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| Guides n Guides n Guides | |
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+28Labfiveonly amanar Shadowfax Dinin Iktomi Deoric Kodara Nospells Seyanmaster Valadez smasher That Anonymous Guy donbo jessi tommytom Dakr Elffin flipper Johndave ultraman Thug Solent Star Lordlava Redman Odysseus Oldfriend Urdadi 32 posters | |
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Urdadi
Posts : 294 Join date : 2009-09-09 Location : yomama's
| Subject: Guides n Guides n Guides Wed Jan 04, 2012 12:11 am | |
| - Oldfriend's Guide to Ruling the World:
Step 1) Start as a merc with the intentions of becoming a Sorc. Because only Sorcs are strong enough to rule the world. Ok first off, donate alot of items to boost your luck. If you have 0 exp, everything gives a significant luck increase. 2) Get 24 Str / 24 Agi and raise sword evenly. (Keep the exp cost of sword/agi/str as close to possible. Sword will always be around 10 base higher than str/agi) 3) Max meditate (only cost about 3k exp) 4) 20 base Bless/Prot/Enhance/Curse 5) 30 base Resis 6) 15 base int/will/brave, 50 over base hp/mana/end (for ankh ammy) 7) 40 str / 40 agi (keeping sword exp cost as close as possible) 30 base Bless/Prot/Curse 9) Raise to 300 Mana 10) Get to crystal sword 11) 30 base Int/Will/Brave 12) 45 base Bless/Prot/Curse 13) Get to Titanium Sword 14) 45 base Int/Will/Brave 15) Max Bless/Prot/Curse 16) Raise to 300 HP 17) Max Int/Will/Brave At this point, save ALL exp until you arch, because Conc/Med will be extremely important after you become a sorc. After Arch: 1) Get to 60 med / 45 conc asap 2) 400 mana 3) 70 base Curse/Bless/Prot 4) 60 base conc 5) Get Curse 2 (and whatever other spell you want) 6) 45 base Curse2 7) 500 mana 80 base Curse/Bless 9) 75 base Prot 10) 90 base Curse/Bless 11) 60 base enhance 12) 60 base resis From here, you can do anything, just make sure to stack curse and curse2 on everything. I haven't played v2 in MONTHS so my guide my be a little off, but thats the basic layout for you. Enjoy
Last edited by Urdadi on Fri Oct 25, 2013 2:11 am; edited 6 times in total | |
| | | Oldfriend
Posts : 27 Join date : 2011-12-08 Age : 39 Location : Atl, GA
| Subject: Re: Guides n Guides n Guides Wed Jan 04, 2012 12:18 am | |
| Haha nice, I was looking all over for that. Can't remember where all my old v2 stuff is backed up at. Of course we'll have to make some modifications to that guide to reflect the changes over the years since I wrote it. Glad you held on to this | |
| | | Odysseus
Posts : 1330 Join date : 2009-08-22 Age : 38
| Subject: Re: Guides n Guides n Guides Wed Jan 04, 2012 2:45 pm | |
| Did anyone keep Melbourne's Hara guide? That was the bomb! | |
| | | Urdadi
Posts : 294 Join date : 2009-09-09 Location : yomama's
| Subject: Re: Guides n Guides n Guides Wed Jan 04, 2012 7:28 pm | |
| Had that one too - Melborne's Guide to the Arch-Hara:
Last edited by Urdadi on Fri Oct 25, 2013 2:47 am; edited 2 times in total | |
| | | Urdadi
Posts : 294 Join date : 2009-09-09 Location : yomama's
| Subject: Re: Guides n Guides n Guides Wed Jan 04, 2012 7:33 pm | |
| Here's a warrior guide but I have no idea who to credit. Got it from Thug but idk if he is the author. - Thug's Warrior Guide:
You should be a captain or major with about 35-40 braveness, 30-35 willpower/intuition, 60 strength/agility, and 35-40 base spells. After you arch, raise sword. You should have 95 base sword by mid-major, since most seyans max their TH at major (90 TH) and you should always have more sword than their TH. Also, as soon as you get dual-wield, raise it until you can wield a steel sword in your left hand (LH).
You should be wearing a helmet and armor that adds sword, like weasel's sword or bear's sword. Wear a godly bear's sword set if possible.
