User:Lint/Sandbox

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Contents

[edit] Skill page mock-up

Hand to Hand Combat
Class(es)
Prerequisites
None
Costs

CP Cost: 10

AP Cost: -

MP Cost: -
Effect(s)
Increases your hand-to-hand combat ability.

This Mortal skill increases your Hand to Hand attack skill by 20%. It also improves the chance of success for touch attack spells.

This is a reasonable choice for new characters wishing to gain experience through combat. The potential damage per Action Point is lower than what can be achieved with swords or guns, but hand-to-hand damage can improved later with the Boxing skill. Also, characters that specialize in hand-to-hand combat do not need to worry about maintaining damaged weapons.

"Get up, laddie." The elder man crowed to his sparring partner, "Y'did well, for a lad, but you've still got a lot t'learn about brawlin'."

The younger man stood up, the blood streaming from his nose and staining his vest. "Yeah? Like what?"

"First rule o' fightin'," the bareknuckled elder said, holding up a finger: "Hit the other sod hard, an' keep doin' it 'til he falls down."

"What's the second rule?" The other man asked.

Two thick, strong fingers held up. "Second rule o' fightin': Dun let the other guy apply rule one."

[edit] Navigation templates

[edit] Point Systems

Point Systems
Hit Points | Magic Points | Action Points | Morality | Experience Points | Character Points | Honor | Karma

[edit] Basic Actions

Basic Actions
Speaking | Writing | Search | Hide | Target Shooting | Trading

[edit] Combat Actions

Combat Actions
Attack | Special Attack | Hand to Hand | Melee | Ranged | Area of Effect | Touch Attack | Damage Aura

[edit] Elder Powers

Elder Powers
Ahg-za-haru | Tholaghru the Gnasher | Tlacolotl | Hashaa | Marquai | Goros | Alonai | Namm

[edit] Neighborhoods

Neighborhoods
Big Tease | Blackport | Caspian Heights | Chuckwagon | Clifton | Corpus Island | Downtown | Eastshore | Edgetown | El Porto de Diablo | Harper Island | Iverson | Jonestown | La Plantación De Cortez | Little Tease | Maquez | Maquez Island | Marshall | Northcamp | Northpoint | Poco Maquez | Ridleytown | San Cristobol | South of Vine | Southton | St. Germaine Estate | Tague Island | Thunder Island | Webster Oil | The Wrench | Wright's Corridor

[edit] Class Overview

Work in progress

Much like how certain animals undergo metamorphosis - changing from larva, to pupa, to adult - characters in the Nexus have three stages of development as well. Just think of Wyrm Masters and beautiful butterflies that have shed their cocoon. Yes, beautiful, acid-dripping, foul-smelling butterflies.

While it is not entirely fair to generalize the unique classes, it allows for an easier understanding of the tasks which can be performed by them. Among the Tier 2 options there is combat and a magic castes. The combat caste consists of Myrmidons, Paladins, and Pariahs. The magic caste consists of Defilers, Shepherds, and Sorcerers.

As one would imagine, the combat caste have skills and abilities which assist them with hitting and damaging a target. The magic caste have skills and abilities pertaining to the use of magic and spells.

From the combat caste branches are generally two options, a pure warrior and a more malleable ranger. The warrior caste consists of Eternal Soldiers, Infernal Behemoths, Revenants, and Seraphs. The ranger caste consists of Divine Champions, Void Walkers, and Nexus Champions.

The warriors are ultimate fighters with skills that contribute to dealing more damage and defending against attacks. The rangers are no slouches with fighting, but have more unique niche roles to fulfill, especially since they possess an option to pursue casting spells.

From the magic caste branches are generally two options, a pure mage and a specialized summoner. The mage caste consists of Advocates, Dark Oppressors, and Wizards. The summoner caste consists of Elementalists, Liches, Lightspeakers, and Wyrm Masters.

The mages have the opportunity to become more in tune with the cosmos and imbue armor and weapons with power. The summoners have the unique ability to summon pets to do their bidding.

As a general rule of thumb, the warrior caste is the easiest class to manage as it doesn't involve weighing the various possible combinations of spells to learn that the other classes are faced with. Eternal Soldiers, Infernal Behemoths, and Seraphs serve as nice first character choices when you are starting the game to get a better understanding of the mechanics.

[edit] Nexal Niches

Work in progress

While you're the best judge of how you would like to play, the vast amount of options available in the game may be too much to weigh initially without a little first-hand experience of how things work.

You can limit your options by stating what your character's goals are on the Panopticon board and adopt a build from suggestions there. Or you can join a faction and inquire if they are looking for a specific role to be fulfilled and design your character to meet their needs.

