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Tuxedo Gin
12-04-2021, 10:45 PM
How do wizards do bandits without dying instantly? Should I just be trading in these tasks?

Level 57. I generally die within 10-20 seconds of entering a bandit room. I'm lucky if I can get a shot off at all due to the stuns.

Here is a typical attempt:


[Icemule Trail, Snowy Forest - 2500]
Paw prints crisscross the faint trail, making random patterns in the freshly-fallen snow. They are just the right size to be from some of the snow hares you saw earlier.
Obvious paths: northeast, south
Your blue wolf followed.
>
A giantman thief stumbles slightly as he leaps from hiding, revealing himself in the process.
A giantman thief springs upon you from behind and aims a blow to your head!
[SMR result: 106 (Open d100: 80, Penalty: 10)]
You feel dazed!

S>
A giantman thief leaps out of her hiding place!
A giantman thief swings a flail at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +296 vs DS: +299 with AvD: +44 + d100 roll: +60 = +101
... and hits for 1 point of damage!
Love tap upside your head!
S>
A giantman thief slips into hiding.
S>
An erithian outlaw leaps out of his hiding place!
An erithian outlaw swings a falchion at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +333 vs DS: +298 with AvD: +36 + d100 roll: +41 = +112
... and hits for 4 points of damage!
Flashy swing!
You're lucky that it only bopped your nose.
S>
The shrieking winds become suddenly violent. The temperature drops drastically, numbing your extremities in a heartbeat. You cannot see through the flying snow and ice, and it looks as though you may be in trouble!
S>
A giantman thief swings a flail at you!
Nearly insensible, you desperately evade the attack!

S>incant 917
A giantman thief leaps out of his hiding place!
A giantman thief swings a short sword at you!
AS: +314 vs DS: +298 with AvD: +35 + d100 roll: +37 = +88
A clean miss.
S>
You are still stunned.
S>
An erithian outlaw swings a falchion at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +333 vs DS: +316 with AvD: +36 + d100 roll: +88 = +141
... and hits for 14 points of damage!
Cut over your right eye.
S>
A giantman thief swings a flail at you!
AS: +296 vs DS: +311 with AvD: +44 + d100 roll: +68 = +97
A clean miss.
S>
A giantman thief slips into hiding.
>incant 917
You hear very soft footsteps.
>
Your hands glow with power as you invoke the phrase for Earthen Fury...
Your spell is ready.
You gesture at an erithian outlaw.
The ground beneath an erithian outlaw begins to boil violently!
Craggy debris explodes from the ground beneath an erithian outlaw!
[SMR result: 153 (Open d100: 85)]
... 40 points of damage!
Blow to leg severs the Achilles tendon along with the rest of the leg!
An erithian outlaw falls to the ground grasping his mangled left leg!
The erithian outlaw is stunned!
Cast Roundtime 3 Seconds.
>
You hear very soft footsteps.
>
A giantman thief crouches and sweeps a leg at you!
[SMR result: 137 (Open d100: 85, Bonus: 3)]
Your size considerably hinders your defense!
You fall to the ground! A giantman thief deftly regains her footing.
You are struck by an acute sense of vulnerability.
Roundtime: 7 sec.
PR>
Fiery debris explodes from the ground beneath an erithian outlaw!
[SMR result: 207 (Open d100: 62, Bonus: 78)]
... 50 points of damage!
Unbelievable heat melts an erithian outlaw's hand down to the wrist.
The outlaw's falchion falls to the ground.
PR>
Craggy debris explodes from the ground beneath an erithian outlaw!
[SMR result: 166 (Open d100: 19, Bonus: 80)]
... 35 points of damage!
Massive blow removes the erithian outlaw's right forearm at the elbow!
PR>
Fiery debris explodes from the ground beneath an erithian outlaw!
[SMR result: 225 (Open d100: 78, Bonus: 80)]
... 70 points of damage!
Fire completely surrounds an erithian outlaw. Blood boils and heart stops.

[You have 6 kills remaining.]
The erithian outlaw rolls over and dies.
An erithian outlaw seems a bit less imposing.
The ground beneath an erithian outlaw suddenly calms.
PR>
A giantman thief swings a short sword at you!
[SMR result: 247 (Open d100: 175, Bonus: 23)]
A giantman thief delivers a solid punch to your lower back with his sword!
... 7 points of damage!
You are stunned!
Roundtime: 4 sec.
SPR>
The blue wolf sits down, his tail sweeping across the ground.
SPR>
The horrible pain in your side subsides.
SPR>
A giantman thief swings a flail at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +296 vs DS: +288 with AvD: +44 + d100 roll: +88 = +140
... and hits for 27 points of damage!
Hearty smack to the head.

SPR>
A giantman thief swings a short sword at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +333 vs DS: +259 with AvD: +35 + d100 roll: +45 = +154
... and hits for 23 points of damage!
Hearty smack to the head.

!SPR>stance d
You are still stunned.
!SPR>stand
...wait 2 seconds.
!SPR>stand
...wait 2 seconds.
!SPR>
A giantman thief swings a flail at you!
>stand
The energy surrounding you condenses into hard stone, softening the blow!
AS: +296 vs DS: +246 with AvD: +44 + d100 roll: +92 = +186
... and hits for 52 points of damage!
Internal organs bruised.
!SPR>
...wait 1 seconds.
!SPR>stand
...wait 1 seconds.
!SPR>stand
A giantman thief swings a short sword at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +333 vs DS: +242 with AvD: +35 + d100 roll: +50 = +176
... and hits for 28 points of damage!
Nice puncture to the abdomen, just missed vital organs!
You no longer feel so dextrous.
The air about you stops shimmering.
The layer of raw elemental energy surrounding you dissipates.
You feel less confident than before.
The tingling sensation and sense of security leaves you.
You become solid again.
The shimmering multicolored sphere fades from around you.
You no longer bristle with energy.
You feel your extra strength departing.
You feel your extra magical awareness leave you.
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.
The brilliant luminescence fades from around you.
The bright luminescence fades from around you.
The silvery luminescence fades from around you.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 10 mins...

