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| General Discussion General discussion for the RunUO community, all off-topic posts will be deleted. This forum is NOT FOR SUPPORT! |
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#1 (permalink) |
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Join Date: Oct 2003
Age: 64
Posts: 123
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Woot, the official guide shipped this morning, so here I am with the relevant information.
As you probably already know, OSI has 7 kinds of item "packs", and each monster has one (or more) of them (or none at all). The following data is the loot "base", i.e. there is no luck factor involved. The luck bonus comes in later. PACK NAME
Note: all items have at least one property. The number is then increased up to 6 (if possible). Here are the 7 packs: POOR
MEAGER
AVERAGE
RICH
FILTHY_RICH
ULTRA_RICH
SUPER_BOSS
The number of properties is calculated according to the following table ("effettivo" means "actual value", I'll up another image later): ![]() Unfortunately there is no mention of the exact formula that enhances loot according to the player's Luck. The only formula regarding Luck is the one mentioned on stratics: Code:
Bump chance = Luck ^ (5/9)
A list of monsters and relative loot will follow. |
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#2 (permalink) |
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Join Date: Oct 2003
Age: 64
Posts: 123
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Legenda:
<number>CS = Magery Scroll, from Circle <number> LNS = Low Necromancy Scroll MNS = Medium Necromancy Scroll Low Necromancy Scrolls include: Curse Weapon, Pain Spike, Blood Oath, Evil Omen, Corpse Skin, Wraith Form, Mind Rot, Horrific Beast, Animate Dead and Summon Familiar. Middle Necromancy Scroll include: Poison Strike, Wither, Strangle, Lich Form and Vengeful Spirit. Balron Daemon FILTHY_RICH * 2, MNS, 1-7CS Special: Level 4 Poison Immunity, Flying Daemon RICH + AVERAGE, Jewel, 1-7CS, MNS, Level 4 Map Cut: Rib Special: Level 2 Poison Immunity, Flying Enslaved Gargoyle AVERAGE, Jewel, Gargoyle Pickaxe, Level 1 Map Cut: Rib Special: Flying Flame Gargoyle RICH, Jewel, Level 1 Map Cut: Rib Special: Flying, Fire Breath, Breath (20% of current HP, capped at 48) Gargoyle AVERAGE, Jewel, 1-7CS, MNS, Gargoyle Pickaxe, Level 1 Map Cut: Rib Special: Flying Gargoyle Destroyer RICH, 1-7CS, MNS, Gargoyle Pickaxe Cut: Rib Special: Concussion Blow, Flying, Casts Greater Heal on other Gargoyles, Unprovokable, Unpeaceable Gargoyle Enforcer RICH, Jewel, 1-7CS, MNS, Gargoyle Pickaxe Cut: Rib Special: Flying, Concussion Blow Horde Minion Cut: Body parts Ice Fiend FILTHY_RICH + AVERAGE, Jewel, 1-7CS, MNS, Level 4 Map Cut: Rib Special: Flying, Ice Breath Imp MEAGER, 1-7CS, LNS, Reagents Cut: Rib, 6 Spined Leather Special: Flying Moloch RICH Special: Level 2 Poison Immunity, Crushing Blow Mongbat (Strong) POOR Cut: Rib, 6 Leather Special: Flying Mongbat (Lesser) POOR Cut: Rib Special: Flying Stone Gargoyle AVERAGE x 2, Jewel, Iron Ore, Gargoyle Pickaxe, Level 2 Map Special: Flying Succubus FILTHY_RICH x 2, Jewel, 1-7CS, MNS, Level 5 Map Cut: Rib Special: Life Drain Devourer of Souls FILTHY_RICH x 2, Necromancy Reagents Cut: 3 rib Special: Level 5 Poison Immunity Flesh Golem AVERAGE Special: Bleed Attack Gibberling MEAGER Gore Fiend AVERAGE Patchwork Skeleton MEAGER Level 5 Poison Immunity, Dismount Attack Ravager AVERAGE Special: Dismount Attack, Crushing Blow Wailing Banshee MEAGER Special: Mortal Strike Wanderer of the Void FILTHY_RICH Special: Level 5 Poison Immunity Ancient Wyrm FILTHY_RICH x 3, Jewel, Level 5 Map Cut: 40 Barbed Leather, 19 rib, 12 Dragon Scales (Red/Yellow/Green/White/Black) Special: Flying, Level 2 Poison Immunity, Breath (20% of current HP, capped at 142) Armored Swamp Dragon Nothing Dragon FILTHY_RICH x 2, Jewel, Level 4 Map Cut: 20 Barbed Leather, 19 rib, 7 Dragon Scales (Red/Yellow) Special: Flying, Auto Dispel, Breath (20% of current HP, capped at 99) Drake RICH, 1-7CS, MNS, Potions, Reagents, Level 3 Map Cut: 20 Horned Leather, 10 rib, 2 Dragon Scales (Red/Yellow) Special: Flying, Breath (20% of current HP, capped at 51) Serpentine Dragon FILTHY_RICH x 2 + RICH, Jewel, Level 4 Map Cut: 20 Barbed Leather, 19 Rib, 6 Dragon Scales (Black/White) Special: Auto Dispel, Breath (20% of current HP, capped at 96), Dragon Team (controls players' dragons) Shadow Wyrm FILTHY_RICH x 3, Jewel, Level 5 Map Cut: 20 Barbed Leather, 19 rib, 10 Dragon Scales (Black) Special: Flying, Level 4 Poison Immunity, Level 4 Poison, Breath (20% of current HP, capped at 119) Skeletal Dragon FILTHY_RICH x 4, Jewel, Level 5 Map Cut: 20 Barbed Leather, 19 Rib Special: Flying, Level 5 Poison Immunity, Breath (20% current HP, capped at 119), Untames pets, Unprovokable Swamp Dragon Cut: 20 Leather, 19 Rib, 5 Dragon Scales (Green) Special: Auto Dispel, Ridable White Wyrm FILTHY_RICH x 3 + AVERAGE, Jewel, Level 4 Map Cut: 20 Barbed Leather, 19 Rib, 9 Dragon Scales (White) Special: Flying Wyvern AVERAGE + MEAGER, 1-7CS, MNS, Lesser Poison Potion, Level 2 Map Cut: 20 Horned Leather, 10 Rib Special: Flying, Level 4 Poison Immunity, Level 4 Poison Acid Elemental RICH + AVERAGE, Jewel, Potions, Arrows, Level 3 Map Special: Corrosion (lowers weapons' durability) Agapite Elemental AVERAGE, Jewel, 25 Agapite Ore, Level 1 Map Special: Level 4 Poison Immunity, Auto Dispel Air Elemental AVERAGE x 2, Jewel, 1-7CS, MNS, Potion, Level 2 Map Blood Elemental FILTHY_RICH x 2, Reagents, Level 5 Map Bronze Elemental AVERAGE, Jewel, 25 Bronze Ore, Level 1 Map Special: Level 4 Poison Immunity, Auto