Raise bless and braveness so that 5 points cost about as much exp as one sword point. For example, if bless takes 8000 exp to raise, your sword should take about 40k to raise. When you get 95 sword, bless should take about 20k to raise which is about 55 base. Raise enhance weapon and protection if you want to add 2 or 3 points to your weapon and armor value, and keep them equal.
Don't raise stun or curse because you can't curse 5 gargoyles past colonels, and you will lose focus a lot. You might as well save that exp for raising sword, strength, and agility. Raise surround hit and surround hit 2 to 40 base if you want it to hit gargoyles. Remember, type /su to activate surround hit 2.
After you get 95 base sword, raise strength and agility to 72. Now you can wear crystal armor and should be around mid colonel. Raise hitpoints to 400 and mana to 300. You can pent colonels on a duke, and maybe brigs. Max sword and raise strength to 90 so you can use the barbarian sword from lab 11, and afterwards raise dual wield until you can wield a gold sword in your LH. This will help kill faster in brigs. If brigs are a bit rough, raise spells some and raise hitpoints to 500.
If you want your surround hit/surround hit 2 to hit brigs, raise them to 60 base.
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After this raise agility to 90 for titanium armor, and raise resistance to around 100 base. You should be able to ice pent with an ice cloak and gpot. Raise immunity to 90-95 base then max resistance.
If you kill too slow for your preference, raise dual wield until you can hold a crystal sword in your LH. Otherwise, max braveness/willpower/intuition, and spells, including stun/curse. After resistance and immunity are maxed, max dual wield so you can wield a titanium sword in your LH.
With maxed braveness/willpower/inuition, spells, dual wield, resistance, and immunity, you should be able to pent underwater easily with a gpot and an ice cloak. Raise hitpoints to 700 and mana to 500. Thirty base swimming should be okay for underwater. Max strength and then agility now. Raise hitpoints to 999 and max mana. If you want you can keep HP at 989 since you will get 10 when you rank, saving about 40k exp. After this, max surround hit and surround II.
Now you're as strong as you can possibly get. Max whatever you want at this point, at this point I would be maxing swimming to stop the HP loss in UW pents.
Last edited by Urdadi on Fri Oct 25, 2013 2:48 am; edited 4 times in total | |
| | | Urdadi
Posts : 294 Join date : 2009-09-09 Location : yomama's
| Subject: Re: Guides n Guides n Guides Wed Jan 04, 2012 7:38 pm | |
| And Lockrim's Tower Guide. It looked alot cooler on his site. I just saved as .txt but it's better than nothing: - Lockrim's Tower Guide:
The tower is located in the Strange Forrest and has 20 floors for you to negotiate the below guide will hopefully help you to make it toot he top alive
Tower one.
Most people get this wrong and say that the first level contains ghosts, they are wrong! The base of the tower is level 1, there is an Adventurer here that tells you about the ice gargoyles. You must say ishtar to get past of them.
Tower two
This level has ghosts, They are all SGM.
Tower three
This is a no magic area, but be careful there are death traps, keep to the west wall all the time, when you reach the end of the west wall follow it east and you will find the ladder, this is a safe route.
Tower four
SGM Ratlings, not to tough, depends on rank really. There's also a chest, containing armors/pots.
Tower five
About 6 SGM undead on this level.
Tower six
This is where the adventurers words come in hand, you will notice two ice gargoyles, run past them spamming "ishtar", they will not attack and you can get the key that's in the chest, this key opens the door to the ladder.
Tower seven
There are 4 Grolms on this floor, and 4 rooms, the 1st floor contains a 2nd lieu, the 2nd room contains a 1st lieu, 3rd room contains a captain and the fourth contains the ladder and a major Grolm.
Tower eight
There are 3 captain gargoyles on this level (maybe one major) and a couple of golems, one of the gargoyles carries a key so search the graves, this is the first level with a pole.
Tower nine
This level has no monsters, but is full of traps, not death traps. On entering the level keep to the middle to start off with. Once you have managed to get into the bigger section of the level walk slowly, it could be easy to die.