Tgo01
12-04-2021, 10:51 PM
I think pures do have the toughest time doing bandits solo.

If you're not trained in CM that could help, as well as training in perception and even survival to possibly avoid their traps, although it doesn't look like traps got you here.

I suppose you could also try and keep 919 up, but that's a lot of mana.

drumpel
12-05-2021, 09:59 AM
I think pures do have the toughest time doing bandits solo.

If you're not trained in CM that could help, as well as training in perception and even survival to possibly avoid their traps, although it doesn't look like traps got you here.

I suppose you could also try and keep 919 up, but that's a lot of mana.

My level 59 reduxmage is 1x in CM, Perception and PF and he still sucks at defending from CMANs. The PSM3 changes that tanked SMR defense really screwed pures and even semis. He's level 59 and still has roughly a 25-30% chance to get hit by maneuvers (and he's even fully trained, 5 ranks, in Cunning Defense).

It also doesn't help that some CMANs get a pushdown, if I'm remembering correctly (though I can't find anything official to back this), to SMR defense when used from hiding - this makes some of the maneuvers the bandits use have an even better chance to hit us.


To maybe help improve your odds you don't want to focus on outright singling out a bandit right off the start.

Your first attack was casting 917 - this is just a single target spell. It may do well in putting down that one target you hit, but the other 1/2/3 bandits in the room are still working on attacking, hiding or using CMANs.

Start off with a disabler, even two.
1st disabler, use a self cast charge from 909 (this incurs no RT)
2nd disabler immediately follow up the the TAP or STOMP for trigging the self cast of 909 with a cast of 410.

At this point, if you're not already dead from the initial attack from the bandits, now you can focus on killing them.



I've been told that it can help if you just dance between two rooms.
First room - cast 909 (not a self cast version, but an open cast so the tremors keep going for 4 or 5 cycles), then move to the 2nd room
Second room - cast 909 like you did in the first room
Now just quickly move back and forth between the two rooms and recast 909 when they wear off.

Sorcerers can do something similar with 709.

I just avoid bandits with my pures, even my reduxmage that's designed to take hits and has 15% redux. I only bother with bandit bounties if I'm playing my warrior. He's level 29, wearing chainmail, 25% redux, can berserk out of stuns if needed, is much better trained for SMR defense with 2x in CM & PF and 1.5x in Perception and 1x in Dodge.

Xred
12-05-2021, 10:05 AM
Xred, as a sorcerer couldnt solo bandits until around 1.5x cap. Wizards I saw kept wizard shield up and trained in CM. Find a hunting partner and announce on the net.

Izalude
12-05-2021, 08:03 PM
Level 59 mage here. Some tips I can offer, are keep spell #402 up at all times. It'll help you spot bandit traps. Also, another thing is that my mage is attuned to lightning, so if he gets stunned while he has mage armor up, it'll return a stun to any other creature in the room for 2 rounds. Unless I get my casting cut off by a throat slash, I have no problem soloing them. I usually walk room-to-room in guarded stance. I'll usually open with spell 410, then switch to offensive, and hit them with 518. I'll repeat until they're all dead. I'll leech (516) for mana if I start running low. I'll carry herbs so that after they're all dead, I can patch up bleeders. It's been about 8 months since my last death to bandits.

drumpel
12-05-2021, 08:43 PM
For shits and giggles....mostly shits....okay, all shits. No giggles here. This is why I fucking hate bandits as a pure:



A halfling outlaw leaps out of her hiding place!
A halfling outlaw swings a mace at you!
AS: +304 vs DS: +261 with AvD: +31 + d100 roll: +66 = +140
... and hits for 6 points of damage!
Smack to the eye bursts blood vessels.
You are stunned for 3 rounds!
>
A human thief leaps out of his hiding place!
A human thief swings a short sword at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +290 vs DS: +224 with AvD: +26 + d100 roll: +52 = +144
... and hits for 11 points of damage!
Hesitant slash to your upper right arm!
Just a scratch.
>
An erithian brigand stumbles slightly as he leaps from hiding, revealing himself in the process.
An erithian brigand springs upon you from behind and aims a blow to your head!
[SMR result: 103 (Open d100: 35, Bonus: 35)]
You feel dazed!
>
A halfling outlaw swings a mace at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +304 vs DS: +260 with AvD: +31 + d100 roll: +99 = +174
... and hits for 7 points of damage!
Torn muscle in your left leg!
>
An erithian brigand swings a handaxe at you!
AS: +289 vs DS: +233 with AvD: +34 + d100 roll: +6 = +96
A clean miss.
>
A human thief swings a short sword at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +290 vs DS: +233 with AvD: +26 + d100 roll: +65 = +148
... and hits for 5 points of damage!
Near-miss!
Knuckles kissed but little damage.
>'holy fuck buckets
You are still stunned.
>