Dispel, Vapor (100% Fire 4 tiles area attack, 20-50 damage over 5-10 seconds) Copper Elemental AVERAGE, Jewel, 25 Copper Ore, Level 1 Map Special: Level 4 Poison Immunity, 50% Damage Reflection (cannot be resisted) Dull Copper AVERAGE, Jewel, 25 Dull Copper Ore Special: Level 4 Poison Immunity, Auto Dispel Earth Elemental AVERAGE x 2, Jewel, 5 Iron Ore, Mandrake Root, Fertile Dirt, Level 1 Map Efreet RICH + AVERAGE, Jewel, Daemon Bone Armor, Level 5 Map Fire Elemental AVERAGE x 2, Jewel, 3 Sulfurous Ash, Level 2 Map Gold Elemental AVERAGE, Jewel, 25 greyen Ore, Level 1 Map Special: Level 4 Poison Immunity, Auto Dispel Ice Elemental AVERAGE x 2, 1-7CS, Potion, Reagent Special: Ice Breath Poison Elemental FILTHY_RICH + RICH, Jewel, 1-7CS, MNS, Lesser Poison Potion, 4 Nightshade, Level 5 Map Special: Level 5 Poison Immunity, Level 5 Poison Shadow Iron Elemental AVERAGE, Jewel, 25 Shadow Ore, Level 1 Map Special: Level 4 Poison Immunity, Immune to Magic, Immune to Pets, Unprovokable Snow Elemental RICH, Iron Ore, Reagent, Level 2 Map Special: Ice Breath Valorite Elemental FILTHY_RICH, Jewel, 25 Valorite Ore, Level 1 Map Special: Level 4 Poison Immunity, Auto Dispel, Vapor (100% Fire 4 tiles area 20-50 damage over 5-10 seconds), 50% Damage Reflect (cannot be resisted), Magic Damage Reflect (reflected damage = damage inflicted on the monster by the spell, cannot be resisted, monster takes no damage), Immune to Pets, Unprovokable Verite Elemental RICH, Jewel, 25 Verite Ore, Level 1 Map Special: Level 4 Poison Immunity, Auto Dispel, attacks lower defender's armor durability Water Elemental AVERAGE x 2, Potion, 3 Black Pearl, Level 2 Map Giant Ice Worm Cut: 15 Leather, 4 Rib Special: Level 3 Poison Immunity, Level 3 Poison, spawns only when a green thorn is planted in a snow field Vorpal Bunny FILTHY_RICH + RICH x 3, 6-10 Carrot, Statue, Brightly Colored Eggs Cut: 1 Leather, Rib Special: Unprovokable, Unpeaceable, spawns only when a green thorn is planted in a green field Whipping Wine Reagent, 1-10 Fertile Dirt, Vines, Executioner's Cap Special: Level 5 Poison Immunity, spawns only when a green thorn is planted in a swamp field Arctic Ogre Lord FILTHY_RICH, Potion, Club, Level 3 Map Cut: 2 Rib Special: Level 2 Poison Immunity Cyclopean Warrior RICH x 2, Potion, Level 3 Map Ettin AVERAGE + MEAGER, Potion, Food Frost Troll AVERAGE, Jewel, Weapon, Level 1 Map Cut: 2 Rib Ogre AVERAGE, Potion, Club Cut: 2 Rib Ogre Lord RICH x 2, Potion, Club, Level 3 Map Cut: 2 Rib Special: Level 2 Poison Immunity Titan FILTHY_RICH, Jewel, 1-7CS, Food Cut: 4 Rib Special: Level 2 Poison Immunity Troll AVERAGE, Level 1 Map Cut: 2 Rib Brigand AVERAGE, Weapon Brigand Leader AVERAGE, Weapon Chaos Dragoon AVERAGE + MEAGER x 2, Jewel, Shirt Special: Breath (20% of current HP, capped at 45), Area Attack, the Swamp Dragon remains if dismounted Chaos Dragoon Lord RICH + AVERAGE, Jewel, Shirt Special: Unprovokable, Unpeaceable, Breath (20% of current HP, capped at 70), Area Attack, the Swamp Dragon disappears if dismounted Controller RICH, Arcane Gem Evil Mage AVERAGE, 1-7CS, MNS, Reagent, Robe, Sandals Cut: Rib Evil Mage Lord AVERAGE, 1-7CS, MNS, Reagent, Robe, Shoes or Sandals Cut: Rib Executioner FILTHY_RICH + MEAGER, Executioner's Axe Special: 50% Damage Reflect (cannot be resisted), Axe bonus damage, Parrying Betrayer RICH, Jewel, Power Crystal, Book Cut: Rib Special: Level 5 Poison Immunity, Unprovokable, Unpeaceable, Paralyzing Blow, Gas Cloud (area attack) Blackthorn Juggernaut RICH x 2, Jewel, Clockwork Assembly, Power Crystal Cut: Rib Special: Level 5 Poison Immunity, Unprovokable, Unpeaceable, Paralyzing Blow Juka Lord RICH, Jewel, Bow, Arrow, Clean Bandage, Arcane Gem Cut: Rib Special: Unprovokable, Unpeaceable, Bandages Self Juka Mage AVERAGE x 2, Jewel, 1-7CS, MNS, Reagent, Arcane Gem Cut: Rib Special: Cures Juka Lords Juka Warrior AVERAGE x 2, Jewel, Weapon, Arcane Gem Cut: rib Special: Concussion Blow Elder Lich FILTHY_RICH x 3, Reagent, Bone Armor, Level 5 Map Special: Level 5 Poison Immunity, Unprovokable, cannot use Hiding while in range Grimmoch Drummel RICH x 2, 50 Arrow, Journal Special: Bow attack Lysander Gathenwale 1-7CS, Reagent, Journal Morg Bergen RICH, Weapon, Armor Revenant Nothing Special: Level 5 Poison Immunity, Auto Dispel, Unprovokable, Leaves no corpse upon death Shadow Fiend Nothing Special: Detect Hidden Spectral Armor RICH Special: Level 2 Poison Immunity Tavara Sewel RICH, Journal Tentacles of the Harrower FILTHY_RICH x 3, Jewel, 1-8CS Special: Level 5 Poison Immunity, Unprovokable, Life Drain, Magic Reflection Undead Brigand MEAGER, Weapon Zealot of Khaldun Knight FILTHY_RICH x 2, Platemail Special: Level 4 Poison Immunity, Unprovokable, turns into a Skeletal Knight when killed Zealot of Khaldun Summoner FILTHY_RICH x 2, Jewel, Reagent Special: Unprovokable, turns into a Skeletal Knight when killed Crystal Elemental AVERAGE Special: Level 5 Poison Immunity, Bleed Attack Sphynx FILTHY_RICH x 2, 1-7CS, MNS Special: Level 2 Poison Immunity, tells fortune in return for 5000gp Treefellow AVERAGE x 2, 23-34 Log Vampire Bat POOR Special: Life Drain Meer Captain MEAGER, Sword, Crossbow, Crossbow Bolt, Reagent Special: Unprovokable, Unpeaceable, Magic Reflection, Bow Attack Meer Eternal FILTHY_RICH x 2, 1-8CS, LNS or Vampiric Embrace, Level 4 Map Special: Level 5 Poison Immunity, Unprovokable, Unpeaceable, Life Drain, Resurrects Meer Mages, Purification (ranged life drain attack, absorbs 80-100% of damage HPs from one target) Meer Mage FILTHY_RICH, 1-7CS, MNS, Daemon Bone Armor, Level 3 Map Special: Level 5 Poison Immunity, Auto Dispel, Untames Pets, Summons Creatures, Insect