Difference between revisions of "Getting Started Guide"

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== In progress ==
 
 
 
== Wyvern User Interface ==
 
== Wyvern User Interface ==
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
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== Aliases ==
 
== Aliases ==
  
'''Aliases''' are essentially shortcuts that you can type into the command. Each alias can have up to 4 commands (3 semicolons). When the alias shortcut is a single key, simply pressing that key will invoke the command.
+
Aliases are essentially shortcuts that you can type into the command. Each alias can have up to 4 commands (3 semicolons). When the alias shortcut is a single key, simply pressing that key will invoke the command.
  
 
Note that aliases are different from the button-bar in that the button bar has visual shortcuts (buttons), whereas aliases are text-bindings.
 
Note that aliases are different from the button-bar in that the button bar has visual shortcuts (buttons), whereas aliases are text-bindings.
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You can, however, invoke button bar commands: <code>alias ! button-bar-1</code> will make <code>shift + 1</code> use button-bar 1.
 
You can, however, invoke button bar commands: <code>alias ! button-bar-1</code> will make <code>shift + 1</code> use button-bar 1.
  
:'''How commands choose which items to use?'''
+
===How commands choose which items to use?===
  
:When you use a command to tell the game you want to drink a potion, read a scroll or use a magic rod without asking to retrieve it from a container in your inventory, it will first search your main inventory (items out of containers) and use the first matching item. If there is no matching item, it will then search only the FIRST elixir pouch, scroll tube or wand quiver, depending on the item to be used, and use the first matching item inside it.  
+
When you use a command to tell the game you want to drink a potion, read a scroll or use a magic rod without asking to retrieve it from a container in your inventory, it will first search your main inventory (items out of containers) and use the first matching item. If there is no matching item, it will then search only the FIRST elixir pouch, scroll tube or wand quiver, depending on the item to be used, and use the first matching item inside it.  
  
:The appropriate commands for the game to search the containers are: "drink" for potions, "read" for scrolls, and "apply" for rods. Using a different command, such as typing <code>apply potion of petrification endurance </code> will only use a matching potion located directly in your inventory, outside of elixir pouches.  
+
The appropriate commands for the game to search the containers are: "drink" for potions, "read" for scrolls, and "apply" for rods. Using a different command, such as typing <code>apply potion of petrification endurance </code> will only use a matching potion located directly in your inventory, outside of elixir pouches.  
 
