This page will give you some ideas of how to develop your player.
Strength: Adding 2 points to Strength will give you 1 to attack, and a small increase in damage.
Agility: Adding 2 points to agility will add 1 to defence.
Mentality: Adding points will give you manna, as long as your mental modifier is greater than zero. Adding 2 base points raises the mental modifier 1 point.
Vitality: Adding points increases your hitpoints.
Chrisma: Increaseing chrisma, helps in charming pets for druids (also see Guilds ).
Spell protection:
At lower levels (1-100) the only way to protect you from damage from elemental spells is to get armor with 50% resistance to a certian element (random treasure drops or players market), or get the 80 spell resistance brestplate, or belt (see Shop Items ).
How to level your seeds, and learn new spells:
You can cast your spells on the highest level monster that you can survive against.
Some monsters are less sensitive to certian spells, and they can be healed by some spells.
It is therefore a good idea to develop ALL your damage spells seeds, so you can get the higest level spells.
It does not matter if the spells disapate, your seeds will still go up.
As you level your current seeds, you will get a "???" in your seed list.
A "???" denotes that when the white bar gets all the way to the right, you will learn a new seed.
Once you have learned a new seed, you can get new spells (see Spell Page).
Mages, Thiefs, Druids, and Clerics must buy their spells at the shops (see Shop Items).
Druids only have to buy the healing spells.
Psions will learn spells as they level up, and they have the nessessary seeds, and seed level (see Psion Spells).
At the lower levels it is easier to raise your seeds.
Leveling seeds on another player:
You can cast non-offensive spells on a higher level charecter, if you are in the map grid of that player (you can see them).
It is polite to ask first before casting on any player, as casting on other players fills their screen (called screen spam).
Leveling experience:
Fighting, and killing monsters close to your level, or above, will get you the most expierence. The higher level above you, the more expierence (see Monster List).
Expierence diminishes, as you get 5 levels, and above the monsters, reducing to a minimum of 10 expierence per monster.
Weapons, and Armor:
Fighters and Thiefs do the most damage with weapons, with their special attacks.
Every charecter can wear any armor, provided they are the right level (see Armor, Weapons, and Spell Restrictions).
Armor bonuses: The only bonus that adds up, is defence, all other bonuses (hitpoint regeneration, mana regeneration, damage reduction, and all stat bonuses) is the higher value that you have, on an equiped piece.
Treasure, and gold:
As you kill higher level monsters, you can get better armor, and weapons from their treasure drops, and they can be sold, or used.
General leveling information:
1-5, rats, bagers, around the castle.
5-10, outpost, and south to the caves, forrest imps, elementals, stags.
10-20, southeast caves, blue oozes, to bandit holymen.
20-50, Sorrah, forest sloths. Save the forrest sloth fangs for the 40th level quest.
50, the litch temple.
50-70, dire sloths.
70-90, river of flame.
90-150, ancent green wyrms, travincala dungeon, elder ancient green wyrms, celestial badgers, and celestial bears (south of the wyrm hut).
200, pit of despair.
210-240 demon lords, below (south) the celestial badgers, and bears.
250 area.
260-450, white dragons (west of the wyrm hut).
450-800, heaven Location 750-800 levels.
Formulas this page tries to find out how the various formulas work.
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