Swarm Meer Warrior MEAGER Special: Unprovokable, Unpeaceable, Dagger Throw (counterattack upon usage of magic, poison, or Bleed Attack) Arcane Daemon AVERAGE Special: Level 4 Poison Immunity, Concussion Blow Bog Thing AVERAGE, Reagent, 2 Plain Seed, 10 Board or Log Special: Level 5 Poison Immunity, Creates Boglings, Absorbs Boglings Bogling MEAGER, Plain Seed, 4 Log Cut: 6 Leather, Rib Special: Level 5 Poison Immunity Centaur RICH + AVERAGE, Jewel, 60 Arrow Cut: 8 Spined Leather, Rib Special: Bow Attack Chaos Daemon AVERAGE Corpser MEAGER, 3 Mandrake Root, 10 Board Special: Level 1 Poison Immunity Dire Wolf Cut: 7 Spined Leather, rib Doppleganger AVERAGE Elder Gazer FILTHY_RICH + RICH, Jewel Cut: Rib Ethereal Warrior RICH x 3, Jewel Cut: 100 Feather Special: Flying, Life Drain, Mana Drain, Stamina Drain Exodus Minion RICH + AVERAGE, Arcane Gem, Clockwork Assembly, 2 Power Crystal Special: more... Exodus Overseer RICH, Arcane Gem, CLockwork Assembly, Power Crystal Special: more... Fire Steed Jewel, Sulfurous Ash Special: Breath (20% of current HP, capped at 48), Ridable Frenzied Ostard Cut: 3 Rib Special: Ridable Frost Ooze Jewel Special: Corrosion (lowers weapons' durability) Gazer AVERAGE, Potion, 4 Nightshade, Level 1 Map Cut: Rib Gazer Larva MEAGER (gold only: 23-50), 3 Nightshade Cut: Rib Giant Scorpion MEAGER, Lesser Poison Potion Cut: Rib Special: Level 3 Poison Immunity, Level 3 or 4 Poison Giant Toad POOR Cut: 12 Spined Leather, Rib Golem 13-21 Iron Ingot, Arcane Gem, Clockwork Assembly, Power Crystal Special: more... Harpy MEAGER x 2 Cut: 50 Feather, 4 Raw Bird Special: Flying Headless One POOR, Body Parts Cut: Rib Hell Hound AVERAGE + MEAGER, 5 Sulfurous Ash, Rib Special: Breath (20% of current HP, capped at 25) Hellcat MEAGER Cut: 10 Spined Leather, Rib Special: Breath (20% of current HP, capped at 13) Hellcat (Predator) AVERAGE Cut: 10 Spined Leather, Rib Special: Breath (20% of current HP, capped at 26) Ki-rin RICH, 1-7CS, LNS, Potion Cut: 10 Horned Leather, 3 Rib Special: Ridable (males only), casts Thunder on enemy when rider's HPs go below 30% Kraken RICH, Rope, Level 4 Map, MIB (only via a special fishing net) Special: Breath (20% of current HP, capped at 93, only when fished with a special fishing net) Lava Lizard MEAGER, 4-14 Sulfurous Ash Cut: 12 Spined Leather, Rib Special: Breath (20% of current HP, capped at 18) Lizardman MEAGER, Weapon Cut: 12 Spined Leather, Rib Nightmare RICH, 1-7CS, LNS, Potion, 3 Sulfurous ASh Cut: 10 Barbed Leather, 5 Rib Special: Breath (20% of current HP, capped at 63) Phoenix FILTHY_RICH + RICH, Accessory Cut: Raw Bird, 36 Feather Special: Flying, Fire Aura Pixie/Sprite Jewel, 1-7CS, Statue Cut: 5 Spined Leather, Rib Special: more... Plague Beast FILTHY_RICH, Jewel, Platemail, Healthy Gland Special: Level 5 Poison Immunity, Auto Dispel, Poison Breath, creates Plague Spawns, absorbs corpses Plague Spawn POOR, Jewel Special: Level 5 Poison Immunity, diseappears after 5 minutes Quagmire AVERAGE Special: Level 5 Poison Immunity, Level 5 Poison Reaper AVERAGE, 10 Log, 5 Mandrake Root Special: Level 2 Poison Immunity Sand Vortex RICH (grey only: 160-250), Bone, Level 4 Map Special: more... Shadow Wisp Bone or Body Parts Slime POOR Special: Level 1 Poison Immunity, Level 1 Poison, Corrosion (lowers weapons' durability) Stone Harpy AVERAGE x 2, Jewel Cut: 50 Leather, Rib Special: Flying Swamp Tentacle AVERAGE, Reagent Special: Level 2 Poison Immunity Unicorn RICH, 1-7CS, LNS, Potion Cut: 10 Horned Leather, 3 Rib Special: Ridable (females only), casts Cure on rider if poisoned and HP below 30% Wisp RICH + AVERAGE Ophidian Apprentice Mage/Shaman AVERAGE, 1-7CS, LNS, Reagent, Potion, Level 2 Map Ophidian Justicar/Zealot RICH, 1-7CS, MNS, Reagent Ophidian Knight-Errant/Avenger RICH x 2, Jewel, Potion, Weapon, Level 3 Map Special: Level 5 Poison Immunity, Level 5 Poison Ophidian Matriarch RICH + AVERAGE, 1-7CS, MNS, Reagent, Level 4 Map Special: Level 3 Poison Immunity Ophidian Warrior/Enforcer AVERAGE + MEAGER, Jewel, Level 1 Map Orc MEAGER, Bola Ball, Misc Cut: Rib Orc Bomber AVERAGE x 2, Lesser Explotion Potion, Bola Ball, Reagent Cut: Rib Special: Unprovokable, Bomb Attack Orc Brute FILTHY_RICH, Bola Ball, Mask of Orcish Kin, 10 Ingot, 25 Shadow Ore Cut: 2 Rib Special: Level 5 Poison Immunity, Unprovokable, Unpeaceable, Auto Dispel, throws Orcs (!), Mace Attack Orc Captain MEATER x 2, Orc Helm Cut: Rib Orc Chopper AVERAGE, Log or Board Cut: Rib Special: Area Attack Orc Scout AVERAGE, Orcish Bow, Arrow, Clean Bandage, Food Cut: Rib Special: Teleport, Hiding, Bandage Self, Bow Attack Orcish Lord AVERAGE + MEAGER, Bola Ball, Evil Orc Helm Cut: Rib Orcish Mage AVERAGE, 1-7CS, LNS, Reagent, Mask of Orcish Kin, Level 1 Map Cut: Rib Giant Rat POOR Cut: 6 Leather, Rib Ratman MEAGER, Weapon, Misc Cut: 8 Spined Leather, Rib Ratman Archer RICH, Bow, 50 Arrow Cut: 8 Spined Leather, Rib Special: Bow Attack Ratman Shaman RICH, 1-7CS, LNS, Reagent, Statue Cut: 8 Spined Leather, Rib Sewer Rat POOR Cut: Rib Savage Shaman AVERAGE, Deer Mask, Tribal Berry, Bone Armor, Reagent Cut: Rib Savage (Female) MEAGER, Tribal Mask, Mask of Orcish Kin, Tribal Berry, Bone Armor, Clean Bandage Cut: Rib Special: Bandage Self, Dismount with bola ball Savage (Male) MEAGER, Tribal Mask, Mask of Orcish Kin, Bola Ball, Bone Armor, Clean Bandage Special: Bandage Self Savage (Mounted) AVERAGE, Bear Mask, Tribal Spear, Bola Ball, Bone Armor Cut: Rib Special: Area Attack, Bandage Self Deep Sea Serpent MEAGER, Reagent, Level 1 Map (Fishing only), Special Fishing Net (Fishing only), MIB (Fishing only) Cut: 10 Horned Leather, 10 Rib, 8 Sea Serpent Scales