|
TERMS
& DEFINITIONS
TERM |
DEFINITION |
TERM |
DEFINITION |
ONWN |
Original NeverWinter Nights |
FW |
ForgottenWorld (duh) |
PvP |
Player versus Player |
PK |
Player Kill |
NPC |
Non Player Character |
PC |
Player Character |
IC |
In Character |
OOC |
Out of Character |
RP |
Role Play |
RL |
Real Life |
DirDis |
Direct Dispel (magic) |
DirSil |
Direct Silence |
FB |
Fireball |
LB |
Lightning Bolt |
CK |
Cloud Kill |
Feeb |
Feeblemind |
MM |
Magic Missile |
DD (Dim Door) |
Dimensional Door |
FF |
Friendly Fire |
FFA |
Free For All |
Trig |
To trigger the fight |
Dis |
Dispel Magic |
DM |
Death Match |
Image |
Mirror Image |
Globe |
Minor Globe of Invulnerability |
CAD |
Control+Alt+Delete |
Invis |
Invisibility |
|
|
|
OTHER TERMS
-
Gated: Killed in battle and sent
to nearest exit (called a gate).
-
KO: A PvP term which means you
are gated through damage and not by a failed save.
-
TKO: PvP term meaning you failed
a save and were gated most likely because of this. Examples are Slay,
Poison, Holds, Charms, Fumbles, etc.
-
ESP: Means a private message
sent to another player while in game. To esp another player, type
their name and the colon symbol : after their name, then type
your message.
-
Globe Check: To use a third level
spell such as fireball (FB) to see if someone cast the minor Globe of invulnerability.
More on the Globe spell discussed later.
-
Hook: Means to select the follow
option when viewing another player. This allows you to follow someone
else to do a quest or tour an area.
-
Grim: Grimoire, meaning the spells
you have memorized.
-
Jumped, jumper, jumping: Ambush
tactics (in PvP areas) used to attack and gate people who may be unprepared
or unwilling to battle. Whenever entering a new area, check to see
if it is PvP or Non PvP. The term Jumper was coined well before the
PK term of other games.
-
Table Dancing: Some combat screens
have tables and chairs that you can walk over. If you place your
character on the table icon, you can cast and fire arrows over walls.
This is called table dancing. Be aware though, NPCs can also do this
if they happen to stand on a table.
-
Prep: To cast spells on yourself
in preparation of combat.
|
RULES, LAWS, STRICTURES,
& CUSTOMS
Please note that most ADVANCED
PvPers will generally follow these rules and customs (created by the players
themselves), though there are always a few players willing to flirt with
condemnation for the thrill of breaking the rules.
1. NEVER re-enter the same fight
you were killed in. Even if you punted from the original fight, accidentally
fled the battle, or were gated in the first round you entered, you do NOT
ever re-enter the same fight. Once out, STAY OUT. If you do re-enter,
you will be asking for punishment from all participants in a big way -
usually one or more direct Silence, Dispel, or Feeblemind spells.
(NOTE: If you accidentally re-enter, try to flee the fight ASAP and
most will leave you alone.)
2. CAD (Ctrl-Alt-Delete):
In ONWN, this type of exit from the game was a way for people to save their
scrolls and item uses, since CAD�ing would allow a player to �punt� from
the game and not save the info to the server. This would give you
a VERY bad reputation in ONWN, and tended to draw the same retribution
as above, even if you did not re-enter the same fight.
NOTE: It
is still considered very honorable (even by a lot of evils) to offer a
rematch if an opponent you are
fighting against
gets punted.
3. NEVER cast Silence, 15�
Radius (Dir Sil) directly at another PC. This is just not done.
This rule evolved from ONWN due to the fact that once cast on another player,
the spell had no duration and stuck until the player was gated or all NPCs
were killed. It is much better strategy and definitely more fun to
silence one of the NPCs. More on this spell and strategy further
down.
4. LADDER RULES: This
means (in addition to the above three rules): no Dir Dis, no healing, and
no feebs. Optional rule: grim only. This means no items
or scrolls are allowed.
