<-Druids-<<

  General Tips                                      Race Tips                                        Class Tips
 
 

                General Tips                

  1. 1. If you have bless then I suggest you bless all of your equipment that you are wearing. This lowers your saves for casting, and so, makes it more difficult to be cast upon. The spell lasts a reasonably long time to make this exercise quite manageable.

    2. When possible carry rafts. The more weight you have on you the harder it is for other players to bash you and the easier it is for you to bash if you have the skill. This one has been changed a little as it now counts on race size as well. Be careful not to overweight yourself, if you do and you are disarmed it is very messy to pick up your weapons.

    3. Carry fireproofed potions of healing and possibly dark favour and sanctuary. This spell doesn't last long so it can get annoying. I mostly choose not to do it, but still recommend it.

    4. If you are of the levels from 45 to about 65 then getting a hero to make scrolls of dispel, sleep, blind, curse and heat metal is of great benefit. You can kill monsters without fear if you have a few scrolls of sleep fireproofed in your inventory. Someone attacks you and you can still recite the sleep on them and not worry about them until you have killed the monster.

    5. If you are of levels higher than 45 then draconian double scrolls are a nice addition to any battle.

    6. Try to carry potions of fly and potions of refresh fireproofed or close at hand. These may come in handy should you get energy drained or dispelled in an area where flight is necessary.

    7. Always leave your magic bag open. It cannot be stolen from or stolen if you wear it on your belt. This makes it alot faster to get potions and scrolls out of when it is already open.

    8. You may choose to fireproof all equipment. This will protect you from the heat metal spell. Again though it wears off quite quickly and gets annoying.

    9. Don't carry large amounts of diamonds. They can still be located and so will make you a target if someone notices the amount you are carrying.

    10. If you are not a hero, make friends with some from other clans. When you are going to hunt or duel someone you can then ask them to spell you up and your spells should hold throughout the battle without fear of dispel.

    11. If you are one who is being hunted and are not a hero, set a trap, ask a Gardun of much higher level to mimic and stay near you so they can protect you and remove the threat of the killers and thieves of the realms. You would be helping them do their job as well.

    12. Learn your opponents strengths and weaknesses. Test weapon skills (provided you have that skill) on your opponents in fun battles. This will tell you which weapons they do not have and so can make disarm useless against you.

    13. Flame flag on a weapon is the most useful flag in the realms. It destroys potions and scrolls, blinds and dehydrates. Use this flag on those that carry potions un-fireproofed and if you cannot blind them easily.

    14. If you can get hold of a weapon that has nice flags and is no remove (i.e.. branding iron, scythe of the grim reaper and lance of the archangel michael) then disarm won't be a problem. Your opponent will need to remove curse on you before they can remove it from your hands.

    15. If you can sleep someone then it is a good technique to employ. If you are of opposite alignment and they have only accounted for their alignment at its current state (i.e. good and only has sanctuary), a nice dominate can come in handy. Get scrolls of this if you think you can use them. Dominate can also remove some clan equipment and other items if you choose not to sleep them. Otherwise after sleeping them, curse, blind, faerie fire, slow (if possible), weaken and maybe necrosis.

    16. Be aware of your enemies. Make sure that you have cast protection good, neutral or evil based on what the majority of your enemies are aligned at. This spell greatly reduces all damage inflicted by the chosen alignment.

    17. If you disarm someone and dirt blind them, or are disarmed and dirt blinded yourself, I suggest that at the very occurance of the tick you pick up your own weapon or dirt kick your opponent. Timing is essential.



 
 

                Race Tips                

Avariel

Weak to bash. If you have the skill of bash use it since they will quite often be left on the ground floundering unable to cast spells or hit you back. Use a flaming bite weapon on them. their feathers do not like it. I don't think fireball is very successful on them, however fire breath is. Scrolls of double fire breath are recommended to devastate these beings.
 
 

Brownie

Another Race that is small and so very easily bashed. Use it if you can. Few of these, I do believe they do not like acid though.
 
 

Centaur

Weak to acid and cold. A good dispel followed by some acid blasts or scrolls of acid breath will tear them apart! If you do not have dispel do not fear. Just use an acidic damage type weapon. They have a bucking kick. This may be able to be countered but it needs to be investigated further since there are few of these around also.
 
 

Drake

These guys are huge. They will keep you on the ground with their tail all day if they can. Maximum weight may not even save you here (although it is required to make them miss occasionally). Use a pierce or freezing bite type weapon. Dispel and cone of cold or frost breath if you can, otherwise blind and get the weapon out of their hand if you can. If they choose to use a two handed weapon in both hands disarm may not be a very good option unless you are also using a two handed weapon in two hands. They have very low dexterity so dirt kick should be a snap if you have it.
 
