
<pause for the traditional guide book whine about to come>
Warriors
are the neediest bunch of em all. No spells, no lore, no picking (ill get to bashing
later), no
healing, no rezzing--just bad smell and nice ASs. (or so the ladies
tell me) Hopefully this book will
help you maximize your versatile blood crazed
warrior a bit. This guide is meant to help the one
handed warrior start quickly
and begin to maximize around year 25.
The number one thing to survive as a warrior is to have friends. So ya prefer
to hunt by yerself eh and
ya don't like makin friends? Ya shoulda been a sorcie
then. Well imagine yerself at age 38, a nice AS
of 273, a DS of 121 (that is with
+25 brig and +30 shield) and not being able to hunt anything at all
without running
to a empath all the time. That's the life of a warrior. So let me be more specific,
drag
a lot (not yer knuckles dummy, dedders!), give away wands a lot, tip well,
hug a lot, be friendly, tell
jokes, buy beer, do anything to endure yerself to
others. At my age, I cant even hunt Krolvin Warriors
without spells.
Okies, now to the meat of it.
"Oh honey, can I please have sum food or maybe sumtin to drink fer my
parched throat"?
"Back to work woman!"
"Karess hon, wanna
borrow my stick to keep him in line?"
Mollye coming to the rescue of Lady
Karess in Heathstone after Lord Commandant checks the
nights' silver takings of
Karess's lockpicking efforts.
Highest stat should be Aura (90s, for mana you plan on sending and mental tps),
then Reflexes (90s,
defense, defense, defense), then Discipline (80s, mental tps),
Strength and Constitution should be 62-72
(before bonus, kill'em before dey kill
you and so you can bleed a long time without worrying). To do
this, you need a
roll of 620 or better. Heard that before? Well, how many times have you heard of
someone
bored to death watching the roller and just settling for stats and proceeding to
play for 4 hours
immediately after? Think of it as a BIG investment and do it.
Special Note on ST and CO: since these two rise so quickly, the placement of
them can vary on where
you want them to be in 20, 30, 60 years. I placed them
4th and 5th with them maxing out at levels 38-28 and now that I'm 36, I sorta wish
I placed them lower.
Race Note: Since your race varies how much you grow in certain stats, take
the race you choose, the
stats bonus you get and drop it one or two ranks and
move the others up.
AU, RE, DI, ST, CO, DE, IN, LO, WIZ, CH.
Hey, did I tell you "I love you man"
--a broke Lord Commandant
sitting outside Stovel's Wagon and seeing Lord Baser arrive
Double Train in these Always: Armor, Combat Maneuvers (this adds to your AS,
helps with
ambushing, maneuver attacks) , Shield, Edged or Blunt Weapons (edged
has far more selections but
blunt has some pretty gruesome hits)
Train Every Other Level: Swimming (to 50, needed for higher levels), Climbing
(to 50, needed for
higher levels), Disarming Traps (unless you marry a rogue like
me), First Aid (this is for cash raising),
Hiding/Stalking (safety thing and crit
bonus), Pickpocketing (only once or so to help prevent it)
Train Every Level: Scroll Use (to 60, nobody likes these but me I think), Magic
Item Use (to 60 for 905
or 702 imbedded wands), Ambushing (whacking legs and heads
are a lot easier to do then pummeling
beasties to death), Perception (find things,
prevent thieves) , Physical Training (to 105, most guides say
double train, I
don't think its necessary)
Two handed Weapon Training is good for your defense when you are bashing with
a claid in the field
but I don't do it.
Long Term Goal: I have changed my thinking on mana share a lot. At 38, im nothing
without spells and
since the stuff I hunt is far away from town, I need to be
able to send mana. I recommend every warrior
train every other level asap. I know
Lady Jecquelynn can send up to 60 mana, that can get you some
very nice personal
massies from a spell caster. Im going to train every or every other level until I
reach
full mana share because I intend to make legend someday and I don't have
the patience to wait for
massies or friends to show up.
Example Defenseless warrior approaches smart lookin wizzie, Lord Qyan. "Lord
Qyan, can ya spell
me up?" Ole Lord Qyan is a nice guy but is goan hunting
in a few minutes. So he must choose, does
he, A) use up 40-50 out of 90-120 mana
he has to spell you up and wait till it comes back in ten
minutes, B) spell you
up and hunt for 15 minutes less than normal, C) accept that aqua wand you are
offering
him to compensate his lost mana so that he can hunt a while longer too or D) accept
that wand,
spell you up, receive 20 mana from your share, embed that blue tanik
amulet with blurries and tell you
he loves you man! The point is, would you lend
out your shield, weapon and armor to someone so they
can hunt for 10 minutes and
bring it back. Their mana is the equivalent to your gear, without, they cant
hunt
either.
What! You say you can't do that? Well some things like climbing, swimming,
physical training, scroll
use, magic item use and a few others will not be needed
after a while so triage a few but never skip the
double Trainings.
Special Note for my brothers and sisters in Voln: Voln Fu is wonderful for
killing undead but brawling
is utterly useless in Voln Fu if not trained in every
single level. On the other hand, brawling does offer
protection to you when you
don't have a weapon out like when ya pick things up or drag others. When
I drag,
I go stance def and hope for good things but every now and then I git critted since
my weapon is
sheathed.
'Yer a handsome lookin man"
'thank ya, but I'm taken"
'not
by that old wrinkled women?"
'fraid so Scoutgirl"
--the unmovable
Lord Blaqtar making a slip of the tongue regarding his wife Lady Daelynn to an
impetuous
young Scoutgirl
Im adding this only because im sick of seeing names like 'Darkwarior' (lame,
unimaginative and
misspelled), 'Oblesynck' (hard to spell) names. Imagine those
poor empaths and rogues saying "thank
you <insert awful name>".
Pick something short and neat or easily abbreviated.
This is a lil off the subject, but you can tell the age (RL and RP) of someone
by their altered items: "A
shield with the bodies of half-dead screaming
orcs surrounding a warrior oozing blood from his arms
while wielding a fang-toothed
cleaver" means to me "Hi, I'm 13 years old and watched cartoons after
school
before my parents bought me this computer."