A halfling outlaw swings a mace at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +304 vs DS: +233 with AvD: +31 + d100 roll: +39 = +141
... and hits for 6 points of damage!
Stomach shot lands with a hollow *thump*.
>
A human thief swings a short sword at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +290 vs DS: +233 with AvD: +26 + d100 roll: +94 = +177
... and hits for 11 points of damage!
Minor puncture to the chest.
>stance d
An erithian brigand swings a handaxe at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +289 vs DS: +233 with AvD: +34 + d100 roll: +85 = +175
... and hits for 12 points of damage!
Jarring blow to your back.
>
You are still stunned.
>stance d
You are still stunned.
>stance d
You are still stunned.
>
A halfling outlaw swings a mace at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +304 vs DS: +230 with AvD: +31 + d100 roll: +30 = +135
... and hits for 6 points of damage!
Blow raises a welt on your left arm.
>stance d
You are still stunned.
>stance d
You are still stunned.
>
A human thief swings a short sword at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +290 vs DS: +230 with AvD: +26 + d100 roll: +31 = +117
... and hits for 1 point of damage!
Thrust catches your chin.
Leaves an impression but no cut.
>stance d
You are still stunned.
>stance d
You are still stunned.
>stance d
You are still stunned.
>stance d
You are still stunned.
>
An erithian brigand swings a handaxe at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +289 vs DS: +230 with AvD: +34 + d100 roll: +43 = +136
... and hits for 7 points of damage!
Blow raises a welt on your left arm.
>stance d
You are still stunned.
>stance d
>
You are now in a defensive stance.
>
A halfling outlaw raises her heel high, attempting to footstomp you!
[SMR result: 169 (Open d100: 91, Bonus: 22)]
A halfling outlaw brings her foot down solidly on you!
You bounce around distracted by the pain!
Roundtime: 11 sec.
>stance d
...wait 11 seconds.
>
A human thief swings a short sword at you!
AS: +290 vs DS: +293 with AvD: +26 + d100 roll: +15 = +38
A clean miss.
>stance d
...wait 10 seconds.
>
A halfling outlaw swings a mace at you!
AS: +304 vs DS: +293 with AvD: +31 + d100 roll: +34 = +76
A clean miss.
>
An erithian brigand swings a handaxe at you!
AS: +289 vs DS: +293 with AvD: +34 + d100 roll: +78 = +108
... and hits for 1 point of damage!
A feeble blow to your left arm!
>
A human thief crouches and sweeps a leg at you!
[SMR result: 101 (Open d100: 39, Bonus: 22)]
You fall to the ground! A human thief deftly regains his footing.
You are struck by an acute sense of vulnerability.
>'what a load of shit
You say, "What a load of shit."
>
A halfling outlaw swings a mace at you!
AS: +304 vs DS: +243 with AvD: +31 + d100 roll: +33 = +125
... and hits for 1 point of damage!
A nice bruise on your neck!
>
A human thief swings a short sword at you!
AS: +290 vs DS: +243 with AvD: +26 + d100 roll: +81 = +154
... and hits for 7 points of damage!
Glancing strike to the head!
>st
...wait 4 seconds.
>st
...wait 3 seconds.
>st
...wait 3 seconds.
>
An erithian brigand slips into hiding.
>st
...wait 2 seconds.
>
A halfling outlaw pulls out a white crystal and rubs it!
A halfling outlaw looks considerably more imposing.
>st
...wait 1 seconds.
>st
...wait 1 seconds.
>
A human thief swings a short sword at you!
AS: +290 vs DS: +243 with AvD: +26 + d100 roll: +10 = +83
A clean miss.
>st
You stand back up.
>stance d
You are now in a defensive stance.
>
A halfling outlaw swings a mace at you!
You barely dodge the attack!
>
A faint silvery light flickers from the shadows.
>stomp
As you stomp your foot sharply, the dirt shakes wildly!
The ground begins to shake violently, making it hard to stand.
A human thief loses his balance and falls over.
A halfling outlaw loses her balance and falls over.
>
A human thief stands up with a grunt.
>
You suddenly feel less light-footed.
>
[902]>exp
>
Level: 59 Fame: 9,789,118
Experience: 3,431,110 Field Exp: 580/968
Ascension Exp: 385,317 Recent Deaths: 0
Total Exp: 3,816,427 Death's Sting: None
Long-Term Exp: 0 Deeds: 0
Exp until lvl: 31,390 Exp to next ATP: 14,683
PTPs/MTPs: 0/100 ATPs: 0

Your mind is muddled.

You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding.

Your recent adventures echo powerfully in your mind.
>
[902]>incant 506
You can't make that dextrous of a move!


My reduxmage is made to take hits and keep fighting, but when a 3 round stun off the initial ambush results him looking like a fucking pincushion and being unable to cast, that's why I fucking hate bandits as a pure.



>heal
You have minor bruises about the head, some minor cuts and bruises on your right arm, a fractured and bleeding left arm, some minor cuts and bruises on your left leg, minor cuts and bruises on your chest, minor cuts and bruises on your abdominal area, minor cuts and bruises on your back, and a blinded left eye.
You have old battle scars on your right leg, and old battle scars on your left leg.

Bleeding:
Area Health per Round Bandaged Can Tend? Tend Time
----------------------------------------------------------------------------------
Left arm 1 No No

Maximum Health Points: 192
Remaining Health Points: 117
You are feeling light headed.

Maximum Spirit Points: 9
Remaining Spirit Points: 9

Maximum Stamina Points: 120
Remaining Stamina Points: 120

Physical Damage Reduction: 14.39%


Nothing more fun than to walk into a group of bandits, then have to leave to get healed up.

Winter
12-05-2021, 09:01 PM
How do wizards do bandits without dying instantly? Should I just be trading in these tasks?