NOTE: Healing during any PvP is
frowned on, but is allowed� if you don�t mind the abuse heaped upon you
for healing and the whining about it afterwards.
|
TIPS
& TRICKS
The following information is useful
for normal group questing and NPC fighting as well as PvP.
ENTERING PvP AREAS:
First of all, check the area you are in
to see if it is PvP or Non PvP. If you are in a PvP area, hit F2
key to see if anyone else is in the area. If there are others in
the area with you, they may be potential Jumpers looking to ambush the
unwary traveler.
If you plan to explore, fight NPCs, check
out a quest, or are merely passing through, ALWAYS camp before resting,
fixing, or going away from the computer (AFK). When camped, you cannot
be sucked into a fight until you exit the camp screen.
If a fight starts in your square though,
and you don't want to fight, you have 3 choices:
� Stay in camp till it's over
(which can take a long time).
� Quit to system and play another time.
� Or HASTE and enter fight, then flee
as soon as you are in.
NOTE: This last may cause
many to taunt you about cowardice, but it's the best way to un-stick yourself
if you need to continue on.
COMBAT TIPS:
Arrow Keys: Using the right -->and
left <-- arrow keys (holding down the key) when you or anyone else has
cast a spell will greatly speed up the round.
Diagonal movement is a must in combat.
Make sure the Num Lock key is off and you can use the number pad for all
movement. Those of you who play on laptops can use the Insert, Delete,
Page Up, and Page Down keys for diagonal movement.
Fleeing: If you are attempting to
flee a fight, be aware that as long as any NPC has you in their LINE OF
SIGHT, you will not be able to flee the battle unless you haste.
Sometimes even a haste will not help, if the NPCs have the same movement
rate as your hasted character, or are faster. Best bet for fleeing
is to use objects such as walls (indoor combat) or trees (outdoor combat)
to hide behind.
A good way to determine if an NPC can see
your character is to use the AIM, NEXT or AIM, PREV functions. If
the target cursor stays on you, then you are hidden and can flee.
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COMMUNICATION
The following information is
useful for normal group questing and NPC fighting as well as PvP.
NORMAL TEXT: PUBLIC SPEAKING
This is simple, most everyone
knows how to type what they want to say and hit enter for it to appear.
White text is the default color. To change your text color, use F9
or F10 to cycle through the choices.
ESP TEXT: PRIVATE MESSAGES
ESPing is a way to communicate
privately to another PC. By typing the name of the other player,
then using the colon key ( shift+; = : ) you can enter the text you want
to send privately to that player. Once you have initiated the ESP,
AND the other PC has responded in a like manner, you can use the F5 key
to cycle through all the people you�ve sent and received ESPs.
COMBAT COMMUNICATION
PVP is usually better with teammates,
and good PVP teams are deadly. One cardinal rule when Team PvPing
is to ALWAYS stay in constant communication with your teammates.
Among other things, you should inform them of your Globe status, if you
are held, fumbled (clumsy), or feebed.
You should also let them know anything
important they may have missed; with up to eight players, the screens can
get messy. Sometimes you need to point out that one Cause Serious
spell can waste a particular opponent, or that someone�s Globe is down.
It is VERY important to communicate if your team chooses to concentrate
on a single enemy at a time.
NOTE: Keep all teammates
informed when you run low on Holds and Dispels. It is a good idea
to have all teammates take turns casting those spells on single enemies,
and very important for all teammates to keep at least one Dis saved in
memory or on scroll.
As far as talking when held or clumsy:
I don't recommend it. Very often (especially in large fights) the
players on the opposite team will ignore you in search of live prey.
You can quickly draw their attention back to you by speaking, especially
if mouthing off or trash talking. Best tactic is to talk to teammates
by ESP (and asking for a Dis if you think you need one) and hope everyone
else ignores you until your hold wears off - happens very often in large
PVPs!
Personal Note: If you are
going to die (and we all do), die with dignity - PvPers don't respect players
who "whine"!
|
MOVEMENT
IN COMBAT
The following information is useful
for normal group questing and NPC fighting as well as PvP.