Special: Breath (20% of current HP, capped at 51) Giant Ice Serpent MEAGER, Body Parts, Armor, Glacial Staff Cut: 15 Spined Leather, 4 Rib Giant Serpent AVERAGE, Body Parts Cut: 15 Spined Leather, 4 Rib Special: Level 3 Poison Immunity, Level 3 or 4 Poison Ice Snake MEAGER Cut: Rib Lava Serpent AVERAGE, 3 Sulfurous Ash, Bone Cut: 15 Spined Leather, Rib Special: Breath (20% of current HP, capped at 49), Fire Aura Lava Snake POOR, Sulfurous Ash Cut: Rib Special: Breath (20% of current HP, capped at 6) Sea Serpent MEAGER, Reagent, Level 2 Map, Level 1 Map (Fishing only), Special Fishing Net (Fishing only), MIB (Fishing only) Cut: 10 Horned Leather, Raw Fish Steak, 8 Sea Serpent Scales Silver Serpent AVERAGE, Jewel Cut: Rib Special: Level 5 Poison Immunity, Level 5 Poison Snake Cut: Rib Special: Level 1 Poison Immunity, Level 1 Poison Ant Lion AVERAGE (gold only: 55-100), Jewel, Fertile Dirt, 3 Bone, Dull Copper or Shadow or Copper or Bronze Ore Special: Moves and recovers HP underground Solen Infiltrator (Queen/Warrior) RICH (gold only: 160-250), Jewel, Zoogi Fungus, Picnic Basket, Bracelet of Binding Solen Queen FILTHY_RICH (gold only: 202-400gp), Jewel, 5 or 25 Zoogi fungus, Picnic Basket, Crystal Ball of Pet Summoning Special: see stratics Solen Warrior RICH (gold only: 160-250), Jewel, 3 or 13 Zoogi Fungus, Picnic Basket, Bracelet of Binding Special: Spits acid, drops acid on the ground when near death Solen Worker AVERAGE (gold only: 55-100), Jewel, Zoogi Fungus, Picnic Basket, Bracelet of Binding Giant Beetle Nothing Special: Ridable, must be beaten into submission before taming, speed burst when hit with magic Dread Spider FILTHY_RICH, 8 Spider Silk Special: Level 5 Poison Immunity, Level 5 Poison Frost Spider MEAGER + POOR, 7 Spider Silk Giant Black Widow AVERAGE, 5 Spider Silk, Lesser Poison Potion Special: Level 4 Poison Immunity, Level 4 Poison Giant Spider POOR, 5 Spider Silk Special: Level 2 Poison Immunity, Level 2 Poison Terathan Avenger RICH x 2, Armor, Level 3 Map Cut: 2 Rib Special: Level 4 Poison Immunity, Level 4 Poison Terathan Drone MEAGER, Weapon, 2 Spider Silk Cut: 4 Rib Terathan Matriarch RICH + AVERAGE, Jewel, 1-7CS, MNS, 5 Spider Silk, Necromancy Reagent, Level 4 Map Cut: 4 Rib Terathan Warrior AVERAGE + MEAGER, Level 1 Map Cut: 4 Rib Ghoul/Bogle MEAGER, Weapon Special: Level 2 Poison Immunity Lich RICH + Average, 1-7CS, MNS, Necromancy Reagent, Level 3 Map Special: Level 5 Poison Immunity Lich Lord FILTHY_RICH, 1-7CS, MNS, Necromancy Reagent, Level 4 Map Special: Level 5 Poison Immunity Mummy RICH, Jewel, Reagent, Potion, Clean Bandage, Level 1 Map Special: Level 1 Poison Immunity Restless Soul POOR Rotting Corpse FILTHY_RICH Special: Level 5 Poison Immunity, Level 5 Poison Shade/Spectre/Wraith MEAGER, Reagent Special: Level 5 Poison Immunity Skeletal Knight/Bone Knight AVERAGE + MEAGER, Weapon, Armor Skeletal Mage/Bone Magi AVERAGE, 1-7CS, LNS, Reagent, Potion, Bone Special: Level 2 Poison Immunity Skeleton POOR, Bone Armor Special: Level 1 Poison Immunity Zombie MEAGER, Body Parts, Bone Special: Level 2 Poison Immunity Barracoon the Piper ULTRA_RICH x 4 + FILTHY_RICH, Jewel, Skull of Greed Special: Level 4 Poison Immunity, Unprovokable, Summons Rats, turns players into rats, turns into a rat when fleeing Lord Oaks ULTRA_RICH x 3, Jewel, Skull of Enlightenment Special: Level 4 Poison Immunity, Unprovokable, Flying, Summons Silvani, Summons Pixies (as long as Silvani is alive) Mephitis the Spider ULTRA_RICH x 3, Skull of Venom Special: Level 5 Poison Immunity, Level 5 Poison, Spider Web (stuns players and pulls them in) Neira the Necromancer ULTRA_RICH x 4 + FILTHY_RICH + MEAGER, Skull of Death Special: Level 4 Poison Immunity, Unprovokable, throws Bones upon hit, drops Unholy Bones Rikktor the Dragon ULTRA_RICH x 3, Jewel, Skull of Power Cut: 120 Dragon Scale (20 for each color) Special: Level 5 Poison Immunity, Unprovokable, Earthquake (area attack) Semidar the Succubus Queen ULTRA_RICH x 4 + FILTHY_RICH, Jewel, Skull of Pain Special: Level 5 Poison Immunity, Life Drain, can be the second target of Provocation but not the first, Magic Reflection (males only) Silvani the Sprite Queen ULTRA_RICH x 2, Level 5 Map Special: Level 2 Poison Immunity, Flying, can be the second target of Provocation but not the first, spawns Pixies The Harrower Nothing Special: Level 5 Poison Immunity, Auto Dispel, Unprovokable The True Harrower SUPER_BOSS x 2 + MEAGER Special: Level 5 Poison Immunity, Life Drain, Unprovokable, Auto Dispel, pulls in players, removes players' corpses Abyssmal Horror ULTRA_RICH Special: Level 5 Poison Immunity, Unprovokable Bone Daemon ULTRA_RICH Special: Level 5 Poison Immunity, Unprovokable, Unpeaceable Daemon Knight (the Dark Father) SUPER_BOSS x 2 Special: Level 5 Poison Immunity, Unprovokable, drops Unholy Bones Darknight Creeper ULTRA_RICH Special: Level 5 Poison Immunity, Level 5 Poison, Unprovokable Fleshrenderer ULTRA_RICH x 2 Special: Level 5 Poison Immunity, Unpeaceable, can be the second target of Provocation (but not the first) Impaler ULTRA_RICH x 2 Special: Level 3 Poison Immunity, Level 3 or 4 Poison, Unprovokable The Shadow Knight ULTRA_RICH x 2 Special: Level 5 Poison Immunity, Unprovokable, uses Paladin spells |
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#4 (permalink) | |
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Join Date: Oct 2003
Age: 64
Posts: 123
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#7 (permalink) |
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Join Date: Oct 2003
Age: 64
Posts: 123
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Some data on skills...
