Difference between revisions of "GhanimX Mirror"

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</pre>
 
</pre>
 +
 +
==Some info about smite==
 +
<pre>
 +
-----------------------------------------------------------------------------
 +
 +
Title: 're: Groth' // Methos <19> Thu Jun 27 11:56:29 2002
 +
 +
Just a small point. Smite costs 1/3 of your max sps. So, despite what
 +
race a paladin is, they can all smite 3 times if at full sps.
 +
 +
Methos couldn't even finish reading that note after that part.
 +
 +
End of note number 240.
 +
---***---
 +
Title: 're: last' // Ibid <1> Thu Jun 27 18:03:07 2002
 +
 +
Going by that, orcs (with the smallest max sps) would actually be able to
 +
smite the most in a session with a given number of heals because each heal
 +
would be worth a greater p/c of your total than for an elf/dwarf etc.
 +
 +
Strange, no?
 +
 +
End of note number 241.
 +
---***---
 +
Title: 're: Methos' // Groth <15> Fri Jun 28 18:00:08 2002
 +
 +
Yeah but the more sps used to smite, the more damaging it is right? (assuming
 +
alignment doesn't matter)
 +
 +
End of note number 246.
 +
---***---
 +
Title: 're: Ibid and Groth' // Methos <19> Fri Jun 28 21:14:28 2002
 +
 +
That's exactly right. All Paladins can smite 3 times from full sps, but
 +
the one who has a higher wis and a better alignment will do more damage
 +
per smite (depending on the alignment of the target of the smite).
 +
 +
Methos is fairly certain he remembers it as wis, and not just higher
 +
      sps, in the case of those silly races that have more int than
 +
      wis.
 +
 +
End of note number 247.
 +
---***---
 +
Title: 'Stuffs.' // Druenarrii <19> Mon Jul  1 05:18:50 2002
 +
 +
Smite is more powerful with more sps.  a very long ago post
 +
stated that each additional wisdom adds 1/3 power to the
 +
blast, and that every *think* 4 points of int (maybe? it's
 +
been a long time) counted as one point of wis, in terms of
 +
damagepower.
 +
 +
Dru
 +
 +
End of note number 249.
 +
---***---
 +
Title: 'Smite Damage' // Tof <17> Sun Nov  3 11:03:31 2002
 +
 +
Looking for some stats as far as max damage per alingment kind of thing..
 +
ie if i'm good.. npc is evil.. i'm saintly they are demonic.. and i'm looking
 +
for this info based on an orc
 +
 +
i don't know if anyone has researched this, and I may have to talk to
 +
ghanim(x) and see if we can test.. just wanted to save some time
 +
 +
also - druenarrii if you are reading this - ls or pa?
 +
 +
End of note number 246.
 +
---***---
 +
Title: 'tof--' // Druenarrii <19> Mon Nov  4 19:34:20 2002
 +
 +
I've never really payed attention to specifics of alignment
 +
damage, or made a graph based on alignment and wisdom
 +
but in my experience, it does 40hp at the low end damage range
 +
(nice to nasty) and up to about 125 at saintly--demonic.
 +
 +
And as you asked, depends if you feel like tanking or bashing:
 +
Paladin with awesome scythe does some nice damage and is
 +
useful for curing the tank.  On the other hand, unless you
 +
can find an orcish poleaxe, there goes yer practicality for
 +
tanking with a shield.
 +
Longswords tend to be a little easier to find, and we skill
 +
faster with 'em.  Plus they're one handed.
 +
 +
Yeah, I know I'm not saying which is better.. personally,
 +
I use both, depending on what I'm doing.
 +
 +
End of note number 247.
 +
 +
-----------------------------------------------------------------------------
 +
</pre>
 +
 +
==Class change to paladin==
 +
<pre>
 +
-----------------------------------------------------------------------------
 +
 +
Title: '2hs skil' // Tyrael <19> Wed Jul 24 00:28:07 2002
 +
 +
hmmm just switched, 100 2hs to 67...now you know......and 100 club to 48!
 +
*faint*
 +
 +
End of note number 250.
 +
-----------------------------------------------------------------------------
 +
</pre>
 +
  
 
[[Category:Mirror]]
 
[[Category:Mirror]]

Revision as of 11:59, 31 July 2013

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

Contents

Newbie

When do things stop for a newbie?

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

How much xp do I need to max this class

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

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

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

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

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

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

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

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

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

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

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

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

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

Adventurer

Brawl info

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


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

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

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

str + weight

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

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

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

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

Vajra

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

How much can containers hold

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

ranger pouch worn and canvas pouch worn--1.67

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

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

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

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

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

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

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

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

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

abilities

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

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

unarmed and knife damage info

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

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

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

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

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


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

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

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

exp is twice hp damage

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

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

Rogue skills posts

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

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

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

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

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

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

That's my 17.4 cents.

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

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

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

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

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

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

Bomerangs + barbed darts and DEX

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

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

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

 ~N

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

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

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

Some of the Proud knight words

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

Sturdy Ring - does it help hit harder or more often

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

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

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

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

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

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

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

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

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

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

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

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

How heavy some things are

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

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

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

Experience chart

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

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

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

how to increase weaving to 29

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

the way it USED to work is:

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

the way it works NOW is:

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

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

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

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

How much exp from pk/sk

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

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

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

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

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

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

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

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

Galant the successful idol figure of the Scythe (nice) 

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

What percentage exp do you lose from a wimpy

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

What can be made from spider silk

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

Cleric

Cleric Ramblings

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

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

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

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

Hektor, Breaker of Horses

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

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

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

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

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

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

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

Blackened

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

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

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

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

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

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

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

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

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

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

The funky Monkey.

