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Xcalibur
12-22-2003, 11:51 AM
Even if I don't play, I stll think war mage are the strongest character possible in gemstone, and by doing some calculation, they rock even more in gs4

can
1X cm
1X 2 handed or pole arm
1X pt
1X miu, as, ms, percetion, survival, fa
2X spells

and still got some spare points.

Got some question, a friend of mine asked me to spreadsheet one for him, so i need to know...

Elemental Air lore, at 100 skill (so 24 ranks) remove ONE extra second with haste?

So that make it 4 seconds removing? so at 5 second swing, you swing every second?

With Earth lore, the first 4 rank give you 1 as, then?

MOC still cannot be used with haste?

Cm no longer can give parriable DS, only AS ? (,5 AS per?)

And finaly, what CM list stuff can you get with a wizard?




With some easy planification, a war mage WITHOUT shield can reach HIGH LORDship (70) WITH EASE... damn..!

[Edited on 22-12-03 by Xcalibur]

AnticorRifling
12-22-2003, 11:56 AM
Nope didn't work like that for me. 24 ranks in air lore and I was still swinging a bastard sword once every 2 seconds with haste on.

MOC + haste = No go

Not sure about the DS

CM list

Cman cmovement is all you get

Currently at lvl 50 I have 14 ranks of CM which is enough for 2 ranks of cman cmove. Kind of pointless I have plenty of DS as it is, just kind of fun to use it as a wizard.

I could try that training for you if you'd like, I've still got time to burn before goals eat me alive and if they do I've got all my reallocations left :cool:

I went OHE, shield, CM as I can. Just because I have an 8x falchion and a 6x shield.

I like the idea though I've got a few good polearms such as my +12 very heavy damage weighted military fork, various 4x lances, etc. Only thing that will really hurt is bolt DS.

StrayRogue
12-22-2003, 11:58 AM
Elemental Air lore, at 100 skill (so 24 ranks) remove ONE extra second with haste?

506 Haste - Elemental Lore, Air: The target will experience shorter Roundtimes enhanced by the Haste spell based on the Wizard?s Elemental Lore, Air training; -1 RT at 100 skill, -2 RT at 200 skill, and a maximum of ?3 RT at 300 skill. The one-second minimum RT still applies.

With Earth lore, the first 4 rank give you 1 as, then?

509 Strength - Elemental Lore, Earth: Training in Earth increases the Attack Strength (AS) bonus provided by this spell. A minimum of 4 ranks of Earth Lore are required to achieve a +1 AS increase, with the maximum increase of +16 AS achieved at 184 ranks. This added bonus is a self-cast benefit for the Wizard?s use only.

MOC still cannot be used with haste?

You can, however the spell wears off immediately after the mstrike.

Cm no longer can give parriable DS, only AS ? (,5 AS per?)

Yep. No DS. Just AS.

And finaly, what CM list stuff can you get with a wizard?

Only one skills so far, and it just adds minor DS for a none stackable time. Expensive for a pure.

I'd still have to believe it to see it, but in the current environment it probably might be possible. My one concern is that dodge may work against a 1x weapon user. I think the skill is based on 2x weapons/spells, so 1x only might be easily dodgable.

[Edited on 22-12-03 by StrayRogue]

Xcalibur
12-22-2003, 11:59 AM
Bolt ds? nah...

War mage force you into those 2 things

Hunt fast

hunt fast

usually a war mage crit death a monsters in less than 3 swings, so by taking a swing every 2 seconds, you kill it before it swing back.

410, 912 or 909 save you from being bolt. :D

Don't forget that most pure are staff user, and I don't think it gives a lot of ds against bolt attack...

Wizard shield + sign of deflection + 520 + call wind = safe, I'd say (but we're talking when the war mage would be 70+, a bit far)

[Edited on 22-12-03 by Xcalibur]

StrayRogue
12-22-2003, 12:02 PM
Crit (and crit deaths) are random now. See it this way, I swing a claidh very hard in combat. If I am not ambushing it will take four or five hits to a stunned and prone target before I kill it. Even huge endrolls of 300+ don't cause a death hit. Understand that endroll is so much less of a factor is crit deaths now.

Xcalibur
12-22-2003, 12:03 PM
Originally posted by StrayRogue
Elemental Air lore, at 100 skill (so 24 ranks) remove ONE extra second with haste?

506 Haste - Elemental Lore, Air: The target will experience shorter Roundtimes enhanced by the Haste spell based on the Wizard?s Elemental Lore, Air training; -1 RT at 100 skill, -2 RT at 200 skill, and a maximum of ?3 RT at 300 skill. The one-second minimum RT still applies.

With Earth lore, the first 4 rank give you 1 as, then?

509 Strength - Elemental Lore, Earth: Training in Earth increases the Attack Strength (AS) bonus provided by this spell. A minimum of 4 ranks of Earth Lore are required to achieve a +1 AS increase, with the maximum increase of +16 AS achieved at 184 ranks. This added bonus is a self-cast benefit for the Wizard?s use only.

MOC still cannot be used with haste?

You can, however the spell wears off immediately after the mstrike.

Cm no longer can give parriable DS, only AS ? (,5 AS per?)

Yep. No DS. Just AS.

And finaly, what CM list stuff can you get with a wizard?

Only one skills so far, and it just adds minor DS for a none stackable time. Expensive for a pure.

I'd still have to believe it to see it, but in the current environment it probably might be possible. My one concern is that dodge may work against a 1x weapon user. I think the skill is based on 2x weapons/spells, so 1x only might be easily dodgable.

[Edited on 22-12-03 by StrayRogue]

So... haste with 24 ranks in air lore remove 4 seconds?

No know formula for strength, as i can see.

Cm list, i think, feint and disarm would be available for a mage, with haste, ouch...


Yeah, I presume you'd get dodge a lot, but you can swing 2 times when a square swing one time ( OR FIVE TIMES IF YOU GET 24 RANKS IN AIR LORE) . even if one of your swing is dodged, the other will connect (don't forget that 909 means 3-5 rounds prone for 99% of the time)

[Edited on 22-12-03 by Xcalibur]

StrayRogue
12-22-2003, 12:10 PM
So... haste with 24 ranks in air lore remove 4 seconds?

-3 is the maximum as it said, which is at 300 skill, meaning 200 ranks of Air Lore.

Cm list, i think, feint and disarm would be available for a mage, with haste, ouch...

From what I've read, they will be. The same criteria will be the same for the skills in the warrior guild. IE, mages and other pures will be flat last at them.

Yeah, I presume you'd get dodge a lot, but you can swing 2 times when a square swing one time. even if one of your swing is dodged, the other will connect (don't forget that 909 means 3-5 rounds prone for 99% of the time)

My lil ranger swings two weapons at 3 seconds. I can get my claidh ambush down to 3 seconds at a pinch under my own power. Haste isn't needed these days, not by squares anyway.

I don't think you understand that sweep and ambush are exactly the same as Call Wind. Sweep knocks them over, ambush reduces their DS to that of their offensive stance.

AnticorRifling
12-22-2003, 12:15 PM
My bard will kill almost anything in his age bracket in 2 swings using a lance. They still do insane amounts of damage, might not crit but things bleed out quickly. I will try the polearm route tonight when I get home, that is if I don't get volunteered to go shopping for gifts :cool:

Xcalibur
12-22-2003, 12:17 PM
I understand, strayrogue...

but sweep take 5 seconds, hide 3 (around) ambush 3-5 seconds AND you aren't sure of killing it in ONE hit since crit are random

that takes 5+3+5 = 13 seconds for a not sure attack

War mage tactics

909, cast, 506, cast, hack

3+3+2 =8 seconds, and it takes then 2 seconds each time until it dies.

909 is FOR every monsters in the room..

I don't understand how works haste with air lore

It removes what from the begining, 2 or 3 seconds?

Xcalibur
12-22-2003, 01:44 PM
Can a Level around 50 mage WITH a rune staff post his DS in full off, full def, and against bolt (in full def)

AND

Anticor or a weapon-shield wizard post the same but without the shield?

Col sign on, too

both fully spell up but without wizard shield since it's so short lasting


[Edited on 22-12-03 by Xcalibur]

AnticorRifling
12-22-2003, 03:08 PM
I'll do it tonight. I'll spell up self spelled, keep the falchion out and take a bolt.

I know currently my DS in offensive stance with a shield is over 300 for both physical and bolt attacks.

Xcalibur
12-22-2003, 03:11 PM
I'm pretty pretty prieetty preerty sure that now with ebp or epb and with all the spells and the low ds staff give that 2 handed or pole arm is viable till 65-67 (wind wraiths) and then depending on the monsters i never hunted...

AnticorRifling
12-22-2003, 03:34 PM
I could do it but I don't want to give up the 8x weapon. If I could get ahold of a 6x or higher lance I'd love it but I don't have an ass load of coins to spend. 67 you can be in the rift at that train now right?

Xcalibur
12-22-2003, 03:45 PM
70 for rift... and you wouldn't need a 6X lance, 10AS?

at 50, with 14 ranks of cm you have +7 AS
at 50 with 50 ranks of cm you have +25, FREE +18 as +0x lance ebladed that makes you a 8X lance!

If i was playing, i'd do it, no lance though, 9 seconds rt is a killer.

Point of war mage is to swing the fastest possible AND hard.

AnticorRifling
12-22-2003, 05:09 PM
9 seconds wouldn't happen, my dwarf bard swings a lance in brig in seven seconds. I would think with 51 polearm ranks I'd be swingig faster than that. Another advantage will be my decently crit padded double leathers.

Xcalibur
12-22-2003, 05:14 PM
Skill in weapon has nothing to do

it's 8,23,38,53,68 AG + DEX bonuns to remove a second.

So, giant, dwarf and human got maximum of 3 seconds removed.

so a giant with a lance will have a rt of 3 with 98 98 in de ag.. 3 seconds, bah... prefer 2.

AnticorRifling
12-22-2003, 08:24 PM
Tried to do the goals thing, was gonna take 23 days :) so I won't be trying the polearm route. I will, however, still get spelled up keep the weapon out and shield away and let someone bolt me.

AnticorRifling
12-22-2003, 08:43 PM
No shield:
hurls a small surge of electricity at you!
AS: +6 vs DS: +258 with AvD: +22 + d100 roll: +79 = -151
A clean miss.

With shield:
hurls a small surge of electricity at you!
AS: +6 vs DS: +328 with AvD: +22 + d100 roll: +10 = -290
A clean miss.

Shield out vs physical attack:
swings a closed fist at you!
AS: +12 vs DS: +337 with AvD: +17 + d100 roll: +91 = -217

No shield vs physical attack:
swings a dagger at you!
AS: +50 vs DS: +248 with AvD: +20 + d100 roll: +86 = -92
A clean miss.

I think I had spirit shield on for everything but the no shield physical attack.

You gesture.
You detect the following spells on yourself:
Melgorehn's Aura with a lot of time remaining.
Elemental Defense III with a great amount of time remaining.
Elemental Bias with a fair amount of time remaining.
Elemental Defense II with a lot of time remaining.
Strength with a fair amount of time remaining.
Stone Skin with a fair amount of time remaining.
Elemental Targeting with a fair amount of time remaining.
Elemental Defense I with a lot of time remaining.
Thurfel's Ward with a fair amount of time remaining.
Elemental Deflection with some time remaining.
Prismatic Guard with a fair amount of time remaining.
Elemental Barrier with a lot of time remaining.
Mass Blur with a great amount of time remaining.

And warding, defending and shields.

Valiren
12-22-2003, 09:07 PM
My wizard is a pole arming giant. Rt for a lance sucks big time so I stick with a e bladed naginata.

Bolt ds selft cast and col signs is right about 240.

I think right now the rt reduction from air lores is a bit buggy.

And no, warmages are not the most powerful. With randomized crits, it takes more tactics than just 909, haste, and attack.

