Guilds & Spells
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User BlogAnyone can blog here. To edit this page, click "edit" in the upper right hand side of the browser. 06/20/2009 By GNUZoo Yes the Wyvern Skin does exist. In all the avatar playing I have seen, only one that I know of has been found. It was found on January 18, 2009 under the Gygax monster. Here is a picture of it listed as item number 12 05/10/2009 By GNUZoo Found another linked room on 14. It is at 8, 12, 14. See "Shared Encounters" below. 01/02/2009 By GNUZoo The Most Dangerous Thing in Avatar!Teleporting is the most dangerous thing in avatar. It is too easy to get lost. Miss one little digit and you can teleport into solid rock. This has happened to me at about 7 or 8 times. Somtimes I was following another player and they teleport the whole team into rock. Be very careful teleporting. I try to teleport the minimum amount I can. One way I do this is using Scroll of Spells and Tome of Spells. Using these allows me to stay down longer and make fewer trips down and up. Teleporting into rock is an automatic 'comp'. Comp is short for 'Complications' which can sometimes occur when being resurrected. Comping ages you 15 years, takes away 3 from all your stats, and takes away 5 from your con, and you can lose a significant amount of hits. 12/28/2008 By GNUZoo TermsGefilte Fishes - new monster in avatarGefilte fish are poached fish patties or balls made from a mixture of ground deboned fish, mostly carp or pike. They are popular in the Ashkenazi Jewish community. Wikipedia - http://en.wikipedia.org/wiki/Gefilte CyberBullyCyber-bullying involves the use of information and communication technologies to support deliberate, repeated, and hostile behaviour by an individual or group. Wikipedia - http://en.wikipedia.org/wiki/Cyber-bullying PudIlithyia said, "Pud is a term used since 1982 to define a char that is more a victim than a hero". PUD = Player Under Developed. >CrushnJustice< 12/28/2008 By GNUZoo Shared Encounters - Like Teleporting for Free! Certain rooms have magic ability in that they are in different locations but appear as though they are the same room. On level 14 these
These two level 14 dragon rooms share encounters too:
Also on level 14 these three rooms auto teleport:
This is helpful if you set off a teleport chest or walk into a random telporter or just get lost. The chars remaining can walk to a quadrant center room which would not be too far away. Then the char that set off the chest teleport can walk to any quadrant center room or to the middle of 14. Each char remains in their room but can see each other. By having one char track the other char the person tracking is transferred to the room of the person they are tracking. It is like teleporting for free! If you know of more shared encounter rooms please let me know. I will list them on the maps. 02/03/2008 By GNUZoo Save money recharging your scarab of life. Anthony taught me this one. When there are seven in the store you can buy a new one, then there will be 6 in the store so the selling price will go up. Sell the empty one and you only lose about 7 million. If you recharge the empty scarab you lose about 22 million. That is a saving of about 15 million! 01/17/2008 By GNUZoo Some monsters are famous for always dropping items, for instance a Fog Demon will always drop a Potion of Fitness. The Seabury will usually drop a higher level item. Arcane Lords always have a chest and always deliver an item. Faeries always drop a wizard's Talisman. If you know more items that are dropped by monsters please note them here. 12/24/2007 By Anthony Before I played on cyber1, I had not attempted to power build characters. To power build, you need three things: 1) A "big" spellcaster. In practice, any spellcasting guild over about level 300 will work. 2) teleport. 3) a method for the little character to gain experience besides swinging. Historically, this has meant that wizards were the guild used for power building. That's still easiest, but just to test, I built a couple of characters using the healer + ring of teleport as the overwatch character. (Specifically to refute Mike's claim that Word of Recall was the reason that power builders were able to get so many levels so quickly. By using a character with no access whatsoever to word of recall, it by definition could have no effect on my results.) The milestones that I hit for pond scum were: Level 100: 10.4 hours Level 205: 24 hours Level 350: 35 hours Level 509: 59 hours As you can see, getting access to the White Flame Gauntlets at level 205 was a huge increase in capability. I power built five characters: Pika (G human scavenger) pond scum (N ogre warrior) Irie (N dwarf healer) Eidetic (N elf wizard) Sounds of Silence (E troll ninja) All of them made level 100 in between 9.5 and 11.5 hours. The difference in advancement rate is almost entirely due to experience, but it still was not particularly significant given the actual numbers. I still beleive that I lost more time going back and forth to the city than I lost due