They're not worth doing if you're on your own, it's basically stun with an enormous round time then dead.


You have succeeded at the Kill Creatures task 389 times.
You have succeeded at the Retrieve Heirloom task 82 times.
You have succeeded at the Procure Skins task 1 time.
You have succeeded at the Procure Gems task 722 times.
You have succeeded at the Protect Traveller task 325 times and failed 9 times.
You have succeeded at the Procure Herbs task 76 times.
You have succeeded at the Kill Dangerous Creature task 369 times.
You have succeeded at the Rescue Child task 56 times and failed 2 times.
You have succeeded at the Kill Bandits task 1 time.
You have succeeded at the Help Kill Creatures task 943 times


The majority of the protect the traveller bounties were done long before the bandit changes.

Maerit
12-06-2021, 01:30 PM
Xred, as a sorcerer couldnt solo bandits until around 1.5x cap. Wizards I saw kept wizard shield up and trained in CM. Find a hunting partner and announce on the net.

Bandits are not hard for a sorcerer of 50+ level to solo, but you have to do the gimmick:
1. Start with 140 so you don't get killed while in stun lock.
2. 709, kill a bandit w/ 711 and then animate the bandit (equip with an ebladed lance or claid).
3. Tell the animate to attack, then use 702 to finish off the target.
4. Cast open 709 in two rooms within bandit territory, and just move back and forth between those rooms.

This strategy works great, and you can kill bandits with relative ease because 709 pulls them down for you as long as you're in the room. Just refresh 709 when it has 2 or less arms, and keep moving between the rooms. Not much fun, but it gets the job done.

For a wizard, you have to start with 919, and it is ideal to have decent Air Lore w/ 535 going. Don't forget to use your STOP TIME if you must, but 919 is the biggest trick. Guardians of Sunfist is a major boon for the extra padding and because you might end up needing Sigil of Determination, but using Stomp/Tap 909 + 518 should net great results.

Also, run 520 EARTH for the crit padding while stunned.

LOL BRIELUS
12-06-2021, 02:13 PM
I had some success when I was warmage spec. Now I just trade in the task...

Idalias
12-07-2021, 01:28 AM
I don’t have any tips for you. It’s really, really hard at your experience level. As a wizard, I completely avoided bandits for about 15mil experience. Then, a few months ago on a whim, I tried a solo bandit bounty task. I found it to be trivially easy. Now I do them many times a day. I’m fairly certain I have had no deaths to bandits whatsoever since I started doing the tasks again. Once you hit a certain level of experience, you can shrug off most of the CMANs, and you’ll have enough DS to completely avoid their physical attacks even if you get a bad roll on your CMAN defense.

So maybe there’s some light at the end of the tunnel for you… it’s just a rather long tunnel for pures, I’m afraid.

drumpel
12-13-2021, 11:04 AM
Cheap ass tactics or just shitty luck this time around?

I had to kill 15 bandits. I had 6 encounters with them. Every single fucking encounter started with them throwing a black crystal and dispelling multiple spells on me. By the time I was done with the hunt, I was down to self knowledge spells. Had to heal up from every encounter because my SMR defense fucking blows even though my reduxmage is 1x in PF, Perception and CM and has 5 ranks of Cunning Defense. On pretty much any maneuver they use they have a 45% or better to hit me.

These last two encounters were pretty painless compared to the first 4 where I had to heal my throat twice from the slice maneuver, get stunned multiple times in a row, swept, knee bashed, subdued and ambushed after rubbing blue crystals.

This is what the last two encounters looked like, they looks pretty tame compared to the first 4 and the last encounter I actually didn't get dispel raped by the crystal they threw.



