Post by jcarter on Jan 9, 2013 16:18:17 GMT -5
Anyone have secrets such as what special shit you should round up to make or do the kool stuff?
Oldhead tricks anything?
Oldhead tricks anything?
There's not too many tricks for mundane classes; a lot of it comes into play I think with mage classes because of how the code works. It's little things that got overlooked. For example, Drovians are awful at spying on people because they can't overhear what's happening at a table in the same room. They can't sit (or stand at iirc) a table or use the listen skill to overhear while in shadow or ethereal form.
Whirans are great at playerkilling because of hands of wind. Hands of wind drags a player across multiple rooms to the caster, and it puts them in the rest position. Last I played, the target really got nailed by lag and was incapable of doing much. If you fly up in the room above someone you can juggle them and very easily knock them out through the stun damage, if not outright kill them. Cur, the d-elf raider with the Red Fangs, got killed by a Whiran with hands of wind in the middle of Luir's.
Whirans are great at playerkilling because of hands of wind. Hands of wind drags a player across multiple rooms to the caster, and it puts them in the rest position. Last I played, the target really got nailed by lag and was incapable of doing much. If you fly up in the room above someone you can juggle them and very easily knock them out through the stun damage, if not outright kill them. Cur, the d-elf raider with the Red Fangs, got killed by a Whiran with hands of wind in the middle of Luir's.
Since this sort of de-railed...
How are Rukkians at combat? Say, playerkilling and hunting. What are their tactics they should exercise?
How are Rukkians at combat? Say, playerkilling and hunting. What are their tactics they should exercise?
They used to have a cheap trick where they could cast sleep and then wail on someone until the cows came home because they wouldn't wake up, but that's supposedly been changed. Last I heard they were decent because they could buff up their stats, armor themselves with stoneskin, and tear things up with their summoned weapons. I don't know if this is still true after all the combat system changes and the reel code.
Rukkians are still dangerous. Any magicker class is. Hell any class is dangerous technically. Merchants can make enough money to hire a maxxed assassin to kill you if they want.
Here's an idea for a rukkian. Since the strength spell allows you to go over your racial max (I'm pretty sure it does anyway), roll a dwarf with focus in strength. Should be able to get at least an exceptional. Branch your strength spell and cast get it up to mon. Cast it on yourself and your strength should be in the realm of mid-mul, low-half-giant range. With that kind of a strength score you can do a subdue/hit combo and knockout almost anything, and if not a knockout it will drain about 90+ stun. You can draw bludgeon to finish them off hopefully or just flee and repeat the subdue/hit.
To mitigate damage if you miss your subdue obviously keep stoneskin up and wear insanely heavy armor.
To mitigate damage if you miss your subdue obviously keep stoneskin up and wear insanely heavy armor.
I've got one. Pearling. How does it work? I met a pc once a few years ago who pearled in the silt and told me what I was supposed to do codedly, but now I forget.
I know I can go out into the silt as long as I don't go to far out into the really deep. But then what? Forage? Can't remember.
Also, any hints,tips,tricks for skimming?
I know I can go out into the silt as long as I don't go to far out into the really deep. But then what? Forage? Can't remember.
Also, any hints,tips,tricks for skimming?
Last time I poked around the Silt Sea (2007? 08 maybe?) with my Drovian it was still boring and broken. There's a few islands that have several rooms with some 'unique' mobs (some type of bird/ostrich thing iirc). I think on those actual islands are where you would forage, but I really never tried. There's an insta-kill room in the Silt Sea that's bugged and will trigger even if you're flying, ethereal, or trigger on send shadow. It's description is a storm or something like that and there's a few rooms around it that hint about it.
I wouldn't bother putzing around the Silt Sea tbh. It represents all the worse parts of the MUD - cheap harshness (read - instakill rooms and super mobs that no one stands a chance against), lazy and buggy coding, and it's just a half-finished pet project of some staffer who got sick of dealing with it. It has a lot of potential to develop into something cool but I guess staff would rather just let a hundred+ rooms and a unique silt skimming code system remain half-finished and unused instead of implementing it.
I wouldn't bother putzing around the Silt Sea tbh. It represents all the worse parts of the MUD - cheap harshness (read - instakill rooms and super mobs that no one stands a chance against), lazy and buggy coding, and it's just a half-finished pet project of some staffer who got sick of dealing with it. It has a lot of potential to develop into something cool but I guess staff would rather just let a hundred+ rooms and a unique silt skimming code system remain half-finished and unused instead of implementing it.
The silt sea works fine nowadays. I had a character skim around and slaughter a lot of the NPCs for fun, (it was a ridculously strong mul though), I wouldn't recommend going in there unless you're willing to lose the character.