I'm probably uphunting too much but using 909 for each critter is mana intensive as hell and annoying to other people in the area.

AnticorRifling
12-22-2003, 09:10 PM
I up hunt all the time with 909 and it's not mana intesive considering that and haste are all I use for mana. RT should be low enough to manage with haste.

Xcalibur
12-22-2003, 09:13 PM
Hmm, thanks for the head up with the bolt... If we can compare with a staffer, i think it will be interesting..

Warmages are the most poweful BECAUSE they can swing EVERY DAMN second (if it works with air lore)

506 last one minute, and a typical hunt doesn't take 10 minutes, but 2-3. Randomized crits are irrevelant as you rely on the huge damage your 2 handed/pole arm do.

That means that eventually you'll get your death crit faster since you swing faster

Yeah i know quickstrick can does that, so short weapon, but hey... the trick is the highest damage done in the shortest time possible, and ONLY the warmage can do it without much restriction (stamina)

1 second rt is unbeatable, 2 second rt is 5/2 better, etc...

Daina's ds.. (level 58 mage) is this with a staff..

bolt ds 419. DS in def was 397. DS in off was 261.

Hmm, so yeah, bolt ds gonna blow if you can put it that high with a staff...

[Edited on 23-12-03 by Xcalibur]

AnticorRifling
12-23-2003, 08:56 AM
If it wasn't for that bolt DS I'd consider reallocating into polearms just for the fun of it, hunting right now is really to easy for me with OHE/shield. I'm lvl 50 and hunting blighted forest and skull temple so it's not like I'm underhunting. I love being a wizard that swings to kill.

Parkbandit
12-23-2003, 09:46 AM
I changed my wizard to be an archer. He's a halfling, but with his high dex, he should be able to do quite well... shooting off an arrow every second.

Couple that with ewave and 909... I think I'll be visiting Teras Isle and going crazy on sand devils. He can learn from them again!

Valthissa
12-23-2003, 11:18 AM
(Warmages are the most poweful BECAUSE they can swing EVERY DAMN second (if it works with air lore)

1 second rt is unbeatable, 2 second rt is 5/2 better, etc...)

Well....

Valthissa is a giant mage with 65 trains.

she is a pure wizard (well she is trained in edged and shield wit 2.7X in spells)

BUT

she usually hunts with haste on because swinging her sickle it is a mana efficient way to finish creatures.

She can do more damage with rapid fire faster than any war mage can dream of...

C/Valth

Xcalibur
12-23-2003, 11:28 AM
515 is haste with spells.. and it's an other reason why mage in the first place are the strongest :)

Xcalibur
12-23-2003, 12:10 PM
Here a level 20 in action with some zombies, a friend of mine followed this path (and now, as some of you, is stick with it for like 100 days, HAHAH)

[somewhere]
You notice a zombie and a zombie.
Obvious exits: north
>You can't go there.
>prep 506
cast
You recite a series of mystical phrases while raising your hands, invoking Haste...
Your spell is ready.
>You gesture.
You begin to notice the world slow down around you. Strange.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>prep 909
Your hands glow with power as you invoke the phrase for Tremors...
Your spell is ready.
>
A zombie claws at you!
AS: +202 vs DS: +265 with AvD: +37 + d100 roll: +80 = +54
A clean miss.
>
A zombie claws at you!
AS: +202 vs DS: +265 with AvD: +37 + d100 roll: +97 = +71
A clean miss.
>cast
You gesture.
Cast Roundtime 3 Seconds.
>stance offensive
You are now in an offensive stance.
>
The ground begins to shake violently, making it hard to stand.
A zombie loses its balance and falls over.
A zombie loses its balance and falls over.
>att zombie
You swing an 4X blessed greatsword at a zombie!
AS: +210 vs DS: +63 with AvD: +42 + d100 roll: +23 = +212
... and hit for 78 points of damage!
Solid strike caves the zombie's skull in, resulting in instant death!
The zombie shudders slightly then ceases his so called life.
Roundtime: 5 sec.
Roundtime changed to 2 seconds.
>att second zombie
...wait 1 seconds.
>att second zombie
>
You swing an 4X blessed greatsword at a zombie!
AS: +210 vs DS: +63 with AvD: +42 + d100 roll: +91 = +280
... and hit for 126 points of damage!
Incredible slash to the zombie's neck!
Throat and vocal cords destroyed!
Zero chance of survival.
The zombie shudders slightly then ceases her so called life.
Roundtime: 5 sec.
Roundtime changed to 2 seconds.
>
The ground begins to shake violently, making it hard to stand.
>
A zombie shambles in!
>
.skin zomb sca

[Press the ESCape key to abort script.]
put my great in back
You put an 4X blessed greatsword in your forest green backpack.
[Script]>get knife from back
You remove a bone-handled knife from in your forest green backpack.
[Script]>kneel
You kneel down.
[Script]>skin zomb
put my knife in my back
You skinned the zombie.
[Script]>get sca
You put a bone-handled knife in your forest green backpack.
[Script]>put my sca in my backp
You pick up a zombie scalp.
[Script]>search zomb
You put a zombie scalp in your forest green backpack.
[Script]>
You search the zombie.
You discard the zombie's useless equipment.
It didn't carry any silver.
get my great from back
It had nothing of interest.
A zombie quickly decomposes before your eyes.
You don't find anything useful.
[Script]>stand

[Script finished!]
.skin zomb sca

[Press the ESCape key to abort script.]
put my great in back
You remove an 4X blessed greatsword from in your forest green backpack.
[Script]>get knife from back
Sorry, you may only type ahead 1 command.
[Script]>kneel
You stand back up.
[Script]>
You put an 4X blessed greatsword in your forest green backpack.
[Script]>skin zomb
You kneel down.
[Script]>put my knife in back
search zomb
You botched the job. The zombie scalp is ruined.
[Script]>get my great from back
I could not find what you were referring to.
[Script]>stand

[Script finished!]
You search the zombie.
You discard the zombie's useless equipment.
It didn't carry any silver.
It had nothing of interest.
A zombie quickly decomposes before your eyes.
You don't find anything useful.
>
You remove an 4X blessed greatsword from in your forest green backpack.
>
You stand back up.
>stance defensive
You are now in a defensive stance.
>look
[still somewhere, same place]
You notice a zombie.
Obvious exits: north
>
The ground begins to shake violently, making it hard to stand.
A zombie loses its balance and falls over.
>
A zombie struggles up out of the ground!
>stance offensive
You are now in an offensive stance.
>
A zombie slowly pulls himself back up on his feet.
>att second zomb
You 4X blessed greatsword at a zombie!
AS: +210 vs DS: +113 with AvD: +42 + d100 roll: +69 = +208
... and hit for 86 points of damage!
Wild upward slash removes the zombie's face from its skull!
Interesting way to die.
The zombie falls to the ground, a lifeless lump of flesh.
Roundtime: 5 sec.
Roundtime changed to 2 seconds.
>
A zombie claws at you!
AS: +202 vs DS: +188 with AvD: +37 + d100 roll: +93 = +144
... and hits for 14 points of damage!
Slash to your right leg hits high!
Kinda makes your knees weak, huh?
>stance defensive
You are now in a defensive stance.
>
The ground begins to shake violently, making it hard to stand.
A zombie loses its balance and falls over.
>stance offensive
You are now in an offensive stance.
>att zombie
You swing an 4X blessed greatsword at a zombie!
AS: +210 vs DS: +63 with AvD: +42 + d100 roll: +93 = +282
... and hit for 146 points of damage!
Bloody slash to the zombie's side!
Instant death, due to lack of intestines.
The zombie shudders slightly then ceases her so called life.
Roundtime: 5 sec.
Roundtime changed to 2 seconds.
>


4 swings, 8 seconds, 1 haste, 1 tremor.


man they rock





[Edited on 23-12-03 by Xcalibur]

Parkbandit
12-23-2003, 12:13 PM
Originally posted by Xcalibur
515 is haste with spells.. and it's an other reason why mage in the first place are the strongest :)

Actually... as long as you have the mana it's much more powerful.

With haste, there is a 1 second RT minimum.. with Rapidfire, there is zero roundtime... so you can basically cast away like a flapping fiend as long as the game speed keeps up with your ISP and your use of the ENTER key.

Anebriated
12-23-2003, 09:30 PM
Ok well all of this talk of war mages has made me go and do something i have been wanting to do for awhile. So i played with some stats and here is what i came up with. Let me know what all of you think since i have minimal experience with wizards much less war mages.

*******Race: Elf Profession: Wizard (shown as: Wizard)
Gender: Male Age: 0 Expr: 3130 Level: 1
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 80 (15) ... 80 (15)
Constitution (CON): 79 (14) ... 79 (14)
Dexterity (DEX): 70 (15) ... 70 (15)
Agility (AGI): 80 (30) ... 80 (30)
Discipline (DIS): 70 (-5) ... 70 (-5)
Aura (AUR): 80 (20) ... 80 (20)
Logic (LOG): 70 (10) ... 70 (10)
Intuition (INT): 50 (0) ... 50 (0)
Wisdom (WIS): 41 (-4) ... 41 (-4)
Influence (INF): 41 (6) ... 41 (6)
Mana: 17 Silver: 0

>skill
*******(at level 1), your skill bonuses and ranks are:
Skill Name | Bonus Ranks Goals Time to Goal
Armor Use..........................| 5 1 1
Shield Use.........................| 10 2 2
Edged Weapons......................| 10 2 2
Physical Fitness...................| 10 2 2
Arcane Symbols.....................| 10 2 2
Magic Item Use.....................| 20 4 4
Harness Power......................| 10 2 2
Elemental Mana Control.............| 10 2 2
Elemental Lore - Air...............| 10 2 2
Survival...........................| 10 2 2
Perception.........................| 10 2 2
First Aid..........................| 10 2 2

Spell Lists
Major Elemental....................| 1 1
Minor Elemental....................| 1 1
Wizard.............................| 2 2
Training Points: 25 Phy 10 Mnt

Im planning on going .5x armor until i can wear doubles with no hinderence. Also planning on working up until 430 and 511. Once i get to 511 then going up the wizard list a bit so i can enchant and eventually gate. Be brutal...

edited to say: I know elf isnt the best choice for a warmage, but its an rp preference. Eventually ill be able to ewave and swing which will help with my low AS. And im planning on joining the solhaven society so that will help the AS a bit as well.

[Edited on 12-24-2003 by Elrodin]

Xcalibur
12-23-2003, 10:17 PM
Problem with ohe, no cm AND being poor (i assume you are) man... is that you have NOT

1) high damage weapon, all ohe are noodle (around ,275)

2) low as compared to a singler in cm + giant
(level 20 him = 25 AS more than you) AND low enchant on weapon..

Anticor is doing somewhat good because he has a 8X falchion.

The advantage of a 2 handed/pole arm is DOUBLE

High damage cause higher DF which bring high crits faster.

200 end roll on brig with a falchion
25 raw damage, level 3 crit (1-3)

200 end roll on brig with a 2 handed sword
50 raw damage, level 7 crits (4-7)

it's DOUBLE at least almost all the time AND you swing with the same RT.

DS isn't an issue until VERY later.

Anebriated
12-23-2003, 10:31 PM
So when that VERY later comes what happens? I figure that by the time i am anticor's age ill be able to afford at least a 7x weapon if i cant enchant one myself. With that being said im used to archery and sorcery where i pick what i hunt carefully. Also a 2 handed sword is not easy to find in a higher enchant either, much rarer in fact. So if i couldnt hit them with a 5x-6x ohe how could i hit them with the same AS with a 2he?

About the CM, im debating dropping down the FA and Survival to get more CM. Other than the CM how does the training look? I was skeptical without any Spell Aim but i cant fit it in to be worthwhile so i got rid of all of it.

