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Some Useful Hints, Tips and Strategies Which May be Useful in Cosrin:
(N.B. These are my personal ones, but you'll soon develop your own).
Physical Attacks:
1) When encountering a monster for the first time, WAIT to see how it may
respond. Some monsters cast damage spells, some cast stunning spells,
and some fire missiles. You may be able to ignore the missile throwing
monsters, but it's generally a good idea to kill off the spell casting
ones first, and these should be high on your list of priorities.
2) WAIT for a monster to advance towards you before attacking, so that you
can get the first hit in. This first hit may be vital! And it allows
you to retreat/recall if the monster is too tough, without having to
wait the 4 seconds advancing towards the monster cost you.
3) When faced with a slowish monster, particularly if you're not good at
dodging, or are weak due to loss of health, use the RETREAT command,
and wait for the monster to advance towards you, before attacking again
(perhaps you can get in several attacks) and then retreating once more.
It means the battle takes that bit longer to perform, and increases the
risk of more monsters appearing, but reduces the chances of dying.
4) Keep an eye out at all times while in combat for monsters arriving. If
you see a monster arrive which can cast spells, either retreat, and then
advance towards the spell-using monster, and use the ATTACK (or A)
command, followed by the spell-using monsters name. This enables you
to ignore other monsters in the room and hit just the spell-casting one.
Alternatively, particularly when hard pressed, GET OUT OF THERE! There is
also the option of the DIRECTIONAL RETREAT. WHat this does is retreat you
out of the monsters reach AND out of the room, if the direction you pick
is possible. IE. type RE W to retreat and move West at the same time.
5) Remember after using your ring of Recall to always buy a new one! Many
deaths have occurred for forgetting to do so!
6) Different weapons have better/worse effects on various monsters. This
applies mainly to weapons which are magical, since the higher the magic
level of a weapon, the more effective a spell (in any) that's triggered
when hitting, and the more likely that the spell (and the weapon itself)
will penetrate a monsters magical defenses (if any) and do damage.
Of course, your Magical Dexterity skill also helps a great deal in this
regard too!
NOTE: Some monsters are immune to normal weapons, and even magical
weapons of low level will not touch them! Hence, even if a monk, ALWAYS
carry a weapon which is magical, if you can afford to!
7) When exploring an area, particularly if it's unknown to you, it's useful
to do so in groups. That way, any nasty surprises you encounter will
not be directed SOLELY against you. There may be a chance that someone
in the group is more equipped to handle the situation better than you
can.
8) If sorely pressed, PARRY! This includes if you're on your own, and
stunned, or want to survive that little bit longer. If you recover from
the stun, you can always retreat, and move off a way to lick your wounds
and prepare to meet the monsters again. Parrying can mean the difference
between life and death!
9) Learning an attack skill up to a high level will enable you to attack a
lot more quickly, about once every one or 2 seconds. So, if you happen
to be of a physical combat type, this is the way to go.
10) Ranged combat (bows and arrows, etc) are extremely effective against
monsters which hesitate to approach, or are trying to escape you, or
those hard-to-reach spell-casters at the back of a group of monsters.
11) Good armour is a must, so look out for those extra-special prezzies
which you can treat yourself to.
12) The GUARD command can be effective in certain circumstances. However,
it won't work if the person being guarded is ALREADY under attack.
Spell Attacks:
1) The skill of Spell Craft is vital to a spell slinger, since it will
lower the chances of spell failure and (I hope !) at higher levels will
allow spells to be cast faster, without the need for the HASTE spell.
2) The Haste spell is a fairly decent alternative if you want to get those
spells in before a monster has a chance to attack you.
3) The various SHARDS spells offer some protection against physical attacks,
from the Light Shards spell in the staff of power/sorcery to the highly
useful Dragon Shards spell which can make you nigh-on invulnerable if
it's learnt to a high level.
4) The various EYE spells will increase your ability to spot a weakness in
a creatures defense, and exploit it, thus allowing you to hit more often
with greater accuracy. If you ever get a chance to learn Dragon Eye to
a high level, you should be able to accurately hit most creatures most
of the time! If coupled with a strength spell .... (grins)
5) The various strength spells will allow you to do more damage on a
creature when you do manage to hit it. Although never having had the
chance to try it out, I'd expect some awesome results from a high-level
Dragon Strength spell!
6) When casting a spell, make use of the spell number, rather than the name
of the spell. This will save unnecessary typing, and reduces the risk
of mistyping a spell name in the heat of a battle.
7) The various damage spells are useful against many monsters, but 4 spells
should be of more note. these are: Lightning Storm, Demon Fire, and
an ice one .. Arctic Blast? Anyway, these 3 are AREA effect spells - ie.
the effect will hit all the monsters in the room. The forth one is
called Soul Leech - a very specific spell, but one which will penetrate
all natural defenses a creature may have. I have yet to find a monster
which can successfully resist the spell.
8) Spells which slow or stop a monster can be a great boon at times, but
only indirectly affect the outcome of a battle. But then again, what do
I know, since I've never used them?
9) Healing spells. Apparently, these spells can be enhanced quite a bit
just by training in Spell Craft, rather than training in the spells
themselves. But, while Heal is useful, and Regenerate even more so,
the best one is Body Restore, which can totally heal a persons wounds.
Other healing-based spells are, at the moment (and I stress this), of
little real benefit, since you can heal any loss of health due to poison
or bleeding. That is, until you ever bump into a monster capable of
inflicting VERY heavy poisoning and bleeding wounds ... On the order of
losing 50 hit points at a time ...