Suddenly, a tiny shard of jet black crystal flies from the shadows toward you!
[SMR result: 150 (Open d100: 83, Bonus: 4)]
The crystal shatters against your body and releases a pulse of anti-magic!
Your breathing becomes more shallow.
The dully illuminated mantle protecting you begins to falter, then completely fades away.
Your SIGN OF STRIKING is no longer effective.
>w
[Vornavis, Outlands Road]
A shallow depression in the plains, nothing is visible from here but wind-swept green rising gently toward the vastness of the sky. Only the wheel ruts, forming a pair of shallow grooves in the sea of grass, give any sign that more than nature has touched the land. You also see a grassy path, a robust Vornavian guard and a large slate table with some stuff on it.
Obvious paths: east, southwest, northwest
>e
[Vornavis, Outlands Road]
Unshaded by any trees, the sunlit expanse of the grassland spreads out in all directions. As if intent on stealing any comfort from the setting, the unobstructed wind leeches the warmth from plant, animal and mineral alike, leaving behind only a gnawing chill.
Obvious paths: east, west
>
A human outlaw is revealed from hiding.
A human outlaw fires a plain wooden arrow at you!
With extreme effort, you block the missile with your shield!
The wooden arrow breaks apart and crumbles away.
>
A human outlaw removes a plain wooden arrow from in her quiver.
A human outlaw fires a plain wooden arrow at you!
AS: +304 vs DS: +359 with AvD: +26 + d100 roll: +35 = +6
A clean miss.
The wooden arrow breaks apart and crumbles away.
>
A half-elven thug leaps out of his hiding place!
A half-elven thug swings a broadsword at you!
AS: +316 vs DS: +325 with AvD: +32 + d100 roll: +11 = +34
A clean miss.
>'fucking jesus h christ
You say, "Fucking jesus h christ."
>.defending
[Script defending is running, Esc to cancel, Shift-Esc to pause]
>sign warding
Repeating the sign has no effect!
>
[ Sign of Warding: +0:10:50, 0:10:50 remaining. ]
>sign defending
Repeating the sign has no effect!
>
[ Sign of Defending: +0:10:50, 0:10:50 remaining. ]
>sign shields
[script done]
Repeating the sign has no effect!
>
[ Sign of Shields: +0:10:50, 0:10:50 remaining. ]
>.attacking
[Script attacking is running, Esc to cancel, Shift-Esc to pause]
A human outlaw removes a plain wooden arrow from in her quiver.
A human outlaw fires a plain wooden arrow at you!
You barely manage to block the missile with your shield!
The wooden arrow breaks apart and crumbles away.
>sign striking
You grip your gornar falchion with renewed vigor!
>
[ Sign of Striking: +0:10:50, 0:10:50 remaining. ]
>sign smiting
>
Repeating the sign has no effect!
>
[ Sign of Smiting: +0:10:50, 0:10:50 remaining. ]
>sign swords
[script done]
Repeating the sign has no effect!
>
[ Sign of Swords: +0:10:50, 0:10:50 remaining. ]
>stomp
As you stomp your foot sharply, the dirt shakes wildly!
The ground begins to shake violently, making it hard to stand.
A human outlaw loses her balance and falls over.
A half-elven thug loses his balance and falls over.
Faint ripples in the dirt beneath you become apparent before quickly dissipating.
>
A half-elven thug stands up with a grunt.
>stance o
You are now in an offensive stance.
>at
You swing a perfect gornar falchion at a human outlaw!
>at
AS: +360 vs DS: +231 with AvD: +37 + d100 roll: +10 = +176
... and hit for 37 points of damage!
Left kneecap smashed into pulp.
The human outlaw is stunned!
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
You swing a perfect gornar falchion at a human outlaw!
AS: +360 vs DS: +198 with AvD: +37 + d100 roll: +50 = +249
... and hit for 69 points of damage!
Wild downward slash severs the human outlaw's left foot!
Bloody stump, anyone?
Your gornar falchion stops glowing.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>at
>at
...wait 1 seconds.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>
[902]>incant 902
...wait 1 seconds.
>stance d
You are now in a defensive stance.
>
[902]>incant 902
A human outlaw lies there, dazed and confused.
>
A half-elven thug swings a broadsword at you!
You barely dodge the attack!
>
You trace a series of glowing runes while chanting the phrase for Minor Elemental Edge...
Your spell is ready.
You gesture.
A bright glow forms around your gornar falchion for a moment, then seems to seep into the weapon, giving it an inner glow.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>incant 909
Your hands glow with power as you invoke the phrase for Tremors...
Your spell is ready.
You channel.
Faint ripples in the dirt form beneath you for a moment.
Cast Roundtime 3 Seconds.
>
[ Tremors: +0:33:00, 0:33:00 remaining. ]
>
You suddenly feel less light-footed.
>
[902]>exp
Level: 59 Fame: 9,876,126
Experience: 3,449,389 Field Exp: 699/968
Ascension Exp: 411,621 Recent Deaths: 0
Total Exp: 3,861,010 Death's Sting: None
Long-Term Exp: 0 Deeds: 0
Exp until lvl: 13,111 Exp to next ATP: 38,379
PTPs/MTPs: 0/128 ATPs: 1

Your mind is becoming numbed.

You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding.

Your recent adventures echo powerfully in your mind.
>
[902]>incant 506
Wait 2 sec.
>
[902]>incant 506
Wait 2 sec.
>
[902]>incant 506
Wait 2 sec.
>
[902]>incant 506
>
Wait 2 sec.
>
[902]>incant 506
Wait 1 sec.
>
[902]>incant 506
Wait 1 sec.
>
[902]>incant 506
Wait 1 sec.
>
[902]>incant 506
Wait 1 sec.
>
[902]>incant 506
Wait 1 sec.
>
[902]>incant 506
A half-elven thug swings a broadsword at you!
You evade the attack by a hair!
>
You recite a series of mystical phrases while raising your hands, invoking Celerity...
Your spell is ready.
You gesture.
You suddenly start moving light-footedly.
Cast Roundtime 3 Seconds.
[ Celerity: +0:01:00, 0:01:00 remaining. ]
>stomp
As you stomp your foot sharply, the dirt shakes wildly!
The ground begins to shake violently, making it hard to stand.
A human outlaw bounces along the dirt as the tremors shake.
A half-elven thug loses his balance and falls over.
>stance o
You are now in an offensive stance.
>at
>at
You swing a perfect gornar falchion at a human outlaw!
AS: +360 vs DS: +151 with AvD: +37 + d100 roll: +24 = +270
... and hit for 50 points of damage!
Right hand mangled horribly.
Your gornar falchion fades some.

** Your gornar falchion releases a blast of vibrating energy! **

... 15 points of damage!
Nice blow to right hand!
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
>
...wait 1 seconds.
>at
You swing a perfect gornar falchion at a human outlaw!
AS: +360 vs DS: +146 with AvD: +37 + d100 roll: +86 = +337
... and hit for 93 points of damage!
Deep slash to the human outlaw's right side!
Several inches of padding sliced off hip....
>at
From the inside!
The human outlaw is stunned!
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
>at
A half-elven thug stands up with a grunt.
>
You swing a perfect gornar falchion at a human outlaw!
AS: +360 vs DS: +140 with AvD: +37 + d100 roll: +38 = +295
... and hit for 62 points of damage!
Powerful slash just cracks the human outlaw's weapon arm!

[You have 2 kills remaining.]
The human outlaw rolls over and dies.