AnticorRifling
12-23-2003, 10:54 PM
You're kind of missing the point. You don't need a high enchant pole or 2 hander. The damage factors make up for the lack of enchant. A 4x lance will do as much damage as my 8x falchion, I'm speaking as a generalization I haven't run the numbers in a case study.

Being an elf you're going to lack the AS that I have because of the ST bonus. You're looking more like an enchanting /regular wizard than war mage. It isn't bad but it's not really what we are talking about. We are talking about a wizard that learns spells to facilitate his/her swing.

I use haste, tremors and that's about it when I'm in the field. Once and awhile I will hurl a boulder or maybe use cone but I don't use them alot. When I hunt with a group I'll use cone just to do some damage to all the critters before they finish them off. My favorite spell is 415 and that is just a side effect of me rushing up the minor elemental sphere to get the bonus to 425 (AS) and 430 (DS).

When it comes time for me to stop swinging or it just makes for a real slow hunt I will probably be using 415 and hurl boulder (510) just because I think that spell fits how I see/RP Anticor.

If I get some time, yeah right, I will burn 2 reallocations. One to try out the polearm style using a lance and one to convert back. Unless I just fall in love with lances while playing Anticor. I'm already sold on them when playing the bard so it might happen we will have to see.

Just so you can see, here is what Anticor's stats/skills look like currently:

Level 0 Stats for Anticor, Giant Wizard

Strength (STR): 85
Constitution (CON): 75
Dexterity (DEX): 65
Agility (AGI): 69
Discipline (DIS): 65
Aura (AUR): 85
Logic (LOG): 60
Intuition (INT): 36
Wisdom (WIS): 65
Influence (INF): 55

Name: Anticor Rifling Race: Giant Profession: Wizard (shown as: War Mage)
Gender: Male Age: 44 Expr: 2589295 Level: 50
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 94 (37) ... 94 (37)
Constitution (CON): 87 (28) ... 87 (28)
Dexterity (DEX): 83 (11) ... 83 (11)
Agility (AGI): 79 (9) ... 79 (9)
Discipline (DIS): 81 (15) ... 81 (15)
Aura (AUR): 100 (20) ... 100 (20)
Logic (LOG): 81 (10) ... 81 (10)
Intuition (INT): 70 (10) ... 70 (10)
Wisdom (WIS): 81 (15) ... 81 (15)
Influence (INF): 73 (16) ... 73 (16)
Mana: 184 Silver: 0

Anticor (at level 50), your skill bonuses and ranks are:
Skill Name | Bonus Ranks Goals Time to Goal
Armor Use..........................| 70 15 15
Shield Use.........................| 151 51 51
Combat Maneuvers...................| 66 14 14
Edged Weapons......................| 151 51 51
Physical Fitness...................| 105 25 25
Arcane Symbols.....................| 151 51 51
Magic Item Use.....................| 151 51 51
Spell Aiming.......................| 202 102 102
Harness Power......................| 175 75 75
Elemental Mana Control.............| 58 12 12
Elemental Lore - Earth.............| 82 18 18
Elemental Lore - Fire..............| 82 18 18
Survival...........................| 151 51 51
Perception.........................| 151 51 51
Climbing...........................| 50 10 10
Swimming...........................| 50 10 10
First Aid..........................| 151 51 51

Spell Lists
Major Elemental....................| 20 20
Minor Elemental....................| 60 60
Wizard.............................| 20 20
Training Points: 29 Phy 0 Mnt (206 Phy converted to Mnt)

Anticor, your Combat Maneuver training is as follows:

Skill name mnemonic Ranks Goals Time to goal
Combat Movement cmovement 2 2

Available Combat Maneuver Training Points: 4

I showed you, Elrodin, what my AS, DS, CS, bolt AS w/o 513 is earlier in the game when you saw me so you see what the potential is and I'm not even 1x in CM.

Good luck I hope that gives you a bit more insight.

Xcalibur
12-23-2003, 11:02 PM
Hmm, man, a 2 handed sword does DOUBLE dommage compared to a falchion on a brig monsters (which is common)

8X vs 4X won't change much as 20 points means 4 more damage point

check that

Same roll was roll,

end roll with 8 x 220 with your falchion, anticor would do 30 points of dommage, that means a level 4 crit (2-4)

end roll with a 4X 200 with a 2 handed with a 2 handed, would make 50 points of damage, that means a level 7 crit

Ancticor, a 0X lance would do more damage at some points that your falchion, and that point isn't really high.

Killing by attrition is really long, if it takes 10 swing of a falchion compared to 2 of a 2 handed.. with the same rt...

i know what i'D do

Xcalibur
12-23-2003, 11:11 PM
lance DF is 550 against brig

Falchion DF is 250 against brig.

all thing being equal (same bonus strength, same cm skill, same 425, 509, col...)

let's pretend the as is 300
critters ds is 200

with a 0X lance

on a roll of 1 = 1 damage
on a roll of 10 = 6 damage, no crit
on a roll of 20= 11 damage, level 1 crit
on a roll of 30= 17 damage, level 2 crit
on a roll of 40= 22 damage, level 3 crit
on a roll of 50= 28 damage, level 4 crit
on a roll of 60= 33 damage, level 4 crit
on a roll of 70= 39 damage, level 5 crit
on a roll of 80= 44 damage, level 6 crit
on a roll of 90= 50 damage, level 7 crit
on a roll of 100= 56 damage, level 8 crit


your falchion (40 more as than the lance)
on a roll of 1= 11 damage, level 1 crit
on a roll of 10=13 damage, level 1 crit
on a roll of 20=15 damage, level 2 crit
on a roll of 30=18 damage, level 2 crit
on a roll of 40= 20 damage, level 2 crit
on a roll of 50=23 damage, level 3 crit
on a roll of 60=25 damage, level 3 crit
on a roll of 70= 28 damage, level 4 crit
on a roll of 80= 30 damage, level 4 crit
on a roll of 90= 33 damage, level 4 crit
on a roll of 100= 35 damage, level 5 crit


With a 0 x lance, at 30 end roll YOU BEAT A 8 X falchion!

And 0X can be ebladed for NOTHING!

And with the exemple i did, it would be impossible to death crit a monster (as falchion don't puncture and minimum crit level to kill is 4 on eye with puncture)

[Edited on 24-12-03 by Xcalibur]

Anebriated
12-23-2003, 11:19 PM
ok, I did miss the DF part. As i said im used to archery and sorcery, neither of which have anything to do with weapons and swinging. Im still playing with stats and skills so there is alot of changes to be made.

Also i agree with you anticor, i plan on using spells only to aid in my hunting,, i dont even train in spell aim, although im thinking of changing that.

X, I thought that all the crit's were made random, or was that just with ambushing? If they are the way you say they are then where can i find a lance and do i still train in shields with one? I appreciate all your advice so far though.

Xcalibur
12-23-2003, 11:51 PM
Crit are indeed random, but you got 50% assurance of a crit

a level 9 crit cannot go lower than 5 (level 4 crit in the eye with puncture = 100% death on normal monsters)

So, if crit are random, imagine how weak are falchion when the maximum in my exemple you could had is 5 (so random at 3-5)

You can train in shield with pole arm, but you need to take a 1 handed pole arm to maximaze your shield (spear, pilum, javelin and an other one i don't know)

Personnaly i advise you 2 handed weapon, as bastard sword swing at 6 second (and got more DF than falchion) and you can put your hand on a claidhmore.. and high end 2 handed are way more common than pole arm.

The trick is to be at 2 second swing, so if you got -2 rt cause of your stat, you take a 7 rt weapon (war mattock, flamberge, etc)

But you're an elf, you already got 45 bonus stats in ag and de.. that makes 3 seconds removed, meaning a 8 second rt weapon + haste = 2 second SWING! (or 3 if you lance until you get 53 combined bonus)

If you go pole arm, I think you would not need shield training, as pole arm give you need ds, and you would be safe under physical attack until very late (i'm talking 65+)

Anebriated
12-24-2003, 12:12 AM
Ok so i ran some numbers through the system. Here is the training plan im thinking about now.

.5x armor

1x polearm, PT(until 22 ranks when im maxed in health), Arcane symbols, Harness Power, Elemental Mana Control, Elemental Lore, Perception

1.5x MIU(for enchanting purposes later)

2x Spell Aim, Spells

and i start fully singling in CM at 25 for life, how does that look?

Xcalibur
12-24-2003, 12:14 AM
Personnaly, i would not do spell aim and single cm for life.

Beside that, all's fine, you took the basis (STRONG WEAPON)

Anebriated
12-24-2003, 12:59 AM
well i watched Anticor in action and he did well with his 14 ranks of CM, so at his age ill be a bit ahead of him in that respect. I figure that the spell aim will work as a last resort if im in trouble and cant swing my way out of things.

Xcalibur
12-24-2003, 01:05 AM
i did 0-61 without bolting once...

If you weapon cannot do much, you 909, 912, 917, 410, 501, 409, 415 it :D


Your weapon will have MORE DF than any bolts (or so)

Don't get me wrong, anticor IS strong, because he got 425, 509 and col sign to help him, i'm sure bards and ranger got around the same AS as him at that age.. and we have haste and tremor.

But man, a lance or a 2 handed sword.. total carnage

[Edited on 24-12-03 by Xcalibur]

Anebriated
12-24-2003, 01:15 AM
Oh i cant wait till i get a good variety of DS spells to add to my chaos. Once i can fully spell myself for a hunt ill have a very good time out there. And throw in 425, yea itll be fun. Im really looking forward to this. Made 3 tonight so far. Ill try for 5 or so tomorrow, have some things i need to do for xmas but hopefully ill be 10 or 15 by the end of the week. thats when itll get really fun. Thanks for the help X and Anticor, was greatly appreciated.

AnticorRifling
12-24-2003, 08:03 AM
Alot of my power comes from my ability to survive in offensive stance and to just swing retardly fast. My self spelled offensive stance DS is 331, AS is 324, CS is 280 in the MnE sphere. If I don't insta kill a critter it's not the end of the world I can survive shots, 6x decent crit padded doubles, high DS and 220 blood. I'm still tempted to try the polearm route but I like having the core wizard skills of spell aim so..... I will probably drop shield and ohe for pole keep my other skills/spells and get whatever extra CM I can. I will also stop at 15 ranks of armor for my double leathers.

I hope I get time off work and the wife is gone for the day shopping so I have time to give this some attention it deserves.

Which would you use? 4x lance or +12 very heavy damage weighted military fork.

Xcalibur
12-24-2003, 10:37 AM
what base is the fork?

[Edited on 24-12-03 by Xcalibur]

AnticorRifling
12-24-2003, 11:45 AM
Awl-pike base.

Xcalibur
12-24-2003, 11:47 AM
Awl-pike .600 .550 .575 .450 .350 9 PC 60/160
Lance .725 .525 .550 .475 .350 9 PC 17/105

Without a doubt the fork beside if you fight monters on robes (very rare)

Anebriated
12-24-2003, 12:03 PM
>prep 501
You intone a phrase of elemental power while raising your hands, invoking Sleep...
Your spell is ready.
>cast rat
You gesture at a giant rat.
CS: +35 - TD: +3 + CvA: +25 + d100: +78 == +135
Warding failed!
A giant rat's eyes roll up into its head as it slumps to the ground.
Cast Roundtime 3 Seconds.

>at rat
A giant rat is awakened by your attack!
You thrust with an ivory-chased lustrous gold lance at a giant rat!
AS: +65 vs DS: -55 with AvD: +35 + d100 roll: +63 = +218
... and hit for 111 points of damage!
Damaging strike to chest, several ribs shattered!
The giant rat twitches and dies.
Your lustrous gold lance fades some.
Roundtime: 6 sec.

It's almost too easy, dont normally use sleep before a kill but i decided to have a little fun with them.