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

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

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

Hektor, Breaker of Horses.

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

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

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

pity is i've seen one like that once

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

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

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

How much damage does hammer do

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

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

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

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

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

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

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

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

So what does new bless do

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

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

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

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

Fighter

Strength required to wield weapons

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

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

Two weapon

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

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

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

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

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

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

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

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

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

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

axe - dual pickaxes from scythe tunnels. 

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

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

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

spear - dual arrows all the way

staff - dual strong branches 

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

Unarmed - ...Right.

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

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

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

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

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

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

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

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

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


Hope this helps :)
Sharn.

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

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

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

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

*shrug*

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

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

End of note number 292.

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

How long does 'will' last

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

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

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

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

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

Guinness.

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

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

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

maybe it runs off con? or max sp?

End of note number 274.

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

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

Block, Parry and Riposte

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

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

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

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

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

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

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

Mage

Deep pocket (strength + int)

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

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

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

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


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

int's effect on spell's

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

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

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

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

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

Bow + Arrow mage

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

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

Cletus's seeds

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

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

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

Mages Know Alignmnet spell

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

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

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

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

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

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

Mages es spell

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

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

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

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

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

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

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

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

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


-Shanks

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

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

Seppuku, Honour Only In Death

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

Mages hs spell

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

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

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

GhanimX

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

In theory, it could.

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

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

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

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

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

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

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

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

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

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

hope you could follow that convoluted logic, ugh
-Greystar

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-Greystar

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

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

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

Mages staff progression

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Err Tetsubo is in theory.



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

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

Here's what I normally use.

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


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

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

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

Shyloh thanks Machine for his help.

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

Necromancer

int+wis cost for RITUALS and RACIAL biases

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

Title: 'When you get rituals (revisited)' // Blain <19> Tue Sep 17 19:20:34 2002
 
 
When you get rituals (and who can't!)
=====================================
 
I+W  Spell name     Unavailable for (without uniques)
---  ----------     ---------------
  2  Detect Good
  2  Skeleton
  2  Nettle
  3  Summon
  3  Wisp
  4  Lifedrain
  5  Renewal
  6  Zombie
  6  Preserve
  7  Chill
  8  Hold Undead
  9  Warts
 10  Shade
 11  Feign
 12  Lifesteal
 14  Pox
 15  Weakness
 16  Mummy
 17  Darkness
 18  Disease
 20  Fetch
 21  Empower
 22  Rot
 24  Insectplague
 26  Killer
 28  Revenant
 30  Pestilence     Orc
 32  Lich           Dwarf, Orc
 32  Doom           Dwarf, Orc
 
 
Further Information
===================
 
Race      S   D   I   C   W  | I+W  HP   SP
--------  --  --  --  --  -- | ---  ---  ---
Human     15  15  16  14  16 | 32   154  170
Half-elf  13  15  17  12  18 | 35   138  186
Elf       12  17  18  12  16 | 34   138  186
Dwarf     16  14  13  15  17 | 30   162  178
Orc       15  16  14  15  15 | 29   162  162
 
 
Hope this helps!
(And I hope this is all correct. *yawn* Post if not.)
 
*bow*
Blain
 
End of note number 250.
------------------------------------------------------------------------------

kills + alignment

------------------------------------------------------------------------------
 
Title: 'last' // Berek <19> Sun Jul  1 07:41:41 2001

Alignment is a bit screwy.  If you are demonic and kill something good or
nice, your alignment moves closer to nuetral, but if you are evil and kill
something saintly, you become more evil.  Killing anything evil/demonic
really hits the alignment pretty hard.  From what I have found, the exp of
the NPC doesnt effect the alignment.  Its how evil the NPC is that determines
just how much your alignment is effected.

End of note number 73.
Title: 'last' // Aristotel <19> Sun Jul  1 08:28:27 2001

I didn't mean that if you get 3k or 6k from a monster affects the allignment
change, I meant that if you get half of the exp for killing the monster then
the allignment will move only half way, of course if you kill demonic it will
bring you closer to good side more than if you had killed something nasty.
 
End of note number 74.
------------------------------------------------------------------------------ 

Ritual alignment change

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

Title: 'Rituals and alignments' // Blain <18> Sat May 25 23:51:53 2002
 
Below is my findings on the relative alignment change
from casting rituals. Each only works to a certain
point as well.
 
1: hold undead+
   will o' wisp+
   summon+
   skeleton+
   zombie+
   shade+
   mummy+
   fetch+
   revenant+
   lich+
   detect good*
   nettle*
   darkness*
   preserve*
   feign*
   warts*
   renewal*
2: empower
   weakness
3: lifedrain
4: chill touch
   pox
5: lifesteal
   insect plague
6: disease
   mindkiller
7: doom
   rot
8: pestilence
 
+ No change in alignment.
* No apparent change in alignment. If you know different,
  please post.
 
*bow*
-Blain
 
End of note number 250.
------------------------------------------------------------------------------

my undead command

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

Title: 'my undead' // Urlech <4> Sat Jun 29 09:59:22 2002

Remember the 'my undead' command was added a while back, but i cant work out
how to use it. Was just wondering if its still around or not.

