Legends of Cosrin Voting

Tips and Tricks Page
Written by Trollhater:

This page is intended for the new player in Legends Of Cosrin who is unsure of how to attack and keep from being attacked. Legends Of Cosrin is filled with many creatures, many of which will attack on sight. Most of the creatures found wandering Moorgate however, are passive innocents, and will not attack you unless you attack them first. However, killing these innocents has a severe penalty in that it will make you an outlaw, and subject to attack by the Town Guards.

To start off with, in order to attack at all (unless you are a monk or mage) you will need your weapon wielded in your right hand. Berserkers and other fighters who use two-handed weapons, although technically taking up two hands, still need to put their weapon in the right hand to be used effectively. The same goes with the use of a bow or crossbow. The weapon will be in your right hand, but will take both hands to use. Make use of the PACK, UNPACK, and SWAP commands to accomplish this.

If at all possible, make the monsters come to you. Do not advance on them unless you absolutely have to. The reason being, there is a delay time after every action that you take. So if you were to advance on a monster, you would then have to wait for your delay time to run out for you to regain enough balance to attack. The same holds true for the monsters in the land of Legends Of Cosrin. You might as well use this to your own advantage.

Some monsters will have to be advanced upon to be hit, unless your character employs some kind of distance attack (I.e. Missile weapons (bows, crossbows) or attack spells (Fireflames, zap... , etc.). Use the ADVANCE (AD for short) command to do this. The only way to avoid the delay time between advancing and attacking is buying a mount (horse, donkey, owl...) and using the CHARGE (CH for short) command (or to use one of the aforementioned distance attacks). This allows you to advance and attack all in one turn. Also, equally important is knowing when to RETREAT (RE for short). There is no dishonor or shame involved in retreating. Knowing your characters strengths and limitations is the key to success. If you feel your character is truly in danger of dying you can do a directional retreat (i.e. RE SW to retreat south-west). What that does is retreat you away from the monster and take you to an adjacent room all in one move. This move can save your life if you remember it.

For those of you who are adept at casting spells, you can ready any spell you have scribed by using CAST. You can follow this with either the full name of the spell, or the number of the spell (gained by typing SPELLS). It soon becomes obvious that those who use the number of the spell to cast it will find it is quicker to type than the name of the spell. Therefore, both CAST DRAGON FIRE, and CAST 3, are the same, but the latter is quicker to type in the heat of battle. Once you have the spell readied, you then need to make use of TARGET (T for short) to target it at yourself, a player, creature or item. If you use Target without specifying a target, most spells are cast on the most likely target - yourself for healing spells, or monsters if it's an attack spell. Targetting a spell costs no reaction time or spell point cost; which means that it is a good tactic to have a spell readied at nearly all times.

One last thing, there are two types of weapon classes that may be used. Hand to hand weapons and missile weapons. Hand to hand weapons are your swords, axes, flails and such. Missile weapons are bows and crossbows. The important distinction between the two are that you must be in contact with the monsters with hand to hand combat. With missile weapons you are able to attack from a distance and thus avoid getting hit by anything except spells and other missile fire. Berserkers excel at the use of two-handed attack weapons (a hand to hand weapon that requires to hands to use), Fighter's excel at one-handed weapons and Ranger's excel at Missile weapons. This does not mean that a berserker can't learn missile weapons, or a ranger can't learn one-handed. It only points out what skill each class will excel the greatest in.

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