10) Spell points are precious to a wizard, and recharging the lost points
are mainly done via resting (Spiritual Karma helps a huge amount there!)
or finding an item with a Revitalize, Invigorate or a Restore spell in
them. The Spell-point restoration spells CAN be cast, if you're ever
lucky enough to gain them ... But most of us won't. After all, with
a nice Restore spell, you could theoretically hold your own. Still,
if you ever DO need a boost in the spell points, you can always WISH for
it ... And if you're fortunate enough, a God may answer ...
11) Look out for magical items which can provide a VERY handy boost to your
spell power in covering areas which you currently haven't learnt yet.
12) Raise Dead is next to useless - save a little bit more, and gain
Resurrect ... And if you ever have the chance, train in this as far as
you can ... Although you won't enjoy it's benefits yourself, others
certainly will!
13) Keep an eye open for new spells! You never know if someone has an idea
for a spell which sparks a Gods interest, and it's decided to be
introduced to the realm!
14) Invisibility and Lurk can be useful to avoid being spotted by monsters,
but be aware that many have the ability to still spot you if you're not
careful!
15) The Fly, Levitate, WaterWalking and Water Breathing spells are useful
to gain access to some otherwise-inaccessible areas.
16) Blink and Unlock are useful spells to get past locked doors and blocked
exits at times.
17) Scrying spells such as Earth Sight, etc, can (apparently) enable you to
view the actions of another person, even at times gaining a firm fix
on them to be able to teleport to them. Teleport and Teleport group
are also very useful spells to have, but can be expensive ...
18) The recall spell is handy, but often it's better to use a ring. At
least with a ring you don't have to wait for your spell points to
recharge.
General hints:
1) Make good use of the MACRO command. This allows you to pre-set a range
of 10 commands, to be instantly available, without the laborious need to
keep typing! It's far more simpler to type in: '0' than it is 'activate
ring of recall' (by the time you typed that in full, you could be dead!)
It also allows you to set up ATTACK commands in advance, before you meet
the monsters (you may know in advance what they might be!)
2) Using the GLANCE command will enable you to spot hidden and secret
exits that much more quickly. The Reveal spell is better, but costs!
3) Quill and parchment at hand are useful for writing notes down about
quests, monsters, maps, etc which you meet. Indeed, should you create
a map of any place, I would be MUCH appreciative of a copy, to be added
to my own library of maps. Indeed, tips and pointers on how to tackle
certain monsters would be much appreciated by everyone, and someone may
one day reciprocate!
4) Search each and every location you come across thoroughly for hidden
quests and objects, for there may be many overlooked by everyone else.
5) Roleplaying can be the key to great rewards when you gain a level. As
can luck, too!
6) Luck, if it's on your side, can have a great effect on you. It can
enable an attack which would otherwise miss to hit, or a spell which
would have misfired for it to be cast. It's also rumored that there
is a small chance of you being lucky enough to have a God looking on if
you are killed, and instantly being resurrected...
7) Betting can be the gateway to riches or poverty ... Often the latter,
it seems, to a large number of people!
8) Collect keys,if you're able ... There are many locked doors in Cosrin
which need keys, some of which can't be blinked through, or unlocked
with a spell, or unlocked with the thievish Pick Locks skill. There
are also many quests which require the use of a key in order to progress
into a new area.
9) Crystals can provide quick and dirty methods of getting to someone,
particularly if it's an area which only one person can get access to
at that time.
10) If you do pick a fight, try and conduct the fight in an area out of the
way, ideally with few exits, since these areas would be less travelled
by other monsters, and thus you're less likely to be interrupted in the
middle of an interesting difference in opinion with a monster.
11) The spell resistance and resilience skills are very useful in withstanding
magical attacks (including Mindmaze, Stun, Web, etc) and are vital if
you want to survive the more powerful spell-casting monsters.
12) Toughness and Dodging will allow you to last a LOT more longer in combat
since you can dodge most blows, and the ones which DO hit do minimal
damage.
13) Mounts are versatile creatures, and can often have an extremely positive
effect on your abilities.
14) Tithe generously both gold and experience to your guild, and you will
be benefited in the long run.
15) Join a church, and receive the blessings of your chosen patron. Choose
carefully, and give a great deal of thought to such a decision, for the
Gods frown heavily upon those who don't have the willpower to stick by
a decision or choice that they have made.
16) Look out for items which may solve quests, and if you run out of options,
start trying some inobvious solutions .. You never know - one may work,
and you'll get the prestige of being the first one to accomplish that
quest!
17) Read the help files carefully ... You can often pick up hints, tips and
pointers not covered here. And ask around - many have their own unique
method of dealing with nasties, and can give hints and advice on many
aspects of the land.
18) Group adventuring is often the best way of staying alive long enough to
explore the land.
19) Buy some Library Scrolls - they do often provide hints and tips and
background information on the land ...
20) Bartering, although not directly linked to survival in the land, does
allow you to buy the more expensive luxuries at a cheaper price. Such
as that nice Phoenix Sword, Wand of fire, Flame bow, etc. Or even a
new house!
21) When examining an item, if you have the Lore skill, examine it several
times until you can get the full statistics on it.
22) Physical Training and Spiritual Karma will allow you to gain more hit
and spell points as you gain the levels.
23) Multiple attacks, coupled with stunning blow and high offense, can be
devastating to a monster. Especially if you've got a magical item too
which has a special effect, and you've got Magical Dexterity ...
Well, that's all I can think of for now ... Or rather, all I'm prepared to
say on the subject! I still have my own secrets, and strategies to be used,
but this is just to get you started, and to help you devise your own methods!
If you do find something interesting, I'm always ready to listen and explore
new and intriguing possibilities ... And new information about anything I'd
be more than willing to trade for!
Signed: Khan, the great Gnomish Explorer (Yeah, right!)
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