Tower ten
Very wise to spell up before going up here. There are gargoyle mages on this level and lizard mages. (colonel and lt col) beware of the fire, it can kill quickly! This is a straight forward killing level
Tower eleven
Sorcs and Haras beware! This level is hard for spell users, the gargoyle knights range from colonel to brig, their resistance, immunity and hp are all good. Countless people have died due to the death traps on this floor, so watch where your going.
Tower twelve
This level has no monsters or traps, just a door you have to get through, and this door is usually bugged so you can just walk right through (east). If it is not you will need to take the ratling eye from the chest, give this item to the ratling in one of the rooms. He will then give you an item to give to another monster, this will keep going on until you get a tower potion, give this to the tower guard and he will give you a key. Use it to get through.
Tower thirteen
Ratlings revenge! These Ratlings are major general, and fight with a crystal two hander. Be careful, do not walk right through to the ladder, there are two lines of death traps, go the very long way around.
Tower fourteen
Ice gargoyles to fight, they are lt gen/gen, be sure not to die because they get pretty strong when using peoples equipment.
Tower fifteen
This is the first of the death traps you need to go through, but the answer is always moon. Each space on the puzzle begins with a letter, simply follow the route that spells moon.
Tower sixteen
Your pretty safe for a while, open the door and then open the door that leads north, it appears to be a plain room with lots of shields on the wall, walk through the middle of the shields, now is a good time to spell up. Now go through the new door and you are in view of another trap, this is an easy one. Once past it your in a room with two doors, choose the door to the north. Inside are two ice gargoyles and a door. The door leads to a ladder. Use it to get to level 17.
Tower seventeen
As soon as you get up go north then east, there's an ice gargoyle standing there who holds a key. Now go back to the door and keep follow the doors until you reach a new ladder, use it.
Tower eighteen
The grid below is a plan of the floor and the yellow squares show safe route through. These numbers 233454 will help you find way across.
Tower nineteen
This is a step up from the rest of the tower. You meet baron ice gargs, they are very strong. The first room has 1 ice gargoyle in. Once killed go through to the next door, you will see 2 ice gargoyles but only one will attack you, if you move out more the other one will attack. Once these two are dead, move on to the next two, it contains two ice gargoyles, try to fight one at a time by standing in the door. Now if you go through the next door you will notice there's another door in the room you enter, DO NOT enter it, its full of gargs, instead walk through the south wall, you will be greeted by one ice gargoyle and a door. Once the garg is dead take a while to rest and respell, if you can make a gc, make one, this will cause the ice gargoyles to waste their mana on it. Now, the spellers should hide in the wall on slow so that the gargs cant see them. Turn your fight back off to prevent you running onto the spikes. When you open the door 3 ice gargoyles will curse and stun you, once they are all dead, walk carefully around the spikes to the ladder, use it.
Tower twenty
A nice little area leading up to the final challenge. When in the room you will notice 5 monsters and a door, the monsters are a tower: seyan, arch hara, arch temp, sorcerer and warrior. The seyan carries the key needed to open the final door.
When you have opened that door you will come to a pole that gives up to 125k, and 3 portals.
North are the "Rings of Prophet" This ring raises spells +5 and +15 when activated
South are the "Fists of Heaven" These are a h2h weapon only useable by Seyan'Du and Templar (+10str/agil +15brave and 80wv)
East is the "Outsiders Eye" This amulet adds 100percep/sense magic/100mana
Last edited by Urdadi on Fri Oct 25, 2013 2:49 am; edited 3 times in total | |
| | | Urdadi
Posts : 294 Join date : 2009-09-09 Location : yomama's
| Subject: Re: Guides n Guides n Guides Wed Jan 04, 2012 7:52 pm | |
| - Aranock Professions Guide by Calizhar:
Last edited by Urdadi on Fri Oct 25, 2013 2:46 am; edited 5 times in total | |
| | | Redman
Posts : 1170 Join date : 2009-09-08 Age : 41 Location : Texas, USA
| Subject: Re: Guides n Guides n Guides Wed Jan 04, 2012 9:49 pm | |