Xcalibur
12-24-2003, 12:06 PM
Welcome to the easiest and fastest professon beside being a 702/302 warding machine

rat till 10
large ogre till 16
fire cats till 20
zombies till 24

:D

AnticorRifling
12-24-2003, 12:07 PM
I have one of those lances in the locker too heh, good to see you're having fun. Too bad about being an elf though :cool:

Xcalibur
12-24-2003, 12:10 PM
Good idea of the elf and half-elf is being able to swing faster, 5 seconds for elf, 4 for half

but you lack the +15 as giant have, but them got only maximum 3 seconds removed

Anebriated
12-24-2003, 12:11 PM
The elf was just RP choice, its more fun to suck in battle and rp it well, i think so anyway. It gives me an excuse for my other characters as well... And the elf aspect isnt that bad, just lacking a little bonus in ST and other categories. As you said in another post awhile back most of your chars are giants because you enjoy them, well I enjoy playing elves.

I believe the lance is from the Vaalorian troops that were in the battle of Illistim.

AnticorRifling
12-24-2003, 12:18 PM
I'm just ribbin ya because I like giants and dwarfs only. Elf will swing faster and the AS loss isn't a big issue.

You're right those lances came from Vaalor and Illistim from the invasion awhile back related to the GSS.

AnticorRifling
12-24-2003, 04:06 PM
How's this?


Anticor (at level 50), your skill bonuses and ranks are:
Skill Name | Bonus Ranks Goals Time to Goal
Armor Use..........................| 70 15 15
Shield Use.........................| 151 51 0 6 min
Combat Maneuvers...................| 66 14 19 0 min
Edged Weapons......................| 145 45 0 2 min
Polearm Weapons....................| 15 3 51 6 min
Physical Fitness...................| 105 25 25
Arcane Symbols.....................| 151 51 51
Magic Item Use.....................| 151 51 51
Spell Aiming.......................| 202 102 102
Harness Power......................| 175 75 75
Elemental Mana Control.............| 58 12 12
Elemental Lore - Earth.............| 82 18 15 0 min
Elemental Lore - Fire..............| 82 18 15 0 min
Survival...........................| 151 51 51
Perception.........................| 151 51 51
Climbing...........................| 50 10 10
Swimming...........................| 50 10 10
First Aid..........................| 151 51 51

Spell Lists
Major Elemental....................| 20 20
Minor Elemental....................| 60 60
Wizard.............................| 20 20
Training Points: 12 Phy 0 Mnt (418 Phy converted to Mnt)

Anebriated
12-24-2003, 04:09 PM
Looks close to what I have, plus about 45 trains though. But your still lil' boom boom.

Armor Use..........................| 10 2 2
Polearm Weapons....................| 20 4 4
Physical Fitness...................| 20 4 4
Arcane Symbols.....................| 20 4 4
Magic Item Use.....................| 30 6 6
Spell Aiming.......................| 40 8 8
Harness Power......................| 20 4 4
Elemental Mana Control.............| 20 4 4
Elemental Lore - Air...............| 20 4 4
Perception.........................| 20 4 4

Spell Lists
Major Elemental....................| 3 3
Minor Elemental....................| 3 3
Wizard.............................| 2 2

Xcalibur
12-24-2003, 04:56 PM
Anticor's swing according to me is either 5 seconds or 4 seconds.. which is really slow, still..

hmm, air lore?

Anebriated
12-24-2003, 05:05 PM
Air lore is the one that takes time off of haste correct? If that is true then is it still a 3 second base for haste or do you need the air lore to start getting time off?

ie. 24 ranks of air lore = -1 haste + -3 base haste spell = -4 to rt?

Xcalibur
12-24-2003, 05:10 PM
I don't know...

but 5 seconds with haste = 2 seconds, and according to play.net's info on air lore, it's -1 rt per 100 points in air skill (so at 24 ranks, you'd get an additional -1)

Anebriated
12-24-2003, 05:12 PM
So if that is true with 24 ranks and the spell ill be swinging at 2 seconds. I can live with that... What other lores are helpful to have?

Xcalibur
12-24-2003, 05:14 PM
No no, if that's true you'll be a TRUE war mage as I was, as morquendii was..

you'll swing your fucking big toy at EVERY SECOND

5 base -3 -1= 1

earth lore for more AS, as after 40 trains, your ROI is only 1 if you don't single cm and don't single 400 circle, 1.5 if you single cm, or 2 if you single cm and 400 circle (till 425 cap at 475)

need the most AS possible to kill the fastest way possible

[Edited on 24-12-03 by Xcalibur]

AnticorRifling
12-24-2003, 05:21 PM
30 ranks of air lore and haste took off the same as zero ranks in air lore.

8 second swing with the military fork, 4 seconds while hasted.

AS with the +12 military fork is 301, does brutal damage though.

Xcalibur
12-24-2003, 05:24 PM
he target will experience shorter Roundtimes enhanced by the Haste spell based on the Wizard’s Elemental Lore, Air training; -1 RT at 100 skill, -2 RT at 200 skill, and a maximum of –3 RT at 300 skill. The one second minimum RT still applies.

so 8 -4 (0 air rank) = 4
... 8 -4 (30 air rank) =4

bug it, man

Anebriated
12-24-2003, 05:37 PM
Well if thats how it works then count on me getting to 1 second swings eventually, After i get to 24 ranks of air im gonna concentrate on earth as it helps strength(4 ranks of earth lore = +1 AS with strength). This could really help me as an elf.


from Simu website
Training in Earth increases the Attack Strength (AS) bonus provided by this spell. A minimum of 4 ranks of Earth Lore are required to achieve a +1 AS increase, with the maximum increase of +16 AS achieved at 184 ranks.

This added bonus is a self-cast benefit for the Wizard’s use only.

AnticorRifling
12-24-2003, 05:39 PM
Let me post some of the stronghold hunt I just did so you can see the kind of thing I face hunting wize, my armor is a God send, took a shot for 53 damage and it was a minor :cool:

These are just sample shots for the log as I was with a group and I don't feel like editting it all out.

>att mastYou thrust with a wickedly barbed dwarven military fork at a stone mastiff!
AS: +316 vs DS: +113 with AvD: +32 + d100 roll: +98 = +333
... and hit for 110 points of damage!
Whoosh! Several ribs driven into lungs.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.

Defensive stance (self spelled + COL + small statute)
>A stone giant swings a war mattock at you!
AS: +331 vs DS: +404 with AvD: +34 + d100 roll: +3 = -36
A clean miss.

att mysticYou thrust with a wickedly barbed dwarven military fork at an Illoke mystic!
AS: +316 vs DS: +136 with AvD: +33 + d100 roll: +86 = +299
... and hit for 135 points of damage!
Bladder impaled, what a mess!
The Illoke mystic rumbles in agony as he teeters for a moment, then tumbles to the ground with a thundering crash!
The Illoke mystic shudders one last time before lying still.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.

att mastiffYou thrust with a wickedly barbed dwarven military fork at a stone mastiff!
AS: +331 vs DS: +166 with AvD: +32 + d100 roll: +54 = +251
... and hit for 67 points of damage!
Beautiful head shot!
That ear will be missed!
The stone mastiff is stunned!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.

You hurl a hissing stream of acid at an Illoke mystic!
AS: +316 vs DS: +166 with AvD: +25 + d100 roll: +30 = +205
... and hit for 44 points of damage!
Acid gets on the right arm raising some large blisters.
Cast Roundtime 3 Seconds.

>att mysticYou thrust with a wickedly barbed dwarven military fork at an Illoke mystic!
AS: +331 vs DS: +92 with AvD: +33 + d100 roll: +31 = +303
... and hit for 108 points of damage!
Strike to wrist severs left hand!
The Illoke mystic rumbles in pain as his heavy stone arm falls to the ground!
The Illoke mystic grumbles in pain one last time before lying still.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.

An Illoke mystic swings a giant stone hammer at you!
AS: +326 vs DS: +281 with AvD: +34 + d100 roll: +100 = +179
A layer of shifting stone shatters!
... and hits for 53 points of damage!
Grazing blow to your stomach. (MINOR!!)

AnticorRifling
12-24-2003, 05:41 PM
AS flux was due to warrior shouts and I was using a pure potion.

>bug magic;Haste; Air lore is supposed to increase the effects of haste I've got 30 ranks and it does the same thing as when I had 0 ranks in air lore.

Zir
12-24-2003, 06:07 PM
Anyone know where I can find a table with all the weapon DFs?

Overlord
12-24-2003, 06:12 PM
Hatse now reduces RT by a percentage, when disarming a box i get a significant RT reduction of oh say a max of 15 or so seconds on a 40 second disarm. The same goes for combative RT.

Xcalibur
12-24-2003, 06:13 PM
Yeah, Anticor, bug it, i ask someone to ask a gm and got confirmation that 24 ranks in air lore do as the web site says...

haste should remove 1 more second as you got more than 24 ranks in it.

download .qrs on http://gs3sorcery.tripod.com/ for all tables on df and such

AnticorRifling
12-27-2003, 10:30 AM
Here is a hunt in the Blighted forest, Anticor is lvl 50 the critters there are 60+ Log starts as I enter the hunting ground, mind is totally empty:

sign of shields sign of defending sign of warding Your dancing fingers weave a web of protection around you!
>Your dancing fingers weave a web of protection around you!
>Your dancing fingers weave a web of protection around you!
>sign of swordssign of smitingsign of strikingYou grip your vultite warlance with renewed vigor!
>You grip your vultite warlance with renewed vigor!
>You grip your vultite warlance with renewed vigor!
>s[Blighted Forest, Trail]
Twisting and turning at the insistence of large tree trunks, the path winds its way through dense patches of rhododendron bushes and ferns. Past seasons' leaves lie in shadowy drifts, creating a hazardous promenade by masking the presence of rocks and roots beneath.
Obvious paths: north, southwest
>sw[Blighted Forest, Junction]
The trail divides into three branches, one looking no different than the next. Enormous black-barked trunks crowd closely on all sides, supporting a seamless canopy that blocks most of the light from above.
Obvious paths: northeast, south, west
>s[Blighted Forest, Trail]
The tortuous twists and turns of the trail seem to wind endlessly through a never-changing tunnel of dark tree trunks. Shadows move within the gloom between the boles, products of the shifting boughs overhead. However, an occasional low-pitched huff or growl betrays other, more menacing, sources of shadows within the ancient forest.
Obvious paths: north, southwest
>sw[Blighted Forest, Leviathan]
The trail makes a pronounced dog-leg around the bole of a mammoth-sized oak. The tree's base could accommodate a small hamlet were it hollowed out, and huge clumps of rhododendron bushes growing at its foot look tiny in comparison to the tree's behemoth proportions. Ferns grow out of the deep crevices in the oak's bark, garlanding its sides with their emerald color. You also see a black forest ogre and a black forest ogre.
Obvious paths: northeast, east
>Your disk arrives, following you dutifully.
>pre 506You recite a series of mystical phrases while raising your hands, invoking Haste...
Your spell is ready.
>castYou gesture.
You begin to notice the world slow down around you. Strange.
Cast Roundtime 3 Seconds.
>A black forest ogre swings a rust-covered dhara at you!
AS: +324 vs DS: +378 with AvD: +29 + d100 roll: +58 = +33
A clean miss.
>A black forest ogre swings a rust-covered dhara at you!
AS: +324 vs DS: +378 with AvD: +29 + d100 roll: +55 = +30
A clean miss.
>pre 909Your hands glow with power as you invoke the phrase for Tremors...
Your spell is ready.
> * Gyldyn joins the adventure.
castYou gesture.
Cast Roundtime 3 Seconds.
> * Blaylock joins the adventure.
The ground begins to shake violently, making it hard to stand.
A black forest ogre loses its balance and falls over.
A black forest ogre loses its balance and falls over.
> * Solorna joins the adventure.
stance offensiveYou are now in an offensive stance.
>pre 518You intone a phrase of elemental power while raising your hands, invoking Cone of Lightning...
Your spell is ready.
>castYou gesture.
You hurl a powerful lightning bolt at a black forest ogre!
AS: +301 vs DS: +170 with AvD: +39 + d100 roll: +66 = +236
... and hit for 76 points of damage!
Nasty shock to left arm stiffens joints. Nice and painful.
The black forest ogre is stunned!

