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Author: Subject: Skill guides updates: Chivilry (Total Views: 11912 / Total Replies: 55)
Aryn
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posted on 17/2/2003 at 21:44 Reply With Quote
Skill guides updates: Chivilry

Chivalry Guide - by Aryn

The skill of Chivalry. Otherwise known as the Profession of a Paladin.

Preface:

So, you want to become a Paladin do you? Well, there are two skills to it, one of which is the obvious primary focus of this guide, and the secondary skill that is too important not to consider as part of a Paladin-endowned template, the skill of Focus.

I will start this guide off with the basics, about the skills themselves as a whole, the benefits therein, as well as an accurate posting of how I personally gained, things I noticed, and all such quirks following. I will also give some advice and suggestions as to possible templates with the Paladin profession.

I: Getting Started

The biggest set of questions I've noticed coming from people is the most obvious one. How do I get started? How do I get the spells for becoming a Paladin? How do I tithe, for that matter? I shall answer that here, as well as give impartial advice towards this as well. This applies for the veteran player as well as the new player. The first thing, is obvious. You will need an upgraded Age of Shadows account in order to not only see the Chivalry skill in your skill list, not to mention being able to visit Malas and purchase the Book of Chivalry, which, on average, costs about 140 gold. The first thing needed, will be a visit to a 'Chivalry Keeper'. This is an NPC that has their name prefacing 'Keeper of Chivalry' and the like. From him, you can train up your Chivalry to a reasonable level, around 30-31, for about 300-310 gold as well. The second step is also, from the same person, purchasing a Book of Chivalry. The Book of Chivalry comes with it 10 spell abilities with it, as there is no need to obtain any more. The Book of Chivalry also within it keeps track of your Tithing points.

Ia. Tithing

Ah, tithing. The one thing that I have seen vex more and more people every day. Tithing is an integral part of being a paladin, and in this case, it is the livelihood of how much you can use your abilities. You can have a maximum of 100,000 tithing points at any one time. You can tithe as much gold as you yourself can hold on your person, and for every gold piece you tithe, you also gain a tithing point. So 10,000 gold equals 10,000 tithing points, or TP, as I will sometimes refer it to as in the duration of this guide. In the City of Luna, the Shrine of Wisdom is available in the 2nd floor of the main city complex. When you reach the ankh, or any ankh, not just Wisdom, single-click to open up a context menu. You will have the option to 'Tithe Gold'. From here, the rest is easy. You can either donate all you have, or in multiples of 100. Karma nor skill does not effect how many Tithing Points you may have at any one time; It is a universal base of 100,000.

II. Abilties and Explanation

Within this section I will go into a detailed brief over each ability and the benefits, and the disadvantages, and the conditions that must be met for each. Also I will list personal results and experiences I've had that have come out of testing and colaborating with other testers.

All skills benefits are dependent on Karma level. Chance of succeeding on a cast is dependent on Chivalry skill. All spells also can be interrupted by damage taken, ex. Poison.

Close Wounds, 'Obsu Vulni' - This skill can be used to heal anywhere from 7-37 points of damage, although in the AoS Playguide it is listed as 4-24. I have tested this personally and at a level of Glorious Karma, it has healed from 35-36 on average. I have recieved confirmation of it healing 37 with Karma maxed. Cannot be cast while moving.

Min. Skill: 0
Tithing Cost: 10
Mana Cost: 10

Cleanse by Fire, 'Expor Flamus' - This skill can be used to cure poison from the target, but at dealing fire damage to the caster. Can be used on other targets, removing the poison from them, then infusing the poison back into oneself to cure. Fire damage dealt is lessened if user has high Karma. Glorious and higher can expect to only take 2-4 points of fire damage. Can be cast while moving.

Min. Skill: 5
Tithing Cost: 10
Mana Cost: 10

Remove Curse, 'Extermo Vomica' - This ability is used to remove Curses, which include Necromancer curses, Clumsy, Weaken, Feeblemind, Paralyze, and the Curse spell used by mages. This is a fairly effective spell against counteracting mages and even monsters who use similar spells. Chance of removing curses is affected by the user's Karma. At Glorious, I've seen success everytime in removing every curse laid on from monster and player. Can be cast while moving.

Min. Skill: 5
Tithing Cost: 10
Mana Cost: 20

Consecrate Weapon, 'Consecrus Arma' - This ability is used to endow your weapon, for a short period of time, to target the lowest resistance of the target it hits. It's duration is Karma-based, and lasts anywhere between a 3-11 seconds. Testing revealed to be an average of 10 seconds with Glorious Karma.

