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Post by gogogadget on Dec 30, 2013 18:27:05 GMT -5
I'm a newbie and have a ton of questions to ask. The thread title is no exaggeration I really have TONS of questions - so if anyone can answer some of these for me I would really appreciate it! - From what I read the skill-gain works on a timestamp of (60 - wisdom) Does this mean you only need 1 failure for a guaranteed skill-gain as long as the timer is up? Does that mean you can do things like log in, fail a skill ONCE and get a skill gain then log out then an hour later repeat? I read somewhere that "analyze" never skill-ups. Is this true? Is it forever stuck at novice?
- Do kick and bash deal HP damage or ST damage?
- Does armor give damage reduction if you are hit in that location and take damage? Can anyone tell me or refer me to a post that details how damage is taken / absorbed? If you have shield use and parry and get hit does that result in a gain for both skills since you failed to parry and failed to block?
- Does there need to be someone in the room you sneak into for it to be a failure or success? Can you still fail sneaking when going into an empty room?
- Does using city sneak outdoors and vice-versa still fail/succeed and skill-up or is it just ignored by the code?
- Does sneak work with "enter" / "leave" ?
- Does sneaking make it so you don't leave tracks or can you still find tracks of someone who has been sneaking with the hunt skill?
- When using "hunt" and say there are 3 tracks and you only find 1 is it considered a partial failure and let you skill-up?
- Where do you get a still and how do you use it? Can you put water and dung in a still to make basic poison? Someone told me you use to be able to "shit mug" people to poison them. Is that just putting dung into a liquid container hence poisoning it? Was this removed? Is it possible to make anything with a still without the brew skill?
- Does it matter if you ES or EP a sling / slingshot? Does it matter which hand it is in?
- Is there a list of sub-guilds and the skills they get kicking around anywhere? Do any of the skills from sub-guilds branch into anything else?
- Which sub-guilds complement Ranger well and round out their skills?
- Are there any NPC shops that sell poison cures and if so where or is it only PCs that you can get the pills from?
- Can anyone give me some examples of what you would wish up to staff for? Someone said you can ask them to animate NPCs is this used to RP with staff and possibly gain IC information from them? Examples please.
- What kind of things can you get from "forage artifact"? Anything useful? Anything worth selling?
- Is it nigh impossible to climb places without the actual skill? Do Warriors branch climb from anything? Does holding a rope help much? Are there climbing boots and gloves in-game? Where could I buy such things?
- Can anyone give me some tips to make money? What are some things a new character can do to earn some quick cash?
- Are there any stones you can forage that are worth selling and good for making cash?Where can I find gems and where can they be sold?
- Could anyone give me some info on a few of the +MV items you can wear? I read on the board that there are "a suede bush hat, reinforced sandcloth sleeves, desert-camo jacket and cloak, +10 MV boots" - I know where to get the sleeves. Where can I get the hat/jacket/cloak? What are some +10 MV boots and where do I get them? What are some other good +MV items I can get my hands on?
- What are some items you can wear that have "hidden" compartments? Like containers you can wear that aren't searched by guards? I read something about pocketed boots but that's the only one I know of.
- Is there a bank in Allanak? If so then how much are the fees for depositing / withdrawing money? Is it costly? Is it worth it to store large amounts of cash in a bank instead of on your person or in an apartment?
- How much does the average apartment cost? What is the billing cycle? An in-game month? A RL month?
- Is it possible to remove scars / marks you get from the "change locdescs" room?
- I read that the rats in the sewer can give you the plague. Can this be cured? Is it lethal? Will it be cured in time? Are there items to cure it?
- What skills is it safe to skill-up on a sparring dummy? Are there any I should avoid using on them? What are some do's and don'ts of using these sparring dummies that I should know about so I don't get in trouble with the staff?
- Does direction sense apply to darkness and not just sand storms? Is the message "You stumble around in the darkness and lose your bearings." a direction sense failure and therefore a skill gain?
