imagination level 8 and up."
13. Help Khmoram to walk again (50 points, by Trixx)
"'Khmoram, the lame who walks, doesn't walk anymore. Find out why he is lame
and try to help him.'
This is a quest that requires more brains than muscles, and you should be able
to solve it even if you are a low level player. A good start could be to visit
Khmoram in his home in the small northeastern village and get some information
on how to help him. So GOOD LUCK ALL! And do not forget to remember ALL
information you could get and that the most obvious solution COULD be the
right one..."
14. Zhamarr (50 points, by Musashi)
"In the northwest of the continent there lies Zhamarr, the cruel kingdom in
the death-grip of the demonic ruler, Sorcerer King Zarakan.
'...Zarakan, the king's relative, was once a trusted man. Who would have known
that he was the one to slay the firstborn. With foul deeds, with murder and
lie, he cleared his way to the throne. And now there's none who can defy the
dark powers of that dark souled demon-lord. But maybe no more is needed than a
single daring adventurer going alone...'"
15. Assist the King! (50 points, by Amante)
"Help King Philip get a good night's sleep. The start of this
quest is located just outside the castle in the northeast
corner of Burnham Wood."
16. Assist the princess of Andeli (50 points, by Tigress & Saerdan)
"Princess Irene has lost her royal vestments, and is threatened by a band of
orcs. Help her find her clothes and remove the threat. You can find Irene in
Andeli Castle to the northwest of the main village. Players of medium level
are encouraged to attempt this quest."
17. Investigate the Scythe plot to invade Nepeth (50 points, by Salliver)
"On my recent reconnaissance of the evil Scythe Clan's camp, I have uncovered
a plot to overthrow Nepeth! Unfortunately I fear my cover has been blown and
I dare not make the return journey to Nepeth to inform Drin, but instead must
hastily scribble it here before I am found and killed -- so please forgive my
haste!
On the western side of the Scythe camp I have uncovered a tunn...
[hmm, that's it, except for a few splatters of blood]
This area ranges from low level right through to mid-high level, but the quest
itself can be solved by nearly any thinking player.
You should follow your own conscience when solving this puzzle."
18. Release the Music Man's trapped soul (50 points, by Levi)
"He fled his noble life in Andeli to seek a more meaningful existence with his
wife near Crystal Lake. Sudden tragedy would leave him unable to find any
meaning in life from that point on, however. Only an adventurer with an
abundance of imagination and cunning can restore inspiration to the house
which once thrived, but is now deadened with silence. Remaining is the solemn
memory of the great couple that once filled the dwelling with music and joy.
You must free the Music Man's spirit. Good luck."
19. Thwart the wizard in the Star Caverns (70 points, by Timber & Rebelheart)
"Attention all! Belirane, Rebelheart, and I have just gotten back from
exploring the new areas of the Star Caverns up in the mountains northwest of
Hobbitat. We have found the lair of an elemental wizard who is trying to
unravel the mysteries of nature. A strange voice told us to stop him because
the power would drive him crazy, and that he would destroy the world! We were
exhausted from chasing the packrats who kept stealing our booty and had to
return to town for rest, so we must pass on the responsibility to you. Stop
the elemental wizard before it is too late. We left some information around
the caverns that might help. Good luck.
-Timber, of the Wolves
-Rebelheart, of the Wolves"
20. Kill the warlock and restore the balance. (75 points, by Asyvan & Ged)
"Kill the evil warlock in the mountains north of Nepeth and restore the
balance of the world."
21. Brave adventurers, I call you one and all! (75 points, by Greyson)
"Nights ago, I was testing a newly-acquired scrying orb, sending my ethereal
form over the southern parts of the lands. From my rather unique vantage
point, I thought I spied something off of the edge of the southeastern
peninsula, shrouded in the eternal mists that lay there. I sent my form
closer, and used my magical arts to dissipate some of the mists. However, upon
approaching what had become clear to me as a structure of some sort, I felt a
presence there, pulling at my ethereal form. It did not seem malicious or
malevolent, but there was such a great want within it, I feared my spirit
would be sucked into that place and never released! My ethereal form is highly
susceptible to outside influences, and I cannot risk approaching that area
again. My physical form is much too weak to survive a journey to that area.
Therefore, I call upon you to seek out this presence and all eviate the great
pain and want that exists within it...
- Alizarkanon"
22. Unravel the legend of the Whisper Geyser. (75 points, by Taver)
"Dwell in the footsteps of an age long forgotten and unravel the legend behind
the Whisper Geyser from village folklore. The small village of Greenhaven can
be found in the northern region.
Recommended for exploration by all levels, but only the highest level
champions will be able to complete this quest."
23. Solve the mystery of Cyrano's Lament (75 points, by Elad)
"Cyrano the fisherman lives along the shore northeast of Tantallon. He awaits
a brave adventurer who is willing to help he and his wife Eleonora find their
missing children. You will find this old man of the sea eager to share his sad
tale of the recent hardships he has endured. The sea holds her secrets well
and those brave enough to explore her depths may come to meet their own
fateful tragedy if not careful.
This quest was made for all levels of players and for the enjoyment of those
whose hearts are warmed by the mysteries of the sea.
'Before one can discover new lands, he must first consent to lose sight of the
shore.'
Elad The Dreamer...@>-`--,---"
To become a Wizard, you must earn 752 Quest points.