</div>
 
</div>
 +
 +
== Healing and Recovery ==
 +
 +
This is a broad overview of healing and recovering from damage to survive in the wonderful (and dangerous) world of Wyvern.
 +
 +
In Wyvern, when your HP drops to 0, you die. Death above level 5 results in lost experience points. The goal of this guide is to keep your HP above 0, to live long and prosper! There are 4 main methods to keep your character alive.
 +
* Healing skill
 +
* Spell healing
 +
* Rod healing
 +
* Mana shield
 +
 +
<div class="mw-collapsible mw-collapsed">
 +
===Healing skill===
 +
 +
Healing skill directly increases your HP healed per tick. HP recovered every 5 seconds = 3 + (HealingSkill * 2). For example, at 10 healing, you'd recover 23 HP every 5 seconds. At 20 healing, 43 HP every 5 seconds.
 +
This is the most standard, cookie-cutter method to surviving. It's a set amount of healing so at certain points as a mid to high level player, you will need to supplement this natural healing with potions of healing at times to adapt to the monsters. 10 healing will work just fine to heal you up as you smash through Shoggoths as a Giant, but when you're fighting an Arch Dracolich and his 3 summoned Ghasts, you're going to need a lot more recovery than 23 health every 5 seconds. You'll need to either use several potions of heal (full hp, 5k gold cost) or disengage once or twice to let your hp heal (run away off screen, or use a portable hole to hide and not take damage while you heal).
 +
 +
===Spell healing===
 +
 +
This is a method that uses spells to converts mana to HP to stay alive. The main healing spells used to maintain your health are Minor Healing, Medium Healing, and Major Healing. The benefit to spell healing is instant access to hp. Taking more damage than you expected from that Demon Lords Dragon Breath and that Reapers poison right behind you? You have the use of your mana to heal your HP at will.
 +
 +
Spell healing requires that you wear mostly non-bungling armor (note: weapons do not bungle), so as not to bungle your spell. If you wear multiple plate items, for example, when you try to cast minor healing, it will say: You bungle the spell.
 +
 +
Cloth and Gold equipment do not bungle. The more bungling gear you wear (bronze, iron, steel, etc.) the higher the odds are of bungling. Some players may get away with 1 metal item, like Gauntlets of power, and only bungle a small percent of your spells, making it manageable to wear without cutting down on your spell healing total. To cast healing spells effective, you need to:
 +
* Train skills in: lore, life magic, incantation, meditation.
 +
** Lore: you need lore skill and lore points to learn healing spells. Minor healing is lore 1 and costs 1 lore point, major healing is lore 5 and costs 5 lore points.
 +
** Life magic: this increases the amount of HP healed per healing spell casted. Generally want to have this between 3-10 for sufficient healing spells, but it's possible to get by with less.
 +
** Incantation: this reduces the mana cost per cast. At 0 incantation, minor healing is 5 sp per cast. The big increments for incantation are 3, 5, and 7.
 +
** Meditation: increases mana gained per tick by 1 + (SKILL LEVEL) over 5s. So 10 meditation would yield 11 sp per tick, 20 med would yield 21 sp per tick. Without meditation, you could always supplement with mana potions to recover your mana.
 +
* Status effects: some status effects make you bungle, namely confusion and fear. When confused or feared, you can bungle even if you're wearing full cloth, and you'll bungle even more if you're wearing metal armor. Best way to address this on a spell healer is ring of Iron Will, which makes you immune to confusion and fear.
 +
* Time stop: some enemies in Wyvern use Time Stop spell, which stops players from using any spells, whether an actual spell or rod. This is considered extremely deadly to any healers as your HP simply won't recover since you won't be able to use a spell or rod to heal while in the map of the enemy who has stopped time. These enemies are rare but especially deadly.
 +
 +
===Rod healing===
 +
 +
This is one of the more unique methods, as it is very flexible. Rods do not take into account what type of armor you wear, or status effects. So even if you're decked out in full plate armor and are confused or feared, your rod will still work. The drawback here is the cost in gold and the cooldown, which is 4 seconds per rod per cast.
 +