** Necrotic energy from your gornar falchion overflows into you! **

You feel energized!
Your gornar falchion fades some.
>at
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
>
You swing a perfect gornar falchion at a half-elven thug!
>at
AS: +370 vs DS: +246 with AvD: +42 + d100 roll: +27 = +193
... and hit for 40 points of damage!
Deep slash to the half-elven thug's right forearm!
The half-elven thug is stunned!
You feel the unnatural surge of necrotic power wane away.
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
>at
You swing a perfect gornar falchion at a half-elven thug!
AS: +360 vs DS: +226 with AvD: +42 + d100 roll: +26 = +202
... and hit for 52 points of damage!
Slash strikes the half-elven thug's left eye.
Seems there was a brain there after all.

[You have 1 kills remaining.]
The half-elven thug falls to the ground and dies.
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
>at
You currently have no valid target. You will need to specify one.
>
You currently have no valid target. You will need to specify one.
>at
>at
You currently have no valid target. You will need to specify one.
>at
You currently have no valid target. You will need to specify one.
>ta
You currently have no valid target. You will need to specify one.
>;sloot5
--- Lich: could not find script 'sloot5' in directory C:/Users/amartin/Documents/GSIV/lich/scripts
>;sloot
--- Lich: sloot active.
[sloot]>search #415046539
You search the human outlaw.
You discard the outlaw's useless equipment.
She didn't carry any silver.
She had nothing of interest.
A human outlaw decays into compost.
>
[sloot]>search #415046067
You search the half-elven thug.
You discard the thug's useless equipment.
He didn't carry any silver.
He had nothing of interest.
A half-elven thug decays into compost.
>
[sloot]>stance defensive
>stance d
You are now in a defensive stance.
>
You are now in a defensive stance.
>
--- Lich: sloot has exited.
>l
[Vornavis, Outlands Road]
Unshaded by any trees, the sunlit expanse of the grassland spreads out in all directions. As if intent on stealing any comfort from the setting, the unobstructed wind leeches the warmth from plant, animal and mineral alike, leaving behind only a gnawing chill.
Obvious paths: east, west
>stance d
You are now in a defensive stance.
>l
[Vornavis, Outlands Road]
Unshaded by any trees, the sunlit expanse of the grassland spreads out in all directions. As if intent on stealing any comfort from the setting, the unobstructed wind leeches the warmth from plant, animal and mineral alike, leaving behind only a gnawing chill.
Obvious paths: east, west
>w
[Vornavis, Outlands Road]
A shallow depression in the plains, nothing is visible from here but wind-swept green rising gently toward the vastness of the sky. Only the wheel ruts, forming a pair of shallow grooves in the sea of grass, give any sign that more than nature has touched the land. You also see a grassy path, a robust Vornavian guard and a large slate table with some stuff on it.
Obvious paths: east, southwest, northwest
>
You do not feel drained anymore.
>nw
[Outlands, Rockspawn River]
Over time the river has cut down through the plains, and here in the shelter of steep banks cottonwoods, cattails, and willows compete along the water's edge. A ways to the east the terrain becomes hilly, and sheer rock walls close in on either side of the river. You also see a tall oak and pine building.
Obvious paths: southeast, west
>w
[Outlands, Rockspawn River]
Meadowlarks flash overhead, leaving and returning to an ancient willow. The canopy of arched branches and streamered leaves forms a pavilion of living green that straddles the water's edge. You also see a Bresnahanini rolton.
Obvious paths: east, west
>w
[Outlands, Rockspawn River]
This broad, gravel wash has been scoured by the waters of the Rockspawn River. A line of driftwood and desiccated water plants entangled in the cottonwoods marks the crest of the river's spring flood. The currently placid waters of the Rockspawn sweep around a bend here and flow off towards the northwest.
Obvious paths: east, southwest
>w
You can't go there.
>sw
[Vornavis, Outlands Road]
A brush-filled ravine drops toward the brown waters of the Rockspawn River to the northeast, where the tops of willows peak above the steppe grasses. To the southeast, hooves, boots and cart wheels have beaten a clear trail across the grassland.
Obvious paths: northeast, southeast, west
>w
[Vornavis, Outlands Road]
Brush and bracken dot the unending expanse of grass-covered plains that stretch to the horizon. Only a pair of wagon ruts and the burr clover that has sprouted from the trampled earth mark the road that runs west to east through the tall grasses. You also see a Bresnahanini rolton.
Obvious paths: east, west
>w
[Vornavis, Outlands Road]
The weathered planks of a broken wagon lie at the side of the road near a small firepit. Missing boards and numerous hatchet marks tell a tale of cannibalization of the fallen cart in this wood-scarce expanse and suggest that the firepit is the progeny of the wain's demise.
Obvious paths: east, west
>
A human highwayman leaps out of his hiding place!
A human highwayman swings a falchion at you!
AS: +284 vs DS: +328 with AvD: +34 + d100 roll: +73 = +63
A clean miss.
>w
[Vornavis, Outlands Road]
A broad band of purple cone flowers breaks the green and gold sameness of the grassland. Standing as tall as the grasses, and wearing a fringe of narrow lavender petals, the flowers draw scores of fluttering butterflies and hovering bees.
Obvious paths: east, west
>e
[Vornavis, Outlands Road]
The weathered planks of a broken wagon lie at the side of the road near a small firepit. Missing boards and numerous hatchet marks tell a tale of cannibalization of the fallen cart in this wood-scarce expanse and suggest that the firepit is the progeny of the wain's demise. You also see a human highwayman.
Obvious paths: east, west
>stopm
Please rephrase that command.
>
Suddenly, a tiny shard of jet black crystal flies from the shadows toward you!
[SMR result: 78 (Open d100: 24)]
You manage to avoid being hit by the crystal as it shatters harmlessly nearby! **Holy shit! One finally missed me**
>stomp
As you stomp your foot sharply, the dirt shakes wildly!
The ground begins to shake violently, making it hard to stand.
A human highwayman loses his balance and falls over.
>
A human rogue leaps out of his hiding place!
A human rogue swings a scimitar at you!
AS: +307 vs DS: +328 with AvD: +26 + d100 roll: +69 = +74
A clean miss.
>
A human highwayman stands up with a grunt.
>stomp
As you stomp your foot sharply, the dirt shakes wildly!
The ground begins to shake violently, making it hard to stand.
A human rogue loses his balance and falls over.
A human highwayman loses his balance and falls over.
>stance o
>
You are now in an offensive stance.
>at
>at
You swing a perfect gornar falchion at a human rogue!
AS: +360 vs DS: +216 with AvD: +39 + d100 roll: +18 = +201
... and hit for 35 points of damage!
Slash to the human rogue's right arm!
Slices neatly through the skin and meets bone!
The human rogue is stunned!
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
A human highwayman stands up with a grunt.
>at
You swing a perfect gornar falchion at a human rogue!
AS: +360 vs DS: +216 with AvD: +39 + d100 roll: +26 = +209
... and hit for 54 points of damage!
Strong slash to the human rogue's right leg!
Muscles exposed!
Not a pretty sight.
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
>at
You swing a perfect gornar falchion at a human rogue!
AS: +360 vs DS: +194 with AvD: +39 + d100 roll: +78 = +283
... and hit for 68 points of damage!
Diagonal slash leaves a bloody trail across the human rogue's torso.

