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calling all majormud nerds
Posted: Sat Jun 07, 2003 1:28 pm
by Aragon
I know a lot of you have your favorite classes you pick.
If you don't mind, I would appreciate it if you could write tutorials on how you build your chars.
Kind of like what you would find here:
http://mudcentral.com/chardev/index.html
Just post them all on this thread. They are going to be posted later on with your name as the author.
Thanks! :-p
Re: calling all majormud nerds
Posted: Sat Jun 07, 2003 3:23 pm
by Raybdbomb
so this is the reason for
6. Copyright of posts
MMB holds the copyright of anything posted on the forums. Anything posted by members becomes the property of MMB and the owners of MMB reserve the right to reprint anything posted on the forums without the permission or knowledge of the author of the post.
hehehe....
i don't have any input on this, cuz I don't really have any tactic in building my char's stats....
Re: calling all majormud nerds
Posted: Sat Jun 07, 2003 3:25 pm
by Aragon
just making sure no one has a cow down the line.
i'm sure it's not a big deal with most people...
and stop taking this thread off topic. not gonna happen in this thread!
Re: calling all majormud nerds
Posted: Mon Jun 09, 2003 12:24 am
by Aragon
just got a nice 3 page submission by Cougar on paladins.
anyone else? :-p
Re: calling all majormud nerds
Posted: Mon Jun 09, 2003 1:02 am
by Platinum
3 pages? Jesus..mine won't be quite as long.
Anyone feel free to quote and change things from this post, because everyone does things a little different with different results. If you find good results doing things one way, by all means add it.
Mystics:
Best Races: Dark-Elf, Nekojin, Gnome, (Halfling)
As far as Mystics go, and how armor is now, you're going to want your health to be a main stat to work on. What I find to be affective is pick stats that the class you chose needs most - in a mystics case, you're going to want to focus on Health, Agility, and Charm. Intellect is also important, however Charm adds both crits AND dodge, making it more important. I'd keep intellect just a step below charm.
Start off putting 30 cps into health and agility, then 20 into strength and 10 into charm and intellect.
Get health up to a good 70-75, depending on your race and what your base is.
Follow suit with agility, then get charm up to a good 65 or 70, again depending on your base. Get int up to at least 60.
From here, get health to about 80 and leave it for a bit. Put a little something into strength, get it to a good 65.
After this, start to pump everything into charm agility and intellect, still keeping charm a step ahead of intellect.
While building this char, put some spare CPs into willpower. It's not a main stat at all for a mystic, but helps to bump up when you have the spare CPs.
Remember to work on +dodge items as well, such as the emerald-studded bracelet, the tigerclaw necklace, and later on the shining metallic robes.
Now your stats should look in the neighborhood of this:
60-70 strength
70-80 intellect
80-85 health
85-90 charm
85-90 agility
55-60 willpower (depending on base)
At this point, max health, putting spare cps into agility and charm. Once health is maxed, work int up a little bit still putting spares into agility and charm. Once intellect is a good 10-15 points higher, put everything into charm/agility until they're maxed, with spares going to int. Then work int and a little strength, put 70% of your CPs into int, and 25% into strength, with the spare 5% into willpower. Work that til you max one, then the next, etc.
This is granted you're working with legit stats/maxes. Different variations of settings per realm cause for different variations of character building.
Again..feel free to add to ;)
Uh..I'll do another later..
Re: calling all majormud nerds
Posted: Mon Jun 09, 2003 3:35 am
by Reckless
Warrior
Races: Dwarf, Half-orc, Half-ogre.
Warriors in later releases are the premier class to play, due to all the armor they can wear. They are an extremely easy, albeit boring class to play. Every party needs one though to take damage.
Raise health to 90
then strength to 90
agility to 90 but not at the sake of strength or health.
Once strength, health and agility are all 90, raise strength and health to 100.
at this point you may want to dump the 20 cp's you have into int just to crit more, I'd dump 30 cp's total into it after strength and health are both at 100
At this point, just keep raising health and strength until you max them out, raising agility as needed to get more swings from heavier weapons
After agility is around maxed, raise intelligence and charm equally to get more crits
If this is a pvp realm, raise willpower before intelligence and charm
Make sure to get +max damage gear, if possible. Mithril earrings and ruby necklace are nice choices even at higher levels. The rest of the gear should be considered for AC/DR over max damage. Golden belt would be a wise choice until 50 if you decide to go good and get the platinum plate gear. Stormmetal greataxe is prolly the best weapon for higher level warriors, but the nexus spear (used pre-combat every round) is a close second.