Rods have a set amount of skills, so even if you're a caveman with -10 life magic, when you use a rod of major healing it's like casting it with 5 life magic. Incantation affects rods just like actual spells, so refer to above spell healing part for mana costs.
 +
* Note: rods do not share a cooldown, so it is possible to have multiple rods of healing to use multiple healing spells regardless of the cooldown. For instance, if you wanted to you could alias all 4 of the changeable macro buttons on screen (smart-heal, #atmospheres, #social, #racial) to use different rods of major healing.
 +
* Example: alias smart-heal use rod of major healing 1, and use that as your go-to cast. Then alias #atmospheres use rod of major healing 2, and use that in succession to heal after you've used the 1st button. Rinse and repeat for all 4 programmable buttons for maximum healing (4 spells in 4 seconds).
 +
 +
===Mana shield===
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 +
The last method to survive uses the Mana Shield spell to convert your mana to HP. When you use mana shield, whether through the spell (lore 3) or through a potion, it converts a percent of damage you receive into your mana pool rather than your HP. Since your mana is essentially HP now, you'll want to have either plenty of meditation or some mana potions to recover your mana.
 +
* Usually people will either get some points in healing skill, or pick up minor heal and some life magic to recover HP while mana shielding. Although at a high skills in Spirit element, you'll take majority damage to your mana, your HP does take some on most hits, so it's important to think about HP as well when mana shielding.
 +
* Potions of mana shield are relatively effective, but for max mana shield you need 7 spirit (for maximum % damage blocked with mana). Mind skill increases the duration of the spell, it starts at 1 minute with 0 skills, and increases by 1 minute for each point in Mind.
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** The spirit value of potions is around 5, so it's a fair alternative to the real spell for some builds.
 +
</div>
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 +
== Bungling ==
 +
 +
If you're wearing a lot of armor that causes bungling, or under the effects of some spells, your chance of botching the spell increases. The more armor you have on that can cause bungling, the higher your chance of bungling the spell. Some special kinds of armor allow you to cast spells without penalty.
 +
 +
Bungling the spell still charges you the spell points for the spell.
 +
 +
<div class="mw-collapsible mw-collapsed">
 +
==== Armor List ====
 +
 +
All non-cloth armor (aside from girdles and any boot), bungle. All gold, except for helm of brilliance, do not bungle. Most mages wear (crown/circlet/wizard hat), golden breastplate or wizards robe, or robe.
 +
 +
Don't affect spellcasting:
 +
* Rings
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* Amulets
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* Boots
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* Cloaks
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* Bracers
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* Girdles
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* Crown / circlet / golden breastplate
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* Fancy white gloves
 +
 +
Affect spellcasting:
 +
* Body armor
 +
* Shields
 +
* Helmets
 +
* Non-cloth gloves (gauntlets of dexterity, power etc)
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* Helm of Brilliance (gold but still bungles)
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* Leather armor aside from girdles, bungle slightly
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</div>
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 +
==Resists==
 +
 +
Wyvern has many damage types and status effects. Below is a table with different ways to get resistances for them.
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 +
{| class="wikitable sortable"
 +
! Type
 +
! Spell Tiles[[#spelltilenote|<sup>1</sup>]]
 +
! Potion
 +
! Scroll
 +
! Spell
 +
! Race
 +
! Armor
 +
|-
 +
| Cut
 +
| [[File:Sandstorm.gif]]
 +
| N/A
 +
| N/A
 +
| N/A
 +
| 25% - [[Dwarves]]
 +
| [[Cut Resistance#Armor|Armor]]
 +
|-
 +
| Stab
 +
| N/A
 +
| N/A
 +
| N/A
 +
| N/A
 +
| 25% - [[Dwarves]]
 +
| [[Stab Resistance#Armor|Armor]]
 +
|-
 +
| Smash
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| [[File:Earthquake anim.gif]][[File:Boulder blast anim.gif]]
 +
| N/A
 +
| N/A
 +