MOVING AROUND MONSTERS
It is VERY important to GET AWAY
from all monsters first thing after you enter combat; even if you are not
invised and risk getting hit. Most players haste themselves before
combat, and you often get two turns if you are first in.
Make sure you get as much distance between
you and any monsters as you can, and most importantly, GET OUT OF THEIR
LINE OF SIGHT. If you don't, and a lucky hold gets you quick, the
monsters will make mincemeat out of you in a heartbeat. It's also
an ignoble way to die.
NPC's aren't terribly bright. Most
players will try to put a wall between them and the NPCs so that the NPCs
cannot reach them in a fight. This is a useful tactic, since when
you get held, if there are no NPCs in reach, you might survive. If
there is an NPC in 'line of sight' however, you may be doomed (high charisma
and the "friends" spell can help a lot here). Try to pay close attention
to where the NPCs are at all times! When a foe is held, move to the
other side of him, so that the NPC will follow you. The NPC will
stop when it reaches the held foe, and slay him before coming on to you.
Likewise, if a comrade is held, and you can't stop the NPC from slaying
him, sometimes stepping in between the NPC and your comrade will save him
(for a short period of time).
MOVING AROUND ALLIES AND/OR OPPONENTS
Try to stay at least four squares
away from any other PC. That way an area of effect spell, such as
dispel magic, cannot catch more than one of you in its radius. This
is considered a Bonus Dis. Do try to stay close enough to move in
and aid an ally if needed.
Try NOT to cast a hold or fumble on an
enemy when an ally is within Dis range of an opponent; the likely result
is the opponent has an ally that will cast a DIS on the held or fumbled
target, catching your ally in the effect for a bonus!!!
Some PvPers like to dish out damage to
all opponents, some like to gang up on one. There are pros and cons
to both ways. If you gang up on one at a time, you can probably gate
one PC sooner, but then that could leave you low on spells to take out
the others.
TIPS: If one or more of your
opponents are disabled by an ally, try to keep the other opponents from
casting dispel. Use silenced NPCs or a stink cloud to keep an opponent
from casting.
If you are disabled by a hold, but are
safe from being attacked by an NPC, sit and wait instead of ESPing for
a Dis. NOTE: Allies, don't Dis your held ally unless they ESP
for one or you think they may be struck down by an NPC.
In an FFA: if you can get to an
obscure location away from the other PCs, you can sometimes let all of
the others deplete their spells before you really enter into the fray.
|
GLOBE
CHECKS
When you think someone has faked
a Globe, or the duration may have run out, it�s time for a Globe Check.
Remember to stay at least four squares
away from any other PC, because another sort of bonus is a Globe check.
As a Minor Globe of Invulnerability protects you from third level spells
and lower, the FB is very useful in checking for Globes.
For anyone who has memorized a Fireball
spell or has a scroll with FB on it, cast it somewhat early. It not
only will damage or even kill a few NPCs (don�t kill all the NPCs!), an
FB will show damage on any PC caught in the area-of-effect that has not
Globed. FBs are also good for a Globe check if you are fighting fire
elementals or salamanders or any other NPC unaffected by fire.
Other Globe checkers: An extra
bless can target you and all other PCs in a fairly large area-of-effect.
NOTE: If your own Globe is down or false, you will be a target as
well. Also note that players near an NPC will be unaffected by bless.
On Self: Best way to keep
track is detect magic. This lasts the same length of time as a Globe.
If it goes, you know the next round is probably the time to re-Globe.
You can also reserve one Protection from Evil (or Good) spell while fighting.
If you suspect your Globe is down, cast
a protection from good or evil on yourself. If it says you are unaffected,
your Globe is still up. If you did not have a Globe, it will say
"XXX is Protected" and will look to all other players like you have
recast a Globe on yourself� until they do their own Globe check on you.
NOTE: If you are not Globed at any time,
it is a good idea to make sure you have a resist fire/resist cold up, or
you may become barbeque/ice cube quickly.
TIPs: If you do use the above
fake Globe tactic later in a fight, you should STILL cast another Globe
(if memorized)� especially if you think enemies may start beating up on
you...
