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How To Start Mudding Again...Adventurer?


P_body

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Third post now...but I'm making progress.

 

So, been gone a long time. See a LOT of changes. 

Looking at how to start playing again,. Is it worth going adventurer to start? Save all my pracs/trains, push to rank 30, get some eq, choose a guild, revert to lvl 1 then usethe extra trains/pracs on HP at pin? Something like that used to be a strategy. Is that even possible anymore? If so, is it viable? What does it net you 50-70 extra HP? 

Thinking I'll try a ninja or ranger of some kind, but I don't love the idea of having to call and keep track of all those pets....I loved DKs back in the day. I think my most successful PK char was an Avian DK (thanks to being @f0xx's guinnea pig. It worked). 

 

Anyway. Any thoughts on how to proceed?

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Go adventurer to level 30. It will allow you to get a solid non rare suit of armor and weapons, and you ell level back to 30 so fast with cave troll from xymerria, and a stone golem it doesn't matter about the remort. I wouldn't bother saving pracs or trains, they don't carry over. You just will lose trains you used as an adventurer, which you woulda used anyway for stats.

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11 hours ago, P_body said:

Save all my pracs/trains, push to rank 30, get some eq, choose a guild, revert to lvl 1 then usethe extra trains/pracs on HP at pin? Something like that used to be a strategy. Is that even possible anymore? If so, is it viable? What does it net you 50-70 extra HP? 

Tarako's right with the pracs/trains not saving. You lose the trains you use (maybe go negative) but that balances out. Use all the pracs you want but I'd advise against converting and spending those on HP. 

You keep the proficiencies in the skills that cross over, so going the adventurer route may save you maybe 20-30 pracs. Not worth the trouble for 20 hp, IMO. 

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If you really want to crunch numbers, I am pretty sure the biggest boast you can get to HP is by not using ANY trains for stats. Finding items that max out your races con and int so you get maximum hp and mana gain per level. Also generally keep your luck as high as possible when you level for best hp/mana gain rolls. Then once you get cabal'd - use your cabal points to fix up your stats. Also  only one practice on your skills (making them take longer to master, especially spells) will also net you a handful of trains too. 

I think using this method, which is a little more time consuming. And even once you hit 50, will take a bit of grinding to get the CPs necessary to fix up your stats, PLUS the time getting into the cabal, you'll be kind of self nerfed since maybe your wis or dex or str isn't maxed, but overall you could gain anywhere from 130 - 200 hp.

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13 minutes ago, Ali_gmud said:

If you really want to crunch numbers, I am pretty sure the biggest boast you can get to HP is by not using ANY trains for stats. Finding items that max out your races con and int so you get maximum hp and mana gain per level. Also generally keep your luck as high as possible when you level for best hp/mana gain rolls. Then once you get cabal'd - use your cabal points to fix up your stats. Also  only one practice on your skills (making them take longer to master, especially spells) will also net you a handful of trains too. 

I think using this method, which is a little more time consuming. And even once you hit 50, will take a bit of grinding to get the CPs necessary to fix up your stats, PLUS the time getting into the cabal, you'll be kind of self nerfed since maybe your wis or dex or str isn't maxed, but overall you could gain anywhere from 130 - 200 hp.

Wisdom helps in mana gained per level, too.

Lowest roll-to-max is 8 points (4000 cp) . Adventurers have about 30 skills. That level of min/maxing will net you up to 110 hp with the minimum being 30+saved pracs.

Still way too much work for me. Especially if the character only lasts a month or two. 

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10 minutes ago, Seravin said:

The biggest thing here is the luck. You want max when leveling. Going adventurer would help with this as well, since you could be max luck from 1-50, whereas not going adv you may not have max for every level up. 

HP/mana gain per level shouldn't be affected by luck. Doubt a luck check has been added in the past 15 years.

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Luck stat has zero to do with HP rolls.
It's all class and con combinations. And some races like ogres get bonus.
The level you use your trains also has nothing to do with it.
Now, journeyman may or may not have something to do with it. No idea.

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You will keep your improved stats.

You get three trains to start.  You gain an additional train at levels 5, 10, 15, and so on.  This will give you nine available at level 30, assuming you do not convert practices.

Let us assume you spent five of those trains to get your stats to max and no more.

When you remort, you will be docked those five trains.  As stated before, you get three to start so your available will now show as -2.  Unless you convert practices, you will break even at level 10 and have one train to spend at level 15.

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Wow. More complicated than I thought.

 

Short version: Staff made sure Adventurer did not give a significant benefit (plus 80-100HP) plus trained skills etc. to experienced players.

 

Only benefits of adventurer I can see:

1) prac skills to 75 but not lose those pracs at convert. (Correct me if I'm wrong @Kassieti but practices don't work the same as trains right? Just because I used them doesn't mean I'll lose them when I remort)

2) I can train with no fear of PK whatsoever

3) Skill set is a little nicer for noobs who don't know how to get food, water, light, probe, identify etc. (I am one of the noobs I'm referring to here)

 

Plus, the disadvantage is low, because once you get to the desired rank (15-30) you can get some eq and pets that keep their level even though you remort, so getting back to the level you had as an adventurer will be very very fast.

 

So the best way to leverage the benefits of an Adventurer seem to be:

DO:

- Roll adventurer

- use two pracs for everything,

- Train what you want without fear of PK 

- get pets at a high level

- be sure to get eq for your remort

 

DON'T:

- Use your trains on anything unless you want them subtracted from your remort total.

 

 

Anything else?

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The main purpose for the adventurer class is survivability when exploring the game while getting used to commands, training and so on, without the worry of PK.

That you keep your percentages in your shared proficiencies when you remort is nice, but not really any more different than changing from cleric to healer/shaman.  Unlike a shaman/healer though, you get a chance to start over from square one in practices gained.  So use as many practices as you wish to get to 75% (for some races, this is 3).  You are correct, you will not lose them.  This is where people gain those extra couple trains from.

Otherwise, you've pretty much nailed it.

Keep in mind that you should not use pets above your level to engage in PK.  For example, using a level 30 pet to PK at level 15 will not end well.  Recall your pet or leave it behind a door.

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53 minutes ago, Fool_Hardy said:

 

Store all Lockboxes found as an adventurer in a bank locker. Some hold rare items you may want to keep.

 

I didn't find out about what lockboxes were until....yesterday. So I found these random lockboxes (3) because I didn't know what they were for...so I sacced them. :(

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