Come to the dark side brother
--Lord Baser to Lord Commandant
At age three you can choose a religion basically. Join one. Both have advantages
but let me remind
you of something, the road to riches is not always the shortest
and easiest path. Sorry, cant say much
more regarding this. One thing, its pointless
to join one and not pursue it. I recently found a Lord who
just made master in
the other <cough> one after joining at age three and was so proud and I thought
to
myself, 'what a loser!' That is so easy to master in too. Voln does not start
bearing fruit until the later
stages but is very nice. From a purely material
point of view, the single best thing about Voln is not the
different symbols though,
its the fraternity of it all. I've made tons of great friends from Voln and I
attribute
much of what I do know learning from them. When I die, Volners locate me, thoughts
are
send out to recon my dead body out etc. It is the greatest networking thing
in the lands. Voln is much
more than symbols and friends, its role playing the
release of undead and feeling relived every time.
This point requires some insight to understand (and which I cannot say) but
here it goes: Spirit points,
which warriors traditionally have few of, when used,
lower your AS and DS by the proportion used.
For instance, if you have 5 spirit
points and use 1, you lose 20% of your AS and DS until it raises back
up. And
40% for 2 etc. After using 2 points, you cant go lower than that or something will
happen.
(wink)
Have a beer, its free
--Lord John Belushi, member Animal House
I only know Silvergate and all I can say is I have nothing to compare it too
other than the fact that it
seems the other houses aren't in a hurry to admit
others while Silvergate actively pursues others.
Joining a house is a good way
to meet friends, have fun and the locker is worth it. Some think the cost
is a
little high when your young but if you were like me, I spent 2-5k a month in the
moot hall lockers
and I had to wait in line a long time.
Helden Hall is the warrior house but I have mixed feelings about it. First
of all, warriors don't need
more warrior friends and while I sent in my application
over a year ago, I've never received a letter
back. Did they reject me? <shrugs
nonchalantly> I don't spend too much time at Silvergate any ways
so its not
that important to me.
"Where should we hunt next?"
"Hmmm, we can try roltons but
I don't know, dere purty nasty"
"Roltons! You should try gnomes sometime!"
--Two unknown youngins overheard while Lady Karess and I were stalking around one
day
Try hunting away from Wehnimer. Elven Village, Rivers Rest and Icemule have
more critters, less
folks and so on. Wehnimer has everything including the guild,
Voln and so on but take a few vacations.
I have no idea why Icemule has such
horrid people in it but that will someday change. Rivers Rest on
the other hand
is a friendly little village. Imagine going to a meeting place and people knowing
your
name: that is what Rivers Rest is like.
For the Voln Path: Once you can hunt dirges (level 9), you will start to gain
speed very quickly by
graduating to masters (level 16), trees ( level 29) and
then pookas/mares (level 33 and 37). Be sure to
get your cash reserves in order
because trees don't pay too well. Wights are a waste of time in my
opinion because
they don't pay that well for the damage they deliver and the crypt is a crazy place.
The
AI wraiths? <chuckle> I enjoyed hobland and the catacombs more than
the AI. Try the wraiths in
Icemule or Wolves Den first.
I prefer the swarming type of combat like crystal golems, mants and thraks, thryrils, trees etc.
Speaking of the catacombs and hobland--those places are horrible. I strongly
recommend getting a few
amulets and hunting in Rivers Rest or Icemule to start
out. Hobland is like a gladiator ring with
constant PvPs and teefs galore.
Pick up trolls skins, cobra skins, ghouls scrapings and other items and rape
the other <cough> order's
members in the furrier and make a nice little
profit. <wait, I didn't just say that, I've never sold
anything to them brothers
and sisters!>
'Sheerah, will you marry me?"
"I don't know sis, I liked that
Karzak fella better dan dis wolf'
--Lord Commandant to his sister Lady Sheerah,
the night she titled, and Lord Karzak sent his
familiar (a wolf) to propose to
her.
Im a huge advocate of getting adopted, adopting, having a brother or sister
and so on. Its like a mentor
process. Remember though (and this is not to my family),
being family doesn't mean automatic
draggings, rescues, loans etc. To have a good
family member, you must be a good family member.
How do you go about finding
a family? Ask someone that you aspire to be like and ask. I got my kids
by posting
in a newcomer folder for adoptees.
What! Ya died and only have a minor injury on ya!? Geez, how's a path expected
to make a living!
--Lady Tygerclaws imploring the lack of 'good' injuries at
the Village one day and then pointing
her stick at us to go back out.
Choose a few lifer-type empaths and regularly tip them well and ask for them
to heal you. Its saves
time and you form a bond with them. This goes for clerics
too.
About Tsc and the North Gate--it is very rare to die of blood lose so please
no screaming there and if
you see someone that is repeatedly yelling, thump em
and then whisper to them what they are doing
wrong. That goes for massies too-no
yelling, selling, or any dorking off.
'Thanks Kharbon"
"That's okies, ya jus made me a legend"
"Anything
I can do to help ya"
--Lady Karess to Lord Kharbon after he fogged her and
Lord Karzak and promptly rezzed
them.
Remember the part about sending mana? Well its considered nice to be able to
give back to those
clerics, empaths, etc a lil mana for those rezzes, blesses,
and heals etc. You would be surprised how
much even 5 mana can do. Breezes, hps,
brills etc.
About blessed weapons--It is rude to be in the other order and to blindly ask
and then expect a Voln
master bless on your vultite weapon. Favor costs time and
Volners don't join Voln so they can bless
your vultite weapons. Now if its a friend
or something--sure. Potions can be poured by clerics to bless
vultite weapons
but if you are on the Voln path--this will require hundreds of pours and potions.
I
recommend using regular metals until you can really afford 100s or can master
bless yourself.
"Where's the runner?"
"There's a runner by the tree bridge
in Upper Trollfang. If you run you might just catch him"
--Lord Thalior
to a very young Sandlot
Imagine a town where no one helped one another and it was dog eat dog. No,
not Icemule. <cackle>
Without others helping others, life would be miserable
so if you see someone shouting in all caps,
selling during massies, or asking
where the runner is, whisper to them and explain what they are doing
or help them.
If they are belligerent lil dolts, thump em and go abouts yer business. <natural
selection
and many of lifes principles are still at work in the lands> Sometimes
I offer to do a Q&A for
newcomers and broadcast it on the net. You know why
I do this? Its not because I hope to get
something back, its because I know good
things happen to me because I do things like that and its fun
to help others.
Its even nice to be looked up to. <special thanks to Sheerah, Whiteknight, and
many
others that wiped my nose off after getting beat up> I promise, what goes
around comes around.
Umm, Lady Karess? Excuse me, but could I have my armor back please?