Ta

End of note number 249.
---***---
Title: 'last' // Njarl <14> Sat Jun 29 11:07:08 2002

exa my undead
give  to my undead

just stuff like that

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

Info about undeads

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

Title: 'resty vs iannis' // Peblo <19> Wed Oct 23 13:18:23 2002

Just to make sure how much they could carry i took some time and tested...
Resty do have 20 str and Iannis 19 str
4 Sturdy platemails VS 3 Sturdy platemails and a few bottles


End of note number 249.
---***---
Title: 'last' // Aristotel <19> Tue Jul 17 08:38:44 2001

Rangers have the list of all wolves because its just like 20-30 wolves or so,
necro can animate corpse of almost any npc. usually follow simple rule - the
higher the ritual the better the undead, the harder was the npc when he was
alive, the better undead he will make. only for the last 3 undeads this rule
is not entirelly correct - fetch has more hps than lich and rev, revs are
stronger and lich is between them on hps and str
 
End of note number 250.
---***---
Title: 'and' // Utb <19> Mon Mar  4 06:00:10 2002
 
i think that having 2 rev fight each other is a poor way to determine their
str.  the best way to do it, and this is just me talking, is to run around
for about an hour or so killing shit.  switch revs and do the same kills.
then compare exp+cash at the end.
 
End of note number 122.
---***---
Title: 'Revenant str' // Berek <19> Tue Mar  5 00:10:27 2002
 
FYI, Blor, Iannis, Glock, Sleepy guard, and Phil all have the same carrying
capacity as undead.
 
 
End of note number 62.
---***---
Title: 'last' // Utb <19> Tue Mar  5 00:36:09 2002
 
add to that cythrol, masrur, mettertrop, zorgon, effaw, arenson, the other
guy, mal, salome, i think zarkan and gilbert.  hawkeye, msg (assuming we're
talking all undeads), alton.
 
i could be wrong on a couple of these, off the top of my head, but i'm pretty
sure i'm right.
 
End of note number 124.
---***---
Title: 'all same exept' // Gore <19> Tue Mar  5 18:24:17 2002
 
Most high lvl undeads have a 19 str...with the exeption of restul looking
guard which has 20. Not that he's my fav rev (prefer illarin or iannis), but
he does lay undesputed claim to strongman of the undead world.
 
End of note number 125.
---***---
Title: 'last' // Berek <19> Tue Mar  5 23:37:46 2002
 
19 str?  try retesting and seeing how much they can carry, it might surprise
you.
 
As far as restful guard being the strongest, he could carry the exact amount
that blor and iannis could carry.
 
End of note number 126.
---***---
Title: 'Str Battle' // Cory <10> Wed Mar  6 09:26:49 2002
 
Restful is the strongest.
Illarin has lots of hps.
The rest suck.
 
End of note number 127.
---***---
Title: 'str again' // Gore <19> Wed Mar  6 14:03:00 2002
Last time I did the tests ( perhaps six months ago, but who keeps track), the
results were thus:
Sage                   18 str,                            
Philip                 19 str,          
Proud knight           19 str,
Illarin                18 str,                         
Tall guard             16 str,      
Blor                   19 str,
Restful-looking guard  20 str,           
Masrur                 19 str,          
Silversmith            14 str, (weakest I've ever managed to rev)
Tmap Paladin           19 str,                    
Dwarvin Paladin        18 str, 
Glock                  19 str,
Mummy of giant squid   19 str, (smirk)   
Hermit                 19 str,          
Carcera                19 str,
Iannis                 19 str,                          
Zarkan                 19 str,          
Bort                   17 str...
...After that I got bored and changed to mage;) Those were all
Revenants exept of course for the Giant Squid, but I've made mummy and lich
test cases and they have identical str to their Revenant counterparts, that
may work all the way down to the skeleton lvl, never tested it. Method used
is rather simple, just find out how many bottles (of beer, for simplicity and
economy sake) you can carry in AA per str(without using packs/sacks of
course). Turns out, after about 10 mins of newbie research, that the answer
is rather simple, at one str you can carry 8.5 bottles, and each successive
str point gives you the ability to carry 1.5 bottles more, such that 2 str=10
bottles (woohoo arithmatic!) and 10 str can carry 22 bottles and 19 str can
carry 35.5 bottles...one very interesting and important point: I've YET to
find an item that is 0.5 bottle in weight, thus, the carrying capacity of a
19 str char or undead is effectively limited to 35 bottles. For high str
chars/undead, testing with so many bottles is hard on the eyes, you might
want to try using larger items instead, sturdy platemails for example, are 9
bottles each, and easily procurred in relatively high quantity. A very
visable way to see that restful guard is indeed stronman of the undead is to
give him 4 sturdy plates to hold at one time (36 bottles), this feat is
impossible for any other undead that I have ever tested. If this info has
changed in the last half-year or so since I've been in the mage world, I
apologize for the false data.
 
