Current thread: Mythic forums > Strategy & Advice > A short guide for new players
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8/13/2009 8:36:50 PM | First things first, know right now that you're going to die. Many times before you get into a productive and successful groove.
Now, You've made a clan/company/regiment, whatever you're calling your party of adventurers. They're all shiney, new and naked, and lacking any iron(cash, currency, what you're going to buy things with).First thing you want to get is get your melee characters some weapons, a small club at the begining is better than a crude (insert nice weapon here) because crude means it makes it harder for you to hit them. As for casters you should know To watch their SP(mana). If you tell them to cast lightening bolt 1, for 4SP, and they have 3SP, as it is now they'll just try really hard, but do nothing, and a mage swinging with his fist is better than nothing.
Recruiting: You're down from your first 10 to three adventurers, how do you get more? This is based on the amount of iron coins your characters have, if it's yellow, they have enough, if it's orange, they don't. All of your characters must be in the yellow to recruit any new party members.
Now, with casters: Earth magic lets you summon some rocks for extra cash, Air is for shielding(raising defense, making you harder to hit) Lightening and Fire are both damage schools. Life is healing and curing poison, body is for strength and toughness spells, illusion is for helping your party escape, but not good for low level characters as they're high cost spells, summoning is, obviously summoning creatures to help you fight, and the first spell is wolf, costing 50SP, so don't even bother with it first level.
For melee characters, Attack raises their attack roll(chance you'll hit your enemy)damage raises the ammount of damage you're able to do with each hit, parry raises defense(and i believe the ammount is based on weapon speed) toughness makes it harder for an enemy to strike you, attack speed raises your speed modifier, which allows you to attack earlier in a given turn, and in many cases, attack multiple times in one turn.
For all characters, stats. Strengh dictates damage done, and likelyhood to hit. Dexterity increases speed modifier(for casting and melee!) and increases defense. Constitution dictates relative amount of HP, Charisma is used by party leaders to, in conjunction with the leadership skill, determine how many party members may be taken on a given adventure. See Legion's post on party size and leadership here. http://mythicwarfare.com/forumthread.aspx?C=3&T=7
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Legion 8/14/2009 7:53:41 PM | I'll chime in here too, this is good info. FYI you can use any HTML in here except the "script" tag. So to skip a line for example put in two < br > tags in a row (without the spaces).
As for new parties, its so much easier now. My strategy has changed entirely, away from body magic dependence (although its often still a good choice for the right characters) and more to earth magic. At least half my wizards now start with earth, I make sure every party has an earth caster at first level. That way the initial adventures are very profitable and you can get another set of recruits.
This is important, I suggest trying to get a good pool of quality noobs to push up as a large mass. That way you won't find yourself in a position later when you have just 2 or 3 guys trying to press on solo. |
8/15/2009 2:03:20 PM | test
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