--Lord
Jaleen after he discovered he placed his 4x and 4x padded armor in Lady Karess' disk
when
Lord Commandant and her zoomed by him
Get a armor guide and understand it on your own. Its extremely difficult to
explain to someone when
they don't have it. Usually, unless you have something
special, wear full body protection and all the
accessory armors while keeping
your rt at 5 for a regular attack and 7 for an ambush.
Get a weapon guide and start noticing AVDs vs certain critters. If you like
hunting mountain ogres for
instance, carry a falchion based weapon for that 36
AVD. I carry 3 weapons for different types of
critters.
Fluff is nice but remember that et'd armor costs cash and lots of it so get
some nice things and leave the
toy collections to the...well...I'll just shut
up about that.
Buying Drake Falchion!--think to me! gah! In all my years and all the critted
weapons I've had, I can
count on two hands (is that nine fingers or eight?) how
many critters I've killed with a fire, vibe, ice,
blah blah crit. Special crits
are so over emphased its funny. Yes they are nice and yes they help but
gimme
a good all around weapon and I'll be happy. My preferences are 1) damage weighting
2) crit
weighting 3) flare-type critting. Would I spend an extra 100k for a vibe
fal over a heavy fal though?
Not until you are old enuff to spend lavishisly.
Always think defense first and try to get a better shield
and armor first. If
your not sure, stick with a vultite axe to start with and then expand. Five star
tip:
axes have the same avd as falchions.
Containers are important for a warrior because we traditionally assume the
role of the pack mule. If
you're giantman, get a miners pack and then a spider
silk back asap. When I was young, I'd whack
trolls all day and fill up my cloak,
pack, satchel, boots, and whatever else I could and go pawn the stuff.
Just the
other day I carried 9 boxies on me from a hunt. <thinks no one bothered to thank
him for
sacrificing his rt for the whole group> The point is, we can carry
more than others without or less
penalty, so do it.
Have some container items to place your stuff in and use them for organization.
example
1: silk sack (herbs), velvet sack (gems), cloak (things to sell), pack (boxies and
big things),
scabbard, sheath, sling for holding 3 weapons
example 2: herb satchel (herbs), thraak sack (gems), cloak (embedded items,
boxies), bag (deed food),
vest (gifts), backpack (embeddable items, things to
sell, boxies, and big things), britches (two blessable
weapons), back scabbard
(two weapons, vultite and claid), boots (scrolls to be read)
Start to place value on the weight of an item, what it can carry, how it can
simplify your life instead of it
simply being dyed "blood red".
Pardner, if yer lookin fer trouble, I'll surely accomadate you.
-- Lord
John Wayne making friends in Helgas Tavern
One of most difficult tasks in the lands is not killing troll kings, banshees
or sentinals, I rank eting as the
single most time consuming and frustrating experience
there is. Eting is a spell a mage casts to raise the
AS or DS of a given object.
To successfully cast the spell is the easy part. For the spell to work, the
mage
needs 1000s and 1000s of mana in the pool. To do so, the mage and others infuse the
mana into a
pool. There are regional pools like TS in Wehnimer and there are workshops
like house workshops and
the Abandoned Inn. Since the mana infused is quite an
effort, you don't want to infuse mana into a pool
where some other mage can ‘steal'
the mana and et something for themselves. If you see a mage selling
lots of small
et'd items, although not conclusive, its a sign of a mana taker.
With that in mind, workshops are the best way to control access to mana. There
are 5 private
workshops but don't even think of getting access to them or ever
having a mage et for you there. Those
belong to truly legendary mages. Your choices
are house workshops, the AI, and a few other small
pools in the lands. The house
workshops usually have lists of who is using the workshop at what date.
The lists,
not surprisingly are very long and the waiting line can be 6 months to a year to
get in. That
leaves you with the AI or some other pool. After you select the pool,
and provided you have a mage to
et for you, you must infuse the mana into it.
If you are going to run it yourself, I suggest getting an
eting guide with the
numbers in it. Understand right off, it takes 25,000 mana infused to raise a vultite
item
to +25.
Now to the problems, as you can see 25k mana is quite a lot to infuse for just
one enchantment. To do
that, you need an army of clerics, empaths and others to
infuse mana. While your friends will spell you
up now and then, asking them to
take 2 days off and be bored to tears is quite another thing. Paying
infusers
is difficult too. So the remaining option is to broadcast on the net for infusers
and prepare for
the worst onslaught of newbie-ness you have ever seen. The people
that come will drive the eting mage
crazy asking if they can be on the et list,
or asking questions like, can you spell me up so I can go hunt
and come back and
infuse my 30 mana later? I have seen all out brawls at infusing parties and even
seen
someone implode a workshop killing 27 people when a mage stole the mana from an infusing
party.
If you have been in a merchant room with a list waiting to open, imagine that scenario
intensified
by 10x with the characters that come to help infuse. And the whole
time, you are at their mercy to help
you. Five star hint: Just leave your weapons
in your locker before going infusing.
How to get on a mages eting list: I have no good ideas of how. The way I did
it was I met a mage that I
knew would be a legend one day and promised him 10
good wands a week for 20 years. Since he was
poor and I was rich, I also bought
him merchant items time to time. This sounds like using him but it
was a business
deal and he understood it that way too. He and I are friends but it was also understood
what
I expected. Btw, that only got me a spot on his list, It was still 500k silvers per
enchantment.
Giving a wand to a friend for spelling you up is not, I repeat not,
the way to get on a et list. And,
asking older mages to et for you is akin to
yelling, ‘anyone seen the runner?' in TSC. Best bet is to
really discuss eting
with someone your own age and not expect to get any eting till you are at least level
25
and they are 37.
Love hurts
--Lady Nikkee to Xathar after casting blood burst (701) at him
when she meant to cast elemental
defense I (401)
Remember those wands I told you not to sell? Save them for things like this.
Try being a wizzie or
dating one. Its sooooo difficult to make a life begging
for wands or mana that these wands are a lot
more valuable to them than 1k in
silvers. If you have one and need a disk or embedding, use them as
barter but
generally give them away to a few wizzies.
Let me understand this. Your gonna pay me 500 silvers fer drinking that? Cool
man! And then jump
from the tree?
--Unknown newbie yelling for silvers when
a surly Lord Commandant handed him a flask of oil.
I know a few Lords and Ladies that seem to never have any p grass, e moss,
or stem. <flail> Pluuuese
go buy some and not expect everyone to have it.