End of note number 128.
---***---
Title: 'hmm' // Sirlomax <19> Fri Mar  8 00:20:41 2002
 
Now when we have seen this great STR list.... do anyone have a HP list of
some sort and i would love to see a Lich list... thinking of trying Lich with
my Necro and want to know what to use
 
End of note number 131.
---***---
Title: 'last' // Utb <19> Fri Mar  8 01:47:33 2002
 
finding con would probably be pretty time consuming, since we'd have to get
the undead ad, then see how many salves it took.  this would be inconsistant
too because ad ranges from 1 hp to 1 less than sw.  plus, are we even sure
that preserves are a constant number?we can always guess which npc's have the
highest hps, and i bet our guess would  be pretty accurate.  for me though,
hp's don't really make a difference with the undead i choose to use.  my
choice for best liches are iannis, illarin, restful,  pknight, glock and
phil.  although, glock/phil are a step down when it comes to using a rev,
they tend to be right up there with the best of them when liching.  right
behind that group are mal, salome, archpriest, zarkan, arenson, effaw, etc.
 
End of note number 132.
---***---
Title: 'last' // Berek <19> Fri Mar  8 07:01:08 2002
 
Nods, I dont really care about how much con the lich or revenant has since
the ones I use have sufficient amounts.  As long as you heal from bad to
slightly hurt or hurt to bad, or however you do it, it doesnt matter how much
con it has.
 
However many htps, you gotta heal  the damage with salves.
 
What I look for in an good npc:
 
Revenant-->Dex, Str, Int, Wis, Con(not really sure if int or wis really do
anything but i dont really care about con for L19 NPC's)
 
Lich-->Dex, Int, Wis, Str, Con
 
Berek
 
End of note number 133.
---***---
Title: 'last' // Berek <19> Fri Mar  8 07:02:14 2002
 
Did I mention I look for lots of Dex...ok, just making sure.
 
Berek
 
End of note number 134.
---***---
Title: 'hell yea' // Gore <19> Fri Mar  8 16:41:39 2002
 
Dex is definitely the most important. Thats why I dig Illarin, It's my
"impression" that she has a badass dex. I say impression since I'm not sure
how one would go about testing that, Str is easy to test, Con is quite do-
able, but hell, dex u just have to rely on good ol' non-scientific
observation. Also, Illarin being an elf, high dex and low con would be
appropriate attributes, and both jive with my observations of her. Alabama
Thunder Pussy rawks. peace out.
 
End of note number 135.
---***---
Title: 'last' // Utb <19> Fri Mar  8 17:10:57 2002
 
illarin, iannis, and restful all have 17 dex. which is the highest i've seen.
 
End of note number 136.
---***---
Title: 'last' // Sirlomax <19> Fri Mar  8 18:50:53 2002
 
how do u know what dex the npc's got? *scratch* now we get in things that i
want to learn =P
 
End of note number 137.
---***---
Title: 'undead hps' // Shrapnel <19> Fri Mar  8 19:56:54 2002
 
There is actually a way to test this.  I have noted recently that every time
an npc you get the same amount of hit xp (ie not party xp but the xp from
damage from hits/spells/backstabs/etc).  Although I haven't researched it
yet, I don't think the amount of hit expererience corresponds directly to hps
of the npc.  If it does, then I'll be damned.  Anyway, point is, you and a
friend go make your favorite undead, have him log his paladin and smite it to
death, keeping track of xp that's gained.  This way you can at least have a
list of hps of undeads that is accurate relative to itself in which undeads
have more hps than others.
Shrapnel.
 
End of note number 138.
---***---
Title: 'dex' // Utb <19> Fri Mar  8 23:01:09 2002
 
it takes 17 dex to wield gilian.  restful, illarin, and iannis can wield
gilian.  blor (the npc) breaks the undead's finger, giving it -1 to dex.  at
that point, it can't wield gilian.
 
give berek credit for this one, he found illarin and iannis to have 17 dex
and i used the same method to determine that restful does aswell.
 
End of note number 139.
---***---
Title: 'last' // Sunnydaye <4> Sat Mar  9 02:46:54 2002
 
So restful is the best rev, with the highest str, and tied for highest dex.
 
Right?
 
End of note number 140.
---***--- 
Title: 'sunnydaye' // Utb <19> Sat Mar  9 21:59:39 2002
 
no.  iannis, illarin, restful all have 19 str, 17 dex.
 
End of note number 142.
---***--- 
Title: 'Utb's last' // Snoopyjr <15> Sun Mar 10 14:52:12 2002
 
Illarin - 17 dex, 19 str, high hps
Iannis 17 dex, 19 str, middle-high hps
Restful 17 dex, 20 str, middle hps
 
just get restful or illarin with permed armour and cblade.. *shrug* kill shit
hard.. kill shit fast.
 
End of note number 143.
---***---
Title: 'last' // Utb <19> Sun Mar 10 20:47:07 2002
 
restful has 19 str.  i don't know why people say he's got 20, but it's 19.
he can carry 35 bottles.  that makes 19.
 
End of note number 144.
---***---
Title: 'dunno' // Gore <19> Sun Mar 10 23:24:12 2002
 
When I did it awhile back he could do 37, I wonder why they changed it.
 
End of note number 145.
---***---
Title: 'Rev's' // Hooligan <18> Mon Mar 11 05:38:45 2002
 
The relative damage/carry of any npc worth of 6k exp really doesn't change
that much. Personally if you can kill something easily, use the damn thing
and don't waste all your time trying to get a "better" rev. Just throw is
some weapons...Like ghost sword right/fancy sword left, or vfr/wooden pick,
maybe even a diammoned pommel sword/hobbit wood axe...those are all pretty
cool combos.
 