Alchemy Done When throwing an explosion potion, a bonus damage of (Alchemy / 5) is added to the standard damage. Standard damage is as follows:
In case of multiple targets, the damage to each target is (Damage / (number of targets - 1)) Anatomy Done already 1) Direct usage, shows target's STR and DEX values, and at 65 and up the stamina as well (in 10% units, rounded down) 2) At 65.1 when using Healing there is a chance to cure poison, at 80.1 to resurrect the target 3) A damage bonus is applied to the following combat skills: Anatomy, Swordmanship, Mace Fighting, Fencing, Archery and Wrestling. The bonus is calculated as follows: Anatomy < 100: Bonus % = (Anatomy x 10) / 20 Anatomy >= 100: Bonus % = ((Anatomy x 10) + 100) / 20 4) It is required for Wrestling's special move Paralyzing Blow Animal Lore Done already Animal Lore < 100: usable only on owned tamed pets 100 <= Animal Lore < 110: usable on any tamed pets Animal Lore >= 110: usable on any creature Loyalty ratings: TODO 1-9: Confused 10-19: Extremely Unhappy 20-29: Rather Unhappy 30-39: Unhappy 40-49: Content, I suppose 50-59: Content 60-69: Happy 70-79: Rather Happy 80-89: Very Happy 90-99: Extremely Happy 100: Wonderfully Happy Done already Giving food to a pet raises its loyalty rating by 1, and it also raises the pet's stamina by ((number of food items in the stack x 15) - 50). Done already? When giving orders to pets: Order Skill (OS) = (Taming x 0.8) + (Animal Lore x 0.2) Order Bonus (OB) is: OS > min. req. Taming: OB = (OS - min. req. Taming) x 6 OS <= min. req. Taming: OB = (min. req. Taming - OS) x 14 Order Chance % (OC) is [see Animal Taming for TD]: TD <= 540: 100% TD > 540: (70 + OB) % If TD > 540 then: OC < 0: OC = 0% OC < 20: OC = 20% OC > 99: OC = 99% OC% = OC% - (100 - Loyalty) If command = guard then OC% += 30 If everything went right, the minimum required OS should be 0 for TD <= 540 and (min. req. Taming - 5) for TD > 540. Animal Taming Done already? Taming Difficulty (TD) = (Animal's min. required skill x 10) + 249 Taming % = (Taming - (TD / 10)) x 2 + 50 If Taming == TD then Taming % = 0.2% When transfering a pet, the new owner must have the minimum required Animal Taming to tame the pet. Archery Done already Hit chance % = 50 x ((attacker weapon skill / 20) / (defender weapon skill / 20)) I'm not sure why it says "defender WEAPON skill", I'd guess you'd check your hit % against equipment/defense skills or something. Chivalry Done already Spell success % = 2.0 x (Chivalry - Spell min. required skill) Done Cleanse by Fire (Min. required skill: 5, Mana: 10, Tithing points: 10, Cast time: 1s) Damage = 50 - (sqrt(karma + 20000 + (Chivalry x 100)) / 4) Done Close Wounds (0 / 10 / 10 / 1.5s) HP cured = (sqrt(karma + 20000 + (Chivalry x 100)) / 6) + (0-2) Done Consecrate Weapon (15 / 10 / 10 / 0.5s) Duration = (sqrt(karma + 20000 + (Chivalry x 100)) / 20) seconds TODO Dispel Evil (35 / 10 / 10 / 0.25s) Dispels all evil summons within a 8 tile radius, makes all evil creatures flee for 2 seconds, and lowers any transformed necromancer's mana and stamina if within range. Dispel Will (DW) = (sqrt(karma + 20000 + (Chivalry x 100)) / 2) Dispel Difficulty (DD) and Dispel Focus (DF) vary according to the creature. Here is a list: Revenant (800 DD, 40 DF), Energy Vortex (800/40), Air/Earth/Fire/Water Elemental (1175/90), Summon Daemon (1250/90), Blade Spirits (0/40), Summon Creature (0/40) Dispel % = (500 + ((100 x ((Chivalry x 10) - DD)) / DF)) / (10 x DW) / 100 Flee % = (100 - sqrt(target fame / 2)) / (100 x ((Chivalry x 10) / 2 x DW)) / 100 Drain % = (50 x (Chivalry - target's necromancy)) Note: if target's necromancy is 0 then treat it as 1 If the drain is successful: Drained mana/stamina = (5 x DW) / 100 Done Divine Fury (25 / 15 / 10 / 1s) Duration = (sqrt(karma + 20000 + (Chivalry x 100)) / 10) seconds Effect: +10% Hit, +10% Swing Speed, +10% Damage, -20% Evade (defense?) Note: if cast again while active, the timer will reset. Done Enemy of One (45 / 20 / 10 / 0.25s) Duration: (sqrt(karma + 20000 + (Chivalry x 100))) seconds Effect: +50% Damage to that kind of monster, +100% Damage from that kind of monster Done Holy Light (55 / 10 / 10 / 0.75s) Damage = ((sqrt(karma + 20000 + (Chivalry x 100))) / 10) + (0-2) Note: affects all enemies within 3 tiles from the caster Done Noble Sacrifice (65 / 20 / 30 / 1.5s) HP cured = ((sqrt(karma + 20000 + (Chivalry x 100))) / 10) + (0-2) Effect: all friend players within 5 tiles from the caster are resurrected (if dead), cured of (HP cured) HPs, cured from poison, and uncursed (same effect as the Remove Curse spell). The caster's HP, mana and stamina are all set to 1. Done Remove Curse (5 / 20 / 10 / 1.5s) Success rate: karma < -5000: 0% -5000 <= karma < 0: (sqrt(20000 - mod(karma)) - 122) % 0 <= karma < 5625: (sqrt(karma) + 25) % karma >= 5625: 100% Done already Sacred Journey (15 / 10 / 15 / 1.5s) Not much to say. Evaluating Intelligence Damage bonus is applied after Inscription bonus (see below). Spell new damage = (Spell base damage x (30 + (9 x (Eva Int / 10)))) / 100 (rounded down) Note: as of Publish 19 a (INT / 10) % Spell damage bonus has been added for spells cast by PCs versus PCs/NPCs. It doesn't say if it is to be applied before or after this one though. Also as of Publish 19 all middle to upper circle spells' damage has been raised by 1-3 (random) points (no clue as to which circles are considered "middle to upper", I'd guess 5-8?). Focus/Meditation Done already? Meditation Bonus (MB) = (150 x Meditation) + (50 x INT) If Meditation >= 100.0 then MB = MB + MB/10 (rounded down) Active meditation: MB = (MB x 2) / 2000 (rounded down) Passive meditation: MB = MB / 2000 (rounded down) Mana regen rate (over 10 seconds) = 2 + MB + (Focus / 20) + Equipment Bonus (rounded down) Note: if this is 0, you gain no mana. If this is negative (say, -1), you lose 1 mana point every 10 seconds. Mana regen rate (per second) = 10 / Mana regen rate over 10 seconds Hiding Is this right? 