Ghouls and Monks are the most popular, though Dark Monks, if convinced, can prove especially effective for a knight. Monsters summoned or convinced by a willing player, or yourself, that have inherent healing abilities.Monsters found in great number, such as Goblins, Trolls, Orc Warriors, Bandits, Rotworms, Dwarves or Bears.Targets can include, but are not limited to: Alternatively, for low level players, a weapon with a very high level requirement will be even weaker and can be used if you can guarantee blood hits with it. It is recommended to use: for sword fighting a knife, for club fighting a crowbar, and for axe fighting a sickle. To not kill the training monster too fast, it is usually better to attack it with a weak weapon and not hit it for blood too often. (Each combat round you spend one combat try and the monsters spend two.)įor one monster the time becomes 15 combat rounds (equal to 30 seconds). This means that when two monsters are hitting you and you are hitting one, you must hit for blood at least every 10 combat rounds (equal to 20 seconds) to use the skill advance for all of your combat tries. Making a blood hit allows you to advance in melee/shielding skill for maximal 30 combat tries. To train your melee skill ( sword, axe, club, or fist), you have to fight a monster or another player and must hit your target for blood, that is making it bleed and lose hitpoints.Įach time you are being hit or hit a target, you spend a combat try, regardless of the success.
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