End of note number 147.
---***--- 
Title: 're utb' // Keysersoze <19> Mon Mar 11 14:59:55 2002
 
Sorry to break it to ya, but restful has 20 str. How someone can be so
ignorant and so confident at the same time is impressive. Perhaps You should
try actually testing stuff before you tell everybody your false opinions?
Hooligan has a point, but hell, it's kinda cool to know the exact stats of
undead, even if the effect on performance is small.
 
End of note number 148.
---***---
Title: 'Strength of resful' // Keysersoze <19> Mon Mar 11 15:01:36 2002
 
It looks like a heavily armoured The restful-looking guard, shrouded in a
dark aura.  Spidery runes enscribed in blood-red script cover the revenant's
black armour.  Twin points of cold fire stare back at you from within its
helmet.
It is in good shape.
        My undead is carrying:
A sturdy platemail.
A sturdy platemail.
A sturdy platemail.
A sturdy platemail.
You intone: I command thee to get beer.
The revenant of The restful-looking guard takes a bottle of beer.
You intone: I command thee to get beer.
The revenant of The restful-looking guard attempts to lift a bottle of beer,
but fails.
The revenant of The restful-looking guard says in a cold monotone: MASTER, I
CANNOT.
It looks like a heavily armoured The restful-looking guard, shrouded in a
dark aura.  Spidery runes enscribed in blood-red script cover the revenant's
black armour.  Twin points of cold fire stare back at you from within its
helmet.
It is in good shape.
        My undead is carrying:
A bottle of beer.
A sturdy platemail.
A sturdy platemail.
A sturdy platemail.
A sturdy platemail.
 
End of note number 149.
---***---
Title: 'Strength of Illarin' // Keysersoze <19> Mon Mar 11 15:03:30 2002
 
It looks like a heavily armoured Illarin, shrouded in a dark aura.  Spidery
runes enscribed in blood-red script cover the revenant's black armour.  Twin
points of cold fire stare back at you from within its helmet.
It is in good shape.
        My undead is carrying:
A sturdy platemail.
A sturdy platemail.
A sturdy platemail.
You intone: I command thee to get platemail.
The revenant of Illarin attempts to lift a sturdy platemail, but fails.
The revenant of Illarin says in a cold monotone: MASTER, I CANNOT.
cg beer
You intone: I command thee to get beer.
The revenant of Illarin takes a bottle of beer.
You intone: I command thee to get beer.
The revenant of Illarin takes a bottle of beer.
You intone: I command thee to get beer.
The revenant of Illarin takes a bottle of beer.
You intone: I command thee to get beer.
The revenant of Illarin takes a bottle of beer.
The revenant of Illarin takes a bottle of beer.
You intone: I command thee to get beer.
The revenant of Illarin takes a bottle of beer.
You intone: I command thee to get beer.
The revenant of Illarin takes a bottle of beer.
You intone: I command thee to get beer.
The revenant of Illarin attempts to lift a bottle of beer, but fails.
The revenant of Illarin says in a cold monotone: MASTER, I CANNOT.
It looks like a heavily armoured Illarin, shrouded in a dark aura.  Spidery
runes enscribed in blood-red script cover the revenant's black armour.  Twin
points of cold fire stare back at you from within its helmet.
It is in good shape.
        My undead is carrying:
A bottle of beer.
A bottle of beer.
A bottle of beer.
A bottle of beer.
A bottle of beer.
A bottle of beer.
A bottle of beer.
A sturdy platemail.
A sturdy platemail.
A sturdy platemail.
 
End of note number 150.
---***---
Title: 'restful' // Utb <19> Mon Mar 11 18:56:30 2002
 
sorry i was wrong.  when i tried out the str on alot of things, i used a
fetch, assuming it'd make no difference.  possibly fetch's str maxes
 
keyserfag, don't even talk.  you are too much of a loser,   and, for fuck's
sake, what is with your stupid fucking name? go kill yourself.
 
End of note number 151.
---***---
Title: 'Wrong again, utb.' // Keysersoze <19> Wed Mar 13 10:33:06 2002
 
You also said that Illarin has 19 str, but as you can see from my above post
(245), she has an 18 str. Since everything you post is wrong, why don't you
just stop posting here, and go post on the I-Love-Ignorance board? Or better
yet just go crawl back under whatever rock u came from, and never utter
another word, since everything you say is inaccurate. Btw, the humour of
having someone make fun of my name, who willingly chose the acronym of Up-the-
butt as his name, does NOT escape me :) Thanks for the laffs, fool.
 
End of note number 156.
---***---
Title: 're:last' // Therapy <19> Wed Mar 13 22:33:48 2002
 
At long last there is some interesting stuff posted here on this board. (DEX
and STR stuff).
It always amuses me to find plonkers picking pointless fights...(Keysersoze
springs 2 mind)...
 
Anyways, Utb has a different meaning....mumble Chili's?
 
Btw, anyone try out Johan/Arenson for STR/DEX/CON etc...?
 
I must get back to playin necros, pointless having me alt sitting around
doing nothing with 10mil exp at 4 1/2 days old:)
 
I wish no-one bothered with Restful, I remember when I use to go and kill him
and get 20k+ exp from him everytime :) (when left for a bit)
 
Btw, anyone tried using 1 wpn on a rev?...i know *forgets name* tried using
MBA and it worked OK. Anyone else try other combos? I tried using starblade
or some other ls and did fairly well....100k in the hour and made prolly 15k
cash or so.
 
Therapy/Sirpsycho.
 
