any1 have a good site or wanna explain alot about spells? like what what spells who are eff vs what and how much dmg they do etc etc.. would be great to know;)
maif
2005-08-19 23:13:31
fireball is eff vs. mithnaur
colour spray does less damage to undead than it does vs. bns
lightning bolt is eff vs. orcs/trolls/undead
chill touch is eff vs. all (leaves -chill touch in their stat screen) chill touch also subtracts 5 to 10 ob from the victim and does 20-35 damage with staff, costs little mana too
magic missile is fast and decent for cancelling spells so you need alot of pracs in this
armour is a ok spell but really 30 mana for what, 50 hp absorption that drops in 2 trollhits and 4 orcpounds and a bn fireball isnt really worth it, you might as well get 30 mana for 3 lightning bolts for 70 damage or something
shield is pretty good if you have good dex, helps def. basically it adds your dex*1.5=+shield db. so if you have 16 dex, 16*1.5=+24 db but thats if you get at least 75% in the spell
max enchant when you can
store is ok but there's a 50% chance of failing it, its a 25 mana spell too
earthquake is fun to use but you deal half damage to yourself, so beware.. the debris is also eff vs. metal so dont use metals, use leathers or plains, you cant absorb debris anyway
find the path is a really HELPFUL spell, it goes to someone you locate (which is a spell you need) so if you locate Lowyn and cast 'find the path' to lowyn then you will get the path there, very helpful for learning smobs too
fiam
2005-08-20 00:02:33
wow thnx didnt know some1 even bothered check mume.net :P thnx for the info:)
Myrddin
2005-08-20 21:11:56
Fiam, please don't listen to this bullshit. This whole info is wrong...
For instance: Armour is essential mage/cleric spell, it helps you A LOT. Nothing else will protect you from backstabs and if armour dies = caster dies.
About shield: the more dex you have, the less you db bonus you get.. Shield is also very useful, since any decent mage gets at least +25% db with it on...
There's no need to max enchant, you can do maxchants even with 5 pracs in it.
And no fucking way there's a 50% chance of failing store, the only way you can fail a store is if you are too low level to max both store and the spell you want to store.
Blaah, won't bother to write more now. Anyhow, so-called 'maif's post is full of UTTER BULLSHIT.
Myrddin
2005-08-21 09:47:16
But, of course lightning bolt does do damage vs. trolls/orcs/undead, and spray works well against bns, and chill touch is a decent spell too, and etc. But you do need armour..
Dyshj
2005-08-21 16:18:07
And armour spell takes 25 mana with staff,store 21,and debris from a quake doesn't return half damage on u,it normally takes like 10 hps. With 5 pracs in enchant u will maxchant on legend level, atleast in a good align city. Aaand SMOBS arent locatable so find the path is useless to use with smobs.
Unknown
2005-08-23 01:18:51
http://www.mumeonline.com/help/spells.htm
fiam
2005-08-23 05:45:32
3: Shield (30) This spell is a must for all casters. For a caster it absorbs almost 50% of all damage taken and it can take almost 100 hps before it goes down. Shield is one of the few spells that you can cast while it is still in place. When you do this you will "refresh" it and then it will last for another 24 ticks/100 dam. You should practice it to at least 50+% and BNs should practice it even higher.
4: Invisibility (5) This spell is also a must for all casters. It makes you invisible for all mobs and players without the spell detect invisibility. It also gives you some extra dodge bonus.
Thanks asshole, very up-to-date.
Myrddin
2005-08-23 07:20:29
rofl@www.mumeonline.com
Like.. how FUCKING HARD is it to write a new spell guide? If you dare to put other info up on that page, it shouldn't be that difficult to say a sentence or two about each spell...
And why I won't write this guide: some of the people already refer to me as 'Gray-esque' regarding some issues, so yeah. At least I can say something on ER without being flamed down to the last bit.