You hurl a powerful lightning bolt at a black forest ogre!
AS: +301 vs DS: +170 with AvD: +39 + d100 roll: +66 = +236
... and hit for 86 points of damage!
Stunning arc of electricity fuses left leg at knee.
The black forest ogre is stunned!

Cast Roundtime 3 Seconds.
> * Zellitar joins the adventure.
att ogreWait 1 sec.
Wait 1 seconds.
>att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +168 with AvD: +33 + d100 roll: +86 = +272
... and hit for 120 points of damage!
Vicious strike punctures intestines!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
> * Metson joins the adventure.
The ground begins to shake violently, making it hard to stand.
>att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +161 with AvD: +33 + d100 roll: +17 = +210
... and hit for 76 points of damage!
Weapon arm mangled horribly.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
> * Shydove returns home from a hard day of adventuring.
att ogre...wait 1 seconds.
>att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +157 with AvD: +33 + d100 roll: +95 = +292
... and hit for 129 points of damage!
Great shot penetrates thigh and shatters bone!
A black forest ogre twitches one last time and dies.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>att other ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +163 with AvD: +33 + d100 roll: +34 = +225
... and hit for 94 points of damage!
Hard blow breaks the femur!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>The ground begins to shake violently, making it hard to stand.
The ground stops shaking as quickly as it started.
>att other ogre...wait 1 seconds.
>att other ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +145 with AvD: +33 + d100 roll: +43 = +252
... and hit for 129 points of damage!
Awesome shot collapses a lung!
A black forest ogre twitches one last time and dies.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
> * Lurik returns home from a hard day of adventuring.
sear ogre>You search the black forest ogre.
You discard the ogre's useless equipment.
It had 421 silvers on it.
You gather the remaining 421 coins.
It had nothing else of value.
The remains of a black forest ogre shrivel up until only a blackened shadow indicates anything was once there.
You don't find anything useful.
>sear ogreYou search the black forest ogre.
You discard the ogre's useless equipment.
It had 385 silvers on it.
You gather the remaining 385 coins.
It had a medium pink pearl on it!
It had nothing else of value.
The remains of a black forest ogre shrivel up until only a blackened shadow indicates anything was once there.
You don't find anything useful.
>A black forest viper slithers in.
>open hipYou open an onyx-studded shadowy black hip-satchel.
>get pearlput pearl in my hip-satchelclose hipSorry, you may only type ahead 1 command.
>You pick up a medium pink pearl.
>You put a medium pink pearl in your shadowy black hip-satchel.
>The shadows pull back as if parting as a black forest ogre charges in!
>A massive black boar barrels in!
>l[Blighted Forest, Leviathan]
The trail makes a pronounced dog-leg around the bole of a mammoth-sized oak. The tree's base could accommodate a small hamlet were it hollowed out, and huge clumps of rhododendron bushes growing at its foot look tiny in comparison to the tree's behemoth proportions. Ferns grow out of the deep crevices in the oak's bark, garlanding its sides with their emerald color. You also see a massive black boar, a black forest ogre, a black forest viper and the translucent Anticor disk.
Obvious paths: northeast, east
> * Betrisdar returns home from a hard day of adventuring.
* Wizip joins the adventure.
pre 909Your hands glow with power as you invoke the phrase for Tremors...
Your spell is ready.
>castA black forest viper's fangs glisten as it tries to bite you!
AS: +332 vs DS: +281 with AvD: +35 + d100 roll: +79 = +165
A layer of shifting stone absorbs 3 points of damage!
... and hits for 12 points of damage!
Attack hits your throat but doesn't break the skin.
Close!
>You gesture.
Cast Roundtime 3 Seconds.
>The ground begins to shake violently, making it hard to stand.
A massive black boar loses its balance and falls over.
A black forest ogre loses its balance and falls over.
>A black forest ogre struggles to rise but fails in the attempt.
>pre 518You intone a phrase of elemental power while raising your hands, invoking Cone of Lightning...
Your spell is ready.
> * Ariakos joins the adventure.
A massive black boar grunts as he scrambles to his feet!
>castYou gesture.
You hurl a powerful lightning bolt at a massive black boar!
AS: +301 vs DS: +169 with AvD: +39 + d100 roll: +88 = +259
... and hit for 96 points of damage!
Horrid jolt to forehead amplifies brain waves. You hear the black boar scream in your head.

You hurl a powerful lightning bolt at a black forest ogre!
AS: +301 vs DS: +170 with AvD: +39 + d100 roll: +35 = +205
... and hit for 72 points of damage!
Heavy jolt to back shoots up spine. Sympathetic pains almost as bad.
The black forest ogre is stunned!

You hurl a powerful lightning bolt at a black forest viper!
AS: +301 vs DS: +251 with AvD: +37 + d100 roll: +20 = +107
... and hit for 4 points of damage!
Tiny sparks around neck. Pretty.