 

Drow

These things are fast! They will flee easily and dirt kick you before you know what's going on. Use an iron weapon (branding iron is level 75 and cannot be disarmed) if you can. Ray of truth is devastating on them as well. Dispel with ray of truth will complicate their life as you know it. Their dexterity should make them difficult to bash if you are not large sized.
 
 

Dwarf

Exploit their dexterity. They are the slowest things around. They are resistant to poison and their weakness as listed is not available. Go for dirt blind and disarm, then bash them silly since they are a small race of beings. Can be very difficult to dispel if they can berserk, after all, it is racial for them.
 
 

Elf

These guys are fast also (they do have the spell elf nimbleness named after them, so what did you expect?), iron is the weapon that hurts them (branding iron again). No real weakness if you cannot wield the branding iron.
 
 

Giant

Dispel and chain lightning all the way will make short work of this race. They are big, and really strong (spell giant strength), they can wield two handed weapons in one hand. That makes their damage done to you with weapons quite impressive. Bash as racial doesn't hurt either. They will bash you all day. The fact that if they choose to use their two handed weapon in one hand makes them more immune to disarm can hurt you as well.
 
 

Gromek

Same as the Centaur. They hate acid.
 
 

Hawken

Flaming bite burns gives a nice smell of burning feathers. They are quite smart and so if they cast spells beware. Bashing them will also bring about a downfall of their spell casting abilities since they are easily bashed as they are airborne always.
 
 

Human

No real weaknesses. If you are big, bash them, if you are little, do whatever you can. No real help here I'm afraid. Just do your best. Go to the class attacks to find out how to combat their class since you cannot combat their race.
 
 

Minotaur

Big and dumb (sorry but it's true!), mental (i.e. sleep, charm, etc.) will hurt them big time. If that fails go for a dispel and then acid again. If you are not a spell caster use an acidic type weapon and try to remove the threat of their weapon by disarming it or damning it.
 
 

Shadowen

Only exist in two dimensions, this means they are extremely resistant to bash, best not to waste your time. They are very dexterous and can often cast spells quite well. Use divine weapons and possibly dispel combined with ray of truth. Blessing your weapon may help here too since they are vulnerable to holy attacks.
 
 

Thri-Keen

The only race to get haste as a racial effect. No point in casting slow on them since it is useless. Use a flaming bite weapon and possibly some draconian fire breath scrolls or spells with dispel. Drakes beware if you disarm these foes, they have pierce as a hand to hand combat.
 
 

Wemic

Very common in the realms due to their ability to combine quite a few races skills into one. They are resistant to bash, and can bash extremely well. They get frenzy as a racial trait permanently, making them resistant to spells also. Use a poisonous bite weapon combined with poison spells and flags. They too can hold two handed weapons in one hand.
 
 

Wolfen

Use poisonous bite and poison as like the Wemic. They can be good spell casters also.
 
 


 
 

                Class Tips                
 
 
 
 

Cleric

To defend yourself I would recommend using dispel and attack spells. Knowing what opponents are around can greatly advantage you into casting ray of truth or dispel good or evil. If you are facing someone who is backstabbing and you cannot blind them and you have been dirt blinded, go for a dispel and then use earthquake to catch your unseen foe as they re-enter the room(only works if dispel has dispelled fly). Recalling is by no means something to be frowned upon.

Dispel (extremely potent spell for this class) followed by one of the attack spells will hurt any foe. Choose the spell according to the opponents race and alignment. A curse can also prevent anyone from escaping. I still feel that in most cases a cleric is an ideal supporting character. Very few offensive skills and spells can limit their pk ability. Some how ever have mastered it. Heat metal is another of the clerics exceptional skills.
 
 

Mage

A mage has no real defensive characteristics. Dodge, parry and shield block are valuable. They really need to turn the battle quickly to offense or just get out of there.

On the attack no one casts as well as a mage. They can mimic to suprise a target. Dispel is rivaled only by the cleric and beguiling is second to none. A dispel combined with chain lightning is devastating. A similar charm technique to that listed for the sorcerer is also powerful. Be careful of backstabs by spamming an offensive spell in the one room targeted at your enemy. It will have every opportunity to hit them before they can hit you. Energy drain is another spell that can be potent in the hands of a mage. Used on warlocks it is awesome. Dominate can be useful for disposing of those who are not of your alignment and are not fully covered by both a sanctuary and a dark favour. Damning a weapon can help greatly in overcoming those that can disarm you.
 
 

Monk

Monks, like warriors, have some good defensive skills: shield block, dodge, parry, dirt kick, disarm and face are all invaluable skills. Dirt blind him then disarm if you wish to continue the battle. Otherwise flee and use the 1 tick of dirt blind you have to make your escape. Monks are perhaps the best defensive class, and can weather an attack from most classes for a long period of time, and will almost always win a battle of attrition. Never cast aggressively, cast defensive spells such as cure critical, or heal if you are being attacked from the draconian group, cure critical is more economical and should always be cast when your life is not in immediate danger.

