You can pretend you found this wrote in a book at your towns library. I hope it solves most of your questions regarding skilling and fighting. Be free to add helpfull comments.
An important point which didn't got enough place in this Guide is the teamwork. Everybody was used to challange monsters mano-o-mano or even fight several opponents at the same time in the past. Let me say this clear: THIS IS FOOLISH NOW. The current battle system was designed to make people fight in teams! So I highly advice you to train and fight in teams. Talk with your friends about their behaviour in battle. Set clear tasks for archers, warriors and supporters.
Rincewind wrote:Sarangerels Secret Warrior Guide
In Order to become a master in a specific weapon type a freshman needs to consider several things. This short guide shall help recruits to shedule their practice by telling you some rude basics.
Like the heading says, I prefer to keep my methods a secret within the Guild. It can't be good to publish our methods to everyone, and I advice you to follow my example and keep your mouth shut.
The Different Types of Armour and Weapons.
- Blunt Weapons are superior against heavy armor. They are designed to crack heavy plates but easy to avoid if your opponent wears light armour.
- Slashing Weapons, like axes or swords are used to cut light armour like leather or similar material. But they will bounce from middle armour and do average on heavy plates (it's hard to avoid an incoming Axe swung by a grumpy dwarf, who's mother was insulted by accident if you bear a ton of metal).
- Puncture Weapons and Ranged Weapons like arrows or daggers are used to spot the weak points in middle armour. The main difference between a middle and a heavy plate is, there aren't such spots in heavy plates, because even the angels and arms are well protected with strong metal. Self spoken weapons of this category are almost useless against full armored opponents.
The Warriors Nature:
First of all, a freshman should consider his personal attributes before choosing equipment. A good agility might help you to avoid your enemies attacks, while a good constitution will help you to recover faster and retort their attacks firmly. A fragile combatant may be lucky to avoid the first blows of a axe swinger but once caught, the end will come fast. Those warriors are advised to sharpen their eye and aim and concentrate on ranged weapon where the enemie can't take advantage of their weakness. You might have figured it out by yourself but good perception is the most important quality a archer should possess. Last but not least you should examine your muscles. Strength influences the power of your strokes directly, and even the force you create to pull a bow or throw a hatchet.
Depending on all this details, equipment should be choosen to benefit your assets. Then you should try to avoid enemies who know about your weaknesses. Rather find comrades who are able to cover your back.
The Secret of Fast and Succesfull Training:
The key to a profitable and progressive training schedule is concentration. If you want to master the skill you chose it's best to concentrate only on it's training and to avoid other engagements. If you learn several things at once it becomes complicated for your brain and you do best to keep it simple for it. Even actions like gathering resources or learning to craft influence the capacity of your Brain (MC - Mental Capacity), although it's impossibly to create a total blockade every practice lowers your ability to learn something new. Therefor you should spend your Mental capacity only on those skills you want to train.
Furthermore I advice you to take a big break, after you are done with training. Spend your time on things, which doesn't affect your concentration. Talk to people, run around, or work on things so easy you won't learn from it anyway. For example a advanced learner of carpentry could spent time on making arrows, without learning from these actions. And a advanced farmer could pick fruits and so on... Because during those actions your brain is able to rest and after a while you will observe better training results in total (instead of training all along).
Another big point you should consider is the choice of opponents you spar or fight.
Chose your Opponent Accurately:
Self spoken it's never a bad idea to pick a opponent you superior somehow. To fight a predominant foe needs education above the basics I'm willing to teach you here. Anyway, you will only succeed in your training if you choose a opponent with skills similar to yours. A freshman can't teach a professional and a master will defeat a freshman so easily he or she isn't even able to recognize how the master did it. The following list may help you to forecast your ability to learn from several well known monsters roaming the Wild of Illarion.
