November 25, 1999
THE GREAT OUTDOORS OF MEDIEVIA (Mainly a Mage/Cleric helpers guide) -
By Kalavankar
Medievia is just not a interconnected group of cities, there is a vast
wilderness that varies in difficulty, terrain, and also has an ever changing
weather. That is why you, the player, have to be prepared for some of the
possiblities that may happen while venturing out of the protective city areas.
This is not just to prepare you as to what will be seen if ever you depart
from the great city of Medievia, but also to how to defend against what will
be seen in the vast wilderness regions of Medievia.
I.WILDERNESS MOBS:
The first rule is to avoid the more difficult types that are not found in the
areas closest to Medievia City. The others can be found to have very good XP
if you are the right class and high enough level. A buddie is a good thing to
have when walking in the wilderness because there are many unexpected things
that can happen. Here are how to deal with some of the major mobs of the
wilderness:
- Banelar - Some can have fireshield (help fireshield) and can always see
invisible. These should be avoided by mages with or without fireshield,
warrior and thieves if fireshielded. Most average to good clerics can kill
them with or without fireshield. (note: can't trip them, can dispell them, and
can put to sleep) XP= 150K-300K solo.
-
Sunsprite - These also can use fireshield and see invisible and are almost the
same as banelar in attack and features. Like Banelar they can blind and
sometimes weaken and curse. These are easier for a thief than a banelar since
you can trip them.
-
Ogre - These are not worth the effort. They have a lot higher amount of
hitpoints than Banelars or Sunsprites as they can not use magic. However, they
do pack a punch and the unwary adventurer may find then to be quite difficult
at any of the lower levels (25 and below). One good thing is that they do
have a worse resistance to spells than most creatures and if you flee they
are slow to follow. XP=100K-150K solo.
-
Insects - These are great for mages and clerics to XP on - they don't use
magic and are good XP. Warrior's and Thieves beware as you can't hurt them in
any way without magic so just flee (unless assisted by mage/cleric). XP=150K-
250K solo.
-
Small Ugly Troll - Gnoll - Gnoll Lord - these are all mobs that aren't that
hard and are about in the middle as far as how hard/easy they are. XP= 40K-15
0K
-
Jackal - Bandit (none MF) - Ants (Guard Ants are harder plus they can poison
with there bite) - Kobold (none MF) - Gnasher- These are all mobs that should
be easy for any traveller over level 15. XP is between 10K-100K which is not
really that good for gaining experience.
Stay Away List - most likely if you have seen any of the following you are
dead. Some of the more common ones are:
- Mutated Forest Abomination - level 20 and below solo instant death.
- Wooly
Mammoth - Level 20 and below Instant Death
- Dark Elf - more do-able still very
hard, imposible solo at low levels
- Barbarian - Death. Unless you are over
level 25 there almost no chance to beat.
- Phantom - Very hard. Have a big form
or suffer death at low levels
These are Just some of the things that are out there off and on roads of
Medievia. This is most the most help for players that are between levels 18
and 23. Also one helpful bit of advice is that if you see a mob that you
cannot kill enter or you enter into the same room LEAVE THAT ROOM!!! Almost
all of the hard mobs will attack even when invisible or sneaking if they/you
do not exit the room.
II.MOB FACTIONS (MF):
If you hear people talk about this all the time but you have no idea what they
are talking about then this is for you. They are groups of different types of
mobs that are only found on roads and are very pestering to people that trade
often. There are many ways to deal with them the most common way that new
players use is death. This, however, does not need to be an option even for
new players.
All MF's take or destroy your freight, and if taken it must be back with you
in a certain amount of time (usually 10 min or so) otherwise it is gone
forever.
- Demon Lord - he is one of the hard and easiest MFs to get past. He will send
waves of 3 to 7 spectral hounds after you every 5-10 min or so for about 4 to
6 times. How fast they reach you depends on how far away he is.
Two of the
best ways to overcome him are: - wait and destroy all the hounds of every
wave;
- is destroy him (not solo). You can determine how far he is from how
far the dogs are to you when they start runing after you. Hint: do not leave
freight when dogs are near they will destroy it; Shield Room will not stop
the dogs from entering (dog=spectral-hound)
- Trolls - This is usualy 1 to 2 (of each) Troll thiefs, mages, clerics,
warriors, and a group of 2 to 8 Troll captains that stay in just one square.
These are hard to overcome quickly or safely by the low level solo'er. If you
are in a large group and all of you die not go and pray till you find the
group captains and see them sneak away (this ensures the safety of your
capured freight). I have found the best method for them is to let the Troll
thief take your freight and then allow him to move past the Troll captains
with it and then kill him and take it back (only if you are able to kill him
try this).