Here's a brief subjective view of certain non-combat-specific roles that exist in the Nexus. You may notice that these roles generally require only a handful of skills - this allows for multiple roles or utility skills and spells to be purchased.

[edit] Tanks

Any, Divine Champions, Dark Oppressors

The basic theme of a tank character is one that attempts to achieve the maximum amount of protection through high Defense or Soak or both. Additional protection such as increased pool of Hit Points, Damage Auras, and Immunities are also important.

A tank may experience an increased longetivity and less dependence on healing. Tanks play a role in active offense and active and passive defense. Being harder to kill means that opponents will requires spending additional Action Points in order to take you down.

Most players are capable of recognizing tanks and will target those that lack protection. In such situations, your role as a tank is to eliminate these threats quickly or to keep these allies alive through healing (though the latter is possibly more Action Points intensive and not particularly advisable for Demons).

[edit] Defense

Defense
Required
  • n/a
Recommended
  • Dodge
  • Martial Arts
  • Advanced Martial Arts
  • Super Reflexes
  • Terrifying Aspect
  • The Way of Water
  • Translucency
  • Visual Prestidigitation
Special
  • Dark Oppressor power
  • Void Walker power

It is possible to negate the Attack of your enemies by having a high amount of Defense. You can laugh as your opponents swing at the air where you once stood.

Being able to completely cancel any Damage gives Defense an appeal. However, your attackers will always have a 1% chance of hitting you. While it's true that you're not going to get hit often, without a complement of Soak or additional protection when you do get hit - and you will - it's going to hurt.

Dark Oppressors can fairly readily achieve one of the highest Defense ratings in the game. Their Level and Stygian Bonuses coupled with a full Martial Arts tree, Dodge, and Terrifying Aspect grants 38% versus all and 50% versus close-combat. This alone makes them formidable against most Hand-to-Hand, Melee, and Sword users.

How to combat a High Defense character

  1. Autohit Spells
  2. Ignore
  3. Flee

While Soaks and Immunity buffs generally have a time limit, with the exception of Visual Prestidigitation, Defense buffs are generally permanent. You can't really "wait it out" with these types.

[edit] Soak

Soak
Required
  • n/a
Recommended
  • various Innate Armor
  • Turtle Shell
Special
  • Cloak of Steel
  • Cloak of the Carbon Core
  • Cloak of Titanium

It is possible to negate the Damage of your enemies by having a high amount of Soak. You can laugh as your opponents power up Charge Attacks and only deal a scratch in your armor.

Being able to reduce any Damage gives Soak an appeal. However, your attackers will always deal at least 1 damage point per hit. That said, it is technically possible for two Mortal characters to take down a heavily soaking character by slowly chipping away at their Hit Points.

Divine Champions can fairly readily achieve one of the highest Soak ratings in the game. Divine Armor and Cloak of Steel/Cloak of the Carbon Core with either Turtle Shell or Potion of Invulnerability grants them nearly 20 soak versus every damage type.

How to combat a High Soak character

  1. Agony Curse
  2. Poison
  3. Dark Heart (particularly versus Cloak users)
  4. Ignore
  5. Flee

Do not rely upon high damage attacks on targets who have soaks greater than the damage you deal. Stick with cheap abilities until their armor status changes (shattered armor, spell or potion effects wear off, failure to maintain upkeep).

[edit] Ward Smasher

Any, Mymidons, Paladins, Pariahs
Ward Smasher
Required
  • various combat trees
Recommended
  • various Charge Attacks
  • Strong Attack
  • Elite Attack
  • Infinite Attack
  • Weapon Mastery
  • Stygian Bloodletting
  • The Way of Air
  • Bear's Strength
Special
  • Corrode Claw

This is a vital role for raiding. As it is impossible for spells to target the stronghold's protective ward with magic, this is a task requires dealing the greatest amount of physical damage in the shortest amount of time.

Wards possess no Soak and no Defense.

[edit] Corrode Claw

Blood Claws with the Corrode Claw skill have the special effect of having a 1.5 damage multiplier bonus against wards. By default, Blood Claws deal 6 damage. With the multiplier, they deal 9 damage - equivalent to a Tailwhip.

Blood Claws plus Strong Attack and Elite Attack deal 9 damage. This becomes 13 damage (rounded down) with the multiplier. That is 1 point stronger than Tailwhip plus Strong Attack and Elite Attack.

By adding Booze (+1), Potion of Strength (+2), Hellfire (+6), and Bloodlust (+5), the standard damage becomes 23, but with the multiplier it becomes 34 (rounded down). That is 8 points stronger than Tailwhip with the same buffs. And this doesn't begin to consider faction or survivor bonuses.