Cast Roundtime 3 Seconds.
>att ogreWait 1 sec.
Wait 1 seconds.
>A black forest viper's fangs glisten as it tries to bite you!
AS: +332 vs DS: +281 with AvD: +35 + d100 roll: +70 = +156
A layer of shifting stone absorbs 4 points of damage!
... and hits for 10 points of damage!
Quick slash to your upper left arm!
Just a nick.
>att vipYou thrust with a barb-tipped vultite warlance at a black forest viper!
AS: +321 vs DS: +250 with AvD: +35 + d100 roll: +84 = +190
... and hit for 67 points of damage!
The black forest viper is stunned!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
> * Sweethearty returns home from a hard day of adventuring.
The ground begins to shake violently, making it hard to stand.
A massive black boar loses its balance and falls over.
>att vipYou thrust with a barb-tipped vultite warlance at a black forest viper!
AS: +321 vs DS: +221 with AvD: +35 + d100 roll: +58 = +193
... and hit for 59 points of damage!
Surgical strike removes the black forest viper's left eye!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
> * Nanton returns home from a hard day of adventuring.
A massive black boar grunts as he scrambles to his feet!
>att vip...wait 1 seconds.
>att vip...wait 1 seconds.
>A black forest viper writhes and coils frantically!
>att vipYou thrust with a barb-tipped vultite warlance at a black forest viper!
AS: +321 vs DS: +197 with AvD: +35 + d100 roll: +38 = +197
... and hit for 71 points of damage!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>att vip...wait 1 seconds.
>att vip...wait 1 seconds.
>att vipYou notice that things have returned to their normal speed.
> * Gabrieal returns home from a hard day of adventuring.
You thrust with a barb-tipped vultite warlance at a black forest viper!
AS: +321 vs DS: +182 with AvD: +35 + d100 roll: +8 = +182
... and hit for 58 points of damage!
Roundtime: 8 sec.
>lThe ground begins to shake violently, making it hard to stand.
A massive black boar loses its balance and falls over.
The ground stops shaking as quickly as it started.
>[Blighted Forest, Leviathan]
The trail makes a pronounced dog-leg around the bole of a mammoth-sized oak. The tree's base could accommodate a small hamlet were it hollowed out, and huge clumps of rhododendron bushes growing at its foot look tiny in comparison to the tree's behemoth proportions. Ferns grow out of the deep crevices in the oak's bark, garlanding its sides with their emerald color. You also see a massive black boar that is lying down, a black forest ogre that appears stunned, a black forest viper that appears stunned and the translucent Anticor disk.
Obvious paths: northeast, east
>A massive black boar grunts as he scrambles to his feet!
>A black forest viper slowly slithers northeast.
> * Halgmere returns home from a hard day of adventuring.
pre 506You recite a series of mystical phrases while raising your hands, invoking Haste...
Your spell is ready.
>castYou gesture.
You begin to notice the world slow down around you. Strange.
Cast Roundtime 3 Seconds.
>pre 909Wait 2 sec.
>castYou don't have a spell prepared!
>pre 909Your hands glow with power as you invoke the phrase for Tremors...
Your spell is ready.
>castYou gesture.
Cast Roundtime 3 Seconds.
>The ground begins to shake violently, making it hard to stand.
A massive black boar loses its balance and falls over.
>A black forest ogre stands up with a grunt.
>A massive black boar grunts as he scrambles to his feet!
>att boarYou thrust with a barb-tipped vultite warlance at a massive black boar!
AS: +321 vs DS: +117 with AvD: +33 + d100 roll: +70 = +307
... and hit for 144 points of damage!
Blow ruptures the stomach!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
> * Brillat returns home from a hard day of adventuring.
att boarYou thrust with a barb-tipped vultite warlance at a massive black boar!
AS: +321 vs DS: +107 with AvD: +33 + d100 roll: +94 = +341
... and hit for 163 points of damage!
Spinal cord damaged by smash to the back.
The black boar collapses to the ground, emits a final squeal, and dies.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>A black forest ogre swings a rust-covered dhara at you!
AS: +324 vs DS: +281 with AvD: +29 + d100 roll: +16 = +88
A clean miss.
>att ogre...wait 1 seconds.
>att ogreThe ground begins to shake violently, making it hard to stand.
A black forest ogre loses its balance and falls over.
>You thrust with a barb-tipped vultite warlance at a black forest ogre!
The black forest ogre blocks your attack!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>att ogre...wait 1 seconds.
>att ogre...wait 1 seconds.
>att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +179 with AvD: +33 + d100 roll: +99 = +274
... and hit for 136 points of damage!
Shot to back shatters bone and vertebrae!
A black forest ogre twitches one last time and dies.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
> * Tzarraak just bit the dust!
> * Charee joins the adventure.
sear ogreYou search the black forest ogre.
You discard the ogre's useless equipment.
It had 338 silvers on it.
You gather the remaining 338 coins.
It had nothing else of value.
The remains of a black forest ogre shrivel up until only a blackened shadow indicates anything was once there.
You don't find anything useful.
>The ground begins to shake violently, making it hard to stand.
The ground stops shaking as quickly as it started.
>get my dubh swap You remove a haon-hafted drakar sgian dubh from in your onyx-heeled boots.
>You swap a barb-tipped vultite warlance to your left hand and a haon-hafted drakar sgian dubh to your right hand.
>kn You kneel down.
> * Yourne returns home from a hard day of adventuring.
skin boarstand You skinned the black boar.
>You stand back up.
>sear boarYou search the black boar.
It had nothing of interest.
A massive black boar decays into a pile of fur and bone.
You don't find anything useful.
>put dubh in my bootswap You put a haon-hafted drakar sgian dubh in your onyx-heeled boots.
>You swap your vultite warlance from your left to your right hand.
>l[Blighted Forest, Leviathan]
The trail makes a pronounced dog-leg around the bole of a mammoth-sized oak. The tree's base could accommodate a small hamlet were it hollowed out, and huge clumps of rhododendron bushes growing at its foot look tiny in comparison to the tree's behemoth proportions. Ferns grow out of the deep crevices in the oak's bark, garlanding its sides with their emerald color. You also see a heavy grey tusk and the translucent Anticor disk.
Obvious paths: northeast, east
>open hipThat is already open.
> * Pandaemonium joins the adventure.
get tuskput tusk in my hip-satchelclose hipSorry, you may only type ahead 1 command.
>You pick up a heavy grey tusk.
>You put a heavy grey tusk in your shadowy black hip-satchel.
>stance defensiveYou are now in a defensive stance.
>A black forest viper slowly slithers in.
>ne[Blighted Forest, Trail]
The tortuous twists and turns of the trail seem to wind endlessly through a never-changing tunnel of dark tree trunks. Shadows move within the gloom between the boles, products of the shifting boughs overhead. However, an occasional low-pitched huff or growl betrays other, more menacing, sources of shadows within the ancient forest.
Obvious paths: north, southwest
> * Dson returns home from a hard day of adventuring.
sw[Blighted Forest, Leviathan]
The trail makes a pronounced dog-leg around the bole of a mammoth-sized oak. The tree's base could accommodate a small hamlet were it hollowed out, and huge clumps of rhododendron bushes growing at its foot look tiny in comparison to the tree's behemoth proportions. Ferns grow out of the deep crevices in the oak's bark, garlanding its sides with their emerald color. You also see a black forest viper and the translucent Anticor disk.
Obvious paths: northeast, east
>pre 908Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is ready.
> * Antler joins the adventure.
stance offensiveYou are now in an offensive stance.
>cast vipYou gesture at a black forest viper.
You hurl a roaring ball of fire at a black forest viper!
AS: +301 vs DS: +215 with AvD: +57 + d100 roll: +92 = +235
... and hit for 65 points of damage!
The black forest viper twists and coils violently in its death throes, finally going still.
The roaring ball of fire strikes a black forest viper, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
> * Zafyra just bit the dust!
> * Chisandra joins the adventure.
get my dubh swap You remove a haon-hafted drakar sgian dubh from in your onyx-heeled boots.
>You swap a barb-tipped vultite warlance to your left hand and a haon-hafted drakar sgian dubh to your right hand.
>kn You kneel down.
>skin vipstand You carefully pry the jaws of the black forest viper open.
You skinned the black forest viper.
>You stand back up.
>sear vipYou search the black forest viper.
It had nothing of interest.
A black forest viper decays into a pile of scales and flesh.
You don't find anything useful.
> * Brillat joins the adventure.
stance defensiveYou are now in a defensive stance.
>l[Blighted Forest, Leviathan]
The trail makes a pronounced dog-leg around the bole of a mammoth-sized oak. The tree's base could accommodate a small hamlet were it hollowed out, and huge clumps of rhododendron bushes growing at its foot look tiny in comparison to the tree's behemoth proportions. Ferns grow out of the deep crevices in the oak's bark, garlanding its sides with their emerald color. You also see a viper fang and the translucent Anticor disk.
Obvious paths: northeast, east
>open hipYou notice that things have returned to their normal speed.
>That is already open.
>get fangput fang in my hip-satchelclose hipSorry, you may only type ahead 1 command.
>You need a free hand to pick that up.
>You are not holding that.
>l[Blighted Forest, Leviathan]
The trail makes a pronounced dog-leg around the bole of a mammoth-sized oak. The tree's base could accommodate a small hamlet were it hollowed out, and huge clumps of rhododendron bushes growing at its foot look tiny in comparison to the tree's behemoth proportions. Ferns grow out of the deep crevices in the oak's bark, garlanding its sides with their emerald color. You also see a viper fang and the translucent Anticor disk.
Obvious paths: northeast, east
>put dubh in my bootswap You put a haon-hafted drakar sgian dubh in your onyx-heeled boots.
>You swap your vultite warlance from your left to your right hand.
> * Crovenant joins the adventure.
open hipThat is already open.
>get fangput fang in my hip-satchelclose hipSorry, you may only type ahead 1 command.
>You pick up a viper fang.
>You put a viper fang in your shadowy black hip-satchel.
>l[Blighted Forest, Leviathan]
The trail makes a pronounced dog-leg around the bole of a mammoth-sized oak. The tree's base could accommodate a small hamlet were it hollowed out, and huge clumps of rhododendron bushes growing at its foot look tiny in comparison to the tree's behemoth proportions. Ferns grow out of the deep crevices in the oak's bark, garlanding its sides with their emerald color. You also see the translucent Anticor disk.
Obvious paths: northeast, east
> * Gadshill joins the adventure.
e[Blighted Forest, Trail]
Skirting through underbrush and around impassible stands of tree trunks, the trail is made more torturous by a continuous assault of stones and roots invading its passageway. In some places, any obvious signs of the path seem to disappear before finally offering a few, faint clues to mark its course.
Obvious paths: south, west
> * Antler returns home from a hard day of adventuring.
s[Blighted Forest, Dogleg]
The path is forced to double back on itself where trees have grown so closely together that light cannot be glimpsed between their hulking boles. Overhead, the canopy is dense, creating a shadowy gloom that harbors the ghostly whisper of rustling leaves.
Obvious paths: north, northeast
>ne[Blighted Forest, Junction]
A junction of three paths is bordered by thick mounds of rhododendron bushes. The broad leaves of the shrubbery are dark green, almost as black as the leaves of the oaks surrounding them. Large buds on the ends of the branches signal the bounty of next season's blossoms.
Obvious paths: northeast, southeast, southwest
>Your disk arrives, following you dutifully.
>se[Blighted Forest, Dead End]
A jumble of large boulders covers the path, blocking any further progress to the southeast. Trees have grown up between the stones, their boles large enough to reveal the passage of many years since the rockslide occurred.
Obvious paths: northwest
>nw[Blighted Forest, Junction]
A junction of three paths is bordered by thick mounds of rhododendron bushes. The broad leaves of the shrubbery are dark green, almost as black as the leaves of the oaks surrounding them. Large buds on the ends of the branches signal the bounty of next season's blossoms. You also see the translucent Anticor disk.
Obvious paths: northeast, southeast, southwest
>ne[Blighted Forest, Bald Ridge]
Along the ridge of a hill, the trees give way to an open expanse of sky, a rare commodity within the brooding black forest. Rocky outcrops recline in jumbled piles, forcing the trail to thread its way between them. Thick stands of trees rise on either side, as if silently plotting to overtake the sunny breach.
Obvious paths: east, southwest
>e[Blighted Forest, Bald Ridge]
The trail winds between large stone formations, outcroppings of the hill's rocky skeleton. From the high elevation, the vastness of the forest is visible stretching out in all directions, a striking contrast to the insular, enveloping atmosphere found beneath the wood's canopy.
Obvious paths: northeast, southeast, west
>Your disk arrives, following you dutifully.
>se>[Blighted Forest, Rocky Hillside]
After threading its way down a hillside, the trail abruptly disappears in a jumble of large boulders. Small thistle bushes grow between the rocks, their impressive thorns discouraging further attempts to search for the path's continuation.
Obvious paths: northwest
>nw[Blighted Forest, Bald Ridge]
The trail winds between large stone formations, outcroppings of the hill's rocky skeleton. From the high elevation, the vastness of the forest is visible stretching out in all directions, a striking contrast to the insular, enveloping atmosphere found beneath the wood's canopy. You also see the translucent Anticor disk.
Obvious paths: northeast, southeast, west
>ne[Blighted Forest]
Dense forest encloses the trail, obscuring the ground with thick banks of discarded leaves and blocking vision in any direction with a tangle of black branches and foliage. Cinnamon ferns grow between the trees, creating lush mounds of arching fronds that wave languidly in the slightest breeze. You also see a massive black boar.
Obvious paths: east, southwest, northwest
> * Teyonas joins the adventure.
pre 506You recite a series of mystical phrases while raising your hands, invoking Haste...
Your spell is ready.
>Your disk arrives, following you dutifully.
>castYou gesture.
You begin to notice the world slow down around you. Strange.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
> * Teyonas returns home from a hard day of adventuring.
A massive black boar charges at you!
AS: +335 vs DS: +378 with AvD: +29 + d100 roll: +7 = -7
A clean miss.
>pre 909Your hands glow with power as you invoke the phrase for Tremors...
Your spell is ready.
>castYou gesture.
Cast Roundtime 3 Seconds.
>The ground begins to shake violently, making it hard to stand.
A massive black boar loses its balance and falls over.
> * Blacken joins the adventure.
* Duhammer returns home from a hard day of adventuring.
* Kuest returns home from a hard day of adventuring.
* Pandaemonium returns home from a hard day of adventuring.
stance offensiveYou are now in an offensive stance.
> * Avator returns home from a hard day of adventuring.
att boarYou thrust with a barb-tipped vultite warlance at a massive black boar!
AS: +321 vs DS: +118 with AvD: +33 + d100 roll: +54 = +290
... and hit for 119 points of damage!
Elbow punctured, oh what pain!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>att boar...wait 1 seconds.
>att boarYou thrust with a barb-tipped vultite warlance at a massive black boar!
AS: +321 vs DS: +109 with AvD: +33 + d100 roll: +45 = +290
... and hit for 155 points of damage!
Perfect strike to abdomen. The black boar howls in pain and drops quite dead!
The black boar lets out a final agonized squeal and dies.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
> * Velvette returns home from a hard day of adventuring.
The ground begins to shake violently, making it hard to stand.
>A rippling in the shadows heralds the arrival of a black forest ogre!
>get my dubh swap You remove a haon-hafted drakar sgian dubh from in your onyx-heeled boots.
>You swap a barb-tipped vultite warlance to your left hand and a haon-hafted drakar sgian dubh to your right hand.
>kn You kneel down.
>skin boarstand You skinned the black boar.
>You stand back up.
>sear boarA black forest ogre waves her elongated, clawed hands at you!
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind knocks you off your balance and you fall over.
Your arms are forced down to your sides!
Roundtime: 12 sec.
Roundtime changed to 6 seconds.
The wind then subsides.
>...wait 6 seconds.
>put dubh in my bootswap ...wait 6 seconds.
>...wait 6 seconds.
>The ground begins to shake violently, making it hard to stand.
A black forest ogre loses its balance and falls over.
The ground stops shaking as quickly as it started.
>A black forest ogre stands up with a grunt.
>standYou stand back up.
>put dubh in my bootswap You put a haon-hafted drakar sgian dubh in your onyx-heeled boots.
>You swap your vultite warlance from your left to your right hand.
>open hipThat is already open.
>get tuskput tusk in my hip-satchelclose hipYou pick up a heavy grey tusk.
>You put a heavy grey tusk in your shadowy black hip-satchel.
>You close an onyx-studded shadowy black hip-satchel.
>A black forest ogre forms mystical patterns with her clawed hands and mutters some unintelligible sounds as her eyes flash with crimson fire.
>att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +331 with AvD: +35 + d100 roll: +32 = +57
A clean miss.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>l[Blighted Forest]
Dense forest encloses the trail, obscuring the ground with thick banks of discarded leaves and blocking vision in any direction with a tangle of black branches and foliage. Cinnamon ferns grow between the trees, creating lush mounds of arching fronds that wave languidly in the slightest breeze. You also see a black forest ogre, the translucent Anticor disk and a massive black boar that appears dead.
Obvious paths: east, southwest, northwest
>stance defensiveYou are now in a defensive stance.
>sear boarA black forest ogre waves her elongated, clawed hands at you!
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind knocks you off your balance and you fall over.
Your arms are forced down to your sides!
Roundtime: 12 sec.
Roundtime changed to 6 seconds.
The wind then subsides.
>...wait 6 seconds.
>A black forest ogre forms mystical patterns with her clawed hands and mutters some unintelligible sounds as her eyes flash with crimson fire.
>stand...wait 1 seconds.
>A massive black boar decays into a pile of fur and bone.
>standYou stand back up.
>pre 909Your hands glow with power as you invoke the phrase for Tremors...
Your spell is ready.
>castYou gesture.
Cast Roundtime 3 Seconds.
>The ground begins to shake violently, making it hard to stand.
A black forest ogre loses its balance and falls over.
>A black forest ogre waves her elongated, clawed hands at you!
An airy mist gathers around a black forest ogre and quickly spreads to cover much of the surrounding area. When the mist dissipates, you notice a slippery ice patch has formed.
>stance offensiveYou are now in an offensive stance.
> * Leanness returns home from a hard day of adventuring.
A black forest ogre stands up with a grunt.
>att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +244 with AvD: +35 + d100 roll: +72 = +184
... and hit for 64 points of damage!
Nailed in lower back!
The black forest ogre is stunned!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>att ogre...wait 1 seconds.
>att ogreA black forest ogre lumbers in, muttering to herself.
>You thrust with a barb-tipped vultite warlance at a black forest ogre!
The black forest ogre blocks your attack!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>The ground begins to shake violently, making it hard to stand.
A black forest ogre loses its balance and falls over.
A black forest ogre loses its balance and falls over.
>pre 518You intone a phrase of elemental power while raising your hands, invoking Cone of Lightning...
Your spell is ready.
>cast>You notice that things have returned to their normal speed.
>You gesture.
You hurl a powerful lightning bolt at a black forest ogre!
AS: +301 vs DS: +259 with AvD: +37 + d100 roll: +64 = +143
... and hit for 32 points of damage!
Heavy spark to right arm. Gonna hurt tomorrow.