| Might try that. It's a handy spreadsheet for the professions. | |
| | | Urdadi
Posts : 294 Join date : 2009-09-09 Location : yomama's
| Subject: Re: Guides n Guides n Guides Thu Jan 05, 2012 2:53 am | |
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Last edited by Urdadi on Fri Oct 25, 2013 2:52 am; edited 1 time in total | |
| | | Lordlava
Posts : 3955 Join date : 2009-08-23 Location : The Land Down Under
| Subject: Re: Guides n Guides n Guides Thu Jan 05, 2012 3:10 am | |
| haha I love the signature in the middle. | |
| | | Redman
Posts : 1170 Join date : 2009-09-08 Age : 41 Location : Texas, USA
| Subject: Re: Guides n Guides n Guides Thu Jan 05, 2012 11:36 am | |
| Key 1 is in a different location than shown. Its over to left a column and down a row. | |
| | | Star
Posts : 32 Join date : 2010-02-16
| Subject: Re: Guides n Guides n Guides Thu Jan 05, 2012 11:45 am | |
| There's 2 key 1s in emme cave. The one where Urdadi put and the one you're talking about Red. Go find it. | |
| | | Urdadi
Posts : 294 Join date : 2009-09-09 Location : yomama's
| Subject: Re: Guides n Guides n Guides Thu Jan 05, 2012 5:42 pm | |
| Is the other key faster or easier to get? I'm away from my aranock pc or I'd just go find it. | |
| | | Solent
Posts : 95 Join date : 2010-03-03
| Subject: Re: Guides n Guides n Guides Thu Jan 12, 2012 12:05 am | |
| Does anyone have map to lab 12? | |
| | | Redman
Posts : 1170 Join date : 2009-09-08 Age : 41 Location : Texas, USA
| Subject: Re: Guides n Guides n Guides Fri Jan 13, 2012 8:29 pm | |
| Lab 12 map | |
| | | Redman
Posts : 1170 Join date : 2009-09-08 Age : 41 Location : Texas, USA
| Subject: Re: Guides n Guides n Guides Fri Jan 13, 2012 8:30 pm | |
| Lab 12 gem placement | |
| | | Thug
Posts : 87 Join date : 2009-09-09
| Subject: Re: Guides n Guides n Guides Fri Jan 13, 2012 9:05 pm | |
| - Urdadi wrote:
- Here's a warrior guide but I have no idea who to credit. Got it from Thug but idk if he is the author.
im the author. heres a mathematical approach to character raising. i believe the author is the ORIGINAL pwntato "A traditional approach to raising a character generally looks at the bases. It says, get this base of skill x. Keep the bases of skill y 5 under it. However, I will explain in this post why that is not an efficient use of EXP. Consider this scenario: EXP costs for skills and attributes are constant. If you raise sword one point for 8 experience, the next point still costs 8 experience. In this scenario, raising your character traditionally makes sense. After you have raised sword 119 points on a Templar, taking the 120th point immediately would still be reasonable. The reality is: As one of your bases increases, so does the EXP cost to raise that base. If the increase were constant, it would not be too hard to make a formula to describe when you should raise what for maximum efficiency. However, the increase increases. If the increase of the increase were constant, it would not be too hard to make a formula to describe when you should raise what for maximum efficiency. However, the increase of the increase also increases. And if the increase of the increase's increase were constant, it would not be as hard to make a formula to describe when you should raise what for maximum efficiency. The increase's increase's increase's increase is relatively constant. I put the costs of the first 29 points of rest into my calculator and performed numerous regressions. The quartic regression was the most accurate, and I felt that its error was within an acceptable limit. However, the coefficients (a, b, c, d) are almost random. They are decimals that are not at all easy to work with. What does this mean? Holy heck it would be a pain in the butt to make a formula or program to tell you when to raise what. It would be much easier to look at the EXP costs of various skills and compare them. In order to compare the effects of raising different skills, you must first have a goal. Example of a Goal: Say my warrior (I won't include spell bonus calculations, since I don't think it's worth the effort) seems to be getting hit a lot and having a hard time hitting, so I want to raise my sword mod. My sword costs 114084 to raise. My strength and agility each cost 56000 to raise. My braveness costs 29412 to raise. My bless costs 24000 to raise. Though unrelated to my goal, my curse, protection, and enhance weapon cost 24000 to raise each. Sword: 114084EXP for one point. Simple enough. Strength: 5 