- Which mounts are the fastest? Which mounts have the most MV and are good for long distances?
- At what ages for the various races to you stop being an adult and start being "old" and get attribute drops?
That's my first batch of questions for now, if anyone can answer some of these I would really appreciate it. I'm sure I'll have more questions to ask in the near future and when I do I will post them in this thread. Thanks!
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Post by gogogadget on Dec 30, 2013 20:21:19 GMT -5
Thanks so much for getting back to me barka I really appreciate your input and you answered pretty much all of my questions. If I have any more (which I most certainly will) I'll post them in this thread. Thanks again!
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Post by Deleted on Dec 30, 2013 23:47:02 GMT -5
Getting lost in the dark is primarily how my pcs have skilled up direction sense since it was given to nonrangers. I've had people who were city-bound go from apprentice to journeyman pretty quickly that way, when there are no sandstorms to get lost in.
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Post by Deleted on Dec 30, 2013 23:52:47 GMT -5
Stumbling around in darkness "is" a failure. Direction Sense does let you wonder around in darkness without error if it's high enough and the time you stumble around, is considered a fail in direction sense. More then that, eventually in my experience. You will only be able to fail in darkness and almost never in thick storms. There are such things as climbing boots, but much like climbing ankle spikes, or climbing body harnesses they're not sold by NPCs. You could get them off Kuraci PC merchants though. Or, more commonly, off corpses of those who got them off PC Kuraci merchants . Plague is supposed to be possible to cure, but I do not know how to cure it via non magickal means. It goes away on its own eventually if you dont treat it, but your wisdom stat drops permanently by a small margin. Foraging for stones/gemstones to sell straight to NPC merchants isnt very profitable really. Nowhere near compared to salt foraging for Jal, or any other scripted job in the cities. Foraging for stones is paramount when you deal with PC merchants, but they need those to make their own funky stuff with. There is an NPC merchant in Tuluk/Blackwing Outpost that sell one or two basic cures. But generally it tends to be so unreliable (they get sold quick) and expensive, that you really should just deal with a PC about it. They're definitely not sold in enough numbers to support practice in poisoning for example. Does Bash even deal any kind of damage at all? It puts a heavy delay on you and makes you prone, so for awhile you cant move, flee, cast, or do anything, and are in a very vulnerable position. In many early life occurrences, getting bashed = almost certain death. But Bash itself does not damage hp. Can you confirm 1 failure is a "guaranteed" skill up? 1 failure means a 'chance' of skill up, no? Getting harder and harder as the skill level goes up. At the same time, the scenario the OP mentioned gets noticed very quickly. It happens sometimes in Byn. When people log in, go sparring, log out, repeat. The Imms 'have' been known to do things to discourage that kind of activity. Though usually people who do that are doing it due to time constraints and all that stuff, not the sheer need to twink. I would discourage the practice of 'shitmugging'. You're basically putting "shit" in a mug that's supposed to contain ale, or whatever. And acting on an assumption that the person will "seriously" not realize he's about to drink some foul smelling shit. It works, but if an Imm is watching you, expect some trouble.
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Post by gogogadget on Jan 2, 2014 14:28:53 GMT -5
Thanks to everyone for getting back to me and adding your input. I have another batch of questions I'm hoping I can get answered and I'd really appreciate any input. - Is the room "Atop the Shield Wall" safe or is that the edge you fall off of?
- What is considered a failed flee? When the enemy "seizes the opening and attacks" or if you fail a flee you don't actually move?
- When you fail to reach someone with "contact" because they aren't online is it still considered a failure that can be gained on?
- Anyone have a list / order of the encumbrance levels?
- At what levels of encumbrance do you have to worry about combat penalties?
- Is the description of your skill level relative or absolute? Example: Would someone with 45/90 kick be journeyman and someone with 45/45 master?
- Where outside around Allanak can you forage stones other than obsidian and sandstone?
