Post by iceberg on May 14, 2008 13:52:59 GMT -5
As we all know, taking a stroll in the countryside in Lore usually ends up with you angering some large, disease-ridden rodent, an Orc Wizard taking a nap, a wandering group of undead travelling in broad daylight, or in the worst case, the ravenous Zard.
Indeed, it is no wonder the populace of Lore is so battle-orientated, when our lives could be compared to the encounter rate in Final Fantasy games.
We must be ever vigilant, and ever ready to defend our sorry selves against all threats. This guide here will tell you the basics you need to know to survive against the most common enemies.
1) Don't have a name that is seven letters long.
See Demento, Galrick. Both dead as rocks at the moment(the former's existence could be debated, as it is possible that he just reformed his image and became Galanoth, much like the King of Rock did years back). Simply by having a name that is seven letters long, is an invitation to disaster to occur. You will find monsters more interested in attacking you through an army of other people, arrows suddenly changing direction mid-air at you, and your mother-in-law's letters keep getting more and more aggressive, and the dead cats nailed to your door don't help either.
How can I fix this?
It's simple. If your parents were cruel enough to name you with a seven-lettered name, simply change it as soon as possible. If you won't do this step by being simply lazy, you will find yourself sorry sooner or later.
Another solution, if your religion, family values or other useless things deny you from changing your name all together, kill your family and everyone that knew you(a sudden accident is rarely looked into in Lore too much, just ask Drakonnan), and create yourself a whole new identity. Preferrably with less or more than seven letters in your name, six is fine, so is eight, nine is asking for it, but seven is unacceptable.
If you have a five-letter name, there is a chance that you could find yourself resurrected after death(being attractive, preferrably female, also helps), as long as there is enough demand for it. What this exactly means, no one really knows, but it has been suspected to be "fan pressure", whatever that is.
2) Join a party.
Ahh, the joys of a group of friends travelling the countryside, discovering ancient dungeons and finding the secrets within.
The above is nothing but romantist jibba-jabba, and you should always remember, your life is in your hands only, and everyone else thinks the same about their lives. Even the closest of friend, when challenged by certain death, and having to choose between running away, or coming to your aid and surely dying(you have possibly been caught by something, a trap or the enemy itself, or something similar leaving you incapacitated), will turn around and rather live to see another day than die with you.
Strength comes in numbers, that is what you must at least imprint to your memory in this part.
More people in your party, means more people for enemies to choose besides you. While the enemy is busy making beef jerky from your party friends, you could kill them while they are too busy to notice you, or turn around and run as fast as you can. While many dislike the idea, discarding your items, weapon and shield(if you have one) is a good idea if you have to run far enough from the enemy in a short period of time. Don't waste your time trying to take off your armor, as usually by the time you have shedded it off, the enemy has finished off your team and is tapping you on the shoulder.
What tips do you have?
Balance. Every good team consists of people with different special abilities, warriors up front with their heavy armor to take damage and weapons to hit the enemy, mages and archers behind them to deal damage from a far, and behind everyone else, the healer. To put it in terms everyone understands, first the STR/END people, next INT/DEX, and third the INT/CHA.
Is there anything else I should know?
Good things sometimes come in small packages. This of course is about the fact that even little children can be of surprisingly much use to you in a party. While usually they have very little physical strength, a number of strong child magicians are known around Lore.
Monsters usually attack the kids first because they are so small and fragile, and even if they would run away along you, they would tire faster and serve as a meal for the monsters while you make your successful escape. And because of the war-driven society of Lore, the parents of the kid won't probably even feel too bad about little Timmy or Anne. There's more where those came from, after all.
3) Always attack anyone new to you.
It can be nice to meet new people, but experience from many hardened Adventurers and Guardians all point to a single advice. "Always attack anyone new to you."
But Mr. Guide Man, isn't that mean?
You could ask that from Artix Krieger, who found his Paladin army slaughtered and turned to Undeads by the Necromancer Obsidia. The unfortunate accident could have been prevented by a good chop to the head by some Adventurer, but sadly everyone was too into "neutral, non-harming Necromancy" secrets that she was willing to teach to everyone interested. If you are interested in a small bounty that Artix Krieger is offering, be advised, as of yet, the where-abouts of the Necromancer are still unknown, but what remains of the Paladin Order welcomes anyone to hunt down that evil, evil witch of a woman and bring her to justice(after a good chop to the head, preferrably by an axe as wished by Artix).
Obsidia's betrayal is not the only one that has happened. Zorbak, Kabroz, Epheel, how many more must I list until you understand? It is very likely that anyone new you meet, will be trouble in the unseen future, and the world is better off if you dispose of them immediately.
4) Obtain a powerful artifact that will drive you insane and/or give you unlimited power.
The strong live, and the weak don't. That is the law of evolution, and will be so for as long as there is an existance. The best way to keep yourself from dying is to obtain something that grants you strength unlike any other men. One example would be an Elemental Orb, as Drakonnan obtained in the past, but they are at the moment in the Temple Of Hope. For that certain faction of people among us, I've heard a rumour that the security of the place is an open door, literally.
Usually however, these powerful artifacts come with a horrible price, such as losing your mind, changing into a twisted monstrosity that is no longer a man, or becoming Gorobei. As such, it is adviced that you use extreme caution with these items, if possible, test them out with someone before you use them yourself.
And remember the worst downside: Obtaining such an artifact will immediately create a counter-force somewhere in Lore, and it will be used against you sooner or later. See: Drakonnan and Ice Katana, Akriloth and Frozen Claymore, Carnax and Carnax Blade. How this happens, no one is sure, but everyone blames those pesky Knights.
5) Don't become an Adventurer.