Min. Skill: 15
Tithing Cost: 10
Mana Cost: 10

Sacred Journey, 'Sanctum Viatas' - For lesser or worse, this ability allows the Paladin to recall off of any rune towards any facet. It is instantaneous, and slightly quicker than the Recall spell. For that matter, it does not have any 'sound' that accompanies the Magery equivalent. The downsides is that it is not available in runebook yet, so you must have the runebook, if you use them, set to a 'Default Location' if you wish to use it in the same. Also be aware at this time, crossing over from facets to a moongate, and attempting to use a moongate after using Sacred Journey will require you to double-click a gate to use it. It will display a message of 'You are too busy to do that at the moment' message in the lower left hand side of your screen.

Min. Skill: 15
Tithing Cost: 20
Mana Cost: 20

Divine Fury, 'Divinum Furis' - Temporarily Increases a Paladin's swing speed, chance to hit, and damage dealt, while lowering their defenses. Duration is based on karma, and can last anywhere between 7-24 seconds. Average tested duration on 'Glorious' was 20 second duration, which leads me to believe you can have a 'max' karma as well.

Min. Skill: 25
Tithing Cost: 10
Mana Cost: 15

Dispel Evil, 'Dispiro Malas' - This ability attempts to dispel evil summoned creatures and also attempts to cause other evil creatures to flee from active combat. Transformed Necromancers may take also take stamina and mana damage if forced from their transformed states. Caster's Karma and Chivalry, and Target's Fame and Necromancy, also affect Dispel chance.

Min. Skill: 35
Tithing Cost: 10
Mana Cost: 15

Enemy of One, 'Forul Solum' - The next enemy hit by the Paladin after activating this ability becomes the Paladin's Mortal Enemy. All damage done to that exact creature type is enhanced, but damage from other creature types is increased as a tradeoff. Mortal Enemy creatures will highlight orange to the Paladin. Duration of the spell is affected by the caster's Karma. Average duration from a Glorious-level Paladin: 3 minutes, 30 seconds.

Min. Skill: 45
Tithing Cost: 10
Mana Cost: 20

Holy Light, 'Augus Luminos' - Deals energy damage in a radius around the caster to all valid targets. Amount of damage done is affected by the caster's Karma. Average damage done anywhere between 8-24, Glorious; 20-22, which suggests more karma can be had for better results. Can be cast on the move.

Min. Skill: 55
Tithing Cost: 10
Mana Cost: 15

Noble Sacrifice, 'Dium Prostra' - Attempts to Resurrect, Cure, and Heal all targets in a radius around the caster. If successful, the caster is drained of all but 1-2 Hit, Mana, and Stamina Points. The recipients of the resurrection are also healed by an amount dependent on the caster, anywhere between 4-24. Glorious and higher can expect to heal between 20-24. There is no forseeable limit of how many people are resurrected, so long as they are within range.

Min. Skill: 65
Tithing Cost: 30
Mana Cost: 20

III. Gaining Skill, Reports

The general theory I had from the start while practicing Chivalry is that gains are success-based, not failure. Over the period of working this skill, -NO- gain ever came from failures. By this pretext, I found skill gain was possible by working any skill that had a minimum requirement of 10-40 from my current skill level. From the point of first learning Chivalry and gaining about 30-31 skill points in Chivalry, you will want to begin by casting Consecrate Weapon, with a weapon equipped in your hand until about 40 in skill. From then, Divine Fury works for skill gain up until 50-55. From that point, Dispel Evil worked for me personally up until 69-70. Some people I've talked to reported using Enemy of one between 60-70 for their skill gain. However, it can be said either tactic can be used. My own personal experience was that my gains slowed down by 69.3 when I changed to Holy Light from Dispel Evil. Holy Light is the recommended spell to be used until about 88-90, and then change to Noble Sacrifice from there on in to GM. I've discussed skill gain with various people, some kept track, others didn't, but generally, Noble Sacrifice will be the last spell to carry you on into GM Chivalry.

IV. Notes on Focus

This is going to be a generally wide-open section about what I've done with Focus during this time, is that it's gain does not depend solely on how much mana one has. I had full mana and I stil gained, but all the while it is 8x8 dependent, and in fact, Chivalry is best-worked after 50-55 on a boat as well. Template ideas I'm going to leave on the wide-open, but it is easily possible to drop Healing for Chivalry and Magery for Focus as well. I've heard some people go to one single weapon skill as well, but again, this is a -wide- open possibility set here. Another consideration for people who were Med-warriors is to also consider obtaining armor with 'Mage Armor' attributes and keep Meditation and then gain Focus for some really fantastic Mana recovery. The big focal point of Chivalry and Age of Shadows, all the while, will be how well you can hold onto your Mana and such. The effective use therein will be a big factor in PvP, and PvM, Solo, and Group Fights.