str points will give me one point of sword. Since I know that the cost will increase, the cost of one point of sword mod by strength is more than 280000. Agility: The same. Braveness: 5 points of braveness will give me one point of sword as well as one point of curse, protection, and enhance weapon (notice that I don't include bless, as it raising it by one point is generally insignificant - raising bless through attributes raises the attributes through bless, etc. etc. with diminishing rounded returns.) So, I compare one point of braveness to one-fifth the sum of the skills it mods that I care about. BRV =? .2(SWD+CUR+PRO+ENH) To plug in the numbers, 29412 < 37216.8 so I should raise Braveness if I want to increase both my spells and sword with efficiency. However, if I don't care about my spells right now then BRV =? .2(SWD) and 29412 < 22816.8 and I should keep raising my sword base. Bless: I determined through experimentation that about every 4.5 power of bless will increase your attributes by one point each. Since 3 attributes (if the same attribute is repeated so is the bonus) are applied to each skill and then divided by 5, we can multiply by our conversion factors to find the amount that bless will affect skills. (1attribute/4.5bless)(3skillmod/5attributes)= 2/15 Every 15 points in bless will give you 2 points of skills (this doesn't account for double-blessing). Since 15 bless points equal 2 skill points, it would make sense to keep bless' EXP cost at (2/15)*(EXP costs of every other skill you care about - usually weapon skill and combat skills). BLE =? (2/15)(SWD+CUR+PRO+ENH) 24000 < 24811.2 Since the cost of raising bless is less than 2/15ths of the sum of the costs of the skills (not attributes) it modifies, it is acceptable to raise bless. Anyway, I just thought posting this would allow everyone to make use of it if they'd like, there isn't too much information on this forum about how to actually raise your char. Some other constants (bless constant is 2skillmods/15bless): 3.55prot/1AV (I'm guessing that the same is true for enhance weapon) 3.95MS/1AV Feel free to ask questions or comment below. Edit- Some more questions I'd like answered in the future (will add to this list): When fighting someone, does the difference between your weapon (or h2h) mods determine how often each player hits, or is it the ratio of the two? (will 2 sword mod hit 1 sword mod much more than 255 sword mod hits 254 sword mod?)" | |
| | | Solent
Posts : 95 Join date : 2010-03-03
| Subject: Re: Guides n Guides n Guides Sun Jan 15, 2012 8:33 pm | |
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| | | ultraman
Posts : 114 Join date : 2010-06-14 Location : New jersey, Armpit of the nation
| Subject: U3 map? Sun Feb 12, 2012 8:15 pm | |
| how about a map showing the layout of u3? does anyone have it? | |
| | | Johndave
Posts : 254 Join date : 2011-04-23
| Subject: Re: Guides n Guides n Guides Sun Feb 12, 2012 8:50 pm | |
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| | | flipper
Posts : 1077 Join date : 2009-10-15 Age : 53 Location : Oregon, US
| Subject: Re: Guides n Guides n Guides Sun Feb 12, 2012 11:24 pm | |
| Not 100% but fairly close | |
| | | Johndave
Posts : 254 Join date : 2011-04-23
| Subject: Re: Guides n Guides n Guides Mon Feb 13, 2012 1:18 am | |
| There, just a quick run through while I made my dpots, ling locations are listed, however you can find the certain lings in other areas as well, not just in the spots that I noted down. That's just where I loot those certain eyes. However, King and Prince are only in one spot, and their respawn time is 30 minutes(I think). | |
| | | ultraman
Posts : 114 Join date : 2010-06-14 Location : New jersey, Armpit of the nation
| Subject: very nice Mon Feb 13, 2012 6:27 am | |
| thank you, my gratitude is eclipsed only by my laziness.... | |
| | | Johndave
Posts : 254 Join date : 2011-04-23
| Subject: Re: Guides n Guides n Guides Mon Feb 13, 2012 2:47 pm | |
| You're welcome, it didnt take me long, and I got 2 dpots out of it oh, btw I forgot to put it in there I just noticed, the king is in fake walls | |
| | | Urdadi
Posts : 294 Join date : 2009-09-09 Location : yomama's
| Subject: Re: Guides n Guides n Guides Thu Feb 23, 2012 8:25 pm | |
| - Lab8 map:
Kinda blurry I know. I'm looking for the good 1. This survived from the old days when we had to shrink our emails, lol
Last edited by Urdadi on Fri Oct 25, 2013 2:54 am; edited 1 time in total | |
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