End of note number 158.
---***---
Title: 'therapy' // Kurtwarner <19> Fri Mar 15 04:59:21 2002
 
i know i've tested arenson and the other guy to both have 19 strength.  i
have no idea about the con/dex
 
End of note number 163.
---***---
Title: 'Undead Stats' // Keysersoze <19> Mon Apr 21 06:59:18 2003

 Testing reveals that Iannis,Illarin and Restful guard all have 17 dex (and
19,18 and 20 str respectively). I think it would be cool and appropriate if
there stats were more along the lines we would expect from a dwarf mage, an
elf mage, and a human fighter, I know they are npcs and all but it seems, as
I said reasonable and appropriate. Peace out. ps. Testing includes
boomer/barbed dart and Gilian for dex, and just plain pickin' up heavy stuff
for str.

End of note number 294.
------------------------------------------------------------------------------

Why pick human or half-elf?

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

Title: 'races' // Nals <17> Thu Jan  9 22:50:16 2003

Sorry if this has been covered before, but why are helfs seen as one of the
best races for necros and elfs as one of the worst - elfs get 2 more dex,
same number of sps and only 1 less str, and 1 less int/wis combo.

I woulda thought that the 2 extra dex would outweigh the 1 less str.

End of note number 243.
---***---
Title: 'last' // Moriyokiri <19> Thu Jan  9 22:59:09 2003

-1 str is very crucial alot of the times. carry an extra looted item, extra
heal in a sticky situation, etc etc. 1 less int/wis results in weaker
revenants, rots, which are always crucial. only thing +2 dex will do, is let
you hit slightly more often. if you're gonna tell me it helps you dodge,
you're an idiot for using dodge defense, esp if you tank... all the weight
from looted eq and heals will bog you down making dodge a handicap. 

*shrug*

End of note number 244.
---***---
Title: 'nals' // Lunger <19> Fri Jan 10 09:42:29 2003

moriyokiri said most of what i'd say.  another thing to consider is that
a long time ago in a mud far far away, aa necro's choice undead were 
primarily fetchs and liches.  since they were often bogged down with heavy
equipment, the necromancer him/herself needed to be able to carry more.
thus the need for the extra strength.

End of note number 245.
---***---
Title: 'lasts' // Baphomet <18> Fri Jan 10 11:38:04 2003

Dwarves and Orcs make decent enough necros, though I'd take dwarf over orc
personally. The high str and con make up a little for not being able to get
doom/lich.

But yeah, I'd stay away from elf if at all possible. Not saying that can't
kick ass...Lunger...wait...what are you Lunger?


Baph could have sworn Lunger was/is an elf.

End of note number 247.
------------------------------------------------------------------------------

Paladin

list of paladin powers

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

note 8 things for paladins to do while saintly
Spell   Level alignment     Sp's Description
-----------------------------------------------------------------------------
detect   1    nice+            3 You may use this command to detect evil. A
                                 visible aura will briefly surround any evil
         beings present.
-----------------------------------------------------------------------------
turtle   2    any        2/round Paladins are taught the expert use of shields
                                 in combat.  You may use 'turtle' mode to 
         increase your blocking ability considerably.  However, as this
         defensive state is tiring, this is a constant drain on your SPs in
         combat. The command 'turtle' will put you into or take you out of
         turtle mode, as appropriate.
-----------------------------------------------------------------------------
call     5    nice+          all You can call your paladin's warhorse by
                                 using this command.  You may call a warhorse
         only while outdoors and while at full SPs; calling a warhorse costs
         all your SPs. The power of your warhorse depends on your level and
         your alignment. A warhorse may be mounted and used to travel around
         in outdoors areas. It can be given saddlebags and/or barding to wear
         ("give saddlebags to horse" to put them on, "remove saddlebags" to
         remove them).  A warhorse will help you in combat, but if it is
         killed, you will be unable to call another warhorse until the next
         reboot.  You may send your horse away with the command "dismiss 
         horse". See also: mount, dismount
-----------------------------------------------------------------------------
cure     8    nice+           30 You may use this command to lay hands upon
                             another person for healing. The effectiveness of
        this healing is higher if your heart is pure. You cannot cure 
        yourself; you may only cure others.
-----------------------------------------------------------------------------
aura    11    nice+           75 You may use this command to give yourself an
                                aura of protection. This holy aura both
        reduces the effect of physical blows against your person, as well as
        shedding light sufficient to see by. The strength of this aura 
        depends upon your alignment. The aura protects only yourself, and if
        you already have an aura up, you cannot raise another.
-----------------------------------------------------------------------------
harm    14    nice+?     1/4 all You may use this command to harm undead. It
                                has no effect on non-undead.  The
        effectiveness of the attack depends on your alignment.
-----------------------------------------------------------------------------
smite   17    nice+?     1/3 all You may use this command to smite evil 
                                creatures. It has no effect on creatures of
        neutral or good alignments. An exception is undead, which you may
        smite regardless of their alignment. The effectiveness of the attack
        depends on how good you are and how evil the target is.
-----------------------------------------------------------------------------
sense   19    nice+?          30 You can sense the existence of evil beings 
                                with this command.  It will give you the name
        of one evil creature and the approximate direction and distance to
        it.
-----------------------------------------------------------------------------

Paladin shield turtle bonuses and Fighter evals

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

Paladin alt used for turtles:-
Lala the noble champion of justice (saintly) 