- Do crafting skills gain quicker than others or something? I've gone up a few ranks in various crafts while other skills I use more often haven't gone up ranks at all.
- Does your crafting skill level affect how quickly you can craft the item?
- Can you do anything with jars of oil other than fill lanterns? Like pour it out and set it on fire or something?
- How does "two handed" skill-up? Missing an attack while using etwo?
- How does "dual wield" skill-up? Missing an attack with your off-hand?
- Does fighting bare-handed use "dual wield"? The reason I ask is I'm noticing that I get 2 attacks each cycle when unarmed.
- Is it tough to skill-up "two-handed" and "dual wield"? Not seeing any changes to these skills so far.
- Can someone explain to me how "teach" works? How long is the timer before you can be taught again? Is it global for all skills or local to the skill taught?
- Can you permanently lose stats from using spice or is the stat drop temporary?
- What is the difference between smoking spice and snorting spice? Is it just for flavor or does one have differing effects from the other?
- What does a failed "rescue" look like? Do you attack the target but don't become the enemies target or something?
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Post by Deleted on Jan 24, 2014 15:19:17 GMT -5
Very light - no problem - light - easily manageable - manageable - heavy but manageable - very heavy - extremely heavy - then there's one or two more that I forget, but you shouldn't be going around that encumbered anyway.
I don't know the numbers, but the common consensus is to try and stay at 'light.' If you have to go at easily manageable then that's okay, but any higher should be avoided at all cost. I'm pretty sure that there's no bonus to being lower than light, but I could never verify this other than trying and observing no visible difference.
Relative to whatever number is the highest that any guild can get the skill. MOST skills can be raised to 80 or 90 by some guild, but the standard weapon skills only go to 70 even for warrior, and there's a few quirky ones like shield use which nobody gets higher than 45, and parry 65. As such, a warrior's 45 shield use will show up as master while a burglar's backstab, which caps at 40, will probably say journeyman at max because assassins cap it at 90.
The time it takes to complete a craft depends on your skill, but it's largely irrelevant because crafting never takes very long.
Yes, which is a problem because you stop missing against most opponents long before the skill is maxed. You then have to seek out super agile things to improve further. This is the main reason why two handed is a bad style unless you're willing to go to extreme lengths to twink it up, and even then, it isn't overwhelmingly powerful.
Yes, and note that your weapon skill does nothing for your off-hand attacks, nor will you gain weapon skill increases from these attacks. The dual-wield skill essentially becomes your weapon skill for whatever weapon is in your secondary hand. Also, your off-hand attack gets a significant penalty to hit, making it possible to raise it quite high against otherwise weak opponents where your main-hand attack never misses anymore. This is good for rangers and assassins as they branch the highly important parry skill from dual-wield, and don't have to do anything overly twinky in order to do so. It still takes forever, though.
VERY tough. They're right up there with weapon skills as the most difficult skills to increase. They don't operate on the '1 fail = skill-up' system that most skills do but rather have a small chance to go up when your attack is dodged, and dodges stop happening almost entirely at some point before the skills are maxed or even particularly close to it.
It just says 'you fail the rescue' and nothing happens. You don't enter combat when failing to rescue, and I don't even think it will "aggro" the mob or trigger the crimcode.
The stat gains/losses from ordinary use are temporary. If you get addicted (which takes a lot of use and is too expensive for most - really it's not gonna happen accidentally) then it gets a bit weird and I've never been able to verify if any of the consequences are permanent. Whatever the case, they are fucking CRIPPLING and your character is quite fucked if he gets deeply addicted and then loses access to the spice, which is almost guaranteed because the cost of keeping up gets so ludicrous after a while that it's basically impossible to continue unless you're a Kuraci merchant or something.