The third level priest spell, Hold Person,
may work after a PCs Globe is down! It is also an excellent image
killer.
|
THE
SPELLS
The following information covers the majority of spells found in
FW, with more in depth descriptions for PvP favored spells. Below
is a list of all spells found in game (at this time). Spells commonly
used for PvP are in bold type. Those not used in PvP
at all are in dark gray font. Red
font indicates optional use or selection.
Priest Spells
Level 1
|
Level 2
|
Level 3
|
Level 4
|
Level 5
|
Bless
Cause Light Wounds
Cure
Light Wounds
Curse
Detect Magic
Protection from Evil
Protection from Good
Resist Cold |
Find
Traps
Hold Person
Resist Fire
Silence, 15� Radius
Slow
Poison
Snake
Charm
Spiritual
Hammer |
Bestow
Curse
Cause
Blindness
Cure
Blindness
Cause
Disease
Cure
Disease
Dispel Magic
Prayer
Remove
Curse |
Cause Serious Wounds
Cure
Serious Wounds
Neutralize
Poison
Poison
Prot Evil, 10� Radius
Prot Good, 10� Radius
Sticks
to Snakes |
Cause Critical Wounds
Cure Critical Wounds
Dispel Evil
Flame Strike
Slay |
|
Mage Spells
Level 1
|
Level 2
|
Level 3
|
Level 4
|
Level 5
|
Burning
Hands
Charm
Person
Detect
Magic
Enlarge
Friends
Magic
Missile
Protection from Evil
Protection from Good
Read
Magic
Reduce
Shield
Shocking Grasp
Sleep |
Invisibility
Knock
Mirror Image
Ray
of Enfeeblement
Stink Cloud
Strength
Detect
Invisibility |
Blink
Dispel
Magic
Fireball
Haste
Hold
Person
Invisibility, 10� Radius
Lightning Bolt
Prot Evil, 10� Radius
Prot Good, 10� Radius
Prot Normal Missiles
Slow |
Bestow
Curse
Charm
Monster
Confusion
Dimension Door
Elemental
Shield
Fear
Fumble
Ice Storm
Minor Globe
Remove
Curse |
Cloud Kill
Cone of Cold
Feeblemind
Hold Monsters |
|
|
PREPARATION SPELLS
Before entering combat, you want
to prepare first with several spells. Below is a list of all prep
spells. Color code: area-of-effect,
personal,
touch
(can be cast on another). An
asterisk*
indicates
that a spell can be cast by a prepper (one who prepares others for team
combat), as well as for single prep.
Priest Preparation Spells
Bless
*
Detect
Magic (optional)
Protection
from Evil/Good *
Resist
Cold * |
Resist
Fire *
Prayer
*
Prot
from Evil/Good, 10� Radius * |
|
Mage Preparation Spells
Enlarge
* (optional)
Friends(camp
only spell)
Prot
from Normal Missiles * (optional)
Shield
Invisibility,
10� Radius * |
Mirror
Image
Blink(optional)
Haste
*
Invisibility
*
Minor
Globe of Invulnerability (optional) |
|
SPELL DESCRIPTIONS
-
Bless *:
Level one Priest spell. Area-of-effect spell that affects all in
same square as caster when prepping. Helps saves and lasts six rounds.
-
Blink:
Level three Mage spell. When cast, this spell causes the caster to
�blink� in and out after casting or attacking. The NPCs cannot hit
you after your action, but I think they can still hit you if you move away
from them. I will have to test this further, before advising on use.
At this time it is optional/personal preference.
-
Detect Magic:
Level one Priest and Mage Spell. Since Mage slots are very limited,
the Priest spell is always used. Used for keeping track of rounds.
When the asterisk disappears, it is most likely time to re-Globe.
This spell is optional.
-
Enlarge *:
Level one Mage spell. Helps your attack damage when trying to kill
those hard to kill NPCs... Especially if you find yourself with a pet and
no invis. Optional usage though as once you find some gauntlets, or manage
to acquire enough crystals to purchase a girdle, you shouldn�t need this
spell. But then (of course) you may want to cast it on an NPC� this
can add a lot of fun to PvP!