You hurl a powerful lightning bolt at a black forest ogre!
AS: +301 vs DS: +210 with AvD: +37 + d100 roll: +68 = +196
... and hit for 72 points of damage!
Heavy shock to left leg. Gonna limp for awhile.

Cast Roundtime 3 Seconds.
> * Vahlthorn returns home from a hard day of adventuring.
A black forest ogre waves her elongated, clawed hands at you!
The silvery luminescence fades from around you.
The elemental aura around you wavers.
>pre 518Wait 1 sec.
>castYou don't have a spell prepared!
>pre 518You intone a phrase of elemental power while raising your hands, invoking Cone of Lightning...
Your spell is ready.
>castYou gesture.
You hurl a powerful lightning bolt at a black forest ogre!
AS: +301 vs DS: +232 with AvD: +37 + d100 roll: +92 = +198
... and hit for 96 points of damage!
Arcing bolt of electricity galvanizes left leg to knee joint. Won't be using it for awhile.
The black forest ogre is stunned!

You hurl a powerful lightning bolt at a black forest ogre!
AS: +301 vs DS: +204 with AvD: +37 + d100 roll: +71 = +205
... and hit for 100 points of damage!
Arcing bolt of electricity galvanizes right leg to knee joint. Won't be using it for awhile.

Cast Roundtime 3 Seconds.
>The ground begins to shake violently, making it hard to stand.
>att ogreMoving to attack, you slip on the ice and fall to the ground!
You thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +271 vs DS: +238 with AvD: +35 + d100 roll: +47 = +115
... and hit for 13 points of damage!
Minor puncture to the chest.
Roundtime: 8 sec.
>A black forest ogre glances around nervously.
>A black forest ogre forms mystical patterns with her clawed hands and mutters some unintelligible sounds as her eyes flash with crimson fire.
>pre 506...wait 1 seconds.
>castYou don't have a spell prepared!
>pre 506You recite a series of mystical phrases while raising your hands, invoking Haste...
Your spell is ready.
>The ground begins to shake violently, making it hard to stand.
The ground stops shaking as quickly as it started.
>castYou gesture.
You begin to notice the world slow down around you. Strange.
Cast Roundtime 3 Seconds.
>The hazy film fades from around you.
>A black forest ogre gestures rapidly in the air!
>pre 909Your hands glow with power as you invoke the phrase for Tremors...
Your spell is ready.
>castYou gesture.
Nothing happens.
Cast Roundtime 3 Seconds.
>The ground begins to shake violently, making it hard to stand.
>stnadPlease rephrase that command.
>A black forest ogre forms mystical patterns with her clawed hands and mutters some unintelligible sounds as her eyes flash with crimson fire.
>standYou stand back up.
>att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
The black forest ogre blocks your attack!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>l[Blighted Forest]
Dense forest encloses the trail, obscuring the ground with thick banks of discarded leaves and blocking vision in any direction with a tangle of black branches and foliage. Cinnamon ferns grow between the trees, creating lush mounds of arching fronds that wave languidly in the slightest breeze. You also see a black forest ogre that appears stunned, an ice patch, a black forest ogre that is lying down and the translucent Anticor disk.
Obvious paths: east, southwest, northwest
>att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +238 with AvD: +35 + d100 roll: +11 = +129
... and hit for 20 points of damage!
Glancing strike to the head!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>A black forest ogre waves her elongated, clawed hands at you!
The ice patch flashes deep blue and an airy mist appears on its surface. Soon the mist clears, leaving the ice patch looking more solid.
>The ground begins to shake violently, making it hard to stand.
You lose your balance and fall over.
> * Menos returns home from a hard day of adventuring.
* Myrefalcon joins the adventure.
A black forest ogre forms mystical patterns with her clawed hands and mutters some unintelligible sounds as her eyes flash with crimson fire.
>standYou stand back up.
>att other ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +218 with AvD: +35 + d100 roll: +19 = +157
... and hit for 40 points of damage!
Mighty blow cracks several ribs.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>A black forest ogre gestures rapidly in the air!
>A black forest ogre's back muscles ripple and strain outward as she fights to regain her senses.
>att other ogre...wait 1 seconds.
> * Natook joins the adventure.
att other ogre...wait 1 seconds.
>The ground begins to shake violently, making it hard to stand.
You lose your balance and fall over.
The ground stops shaking as quickly as it started.
>att other ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +271 vs DS: +224 with AvD: +35 + d100 roll: +54 = +136
... and hit for 24 points of damage!
Minor puncture to the left leg.
The light in a black forest ogre's eyes goes out and she finally dies.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>sear ogre...wait 1 seconds.
>sear ogreYou search the black forest ogre.
You discard the ogre's useless equipment.
It didn't carry any silver.
It had nothing of interest.
A dark oily sludge erupts from the black forest ogre as her remains shrivel to nothing.
You don't find anything useful.
>standYou stand back up.
>A black forest ogre's back muscles ripple and strain outward as she fights to regain her senses.
>att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +232 with AvD: +35 + d100 roll: +11 = +135
... and hit for 21 points of damage!
Minor puncture to the right arm.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>The ice patch melts away.
> * Jirele returns home from a hard day of adventuring.
att ogre...wait 1 seconds.
>att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +232 with AvD: +35 + d100 roll: +20 = +144
... and hit for 26 points of damage!
Strike through the palm!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
> * Nanton joins the adventure.
att ogreA black forest ogre forms mystical patterns with her clawed hands and mutters some unintelligible sounds as her eyes flash with crimson fire.
>You thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +232 with AvD: +35 + d100 roll: +85 = +209
... and hit for 82 points of damage!
Knocked sideways several feet by blow to back.
The black forest ogre is stunned!
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
> * Laphny joins the adventure.
att ogreYou thrust with a barb-tipped vultite warlance at a black forest ogre!
AS: +321 vs DS: +227 with AvD: +35 + d100 roll: +4 = +133
... and hit for 22 points of damage!
Glancing strike to the head!
The light in a black forest ogre's eyes goes out and she finally dies.
Roundtime: 8 sec.
Roundtime changed to 4 seconds.
>A black forest viper slithers in.
>sear ogreYou search the black forest ogre.
You discard the ogre's useless equipment.
It had 36 silvers on it.
You gather the remaining 36 coins.
It had nothing else of value.
A dark oily sludge erupts from the black forest ogre as her remains shrivel to nothing.
You don't find anything useful.
> * Solorna returns home from a hard day of adventuring.
sw[Blighted Forest, Bald Ridge]
The trail winds between large stone formations, outcroppings of the hill's rocky skeleton. From the high elevation, the vastness of the forest is visible stretching out in all directions, a striking contrast to the insular, enveloping atmosphere found beneath the wood's canopy.
Obvious paths: northeast, southeast, west
>Your disk arrives, following you dutifully.
>get ring from bagYou remove a wide gold ring from in your ditty bag.
>wear ringYou slide the ring on your finger.
Suddenly your surroundings shift...

[Ta'Illistim, BriarStone Court]
A mordant odor descends from the smoking chimney of a sturdy little building on the east side of the court. From the deeply recessed windows, it appears that the walls of the building have been constructed out of a double layer of heavy granite blocks, though for what purpose you cannot imagine. A tarnished brass sign is set into the iron-banded thanot doors leading into the establishment.
Obvious paths: south, southwest, west
You feel a little pulse in the ring.
> * Taurelen joins the adventure.
Your disk arrives, following you dutifully.
>turn ringYou turn the ring on your finger and feel a little pulse in it.
>remove ringYou slide a wide gold ring off your finger.
>put ring in my bagYou put a wide gold ring in your ditty bag.
>exp Level: 50 Deeds: 12
Experience: 2591174 Deaths this level: 0
Exp. until next: 56826 Death Recovery: 0
Mental TPs: 0 Fame: 10483050
Physical TPs: 17 Mana: 104/184 max
(414 Phy converted to Mnt)

Your mind can't take much more of this! You must rest!
> * Rezzerected joins the adventure.
You notice that things have returned to their normal speed.
>

One pearl, a few coins and a few skins but lots of exp. All before the signs dropped.

That was self spelled + pure potion.

Xcalibur
12-27-2003, 10:48 AM
Originally posted by Overlord
Hatse now reduces RT by a percentage, when disarming a box i get a significant RT reduction of oh say a max of 15 or so seconds on a 40 second disarm. The same goes for combative RT.

I know I checked.. if haste reduce a swing rt of 5 seconds to 2 seconds, explain to me why it won't remove one more second if you have 24 ranks in air lore (which remove one more second according to the play.net)

Anticor, life will be easier and easier:)

Overlord
12-28-2003, 10:24 AM
Dimmu tends to have just as speedy hunts in the bog in vaalor. Little richer than that however.

Anebriated
12-28-2003, 02:35 PM
Anticor, just wondering, why were you swinging at 4 seconds? You had haste up so what was different that added the 2-3 seconds to your swing?

Bobmuhthol
12-28-2003, 02:36 PM
WTF are you talking about? 1/2 of 8 = 4. Haste doesn't take away 6 seconds.

Anebriated
12-28-2003, 02:45 PM
bob, shut up. That part of the rt is correct, but he should be getting time off of his rt for his AG+DEX bonus. Now being a giant it should be decent, plus when i spoke with anticor himself he said he swings in 1 second. Maybe its the fact that your head is so far up your ass that you dont realize that people know what they are talking about when they post a question directed at someone.

Xcalibur
12-28-2003, 02:59 PM
Now now, air lore is bugged, he should swing at 3 seconds.

Bobmuhthol
12-28-2003, 03:05 PM
Or maybe, if you spoke with him before, you should do it again instead of posting it.

Fuck you and your family, you fucking idiot.

Xcalibur
12-28-2003, 03:25 PM
STOP IT BOB damn it

Make your own thread and insult people at will there, but don't start your spamming here.

Anticor, got news about the BUG?

Anebriated
12-28-2003, 05:58 PM
Read back through this thread bob, I either spoke with him here or once in game where he gave me a demonstration of a war mage. And leave it to you to bring family into it. There is no need to add anyone except myself in there. Dont worry though, a few more years and you might be mature enough to see that.

AnticorRifling
12-28-2003, 08:05 PM
I was swinging a falchion in two seconds when I took you on a demostration. I didn't have air lore then either. Right now my air lore bonus SHOULD drop my swing below four seconds. It's bugged still and I haven't heard word from them yet.

Anebriated
12-29-2003, 01:41 AM
Thats right, forgot you switched weapon styles.

StrayRogue
12-29-2003, 09:44 AM
CM is pretty pointless now for the war mage. I'd .5x it and 2x Spell Aim as it is a viable second method of attack.

As for war mages having the highest AS/DS and attack speed. Not true any more on any account. My rogue will swing a dagger faster and more deadlier than any wizard ever could with a claidh or whatever. Ewave/Sweep/Cheapshot is just as effective as Call Wind. Plus, we are not alone. A warrior can do pretty much the same, but again better than a wizard, same with ranger and bard.