33 tiles away at 50 hiding? Yes it is right (I didn't typo it, that is). When attempting to hide during combat, the number of tiles you need to put between you and your attacker is: tiles = ((100 - Hiding) / 2) + 8 Inscription Spell bonus is as follows: Inscription < 100: Spell bonus % = (Inscription / 20) Inscription >= 100: Spell bonus % = ((Inscription + 100) / 20) (How do you get > 100 Inscription anyway?) Spell new damage = Spell base damage + (100 + Spell Bonus) / 100 Note: Inscription damage bonus is applied before applying Evaluating Intelligence's bonus Lockpicking Lock Level 1: 25.0 (or 50.0 Magery) Lock Level 2: 76.0 (or 100.0 Magery) Lock Level 3: 84.0 (or 120.0 Magery) Lock Level 4: 92.0 Lock Level 5: 100.0 Lumberjacking Done already Damage bonus (axes only) is as follows: Lumberjacking < 100: (Lumberjacking x 10) / 50 Lumberjacking >= 100: ((Lumberjacking x 10) + 500) / 50 Magery Done already Casting Time = ((Circle + 2) - Faster Casting Bonus) / 4 seconds (minimum 0) (duh) For Blade Spirits and Summon Creature, Casting Time *= 5 Recovery Time = (6 - Faster Cast Recovery Bonus) / 4 Cast Difficulty (CD) = (Circle - 1) x 1000 / 7 Cast Success % (CS) = 50 + 2.5 x (Magery - CD / 10) Minimum Magery required to cast = (CD / 10) - 19.9 (Success chance = 0.25%) 50% Success minimum Magery: CD / 10 100% Success minimum Magery: (CD / 10) + 20 FIRST CIRCLE Done Clumsy/Feeblemind/Weaken Duration: 6 x (Eva / 5 + 1) seconds Effect: Reduces target's DEX/INT/STR by (8 + (Eva / 10) - (Res Spells / 10)) % Heal Cured HPs: 1d4 + (Magery / 12) HPs (rounded down) Magic Arrow Damage: 1d4 + 10 (Fire) Night Sight Duration: until next morning Effect: light is raised proportionally to target's magery. If target has no magery it will not do anything. SECOND CIRCLE Done Agility/Cunning/Strength Duration: 6 x (Eva / 5 + 1) seconds (rounded down) Effect: Raises DEX/INT/STR by (Eva / 10 + 1) % Cure Found the formula, it was hidden. ![]() Cure chance = (((Magery x 75) - (Poison Level x 1750) + 10000) / 100) - 1 Harm Damage: 1d5 + 17 (Cold) Note: damage is halved at 2 tiles, reduced at 1/4 at 3+ tiles. Magic Trap Damage = 10-50 (not resistable) THIRD CIRCLE Done Bless Duration: Same as Agility/Cunning/Strength Effect: Agility + Cunning + Strength Fireball Damage: 1d5 + 19 (Fire) Poison Poison Strength (PS) = Magery + Poisoning 0 < PS <= 130.1: Poison Level (PL) = 1 130.1 < PS <= 170.1: Poison Level = 2 170.1 < PS <= 199.9: Poison Level = 3 PS >= 200: Poison Level = 4 If the target is not within 2 tiles from the caster, PL = 1 Wall of Stone Duration: 10 seconds FOURTH CIRCLE Done Curse Duration: See Clumsy/Feeblemind/Weaken Effect: Clumsy + Feeblemind + Weaken Note: When cast from a player on a player lowers all elemental resistances to 60 (if higher). Fire Field Damage: 2 hp/second (Fire) Duration: (15 + Magery x 2) / 4 seconds Lightning Damage: 1d4 + 22 (Energy) FIFTH CIRCLE Done Blade Spirits Duration: 120 seconds Note: targets the creature with the highest ((STR + Tactics) / Distance) value, Dispel Difficulty 0, Dispel Focus 40 Incognito Duration: 6 x (Eva / 5 + 1) seconds Effect: Changes player's name, appearance, and removes guild tag if any Mind Blast Damage = (Magery + INT) / 5 + (0-4) (Cold) Paralyze Duration on PCs: 2 + (Eva / 10) - (Res / 10) seconds Duration on NPCs: above x 3 Poison Field Duration: (15 + Magery x 2) / 5 seconds Poison Level: see Poison (with tiles = 0) Summon Creature Duration: 20 x (Magery / 5) seconds Note: 2 control slots, Dispel Difficulty 0, Dispel Focus 40 SIXTH CIRCLE Done Dispel Dispel Chance % = (500 + ((100 x (Magery x 10) - Dispel Difficulty)) / Dispel Focus) / 10 Note: on Trammel you can't dispel other people's evocations, but you CAN dispel yours. It doesn't mention Ilshenar/Malas, you may want to check that out. Energy Bolt Damage: 1d5 + 38 (Energy) Explosion Damage: 1d5 + 38 (Fire) Note: delayed (2 seconds) Invisibility Duration: 6 x (Eva / 5 + 1) seconds TODO: Range? Reveal Reveals hidden players/monsters within 2 tiles from the target tile it was cast. SEVENTH CIRCLE Done Chain Lightning Damage: 1d5 + 48 (Energy) Note: affects all targets within 2 tiles from the targeted tile. If there are more than two targets, damage is distributed as follows: (spell damage x 2) / (number of targets) Energy Field Duration: (15 + Magery x 2) / 7 seconds Flame Strike Damage: 1d5 + 48 (Fire) Mana Vampire Targeted on PCs: drained mana = (Eva - Res Spells) Targeted on NPCs: drained mana = above / 2 TODO: Range? Mass Dispel Effect: Dispels all creatures within 2 tiles from the targeted tile (same rules as Dispel) Meteor Swarm Damage: see Chain Lightning Polymorph Duration: (Magery) seconds EIGHTH CIRCLE Done TODO: Range? Earthquake Targets all living things in sight. Damage to PCs: (current HP / 2) + (0-15) Damage to NPCs: (current HP / 2) Minimum damage: 15 Maximum damage: 100 Energy Vortex Duration: 90 seconds Note: chooses target based on highest ((INT + Magery) / Distance) value. Dispel Difficulty 800, Dispel Focus 40 Summon Daemon/Air/Earth/Fire/Water Elemental Duration: 20 x (Magery / 5) seconds Slots: 5 / 2 / 2 / 4 / 3 Dispel Difficulty: 1240 / 1175 / 1175 / 1175 / 1175 Dispel Focus: 90 / 90 / 90 / 90 / 90 Necromancy Done already SD = Spell Difficulty (see spells) Spell success chance % = 2.5 x (Necromancy - SD / 10) + 50 Minimum Necromancy required to cast = (SD / 10) - 19.9 (Success chance = 0.25%) 50% Success minimum Necromancy: SD / 10 100% Success minimum Necromancy: (SD / 10) + 20 TODO: Testing showed otherwise, repeat test on osi Karma Loss = (- (SD x 20) - (current Karma)) / 100 (if positive, loss = 0) Already done Animate Dead (SD: 599, min. skill: 40, mana cost: 23, cast time: 1.5s) Raise Skill (RS) = (Necromancy x 3 + Spirit Speak x 7) / 10 Maximum Fame = RS x 18 (if greater than 18000 everything can be animated) Notes: White (channeled) corpses and corpses with fame <= 100 cannot be animated. Animated creatures take 0 slots unless they're ridable (1 slot). Only 3 creatures can be animated at a time, if a fourth is animated, the first one will disappear. If the necromancer is riding an animated creature, it will not disappear even if the limit is reached. The animated creature(s) will attack the first target they see (with the exception of players, other animated creatures, and pets). When they attack a target, they won't switch targets until the first one is dead. If there are no valid targets, the animated creatures will follow the necromancer. All animated creatures will always walk. When they die, they leave no corpse. All animated creatures are unprovokable, and lose 1 hp every 2 seconds. Their Fame and karma values are 0 and -1500 respectively, and they have no equipment/loot. Blood Oath (399, 20, 13, 1.5) Duration: 8 + ((Spirit Speak - Resisting Spells) / 8) seconds (minimum 2) Effect: +20% Damage towards target, 5/6 of received damage becomes direct (not resistable) Note: you cannot have Blood Oath cast on more than one target at the same time TODO: check -15 or -10 ? Corpse Skin (399, 20, 11, 2s) Duration: 40 + ((Spirit Speak - Res Spells) x 10 / 25) seconds (if cast on self, Res Spells = 0) Effect: Physical and Cold Resistance +10, Fire and Poison Resistance -15. Note: if cast again, the timer will reset. TODO: Check duration Curse Weapon (199, 0, 7, 1s) Duration: ((Spirit Speak / 30) x 10) + 1 seconds Effect: Weapon gains a 50% Life Drain attribute Evil Omen (399, 20, 11, 1s) Duration: until the target is hit Effect: target sustains 25% more damage, Resisting Spells is reduced by 50% (applies