-
Friends:
Level one Mage spell. Adds to personality. Used in NPC manipulation
as NPCs will follow PCs with a lower personality. NOTE:
This is a camp only spell, so remember to prep with it BEFORE
entering fight.
-
Haste *:
Level three Mage spell. Self explanatory. Doubles movement
and attack speed.
-
Invisibility *:
Level two Mage spell. Self explanatory. Good spell if you enter
fight after it is triggered (barring a pre-Globe that is). Lets you move
away from NPCs without getting hit. Please remember that if you pre-Globe,
you cannot invis. You also want to cast invis last. Spell lasts
until you cast or attack someone.
-
Invisibility, 10�
Radius *: Level three
Mage spell. Same thing as invis spell, but has an area-of-effect
radius of ten feet. Mainly used in team prep to free up invis spell
slot for another Mirror Image or Stink Cloud.
-
Mirror Image:
Level two Mage spell. Creates up to four images of the caster.
Rumor has it, this will stack as well (cast two and double the images).
Many times one is saved by a mirror image taking the hit.
-
Prayer *:
Level three Priest spell. Helps saves and lasts six rounds.
Memorize one.
-
Protection from Evil/Good
*: Level one Priest
and Mage spells. Limited Mage spell slots somewhat forces PvPers
to use the Priest spells instead. Protects you from evil/good,
giving you a bonus to save from attacks by these alignments. As far
as I know, does not work for neutral alignments. Used to fake a Globe
as well.
-
Protection from Evil/Good,
10� Radius *: Level
four Priest and level three Mage spells. Same as above description,
but has an area-of-effect (ten foot radius). Used mainly in team
PvP prep. Again, because Mage slots are more limited than Priest,
and (for these spells) the higher level is Priest, it is the Priest spells
that are used.
-
Protection from Normal
Missiles *: Level
three Mage spell. Optional spell, best used when you know the NPCs
in a fight will use missile weapons. Also a good fake Globe spell.
-
Resist Cold *:
Level one Priest spell. Reduces any cold damage to half without save,
to one-quarter damage with save.
-
Resist Fire *:
Level two Priest spell. Reduces any fire damage to half without save,
to one-quarter damage with save.
-
Shield:
Level one Mage spell. Protects from Magic Missiles for a very long
time. This is why you never memorize MM for PvP.
-
Minor Globe of Invulnerability:
Fourth level Mage spell that neutralizes any spells of third level or less.
Most players do not prep with Globe before battle unless they have a Cloak
of Shadows, or are fairly certain they will enter in an open area (away
from any NPCs). Prepping with Globe in camp is known as pre-Globe.
The usual usage is to enter, position yourself in combat, and then cast
Globe as your first action. Those who do not do this are either pre-Globed,
or ready to be targeted by immediate damage spells such as FB and LB.
-
TIP: Always memorize at least
one Globe, best for two!! If scrolls are allowed try to keep one on scroll,
but remember the scroll will only last six rounds.
NOTES & TIPS: Instead of
memorizing Detect Magic (as a rounds indicator), you might want
to select a second Protection from Evil and save it for a Globe check or
a false Globe.
Mirror Images are rumored to be consecutive.
If you cast two, the number of images will double. The strategy is
up to each individual... whether you want that invis spell (which is
not normally needed if you trig the fight), or if you want three
stink clouds, or if you want two mirror images. Of course,
if you have a Cloak of Shadows, you never need to memorize an invis again,
though you do need to remember to re-equip your cloak after each cast/attack.
|
Preparing
for Single PvP
Asterisk * indicates
optional spells. Bold text is the list of spells
considered normal preps for PvP.
Bless
Prayer
Haste
Detect Magic *
Protection from Evil *
Protection from Good *
Resist Fire |
Enlarge *
Friends
Shield
Resist Cold
Mirror image
Invisibility |
Preparing
for Team PvP
Asterisk
* indicates optional spells. Bold text is
the list of spells considered normal preps for PvP. A prepper
is one of the team that will not be in the PvP battle, but who will prep
the rest of the team.