** Necrotic energy from your gornar falchion overflows into you! **

You feel energized!
Your gornar falchion fades some.

** Your gornar falchion releases a blast of vibrating energy! **

... 25 points of damage!
Strong blow to abdomen!
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
>
...wait 1 seconds.
>at
>at
>at
You swing a perfect gornar falchion at a human rogue!
AS: +370 vs DS: +188 with AvD: +39 + d100 roll: +91 = +312
... and hit for 71 points of damage!
Deep slash to the human rogue's right forearm!
The rogue's scimitar falls to the ground.
You feel the unnatural surge of necrotic power wane away.
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
A Bresnahanini rolton trots in!
>at
You swing a perfect gornar falchion at a human rogue!
AS: +360 vs DS: +182 with AvD: +39 + d100 roll: +18 = +235
... and hit for 46 points of damage!
Left elbow smashed into a thousand pieces.
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
>at
A human highwayman swings a falchion at you!
AS: +284 vs DS: +319 with AvD: +34 + d100 roll: +91 = +90
A clean miss.
>
You swing a perfect gornar falchion at a human rogue!
AS: +360 vs DS: +176 with AvD: +39 + d100 roll: +54 = +277
... and hit for 72 points of damage!
Hard blow breaks the femur!

[You have completed this portion of your Adventurer's Guild task.]
The human rogue rolls over and dies.

** Necrotic energy from your gornar falchion overflows into you! **

You feel energized!
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>stomp
As you stomp your foot sharply, the dirt shakes wildly!
The ground begins to shake violently, making it hard to stand.
A Bresnahanini rolton loses his balance and falls over.
A human highwayman loses his balance and falls over.
>at
You swing a perfect gornar falchion at a human highwayman!
AS: +370 vs DS: +162 with AvD: +38 + d100 roll: +28 = +274
... and hit for 61 points of damage!
Slash to the human highwayman's chest!
Breathe deep, it'll feel better in a minute.
The human highwayman is stunned!
You feel the unnatural surge of necrotic power wane away.
Your gornar falchion fades some.
Roundtime: 5 sec.
>at
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
>
You swing a perfect gornar falchion at a human highwayman!
AS: +360 vs DS: +162 with AvD: +38 + d100 roll: +39 = +275
... and hit for 54 points of damage!
Slash to the human highwayman's right arm!
Slices neatly through the skin and meets bone!
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>at
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
>at
You swing a perfect gornar falchion at a human highwayman!
AS: +360 vs DS: +156 with AvD: +38 + d100 roll: +33 = +275
... and hit for 61 points of damage!
Blow to chest causes the human highwayman's heart to skip a beat.
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
You swing a perfect gornar falchion at a human highwayman!
AS: +360 vs DS: +150 with AvD: +38 + d100 roll: +20 = +268
... and hit for 65 points of damage!
Skull cracks in several places.
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
You suddenly feel less light-footed.
>
...wait 1 seconds.
>at
You swing a perfect gornar falchion at a human highwayman!
AS: +360 vs DS: +107 with AvD: +38 + d100 roll: +18 = +309
... and hit for 80 points of damage!
Crossing slash to chest catches the human highwayman's attention!
The human highwayman rolls over and dies.

** Necrotic energy from your gornar falchion overflows into you! **

You feel energized!
Your gornar falchion fades some.
Roundtime: 5 sec.
>at
...wait 5 seconds.
>
[902]>exp
Level: 59 Fame: 9,877,515
Experience: 3,449,442 Field Exp: 816/968
Ascension Exp: 411,698 Recent Deaths: 0
Total Exp: 3,861,140 Death's Sting: None
Long-Term Exp: 0 Deeds: 0
Exp until lvl: 13,058 Exp to next ATP: 38,302
PTPs/MTPs: 0/128 ATPs: 1

Your mind is numbed.