Its expensive. Btw, some herbs can be duped. Where
did you think those 300 bite
acantha leaf bundles came from.
Scrub boy!
Lord Leighander to a young Commandant after first joining the
guild
Personal Note: In no way do I diminish the value of any of the guild skills
you are training on and this
is my own personal perspective. Most warriors as
soon as they hit the guild for their first time blurt out,
"whew! no more
working with those damn tip hungry rogues!' and immediately train in bashing forever
with
the painful thoughts of getting pickpocketed in the east tower forever burned in
their mind. Or
they want to be diversified and train a lil in each skill. No skill
is worth a hoot until you are past 30
ranks except bashing. My recommendation
is train until 1 in each skill, train in bashing to 10, and then
choose a skill
to master in.
For bashing, get a claid and a glaes club. The claid is for field bashing--its
somewhat lightweight and
can bash pretty good. For in town bashing and training,
use the club (hmm, sounds familiar)--it saves
you 50% time.
For berserk training, goto trolls, leg one in a remote area, put away your
weapon and berserk it bare-fisted. The point is that you don't kill it and get in
as many reps as possible. Injuries and scars hamper
your success for berserking.
For disarm and tackling, get some full plate and have the recipient wear it
to increase your odds of a
successful rep. If disarm, although rare, I'd use a
cheapee weapon so your super weapon doesn't get
disarmed and some savage swipes
it and runs off. Removing your own armor increases the chances of
success. Choose
critters that wear heavy armor like the hill trolls by the AI and take a friend to
help
you. For tackling, chop off the right arm first and then try tackling them,
so if you miss, you don't get
critted laying down or kneeling.
Warrior Tricks seems to be the easiest of them all to learn and get ranks but
the combat effectiveness
seems the least helpful. Ya ya, you can make neato sheaths
and stall critters but this would be my third
choice to train in. Although, making
master quickly is very appealing so that you can get experience
from promotions
and such. Be careful doing tricks in ultra busy places, you can get an rt of 30 minutes
if
you aren't careful.
My favorite skill is warcries because it can help your group out with an increase
of AS. Each cry has a
different difficulty. Your Charisma bonus (if positive)
is added to your skill bonus (+4/rank) and level
bonus (1/4 level for warriors
only), minus wounds and vocal stress, plus a d100. If this total is over 100,
the
war cry is performed. Each cry attempted adds to your vocal stress, which can be
checked by typing
WARCRY by itself. Your vocal stress heals by itself over time.
Berserking, disarm, tackle and others are cool but I see warcries as more of
a team effort. Btw, when
you hit the guild, start training with a passion and
start burning gold rings left and right to get there and
back. The longer you
wait, the harder it is. When you are ready to be promoted, always ask if there is
a
guild master present to give you a promotion instead of that lazy Bert, They need
the exp and are
painfully helpful to all for hanging out in the guild.
How to rake leaves: ever been raking and run outta leaves? Just go back to
the bin, try putting the bag
in the bin and the leaves suddenly reappear.
"Honey, I'm hurt"
"Yer fine, jus a lil scratched up a bit,
wait tell were fried"
--Lord Commandant to Lady Karess after she takes 4
per and 6 per injuries
Ok, this is going to sound horrible to younger players but hear me out. The
formula goes up with age as
you know and soooo, don't sell your gems, get the
good ones appraised, put them in a special place and
try to get a deed every other
hunt and get up to 40+. If you can get up to 100, you have it made. When
you are
young, those lil gems don't buy much anyhow. Remember, this is similar to placing
a low stat
in strength knowing it will go up to 100 by the time you are a Lord
or Lady. Its a big investment.
Sarge, it seems I've lost a leg, but me tanks I've got sum rumble left in me
--Lord Toecutter, after losing a leg to a storm giant and bouncing back up
Ever notice that people use 2 or 3 stances only? Off, Adv, or total Def. Why
the def at all? If you get
knocked down and your in stance def, you have an rt
to get up or maybe even fail to stand. Pick a
stance (advance, forward, guard)
that you can barely get by on when running through somewhere or
resting. Stance
defensive is hardly ever needed. Funny, most everyone knows their AS and DS
standing
up, start checking what yours is laying down before going to warfs or stone trolls
so you aren't
surprised when your DS is 170 standing and then its 90 laying down
and there's a swarm of warfs
coming in while your in rt.
How to stand up when weighted down: meditate will take you to kneeling first
automatically without
any rt.
Learn to stance dance--stance down, let beastie swing at you, go off or adv
and swing, stance down,
and repeat. After a certain age, this is totally necessary.
"Should we keep the money?"
"Hmmm, ya didn't say nuthin about
a 'safe' trip did ya?"
--a young Whiteknight to young and poor Commandant
during a money raising experiment where
we charged youngins 2k each to see the
'exciting and rich' lands of Icemule and promptly lost every
paying member to
a swarm of Giants and were 'sledded' away by a swarm of Ice Trolls
I have learned more about how to be a good warrior by reading other profession's
guides than anything
else. I recommend reading a guide on every profession and
I have left out a lot of info because I
assume you will learn it there already.
The best guide I've read to date is The Statistical Sorcerer Guide
by Lord Sylvendal
Thriftfellow. This one and an empath guide are musts to understand that weird
magic
stuff.
"Sarge, me tanks were losing the battle. Should we retreat?"
"Nay
soldier, not a retreat, err, a flanking maneuver might be in order though"
--Lord Zellex to Lord Commandant after 3 members of his party are instantly killed
and the
breezer just ran away and another tree shows up.
There are a few programs besides the Wizard out there that are very helpful
to have around. 1) herb
program, 2) deed program. For the Wizard, learn to run
a script and edit a script. Running from the
guild to TS SW for massies and back
and other repetitive things like that can be a real brain easer when
there is
a lag and your tired. <special note to Keith--pluuuus write a manual for the wizard
in English
for us dummies>
How to lead with the wizard: These tips will improve your ability to lead warmonging
armies that
pillage the countryside; highlight words like 'stunned, body, strongbox
(all the boxies), cloud etc. This
way, you kill something, you do a quick look,
everything ok, you move without doing any annoying
'moving in 5!' or other needless
things. Just give a howl, a morale booster like 'lean into em troops!' and
go
on.
Speaking of the wiz, go ahead and make a graph of the most common actions you
do and hot key them.
I have a graph that is 4 columns by 15 rows that has a logical
order to do things like switch weapons,
pick up a item and place it in a certain
container etc.