Bless (from one teammate
or prepper)
Prayer (from one
teammate or prepper)
Haste (best if prepper
casts, leaves PC w/open slot)
Detect
Magic *
Protection
from Evil *
Protection
from Good *
Prot/Evil, 10� Rad (from
one teammate or prepper) |
Resist Fire
Enlarge
*
Friends
Shield
Resist Cold
Mirror image
Invis, 10� Rad (from
one teammate or prepper) |
NOTE: Invisibility, 10�
Radius Should be cast after all team members are finished with their personal
preps.
|
Pages
12 through 13 of 16
COMBAT:
NON-DAMAGE SPELLS
Description, tips, and strategies
for using spells that cause no damage.
SPELL DESCRIPTIONS
-
Bestow Curse: Level three Priest
and level four Mage spell. Typically the Priest spell is used only
to harass PCs by Jumpers, or to torment held/fumbled PCs when their Globe
has worn off. The fourth level Mage spell though, can be cast to
lower a PC�s saves� if you want to use up a slot for this little used Mage
spell. Better if you find it on a scroll.
-
Cause Blindness: Level three
Priest spell. Typically used only to harass PCs by Jumpers, or to
torment held/fumbled PCs when their Globe has worn off.
-
Cause Disease: Level three Priest
spell. Typically used only to harass PCs by Jumpers, or to torment
held/fumbled PCs when their Globe has worn off.
-
Confusion: Level four Mage spell.
Not sure if this spell works in FW, though it did not work on ONWN.
Most PvPers don�t memorize it for PvP as it takes up a valuable fourth
level Mage slot.
-
Curse: Level one Priest spell.
A lesser Bestow Curse spell. Used same way.
-
Dimension Door: Level four Mage
spell. KNOW the area you are fighting in. This
spell may end up being a life saver. It can be used to target a safe
spot over a wall by standing on a table (table dancing). Just
be sure you have a way out of said spot, or you will have to QTS to exit�
or until all NPCs are dead.
-
Dispel Magic: Level three Priest
and Mage spell. Mage spell is a very poor option, as it takes a slot
better used for LB, Haste, Blink, or an FB. Self explanatory spell�
memorize at least three for battle.
-
NOTE ON DIS: There is no such thing
as a bonus Dis in a one on one PvP. Other than that, a �no Dir Dis�
is an agreed upon rule prior to battle. A bonus Dis is gained when
casting on/near an ally who is next/near one or more opponents.
-
Casting on an NPC to bonus an opponent,
or casting on a cloud to bonus an opponent, are both considered �Dir Dis�
and not a bonus Dis. If you want to free an NPC near a held opponent,
cast only so that the NPC is within the area-of-effect. Same goes
for clearing a cloud. Cast only to clear the cloud and not near the
opponent.
-
Fear: Level four Mage spell.
Causes PC to go into auto-mode, effectively disabling them for several
rounds. Another personal preference choice as it will take up a valuable
slot in the limited Mage spells.
-
Feeblemind: Level five Mage spell.
If a PC fails the save and has no items or scrolls, they are pretty much
limited to killing NPCs while drooling. Be imaginative� try role-playing
it.
-
Fumble: Level four Mage spell.
Great spell!. Slows down your opponent or fumbles them or both.
Opponent must save twice. Or it may kill two images instead.
No matter what, a great all around PvP spell. TKO spell.
-
Haste: Level three Mage spell.
Yes, this is a typical prep spell, but is very useful if you have a scroll
or decided to use a slot for a second haste. It cures the slowness
caused by a fumble and goes through a globe to do so.
-
Hold monster: Level five Mage
spell. Works on NPCs and PCs. Can target up to four targets
in one cast. NOTE: If only one is targeted, they
save at -3. 2 save at -2, and 3 save at -1. 4 save normal.
TKO
spell.
-
Hold Person: Level two Priest
and level three Mage spell. Works only when Globe is down or not
used. Good for killing images as well as a later battle check for
Globe. If it sticks� HEY! Globe check failed! May want
to save this spell for later if opponent re-mirrors. TKO spell.
