Haven't played any of these, but if I were building an explore warrior I'd consider:
Spear/Staff (but only on a felar)
Swords
Axe (just for disembowel)
H2H (only if Enigma lets you zap sleeping targets)
For legacies I'd consider:
Autum Harvest (only if svirf)
Ward of Blades (especially if sword; more parry = more riposte)
Cry of Thunder (hasted flurries)
Enigma f th
Blackjack is the most reliable knockout skill. It doesn't last as long as bard/mage sleep, but it doesn't care about saves. Once perfected, you will rarely (if ever) fail steal on a sleeping person.
Thief waylay is also useful. Especially for a pickpocket, who is much less likely to fail to steal from a non-sleeping person. If someone's inventory is so huge you don't th
You don't get cheapshot or steal. Probably easier to kill more people with an assassin, but a high-end assassin should worry more about enemy thieves than a high-end thief should worry about enemy assassins.
> So....what thief build would you suggest for a guy who's last thief attempt was over 20 years ago, and deleted at lvl 9.
What are your goals? For PK you want to be poisoner, thug or binder. Poisoner is tricky, but has a high upper limit in terms of effectiveness. I personally found it difficult, but there have been extremely deadly poisoners. Binder can be effective, but it'
I would take gentle walk on any thief, trapper or no. Probably as part of the original 100 points. If not, then definitely with my first 10 devious versatility points.
Why Advanced Pick Lock, though? From what I hear, most of the things you'd want to be able to pick are still unpickable even if you have Advanced Pick Lock.
They are wonderfully written and represent a monumental amount of effort. The theme for Silent Tower is excellent. Both of them are top-notch in that respect.
I listed them because I don't like the mechanics of having ultra-powerful gear in the game that's generally only retrievable by OOC groups. Or, someone who's done it before + a bunch of scrubs that guy recruits to be ca
Emperor powers + very good PK skills + very good prep knowledge and willingness to keep on hand.
He had a great build for making you think you weren't that close to dying when, in fact, you were.
He'd start with daggers and imperial defense and work on reducing your stats while STSF charged up. Then he'd sigil, switch to imperial offense, throw down his daggers, and crushing
Player count and Zulg. Those are the big 2. Mechanically significant RC rewards were cool, but I don't miss the incentive they created to spend a ton of time crafting "literary" type roles.
>Is it really worth playing with numbers still?
This is something only you can answer for yourself. Some people have concluded it's not worth playing anymore. Other people have come to the opposite conclusion.
There are really two or three different questions being asked here. 1. "How much would losing triggers impact your success?", 2. "How much would losing aliases and variables impact your success?" and 3. "How much would losing other client features, e.g. speed walk and highlights, impact your success?"
Like most players, I suspect I only use triggers for "app
"And a lot of 150-PK dudes are like 150/80. That's not elite."
I'd say it takes a certain lower threshold of ability to get 150 kills, even if you're also giving up 80 deaths. That number being somewhat arbitrary. I wasn't trying to identify the "best of the best". Rather, the somewhat larger set of people who I'd regard as "pretty good at P
I'm fine with using an absolute number. Plenty of people play 500-600 hours character after character and never get 150 PKW. If I were trying to be more specific I'd probably use different thresholds for different class/align combos.
I wonder how many of the 135 are "known" and how many remain mysterious?
There have been 134 characters with 150+ PKs. 135 including Ahtieli, whose stats were nuked due to the crash.
How many <b>unique</b> players do you think account for those 135 characters?
Guys like beront, shaapa, marcus, twist, nepenthe, etc. might account for up to 6-7 of them apiece.
Just curious how big the set of "very good at PK" players actually is.
Scarab leader > Sigil of Pain?
I don't know what scarab leader powers actually <i>are</i> so I can't make a proper judgment. Just taking your word for it.
Of the classes that can join Empire and be more than a citizen, would any of them be better served (from a mechanical perspective) by joining Scarab instead? When formulating your answer, compare sect leader powers to scarab leader powers (whatever those are). Or maybe Elite vs. Scarab non-leader.
That being the case when one of the characters is an Immortal. Because the alternative is for Immortals to not play mortals, which does not seem good for the game.
Quoteellokrainehow much does a person need to be able to code to deisgn a new area?
Very little. I believe it's more like writing html or markup than actual coding.
QuoteellokraineSo what keeps one or more of us from volunteering to create a new area in the game?
They only want heroimms to do areas, and many people would not be allowed to heroimm. Some people who could heroimm choose no
Logging on with a scout character then swapping for your "real" character if the coast is clear = not kosher.
Logging on with your main character, realizing there's nothing you can really do, then switching to an alt (or just staying offline) = mostly okay (*).
(*) Contingent on it actually being <i>accurate</i> that there's nothing you can do. If there
Are you seriously giving "exploit vulns" as advice for taking down this particular guy? I mean this in the nicest way possible, but..."No shit".
Here's the deal with this particular build/player. He's got the mask and at least one (possibly more) items that teleport him out of combat. He keeps tons of wands on tap and is not hesitant to use them.
He may choo
It means "do better than Welverin did while operating under the same restrictions Welverin did".
In other words, not being a jackass or exhibiting shit role-play to the point where you get uninducted or unempowered, and not cheating.