Thanks to the posters of UOPG for their patience, Mordain of ToM, Nick Seafort at the Herald, and Slade of BC for offering their input and contributing to this.


[Edited on 21/10/2003 by WonderBrick]








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Glythic
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posted on 18/2/2003 at 01:00 Reply With Quote
good job on the guide
question though, if i wanted only the lower spells can i keep chiv at say 50 and be as affective with those spells as someone who has gm'd it if i have same karma or is it like magery where higher you are the more you can heal or whatever?


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Aryn
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posted on 18/2/2003 at 01:50 Reply With Quote
The spells themselves will be effective, but stand a possibility of failure at 50, depending on which ones you're using and such. The skill level affects success, rather than effectiveness. What you really need is Karma. =)








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posted on 18/2/2003 at 14:27 Reply With Quote
reply

So what about succes rates? Is it like magery? 1% extra chance of succes per 2 or 3 gains?
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posted on 18/2/2003 at 15:45 Reply With Quote
It's just karma and not fame, right? Glorious Lord wouldn't get you any benefits that Trustworthy doesn't? Might not make much difference in PvM but for a pvp char who will die a good bit, it could be a huge matter.
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Aryn
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posted on 18/2/2003 at 17:41 Reply With Quote
WarGrind: Fame does not seem to matter whatsoever. I've tested and retested as my fame's been dropping due to death by monster, and I've had the same rate of healing, skill durations and what note

Vince: For example, if you are high above the listed min skill for a spell, you'll stand a much better chance at succeeding at it. The benefits will, all the while, be chiefly dependent on karma.








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posted on 18/2/2003 at 18:52 Reply With Quote
I've notice some inaccuracies in this. First of all, you can tithe any amount of gold(excluding of course the cap), it does not have to be in multiples of 100. I just tithed 5360 gold.

Also, you mentioned that a few spells could be cast while moving, and that has not been the case for me. The only way this could be different in my case is if it karma based, as my character is an old PK turned Paladin, and has fairly low karma. But every spell I attempted caused me to freeze.

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Aryn
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posted on 18/2/2003 at 20:55 Reply With Quote
Well, when you click the single increment, it increases in 100. OBviously, if you do -all- your gold, it'll be donated in an odd number.

There's a few spells that even as Glorious, you can't cast on the move, like Close Wounds and such. However, I was able to use Consecrate Weapon, Divine Fury, among others, on the move. Again, the big point I'm stressing here is Karma is an absolute need.

My biggest tip? Evil Mage Lords in Felucca. Best way to nail down a high karma level, or for that matter, if you're daring, Elder Gazers.








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posted on 18/2/2003 at 22:41 Reply With Quote
8x8?

I have been gaining a bit here and there but have yet to really buckle down and train chivalry. But I am wondering, in all your explaining you did not mention if this skill was movement based or not. I know magery is and therefore would assume Chivalry and Necromancy are. Please clear up any issues regarding this. I will continue to train on a baot though, as focus is definately movement based.

-Titan

[Edited on 18/2/2003 by Justferfun : damn simlies]

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posted on 18/2/2003 at 23:12 Reply With Quote
How would you compare curing/healing with Chivilry to healing/curing with Magery? Are casting times faster? Non-disruptable? Chivilry just appears to be a crippled version of magery with a bone thrown here and there(consecrate weapon, mass rez). Most of the Paladin spells can be compared to a magery spell, in some fashion.

I want to try a paladin and drop healing on a dexer to fit it in, but then I remember that I will be healing with magery only on a char that is relying on Battle Focus for mana and special moves.

Does chivilry skill mean you can cast any chivilry spell without dropping any wep? Full speed casting?

On a side not, I am assuming that Battle Focus mana regen rat eis in no way affected by amount of INT you have, unlike Meditation skill, right?

Many thanks


Template I am considering:

120 fencing
100 tactics
100 poisoning
100 resist
100 focus
100 parry
100 chivilry(or 90 magery and 110 tactics)

80str/95dex/50int

Insured highend weapons to make up for lack of anatomy.


