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This area for people to put thoughts/ideas/criticisms/notes/whatever.

"Some Possible Loops" under Game Tips no longer links to the maps. Is there a convenient way to create these pictures of loops? I'd put one up if there were.

Could a column be added to the item pages, to show which items do and don't need a trigger word? Or, more generally, whether it is or isn't necessary to fully ID them to get full use out of them. Scroll of spells--no. Crystal of healing--yes. Boots--yes.

Has anyone written down what dungeon level they are quested for, per character level? Nomads (and ninjas?) are quested deeper at a given character level. (reply:) Are they really quested deeper? I know they get enhanced quest difficulty, but I always thought that meant they just got stuck with rarer quests on the same levels.. (reply:) I have a L342 Nomad that's had to go to L12 a bunch of times to find quest monsters, and a L379 Scavenger that's never had to go below L11 in search of a quest.

Could a section be added to the Combat Spell list (or to all spell lists, or to a new page linked to by "Spells") that explains what the "Dimensions" column means? Possibly other columns as well, but I am quite puzzled by the Dimensions one... (signed) -=Paladink=- =-Groogh-= The spells area needs to be completely redesigned. All data should be entered in only one place, and linked as necessary, without the duplication that is there now. As far as I'm concerned, the only useful interpretation of Dimension is "Groups X Monsters". That's how it's presented on the game screen, and that's how I need to know it. -AJS

Can someone add estimates for the average amount of damage expected from maxed level combat spells? It would be interesting to compare numbers for sorc, wiz, mage spells, items, etc.. This could easily be placed in the 'comments' column on the combat spells list. This is in general not possible. For most monsters, the spell will max out the dimensions. Some monsters have significant magic resistance. The same Harm spell that kills 4x7 Master Thieves might kill 4x2-4 Shape Shifters, 4x1-2 Hell Minions, and do 80 Damage to Orcus. The way this was dealt with in the past was that each Spell type had a rating of ++ to -- or clear for no effect. -AJS I think it would be possible, if we knew what % attenuation of the spell's maximum damage was done by --, -, +/-, etc. There is a 'maximum' amount of damage a spell can do, namely the ++ case. In the example of Harm mentioned above, if it can kill 1 slot of 7 Master Thieves (about 200 hits each according to the old monster lesson) at maximum, the maximum damage per slot should be around 7x200=1400 damage per slot.

Can someone fix the Pictures List so that the lines don't overlap on some displays? Right now the lines overlap so much that they are unreadable on my display. Maybe the code has some unwanted dependence on font size or other monitor settings. DONE

Would someone add a table of which item tables show up on which dungeon levels? As a general rule: Table 1: 1-3 Table 2: 4-6 Table 3: 7-9 Table 4: 10-12 After that it gets weird.

Add a column in the monster table for which spell and/or scroll will charm the monster. As long as monsters are in a giant table, this is probably a very bad idea. Format page-per-monster, and this kind of specific data could be included. -AJS

Add a table for Guild damage bonuses, and a discussion area for game tips.

When listing minion monster frequency, is it better to list it as "aggregate likelihood on a level", or "frequency appearing under a given master"?
I vote for "Aggregate likelihood on a level." The most useful table, for a player with a quest, would be a column for each dungeon level and room type, with the % chance that a random encounter there contains the monster. The "common," "rare," etc. labels are terrific, but imprecise, and necessarily incomplete.

..................... L9 water

Encounters: .........9

Sephin .................8
Slufin ...................2
Stirfin ...................4

If the extra (61) columns were added to the table, then players who wanted to take the time to record their encounters could fill it in--not filling in % chances, just counts. For each enounter, the player would add 1 (regardless of the number of individuals) to the count of each kind of monster encountered in the room, and add 1 to a count of number of encounters of that room type and level. This would show where best to seek your kill.
Of course, if someone would simply inspect the code and list the actual probabilities, that would save a lot of field work.
(One nontrivial difficulty is that monsters aren't always correctly IDed.
Another is that, for the data to have any accuracy, users would have to decide _before_ seeing the encounter whether to record it or not--not wait until an interesting encounter and record that.)
Also, a column could be added to show what type of monster it is, such as dragon, water-dweller, giant, thief, slime, spellcaster, etc.--as in http://www.avatar-r-us.com/

Eliminate Misc item table - all have been properly categorized.

I would like to see a page that has favorite routes to the various dungeon levels. The routes would either be of Teleporting coords for those that can teleport or GameTips descriptions of routes for walking down. Does someone have some good thoughts on how to do this?

Add exists column to each table ? There is one in the monster table, but everything appears to exist except Reaper?

Add guild list to items like sashes - it might be different for each ? Yes, it is. Add guild columns.

Keep the stud encounter pics coming! It's fun for us low level types to see what the big kids are up to.

I have a guild info table; can someone add a sidebar item for it? DONE

I think the row # is really a distraction instead of helpful. Ought to get rid of it. - I plan to keep this for now I may completely replace it eventually.

how come there is no uranus?

Because no one put it into the monster page. Go to the MonsterList page, click edit, copy 1 monster, clear out the data, put in the new data. Click the Preview button and see that it looks good. When you are happy with the look, click the save button!

-- somehow the Item data tables are not aligned anymore. It seems that some extra colums/cells were inserted and the data

   no longer lines up correctly --

Is there still a Little Green Man, as well as a Politeness Monster? reply: dunno about LGM, but Politeness Monsters have taken many many HP and more than a few GP away from me in giant rooms on 7 & 10! (--DD)

A few noob questions and one noob comment:
What are luck factors? What do they do?

How do spell levels work? (i.e, if a spell is level n, at what char level can you cast it, and how many spell points does it cost at what char level?)
The comments below explain how it works in "2avatar". It's probably the same in the other versions - mgreuel

  • A character's spell level is 1/2 it's "experience" level. Spell levels max out at 255 though, so once you hit exp level 509, your spell level stays at 255.
  • To cast a given spell without risk of death, your character's spell level must be equal to or greater than the level of the spell. If your character's spell level is below the level of the spell, your chance of successfully casting the spell (without dying) is the ratio of your spell level to the level of the spell. For example, if a level 15 character (spell level 8) tries to cast a level 10 spell, his/her chance of success is 8/10 or 80%.
  • The number of spell points required to cast a spell is given by SP required = 10*(level of spell)*(level of spell)/(spell level of caster). The minimum cost for casting a spell is the level of the spell though.

How do att/def. work? If my defense goes up 5, is that a 5% reduction in the chance that a given monster will hit me? Or is it something else?
According to the help file, it should work like that. Your chance to hit a monster is given by 50% + your att - monster's def. In practice, it doesn't appear to be quite this simple though as a char with 300+ attack will still sometimes miss a level 1 monster. mgreuel

The comment -- on the guild comparison page, a brief summary of what items each guild can use would be helpful. i.e, this guild gets shields and that one doesn't.

   This is your wiki!