For wiz scripts, I have a main directory and sub-directories of where my starting
points are. For
instance, my dir's Hearthstone and Pawnshop list all the scripts
that originate from those areas.
To keep track of names, I color code paths, clerics, rogues, enemies, wizzies
etc to help remember what
profession they are. I only highlight the ones that
are around a lot though.
We can move again as soon as our fearless leader comes back
--Lord Olerin
to Lord Commandant's group when Lord Commandant fails a fear warding and
runs
frightened room to room for a minute.
With a name like Commandant, its easy to role play the military leader with
words 'flanking, retreat,
salute, troops' etc. Try to pick a theme for your person
and stick to it.
1) Your success is directly influenced by the friends around you. If you are
a Lord and Lady and
consider only one or two others a friend, you are dead meat
basically unless you hunt the mass group
places forever.
2) Assume the burden.
This means assume no one is going to do a damn thing about it so you must do
it.
Always assume 1) the dedder needs lk, needs a drag, needs a thought, 2) no one will
tip the empath,
cleric, massier the rest of the month and yours will make their
day, 3) everyone needs a kind ear to
listen to, hug, joke, 3) when near a PvP,
its best to swallow your pride and just apologize for the sake of
ending a dispute
like a poached kill etc.
---thank you for taking the time to read this and hope you enjoyed or learned
someting from it. I
would love to hear any feedback to add to this or change anything
included.
--Lord Commandant (send email to sheriff38@aol.com)
thanks to Lady Karess for all her input, constant attention, lockpicking, leg whackin, and love
Special note to readers, please, please, please do not IM me to ask me questions.
I love reading email
and getting compliments about my guide but I have received
too many IMs asking questions while I'm
playing. If you need to ask, email me
(I have answered 100s of emails and will continue to do so). I
have been called
a creep and worse for not answering or when they IM me to ask if their stats
are
good or if I could hold their stuff while they reroll for 4 hours. Here is a tip,
I play Gemstone to
have fun, not to socialize on AOL.
Appendix--this has the raw date about what is discussed above
And after flanking the stone sentinals and the trolls kings, we successfully
flanked right past the
banshees too!
Erm, you mean ya fled?
No, we flanked em! Tis a military maneuver ya know
--Lord Commandant telling
his story about he, Zellex and Lleto and their travels in Darkstone
Castle to
Seckara
In the Abandoned Inn, there is a magical workshop. It is in the attic, south
of the stairs and through the
mirror. In this workshop, there is a clear blue
crystal in a dented brass setting. This crystal is unlike any
other, for it can
determine the magical properties of an item, much like a bard or Elemental Detection
(405)
can. By holding the item in ones left hand and nothing in the right and touching
the crystal, a
display will be set off depending on the attributes of the item.
The crystal indicates different things
about different items. I have here tables
of what the crystal's displays mean and what they indicate
about a specific object.
Note: Tiny golden sparks simply indicate, for all items, that it contains magic.
For Weapons
Silver nimbus Holy (any type of bless or sanctify)
Pure high note Voln or
pure-potion blessed or normal bless.
Shrill piercing note Elemental crits
Low
mellow tone Defender weapon (has DS bonus in stance offensive)
Low resonant tone
Crit-weighted
Deep bass tone Damage-weighted
Shadow Cursed
Red beam +1
to +5 bonus
Orange beam +6 to +10 bonus
Yellow beam +11 to +15 bonus
Green
beam +16 to +20 bonus
Blue beam +21 to +25 bonus
Indigo beam +26 to +30 bonus
Violet
beam +31 bonus and above
For Armor
Low resonant tone Crit-padded
Deep bass tone Damage-padded
Shrill piercing
note Enchanted by a wizard
Shadow Cursed
Red beam +5 bonus
Orange beam +10
bonus
Yellow beam +12 or +15 bonus
Green beam +17 or +20 bonus
Blue beam
+25 bonus
Indigo beam +30 bonus
Violet beam Above +30 bonus
For Shields
Shrill piercing note Enchanted by a wizard
Shadow Cursed
Green beam No
bonus above the innate +20
Blue beam +5 bonus above the innate +20
Indigo beam
+10 bonus above the innate +20
Violet beam Above +10 bonus above the innate +20
Special note on critting--when using the AI crystal or when a bard sings to
a weighted or damage critted
weapon, the bard gets the message ‘fearsome crits'
for any weighting whether it be 1x or 5x weighting.
There is no way to tell the
true level of weighting or critting and I suggest testing it out rigorously and
comparing
it to another similar weapon. Most con jobs are done under the pretense of the rushed
business
person.
<singing>
I used to work in Wehnimer
I used to work in the store
I
used to work in Wehnimer
I don't work there anymore
A lady came in fer a hammer!
A hammer from the store?!
Aye, hammer she wanted, nailed she got.
I don't work there anymore.
--Lord Commandant and others singing an old favorite song that has this lady
buying all sorts of things
and getting something else, erm, in return each time.
WHAT AFFECTS MY SUCCESS WITH THESE SKILLS?
DISARM: A successful disarm consists of two parts: a skill maneuver roll to
gain opportunity for the
disarm, and a Maneuver Attack.
For Disarm and Tackle, your partner's skill bonus (4*ranks plus 1/4th level
if your partner is a warrior)
must be ten points below your skill bonus, or higher.
For example, if your skill bonus is +50, your
partner's skill must be +40 or higher.
Your skill maneuver roll takes your skill bonus, level bonus (equal to your
level if you are a warrior,
non-warriors get no bonus), minus wounds and CP damage
penalties, minus 50 for not standing, and
plus 50 for stance offensive (subtract
20 for each stance lower than offensive; stance defensive is -50).
An open-ended
roll is done, the normal armor hindrance penalty is applied (including armor training
and
encumbrance penalties), and the Mobility spell is added.
The Maneuver Attack (MA) is like a warding spell attack. Your offensive bonus
is called Maneuver
Strength (MS), defensive bonus is called Maneuver Defense (MD).
Your armor type is compared to
your target's armor type for an additional penalty/bonus,
called Maneuver Attack vs. Armor (MAvA).
Generally, the heavier the armor is,
the higher the penalty. Your MS consists of a base of (3 X your
level) plus a
skill bonus which is modified by stance. The skill part is +1 per rank of Disarm,
plus 1/4th
your level (warriors only).