Offensively the monk is perhaps the best class for arranged dueling and toe to toe combat. The monk combines the warrior's fighting skills with an enhanced spell casting ability. When fighting a warrior or thief cast blindness on them, when fighting a necromancer dirt kick is better than blind since they can cure blind at a higher casting ability than you can cast it. This is necessary or flee-backstab will carve you up. As above disarming an opponent is an important strategy. Once this has been achieved it may be worth your while casting dispel upon a thief, warrior or warlock, but don't try this for too long. Be sure to dirt kick a disarmed opponent as soon as the new tick occurs, to prevent him/her re-wielding their weapon. All other classes should be dealt with using dirt or blind then disarm to attack. Then spells to heal and maybe even some spells from the harmful group like healbane to stop them healing.
 
 

Necromancer

Defensively speaking use a shield at all times. Skills are shield block, dodge and parry. They are expensive but well worth it. Cast both dark favour and sanctuary if you have it. Keep all spells up at all times. Use where often and know the area you are in and what people are a threat to you. Summon a monster like a city guard or the like to alert you to killers if you are worried.

Offensively, use the beguiling group and the maledictions to their fullest. Combine this with backstab at level 87 and the appropriate weapon and you can be lethal. Before level 87, dispel and combat group is essential! Flee is not a dirty tactic. People will whine, ignore them, flee backstab them. Avoid long confrontations though as you can be dirt blinded and disarmed rather easily. Once your foe is sufficiently hurt, if you have enough hit-points left, you can try for a dispel combined with a chain lightning. This will quickly fell them. (The Aegis is an invaluable item to be worn by those of good alignment if you chose to use chain lightning). Energy drain on most classes can also be an excellent move. It drains hit points, mana, movement and experience. No movement means they cannot fight back, and reducing the mana of offensive casters is an excellent way to reduce the damage you take.
 
 

Sorcerer

If you are being hunted, summon a mob that auto-attacks killers, like a white knight for those who are of a high enough level (Mikal for hero's). Keep an eye on the where list and always know where you are and what your exits are. Recall is there for a reason, use it when you need to! You should have defensive skills like shield block, dodge and parry.

In the offensive, you are more suited to assisting someone, not going it alone. If you do go it alone use sleep, charm (remove all the foes equipment, order them to sleep, nofollow them, then cast sleep on them), and one handed weapons. Two handed weapons are not really your place if you can avoid it. Use a shield to increase your defensive side.
 
 

Thief

Defensively speaking you can probably do the same as a warrior since your skills are alike. Then by using backstab turn the battle to your favour if you can.

Offensively flee backstab and dirt kick are your main weapons, and they are extremely effective. An opponent who flees from you after a dirt kick is one asking to have items stolen. Sneak in and steal away. Avoid long encounters with spell casters since if they get a chance they can dispel, sleep, charm, blind, etc. you quite easily. You don't cast as high as they do and you lack bless and berserk of the warrior. Disarm is useful for the battle as well. An opponent without a weapon is unlikely to hit and agile thief very often. Speed and stealth are your main attributes.
 
 

Warlock

On the defensive side of things this is another class similar to a warrior/monk with the skills. No healing group however can be a bane in itself. Be aware of energy drain. No movement means no defense at all. You cannot run and you cannot fight back.

On the offensive you get berserk to stop from losing your spells against spell casters. You also get combat spells and draconian. Although you cannot cast at your level you can still cast very effectively. Maledictions and beguiling, along with dispel can be the downfall of many of the classes that do not get bless or berserk. Be sure to dirt kick or blind anyone who can backstab you as this may well be their primary attack.
 
 

Warrior

If you need to be defensive some good skills are shield block, dodge, parry, dirt kick, disarm and face. This will allow you to take the opportunity to face your opponent who has attacked you. Dirt blind him then disarm if you wish to continue the battle. Otherwise flee and use the 1 tick of dirt blind you have to make your escape. Warriors can turn defense into offense provided they have the right skills. Keep your equipment blessed to avoid dispel.

At level 87 you too get the skill of backstab. Get it instantly! When fighting those that can disarm I recommend a two handed weapon, possible a no-remove one. If you are fighting a spell caster like a monk, warlock, necromancer or sorcerer then berserk is a skill you must have. You can also gain the healing group and benedictions, get them both as well. Use your mana to heal yourself in battle and use benedictions to bless all you equipment before a battle. Combat group can tend to be a bit of a waste since I suggest to use mana for defensive spells like healing. Cure critical is the spell to use since you get the maximum return for mana cast. A mana vamp weapon is nice against spell casters also. It gives you mana and robs them of combat spells. The longer the fight the more chance you have of winning it if you are duelling with no backstab. Monks are the only ones to really give you a good shot when the fight lasts a long time.