The basic emphasis in development is on base
parameter:
«dexterity», also important is
parameter «constitution».
Priority
parameters:
«damage»,
«chance to hit»,
«armour»,
«health».
Sequence of studying of schools and guilds for the first levels of the character:
Development : First levels.
Recommendations on sequence of further development:
Development : Builds.
Combat spells:
•
«frenzy» - increases a physical damage of the character;
•
«dispel magic» - removal of positive magic effects from the opponent;
•
«tiger strength» - effect increases value of parameter «
power»;
•
«feline grace» - effect increases value of parameter «
dexterity».
Defensive spells:
•
«sanctuary» - effect reduces any type of damage caused to the player by half;
•
«steel body» - effect increases value of parameter «constitution»;
•
«bears blood» - effect increases health of the character;
•
«mirror shield» - effect reflects a part of a loss of the opponent;
•
«layered defence» - effect protects the character with a shield of double value of its «health».
Cure and diseases:
• (Up to 100th level) – cure by a standard «
first aid» spell;
• (Above 100th level)recommended diseases –
«porphyria» sometimes
«hysteria»;
• (Not infected character) use of a spell
«cure» and/or its mass analogue
«heal» for group of characters .
Skills which allow surviving:
•
«tumble» - avoiding opponent application of some special attacking skills;
•
«stealth» - allows moving through the world imperceptibly for monsters and other ;
•
«defensive stance» - which allows parrying impacts of the opponent (parried impacts do not cause damages) with the certain chance;
•
«survival specialist» - increases the maximal value of «
health» parameter proportionally to the level of the character;
•
«disarm» - allows beating out the weapon from the right hand of the opponent while fighting;
•
«extra life» - allows surviving with the certain chance after «death» of the character;
•
«sleight of hand» - allows literally «robbing» other players even during the fight.
Skills which will help to increase the opponent loss:
•
«dagger mastery» - increases base parameters of a knife (damage and chance to hit);
•
«polearm mastery» - increases base parameters of a spear (damage and chance to hit);
•
«duel wield» - allows to take the second weapon in the left hand instead of a shield, development of this skill increases efficiency of use of the second weapon;
•
«backstab» - allows beginning fight with the very strong «
backstab» a knife (there is also a low chance of using this impact during the fight);
•
«riposte» - allows the character to hit in fight out of turn;
Skills which will help to cause the opponent loss more effectively:
•
«open wounds» - gives the opponent corresponding negative effect at which it «bleeds profusely» (constant lose of HP during several steps of fight);
•
«sweeping swing» - allows to «knock down» the opponent during the fight (in this condition the opponent cannot move, receiving increased damage and cannot use the «
seeking blade»);
•
«focus attack» - gives high probability that following hit on the opponent will have the maximal force;
Necessary schools:
•
School of Quickness (and following
Middle School of Quickness,
Elite School of Quickness,
High School of Quickness) - raises basic «
dexterity» parameter which is necessary for character to be able to wear necessary equipment (Cape) and weapon (Dagger);
•
School of Might (and following
Middle school of Might,
Elite Middle school of Might,
High School of Might) - raises basic «
constitution», parameter, which is necessary for character to wear the necessary equipment (Armour, Helm) and the weapon (Spear);
•
School of Fencing (and following
Middle School of Fencing and
Elite School of Fencing ) - «
Tumble» skill is studied here. Finishing each of them the «
dagger mastery» skill is studied. The «
dual wield» skill is also studied at School and Middle School;
•
School of Defense (and following
Middle school of Defense,
Elite School of Defense) - characters’ «
armour(AC» parameter and «
sweeping swing» skill are studied here. Finishing every school the «
polearm mastery» skill is learned;
•
Guild of Assassins (and following
Elite Guild of Assassins and
Academy of Assassins) - such skills as «
backstab», «
open wounds», «
sleight of hand» and «
stealth» are learned here;
•
Guild of Vindicators – «
disarm» and «
defensive stance» skills are learned here;
•
Academy of Precision – «
chance to hit» parameter can be raised here and «
focus attack» skill studied;
•
Academy of Agility - «
armour(AC)» and «
chance to hit» can be raised here; «
riposte» skill is studied;
•
School of Survival (and following
Middle School of Survival and
Elite School of Survival) - such parameter as «
health» is raised here. In the end the «
survival specialist» skill is studied;
Auxiliary schools:
•
Guild of Healers (and following
Elite Guild of Healers,
Academy of Healers) - studied spells are: «
Cure», «
Heal», «
Dispel magic», «
Aura of renewal», «
Bear’s blood», «
Sanctuary»;
•
Guild of Enchanters (and following
Academy of Enchanters) - the spells bearing such effects as «
Tiger Strength», «
Wisdom of the owl», «
Feline Grace», «
Steel Body», «
Mirror Shield» and «
Frenzy» are studied here;
•
Academy of Life – parameter «
health» is raised here. Finishing the Academy «
extra life» and «
survival specialist» skills are studied;
•
Academy of Protection – parameter «
health» is raised here. Finishing the Academy «
layered defence» and «
survival specialist» skills are studied;