Str: 18 (18)    Race : Orc (female)           Exp  : 518,307
Dex: 15 (15)    Class: Paladin (18)           Money: 3,940 coins
Int: 11 (11)    Guild: none                   Bank : 60,000 coins
Con: 16 (16)    Age  : I'm sensative about my age.
Wis: 15 (15)    Language: Common language  

Hits : 170 (170)   Defend   : Block          You are: Very drunk
Sps  :  88 (162)   Aiming at: Head           You are: Unpoisoned
Wimpy:  34 hits    Attack   : Slash          You are: Hungry
                   Hunted by: No one

                                            Paladin
                                            turtle
                                            blocking Myrtae Weight Fighter
Name of Shield                              Bonus    cost   (BoB)  Evaluation         Location
------------------------------------------- -------- ------ ------ -----------------  ---------------------------
The Shroud of Gustanado (worn)<*>            (+42->76)???  10 (0)  very poor          same place as big 'un
A mysterious buckler                         (+42)     50   2      very poor          ? Treasure Map ?
A piece of squash shell                      (+46)    100   1      poor               ?????????????????
A lizard buckler (worn)                      (+46)    100   2      poor               lizard swamp place
A brown goblin shield (worn)                 (+48)    160   2      poor               Ravel
An unusual buckler (worn)                    (+48)    150   1      poor               ? Treasure Map ?
An antique buckler (worn)                    (+48)    150   1      poor               ? Treasure Map ?
A weird buckler (worn)                       (+48)    150   1      poor               ? Treasure Map ?
A small wooden shield (worn)                 (+50)    100   2      serviceable        orcs outside tantalon
A fire buckler (worn)                        (+50)    500   1      serviceable        ? Treasure Map ? 
A wooden shield (worn)                       (+50)    250   1      serviceable        Fredd's Equipment Shop
A cold buckler (worn)                        (+50)    400   1      serviceable        ? Treasure Map ? 
A mysterious buckler (worn)                  (+50)    200   1      serviceable        ? Treasure Map ?
A scraggly hide shield (worn)                (+52)    250   2      serviceable        rangers make these
A metal shield for knights (worn)            (+54)    500   2      adequate           Knights shop (knights only) 
A small hide shield (worn)                   (+54)    300   2      adequate           ? rangers make these ? 
A red goblin shield (worn)                   (+56)    160   3      adequate           Ravel
A round hide shield (worn)                   (+56)    400   2      adequate           ? rangers make these ?
An opalescent round shield (worn)            (+56)    400   2      adequate           ? Treasure Map ?
A peculiar round shield (worn)               (+56)    400   2      adequate           ? Treasure Map ? 
A mysterious round shield (worn)             (+56)    400   2      adequate           ? Treasure Map ?
A weird round shield                         (+56)    400   2      adequate           ? Treasure Map ?
A fire shield (worn)                         (+58)   1330   2      fine               ? Treasure Map ?
A brown goblin shield (worn) + (polished)    (+58)    160   2      fine               Ravel
A sturdy hide shield (worn)                  (+58)    500   1      fine               ? rangers make these ?
A fine hide shield (worn)                    (+60)    600   1      fine               rangers make these
A warrior's shield (worn)                    (+60)     40   3      fine               Anasazi
A cold shield (worn) <***>                   (+60)    900   3      fine               ? Treasure Map ?
A striped shield (worn)                      (+62)    700   1      good               Southeastern Isle 
The 'Andeli' shield (worn)                   (+64)   1000   3      good               Andeli
The 'Scorpion' shield (worn)                 (+64)   3000   3      good               Chaos Tower
A silver goblin shield (worn)                (+64)   1400   3      good               Ravel
A fine hoplon shield (worn)                  (+64)    800   2      good               BoG area
A mysterious kite shield (worn)              (+64)    800   3      good               ? Treasure Map ?
A strange kite shield (worn)                 (+64)    800   ?      good               ? Treasure Map ?
A red goblin shield (worn) + (polished)      (+66)    160   3      very good          Ravel
A green shield (worn)                        (+66)    800   3      very good          A patrol sergeant
A dwarven shield (worn)                      (+66)    900   3      very good          Gralain's tomb
An opalescent long shield (worn)             (+66)    450   6      very good          ? Treasure Map ?
The Shield of Gralain (worn)<**>             (+68)   1400   4      very good          Gralain's tomb
A spiked shield (worn)                       (+68)   1400   4      very good          MoN area
A black shield (worn)                        (+68)   1050   3      very good          Archpriest (mt. kresh)
A cold shield (worn) <***>                   (+68)    900   3      very good          ? Treasure Map ? 
A wigwog skin (worn)                         (+68)   1400   2      very good          Wigwog
A strange long shield (worn)                 (+72)   1350   5      splendid           ? Treasure Map ?
A flying shield (worn)                       (+72)   3000   1      splendid           Andeli
An antique long shield (worn)                (+72)   1350   5      splendid           Treasure Map
An unusual long shield (worn)                (+72)   1350   ?      splendid           ? Treasure Map ?
A silver goblin shield (worn) + (polished)   (+74)   1400   4      nearly perfect     Ravel
A magic shield (worn)                        (+75)  (5400)  5      nearly perfect     Treasure Map
An unusual long shield (worn)                (+76)   2024   ?      absolutely perfect ? Treasure Map ?
A cold shield (worn) <***>                  (+180)    900   1      more than perfect  ? Treasure Map ?