BERSERK: To go berserk, you must pass a skill roll of +4 per rank of Berserk,
plus your Discipline
stat bonus (only half is applied if your stat bonus is negative)
and a d100. Wounds give a penalty
towards your ability to go berserk. You always
have a 1% chance to attempt to go berserk. If your total
is over 100, you go berserk,
the higher the roll, the longer the duration. You also receive an AS bonus
for
every two ranks past your twentieth rank. One-fourth your level (warriors only) is
added to your
ranks. So the complete formula is ((( + ) - 20) / 2).
After nine rounds of berserking, you can stop by typing STOP BERSERK. When
you stop berserking,
you receive a 20% AS penalty for 20 seconds per round you
spent berserking, minimum of three
minutes.
WARRIOR TRICKS: Each trick is a bit different. Many are automatic. Some use
the standard
maneuver roll like when you try to stand up (armor training and hindrance
included). Others use their
own skill roll, usually modified by Dexterity or Reflexes
or both. Typing WTRICK by itself will tell
you how much skill you have with each
trick.
TACKLE: This works the same as Disarm, except your racial size is compared
to that of your target as
part of the maneuver roll. If your maneuver isn't 100%
successful, but not a failure, (a "weak grip"
message), you'll get a
-10 to your MS.
WAR CRIES: Each cry has a different difficulty. Your Charisma bonus (if positive)
is added to your
skill bonus (+4/rank) and level bonus (1/4 level for warriors
only), minus wounds and vocal stress, plus
a d100. If this total is over 100,
the war cry is performed. Each cry attempted adds to your vocal stress,
which
can be checked by typing WARCRY by itself. Your vocal stress heals by itself over
time.
War Cries for your party work automatically at a duration of one minute (flat).
They do not stack on top
of each other, or on top of Heroism and Bravery. They
do not increase in duration with multiple cries.
Cries that give the highest bonus
replace those of lower bonuses. They also only work while in a group.
War Cries against foes use the warding system with a CS of ½ your War Cry ranks,
plus 3 X your
level, plus 1/4th your level (warriors only), plus your Charisma
bonus (only if positive). Your target will
get the same defense as against a Spirit
warding spell, except players that know War Cries also get a
bonus to defend.
BATTER BARRIERS: Add your strength bonus, ½ weapon bonus (enchantment, magic
metals--NOT
your weapon skill), skill bonus (+4/rank), 1/4th your level (warriors
only) and a d100. Anything over
100 results in a hit, the higher the roll, the
more damage done. Crit weighted weapons (such as
claidhmores) and heavy weapons
add to the damage done after a successful hit, while light weapons
(like daggers)
reduce the damage normally done. How many hits your box has is based upon the lock
difficulty
and modified by the box materials. When a box is opened, there is a chance for items
to
break, which gets lower as you get more skill.
HOW MUCH CAN I LEARN?
Each skill has 63 ranks. You can learn up to (4 x (your level - 4)) ranks.
With six skills, this means
you'll be level 99 or 100 before you'll learn all
the ranks in all the skills.
The guilds require you to diversify your training, so you can't simply work
on one skill until you master
it. Every 5 ranks in one skill, you must learn one
rank in any other skill. This 'other' rank does not
include the first rank in
any skill.
WHAT LEVEL OF CREATURE WILL GIVE ME TRAINING CREDIT?
You will occasionally get tasks that require you to find a creature that is
a suitable challenge for your
skill. What this means is that the creature level
must fall into EITHER of these two categories
(whichever is lower):
A) The creature is X levels below your level, or higher. To determine X, use this chart:
Your level X is
5 - 9 1
10 - 14 3
15 - 19 6
20 and up 10
B) Add up all your skill ranks (not including the first rank in each skill)
and divide by four, add your
level divided by five, then add three. The result
is the number of levels below your level that you can
train against. E.g. If you
have 10 ranks of Disarm and 2 ranks of War Cry at level 20, you need to
practice
on creatures who are ((10/4) + (20/5) + 3) = 9 levels below you.
Most people will fall under category A.
WHAT LEVEL OF CHARACTER WILL GIVE ME TRAINING CREDIT?
For War Cries, your teacher must have one rank of War Cry more than you have,
or be equal in ranks
and be 50% higher in level.
Ya know, a women like dat would become useful since we git hurt so much. Ya
think she would be
interested in one of us?
I dunno. Our gear is pretty cool afterall. And she did beam at us when we showed
her our shiny
earrings. I'm sure she wasnt being sarcastic when she giggled.
--Zarapatista to Commandant, both at age 1, thinking that their matching bronze
shields and drake fals
would entice one of the oldest empaths in the lands, Lady
Mistyrose, to be our girlfriend.
Any hit in any area has a chance to stun (provided the critter is not immune
to stuns). So I only listed
those which will leads to an above average chance
of stun. The effect will also need a minimum level of
critical rank to happen.
You're not going to kill anything on a level 1 head critical!
Body Part Effect
HP Loss
{Left | Right}Arm Loss of what the arm was holding, resulting in loss
of AS or DS.
Low
{Left | Right}Hand Same effect as arm, but more stylish.
Lowest
{Left | Right}Leg Makes standing really hard. Prone foes loose 50
DS and AS. Negates effects of
height : a halfling can hit a prone troll's neck
without trouble. Makes targeting easier. Preferred attack in
groups.
Average
Head
Stun/Death. Prevents player characters from casting. Best used when solo-hunting.
Medium
Neck Stun/Death. Harder to hit than head, but more effective and stylish.
Makes you unpopular when
done in group hunting.
Low
{Left | Right}Eye
Death. Hard to target but deadly, the brain is right behind. Very stylish too!
Low
Chest Stun/Death. Easy to target.
High
Abdomen Stun/Death. Nervous
Damage. Easy to target.
High
Back Stun. Target may fall to the ground. Best
against uncritable or hard to crit foes. Useful in group
hunting.
High
Combat Statistics
"You can come watch if you want"
- Lady
Kythyn responding to a young and somewhat cocky Sandlot after asking her if she wanted
to go
hunting.
The following is an excerpt from the Guide to Ambushing by Lebannen Obehol
and Lady Elfarron
Havnor.
Let's look at a typical hit from a non ambusher :
You swing a jet black
falchion at a rolton!
AS: +143 vs DS: +0 with AvD: +35 + d100 roll: +22 = +200
... and hit for 85 points of damage!
Lucky shot rips through bone and muscle
sending right leg flying.
A rolton screams and falls to the ground grasping its
mangled right leg!
