Well, I'll jump right into it and will start with the subjects of stats,
skills and race for clerics. There are several ways of arranging stats,
keeping in mind that race influences how quickly stats increase. One
suggestion is (highest to lowest):
Aura (gives you your Spirit Points)
Discipline (helps getting better training points)
Wisdom (gives you your mana points)
Strength (helps you drag bodies, offense, and carry more)
Reflex (defense)
Intelligence (influences experience absorbtion)
Logic (relates to how much exp. one can 'hold')
Dexterity
Constitution
Charisma
An example of level 0 rolls:
Aura 89
Discipline 85
Wisdom 83 + 10 = 93
Strength 80
Reflex 58
Intelligence 58
Logic 57 + 10 = 67
Dexterity 46
Constitution 41
Charisma 32
You really should make sure that your Aura is very close to
90; when you become a rezzer you might want to have at least 9
Spirit points -- that is to say, a minimum of 90 Aura points. With 8
Spirit Points you can rez anyone. You also want Wisdom in the
90s early on, so you have the mana to use spells.
SPIRIT POINTS
Assuming that you use spell 312 to rez, here's a table of how
the Spirit Points influence it (point being: DON'T OVER-REZ!)
If you over-rez at this point, you instantly decompose. Many
clerics have had their things stolen after decomposing. Also,
ALWAYS have at least TWO deeds, or you might die permanently
from loss of all your Spirit Points. Personally, I like to have
at least 10 deeds at all times.
Your Spirit Points ………… Body's Spirit Points
10 ………..max. can rez: 10
9 ………….. 10
8 ………… ... 9
7 ……….. ..... 8
6 …………… . 7
5 ………… .. . . 5
4 ………….. . . 4
3 ………….. . . 3
2 ………….. . . 1
1 …………. .. don't
dead ;> ………… can't ;)
Hmmm...I'm making some assumptions vis-a-vis mathematical
rounding up in the above table :) Guess what, I'm not eager
to test these tables out ::wink::. Be careful. (Revision note:
it would seem that Simutronics chose to round the numbers down,
rather than the mathematically correct method of rounding these
particular numbers up -- which is good for rezzers. The above table
would therefor err on the side of safety :)
Rezzing with spell 318 obviously makes things easier. To wit:
10 ..... 10
9 ...... 10
8 ..... 10
7 ..... 10
6 ..... 10
5 ...... 9
4 ...... 7
3 ...... 5
2 ...... 3
1 ...... 1
SKILLS
For skills I'll simply give you an example of what a level 16
cleric might look like:
Armor 40 (don't train more -- and use double leather [AsG 8])
Shield 78 (train every time)
Blunt 78 (train every time)
(I actually prefer training in one-handed edged
weapons, though more expensive)
Climb 35 (you want at least 40 by time you get titled)
Swim 25 (you want at least 30 by the time you're level 25)
Percept. 40
Mana Shr. 102 (don't really need more. Try to have 102 at level 12)*
Physical 66
F.Aid 78 (helps with tending/bandaging...and skinning)
Combat M. 5 (you'll want to train more)
Scroll 40 (this is a good skill to have)
* If you have less than 102 (percent) mana share skills, you may fail
the rez.
RACE
For race: DON'T be a Halfling or pure Elf -- unless you insist for, say,
role-playing reasons. Halflings are too weak to drag bodies. Pure
Elves recover their Spirit Points very slowly. Most clerics tend to be
Giants or Half-Elves. By the way, Dwarves and Halflings
recover Spirit Points quickest; Humans, Giants and Half-Elves at
"normal" rates, and the pure Elven races the slowest.
WEAPONS
Weapons note: excluding normal weapons (those not made of a magical
material) that can be Magic Edged to +15 (Wizard spell 902) and used
by any level character, you must be half the level of the plussed item to
use it. Example:
Mithril (+ 5) must be a level 3 character
Ora (+ 10) must be a level 5 character
Imflass (+ 12) must be a level 6 character
Mein/Glaes (+ 15) must be a level 8 character (very heavy material, btw)
Vultite (+ 20) must be a level 10 character
One "cheap" solution that many level 10, and above, clerics use, is to
have their holy mace or white blade ebladed. This gives their weapon
a temporary + 20 with special crits added.
