MartenBroadcloak
Displaced Tuluki
It's not a shit post if you spell check (tm)
Posts: 370
|
Post by MartenBroadcloak on May 23, 2014 14:33:07 GMT -5
I would love to see such a guide.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 15:33:02 GMT -5
scav subguild gets you food and water and allows you to access places with a climb check. really it depends on the elementalist in question and location as well.
|
|
Lizzie
Clueless newb
Posts: 199
|
Post by Lizzie on May 23, 2014 16:03:24 GMT -5
There are also plenty of quit rooms in the wilderness, you just shouldn't spend all your free time around them unless you want to get caught.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 18:06:38 GMT -5
There are also plenty of quit rooms in the wilderness, you just shouldn't spend all your free time around them unless you want to get caught. Too true. People love to camp or wander past those areas, so it's best to move along pretty quickly from them if you're logging in/out near one that's even remotely well known.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 18:43:36 GMT -5
A Comprehensive Guide to Playing Rogue Magickers: So you want to play a rogue, eh? Your gemmed are all the same flavor (*Now in Bootlicker!) and mundanes just can't compare. But what do you do first?
Pick a complimentary subguild. There are two subguilds which will always work well with a rogue magick user. These are: Scavenger and Jeweler. Why? For the scavenger: it is because half the guilds you can pick from will need to eat. This provides you with free food. All rogues will do better if they have a better chance of succeeding on a climb check (wewt!) to escape pursuit or the occasional wild carru or beetle. Also, this subguild gives you a boost to forage in general which will leave you with the third best forage in the game, just behind rukkian and ranger. For the jeweler: It takes money for that red storm apartment, money to eat, money to drink. It all takes money! And if you're going to be digging for rocks for components anyway (here's looking at you, flat piece of slate, shard of obsidian, tiny grey-green stone!), why not be able to turn the other rocks into something useful? Extended subguilds, of course, offer a variety of other useful abilities, but if you are special apping your mage, you will need to take a normal subguild to start with, also, let's keep things basic! It's obvious that a master tailor/jeweler could find GMH work, or that someone who can sneak and hide is safer. For vivaduans, people often speak well of the archer subguild due to the ability to poison arrows. For the elkrosians, you will be less likely to need either scavenger OR jeweler, with your lack of enchanting and no need to eat so I would instead recommend something which gives you unusual or useful other skills, ie linguist (for teh d-elf interaction) or perhaps thug or guard for the supplementary combat skills and ability to pass in the Byn that way. For krathi, enchant makes rings even more awesome so jeweler is recommended over scavenger, but linguist is less recommended than other guilds, due to the 'tongues' spell. Drovians will have much subtler power, but everyone can appreciate the ability to make delicious things and preserve flowers, as these crafts are more niche than jeweler/tailor, and thus more likely to make you sid to get by. Also, crafting, so House Servant is a particularly good sub, and listen makes it even better. For whirans I particularly like nomad, as the storn nav is handy, the bonus language is good as well, and the ability to get hands on lots of rare-ish goodies after a few days played makes coin less of an issue. Nilazis... are anti-elementalists, so I'm not touching on them here. Next: Pick a starting location. This is also kind of important, due to backstory, etc. Also, have you manifested or not? Another important consideration. I prefer to play unmanifested if I am playing in a major city because it actually justifies having nothing about it in your backstory. Tuluk can be good, but keep in mind that the area you are from should also color how you feel about your magick, once you have it, if you do not already, so I prefer Red Storm or Luir's, personally. Luir's can be troublesome as Kuraci family members have been known in the past to sell out their 'declared' unmakred mages to Tuluk which can result in you being hunted prematurely, doubly true if there is a current family member or sponsored role their with a particular dislike for magick. Red Storm can be difficult for the recommended subguilds in comparison to Tailor, but in any case, expect that, once you have been playing the character a few days, you will be somewhat on the move and this will be less important. Alright, You've Been Approved to Play Vivaduan #34871, Now What?
Once you are in game and equipped, you will want to look for somewhere private that you can do your hoodoo. Don't ever do this hoodoo, don't ever even think about it, in a city, without a barrier up, or you are asking to get caught, and if you want to go the extra mile, try to keep one up even whilst casting in the wilds. An alias is another good thing to have that will help buy you time once you are on the move and decently powered. If everyone is looking for one person, they will not necessarily be looking for the other. Spoiler alert: One of the main ways that psionic pcs will find you out is you are sitting with someone they 'locate' and they delve you at the wrong time or start looking through your eyes at the wrong moment, or your head while it is unshielded. If it is not a location which will cause suspicion, I recommend keeping your hood up to avoid this as much as possible. Always keep your mind shielded while you are practicing, and if you are in Tuluk, avoid practicing anywhere inside in the city itself as (at least at one point) Tuluki templars were known to have a 'magick sense' which works as detect magick but is much more effective, and also, you don't want a shadow artist paid to spy on your method of cooking puff pastry to find out you're secretly an eldritch abomination of the deep and disappear you or have you disappeared. If you are in Allanak, this is also a good practice. Not only can the templarate sense magick, if there is a drovian you can bet dollars to donuts that at least on occasion, it does sweeps of the apartments. Same goes for the two caves outside of but near Allanak. These spots are infamous. You are the 4333445345454th magicker to try it. You will get mantishead. Oh My God Oh My God! I have THREE DAYS PLAYED and have Started BRANCHING! ... Okay, how do I keep this up?