The rolton hisses one last time and dies.
Round time: 6
sec.
The final roll is above 100, meaning the target is hit. In the following discussion,
I will call Success
Margin (SM) the amount by which the roll does exceed 100.
In this example :
SM=100
First, the combat system will look at the armor covering the body area which
was hit. In this case, since
rolton have no sense of decency and walk around naked,
the armor coverage is ‹ skin ›.
If then looks in a table and determine the Damage
Factor (DF) for the weapon you're using versus the
armor category. In this case,
Falchion vs Skin leads to a DF of 0.450. I then makes the product of the
DF with
the SM. This leads to the Raw HP loss (RHP) :
RHP = DF * SM
RHP = 0.450 * 100
= 45
Then, the RHP is divided by 5 to figure out the Critical hit Rank (CR). If
the body area was not covered
with armor, the rank is increased by 1. The maximum
rank allowed is 9.
CR = RHP/5
CR = 45/5 + 1 (Skin) = 9, because it is the maximum
;-)
Finally, the combat system looks at the weapon data to determine the kind of
criticals it makes.
Falchions produce two kind of criticals among the three possible
: crush and slash, the third one being
puncture. In this case, let's assume the
system took slash (at random). It then looks on the slash critical
table for a
rank 9 leg critical.
It comes with ‹ Lucky shot rips through bone and muscle sending
right leg flying. ›, +40 extra damage
and fall. Thus the final result.
Well, another quick example before we move to ambushing again...
You swing
a jet black falchion at a frost giant!
AS: +143 vs DS: +58 with AvD: +32 + d100
roll: +81 = +198
... and hit for 50 points of damage!
Crossing slash to chest
catches the frost giant's attention!
Round time: 9 sec.
SM = 98
DF : Falchion
vs Brigandine armor (AsG 12) = 0.250 (Scale)
RHP = 98 * 0.250 = 25
CR = RHP/5
= 5
Thus leading to a rank 5 slash critical to the chest : +25 HP
Now, the weapon you are using can have some special effects :
Crit weighted
weapons will add to the Critical Rank. Internally, the amount of weighting (CW) is
a
number between +1 and +20 (with +40 for claidhmore, which are a special case
in themselves). CW/5
is added to the CR. Most common crit weighted weapons have
a CW below 10.
Damage weighting adds a fixed value to the RHP. So, they will do
extra HP damage, but won't change
the CR. Opaque Falchion for instance, are weighted
with +6 HP damage.
Elemental flares will produce an elemental critical flare (fire,
electricity, vibration, cold) every 7 to 10
hits. Most common weapons, including
Drake weapons, flares for 7-15 HP, with low rank criticals. E-Blade produces much
more powerful flares, up to 70 HP with occasional death criticals.
Ambushing only adds to the CR when done from hiding. Mêlée ambushing works exactly
like regular
combat, only that it allows to aim a specific body area.
When
hiding, ambushing does add a part of the ambushing skill to the CR :
Hiding and
Aiming : CR = CR + (Ambushing Skill)/20
Hiding w/o Aiming : CR = CR + (Ambushing
Skill)/10
So, from the point of view of critical adders, the Ambushing skills tops out
at 80 (unaimed) or 160
(aimed). As long as you hit with enough force to benefit
from your skill, you're doing a rank 1 critical.
And the maximum CR possible is
+9. This is the reason why most highly trained rogues prefer damage
weighted weapons
to crit weighted ones.
However, I would still recommend that people serious about
ambushing keep at least single training
above +160 since you don't know how the
ambushing system will get tweaked in the future.
You leap from hiding to attack!
You
swing a jet black broadsword at a hill troll!
AS: +151 vs DS: +62 with AvD: +32
+ d100 roll: +37 = +158
... and hit for 35 points of damage!
You hear several
snaps as the hill troll's neck is broken in several places.
The hill troll falls
to the ground and dies.
Round time: 8 sec.
SM = 58
DF : Broad vs AsG 11
equ. = 0.300 (Neck is naked, but I believe hill trolls get Soft equivalent)
RHP
= 17.4
CR = 17.4/5 = 3.48
Ambush Skill = 24 ranks = 102
CR = 3.48 + 102/20
= 8.58 rounded to 8 (or 9, not sure)
So, instead of a rank 3 neck critical, ambushing
allows me to do at least a rank 8...
Instant death results...
Notice how the
troll only lost minimal HP but was still killed on first hit.
Another quick example :
You leap from hiding to attack!
You swing a jet
black broadsword at a dark orc!
AS: +151 vs DS: +64 with AvD: +30 + d100 roll:
+5 = +122
... and hit for 16 points of damage!
Downward slash across the
dark orc's left thigh!
Gouges bone!
A dark orc screams and falls to the ground
grasping its mangled left leg!
The dark orc is stunned!
Round time: 6 sec.
SM
= 22
DF : Broadsword vs Scale (Brig equ.) = 0.250
RHP = 22 * 0.250 = 5.5
CR
= 5.5/5 = 1.1, a lowly rank 1 critical !
CR = 1.1 + 102/20 = 6.2, much better
now!
I made 10-11 extra HP thanks to ambushing, and severely broke my foe's leg.
A
rank 1 critical would have added no extra damage or result...
Hey Frescalus, I'll pay ya git me sum lizard skins from Teras fer me? I could
use em fer sheath
makin.
Are you suggesting I work for you as a skinner Lord
Commandant?
--A suddenly frightened Lord Commandant after getting his first lizard
skin sheath order.
Again, this is an excerpt from the Guide to Ambushing by Lebannen Obehol and Lady Elfarron Havnor.
One major factor in determining your RT is encumbrance. You first have to know
your total load :
LOAD = Things Worn * Racial Modifier + Things Carried - Armor
Normal Weight
The things you wear are anything that can be put on with the WEAR verb. This
doesn't include the
following things :
Containers, since not matter your race,
they can carry the same weight. They are factored in the
‹ Things Carried ›
Armor,
since its weight is already taken into account more finally by each AsG RT adder
and maneuver
penalty. However, if your armor weight differs from the standard
armor, the difference is added to your
LOAD. So, an imflass brigandine will reduce
your LOAD, while a glaes one will augment it. The
standard brigandine will change
nothing to your LOAD. As long as you are properly trained, being
naked or wearing
a full plate armor will not change your LOAD a iota. Believing the contrary is a
common
misconception.
The Racial Modifier takes into account the fact that a halfling's
pant is much lighter than a giant's one.