=====
Heals
=====
Well, you know what weapons to get, what armour you should be wearing, and you
know where to kill things. But what do you do when you get hurt, lie there and
wait for it to go away? Unless you're extremely patient, this probably isn't
going to suit you at all. You need heals, and you need a lot. The following
information is invaluable to the hopeful adventurer. But be cautioned, never
spend more on heals than you think you can make back.
Tobacco: Smoking is good for you. Really, it is. One of the most effective
ways to regain sps and hps is to grab a pipe and some quality
pipeweed. You can purchase both from Kzoaki in the Scythe Camp or
Puffy in Neville.
Kzoaki - 11s, w, s, w, walk, w, n, 2w, n
Puffy - 10n, 3e, 5n, w
Medicinals: Fredd provides a wonderful little item call ed medicinals. You can
purchase some for 250 gold coins, or "bribe fredd" if she cuts
you off and you're willing to pay extra.
Fredd - 5w, 4s
Potions: Shanni jealously guards the secrets to her potent potions that she
sells to the public at an inflated price. These potions work
wonders for the health and well-being of your character, but they
are quite expensive.
Shanni - She can be found wandering around Nepeth.
Edibles: There are many places where you can buy food or drinks to carry
around with you. The most popular of which is the Knights of Drin
serving hall, tended by Misha.
Misha - 13n, 6w, 8n, 2e, 2n
Medicine: This ranger-made heal is _extremely_ useful, and you should take
any opportunity to buy it. You can either drink the whole bottle,
or "apply" to rub it on your wounds.
Bedrolls: A very cheap heal that can be used over and over again are
bedrolls. These handy little things are also made by Rangers. Just
drop them on the ground, unroll them, and curl up for a snooze.
You have to wait a little bit between each nap session. Also, make
sure to only buy soft bedrolls, as they heal you the most.
==========
DIRECTIONS
==========
To help you find your way around the world of Ancient Anguish, I've made a
list of directions to various points of interest. As always, I advise caution
when exploring any new area. Recklessness can make yours a short career.
Alton's Caves : 9w, 2s, 11w, 7n
Amazon's Castle : 2e, d, enter atlantis (if it's there), leave ship, 2e, 4s
Asyvan's Temple : 11s, w, s, d
Andeli Castle : 31n, all w, 3u
Balan : 12w, 3n, 2w
Blor's Hideout : 20n, all w, s, w, s, 2w, n, 4w, all n
Chaos Tower : 12w, 7n, 5w, d
Convent : 10w, 4s, all w, all s, e, s, 4e, 2n
Drakhiya : To Shifter Camp, 2w, 5s, 4w, all s, w, s, w, s, w, s, w
Drute's Tomb : 31n, 9w, 13n, 6e, 3n, w, n, 3w, n, e, 2nw, climb cliff, 2e
Drow Caverns : 10w, 4s, all w, all s, e, s, 8e, 2s, enter cave
Dwarven Mines : 16n, 3w, all n
Ebon Manor : 31n, 9w, 10n, 16e, s, 3w, 4s, enter
Elven Camp : 10w, 4s, all w, all s, e, s, e, 4s, w, nw, n
Faerie Ring : 15n, w, all n, enter ring
Flame Pit : 24n, all w, all n, e
Fort Vaughn : 20n, all w, s, w, s, w, climb rope, climb vine
Fub's Fortress : 7n, e
Gnoll Temple : 31n, 9w, 10n, 6e, ne
Gralain's Tomb : 21n, 3w, n, all w, sw, w
Gremlin Village : 31n, 9w, 10n, 17e, 2n, 2e
Haunted Manor : 8n, e, ne
Haunted Ship : 29n, all e, enter hole
Ilderia : 10w, 4s, all w, all s, e, s, sw, se, s, w, 7s, e
Lighthouse : 11n, 6e, enter
Listhalia : 10w, 4s, all w, all s, e, s, sw, se, s, w, 4s, 4e, sw
Lizard Village : 10w, 4s, all w, all s, e, s, 12e, 11s, e, 4s, 2w, 6s, se
Merrick's Castle : all s, w, s, w, all s, swim s, s, e, s, swim e
Monastery : 10w, 4s, all w, all s, e, s, all e, enter monastery
Mount Kresh : 20n, all w, s, w, s, 2w, n, 4w, all n
Mountain Orcs : 17w, n, w, all n
Music Man Manor : 31n, 9w, 7n, e
Newbie Park : 8w, s, enter park
Orc Fortress : 14w, n, enter waterfall
Orphanage : 13n, 4w, n, e
Paladin Estates : 16w, 9s, nw
Puffin Beach : 31n, 9w, 10n, 21e, 5n, 2e
Shifter Camp : 12w, 4s, all w, all s, e, s, 12e, 11s, 3e
Star Caverns : 31n, 9w, 6n, 4w
Thranarack : 31n, 9w, 2n, 4w, 3n
Windmill : 11w, 4n, enter mill
Zhamarr : 31n, w, 2n, all w, sw
========================================================================
I sincerely hope that, with this knowledge,
you can become as familiar with the game as
I am. I also wish you hours and hours of
engaging gameplay. Happy adventuring!
Special Thanks to...
Methos, for his Ranger wolf list. (http://users.mikrotec.com/~speters/)
Ionstar, for his page refreshing my memory on locations.
The Ancient Anguish help files, of which I have seen _all_ now.
Dr. Wilcox, for letting this double as a research paper.
Erithywen, Mog, and anyone else who e-mailed me.
Mike for the nifty ASCII art.
All of the helpful comments and advice from friends.
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Ancient Anguish: FAQ by Ryan_
Version 1.55, Last Updated 2007-10-18 View/Download Original File Hosted by GameFAQs
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