Keep moving. Do not spill your secret to anyone you do not KNOW will save your life. Not just that you would trust with your life, but that you don't already know would endanger their own to save it. Yes, that sounds harsh, but if you are expecting good or realistic roleplay from others, with the way most people would feel about magick, this is the only time your secret will or can be safe. And even then, you need to stress to them how important it is not to think about it, or talk about it, especially not without a mindwall. Because that is a good way to die. Even if they never tell anyone. Now is about the time you'll have component crafting and a good time to get components to grind it up/keep a stock. Attention: If you are a drovian. Do not use 'ethereal' on your clothes and walk around expecting not to get caught. It won't work. You will get caught. Yes it is invisible to the naked eye. Krathis and templars don't have naked eyes, nor do other drovians (who have the identify spell). By this time you will hopefully have some goals and aspirations other than just eldritch spell slinging to work on. This next 2-3 days played is a good time for that, while you're spamming component crafting. Ah, Success. Fully Branched, and Ready to Take on the Known!
At this point you can continue with your secretive lifestyle and try to fly under the radar, or you can try to become a raider, or any number of other things. But you will need to make it a point to keep cures on your person at all times. When someone comes hunting you, they will try to use poison. And if you don't have plenty, it will work. Guaranteed. I promise you this. As a vivaduan: Remember that calm will fuck you up because it doesn't stop them from calling their friends to come beat your ass. As a rukkian: Remember that Burrow has a finite lifespan now. You are never entirely safe there, only temporarily so. As a krathi: well, have fun blowing shit up. As an elkrosian: Remember to pretend like you can't see beyond the appropriate distance in storms or at night. These will give you away. As a whiran: Teleport can and will drop you over the silt sea. This will kill you. Just don't. As a drovian: Remember that your shadow can be seen on you with 'detect magick' as soon as you've cast 'send shadow', and people who can identify the shadow to a templar, and a templar who can pin that shadow on you, make for pretty compelling evidence for a hanging/cuddling.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 18:44:11 GMT -5
Might be a tad basic, but something like the above?
|
|
|
Post by jcarter on May 23, 2014 20:05:54 GMT -5
looks good, I would just add to it that scavenger subguild gets forage food as well.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 20:11:33 GMT -5
I did already. Though I could clarify that the free food it allows you is food you have to forage. >.<
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 20:21:45 GMT -5
Dont create your character concept about not being found out. You 'will' be found out. It's true that the beings that will find you may not care, or find it beneficial for you to remain unknown to the templarate, but not always. Dont ever assume you wont be found out.
Anaiah is spot on about everything.
Dont spam cast your thing near quit rooms. Lazy drovians "will" check out nearby quit rooms. Enterprising drovians will check out 'all' remote quit rooms. So if you're going to spam cast, do it away from places that are by definition points of return/interest for people.
I would even suggest training only during daylight, since drovians are severely stumped during that time
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 22:02:37 GMT -5
If you're out in the middle of nowhere and you don't have a mount you're going to look like a mage, unless you're an elf.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 22:09:02 GMT -5
It doesn't need to be maxed out, yes it's the same for all psionics more or less. You can absolutely start casting before then, but there is a fun psionics command that will bring up your 'stat' info and 'score' info so psions will be able to see if you have spell effects active, and what they are, if the barrier is broken, so with a low/bad barrier, I would counsel casting at nil, or only things which are instantaneous, ie, that won't show up if that is checked.
You can run into others, but if they are playing as carefully as you are, unless they are a whiran who has peeped you casting and knows what you are, or a similar situation (drovian crawling apartments and spots you, etc), it may take a while for that part of become apparent.
Mount up, once you get the mount spell. Everyone gets it. It's useful as balls. It helps to have a normal mount for learning on and also so you don't have to ride a big 'I'm a rogue on my blue mekillot' target, but riding is useful and you can do it well once you've learned it, but elkrosians, whirans, and rukkians are better off walking than riding. Or, rather: haste/refreshing, flying/levitating, and godspeed/burrowing for travel, respectively.
Mal Krian is awesome if you can get there without being slaughtered by jakhals. Many components can be made from normal materials or bought as well. There is a room near a Tuluki fortress which is risky as balls, the other ruined village in the thornlands, ash coated grasslands, and a few other places as well.