| N/A
 +
| 25% - [[Dwarves]]
 +
| [[Smash Resistance#Armor|Armor]]
 +
|-
 +
| Acid
 +
| N/A
 +
| N/A
 +
| N/A
 +
| N/A
 +
| 25% - [[Dwarves]]
 +
| [[Acid Resistance#Armor|Armor]]
 +
|-
 +
| Fire
 +
| [[File:Fire anim.gif]][[File:Pris anim.gif]][[File:Frostflame anim.gif]]
 +
| 80% - Potion of Fire Endurance
 +
| 75% - scroll of fire resistance
 +
| min(50 + 5 * fire skill, 90)% - resist fire
 +
| 100% - [[Fire Giants]]
 +
 +
25% - [[Dwarves]]
 +
| [[Fire Resistance#Armor|Armor]]
 +
|-
 +
| Cold
 +
| [[File:Blizzard anim.gif]][[File:Pris anim.gif]][[File:Frostflame anim.gif]]
 +
| 80% - Potion of Cold Endurance
 +
| 75% - scroll of cold resistance
 +
| min(50 + 5 * water skill, 90)% - resist cold
 +
| 100% - [[Frost Giants]]
 +
 +
25% - [[Dwarves]]
 +
| [[Cold Resistance#Armor|Armor]]
 +
|-
 +
| Shock
 +
| [[File:Lightning.N.png]][[File:Lightningshield anim.gif]][[File:Thunderstorm anim.gif]][[File:Wrath anim.gif]]
 +
| 80% - Potion of Shock Endurance
 +
| 75% - scroll of shock resistance
 +
| min(50 + 5 * air skill, 90)% - resist shock
 +
| 100% - [[Storm Giants]]
 +
 +
25% - [[Dwarves]]
 +
| [[Shock Resistance#Armor|Armor]]
 +
|-
 +
| Petrification
 +
| [[File:Petrification anim.gif]]
 +
| 90% - Potion of Petrification Endurance
 +
| 90% - scroll of petrification resistance
 +
| min(50 + 5 * earth skill, 90)% - resist petrify
 +
| 100% - [[Stone Giants]]
 +
| [[Petrification Resistance#Armor|Armor]]
 +
|-
 +
| Poison
 +
| [[File:Poison cloud anim.gif]][[File:Poison breath anim.gif]][[File:Poison wave anim.gif]]
 +
| 90% - Potion of slow poison
 +
| N/A
 +
| min(50 + 5 * life skill, 90)% - slow poison
 +
| 100% - [[Dwarves]]
 +
 +
75% - [[Pixies]]
 +
 +
70% - [[Vampires]]
 +
 +
25% - [[Nagas]]
 +
 +
20% - [[Halflings]]
 +
| [[Poison Resistance#Armor|Armor]]
 +
|-
 +
| Magic (aka Spectral)
 +
| [[File:Howl anim.gif]]
 +
| N/A
 +
| 80% - scroll of magic resistance
 +
| min(50 + 5 * spirit skill, 90)% - resist magic
 +
| 25% - [[Dwarves]]
 +
 +
20% - [[Halflings]]
 +
| [[Magic Resistance#Armor|Armor]]
 +
|-
 +
| Death[[#magicnote|<sup>2</sup>]]
 +
| [[File:Death anim.gif]]
 +
| N/A
 +
| N/A
 +
| N/A
 +
| 100% - [[Vampires]]
 +
 +
+0.5% per player level
 +
 +
+1.3% per armor skill
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| [[Death Resistance#Armor|Armor]]
 +
|-
 +
| Fear[[#fearnote|<sup>3</sup>]]
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| [[File:Fear anim.gif]]
 +
| 90% - Potion of bravery
 +
| N/A
 +
| min(50 + 5 * mind skill, 90)% - bravery
 +
| 100% - [[Lions]]
 +
 +
100% - [[Dark Elves]]
 +
 +
50% - [[Vampires]]
 +
 +
50% - [[Lupines]]
 +
| [[Fear Resistance#Armor|Armor]]
 +
|-
 +
| Confusion
 +
| [[File:Confusion anim.gif]]
 +
| N/A
 +
| N/A
 +
| N/A
 +
| 100% - [[Pixies]]
 +
 +
100% - [[Lions]]
 +
 +
50% - [[High Elves]]
 +
| [[Confusion Resistance#Armor|Armor]]
 +
|-
 +
| Paralysis
 +
| [[File:Paralysis anim.gif]]
 +
| 90% - Potion of Free Action
 +
| 90% - scroll of paralysis resistance
 +
| min(10 + 10 * mind skill, 90)% - free action
 +
 +
min(50 + 5 * mind skill, 90)% - resist paralysis
 +
| 100% - [[Pixies]]
 +
 +
100% - [[Lions]]
 +
 +
50% - [[High Elves]]
 +
| [[Paralysis Resistance#Armor|Armor]]
 +
|-
 +
| Slow
 +
| [[File:Slow anim.gif]]
 +
| 90% - Potion of Free Action
 +
| N/A
 +
| min(10 + 10 * mind skill, 90)% - free action
 +
| 100% - [[Pixies]]
 +
 +
100% - [[Lions]]
 +
 +
100% - [[Leopards]]
 +
 +
100% - [[Wood Elves]]
 +
| [[Slow Resistance#Armor|Armor]]
 +
|-
 +
| Curse
 +
| [[File:Curse anim.gif]]
 +
| N/A
 +
| 80% - scroll of resist curse
 +
| min(50 + 5 * spirit skill, 90)% - resist curse
 +
| N/A
 +
| [[Curse Resistance#Armor|Armor]]
 +
|-
 +
| Drain
 +
| N/A
 +
| N/A
 +
| N/A
 +
| min(50 + 5 * spirit skill, 90)% - resist drain
 +
| 100% - All races at level 40
 +
| [[Drain Resistance#Armor|Armor]]
 +
|-
 +
| Sun
 +
| [[File:Sun anim.gif]]
 +
| 80% - Bottle of SPF 80 sunscreen
 +
 +
75% - Bottle of SPF 50 sunscreen
 +
 +
75% - Bottle of SPF 30 sunscreen
 +
| N/A
 +
| min(10 * (death skill / 4), 80)% - darkness
 +
| 100% - All races except [[Vampires]]
 +
| [[Sun Resistance#Armor|Armor]]
 +
|-
 +
|-
 +
|}
 +
 +
<span id="spelltilenote">'''<sup>1</sup>Avoid spell tiles that you do not have the appropriate resists for'''</span>
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 +
<span id="magicnote">''<sup>2</sup>Death spells will use the higher of Magic Resistance and Death Resistance''</span>
 +
 +
<span id="fearnote">''<sup>3</sup>Fear immunity is highly recommended''</span>

