Difference between pages "CLASSES SPELLCASTING ROGUE FIGHTER CASTER" and "LONERS"

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'''CLASSES SPELLCASTING ROGUE FIGHTER CASTER'''
+
'''LONERS'''
 
[[Category:Help Files]]
 
[[Category:Help Files]]
 +
[[Category:Clans]]
  
There are 8 classes in the Mud, roughly they can be devided
+
If you have remorted for the first time, you'll drop out of the Seekersclan.
  
into three subtypes:
+
Which also means that after your first remort, using a flaming red feather
  
 +
might be deadly. Now you'll have to decide whether you want to join a clan
  
 +
(with all it's benefits) or if you prefer to stay a loner.
  
Rogue Classes        = Gypsy, Thief, Ranger
+
There may be several reasons why a player becomes a loner, for instance that
  
Spellcasting Classes = Esper, Priest, Mage
+
they like to play their game in peace, independent of any loyalty ties to a
  
Fighter Classes      = Hunter, Warrior
+
certain Clan, or that they are tired of the policies, intrigues and power
  
 +
struggle that are usually abundant in Clans. But it could also be because they
  
The ROGUE CLASSES, get a slight speed bonus when they use the  
+
are such jerks that none of the existing Clans will accept them as member. As
  
lighter weapon types, like stabbing or piercing weapons. They
+
a result the loners range from very good players to total Twinks.  
  
get good damage bonuses when they use skills to attack with,
+
Clan members are usually very loyal to each other; don't expect the same from
  
but in general combat rely mostly on avoiding attacks, to be
+
a loner. They might help occasionally, but don't count on it, they are apt to  
  
able to whittle down opponents. They are very good as tanks
+
look out mainly for themselves. After all, that's why they are loners.
  
because of their low chance of being hit.
+
Loners is not a Clan, and they lack all the advantages that the Clan Halls
  
Ranger/thief/gypsy classes will like +dex +move +str items.  
+
provide. Their only facility is a shelter, somewhere in the Sherwood Forest,
  
 +
where you get access to some healing potions. They also have a Recall item to
  
The SPELLCASTING CLASSES are lousy fighters with a weapon, since
+
bring them there, a wolf whistle.
  
they need to concentrate and have both hands free to cast their
+
To get this whistle you need to seek out Maid Miriam, near the HQ of Robin
  
spells. If they are bare handed, they have a default magic attack,  
+
Hood, and say to her: 'I want to be a loner'. She will give you a whistle,  
  
which depending on their level, tier, and also some skills or
+
which you can only use if you are not a member of any Clan.
  
equipment can become faster and more powerful.
 
  
They also use ORBS and STAVES to enhance their magic.
+
There is only one rule between loners: you NEVER ever attack or kill another
  
The skill MANIFEST creates an ORB from an existing weapon.  
+
loner in the Shelter, or your whistle will be revoked.  
  
A Staff, which is more powerful, has to be created by the
 
  
skill WOODSING  but not by the mages themselves.
+
See also: [[CLANS]]  [[REMORT]]  [[CLANRECALL]]  [[CLANHOUSES]]  [[CLANRULES]]  [[CLANWARS]]
 
 
Mage/priest/esper classes will like +int +cha +hp items.
 
 
 
 
 
The FIGHTER CLASSES have overall good defence, and focus primarily on melee
 
 
 
damage, where almost every skill they have goes towards increasing their
 
 
 
overall damage and battle ability, rather then a sudden burst of damage
 
 
 
or speed.
 
 
 
Hunter/warrior classes will like +damroll +hp +str items.
 
 
 
 
 
You will get a bit more detailed info about the nature of each class by typing
 
 
 
HELP <CLASSNAME>.
 
 
 
To see what skills and spells each class has, type SKILLLIST <CLASSNAME>.
 
 
 
 
 
See also: [[ELEMENTS]]
 

Latest revision as of 17:33, 23 March 2017

LONERS

If you have remorted for the first time, you'll drop out of the Seekersclan.

Which also means that after your first remort, using a flaming red feather

might be deadly. Now you'll have to decide whether you want to join a clan

(with all it's benefits) or if you prefer to stay a loner.

There may be several reasons why a player becomes a loner, for instance that

they like to play their game in peace, independent of any loyalty ties to a

certain Clan, or that they are tired of the policies, intrigues and power

struggle that are usually abundant in Clans. But it could also be because they

are such jerks that none of the existing Clans will accept them as member. As

a result the loners range from very good players to total Twinks.

Clan members are usually very loyal to each other; don't expect the same from

a loner. They might help occasionally, but don't count on it, they are apt to

look out mainly for themselves. After all, that's why they are loners.

Loners is not a Clan, and they lack all the advantages that the Clan Halls

provide. Their only facility is a shelter, somewhere in the Sherwood Forest,

where you get access to some healing potions. They also have a Recall item to

bring them there, a wolf whistle.

To get this whistle you need to seek out Maid Miriam, near the HQ of Robin

Hood, and say to her: 'I want to be a loner'. She will give you a whistle,

which you can only use if you are not a member of any Clan.


There is only one rule between loners: you NEVER ever attack or kill another

loner in the Shelter, or your whistle will be revoked.


See also: CLANS REMORT CLANRECALL CLANHOUSES CLANRULES CLANWARS