Re: calling all majormud nerds
Posted: Mon Jun 09, 2003 10:16 am
by syntax53
i know there is already a warrior one, but i wrote this without reading that mainly to see if they differed and to offer another perspective.
Warrior
---------
Races (in this order): Dwarf, Half-Ogre, Half-Orc, Nekojin
1. try to attain these values at first:
health: 70 to 80
strength: 70
agility: 60
intellect: at least 50
wisdom: at least 50
charm: at least 40
2. get to this by level 10-20:
these should depend on what weapon you're using. if you're using a fast weapon and are already q&d or close, then maybe up more strength to get more damage and enc for armour. if you're using a slow and heavy weapon go for more agil to try and swing it more.
health: 80-100
strength: 80-110
agility: 60-80
intellect: 60-80
wisdom: 60-70
charm: 60-70
3. then you should basicly raise things as you need them.
alternate between raising strength/health/agil by 10...
-if you're borderline medium/heavy then raise your strength another 10.
-if you're fine on weight but need to swing more raise agil, then int, then charm. in pre v1.11J charm played a major part in critting, but that has shifted to intellect (like it should) in post v1.11i.
-if neither are really a problem or you're getting low on HPs, then get your health up.
-if you're scripting in an area with a lot of spell casting mons then raise wis. but i think for a warrior wisdom and charm are your last concerns.
weapons:
-1-10: bash with a mace, battle-axe, greataxe
-10-25: golden b-axe, ebony greataxe, BHHC, silvery longbow
-20-30: BHHC, blades of balance, adamantite katana, skullsword, blood lance, JAL
-30-40: daikatana, starsteel mace, ICF
-40+: nexus chakram, starsteel greatsword, JEW
Re: calling all majormud nerds
Posted: Mon Jun 09, 2003 2:23 pm
by Aragon
thanks guys. and more than one for the same class is fine, in fact it's perferred ;)
Re: calling all majormud nerds
Posted: Mon Jun 09, 2003 3:48 pm
by MrBlack
I tend to play gnome druids the most often, and when starting out, I assign stats this way:
Base
35 Str 45
45 Int 50
40 Wil 55
45 Agi 50
40 Hea 65
35 Cha 45
I play my druid as a spellcaster for the most part, and so I build his stats to balance Int/Wil all the way up. The key to druids is balance. Being a druid means balance, and in order to be successful, I balance his combat with his spellcasting. At level 2, I boost Str/Cha to 50 so they break even with the bonuses/penatlies. I alternate Int/Wil until they reach 65's and then work charm, strength and then agility until they reach 65.
By level 8, the stats look like this:
Str-50
Int-65
Wil-65
Agi-55
Hea-65
Cha-50
By level 14, stats are:
Str-65
Int-65
Wil-65
Agi-55
Hea-65
Cha-65
Level 16 sees Agility reach 65. By this time there are 10 spare CP's which also go into health, making it 68. Once I break 65 on all stats, I begin to alternate raising health, intelligence and willpower, in that order.
By level 25, stats are:
Str-65
Int-80
Wil-80
Agi-65
Hea-80
Cha-65
Level 25 will show those stats with 10 CP's left over. Sometimes I vary how I develop my druid from this point. Sometimes, I go for more charm or agility first. Depending on which, I alternate charm and agility until 75, then I work strength to 80 and then charm and agility again, until 80. Once everything is at 80, usually at level 33, I work on Int/Wil again. Once I reach 90 with both, I put health to 90, and then alternate charm and strength to 90.
Since I play as a primary caster, agility isn't as important to me, so it is usually the last to make it to 90. However, once I have all my stats at 90, Strength and Charm are maxed and I don't have to worry about them again. Health, WIllpower and Intellect are my primary stats again.
It takes until level 44 to make all stats 90.
