Chapter 6: Equipment
Life becomes more comfortable if you wear good equipment, that and battles hurt a bit less. There are twenty positions where equipment can be worn:
- light
- 2x neck
- 2x finger
- body
- head
- arms
- legs
- hands
- feet
- shield
- waist
- 2x wrist
- about body
- wielded
- held
- worn overall
- floating nearby
Depending on your class (see below) or the character you are roleplaying, you should gather the appropriate equipment. Equipment can increase or decrease your hitpoints, mana and movement. It can also modify some of your stats like strength and wisdom. How do you get equipment? You have the option of buying it from shops, taking equipment out of mobs corpses (try command: AUTOLOOT) or buying it via the AUCTION system. The auction system is a special channel where people buy and sell items. Please read the help file (HELP AUCTION) and do not forget to deposit money in the bank (chapter 10): Without money in the bank, you can not bid for an item. Money on your person can not be used.
Warrior:
Warriors should have good damroll equipment as it helps
you hit harder. A decent AC (AC = Armor Class) Plates, shields and
robes generally give you armor protection. Something to increase your
hitpoints is useful as often a warrior is standing in at the head of
a group. Grasp your sword, scream your warcry and you will win! As
you gain levels, you should try to increase your hitroll (chance for
critical hit increases), dexterity, constitution and strength (being
important for the bash skill you will get). Warriors often lead groups
because they can stand more damage.
Mage:
You draw your magical energy from mana, so look for items
increasing your mana points. Spellfocus is an important stat for all
magic users. The lower your spellfocus, the better! This stat
determines the amount of mana each spell will drain from you when
casting. Some powerful items or equipment will give -3 spellfocus,
look for these items as you gain levels. Intelligence and wisdom are
stats that are important for successful casting and practicing of
spells. Later (when getting the spell called Charm) try to increase
your charimsa (A higher charisma will lower your chances of being hit
instead of your charmed follower). A Mage has several useful spells
like Fly, Rest and Strength, making him a valuable group member. With
combat spells a mage is able to do enormous damage.
Cleric:
You draw your magical energy from mana, so look for items
increasing your mana points. Spellfocus is an important stat for all
magic users. The lower your spellfocus, the better! This stat
determines the amount of mana each spell will drain from you when
casting. Some powerful items or equipment will give -3 spellfocus,
look for these items as you gain levels. Intelligence and wisdom are
stats that are important for successful casting and practicing of
spells. You need your magic energy to cast healing spells on yourself
and others in your group, but also to inflict damage on your opponents.
That is why mana equipment is nice for the cleric. A Cleric takes care
of a group`s health, he is responsible for keeping groupmembers alive
and help them with spells like Bless or Armor.
Thief:
As this class has no spells and has not developed the
fighting ablitities of a warrior, play the first few levels carefully.
Find equipment that increases your hitpoints and your damroll as it
helps you hit harder. You will also want items that decrease your AC
(AC = Armor Class). Plates, shields and robes generally give you
armor protection. In higher levels the thief should have movement and
dexterity because of the powerful skills like Retreat, Backstab and
Choke. With the thieving tricks and skills a thief has, it is a
powerful addition to a group (type: help assassinate for example).
There are some places in the Realm a thief can only enter, because of
the Lock Picking skill. Many players claim thieves make the most
powerful PlayerKillers. (Playerkilling).
Chapter 7: Death is not the end... >> << Chapter 5: Shortcuts & Aliases