Latest revision as of 23:28, 8 May 2024

Wyvern User Interface

[Expand]

Aliases

Aliases are essentially shortcuts that you can type into the command. Each alias can have up to 4 commands (3 semicolons). When the alias shortcut is a single key, simply pressing that key will invoke the command.

Note that aliases are different from the button-bar in that the button bar has visual shortcuts (buttons), whereas aliases are text-bindings.

[Expand]

Healing and Recovery

This is a broad overview of healing and recovering from damage to survive in the wonderful (and dangerous) world of Wyvern.

In Wyvern, when your HP drops to 0, you die. Death above level 5 results in lost experience points. The goal of this guide is to keep your HP above 0, to live long and prosper! There are 4 main methods to keep your character alive.

  • Healing skill
  • Spell healing
  • Rod healing
  • Mana shield
[Expand]

Bungling

If you're wearing a lot of armor that causes bungling, or under the effects of some spells, your chance of botching the spell increases. The more armor you have on that can cause bungling, the higher your chance of bungling the spell. Some special kinds of armor allow you to cast spells without penalty.

Bungling the spell still charges you the spell points for the spell.

[Expand]

Resists

Wyvern has many damage types and status effects. Below is a table with different ways to get resistances for them.

Type Spell Tiles1 Potion Scroll Spell Race Armor
Cut Sandstorm.gif N/A N/A N/A 25% - Dwarves Armor
Stab N/A N/A N/A N/A 25% - Dwarves Armor
Smash Earthquake anim.gifBoulder blast anim.gif N/A N/A N/A 25% - Dwarves Armor
Acid N/A N/A N/A N/A 25% - Dwarves Armor
Fire Fire anim.gifPris anim.gifFrostflame anim.gif 80% - Potion of Fire Endurance 75% - scroll of fire resistance min(50 + 5 * fire skill, 90)% - resist fire 100% - Fire Giants

25% - Dwarves

Armor
Cold Blizzard anim.gifPris anim.gifFrostflame anim.gif 80% - Potion of Cold Endurance 75% - scroll of cold resistance min(50 + 5 * water skill, 90)% - resist cold 100% - Frost Giants

25% - Dwarves

Armor
Shock Lightning.N.pngLightningshield anim.gifThunderstorm anim.gifWrath anim.gif 80% - Potion of Shock Endurance 75% - scroll of shock resistance min(50 + 5 * air skill, 90)% - resist shock 100% - Storm Giants

25% - Dwarves

Armor
Petrification Petrification anim.gif 90% - Potion of Petrification Endurance 90% - scroll of petrification resistance min(50 + 5 * earth skill, 90)% - resist petrify 100% - Stone Giants Armor
Poison Poison cloud anim.gifPoison breath anim.gifPoison wave anim.gif 90% - Potion of slow poison N/A min(50 + 5 * life skill, 90)% - slow poison 100% - Dwarves

75% - Pixies

70% - Vampires

25% - Nagas

20% - Halflings

Armor
Magic (aka Spectral) Howl anim.gif N/A 80% - scroll of magic resistance min(50 + 5 * spirit skill, 90)% - resist magic 25% - Dwarves

20% - Halflings

Armor
Death2 Death anim.gif N/A N/A N/A 100% - Vampires

+0.5% per player level

+1.3% per armor skill

Armor
Fear3 Fear anim.gif 90% - Potion of bravery N/A min(50 + 5 * mind skill, 90)% - bravery 100% - Lions

100% - Dark Elves

50% - Vampires

50% - Lupines

Armor
Confusion Confusion anim.gif N/A N/A N/A 100% - Pixies

100% - Lions

50% - High Elves

Armor
Paralysis Paralysis anim.gif 90% - Potion of Free Action 90% - scroll of paralysis resistance min(10 + 10 * mind skill, 90)% - free action

min(50 + 5 * mind skill, 90)% - resist paralysis

100% - Pixies

100% - Lions

50% - High Elves

Armor
Slow Slow anim.gif 90% - Potion of Free Action N/A min(10 + 10 * mind skill, 90)% - free action 100% - Pixies

100% - Lions

100% - Leopards

100% - Wood Elves

Armor
Curse Curse anim.gif N/A 80% - scroll of resist curse min(50 + 5 * spirit skill, 90)% - resist curse N/A Armor
Drain N/A N/A N/A min(50 + 5 * spirit skill, 90)% - resist drain 100% - All races at level 40 Armor
Sun Sun anim.gif 80% - Bottle of SPF 80 sunscreen

75% - Bottle of SPF 50 sunscreen

75% - Bottle of SPF 30 sunscreen

N/A min(10 * (death skill / 4), 80)% - darkness 100% - All races except Vampires Armor

1Avoid spell tiles that you do not have the appropriate resists for

2Death spells will use the higher of Magic Resistance and Death Resistance

3Fear immunity is highly recommended