Hi, I started playing the trial version 2 days ago. I like it so far (freedom of choice).
I have a few questions :
1) in the skill pages, how can I take skills on one page to move it to another page ? I want to keep all the latest versions in the same primary page.
2) still in the skill pages, if for exemple I have damage-1 and learned damage-2 (or any upgraded versions of existing skills), do I need to keep older versions (ie damage-1) ?
3) can I have a link to learn more about customizing my own spells ? I have reached the magic learning where it tells me I can create my own by working with those that I already have (to combine them or modify them).
4) is it just me or does the magic spell root almost never works ? I mean I used it several time and in about 10 times, it seamed to have worked only once. The ennemy usualy just starts running toward me as soon as he gets hit with it and therefore, doesn't get stucked with the magic roots.
5) about the ring to access custom made adventures (by players), I know it doesn't work for the trial but is there an actual database/list of all those alredy made for when I will go registered ? Any of them made it in the actual released game/patch ?
6) if I am neutral, when can I actualy get attacked ? It is a bit unclear.
7) one NPC told me that the more armor I get, the less magic power I will get (or with less efficiency I think). Can you explain ?
8) I do not understand why animals have protection spells. I mean, in battle with them, they sometimes use a protection/recover spell. Why do they posses magic spells in the first place ? They are just animals.
9) In the first few hours of play, I talked to a GM. He told me to reach any GM, all I have to do is use the 'who' command. I assume he meant typing in the chat '/who'. I did it but it produced absolutly nothing. Is that normal ?
10) when will the bug of the re-centering camera behind the player bug be fixed ? It is a bit annoying.
Newly starting, got a few questions
Re: Newly starting, got a few questions
Nope, just delete and make a new one. You can open up the "Info" about the skill and then remake it later.browserice wrote:1) in the skill pages, how can I take skills on one page to move it to another page ? I want to keep all the latest versions in the same primary page.
Nope, don't need the old ones. Infact, its better not to use the stuff you get as it is given to you - editing your actions is the best thing to do.browserice wrote:2) still in the skill pages, if for exemple I have damage-1 and learned damage-2 (or any upgraded versions of existing skills), do I need to keep older versions (ie damage-1) ?
There's guides around the place - if you check the stickies in this forum, or look in the "Player Made Guides" forum (and set it to show really old threads) then you should be able to find somethingbrowserice wrote:3) can I have a link to learn more about customizing my own spells ? I have reached the magic learning where it tells me I can create my own by working with those that I already have (to combine them or modify them).
Depends on your skill level and the mobs level. Have a look for guides about "Affliction" spells, but basically you need to get a "link" with the spell.browserice wrote:4) is it just me or does the magic spell root almost never works ? I mean I used it several time and in about 10 times, it seamed to have worked only once. The ennemy usualy just starts running toward me as soon as he gets hit with it and therefore, doesn't get stucked with the magic roots.
[ring isn't my thing so I'm leaving this Q unanswered]
"Neutral" has nothing directly to do with PvP. Check out the thread by me that is stickied in this forum for more info on neutralisty/alignment, but the short answer to your Q is that you can be attacked whenever you enter an "Open PvP" zone (eg the arena), a "Guild PvP" zone (some regions on the mainland), or you decide to participate in an outpost battle on the mainland (you get a popup warning you and asking you what side you want to be on)browserice wrote:6) if I am neutral, when can I actualy get attacked ? It is a bit unclear.
Every item has a "Malus" associated with it - the higher your total action malus, the more actions cost (ie more hp/stam/sap/focus) - Light armour has no malus on it, so is used for spellcasting/crafting/foraging, while Medium and Heavy armour have maluses associated with them (as do weapons); you kind of have to "put up" with the malus on your melee actions, but the increase in hp and protection make up for it.browserice wrote:7) one NPC told me that the more armor I get, the less magic power I will get (or with less efficiency I think). Can you explain ?
Some mobs have "special abilities" which include big regenerations etc, but all living things regenerate and can resist your spells. As for "why", Atys is a bit place and it'd be giving things away to explain how magic works. (plus homins aren't supposed to know)browserice wrote:8) I do not understand why animals have protection spells. I mean, in battle with them, they sometimes use a protection/recover spell. Why do they posses magic spells in the first place ? They are just animals.
"/who gm" shows a list of all the CSRs online in your system info windowbrowserice wrote:9) In the first few hours of play, I talked to a GM. He told me to reach any GM, all I have to do is use the 'who' command. I assume he meant typing in the chat '/who'. I did it but it produced absolutly nothing. Is that normal ?
Its not a "bug" but its being made optional "soon".browserice wrote:10) when will the bug of the re-centering camera behind the player bug be fixed ? It is a bit annoying.
Re: Newly starting, got a few questions
Delete it from where you don't want it to be1) in the skill pages, how can I take skills on one page to move it to another page ? I want to keep all the latest versions in the same primary page.