From then on, I alternate health, willpower and intellect, in that order, until they reach 100. Once they reach 100, intellect goes to 110 and then after that, agility gets the remainaing CP's.
It should take until level 50 to make int/wil/hea 100, and then level 52 makes int 110, with 10 spare CP's which go into agility (making it 92). The max for agility is 110, which takes until level 56 to max (and still have 30 CP's left over).
-------------
Now, because druids are so slow to build, they require alot of patience. When starting out in a fresh realm, I tend to start with the padded gear, and vinestrike (I buy starlight only because I like to have all my spells, whether I use them or not). I tend to do the arena for the first level or two, using soley vinestrike to attack, since you only have 12 mana to start, it doesn't matter because I rarely ever run out of it before I have to go up to rest. Once I have the cash, I buy mend before I buy gear (of course, this is after leveling). I buy rigid leather gear, and an iron-capped staff.
At level 3 I move to the sewers, the only problem I have is those new thief creatures they put in the sewers..I can't remember the name of it, but I tend to drag it out of the sewers into the alley and it leaves me alone until cleanup ;)
With a gnome druid, once you get chaos, you can raid the mino chest, if you want to try (and are on a new enough board). However, I tend to only use vinestrike until I get stonestrike. A good rule (at least to me) is to use the 2nd strongest attack spell for scripting. So if you have stonestrike, use chaos, if you have acid jet, use stonestrike, etc etc... It's more mana effecient.
At level 5 or 6 I try out the kobolds, without the king. Sometimes I goto cave worms and then hellhounds by levels 12-14.
At level 15, I goto the elder grove long enough for regeneration, but tend to stay in hellhounds for a few levels.
It used to be that I would goto the small pyramid by level 18, but now it's not possible until later on. I spend alot of time in the elder grove collecting staves to sell for cash.
Make sure to have the darkwood staff, and you can handle most of these areas, no sweat. If thte gnolls are open, that is an excellent spot for cash and exp, usually best up to 25. Once you get earthquake at 28, move to the saracen fortress. Once you have the silverwood staff (or even darkwood) mana regen shouldn't be too much of a problem. If you're in a realm with manastones, make sure to have one. Saracens are a little difficult at first, but worth the time.
I stay there until about level 34-35, which then I move to the Massive Web. Now that they made the spider do the webbing thing, it's not worth it..but if you have acid tempest, you can attempt the war dogs. There are very few really good room spots, but if you make it this far, you will likely be alone in the harder areas for a while.
At level 55, I move to the rakshashas. Must have acid tempest by this time, it's very important. I have custom paths for this area, which cover everything except the rajah. Once I reach level 60, I should be able to handle the rajah, but I watch the script to make sure...If it gets below 30% hps while fighting him, I don't include him (too much of a risk). The rakshasha palace is the best place for any room caster. On one board, I was there from level 55, through to level 130-something (when I left).
-------
As for gear, there is very little druid-oriented gear out there. Mithril-runed tunic, a level 15 item, usually unobtainable until level 25+ (unless someone gives it to you). The turquoise ring is a must have, and all druid staves are very good to have at any point. Darkwood staff until you get the silverwood...use the darkwood for combat, silverwood for mana/resting. Make sure to get meditate as soon as you can, it will help out, alot. At higher levels, theres the jeweled turban, or golden headdress (preferably the turban). At level 50 is the shamanic headdress. Some of the newer dragon gear is pretty good to have, its up to you to decide what gear you want to get, I tend to grab the best A/C gear, as well as the best mana regen gear. I wear the a/c for combat, and rest/meditate with the other gear.
The only thing I'm not going to post is the megamud percentages I use for scripting. Those are very finely tuned for each level and area, including the effects of certain gear. It takes a few hours of scripting and watching it to fine tune these percentages, and when they are perfectly done, I can leave it for 6 hours and only have rested for 2 hours (usually 30 minutes of HP resting, and the rest being mana or other). Of course, not many people make their scripting into such an art form...but when thats all there is to the game anymore, I don't see why not ;)
Re: calling all majormud nerds
Posted: Mon Jun 09, 2003 11:02 pm
by Platinum
Damn..Druids 101 with MrBlack..laugh..nice job.
O..and Aragon..yamama's a nerd.