Ah, that's kind of a trick question in that the viability of each of those changes with both guild and how skilled you are. Very skilled? Many of them could survive most of those places, with the right precautions/alliances/planning. At the beginning? All of those will get you killed pretty quick if you make a single false move.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 22:09:41 GMT -5
If you're out in the middle of nowhere and you don't have a mount you're going to look like a mage, unless you're an elf. I would hope not. I've played several rangers without mounts just because the mounts took FOREVER to rest.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 22:11:26 GMT -5
My personal advice is to handle your mundane life before ever starting to do your casting.
By this, I mean at least a passable riding skill if you ride. Relatively steady status to be able to buy food and water if you're not scavenging. A high enough barrier to be able to erect it easily and not pass out while holding it. Having it smashed is irrelevant. Since barrier smashing is dependent on will power stat, your barrier will be crushed by anyone just a few days older then you are, even if it's on master. But that doesnt matter. What matters is that you will "know" that someone is in your head. Even if a psionicist enters your head while concealed (you wont feel the entry), if you have barrier on, it will fade on you. So you "know" that someone is in your head. Once that happens, just stop casting and keep going as if you are in the middle of travel, or start foraging, or whatever.
Pah is the heaven of desert elves. Majority of Desert Elves are rangers and can track. Unless you're flying or teleporting, you're leaving tracks. If you're leaving tracks, the elves WILL find you. When elves find you, you "wont" see them approaching as all desert elves have wilderness sneak and hide. Personally ... whenever I played SLK, I would consider it a jeer worthy offense that I seriously managed to miss a mage twinking up on my land.
Grasslands has an excellent mana recovery. It is a mage's heaven. Which also means that it is regularly scouted by psionic/stealth means. Generally speaking, you have to be very crafty to remain unknown if you're training in the grasslands. I'd advice against it. You could walk past it, to recover mana quickly and keep going. Or jump to grasslands via rune, to recover mana, and then teleport out. But to stay stationary and spellcast continuously? Suicidal for everyone except Akei'ta'var.
Much like many other guilds in Armageddon. The biggest killer of newly created mages is lack of patience. If you're itching to go out there and buff up your spells and grow all powerful, you really should just accept a gem and go with it.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 23, 2014 23:05:49 GMT -5
The biggest killer of newly created mages is lack of patience. If you're itching to go out there and buff up your spells and grow all powerful, you really should just accept a gem and go with it. This is actually the best advice there is. Period.
|
|
|
Post by BitterFlashback on May 24, 2014 1:59:14 GMT -5
It takes money for that red storm apartmentHA!!! I prefer Red Storm or Luir's, personally. ... Red Storm can be difficult for the recommended subguilds in comparison to Tailor, but in any case, expect that, once you have been playing the character a few days, you will be somewhat on the move and this will be less important. Yeah. I gotta stress Red Storm is a great place to use as your headquarters. But you need to expect to have to leave base for a lot of stuff. travel is unavoidable. Red Storm's biggest selling points are 1) lack of any VIP characters (sponsored or otherwise), 2) lack of PC guards, and 3) limited socializing is practically expected. On the flipside you need to make a point not to look like a twink while your character is inside RSV. Do NOT give the staff the impression you think nobodys looking. Or you can expect them to fuck you up to make a point.Theres always a small chance a Kuraci may be visiting there. Dont worry about this. It's not going to be someone who think's theyre invincible and looking to dick around with the "little people", because it's probably a merchant. They'll probably leave the same RL day they arrive. And they don't have any real authority. And ICly no Kuraci should want to stir shit up in public with the natives. Once you are in game and equipped, you will want to look for somewhere private that you can do your hoodoo. One of the few advantages to Red Storm's storms is you may wind up with fantastic cover to cast outdoors. I forget if there's shit out there that can spot you in a storm. Any recent former staffers wanna chime in?
Much like many other guilds in Armageddon. The biggest killer of newly created mages is lack of patience. If you're itching to go out there and buff up your spells and grow all powerful, you really should just accept a gem and go with it. I third this. Grasslands has an excellent mana recovery. I'm honestly a little surprised. it sounds a like things have changed from what you said. Last time I had intel on the magic, you got no bonus for position (standing/resting/sleep). And mana recovery was a base amount over time and the rate of time was shortened by an environmental bonus relating to your element: Element | Recovery bonus from... |
---|
Krathi | Being outdoors when it is hot (lucky bastards) | Elkrosi | Outdoors during sandstorms (I think) | Whirams | Outdoors while windy (I think) | Rukkians | Uh... something. I know there was a huge bonus when burrowed. | Vivaduans | Im totally drawing a blank on | Drovians | In darkness | Nilazi | In the presence of silt |
Anyone know if this is still legit?