-
Minor Globe of Invulnerability:
Fourth level Mage spell. YES, I�ve added this down here again,
as (if you are like the majority of players) you probably do NOT
have a Cloak of Shadows. If you do, well bully for you.
-
TIPS: Globe neutralizes any spells
of third level or less. Upon first entering combat, position yourself
in a fairly safe spot, and then cast Globe as your first action.
If you plan to �fake� it, I suggest not standing next to a wall.
-
Always memorize at least one Globe, and even
better if you can memorize two. If scrolls are allowed try to keep
one on scroll, but remember the scroll Globe will only last six rounds
(shorter duration than Grim spell).
-
Ray of Enfeeblement: Level two
Mage spell. Typically used only to harass PCs by Jumpers, or to torment
held/fumbled PCs when their Globe has worn off.
-
Reduce: Level one Mage spell.
Typically used only to harass PCs by Jumpers, or to torment held/fumbled
PCs when their Globe has worn off.
-
Silence, 15� Radius: Level two
Priest spell. This is a great tactical spell, cast it on an NPC that
is near an opponent of yours and they cannot cast. If there are various
types of NPCs in fight, try to cast on the hard to kill NPCs.
-
TIP: Use silence on NPCs and
learn to manipulate them towards your opponents. Be warned though,
low personality (and because you cast the silence spell in the first place)
will often find you with a "pet".
-
Slow: Level three Mage spell.
Optional/personal preference. With fumble spell being so much better,
not to mention able to go through a Globe, the slow spell is like some
of the other harassment spells.
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Stink Cloud: Level two Mage spell.
Memorize at least two. Some PvPers use this as soon as possible,
with a fumble cast after. This can take out images or keep the opponent
from casting if they "cough". Try to save at least one for around
the 7th round or later (if fight lasts that long). Then cast hold,
fumble, slay, poison, feeb, etc.; and many times the second spell will
"stick" with more success. Please remember that if a person
is gagging and choking, this cannot be dispelled and will only remove the
cloud. This is also considered a dir Dis, not a bonus Dis. TKO
spell if gagged and gated.
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COMBAT:
THE DAMAGE SPELLS
Description, tips, and strategies
for using spells that cause some damage, a lot of damage, or instant death.
SPELL DESCRIPTIONS
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Cause Light Wounds: First level
Priest spell. I recommend this if it gets down to the wire.
If all Globes are gone, it just may mean the difference between a win and
a draw. Optional/personal preference.
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Cause Serious Wounds: Fourth
level Priest spell. Save until you are very sure the opponent has
no images left. Otherwise it seems this spell almost always hits
an image instead of the PC.
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Cause Critical Wounds: Fifth
level Priest spell. Other than higher level and more damage, this
spell is the exact same as Cause Serious: save until you are very
sure the opponent has no images left.
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Cloud Kill: Fifth level Mage
spell. If opponent is trapped this spell keeps them from casting
by causing damage each round. Also useful to cast on opponent that
is held or clumsy.
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Cone of Cold: Fifth level Mage
spell. Memorized spell does not seem to work, though some have gotten
it to work before. If cast from scroll, works best at close range.
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Fireball: Third level Mage spell.
Good Globe checker. Not very effective if resist fire is used.
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Flame Strike: Fifth level Priest
spell. Optional spell/personal preference. Most don�t want
to waste a slot as the resist fire spell reduces any damage from this spell.
There are a few PvPers that use this with great skill.
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Ice Storm: Fourth level Mage
spell. Effective spell for area-of-effect and against Globes.
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Lightning Bolt: Third level Mage
spell. When Globe is down, Line �em up and BOUNCE those LBs.
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Poison: Fourth level Priest
spell. Works sometimes. When it does, it is very effective
(instant death).
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TIP: seems to work best if
PC has already taken a hit or two. TKO spell.
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Shocking Grasp: First level Mage
spell. Same theory behind this as cause light. Also good Globe
checker, and since resist fire/cold are often used, the electric shock
will not be resisted.