[Edited on 18/2/2003 by WonderBrick]

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posted on 18/2/2003 at 23:24 Reply With Quote
Compassion

Does compassion affect the recipients of a noble-sacrifice resurrect?







There are 10 kinds of people in the world - those who understand binary and those that don't.

The Dante's Inferno Test has banished you to the Eigth Level of Hell - the Malebolge!
Here is how you matched up against all the levels:
LevelScore
Purgatory (Repenting Believers)Very Low
Level 1 - Limbo (Virtuous Non-Believers)Very Low
Level 2 (Lustful)Very High
Level 3 (Gluttonous)High
Level 4 (Prodigal and Avaricious)High
Level 5 (Wrathful and Gloomy)Moderate
Level 6 - The City of Dis (Heretics)Moderate
Level 7 (Violent)High
Level 8- the Malebolge (Fraudulent, Malicious, Panderers)Very High
Level 9 - Cocytus (Treacherous)Moderate

Take the Dante's Inferno Test

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Aryn
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posted on 18/2/2003 at 23:58 Reply With Quote
I believe I did say in the gaining and introductions that it -is- movement based, and that 8x8 is the very well best way to gain post 50 skill in it. I cure chiefly with either pre-use petals or cure potions, but in a pinch, the Cleanse By Fire works very well. Even if you used Spell Channeling items, I would rate the casting time equal or less to the healing offered by magery.

Of course, there are different benefits to either, both a Monster-bash class of Paladin, to a PvPer. Magery still has it's uses, no doubt about it as well.. there is something to consider however, that Close Wounds can nail down that critical heal before that full 12-15 second timer of a normal bandage heal, and won't be affected by being smacked around, just possible to be interrupted.

And Thurston, I've yet to see a Compassion-related Noble Sac done, only because of the way a majority of prisoner and such things are otherwise broke (Prisoner/rescued won't go into gate) I will however endeavour to see if I can test this regardless.








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Aryn
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posted on 19/2/2003 at 00:01 Reply With Quote
Addenum: Divine Fury and Consecrate Weapon, two of the chief weapon skills, can be cast on the move, and Consecrate weapon is cast within one second. It's that damn fast. Divine Fury is maybe.. 2-3 seconds tops, and all abilities can be cast with weapons in your hands.








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posted on 19/2/2003 at 00:33 Reply With Quote
quote:
Originally posted by Aryn
all abilities can be cast with weapons in your hands.


Good to know. This should cut down on disruptions, ESPECIALLY if I drop anatomy(nearly zero "dodge" without weapon armed), especially when compared to magery(dropping wep to cast). Abundant spell channeling weapons seem to slow casting speeds, leaving you open to more disruptions(though less then unarmed, zero dodge.

In summary, as I see it:

Chivarly- less options compared to magery(no teleport, marking, gates, summons, invis, etc, etc) but armed casting(less need for unarmed "dodge" support skills). Normal speed casting. Added perks of Consecrate weapon(helps if you dropped anatomy), mass rez(is anyone actually going to use this?). Can still dispel, cure, heal. Cannot have low karma(no PKing). No regs to lose(now in gold tithing form). Must maintain karma for best effiecency.

Magery- can easily be disrupted without sufficient dodge. Has ALOT more variety and flexibility then Chivilry(teleport, single person rezzing, marking, gating, poisoning[also good to keep in mind if you have poisoning for melee like I may have], etc, etc). If easy to find Spell channeling weapins are used, casting time is slowed. No Consecrate weapon bonus to make up for lack of anatomy(if dropped). No karma to maintain. Can lose regs upon death.

I have magery on my poison dexer already. I may drop it to 90 to boost tactics to 110 and should still be able to level3 poison with magery(and level4 and 5 with melee). To me magery is to flexible to pass up. I will experiment with spell channeling weapons first and go from there, depending on how well i feel they suit me. With Item Insurance, all I need to find is that ONE weapon that perfectly suits my needs(no slow casting plus damage bonuses, etc).


Also keep in mind mana cost differences between Magery and Chiviliry as well as cure effectiveness(curing and taking fire damage with Chivilry concerns me since I can sometime cure when life is low, especially if fighting a good disruption mage).