to the experience difference. Most people use either a ring of power or ring of flames to power build with. In my opinion, flames is decidedly better. Specifically, it can be cast through peace. The disadvantage is that it does not hit water monsters, which is where many people like to power build due to the lack of special attacks by most water monsters. In practice, I have found that the special attacks don't come into play that often. I also used the rings relatively little in my building. I ran pond scum on level 11 land from the minute he gained level 1 warrior. The first 200 levels were built using mostly scrolls. (nedeus, nemyut, neog, netal, and nepad). Between these five scrolls, I could charm something from the vast majority of encounters on 11. When I built both Irie and Eidetic, I relied on wands and inherent spell casting capability. Power is cheap and effective even at low levels in 11 water. It really hit it's stride about level 180, and started killing entire encounters, rather than 1-2 per group. But even when it was weak, it was a far faster experience generator than spelling down monsters on 3/4/5. See the notes below. Experience needed for each level by a character seems to be governed by the following equation: (((race^2)/20)+17)*guild where race and guild are the racial and guild experience parameters. When you divide the experience needed for a level 999 elf wizard (868M) by the wizard guild experience parameter (41) and the experience needed by a level 999 elf sorcerer (797M) by the sorceror guild parameter (38) you get a nearly linear relationship. A different story applies for a level 999 Osiri Thief (569M) and a level 999 cirilian thief. (488M) The 21.88 vs 18.76 numbers are closely explained by the fit equation: Osiri race is 9 exp parameter, and cirilian is 5. 81/20 = 4.05 +17 = 21.05 25/20=1.25 + 17=18.25. Thus we could predict that a human nomad would still need close to 170M exp for level 999. We can also see that race only affects about 25% of necessary experience for any given guild in even the most extreme cases. The difference in maximum age between the various races is far more than the difference in experience. Thus it is my belief that one should always choose long-lived races when creating characters. Experience given by each monster is determined by the following equation: monster_hp * monster_exp_parameter * method_factor. There is a penalty for killing with spells versus swinging, and possibly a bonus for backstabs and critical hits. Yet another leg of why power building works is that the monster experience parameters are very different on the different levels. From 1-8 or so, they average about 10 experience per hit point. After about level 8, they start to increase strongly. A plideus on level 2 (20 hp) is worth about 200 exp. A slayer on level 5 (50-60 hp) is worth about 600 exp. A 100 hp slufin on level 11 is worth about 2K exp. A 130-hp Tyr Lufin is worth much more - 4-5k. A single master thief on 14 (~200hp) is worth about 8K. Some monsters on 15 may be worth 100 or more experience for every hit point. A large encounter of Shape Shifters can be half a million experience. The simple fact is that a hill giant or beliaeus/fiend encounter on 11 can easily be 25-30K experience and a ring of flames or WFG can get a low level character a significant part of that experience. Killing Red Hour Citizens on 6 will get you 4K instead. Even charming 4 shadows on 11 gets you about 12-14k experience. All of this information is easily verifiable by anyone motivated enough to look at their exp after every encounter. 12/23/2007 By Anthony The first thing that any Avatar player must answer is: What game are you playing? My game is "don't waste time getting to the boxes". I have always run teleporters and boxers. I often simply walk through unboxed encounters. "No box no kill". As a side effect of my playing style, I am able to play two other games: "Make lots of levels fast" and "Hit lots of 15 studs". Because I have teleport, I can start and stop running anytime. I can break off a run and go to the city for healing. I can make efficient use of time and items. Some other people prefer to run healer-heavy parties that allow them to stay down for a long time. Some other people play "whatever sounds like an interesting combination". Once you know what your game is, you pay attention to what allows you to play it. There are six basic skill types in Avatar: Fighting, Blasting, Boxing, Healing, Teleport, and Locate. A good party for level 15 will have all of them. The easiest way to make this happen is with Seeker/Healer/Scavenger. Other combinations like Wizard/Mage/Scavenger/Warrior are possible. It is impossible to fill all 6 with a two-character party, unless you include items like ring of teleport and elven ring. Since items which are unbanked and not in use can be stolen, the only guilds which can safely rely on rings to complement their natural skills are Scavenger and Thief. (At high thief skill levels, you are completely protected from having items and gold stolen.) |