Category: Freshman ((defense an attack skills between 0-30))
Selfspoken it's easy to train your first strokes against peaceful creatures like hogs, cows or even dogs. But be careful some of the dogs are wild beasts! A Orcdog or Hounrin for example, could possibly rip your underpants or even worse if you arn't careful. Another good opportunity to get beaten up a littl ebit are the sewers of Galmair. This place is crowded with slime and mummy's and as long as they don't surround you you should be fine (Those beggars try to surround and kick your butt all the time! Like... well regular beggars just with more slurping)
You will find out fast, that those monsters are different. They use different weapons and armor, and you should try to figure out soon which ones you better avoid and whose are easy loot. As a beginner and even after that I used to gather most of the loot those creatures leave at their corpses. Every alchemist will buy raw gems and entrails could be used to craft thread or tasty sausages.
Beside of the creatures I already mentioned you could try to challenge some of the following.
And for the venturous Ones:
- Lower Slimes like Ectoplasm, Wandering garbage and son on...
- All Wasps and my favorite the Firewasp.
- Foxes an Dogs
Category: Semi Skilled ((30-50))
- Young Black Bears - Beware of their mum!
- Bonescraper- or Coprseeaterbeatles, the others arn't very dangerous.
- Adult Orcdogs and Hounrins.
- Mummies, but be warned about strange looking ones
- Sewer Rats and their Ratman colleagues.
- White Skeletons
After learning the basics of defense and attacking the Freshman is ready to deal with bigger and more dangerous creatures. Some of them even might have some silver coins with them, or several copper pieces. Which you will need to buy a professional armor and weapon now, shouldn't you got those yet. Forget the crap you started with and get real equipment, otherwise you will be their breakfast... or lunch (whenever you train). Depending on the warriors Nature you might change your battle tactic a little bit now. Archers should try to avoid melee attacks completely now and be careful of enemies with ranged weapons.
Here some creatures you might be able to keep up with:
For the hard-boiled Warrior:
- Higher Slimes like Corpsebile or Smouldy Slime.
- Black Bear and young others of this species.
- Swampbeast and Bloodsniffler, a species of deformed monsterdogs.
- Several Imps
- The stronger Ratmans
- Bigger wolves
- Thiefes and Halfing-Bandits
- Forest Trolls, especially the Troll Forrester beware of their Archer.
- Blue or Green Skeletons
- Weak Zombies like a Bog Body or even a red Coffinguard. Other Zombies are cruel strong Beasts, be careful.
Category: Capable Combatant ((50-70))
If you consider yourself a average Fighter you are still able to fight against monsters out of the "hard-boiled-List" until you start to fight against creatures who deserve the article Monster. Not later than now you should consider to find a good companion to watch your back. These beasts hit hard and steady, never underestimate any of them.
If you didn't got enough balls, you shouldn't fight any of those creatures.
Category: Masterly Warrior ((70-100))
- Spiders! Namly the Gynkese Widow, Knightsfright or Tarantula.
- Silver Golems or Iron Golems.
- Rippertoth or Fireraptors
- The usual Zombie and Poltergeists.
- Warriors and Bandits of all folks.
- Demon Skeletons, identified by their bloody Bones.
- Golden Legionnaires, Skeletons with golden Bones they are no real Demon yet but still dangerous.
In order to become a true Master the Warrior needs to be patient. Now the achievements will be rare and the opponents to face deadly like the underpants of the Untold-One. Which means really really deadly. Remember the basics you learned, and find your own way to become a true master, all I can tell you is, the remaining need to be found by yourself.
Now I will mention several Monsters who will rip you apart several times until you figured out how to be a true master.
This instructions don't guaranty the absence of heavy injuries or even death. Rather you will see the Ice Witch Realms more than once, during your schedule. Don't come an moan or even dare to ask for compensation, you may release anger deadlier than a Drow Matriarch on her period.
- Dragons, Dragons, Dragons. Some of them are deadlier than others, but still deadly.
- Giant Demondogs and Zombies in various staining.
- Shadowmuncher, Spiderqueen and the most deadly Nightmare Spider.
- Drows, cursed bloodthirsty dark Elves with the desire for blood and more blood.
- The Lich and his undead companions the Unholy Akolyth and Archmage. Don't forget the mummified Dead King.
- Horrible war machines, like Gold Golem or Diamond Golem. And the Son of the Mountains.