Water is probably most often dropped, since it doesn't have anything that irreplaceable to it other than being able to abuse dwarves' only vuln and protection vs. cranial.
Other than that you just have to choose what you're willing to give up and who you'll allow yourself to be weaker against.
Air has improved invis, which lets you abuse lower-level people with impunity.
They're more levels instead. This, of course, results in higher damage with the larger damage dice for the spell combined with being harder to resist.
I recall discussing this with an imm back in the olden days and they tested it with stat; with a matching touch up and element mastery (and granted, them being an imm also gave them the old warlock(?) magical control power which boosts voke
Mana and lack of air focus kinda suck though and as mentioned below, gear slots aren't too hot.
The tail slot is pretty much a free bonus, but then again you can't really get anything too great for it, 10 hp or 2 dex or so. Paws and hindpaws are strictly inferior to gloves and boots for mage gear.
Roll a human warrior, make sure you have no +hp gear, get to level 2, see what your hp was before gains. Do the same as a mage class. I always get 30 hp 100 mp 150 mv.
I was bored and spent an hour finding out the exact starting hp/mp/mv for every race. It appears it's entirely race-based, with class having no effect.
everyone except dwarf has 150 mv
human: 30 hp 100 mp
elf: 20 hp 130 mp
dwarf: 60 hp 100 mp (bonus: 200 mv instead of 150)
storm: 45 hp 100 mp
cloud: 50 hp 95 mp
fire: 50 hp 90 mp
half-elf: 20 hp 110 mp
dark-elf: 20 hp 120 mp
ari
No but seriously, I haven't done the newbie boot quest in ages, since I don't almost ever need to stop to rest for moves thanks to heal refresh - looking for people to murder in the Past being about the only exception. People leave refresh-worthy junk all over the place, so it doesn't even take any effort to keep a small cache of move-boosters with you.
Like "Someone has summoned you!" and "You can't see a thing, you're sleeping!" and phantom yells. Caught me by surprise the first time I was hit by it, but it's not really dangerous or even that troublesome, more like funny.
At 100%, the skill works every time, provided that:
- the mob is a plain old aggro, NOT a greet-murder type, i.e. attacks upon entering the room immediately like a cabal inner
- the mob isn't tracking you already, in which case there's a small chance every pulse that the mob will attack you anyway
It's kept me well safe in the maus in the 20s, against Kharzandra and the lot.
It was tweaked not too long ago to be unreliable against mobs that are already tracking you (so no more completely free flee-gentle-knife spam), but otherwise I've never had it fail once when at 100%, mobs be level 35 or 60.
1) tipsy and drunk make you regen mana quite a bit faster, not quantitively measured
2) tipsy increases your song level by a constant amount which I forget, might've been 5
3) drunk DOES NOT do the above
4) tuning also increases song level by a constant amount which also may have been 5
Simplest way to check these? Sing a boost song that has a clear-cut level reliance, like duration of
When you type waylay, it incurs 1 round of lag. Waylay ambush hitting a mob always causes 2 rounds of lag, like a normal ambush; the ambush on a PC causes no extra lag on top of whatever else is lagging you.
So waylaying a PC who's present is 1 round, and 0 rounds if you used waylay at least 1 round before they arrived, and always 2 rounds on a mob.
Then I just ignore training stats beyond int and con and pump my hp. I haven't ever condied a character and rarely agedie so it's mostly a waste for me to keep them maxed naturally, especially as a mage. If I lose con while ranking up, then I just wear some gear to cover for it.