[Edited on 19/2/2003 by WonderBrick]

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posted on 19/2/2003 at 02:28 Reply With Quote
Can you tithe on the 5th year reward ankh decoration in a house, or just the static shriney ones in game?
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Aryn
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posted on 19/2/2003 at 02:37 Reply With Quote
Haven't tested that yet, but as soon as UO decides it can handle me being in game.. I'm going to try it on a place I know where one of those reward Ankhs are. =)








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posted on 19/2/2003 at 06:06 Reply With Quote
The most persuasive thing about chiv..

seems to me that you don't have to drop your weapon to do your thing. Unlike magery, although now there are these spell channeling weapons, but that seems like a crutch. Also, you don't have to carry any regs, if that matters to ya.
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posted on 19/2/2003 at 15:38 Reply With Quote
Close Wounds

It should be noted that close wounds has about the same range as a bandage when used on another person.

It should also be noted that it is fully possible to deal over 100 damage in one hit to an arctic overlord with a combination of weapon moves, enemy of one and consecrate weapon.

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Aryn
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posted on 19/2/2003 at 16:05 Reply With Quote
Aye

*nods* I laid down the basics here with explanations of skills, and getting there.. and of course, briefs about them and what not.

Close Wounds range is one tile away, so you don't have to be exactly next to the person, but.. either way. I have to fix the grammar in this article, and when I do, I'll add a few extras =)








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posted on 20/2/2003 at 14:27 Reply With Quote
Mass Res

Sure it's usefull.

Trammel Scenario: Group dies to a bad monster spawn, Paladin runs in, resses everyone and everyone heals up and helps get folks out.

Felucca/Battle Scenario: You guys get ganked or punked (more even odds than say 2/3-1). Paladin runs in, your blessed Arcane Robes are used and people grab what they can and either get out of dodge or do some major fighting.

Note about mass res: It takes ONE spell to resurrect a group of people. One use of Tithe points, mana, as opposed to numerous bandages, regs, etc.

Cost effective I think.

Now, who is up for a Necromancy guide?

Note: I have AOS update pages on my Hard Drive. An out of town problem has me tied up. Once I get back, they will go up. Including this Chivalry guide.

Hasta.

[Edited on 20/2/2003 by Nieves]







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posted on 20/2/2003 at 14:34 Reply With Quote
I've used the res spell a couple of times now. Only to do one person though. I can forsee it's usefulness on guild hunts and what not. I am going to be UBER pissed off though when I rez everyone, and they all take off scrambeling for their items while I am left with my 1 str/1 int/1 dex. It truly drains you and leaves you VERY vulnerable for a bit.


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Aryn
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posted on 20/2/2003 at 14:43 Reply With Quote
Heheh.. I was doing the mass resurrection on the lower level of deceit.. had some angry lich lords after us and such.. we did fairly well for being a group of gents not at all fighting together.

At least the mage I was with was kind enough to support me as I support him with smackin' down Silver Serpents.

=)








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posted on 20/2/2003 at 18:34 Reply With Quote
I'm up to 80 Chiv and 91 focus - FYI...

I've noticed a few things people have been discussing. First, I went to Trammie Brit Bank to see what th radius is for Noble Sacrifice. I glowed ppl up to 6 away. So it's a nice, wide area of effect. It does not res pets. Had to see anyway. Didn't think it would.

Second, I was exploring Malas and normally run around armed with a cheap GM Heaxy Xbow. I hit a flesh golum for around 50-55 points. For grins, I did a weapon consecrate on the next one and hit it for 90. Dropped in one hit. Obviously not a scientific sample, but consecrate does seem to add quite a lot of punch.

I found the comment about the low-Karma guy getting freezed while casting. Interesting for sure. I'm hovering in the Glorious/Great range, so haven;t frozen except for the heal spell.

One trick ppl might consider prior to casting Noble Sacrifice is to take a tad of damage and start an aid. I had 10 points or so damage and cast one and then got the aid affect in a hurry. The aid wasn't disrupted by the spell.

I like the idea in PvP where ppl are discussing physical resist verses cold, etc. I'm looking forward to testing smiple Consecrate out on their butts. If they leave one resist at zero, I don't care what they got on. hehe. So for anti-Pally work, A balanced armor set is probably the best. We're going to rock some worlds.

And gaining on boat works fine. 8x8. Gained 19 in 2 hours yesterday. I don;t see why a serious PGamer couldn't GM chiv in a one-day marathon.

If anyone is on cats and wants to gatehr some data, holler. We'll do some testing.

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posted on 21/2/2003 at 00:19 Reply With Quote
GM cost..

Any idea how much gold it's going to cost to GM Chivalry via 8x8?
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posted on 21/2/2003 at 13:53 Reply With Quote
Note about focus:
You were gaining at full mana probably because your stamina wasn't full, and was still regenerating








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