Believing the opposite is another widely
spread misconception.
The encumbrance is then the ratio between your load and
you weight. The heavier you are, the less
encumbered you will be (but the harder
to drag too... Nothing comes for free!). Your weight is
calculated using your
race, your strength and your constitution.
ENCUM = (LOAD/WEIGHT)*100
I am a half-elf weighting 210 pounds.
I have a heavy backpack (20 pounds),
a double leather armor (not computed), a large sack with some
stuff in it (total
of 30 pounds). I'm wearing a 2 pounds bandanna, a 6 pounds pant and a 4 pounds non-pocketed
vest.
LOAD = (20+30) + (2+6+4) * 0.92 ('cause I'm a half-elf) = 61
ENCUM =
61/210*100 = 29%
Race Racial Modifier Weight (50 ST&CO)
Humans 1.00 180 pounds
Giantmen
1.33 240
Half-Elf 0.92 165
Sylvankind 0.81 145
Dark Elf 0.84 155
Elf
0.78 140
Dwarf 0.80 155
Halfling 0.50 90
Your encumbrance does give you a penalty, calculated this way:
Encum Penalty
(EP) = MAX(0,ENCUM - 15 - ST_MOD - SPELL_MOD)
ST_MOD = (Strength Stat - 50)/2
+ (5 if dwarf), this is the Strength Stat, no racial bonus !
SPELL_MOD is +15
for Strength Spell (509) and +10 for Phoen's Strength (606)
I'm still the same half-elf as above... I have a 96 Strength. No spells.
ST_MOD
= (96-50)/2 = 23
EP = MAX(0,29 - 15 - 23) = 0
I will be able to carry :
LOAD
= (15 + 23 (ST_MOD) ) * WEIGHT/100 = 79.8 pounds before becoming encumbered
Every 5 points of EP will make me suffer 1 second of additional RT. This is
the encumbrance penalty
modifier (EPM).
EPM = EP/5
Each weapon has a base speed (WBS) which determines your base RT. The WBS varies
from 1 to 8
seconds. The weight of your weapon only adds to your encumbrance,
it does not modify its WBS. As
long as your not encumbered, an imflass falchion
and a glaes one will have the RT.
Weapon Class WBS
Dagger 1
Rapier 3
Short
Sword 3
Broadsword/Falchion/Handaxe 5
Claidhmore 8
If you want to determine the WBS for a given weapon, you can proceed as follow
:
1.Increase your load till your normal RT with a dagger is 6.
2.Adds some
weight to compensate the weapons difference of weight. Be sure to carry the other
weapon
while doing the test.
3.Switch to your test weapon. Keep the dagger in a container.
4.Swings
your test weapon, notice the RT difference.
5.Since the dagger WBS is 1, your
test weapon WBS is 1 + (Difference in RT).
Both your Dexterity and Reflex bonus (DE/RE bonus) will reduce your RT. Every
+15 bonus will
reduce your RT by 1 second. This is rounded up.
I have a +29 reflex bonus, a +10 dexterity bonus.
My RT is reduced by (29+10)/15
= 2.6 = 3 seconds
This reduction can go either towards reducing the extra RT from your encumbrance,
your lack of
training in armor use or you additional ambush RT... It can't do
all of those at the same time!
I have a +2 RT from my encumbrance penalty.
I
have a +4 RT from being undertrained for my armor.
Despite my 3 seconds bonus,
I will still have a +3 RT
Ambushing adds +3 seconds to your RT. This penalty can be absorbed by your DE/RE bonus.
So, taking all those things into account, the RT calculation is as follow :
RT
= MIN(60,MAX(5,WBS + EPM + Armor RT - DE/RE Bonus + 3 if ambushing))
You leap from hiding to attack!
You swing a silver-hilted mithril falchion
at a stone sentinel!
AS: +348 vs DS: +175 with AvD: +21 + d100 roll: +68 = +262
... and hit for 58 points of damage!
Slash to head destroys the stone sentinel's
right eye!
Doesn't do its brain any good either.
The stone sentinel totters
for a moment and then falls to the ground like a pillar, breaking into pieces
that
fly out in every direction.
Round time: 5 sec
--Lord Karzak showing off his
ambushing skills to me in Darkstone one day. He winked at me as he
weighed the
box instead of telling me the weight. Notice the ambushing rt and eye crit of someone
that trains in
ambush every year for 40 years.
This is a sample grid I printed up and put inside a plastic cover page. After
using it a while, I finally
memorized it. The idea is to be logical of where everything
is to save you time in the future. I use my
ALT and CNTL keys for hunting critters.
I.E. ALT-M is ‘att miner\r' and CNTL-M is ‘search miner'.
Regular Function Keys
Bag (scrolls) Satchel(deeds & herbs) Green Sack(gems) Back(embeddable)
Sell
F1 F2 F3 F4
Look F5 F6 F7 F8
Put In F9 F10 F11 F12
CNTL Function Keys
Cloak(embedded) Floating Disk Spider Vest(gifts) Blk Vest(sheaths)
Sell
F1 F2 F3 F4
Look F5 F6 F7 F8
Put InF9 F10 F11 F12
Alt Function Keys
Opaque
Fal White Fal
Hold F1 F2 F3 Bellow F4 Yowlp
Sheath F5 F7 F8 Growl F9 Shout
F10 Bless my Fal F11Cry F12 Hollar
Shift Function Keys
F1 Put in drawer F2 Put in satchel F3 Gld Promote F4 Warcry Teach
F5 Teleport F6 Load Blue Crystal F7 Disarm ? F8 Tackle ?
F9 Send Mana F10 Put gem in sack F11 Berserk ? F12 Appraise
to ? Gem
Goodness gracious, that's too much fer me. Just a lil bark or even an acorn
would be fine.
--A level 3 Mistyrose getting her first tip, a rotting oak
trunk, in TSC after healing an injured Lord. Seems Celtic
told her wood things
were valuable in the lands and since he had an acorn, he would attract more giant
rats
than her.
Knowing what spells look like and what they do can be helpful to ask for them
instead of just asking a
wizard to cast some colors on you.
Spell # Spell Name Nick Name Affects What it looks like
To go back to Lord Commandants Sheath Emporium, click here.
Return to the GemStone III professions page
If you have problems, comments, questions, or complaints about the GemStone III pages you can send mail to Tim Melton (tam@tamcon.com).
Last modified 09 September 1997.