- Rogue - This is one scout and a group of 2 or more (usually 4) Rogues that
remain still. The same thing goes for them - if you die do not pray till you
see that the large group sneaks away to protect your freight. To get past them
either kill the scout and wait for the large group to leave or allow the
scout to take freight and kill him on the other side of the large group (
either is difficult for low levels).
- Road Bandits - same as Rogues. They just have more scouts and are generally
easier than Rogues. Leave freight (not abandon) and go kill one by one (with
freight they gang up and kill you).
- Kobolds - Theses are the easiest of the MF and also great XP. Once you get
the first warning message go a little further up the road till you get hit by
arrows then go off road and go along side the road (both sides) and kill all
Kobolds in groups of ones and twos. Then go back to freight and rest to full
Hit Points and Mana - leave freight again and go along the road to kill the
remaining group of Kobolds.
One of the most important reminders is that MF's are not all the same level
and if you have one hero in the group and 3 level 20 it could turn the MF's
into hero MFs or low level MFs. Most likely if soloing and no one else in the
area (use WHO -Z) the MFs fit your level, and will be hard but not impossible
to kill.
III.WEATHER:
When players are out in the open wilderness or just in non-weather proof rooms
they often forget to watch the weather, which can be a most detrimental thing
and may even lead to death. The weather (help weather) in the game can have
many effects to what/when you should fight where you should go and most
importantly what/when you should not fight.
- Firestorm - These can help out warrior and thief class people in the most
extreme ways (no magic is usable (mob or player) unless in the form of a
scroll or staff or wand/rod, or other magical device). If there is a mob that
is a total mage/cleric and you never seem to kill it, wait until a firestorm
occurs to try (if outside).
-
Magic Storm - A mage and cleric's best friend is the magic storm. This will
allow them to kill mobs that they get close to but never seem to kill.
-
Earthquake - Everyone loves a really good quake. This will hurt mobs and can
get them so close to death that a good push will kill them if it is a big
quake. One thing to remember is that it splits forms and it will really hurt
you if not sitting.
-
Tornado - These are hated by all and will instantly kill you if not in some
type of shelter. It also has the effect of sweeping your dead corpse in the
direction it was going and will continue to do so until you move from its
path.
-
Hurricane - These will not instantly kill you but do take off a large chunk of
hit points every little while if not sheltered. One bit of advice is that ROOM
SHIELD spell will cut the damage taken during it.
-
Lightning - This can be really good or really bad for mages and clerics and
just bad for thieves and warriors. You can get hit randomly by lightning that
will take most to 1 hp of life left this may happen to all classes. This will
also increase the damage that the spell Call Lightning does on mobs/players.
-
Rain - This is also increases the damage the spell Lightning does but it also
causes fire attacks to do less damage. This helps when fighting Banelars and
Sunsprites who use fireball attacks.
IV.DRAGONS:
They aren't just for riding (help dragon). One sport I find fun and unique to
Medievia is Dragon Hunting. This is not just for high levels and Heroes. Even
you (with at least 1 mil in gold) can start to have fun dragon hunting when
you want to have a little XP/TR/Life break. All have to do to get a dragon is
enough money to attract one. The more money the greater the chance of it
following you. After you are sure it is following then start moving in one
direction (fast) and call a good dragon after about 5-10 steps and keep moving
till you see a message of your good dragon attacking the evil one.
Then next step is to find them. To do this you will have to use the SURVEY
command (help survey) to find where they are fighting. Once you are fighting
use what ever possible attack spells (blind, plague, weaken, faerie fire)
weapons agains the evil dragon also do what you can to help the good one (such
as sanc, bless, armor). Then hopefully the evil one dies and if you get the
death blow (killing hit) you will recieve XP from the battle. Then search the
corpse of the evil dragon you can find many assorted things and, if really
lucky, you may even find a dragon brain worth literaly millions if you find
the right buyer.
Please note, however:
-
Shield Room will not keep a dragon from entering/killing you and your form.
-
Even if you have 0 gold a dragon may still start to hunt you down
-
Survey after the dragon has landed will indicate where it is
-
To find if a dragon is hunting you type LINK - if it allows entrance to
Medlink you are safe for the time being
Author' s Notes:
I hope that this in some way helps someone, and remember these are just
suggestions and not true facts that the have been seen in all incidents. It is
up to you the player to see what works for you, a person can have unlimited
tactics that work great but may stink if another player tries them. In most
cases I have found these to work quite well as may have other players. And I
hope that you do not come to me and/or a god and start complaining how the
aformentioned article does not work or something to that effect. :)
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