to Clumsy, Curse, Feeblemind, Mana Drain, Mana Vampire, Mass Curse, Paralyze, Paralyze Field, Poison, Poison Field, Weaken, Blood Oath, Corpse Skin, Mind Rot, Pain Spike), and Poison Level is increased by 1 (applies to poison received from monsters, Infectious Strike, Poison/Poison Field, Poison Potions and Poison Gas Cloud traps). Done Horrific Beast (599, 40, 11, 4s) Effects: +25% Damage (Weapons/Wrestling), HP Regen +2 (+20 HP over 10 seconds), cannot ride any creatures, cannot cast any spells except for Horrific Beast, Lich Form, Vampiric Embrace and Wraith Form. Check fire resist, hp regen Lich Form (899, 70, 23, 4s) Effects: Cold and Poison Resistance +10, Fire Resistance -10, HP Regen -0.5 (-5 HP over 10 seconds), Mana Regen +1.3 (13 mana over 10 seconds), +25% Damage taken from Undead Slayer weapons, cannot ride any creatures. Done Mind Rot (499, 30, 17, 1.5s) Duration: 20 + ((Spirit Speak - Res Spells) / 5) seconds (when cast on self Res Spells = 0) Effect on PCs: Mana cost + 25% Effect on NPCs: Mana cost +100% Note: if cast again, the timer will reset. What's that note about? Was this changed recently? No, it's just the spell description in the table, which means that according to the guide, it used to work like that in Publish 18... can't say if it was changed recently. Pain Spike (399, 20, 5, 1s) Duration: 10 seconds Damage: 30 + ((Spirit Speak - Resisting Spells) / 10) (Direct, not resistable) Note: 3-7 damage is dealt upon cast, the rest is dealt in (3-7) batches over 2 seconds intervals. At the end of the 10 seconds duration all the damage left is dealt. As soon as the whole damage is dealt, the spell effect wears off. Done Poison Strike (699, 50, 17, 2) Target Damage (TD): (34-38) x ((300 + (Spirit Speak x 9)) / 1000) (rounded down) Area Damage = (TD / (distance + 1)) Note: the damage is dealt to all enemy creatures within 2 tiles from the target. Only the Target Damage is applied to the target, the rest is applied to targets in the area depending on their distance from the target. Already done? Strangle (849, 65, 29, 2.5s) Strangle Power (SP) = (Spirit Speak / 10) (minimum 4) Intervals Count (IC) = SP - 1 Random (R) = random value between -2 and 1 Damage to PCs = (IC + R) x (300 - ((target's current stamina / target's maximum stamina) x 200)) / 100 Damage to NPCs = (IC + (R x 1.75)) x (300 - ((target's current stamina / target's maximum stamina) x 200)) / 100 Note: First damage is dealt after 5 seconds, then with intervals of 4, 3, 2, then 1 second. If cast again, the timer will reset. Summon Familiar (499, 30, 17, 4s)
Done Scavenger: Every 5-10 seconds the creature grabs the nearest items (up to 3) at its feet and puts them in its backpack. Items must be within 3 tiles from the creature, visible, must fit in the backpack, and can be stacked or locked down (odd...). Negative Energy Flare: the creature "flares" every 5-30 seconds. The caster, all friendly PCs/pets and negative karma creatures within 5 tiles regain 1 to (mod(target karma / 2000) + 5) mana (random value) each flare. All enemy PCs/pets/monsters and positive karma creatures cannot see the flares, and lose 1 to (mod(target karma / 1000) + 10) mana (random value) each flare. Already done Wolf Mastery: Reduces minimum required Taming skill for wolves to 0. Applies to Dark Wolf, Silver Wolf, Dire Wolf, Grey Wolf, Timber Wolf, White Wolf. Snake Charming: allows controlling of snakes within 14 tiles without having to tame them first. To pick a target, doubleclick on the snake and then on the target. To stop the attack, doubleclick on the snake twice. Applies to Snakes, Ice Snakes, Lava Snakes, Giant Serpents, Ice Serpents, Lava Serpents, Silver Serpents. Done Blood Puppy: 100% Life Drain, transfers the drained HPs to its master if it's within 2 tiles, drains them itself otherwise. TODO: 1/5 hps every 5 seconds Notes: all creatures take 1 slot, there can only be one at a time, they automatically attack owner's enemies (but not other monsters), can be released from the context menu, they follow the owner unless ordered otherwise, if the owner hides (Invisibility/Hiding) they do too, they won't follow the master if he recalls, if the owner is not in sight for 3 minutes they start losing 1/5 hps every 5 seconds until they die, they are immune to all bard skills, their Resisting Spells value is the same as the owner's, but all resistances are the same as the creature's species. Already done Vampiric Embrace (1000, 99, 23, 4s) Effects: Stamina Regen +1.5 (15 points over 10 seconds), Mana Regen +0.3 (3 points over 10 seconds), Fire Resistance -25, 20% Life Drain, +25% Damage from Undead Slayer weapons, 17-23 Damage taken for each spell that uses Garlic, cannot use cure potions, Level 4 Poison Immunity. TODO: detect hidden Vengeful Spirit (999, 80, 41, 8s) Duration: 10 + (Spirit Speak x 80) / 120 seconds Resistance Bonus (RB) = (Spirit Speak x 20) / 120 Note: takes 3 control slots, transparent, immune to all bard skills, can teleport near target, can use Detect Hidden within 3 tiles from target, STR: 200, HP: 200, DEX: 150, Stamina: 150, INT: 150, Mana: 150, +1 hp/sec, Tactics: 100, Sword: (Spirit Speak), Res Spells: (Spirit Speak), Detecting Hidden: (Spirit Speak x 3) / 4, Dispel Difficulty: 800, Dispel Focus: 40, Physical/Cold/Energy Resistance: (40-50) + RB, Fire Resistance: 0 + RB, Poison Resistance: 100 (Immune to Poison) Done Wither (799, 60, 23, 1.5s) Damage = (30-35) x (300 + (Target's karma / 100) + (Spirit Speak x 10)) / 1000 Note: affects all monster within 5 tiles from the target TODO: Stamina loss? Wraith Form (399, 20, 17, 4s) Mana Leech Bonus % = (damage x (5 + (15 x Spirit Speak / 100)) / 100 Effects: Physical Resistance +10, Fire Resistance -25, Cold/Poison/Energy Resistance -5, +25% Damage from Undead Slayer weapons, can walk through other characters with no stamina loss (players can also walk through the necromancer in wraith form without stamina loss though). Parrying Parry % = (Parrying / 4) If Parrying >= 100 then Parry % = Parry % + 5 If no shield is worn then Parry % = Parry % / 2 Poisoning Level 1 (Lesser Poison) Usages: 18 Damage to PCs: 5-10% of target's HPs (minimum 4) Damage to NPCs: 4-8 Damage delay: 3 seconds after poisoning, then 2 seconds intervals for 8-12 rounds Cure chance: LCP: 75%, CP: 100%, GCP: 100% Level 2 (Poison) Usages: 16 Damage to PCs: 10-14.5% of target's HPs (minimum 8) Damage to NPCs: 6-12 Damage delay: 3 seconds after poisoning, then 3 seconds intervals for 9-13 rounds Cure chance: LCP: 50%, CP: 95%, GCP: 100% Level 3 (Greater Poison) Usages: 14 Damage to PCs: 12.5-20% of target's HPs (minimum 12) Damage to NPCs: 16-32 Damage delay: 3 seconds after poisoning, then 4 seconds intervals for 10-14 rounds Cure chance: LCP: 25%, CP: 75%, GCP: 100% Level 4 (Deadly Poison) Usages: 12 Damage to PCs: 25-33% of target's HPs (minimum 16) Damage to NPCs: 24-48 Damage delay: 3 seconds after poisoning, then 5 seconds intervals for 11-15 rounds Cure chance: LCP: 0%, CP: 50%, GCP: 95% Level 5 (Lethal Poison) Usages: -- Damage to PCs: 33-50% of target's HPs (minimum 25) Damage to NPCs: 30-50 Damage delay: 3 seconds after poisoning, then 5 seconds intervals for 12-16 rounds Cure chance: LCP: 0%, CP: 25%, GCP: 75% Note: damages listed are with 0 Poison Resistance. When used on monsters the interval is always 5 seconds. Level 5 Poison is only available to monsters and tinker traps, or to players using Infectious Strike (chance of raising poison level by one = (Poisoning)). Chance of poisoning a weapon is (Poisoning / 4) %. Resisting Spells 1) Spells that check Resisting Spells (Poison, Poison Field) Resist % = highest of the following