Become an Innkeeper instead. They never get in any figh- darn it Yulgar.
Next: A Zard and a Dragon, know the difference, it could save your life.
Indeed, it is no wonder the populace of Lore is so battle-orientated, when our lives could be compared to the encounter rate in Final Fantasy games.
We must be ever vigilant, and ever ready to defend our sorry selves against all threats. This guide here will tell you the basics you need to know to survive against the most common enemies.
1) Don't have a name that is seven letters long.
See Demento, Galrick. Both dead as rocks at the moment(the former's existence could be debated, as it is possible that he just reformed his image and became Galanoth, much like the King of Rock did years back). Simply by having a name that is seven letters long, is an invitation to disaster to occur. You will find monsters more interested in attacking you through an army of other people, arrows suddenly changing direction mid-air at you, and your mother-in-law's letters keep getting more and more aggressive, and the dead cats nailed to your door don't help either.
How can I fix this?
It's simple. If your parents were cruel enough to name you with a seven-lettered name, simply change it as soon as possible. If you won't do this step by being simply lazy, you will find yourself sorry sooner or later.
Another solution, if your religion, family values or other useless things deny you from changing your name all together, kill your family and everyone that knew you(a sudden accident is rarely looked into in Lore too much, just ask Drakonnan), and create yourself a whole new identity. Preferrably with less or more than seven letters in your name, six is fine, so is eight, nine is asking for it, but seven is unacceptable.
If you have a five-letter name, there is a chance that you could find yourself resurrected after death(being attractive, preferrably female, also helps), as long as there is enough demand for it. What this exactly means, no one really knows, but it has been suspected to be "fan pressure", whatever that is.
2) Join a party.
Ahh, the joys of a group of friends travelling the countryside, discovering ancient dungeons and finding the secrets within.
The above is nothing but romantist jibba-jabba, and you should always remember, your life is in your hands only, and everyone else thinks the same about their lives. Even the closest of friend, when challenged by certain death, and having to choose between running away, or coming to your aid and surely dying(you have possibly been caught by something, a trap or the enemy itself, or something similar leaving you incapacitated), will turn around and rather live to see another day than die with you.
Strength comes in numbers, that is what you must at least imprint to your memory in this part.
More people in your party, means more people for enemies to choose besides you. While the enemy is busy making beef jerky from your party friends, you could kill them while they are too busy to notice you, or turn around and run as fast as you can. While many dislike the idea, discarding your items, weapon and shield(if you have one) is a good idea if you have to run far enough from the enemy in a short period of time. Don't waste your time trying to take off your armor, as usually by the time you have shedded it off, the enemy has finished off your team and is tapping you on the shoulder.
What tips do you have?
Balance. Every good team consists of people with different special abilities, warriors up front with their heavy armor to take damage and weapons to hit the enemy, mages and archers behind them to deal damage from a far, and behind everyone else, the healer. To put it in terms everyone understands, first the STR/END people, next INT/DEX, and third the INT/CHA.
Is there anything else I should know?
Good things sometimes come in small packages. This of course is about the fact that even little children can be of surprisingly much use to you in a party. While usually they have very little physical strength, a number of strong child magicians are known around Lore.
Monsters usually attack the kids first because they are so small and fragile, and even if they would run away along you, they would tire faster and serve as a meal for the monsters while you make your successful escape. And because of the war-driven society of Lore, the parents of the kid won't probably even feel too bad about little Timmy or Anne. There's more where those came from, after all.
3) Always attack anyone new to you.
It can be nice to meet new people, but experience from many hardened Adventurers and Guardians all point to a single advice. "Always attack anyone new to you."
But Mr. Guide Man, isn't that mean?
You could ask that from Artix Krieger, who found his Paladin army slaughtered and turned to Undeads by the Necromancer Obsidia. The unfortunate accident could have been prevented by a good chop to the head by some Adventurer, but sadly everyone was too into "neutral, non-harming Necromancy" secrets that she was willing to teach to everyone interested. If you are interested in a small bounty that Artix Krieger is offering, be advised, as of yet, the where-abouts of the Necromancer are still unknown, but what remains of the Paladin Order welcomes anyone to hunt down that evil, evil witch of a woman and bring her to justice(after a good chop to the head, preferrably by an axe as wished by Artix).
Obsidia's betrayal is not the only one that has happened. Zorbak, Kabroz, Epheel, how many more must I list until you understand? It is very likely that anyone new you meet, will be trouble in the unseen future, and the world is better off if you dispose of them immediately.
4) Obtain a powerful artifact that will drive you insane and/or give you unlimited power.
The strong live, and the weak don't. That is the law of evolution, and will be so for as long as there is an existance. The best way to keep yourself from dying is to obtain something that grants you strength unlike any other men. One example would be an Elemental Orb, as Drakonnan obtained in the past, but they are at the moment in the Temple Of Hope. For that certain faction of people among us, I've heard a rumour that the security of the place is an open door, literally.
Usually however, these powerful artifacts come with a horrible price, such as losing your mind, changing into a twisted monstrosity that is no longer a man, or becoming Gorobei. As such, it is adviced that you use extreme caution with these items, if possible, test them out with someone before you use them yourself.
And remember the worst downside: Obtaining such an artifact will immediately create a counter-force somewhere in Lore, and it will be used against you sooner or later. See: Drakonnan and Ice Katana, Akriloth and Frozen Claymore, Carnax and Carnax Blade. How this happens, no one is sure, but everyone blames those pesky Knights.
5) Don't become an Adventurer.
Become an Innkeeper instead. They never get in any figh- darn it Yulgar.
Next: A Zard and a Dragon, know the difference, it could save your life.