What happens when you're in withdrawal is that your max hp and stun will go down, just like if you're starving. And they'll just continue to drop and drop every in-game hour until eventually you have 1/1 hp and 1/1 stun. Your character is then utterly fucked because you can't really do anything except sit around, you can't use the Way, and anything that deals damage can be fatal. I tried it once. I don't know how long the withdrawal lasts, but after multiple RL days with no end in sight and my PC stuck in an apartment unable to contact anybody and unable to leave Red Storm because going into the desert with 1 hp is insane, I got bored and suicided the character. I suspect it probably isn't quite permanent, but it lasts so long that you can forget about doing anything coded with your PC for a long, long time, possibly RL weeks.
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Post by Deleted on Jan 24, 2014 21:58:39 GMT -5
A correction here. Two handed skill does not level up on a miss. It is checked every round of combat. Watch a two handed weapon fight, and you will see he gets a few attacks one round, and alot more other rounds.
I had a warrior whose weapon skill I couldnt move anymore. On that pc, I increased two handed from apprentice to advanced, without missing once.
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Post by demonspongecake on Jan 25, 2014 5:22:46 GMT -5
I've also noticed two-handed cross into a higher skill bracket without missing on more than one pc.
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Post by Deleted on Jan 25, 2014 10:09:06 GMT -5
Also remember that the numbers are parts of numeric ranges. You have no way of knowing exactly where you fall within a range. So sure, your skills list might say "Master" but are you at the very beginning of Master, and your other variables are making it difficult for you to get to the absolute max of the range? Or have you already achieved the highest that your character is capable of getting, OR - are they somewhere in the middle?
With crafting, it can be -somewhat- determined. Some things might require the absolute max of Mastery in order to successfully create, and only if you are actually using the appropriate tools in the appropriate location. Some might only require that first initial bump up from Advanced.
Notice I said might. Meaning - some things might not. It's not an absolute. It's determined by the actual code of the item, some of which are easy for non-coder-staffers to see and understand by way of flags and toggles, some of which might possibly be deeper in the code and not easily viewable/understandable by non-coder-staffers.
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Post by butterfinger on Feb 23, 2014 0:55:43 GMT -5
I'm going to list several skills and see if you can give a few tools or worn equipment that will improve that skill.
Scan armor repair armor making forage Steal Peek Bandage Disarm Shield Block Haggle Listen Poisoning Throw Search
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Post by chaosisaladder on Feb 23, 2014 3:40:02 GMT -5
Very unhelpfully, butterfinger, wearing gloves increases your chance of being disarmed. I'm sorry I can't be more helpful.
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Post by musashi on Feb 23, 2014 11:41:47 GMT -5
A correction here. Two handed skill does not level up on a miss. It is checked every round of combat. Watch a two handed weapon fight, and you will see he gets a few attacks one round, and alot more other rounds. I had a warrior whose weapon skill I couldnt move anymore. On that pc, I increased two handed from apprentice to advanced, without missing once. I did not know this. Hallelujah! --- Also, as a note on the City vs. Desert Sneak/Hide subject: I've always twinked these up by sneaking in the opposite environment. (Assassins trying to creep up on jozhal and vice-versa.) Recently I had a character with desert sneak /hide. I maxed my hide skill in a matter of like... 3 days played by hiding randomly around the bazaar. However, after TEN days played, I couldn't get my sneak past novice, despite sneaking through the bazaar and other parts of town 1-3 times per IRL day during that time. I was part of a clan which made it basically impossible for me to train it in the desert. Any idea why this could have been? The character died with novice sneak at 10 days played, despite a fair amount of twinking. :/
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Post by butterfinger on Feb 28, 2014 23:19:24 GMT -5
How important are your stats in relation to crafting?
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Post by Deleted on Feb 28, 2014 23:59:04 GMT -5
Largely irrelevant.
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Post by Deleted on Mar 1, 2014 1:48:59 GMT -5
How important are your stats in relation to crafting? Before you were able to craft things from items in the room when you had to have all the bits of an item in your inventory, agility and strength were more important. Endurance is totally unimportant to my understanding. Wisdom is useful with any skill because they all raise quicker with higher wisdom.
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