2) Attribute lowering spells Resisted attribute lowering % is calculated as follows Resisting Spells < 100: ((Resisting Spells - 40) x 10) / 15 Resisting Spells >= 100: 40 + (Resisting Spells - 100) / 5 In the following formula the attacker's spell damage includes Inscription, Eva Int and Int bonuses: Actual spell damage = Spell Damage - (Spell Damage x (Resisted attribute lowering % / 100)) Spirit Speak Success chance % = Spirit Speak 1) Using a corpse The corpse used will be the nearest non-channeled within 3 tiles. When a body is channeled it'll turn white and it will not be usable for channeling again. The number of HPs cured is a random value between minimum and maximum: Minimum = (Corpse Fame / 500) + 1 (Note: player corpses have 0 Fame) Maximum = (Spirit Speak x 10) / 20 If minimum > maximum then cured HPs = maximum 2) Channeling through oneself (mana cost: 10) Cured HPs = (Spirit Speak / 4) + (0-3) If used in a cemetery, Cured HPs += 2 (for both 1) and 2) ) Stealth Already done Tiles = (Stealth / 5) (this is as of Publish 19) Tactics Already done? Tactics <= 100: Damage Bonus = (Tactics x 10) / 16 Tactics > 100: Damage Bonus = ((Tactics x 10) + 100) / 16 Veterinary One use of bandage will either resurrect, cure poison, or cure HPs (in this order). Resurrecting a pet always takes 8 seconds. Curing poison/HP takes ((16 - (DEX / 20)) / 3 - 2) seconds (minimum 2). This is as of Publish 19. HP cure chance % = (100 x ((Veterinary x 10) - 400) / 100 + 500) / 10 (I'd say there's something wrong here) Cured HPs minimum = (Animal Lore / 5 + Veterinary / 5 + 3) Cured HPs maximum = (Animal Lore / 5 + Veterinary / 2 + 10) Cured HPs = rand(minimum, maximum) To cure poison, both Animal Lore and Veterinary must be >= 60. Poison cure chance % = (100 x ((Veterinary x 10) - (550 + (Poison level - 1) x 50)) / 50 + 500) / 10 To resurrect, both Animal Lore and Veterinary must be >= 80. Resurrect chance % = (100 x ((Veterinary x 10) - 930) / 50 + 500) / 10 All of the above is rounded down. Skill Loss = 1% (this is as of Publish 19) Wrestling Already done Evasion Skill when empty handed is the highest of the following (capped at 120)
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#9 (permalink) | ||
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I R TEH POSTING!!1!eleven
Join Date: Jan 2004
Posts: 1,617
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Quote:
__________________
Get your C# documentation today! Quote:
abralka@doramail.com |
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#11 (permalink) | |
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Join Date: Oct 2003
Age: 64
Posts: 123
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Quote:
Edit: Dispel Difficulty for Summon Daemon is 1250 not 1240. |
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#12 (permalink) |
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Join Date: Oct 2003
Age: 64
Posts: 123
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Virtue system
There is a screenshot of a player's Justice virtue info page which displays "You have achieved the highest path in this Virtue" and has 10 blue dots, so I guess this would have to be fixed (you can't get 40 points right now, only 39). Sacrifice Usable on: Lich, Enslaved Gargoyle, Gargoyle Enforcer, Daemon, Succubus, Evil Mage Requirements: Fame must be Level 3 or higher (>= 2500), 24 hours must have passed since last sacrifice, monster must not have lost more than 15% of its HP, you must be close to the monster, you must be visible and alive. Effect: Fame = 0 (but not Karma), Sacrifice gain is proportional to the number of Fame points sacrificed When used to self-resurrect: Effect: HP = 1, Mana = 1, Stamina = 0, all items will be in the backpack (unless the body disappeared) Requirements: you cannot self-resurrect while in multi-object items (boats, houses), faction strongholds, or when flagged as criminal/aggressor. Note: there is a screenshot of a Lich saying "I have seen the error of my ways!" on top of its head, so I guess there is a client message too that it's currently missing. Justice Requirements: Target player must be blue, not already protected by someone else, and you can only offer protection once every 15 minutes (note that it's not only for declined requests) Effect: SOP stuff, protected players cannot call guards anywhere Valor No definite data on this one, it's just as vague as stratics (and says the same things at that). The only definite thing is that you cannot use Valor if you're a Seeker/Follower/Knight and the red skulls count is >= 5/10/15 Compassion is already done, the other 4 virtues aren't mentioned at all. Item Enhancing Resistances success % = 100 - (10 + 25 x (current resistance / 25) + 10) Damage Increase success % = 100 - (10 + 25 x (current damage increase / 100) + 10) Durability Bonus success % = 100 - (10 + 25 x (current durability bonus/ 1000) + 10) Lower Requirements succes % = 100 - (10 + 25 x (current lower req / 100) + 10) Luck success % = 100 - (20 + 25 x (current luck / 50) + 10) If a check fails, there is a (Failure chance - 10) % chance it will break. Misc stuff - Players' bodies disappear after 15 minutes - You can see other people's fame/karma titles only if your own fame is >= 5000 - To lock karma you need to chant the right mantra at any of the 8 virtue shrines. To unlock it you need to chant the chaos mantra (bal) at the chaos shrine. Note: there is a screenshot of a player chanting "bal" at a chaos shrine with a message on top of its head saying "You control your destiny once again." and a lightning bolt. - GGS table is identical to stratics', but there is an anti-GGS-exploit code that prevents people from logging out after a skill gain and logging back on just in time for the GGS (i.e. the GGS time lapse must be real game time) |
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