Select the page where you want to put it
Open your Action Skill tree (press B on keyboard without being in chat mode)
On the right, you have the list of all your spells/skill/powers.
If it wasn't customized, it should be there (the more powerful versions are at the bottom of the list)
Once you found the original skill, drag and drop it on the action bar where you want it to be.
It's a lot more simple like that than to memorize the stanza pattern, I think. It's the way I use to move skills fom a page to another one. I drag and drop, then I customize (right-click on the skill, then select Edit).
Re: Newly starting, got a few questions
If you right-click on your action icon for the spell and choose "info", It will show you much useful "info"browserice wrote:...
7) one NPC told me that the more armor I get, the less magic power I will get (or with less efficiency I think). Can you explain ?
...
9) In the first few hours of play, I talked to a GM. He told me to reach any GM, all I have to do is use the 'who' command. I assume he meant typing in the chat '/who'. I did it but it produced absolutly nothing. Is that normal ?
....
including Success chance % -which is probably where your problem with Root spells is coming from (can be improved by over-crediting or by being higher level than the spell you are casting )
Depending on your total Malus (visible on the window that shows your stat levels, resistances etc, on my setup its on key P ) Range, Sap Cost, Cast Duration. will have a value in white and a value in orange. The full value is what you would have with no malus, and the reduced value is because of your current equipment.
The information from a "/who" or "/who gm" will show in your sys.info window. Not having Sys.info by default visible to newbies is something Nevrax did which I dont agree with. Right click the Sys.Info tab to separate it from the chat window, and keep it open always... or at least until you know what you are doing.
- browserice
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- Joined: Wed May 30, 2007 4:18 am
Re: Newly starting, got a few questions
I am not sure I totaly understand. You mean to edit them as soon as they have been given to me ? Maybe in higher levels but at begining levels, why would I edit them ? To increase range or things like that ?sprite wrote:Nope, don't need the old ones. Infact, its better not to use the stuff you get as it is given to you - editing your actions is the best thing to do.
Also, to get back on things like Damage-1 and damage-2, would it be possible to create a new spell using one existing but have both damages (or any combination of upgrades) so therefore it would be more like damage 2.5 effect ?
What would be the difference between the two spells below ? Is there a gain somewhere ?
a) casting spell-A and then casting spell-B (any one)
b) creating a new spell-C where you have in it spell-A and spell-B. Therefore, casting spell-C would do the same as a) but in one shot
Re: Newly starting, got a few questions
Default stanza's are not normally very efficient and should rarely be used "out of the box". Here is some info on stanza's I did awhile back... maybe it will explain better.browserice wrote:I am not sure I totaly understand. You mean to edit them as soon as they have been given to me ? Maybe in higher levels but at begining levels, why would I edit them ? To increase range or things like that ?
WWJD - What Would Jena Do ?
DoubleTap - Disciple of Jena - Karavan Champion
Matis Medium Gladiator Champion
Melinoe - Atys Harvesters
Matis Medium Gladiator Champion
Melinoe - Atys Harvesters
WWJD - What Would Jena Do ?
Re: Newly starting, got a few questions
Generally, starting out you dont have a lot of options/bricks to use, so editing actions isnt a big deal. Later on.. well lets say I dont even purchase the 'stock' spells from the trainers - just the upgrades from the bottom of the listbrowserice wrote:I am not sure I totaly understand. You mean to edit them as soon as they have been given to me ? Maybe in higher levels but at begining levels, why would I edit them ? To increase range or things like that ?
Also, to get back on things like Damage-1 and damage-2, would it be possible to create a new spell using one existing but have both damages (or any combination of upgrades) so therefore it would be more like damage 2.5 effect ?
What would be the difference between the two spells below ? Is there a gain somewhere ?
a) casting spell-A and then casting spell-B (any one)
b) creating a new spell-C where you have in it spell-A and spell-B. Therefore, casting spell-C would do the same as a) but in one shot
You cannot have multiple levels of the same 'brick' in an action - so only one of Damage, only one of increase accuracy.. etc
For spells, at level 100 you gain "double" spells, which let you put 2 "payloads" into the spell.. these are restricted in that heal spells can only combine with heals, nuke only with nuke or Offensive affliction.. Defensive affliction, multiple target, vampirism, DoT are not available.
I think I may be mistaken on the Multi target, actually I know you can "bomb" double heal spells, so guess nukes would be the same... except you cannot bomb affliction spells.
Double spells come with a 20% cost penalty, and increased casting time too, so get really expensive at high levels.. especially if you are going to pay for multi-target options as well.
The credits you have available to pay for spells include taking penalties on range, casting time, paying in Sap, and paying in hitpoints. the smaller and cheaper the spell, the greater the proportion of its cost cna be paid in time and range credits, and using smaller HP/sap credits. This is far more economical than paying for a big double spell, especially with the 20% surcharge. Single spells are individually faster to cast, but not half as fast as a double. What all this boils down to, is singles are cheaper and more sustainable, while doubles are high-cost high-output.
And you need to get to level 100 to start using them