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Jack of all trades
I decided to make a char to test out the berserk spell. Surprisingly it works as well in game as it does on paper. He's only lvl 20 right now, but I feel it's a strong enough build to share (mid lvl's were very tough, now it's rather tame).
{warning: My definition of effective is very different than others} Human Conjurer: Current Equipment: Magic Whip (with Flame Blade) Shield of Power Amulet of the Falcon Imp Crown +2 Mail of Grael Girdle of Strength Elven boots of agility +8 Fancy white gloves of agility +9 +2 bracers Ring of Cold Resistance Skills: Fighting: Whips: 17 (all from training, 3 from natural ability, -3 from magical effects) Strength: 14 (all from magical effects) Elemental Magic: Fire Magic: 16 (15 from training, 1 from magical effects) Water Magic: 5 (4 from training, 1 from magical effects) Air Magic: 8 (4 from natural ability, 4 from magical effects) Earth Magic: 2 (1 from training, 1 from magical effects) Death Magic: 5 (3 from natural ability, 2 from magical effects) Spirit Magic: 6 (4 from training, 2 from magical effects) Mind Magic: 8 (6 from training, 2 from magical effects) Life Magic: 5 (3 from training, 2 from magical effects) Magic: Enchantment: 5 (9 from training, -5 from natural ability, 1 from magical effects) Conjuration: 1 (all from magical effects) Lore: 7 (all from training) Survival: Healing: 5 (all from training) Meditation: 8 (5 from training, 3 from natural ability) Dodging: 17 (all from magical effects) Misc: Merchant: 4 (all from training) Other skills: Other melee: -8 (-5 from natural ability, -3 from magical effects) Evocation/Incantation: -4 (-5 from natural ability, 1 from magical effects) Sneaking: 2 (all from magical effects) Resists: You are 45% resistant to shock. You are 45% resistant to fear. You are 90% resistant to slow. You are 80% resistant to cold. You are 85% resistant to fire. You are 90% resistant to paralysis. You are 90% resistant to petrify. You have no vulnerabilities. Useful Aliases: alias f1 cast magic whip; adjust magic whip 0 alias f2 cast flame blade alias ` cast resist fire; cast resist cold; cast resist shock; cast resist petrify; cast bravery; cast free action; cast resist paralysis; cast regeneration alias shift.` cast mana shield alias shift.f1 cast see invisible; cast darksight; cast xray; cast strength alias shift.f3 cast berserk alias f3 dispel berserk alias shift.r cast flame shield alias r dispel flame shield alias v cast glimpse alias w get unicorn from more; apply unicorn; put unicorn in more alias q get portable hole from more; apply portable hole; put portable hole in more alias shift.q exit alias 1 cast resist fire alias 2 cast resist cold alias 3 cast resist shock alias 4 cast resist petrify alias 5 cast free action alias f6 cast bless alias id identify alias idinv identify inv alias gw rangerwho alias gt rangertell alias mw mapwho alias mt maptell alias p loot corpse 1; loot corpse 2; loot corpse 3; loot corpse 4 alias tnl tnl; guildscore alias time get game-o from more; time; apply game-o; put game-o in more alias i n alias k s alis j w Future plans: Full guild: +2 Whip/Death/Meditation, +1 Air lvl 21: +2 fire; +2 water (90% resist fire/water) lvl 22: +4 lore (prismatic shield) lvl 23: +3 whip, +1 fw lvl 24: +4 FW lvl 25: +4 whip Wants: Ring of omni-magic x2 (Better Prismatic shield (& magic whip) w/ same resists) Other Ideas: This build with a little modification could make an excellent resist char. Currently he has 4 merchant, which will be phased into spirit traveling when minimizing exp loss becomes more important than gaining money. So, have fun... (I don't expect anyone to try this) |