The last few numbers of course represent an unlikely ideal situation. First, you'll have to find a target you can kill to achieve a Bloodlust state. A non-traditionalist may suggest sacrificing one of your own to this cause. Second, you'll need to have enough Action Points and Magic Points left over from traveling to utilize Hellfire while rationing yourself to possibly engage live targets. Third, you'll need to possess multiple Potions of Strength and Alcohol. The Drunk state only lasts for 5 Action Points. The Strength state only lasts for 10 Action Points. This means spending 3 AP to have 7 AP attacks.

Someone a little more competent with math could probably find the point at where this juggling becomes inefficient (if it is efficient at all to begin with). As someone a little less competent with math, I would argue that the time spent messing with your inventory is time that could have been spent smashing at the ward.

[edit] Nuke Mage

Sorcerers
Nuke Mage
Required
  • Transcribe Spell
Recommended
  • Ranged Combat
  • Sorcerer's Might
  • Spell Combat
  • Battle Magic
  • Eagle Eye
Special
  • Nexus Empowerment

This role is applicable only to Sorcerer type classes as it requires the Transcribe Spell skill. Nuke Mages cast from transcribed scrolls which deal Area of Effect damage. These spells allow them to attack multiple targets for a great amount of damage. These transcribed scrolls only cost 1 Magic Point which allows them to cast the spell much more often than a Shepherd or Defiler ever could.

The Nuke Mage is a common sight in raids. However, it requires a great amount of preparation. Transcribing scrolls is a costly procedure. A properly prepared Nuke Mage will also have high soak armor, multiple immunities, and items to counteract Poison and Agony Curse.

Coordination with allies is important to avoid "friendly fire". Ideally, all allies should step out of the current area so that the damage is focused on the enemies. In situations where this is not possible, those remaining inside should consume the appropriate immunity potion.

Wizards do have an advantage with Nexus Affinity and Nexus Empowerment, but they lack the mobility of Elementalists and Liches. And it's still very possible for a Sorcerer to pull off the same amount of devastation.

It's been noted that certain Nuke Mages have adopted the practice of stockpiling Doses of Amphetamines and utilizing Tap Ley Line to go over the maximum amount of Action Points and Magic Points.

[edit] Scout

Any, Void Walkers, Nexus Champions
Scout
Required
  • Enhanced Senses
Recommended
  • various Flight
  • Reveal
Special
  • Invisibility
  • Tattoo of the Eye of Death
  • The Stepping of the Stone
  • Water Breathing

Traveling great distances to find suitable targets to report.

[edit] Scavenger

Any, Void Walkers, Nexus Champions
Scavenger
Required
  • Search
Recommended
  • various Flight
  • Strength
Special
  • Tattoo of Strength
  • The Stepping of the Stone
  • Water Breathing

Traveling great distances to search at certain resource locations.

[edit] Medic

Any, Shepherds
Medic
Required
  • First Aid
  • Medicine
  • Surgery
Recommended
  • Sense Magic
  • Heal
  • Prayer
Special
  • Absolve Suffering
  • Healing Aura

Healing others.

[edit] Non-traditional

The Demonic Healer.

[edit] Crafter

Any, Eternal Soldiers
Crafter
Required
  • Repair Item
  • various Crafting
Recommended
  • n/a
Special
  • The Way of the Armorer
  • The Master of the Hidden Storehouse

Repairing and improving weapons and armor.

[edit] Non-traditional

The Pure Crafter.

[edit] Enchanter

Advocates, Dark Oppressors, Wizards
Enchanter
Required
  • Enchant Armor
  • Enchant Item
  • Enchant Weapon
Recommended
  • Repair Item
  • various Crafting
  • Sense Magic
  • Alchemy
Special
  • Nexus Affinity

Enchanting weapons, armor, and items.

Being able to perform Alchemy means that you will be able to create your own Potions for use with Enchantment. Being able to Repair and Improve items means that you will not have to rely on others to re-Pristine weapons and Armor.

Wizards do have an advantage with Nexus Affinity and Enchant Item.

[edit] Infuser

Defilers, Paladins, Shepherds, Sorcerers
Infuser
Required
  • Sense Morality
  • Psychometry
  • Corrupt / Infuse / Purify
Recommended
  • Dark Heart
  • Prayer
  • Sorcerer's Might
Special
  • Salt the Earth
  • Greater Infusion
  • Martyr's Death

Infusing territory.

[edit] Non-traditional

The Paladin Infuser.

[edit] Misc

  • Barricader: Engineering, Structural Engineering, (Strength, Tattoo of Strength)
  • Shadowdancer: Hide, Advanced Hide, (Translucency)
  • Disrupter: Poison, Dark Heart, Demoralize, Roar, Weaken, Caustic Horns, Agony Curse
  • Plague-bearer: Poison, Caustic Horns, Agony Curse
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