Nilazis... are anti-elementalists, so I'm not touching on them here. All right. I'll take up tossing out what I know. They're my favorite elementalist by far to play even if my success has never been fantastic. So You're An Abomination Among AbominationsAs a Nilazi you're basically fucked for being open about it in pretty much every clan. Becoming gemmed isnt an option either. But you didn't pick The Void to cry about your hard life, did you? Fuck no! If you wanted to play an emo mage you'd be a drovian half-elf named "Moons' Sorrow" or some shit! Unlike most of the other elementals ALL of your starting spells are awesome. Because fuck those guys. The only spell that is not immediately useful is Mark. my memory is a little strained so I'm going off jcarter's Wiki for the list: Mark branches you Travel Gate which you absolutely must have. I mentioned in another discussion that mobility is the absolute most important thing for survival in Arm. Whirans and Nilazi occupy opposite sides of the Best Mobility coin. a whiran can cross the Known World faster than anyone. A Nilazi can negate the distance between A and B. If you can find people who wont kill you for being a Nilazi your distance negating spells are an incredible selling point. No one can enable foraging/importing/exporting goods like a slightly-branched and well-traveled Nilazi. mobility is not your only financial advantage either... Useful Spells That Don't Get You From A To BPortable Hole basically gives you a container only you can open that has infinite capacity and zero encumberance. If youve never had that spell before you'll be blown away at the convenience. Unless the imms fucked it up since last time I played a Nilazi. While you obviously can't access it when casting is unsafe, it is the one form of storage that can't be breached. And that is a helluva selling point for something that's always with you. Psionic Suppression is useful for protecting yourself from psionics while in the wild. It lacks Barrier's advantage of being easily dropped. But it makes up for this in not being breakable by psionics. The Long GameThere's no such thing as a popular, outed Nilazi. You should assume you're either going to have to be a hidden rogue in your clan or fiercely independent for life. Pretty much assume Tuluk is an instant death trap. Especially if your bio mentions Nilaz or you're not using barrier the whole time. Because Nyr. Joining the Arm of the Dragon is probably a bad idea; with Nyr Jr. retiring I dont know if the staffer running Nak now is going to be an of-course-they-know-youre-a-mage-immediately!!11!one! type or not. Other than all of Tuluk and the AoD youre probably going to be okay as a joiner. As an independent you're probably going to build up a rep if youre long-lived. IC and OOC. because an indy Nilazi who doesnt travel is a contradiction. You'll be running into the same players in various locations. Be sure to think of good reasons why you 1) don't want travel partners, 2) wouldn't be happier/wealthier/safer tucked away in a merchant house, and 3) avoid Tuluk. There's a good chance they'll assume youre a magicker anyways. But you want to make it hard for them to get away with metagaming. There's a third but unlikely outcome. under the right circumstances you might get a place with an indy crew and the staff might not dock them karma for working with you. But remember this. There's no safe haven for your kind. As @anaiah said you need to stress to them to keep their mouths and minds shut about you being not mundane. Are mundanes your only option? Well... outside of a chance meeting withanother Nilazi the only people who can easily work with you without getting funny looks from the staff are sorcerers. Let that happy thought settle a moment. Because realistically the two most hated roles can get along with each other. The presence of the Void has no effect on sorcs. Having a Nilazi on your team means you have an array of useful spells on your side that cost you no mana. And if you're a defiler you don't have to worry about competing for environmental mana from gathering. Nilazis' anti-magick spells are useless on you so in a fight you could probably obliterate them. But by that same measure those anti-magick spells can help you curb-stomp elementalists without fear of them interfering with your magicks. Likewise Nilazi are ICly supposed to become psychologically warped just from their element. So there's little reason to assume they'll give two shits about what sorcs did to the Known thousands of years ago. Or two minutes ago. Because fuck humanity. You recently made a corpse look like you, reanimated it, and practiced dancing. With yourself. Then you made two more corpses look like you, beheaded all three corpses, and began juggling your own heads. While laughing in a way that made everyone watching even more uncomfortable than they already were. Because the novelty of doing it amused you. So on the off-chance you do wind up teamed with a sorc (and you don't betray one another) you'll be a nasty team. Nilazi can royally fuck over other elementalists. And you can aid escapes when things get too nasty. Things will be especiall smooth if the sorc went Path of Movement. They can utilize Whiran powers to get you places. You can save them the mana of Marking those places and traveling back to them. and you're both so horribly unpopular that if you do get past the initial mistrust you won't randomly murder each other. Probably. Nilazi Marked GoodsI forgot to mention this originally. Store your marked items in a container INSIDE your portable hole before going into a city. If you wanna chance it and have a single one on hand for an emergency, sure. But don't have your whole collection in your inventory. Because marked items only get marked by ONE METHOD and it's a red flag to kill you.
|
|