REZZING
First off, use the highlighting possibilities of your GS program
to the utmost. Highlight "different" (to see when a body loses
it's LK/lifekeep spell), "body", your name (both capitalized and not),
"whispers", "cloud" (just 'cuz ;). Highlight the names of all other
rezzers, if you have room. I highlight rezzers in white, empaths in
yellow, etc.; alas, the GS (Genie) Front End only has room for about
50 highlighted items -- so I don't have room for everything I'd like.
Proper highlighting is, in my opinion, the "secret" that differentiates
so-called good rezzers from bad ones -- this is especially true when it
comes to lifekeeping versus decomposing.
The first thing you do when you see a body, is to cast LK (spell 305)
on it -- unless you're pretty darn sure someone else has LK'd it already.
By the way, always try to keep a white flask or two handy; sometimes you
won't have the mana to LK. Also, if you're in RT when a body is dragged
in, announce something like: "Still in RT, can't LK". It
doesn't hurt to announce once in awhile that you haven't recovered
enough to rez yet (if it's true, of course) -- just to educate the
masses that there can be a lenghty recovery period involved.
The second thing you do is to switch to Guild speech (type: Guild) and
ask: "Any other REZZERS here?" Asking in this fashion makes it
more noticeable.
Wait for a possible response. Assume that the first rezzer in an
area is in charge -- and treat that person that way. Even if you are
"in charge" of TSC, and leave for one second, assume someone else is
in charge when you come back (till you find out otherwise). Don't
be selfish is such matters.
If there is a rezzer present, and few bodies, leave everything in
that cleric's capable hands. If there are many dead ones, ask if
help is needed. Sometimes it's fun to simply give help -- that is
to say, to give the resident cleric some mana or WoL. Remember, to
send mana to someone, type SEND <# of mana> . Notice that this
is not in the same order as when you give an item to someone :/
Also, if you have lots of mana, for goodness sake send some to a Healer
or another rezzer. Or infuse it into the mana pools, so that Wizards
can enchant items easier.
Switch back to COMMon speech.
Diagnose the person to see if the body is bleeding. Do NOT rez a body
that is bleeding. Type DIAGNose FULL to diagnose. If body is
bleeding, ask an Empath/Healer to help. If none are close, consider
bandaging the wound yourself; type TEND . You might
get a long RT (round time) doing so. By the way, the healing brews
from the Isle might be of help vis-a-vis banged-up bodies.
Diagnose fully again after you've tended, and tell the dead person to
get properly healed as soon as possible after the rez. Keep in mind that
you can remove a bandage (i.e. if it won't last many minutes anyway
and you want to re-bandage) by UNWRAPing (person) (wound area).
Beware of bodies that are diseased. Diseases do not show when you
diagnose full. What might happen is that the person might die again
right after you rez, if the disease is still active.
If needed, type APPraise (name) to check how many Spirit Points the
body has as a maximum. Don't kill yourself by using up all of your
own Spirit Points.
If there are other rezzers there, or any question at all about the rezzing
order (if more than one body), announce that you're "rezzing (name)".
In general, don't ask other rezzers to WoL (Well of Life) you; it robs
them of Spirit Points and, thus, creates a hardship for them. Better to
simply ask them if they'd like to do the rez. Always be polite when it
comes to such matters. Simply giving WoL to friends and such is always
appreciated, though.
By the way, you might want to be careful RPing a rez when in such
a busy area as TSC; there is often so much happening there already, that
the extra chatter can be detrimental.
Consider the order in which you rez. Might it make sense to rez
Empaths/Healers first? Or are other rezzers needed desperately, so you
should rez other rezzers first? And screaming naggers? Do they get
rezzed last? Rez titled people first, to help beat back the beastly
hordes? Checking people's Spirit Points might also be helpful when
deciding. In general, though, you'd probably want to rez on a first
come, first serve basis.
If you hear on the ESP net that a rezzer is needed at some remote location,
and you decide to go out and help, DO announce that you're doing so on the
regular net. No fun to have 2-4 rezzers show up in, say, Krolvin, because
no one announced their intentions. On the other hand, keep in mind that
there are now "private" ESP nets, AOL Instant Messages (IMs), Ranger
thoughts, Voln thoughts, etc. . In other words, it's a mess ;>
Also, keep in mind that there are so many rezzers these days, that it seems
that one stumbles upon them wherever one goes -- so be understanding if
there are already rezzers present when you rush off to help someone.
