The secret of staying alive in the Realms is pretty simple.
You need to keep your armor in good shape and keep updating it as you advance in
level, you need to gain as many HPs as you can when you level, you need to keep
yourself healed, and when the time comes, you need to know when to run away.
Stats in relation to HPs, Mana and Practices.
Your character has 5 major statistics (stats); STRength,
INTelligence,
WISdom
DEXterity, &
CONstitution. A
players maximum stats will be determined by the class the character is.
There are four types of stats. Prime stat
(which can rise to 25), secondary stat (which can
be raised to 22), deficient stat (which can only
rise to 18), and ordinary stats (which can be rise to 20). You can check
the class helpfile for hints as to what your classes primary, secondary and
deficient stats are. By typing "score", you
can view your current stats and base stats. This will be shown in the
following format: current stat number (base stat number). You
want to get your INT, WIS,
and CON as high as you possibly can before you gain
a new experience level. INT affects the amount of
mana you gain (used for spells), WIS affects the
number of practices (used for training skills), and CON
affects the amount of hit points you gain (your life blood). Spells, weapons &
armour can all be used to increase or decrease these three stats. Finally,
STR affect the amount of weight you can carry &
your DR, and DEX affects the number of items you
can carry and your HR.
Keeping Yourself Alive
There are a number of ways to help you keep your HPs and keep yourself from
dying. The most common ways; Spells, Pills, Potions & Healers. Curing spells can
be cast on you by other high-lvl chars, as long as you are both either deadly or
non-deadly. Pills are objects that cast spells on you when you eat them, the
most common being "a head of lettuce ", available in Tullfuhrzky Manor. Potions
are objects, that when quaffed, cast spells on you; the most common being "a
maroon potion", which you can get on market street in New Darkhaven. And Healers
are mobs that cast helpful spells on you while you rest near them, such as the
healer amongst the cage mobs. In order to use pills and potions, they must be in
your active inv., and are invoked by typing "eat <pill>" (ex: eat lettuce), or
"quaff <potion>" (ex: quaff elixir). They can also be in a container.
This is a little trickier. You must type the "command <item> <container>"
(ex: eat lettuce sack) or (ex: quaff elixir sack). You may also find other
items that are classified as staves or wands. These must be equipped in
order to use them. If it is a staff it will be brandished. If it is
a wand it will be zapped (ex: brandish cane)or (ex: zap book).
The Art of Running Away
There are 3 basics ways of leaving combat; Fleeing,
Recalling, or
Dying. There are 2 ways to
FLEE; the first way is to simply type "flee" during a battle and your
char will try to run away, the 2nd way to flee is to set your
WIMPY. Your "wimpy" is an amount of HP, that you
can set, at which you automatically try to run away from a fight. It is
suggested that your wimpy should be set at about 1/3 your total HP. (ex: "wimpy
20" will force you to flee when you drop to 20 HP). Setting your wimpy to 1/3
your HPs gives you a little bit of an edge if the mob decides to give chase or
summon you back when you flee. To RECALL
during battle, simply have a "recall" or "escape" scroll in active inv. and
type; "recite recall". Recalling doesn't work 100% of the time while in battle.
You should also know that some areas are set as NORECALL zones and you will not
be able to recall from these areas, or, if you're cursed, you cannot recall
unless you use an "escape" scroll (recite escape), or have some means to remove
curse. Either way, when you flee from battle, you WILL lose some experience
points, but it's better than dying!
*Information as of July 28, 2005