Preferred makes such a minor difference it's barely worth worrying about. It's equivalent to woodsong or windsong, a minor edge the bumps the song up slightly. The bonus for using the right repertoire is substantial. The bonus for the right instrument and high charisma are substantial. Just switch your repertoire to epic or tragic depending on how you want to PK and use the right instru
eyes of intrigue - let you 'look' at a room that the target was in. cost ~80mana to use. You could use it nonstop.
fade = hide. If you had inherent sneak (dark-elf) you could stay hidden while moving. You could make an charmie in the game fade at one time. order all fade;or all sneak
shadowgate - took you to the 'plane of shadow' or something like that, which was a very
Every possible train goes into HPs. CF's leveling doesn't care if your con is maxed naturally or through gear. Like int and wis it uses the highest value. Most sets of gear have enough bonuses to cover a few missing points. I'll sometimes train dex or str if it is way, way below the racial max, like on an arial or dexy human at roll, but usually not more than two trains. Add up all
My experience was that thugs get more kills on players that are easy kills, the ones that are unprepped, not flying and don't get out right away. Thugs will still get the occasional lucky kill on a good player, but the other guy has to screw up.
Binders, Poisoners and Trappers have some skills which can swing a fight and ruin anyone's day. With any of those, and especially a mix of t
You get all your damage from riposte so don't practice second, third or fourth attack. (They'll only give a sword spec foe more ripostes back at you.) And, I've heard that riposte only fires on your primary hand. So you really only need to learn all the weapons, enhanced, shield block, riposte and bash and you'll win every fight.
Any more questions?
Played a thief not too long ago, and decided to plan out the skills he would study. I found it tricky to plan out the skills I wanted, the points and when to practice. So I dusted of my HTML, javascript skills and made a tool to help me do that during some downtime at work. (I know the code is horrible.)
[74.103.16.158]
The left side shows what will be the skillset of your build. The center
WTF. A battle imm actually gave you shit for camping a recall. That is gay. Really gay. I'd go apeshit if one told me that. There is a reason mages ALL have teleport. Noone deserves a risk free escape from certain death. As a mage you should be smart enough and assume that a rager will be waiting at your recall. The few times I've played a rager I've kept track of recall points and
Practice them as soon as you are wearing that armor type. The way I understand, every armor slot has a chance of blocking an attack, this skill makes that happen more often. I don't know the stats, or how it scales based on AC, but I just see it as 5% damage reduction versus not having the skill. Even on a giant it will perfect without any special effort. It is not almost useless without shi
Hand is designed to be a secondary spec.
- Helps you if you get disarmed
- Requires you carry/gather no extra weapons
- Crushing blow for when you need to stun a no trip/bash PK
- Stun when you don't want to fight
I like maces, but your build is for a defensive dwarf. Hand will help you when you lose control of a situation.
1. There are probably 3 or 4 people on the entire imm staff who touch the code and probably fewer who have touched this code. The odds that you were talking to an implementer were roughly zero. You were talking to an imm who is trying to have fun playing the game just like you.
2. This game has always been a work in progress. Constant change and improvement is a source of imperfection, but th
It all depends on what you're fighting. It has a bleeding affect. Edges can be taken the up the damage and bleeding success. It almost never fails. An especially good cross will prevent your foe from getting any attacks for a round. Take into account your foe's weapon type and your skill with riposte to decide if it is the best skill to use. It's also blunt damage and is by far the
After having a sword/spear dwarf, I found the swords to defend better. Add in that swords did more damage and I found little reason to have the spears. I would expect polearm to be similar to spear. The real reason to take polearm would be charge set and cut off, but these don't directly help you last long in a fight. With forgecraft, you will be able to reforge two weapons. Getting two swor
Written roles are basically mandatory. (Which wasn't the case when the empowerment system was created.) Let any immortal grant the first empowerment without interaction. After that, the real immortal should be able to catch the player during normal play as opposed to shrine sitting. Everyone wins. Players get normal gameplay and a better chance to decide if the char will work. Imms get to wa