You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding.

Your recent adventures echo powerfully in your mind.
>
A human rogue leaps out of his hiding place!
A human rogue swings a mace at a Bresnahanini rolton!
AS: +305 vs DS: -30 with AvD: +32 + d100 roll: +80 = +447
... and hits for 139 points of damage!
Lucky shot rips through bone and muscle sending weapon arm flying.
The Bresnahanini rolton bleats loudly as he cradles his wounded right foreleg.
The Bresnahanini rolton lets out a final agonized bleat and dies.
>;k 902
--- Lich: 902 has exited.
A human rogue swings a mace at you!
AS: +305 vs DS: +328 with AvD: +31 + d100 roll: +73 = +81
A clean miss.
>stance d
You are now in a defensive stance.
>stomp
As you stomp your foot sharply, the dirt shakes wildly!
The ground begins to shake violently, making it hard to stand.
A human rogue loses his balance and falls over.
>stance o
You are now in an offensive stance.
>at
>
You swing a perfect gornar falchion at a human rogue!
AS: +370 vs DS: +180 with AvD: +38 + d100 roll: +48 = +276
... and hit for 67 points of damage!
Quick, powerful slash to the human rogue's right knee!
The human rogue is stunned!
You feel the unnatural surge of necrotic power wane away.
Your gornar falchion fades some.
Roundtime: 5 sec.
>at
...wait 4 seconds.
>at
...wait 4 seconds.
>incant 506
You recite a series of mystical phrases while raising your hands, invoking Celerity...
Your spell is ready.
You gesture.
You suddenly start moving light-footedly.
Cast Roundtime 3 Seconds.
>
[ Celerity: +0:01:00, 0:01:00 remaining. ]
>
A human rogue lies there, dazed and confused.
>stance off
You are now in an offensive stance.
>at
You swing a perfect gornar falchion at a human rogue!
AS: +360 vs DS: +165 with AvD: +38 + d100 roll: +40 = +273
>at
... and hit for 66 points of damage!
Diagonal slash leaves a bloody trail across the human rogue's torso.
Your gornar falchion fades some.

** Your gornar falchion releases a blast of vibrating energy! **

... 15 points of damage!
Nice blow to back!
Roundtime: 5 sec.
Roundtime changed to 1 second.
>
...wait 1 seconds.
>at
...wait 1 seconds.
>at
You swing a perfect gornar falchion at a human rogue!
AS: +360 vs DS: +153 with AvD: +38 + d100 roll: +3 = +248
... and hit for 54 points of damage!
Deep slash to the human rogue's left forearm!

** Necrotic energy from your gornar falchion overflows into you! **

You feel energized!
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.
>at
...wait 1 seconds.
>at
...wait 1 seconds.
>at
>
...wait 1 seconds.
>at
>at
You swing a perfect gornar falchion at a human rogue!
AS: +370 vs DS: +147 with AvD: +38 + d100 roll: +47 = +308
... and hit for 100 points of damage!
Powerful slash leaves the human rogue without a right leg!
The human rogue rolls over and dies.
You feel the unnatural surge of necrotic power wane away.
Your gornar falchion fades some.
Roundtime: 5 sec.
Roundtime changed to 1 second.


On a side note, why the fuck are the PC forums so damn slow lately? Doesn't matter where I access them from, they run like molasses.

dzulthu
12-13-2021, 11:21 AM
They do the dispel crystal when they don't have any chance to hit you. It's super annoying.

drumpel
12-13-2021, 11:52 AM
They do the dispel crystal when they don't have any chance to hit you. It's super annoying.

They can hit me when they ambush, the DS pushdown is enough where if they have a halfway decent roll they will make contact. At the end the only spell I had left up that wasn't a spell my reduxmage can cast was 414. All the dispel crystals took everything else, yet they kept throwing them.

My reduxmage only knows spells up to 520 and up to 913. Usually the only other spells I hunt him with are 401, 406 and 414 and sometimes 101 and 107 if he's going up against casters. However, I just happened to catch the invoker with him the other day, so all those spells that he had that were not self knowledge spells were removed and the fuckers were still tossing those black crystals at him.

malmuddy
12-13-2021, 01:08 PM
I don't think this information has ever been confirmed by a GM. But I've hunted bandits a lot over the years as many professions, mostly as a wizard. And I'm confident in saying that if you are spelled up to the max, bandits will throw dispel crystals at you until you aren't. I never did any real testing, but my best guess is that bandits operate similar to something like spellburst. You can have some outside spells on you, but not too many. For example, my non-wizards routinely hunt bandits with a full wizard spell-up, but no other outside spells. I have never seen bandits do the constant barrage of dispel crystals on them. The "when they don't have any chance to hit you" is as good an explanation as any, and I suspect there is something more formulaic behind it to drive when it happens versus not.

Ultimately, wizards are pretty vulnerable to bandit maneuvers unit you have the proper skills to lessen their effects. 1x PF, 1x CM, 2x perception, 2x survival, and 1x dodge gives a wizard the best chance against bandit maneuvers. A standard wizard at cap is probably 1x PF, 1x perception, and some survival or CM up to 1x, depending on training (i.e. a warmage will likely have close to 1x CM, a pure almost none). None of these skills are generally a priority once you reach cap, so that is why it takes a while to get to the point where you can handle bandits solo.

rolfard
12-13-2021, 03:25 PM
They do the dispel crystal when they don't have any chance to hit you. It's super annoying.

Sounds a lot like original pyrothag mechanics where they never do their shard attack unless they have 0 chance to hit you with melee