Still to be done:
A mysterious long shield (worn)
A peculiar long shield (worn)
A small hide shield (worn)
An antique round shield (worn)
An elvish shield (worn)
An iridescent round shield (worn)
An unusual round shield (worn)
A peculiar kite shield (worn)
striped shield ??? se isle, sometimes theres a random native who has it. semiunique.



<*>
The shroud changes evals from very poor to absolutly perfect as the wind 
builds up with it (+42 to +76).
Funkyflea tells you: u should mention that The Shroud of Gustanado weights 10
                     but it lets u carry an extra 10 and when u wear the
                     shield it goes through phases starting at AP, then
                     NP....so on and then starts over again.
Funkyflea tells you: not sure about extra 10 capacity but it goes something
                     like that
I tested it and the shroud does weigh 10, but when worn it allows you to carry 
10 more so overall it weighs 0 (as long as it is worn).

After the "WHOOOOoooooooooooooooooooooooooooooOOSH!"
"A swirling force of wind swells up around your body!"
It's eval changes from very poor to absolutely perfect at the start of a 
fight, changes down after a bit of time or amount of damage to 
nearly perfect, splendid, very good, good, fine, adequate, serviceable ... 
very poor, ap, np, ... and when the NPC dies it drops back to very poor.

<**>
Funkyflea tells you: gralain give +5 to non-dwarves and +10 to dwarves
You tell Funkyflea: how come the +5 didn't show up to my paladin when I
                    wasn't using turtle *scratch* maybe paladins don't get
                    the bonus.
Funkyflea tells you: the last time i used as a pally they did for sure
You tell Funkyflea: or is "The Shield of Gralain" one of them new uniques
                    with the same name for it's non unique replacement.
Funkyflea tells you: u get a dwarven shield when gralain out
+0 blocking bonus to orc paladin
+5 blocking bonus to h-elf cleric

<***>
There appears to be 3(+) cold shields one of which had so much blocking I
suspect it was a bug (or possibly once per reboot there is one more than
perfect item in some treasure map).

P.S. this is a work in progress I'm adding to it as I get my hands on 
diffrent shields. Mudmail Ghanimk if you have additions to add.

P.P.S. The above bonuses are stat/race variable but I have done all my 
testing with the one alt. So if you find out the bonus of one shield for your
paladin and compare to my list and work out the diffrence it will be the 
same diffrence for all the shields above.
-----------------------------------------------------------------------------

Some info about smite

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

Title: 're: Groth' // Methos <19> Thu Jun 27 11:56:29 2002

Just a small point. Smite costs 1/3 of your max sps. So, despite what 
race a paladin is, they can all smite 3 times if at full sps.

Methos couldn't even finish reading that note after that part.

End of note number 240.
---***---
Title: 're: last' // Ibid <1> Thu Jun 27 18:03:07 2002

Going by that, orcs (with the smallest max sps) would actually be able to
smite the most in a session with a given number of heals because each heal
would be worth a greater p/c of your total than for an elf/dwarf etc.

Strange, no?

End of note number 241.
---***---
Title: 're: Methos' // Groth <15> Fri Jun 28 18:00:08 2002

Yeah but the more sps used to smite, the more damaging it is right? (assuming
alignment doesn't matter)

End of note number 246.
---***---
Title: 're: Ibid and Groth' // Methos <19> Fri Jun 28 21:14:28 2002

That's exactly right. All Paladins can smite 3 times from full sps, but 
the one who has a higher wis and a better alignment will do more damage 
per smite (depending on the alignment of the target of the smite).

Methos is fairly certain he remembers it as wis, and not just higher 
       sps, in the case of those silly races that have more int than 
       wis.

End of note number 247.
---***---
Title: 'Stuffs.' // Druenarrii <19> Mon Jul  1 05:18:50 2002

Smite is more powerful with more sps.  a very long ago post
stated that each additional wisdom adds 1/3 power to the
blast, and that every *think* 4 points of int (maybe? it's
been a long time) counted as one point of wis, in terms of
damagepower.

Dru

End of note number 249.
---***---
Title: 'Smite Damage' // Tof <17> Sun Nov  3 11:03:31 2002

Looking for some stats as far as max damage per alingment kind of thing.. 
ie if i'm good.. npc is evil.. i'm saintly they are demonic.. and i'm looking
for this info based on an orc

i don't know if anyone has researched this, and I may have to talk to
ghanim(x) and see if we can test.. just wanted to save some time

also - druenarrii if you are reading this - ls or pa?

End of note number 246.
---***---
Title: 'tof--' // Druenarrii <19> Mon Nov  4 19:34:20 2002

I've never really payed attention to specifics of alignment 
damage, or made a graph based on alignment and wisdom
but in my experience, it does 40hp at the low end damage range 
(nice to nasty) and up to about 125 at saintly--demonic.

And as you asked, depends if you feel like tanking or bashing:
Paladin with awesome scythe does some nice damage and is
useful for curing the tank.  On the other hand, unless you
can find an orcish poleaxe, there goes yer practicality for 
tanking with a shield.
Longswords tend to be a little easier to find, and we skill
faster with 'em.  Plus they're one handed.

Yeah, I know I'm not saying which is better.. personally,
I use both, depending on what I'm doing.

End of note number 247.

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

Class change to paladin

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

Title: '2hs skil' // Tyrael <19> Wed Jul 24 00:28:07 2002

hmmm just switched, 100 2hs to 67...now you know......and 100 club to 48!
*faint*

End of note number 250.
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