Keep the Lesser Sanctuary spell in mind when rezzing. It really isn't
very helpful vis-a-vis beasts -- 'cept the two-legged bratty version ;)
So, if LordMegaWarriorBrat is standing next to the body, leaning on his
mithril megasword, and glancing eagerly at the cadaver -- well, you might
keep that Sanctuary spell in mind :::wink:::.
The Calm spell can be very helpful vis-a-vis real critters when it
comes to field-rezzes. Airwall (spell 102) can also be helpfull in these
circumstances -- remember that both you and the rezzed are in a weakened
state right after a rez.
REWARDS
Whether you accept rewards for rezzing, or not, is totally up to you.
Role-playing certainly enters into the picture. I will say this, though,
so many high-level rezzers refuse rewards these days, that they're in
the process of setting a standard: don't pay rezzers. Very bad and
unfortunate for young rezzers who often are very poor. I suggest that
if you strongly feel that you should not accept any rewards, please
consider telling the person you just rezzed that they should be sure
to reward other rezzers, should it come to that. My personal approach is
that I don't ask for silvers or such, but I do gratefully accept it if
offered. Also, keep in mind that deeds might be hard to come by for
rezzers, so a nice deed stone is always a nice gift.
All in all...relax, role-play, have fun with friends, and enjoy
yourself Whether these lands are your Inferno,
Purgatorio, or Paradiso is, ultimately, up to you.
...notes from the journeys of...
Dante St.Etienne
FINIS
ADDENDUM:
With the permission of Juliettte, I've added the latest rezzer's list
(10/4/96). Though the number of active rezzers in the lands is always
in flux, this list can serve as a basis that can make it easier to
recognize your colleagues.
From the quill of Juliettte dePayen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Achilles,Aral,Andriarose,Aeolus,Akrat,Araknis,Aricous,Andrai
Benedict,Bugg,Barberik,Bede,Biinc,Briggany,Blaede,Brakian
Cistan,Cru,Cynric,Cassi,Cntrille,Comfort,Connour,Coriolanus,Cheat
Cleversome,Circle,Cedrian,Cornum,Camlor,Chrisalys
Damangherik,Demi,Dryxler,Duquesne,Daenar,Declerc,Drinda,
Dante,Dreona,Dreslav
Eldarion,Echo,Eponnine,Erevan,Eliandal,Everan
Frayo,Ferriden,Friartuck,Falya
Glaycor,Gillaume,Gilwen,Gogrick,Goranok,Grenna,Greypilgrim,
Grasshoper,Gladiusdei,Guenhafyr
Hugo,Highknight
Ioannides,Isstanarr,Illfated,Ika
Jorak,Jala,Jylli,Juliettte, Jynxd
Katarrh,Kaikeyi,Kendricke,Kinre,Kyera,Khyle,Krakii,Kwai,
Kiran,Khylee,Koos,Kharbon
Laurice,Ladykate,Leo,Liantra,Lydra,
Lohann,Lascivia,Lokim,Lairaerrykthrok,Lochinver
Mandy,Makko,Magellican,Myste,Misdy,Moghedien,Morgaine,
Myskar,Marakos,Morandas
Olorein,Omnirus,Ouruborous
Parallax,Pellinor,Petra
Ragni,Raphael,Raxeli,Redtail,Rondalee,Rossa,Ruriko,Risper,Racae
Saintmichael,Schweitzer,Shani,Shaynna,Souldrain,Sylvine,Sigmundo,
Seef,Skyyla,Sinn,Sayge,Soulkeaper,Spiritfriend
Tallain, Thorus,Taamlyn,Tvarr,Takenada,Toemain,Toramarth,Traliane,Tarcia,
Tarok,Tabmow, Telee, Truekillr
Urik
Virtis,Vizuxa,Vlarr,Vission
Wakk
Yuriko
Zurion,Zebbry,Zhese,Zinderin,Zear
TRULY FINIS
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