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Slay: Fifth level Priest spell.
Kills instantly or damages opponent. Can be cast from 2 squares away.
TKO spell.
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OTHER
GENERAL TIPS, TRICKS, & TRIVIA
SLAY & POISON
Save your instant death spells (poison
and slay) for later on in a fight. This means after most prep spells
are gone and after Globe is close to gone or down already. This is
when these two spells work best. They also work best in conjunction
with a stink cloud if you managed to save a stink in grim or have one on
scroll.
Many do not memorize Poison as players
seems to have very good saves against them. But, it is great when
they DO work.
SCROLLS & WANDS
Even a PvPer can only memorize so many
spells, and when fighting good PvPers, you will soon find that you are
out of good spells� what then?
Scrolls, scrolls, and more scrolls!
Oh and hopefully a wand of LB (only need one). Collect good scrolls
whenever you can though. General recommendations are:
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Minor Globe of Invulnerability
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Hold Monsters (lots)
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Feeblemind (at least one)
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Dispel Magic
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Ice Storm
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Cause Serious or Critical (very important,
if your saves are good)
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Slay
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Dimension Door (useful for getting out of
tight situations)
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Flame Strike
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Stink
EXPLAINING THE FAKE GLOBE
When a PC enters combat, they often cast
a protection from good or evil on themselves. This appears to others
the same as a Globe will (the message "XXX is protected"). They look
just like a Globe, and allows PCs to save a real Globe for later.
This is a risky tactic, although
many use it well. You just need to watch your opponents closely and
if they use a fake Globe too often, give 'em one of the old "Globe checks".
MORAL of this story: Do NOT always
fake a Globe... mix it up so you don't get predictable.
ICE STORM vs. FUMBLES
In group PvP, memorizing ice storms instead
of fumbles can sometimes be the better strategy. Fumbles are good
for removing images on a single opponent. It isn�t really needed
in group PvP as everyone loses images rather quickly... save the ice storm
and do damage to 3-4 enemies in a single cast. However, if fighting
a group with one really strong PvPer (that you and your allies want to
take out), you might want to reconsider the choice...
TRICKS WITH STINK
A nice trick to try is to cast your stink
cloud on a doorway leaving opponent stuck in room with monsters.
The opponent has a few options - he can run through the stink, Dis the
stink, dim door out, or stay with the monsters and deal with them.
Meanwhile you can cast away safe from monsters�
Stinking clouds can be GREAT spells in
PVP, even though 2nd level. They can immobilize a player (same effect
as hold for a shorter duration, and no dispel will remove gagging and choking).
It also lowers saves by two. Which is why they work best later on
in a fight.
MORE ON HASTE
As mentioned before, haste is great for
curing slowed status and faking others out as to your own Globe status
(since it goes through Globe). People see they are cured of slow
and think their Globe went down. Unless they know the trick with
haste.
Please note, this only works if you or
others in AOE are slowed. If they are not, then there is no effect.
PREPPING TO ADVANTAGE
Lots of times, everyone going into a PVP
preps in the same square...USE IT!
Wait before casting your own spells.
You can usually pick up protections, blesses, prayers, and haste from others,
and then save your own spells for later in the fight.
DIMENSION DOOR, EXIT STAGE LEFT
Dimension Doors (try find them on scrolls,
not memorized) are good for positioning, and running to a quiet corner
later in a fight. I could go on about Dim Door spell... best to really
know the area you fight in. Sometimes Dim Door is the only way you
can get out of a tight situation.
ONWN NECROMANCY
Necromancy was a glitch in ONWN that only
the avid PvPers really knew about. The only way to bring about this
dastardly magic was if you entered a fight where there were eight already
in, and one of the eight just gated.
Then you jump in and suddenly it seems
you are being hit for damage when NO ONE is near you. This is because
of that little glitch. Seems when you entered, your �essence� got
linked to that of the newly departed.
So the others would gather around the dead
body and begin casting on it� causing YOU the damage (and other assorted
spells).
At this time, this dark sorcery must be
relegated to ONWN trivia.
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