Xcalibur
12-29-2003, 11:28 AM
No it's not pointless

Not taking a race in particuliar, 4X weapon

level 25 warrior (2X cm, 2X weapon)

150 as from weapon
25 from cm
20 from enchanted weapon
20 from strength bonus
35 from col

250

rogue (1X cm, 2X weapon)
150 as from weapon
13 from cm
20 from enchanted weapon
20 from strength bonus
35 from col

238

Bard (1x cm, 2X weapon)

150 as from weapon
13 from cm
20 from enchanted weapon
20 from strength bonus
35 from col
10 1009

248

Ranger (1Xcm, 2X weapon)

150 as from weapon
13 from cm
20 from enchanted weapon
20 from strength bonus
35 from col
10 606
30 608 (mana intensive for a while)

278 or 248


War mage (1X cm, 1X weapon)
105 as from weapon
13 from cm
20 from enchanted weapon
20 from strength bonus
35 from col
15 from 509
25 from 425

223


The war mage is already lower but not too far from most but his ROI with 425 and 1Xing in cm is at 2 for a big while, you need all the AS you can get

A reason why 2X in spell aim is useless for a war mage is that the 500 circle is your weakest, you need to be always 1X in 400 for 425-430 AND the 900 circle got important spells that rely on the rank in wizard (909-912 and 913-905), 500 got none for the physical mage, you get to 525 then forget it.

the war mage rely on DF AND quickness. Your rogue wouldn't last long with 2-3 monsters, and your dagger or short sword on hauberk or plate would do nothing, a war mage would hurt it and eventually kill it.

Dagger .200 .125 .100 .080 .040 1 SP

that means that on brig you need an endroll 0f 170 to get a level 1 crit, 240 to get a level 2 crit, 310 to get a level 3 crit.. ouch?

short sword does double the damage a dagger does, so it's less crap.

but a 2 handed sword at 2 second rt and eventually at 1 second rt, my friend, it's the best damage under the shortest time.

You guys can swing fast with quickstrick, but 2-3 hits, a war mage, every time for 6 mana per minute!


conclusion, if you do 2X in spell aim, do not DO NOT 1X or .5X in cm, it's useless for you, keep your 500 circle close to 1X and drop your weapon later (around 30 trains when monsters are becoming more difficult)


[Edited on 29-12-03 by Xcalibur]

Xcalibur
12-29-2003, 11:46 AM
Also, i did the comparaison with no race in mind

A giant war mage compared to a dirt elf rogue would have 15 more AS, so war mage could have more AS for a long while.

Nothing can beat a 1 second rt 2 handed sword in raw damage and pourcentage of death crit BESIDE those that kill in one shot (720ing sorcerer, et cetera)

[Edited on 29-12-03 by Xcalibur]

StrayRogue
12-29-2003, 01:44 PM
As I keep mentioning I have a 3 sec rt with my claidh from an ambush. One hit one kill. I can take on 3-5 critters in one room. A wizard won't be seeing a 1 second rt until lvl 100 with 2x air lore. We beat you on AS, DS, speed and accuracy. I'll guarantee you any of the square and semi professions can kill quicker and more effectively than any mage who swings a weapon.

AnticorRifling
12-29-2003, 02:03 PM
Any semi or square that plays a war mage like a semi or square would be ineffective but someone that's played the style or is quick to adapt to the style will have no problems.

I stun or insta-kill with 415 alot of the time, that gives me an advantage over a rogue when dealing with a room full, same with cone. I can stop a room full and then whittle them down. A rogue still has to focus one at a time as sweep will not keep older critters down long enough to handle say 3. I prep and cast 518 that's 3 seconds, I prep and cast haste that's 3 seconds that's one ambush for you and I've already tagged all the critters in the room, I prep and cast 909 that's 3 seconds enough time for you to hide. I start killing the other living critters while you are still focusing on the second one and I didn't include RT from sweep or anything else. Let's not take into account stamina for a long hunt. Qstrike with a big weapon will drain you at a decent rate you can't keep up the speed as long as I can because I am willing to bet I get more mana per pulse that a rogue does stamina.

If you sweep 5 seconds, you hide 3 seconds, ambush with a 3 second RT that's still 11 seconds per critter, and that's if you kill every shot. I can get off a spell and two swings in that time. I think the professions are both good at killing they just use a different methodology.

StrayRogue
12-29-2003, 02:08 PM
You're taking into account if you hit every cast as well though. You are also limited by your mana. Besides, most of my two-handed attacking is from the open. A 6 second rt per kill most usually. 7 from hiding if I am feeling threatened. While I am not doubting the validity of the War Mage profession, I do feel it has been diminished somewhat. The rt issue used to be a massive factor, however that has been offset somewhat.

What it comes down to, to me, is effectiveness. And the squares will always be the most effective with a weapon. Their skills, skill costs, guild skills, cman skills and other abilities reflect this.

AnticorRifling
12-29-2003, 02:11 PM
Yeah they are making hard to be a hybrid but I won't give up damnit. As long as you are willing to pick your fights, study your prey, learn how to shore up your weak spots, etc. You can make almost any freak combination work.

Haste and tremors I hit every cast, 415 I miss once in a great(and I mean great) while unless I'm hunting way over my head ala stronghold. I've been using alot of 909/ prep 518/ let critters fall/ cast combo to start a room full off then I move to hasted lance swinging.

Anebriated
12-29-2003, 02:42 PM
Actually Stray, my Elven war mage will have a 1 second swing time with his lance, at his 24th train. Currently at 11 trains i mostly just haste, then trip with my lance, then attack away. If i get bored ill cast 501 on the creature and then kill em. Just trying to get to 25 asap. As for who is stronger, to each their own. Everyone has different opinions on how strength is calculated. Wizards have a large variety of spells to aid them, Rogues have their guild skills. Both have their benefits in different situations. All that really matters as anticor touched on, is how they are being played. A smart player can make almost any combination work well.

Edited to add what type of weapon he is swinging.

[Edited on 12-29-2003 by Elrodin]

StrayRogue
12-29-2003, 03:11 PM
Yep, totally agree with you their Elrodin. I doubt any one profession, any one spell, any one combinations of skills will be the "best" when it comes to effectiveness in comparison to all others, over 100 levels.

Xcalibur
12-29-2003, 04:23 PM
Ahh I agree with that completely.

I'm one like Anticor, like many players that wants the best character possible

For a mage being physical is not that unique since mage got some physical spells (509, 506)

Strayrogue, i doubt you can kill a room of 5 monsters, rogue are good one on one, not against juge swarm, and now they're even worse since crits are random, ambush sux.

And claidh doesn't kill every hit, and you're swing of 3 seconds? how many times per hunt you can do it?

A war mage will never lack mana when he's over 30 trains, by the way, even if you 909 every monster.

I AGREE THAT EVERY professions can be the best FOR YOU. I personnaly think hasting swinging mage are the best, i repeat i did 0-61 without real problems and it was REAL fun.

And to swing at 1 second if your rt is 5, according to the play.net's information, it takes 24 ranks, and not... 101 ranks

[Edited on 29-12-03 by Xcalibur]

Anebriated
12-29-2003, 06:40 PM
Im not 100% sure but i dont think Stray was counting in the stat rt modifier. 100 ranks of air lore would give an extra 2(or was it 3?) seconds taking an 8 second swing to 2(1) seconds. I *think* thats where his numbers were coming from.

Again X, every profession has their benefits. I can see a rogue who is decent at sweep being very effective against 1-2 creatures. Catch them out of hiding and they are gonna get hurt though. War mages arent as strong but have DS to boot and with tremors and haste it becomes very easy. Again, to each their own.

Xcalibur
12-29-2003, 06:45 PM
PErsonnaly i would not rely on haste to lower my rt if it was at 8 or 9. I would take a faster weapon to make it at 5, as you need to be fast to be sure you do the most damage in the less time.

A rogue against 2 monsters will have problems into sweeping them both, then hiding, then ambushing, as your rt for sweeping is 5 second and the max rt you do to sweeped people/monster is 10.


Don't get me wrong, i played a rogue past 50 for a while and i adored it

2 complete different styles, one is the master of one on one, and the other is complete uber god :lol:

but to me, for me, my opinion, it's that war mage are the best (I remind you i was the strongest beside Morq (i should not be that far from him, think he was 80)

You tend to like what you build from nothing to something almost unique and not a clone of the clone

[Edited on 29-12-03 by Xcalibur]

StrayRogue
12-29-2003, 09:49 PM
Taking a room out is pretty easy. Either use your ewave spell, or ewave imbeddable ;) The same could be said for mstriking warriors.

Edited to add, if War Mages are the best hunting profession bar none, or rather the best variant of the Wizard profession, why have none attained the cap, or anywhere remotely near the cap?

[Edited on 30-12-03 by StrayRogue]

Xcalibur
12-29-2003, 10:07 PM
Because ROI is an issue eventually

and 2X spell aim with .5 from 500 circle is better for a LOT of mages

And in gs3 bolting monsters with low DS for mage were a problem.

I said it 2-3 times in the last posts i did, it is the best in my opinion as it is FUN and challenging

if someone want to reach age cap fast, just play a fucking boring empath and heal like tejita

p.s. rogue knowing spells 410? must be damn rare now

[Edited on 30-12-03 by Xcalibur]

StrayRogue
12-29-2003, 10:12 PM
Not really. A post recently about Augie had her cast the spell. Nodyre knows about 28, I know a good few, Edaarin last I checked knew 11.

Anebriated
12-29-2003, 10:27 PM
In my opinion the reason there are so few war mages is because it is not the norm. The idea of having a harder time scares most people away from the idea. Also a major influence is having to lose alot of magic related skills, which leads to the lack of ability to enchant, which most wizards want. If you are in it to have fun, war mages are decent. If you are in it to have an easy time after 30 trains, your regular wizard will do the trick. People dont like venturing into the unknown.

Xcalibur
12-29-2003, 10:32 PM
eh, 30-60 is the EASIEST time for a war mage

corpses, varunar, banshees and wind wraiths are 30 levels made, if careful without any sweat!

After? hmm, depends on teras and the nations.

And by the way, 1Xing in miu, ac and mana share won't hurt you that much in enchanting, i presume at least

Anebriated
12-29-2003, 11:22 PM
the base for enchanting is considered to be 1x Elemental mana control, 1x arcane symbols and 2x magic item use. so you dont lose alot but at 30 you are 30 ranks behind in MIU, that can be significant, granted i wont have the enchant spell till much later than 30...

Xcalibur
12-29-2003, 11:36 PM
that is the BASIC?

man,...

i'm sure that with 50 ranks in all, you'd be able to enchant, i hope, at least 6X

Anebriated
12-29-2003, 11:54 PM
with 50 in all 3 a 6x should be around the top of your abilities, it also depends how many wizard spells you have.

Xcalibur
12-30-2003, 12:12 AM
.80 i'd say
1.0 in minor
.20 in major

that's what i would do anyway, as 500 circle is beurk after 20

AnticorRifling
12-30-2003, 08:10 AM
Originally posted by Xcalibur
.80 i'd say
1.0 in minor
.20 in major

that's what i would do anyway, as 500 circle is beurk after 20

1. What the hell is beurk?

2. I don't know if I'll ever get around to learning enchant.

3. War mages are great to play. Went to the blighted forest again last night (10+ lvls over Anticor) and destroyed it with the lance. Hunting partner was laughin his ass off because it's just sick to watch.

Xcalibur
12-30-2003, 10:14 AM
beurk, ouach, eurg, boooh

told you man you'd be stronger, way stronger

Xcalibur
12-30-2003, 09:09 PM
I read air lore again, and it's bugged man, bug it every time you log in, you need that 1 second ;)

AnticorRifling
12-30-2003, 10:48 PM
I'll keep buggin it, with 30 ranks I should be swinging in 3 seconds. I want that extra second!!

I'm off to bed now but if the game is up tomorrow I'll hop in just to bug it :cool: