fighter.help

Fighter Guild Help

The fighter guild is home to the veteran soldiers of retro. A fighter is responsible not only for the well-being of himself, but of any party that he leads. A fighter coordinates the actions of the party, and is often forced to think quickly on his feet to preserve the lives of his team.

The fighter guild is skills oriented. You may choose later on to acquire secondary guilds which allow magic, however most of the secondary and tertiary guilds are skills based.

Life as a Newbie Fighter

The best way to gain experience as a newbie is to explore everywhere that you can. You gain experience for each new room that you explore that isn't on a map, and for any room inside of a city that you explore. Exploring a lot may seem tedious, but it is the most effective way to gain your first few levels and to learn about the retroverse and how to get around. While exploring do not try to kill any of the monsters that you meet. Monsters on RetroMud are quite powerful, and you should gain a few levels before attempting combat.

NOTE: Some monsters automatically will automatically attack you. The best thing to do is to not have weapons wielded while exploring, and keep your wits about you.

Levelling

After exploring for a while, you will want to gain levels. There are two kinds of levels, adventuring levels and guild levels. Each city has an adventurer's guild. There is a room called the level training or level advancement room. It is here that you may 'advance' to the next level. The second kind of level, the guild level, is gained in your guild hall. Note that you may only take as many total guild levels as you have adventuring levels.

The costs of leveling can easily drain your stored up experience points. Hence, there are a series of quests that you may complete to cut the costs of an adventuring level in half. They are called 'level quests'. You can read about them in the Level Quest Room of any adventurer's guild.

Leveling can also include dues. Dues are gained by using the 'warning sign' skill. The basic formula for dues per level is generally: (Level - 9) * 1000

Skills

Fighters survive off of their skills. They use them in combat, for earning guild dues, and for many other things. There are several skills which every fighter should train, no matter which school of weaponry and and style of defense or offense that he uses.

Levels 1 - 13

The time you spend as a newbie is VERY important. It is during this time that you need to learn how to lead a larger group through 'tanking' for newbie parties and that you find a master. Your master can teach you about any new modifications to combat or the game, and will be able to give you insights based on his or her knowledge of Retro.

A newbie fighter should train the following skills:
General Combat Skills

Specific Combat Skills

  • bash (works best when using a shield)
  • bashing (improves ability to bash)
  • shield ram (helps bash if you use a shield)

Special Skills

The other skills are useful, but the aforementioned are the most useful in the beginning. Some of the other skills such as large throwing or deadeye are used for ranged combat.

Levels 14-20

Now is the time of truth. A few things to remember after you leave newbiedom are:

  1. NEVER walk into an unfamiliar area wielded.
  2. NEVER walk into a city wielded.
  3. Watch your eps. You now use them to move and for each round of combat.

The following skills are essential:
General Combat Skills

dodge
(helps you avoid getting hit)
stun
(helps you to stun or paralyze your foe)
parry
(helps block hits)
riposte
(must have parry first, block and gain extra hit)
whirlwind attack
(extra chance at a hit with right hand)
stunned manuevers
(self explanatory)
weapon parry
(allows parry with a dagger or other weapon)

There are many other skills which are useful. To find out more, check 'help skill <skill name>' to learn about other skills in the guild.

Styles

Every fighter learns several styles as a part of his training. As a newbie your are automatically set to dodge. However, once you train several of these styles, you may choose.

Dodge
The dodge style is by far the most offensive of the styles and allows the fighter to deal the most damage possible. Dodge works the best against larger opponents.
Parry
Parry is based on using a shield to block blows. In practical use, it appears to allow for the least damage taken in melee combat. Since you have a shield wielded, you will be not be able to use tumbling attacks or any kind of acrobatic maneuvers. You will also not be able to land blows as well.
Weapon Parry
Allows for acrobatics, but reduces your number of attacks and reduces your ability to land a blow.

A fighter can choose his style through 'defense <style>'. Check the file 'help defense' for the most current information.

Weapons

As a fighter, you have the option to use several kinds of weaponry. What weapon you use depends on several factors. Some basic things to take into consideration are your strength, agility, dexterity, perception, and personal preference. The size weapon you may wield is based on the formula: Size = <player size> * (4/3) for one handed weapons, and Size = <player size> * 2 for two handed.

Axe
The axe is a popular weapon among all fighters. It seems to work the best with a good amount of perception and a decent strength statistic.
Bludgeon
This is the weapon of choice if you are very very strong. It is one of the best weapon choices for stunning opponets.
Blades
High dexterity and or agility help the wielder of a blade score more hits and deal more damage. If your strength is decent, but you have a good amount of agility and dexterity, then a blade is a good choice. You deal your damage through precision.
Polearms
Perception and strength are very useful for use of a polearm. The polearm can be used as a front row combat weapon, though it is most often used for midrow damage.
Ranged
Ranged combat depends upon perception and dexterity to gain hits. Hurling skills require a ranged weapon and the ammunition to load into the weapon. Check 'help ranged combat' for more.

Partying

Rule number one of parties is effective communication. Always be sure that your party knows exactly what you are planning to do in battle. Also, be aware of the roles that your party members are going to fulfill. It is a poor fighter indeed who does not understand the usefulness of the various other guilds.

Always be sure to inform your party of your intent to move, or of any action that you may wish taken. It is your responsibilty to be sure that shelters are taken down before moving, that the correct protections are placed upon before entering combat, and that your smaller party members are adequately protected. The fighter who knows his party and it's strengths will keep everyone alive.

Start partying young. Even if you are a low level fighter, ask various people to party. The generally accepted rule is to try and ask someone your own level to party, but should a higher level be free, ask them to join you. The worst that can happen is that they turn you down.

Level 12 and Below

This is a time of testing your skills. Assemble parties if you are able and you may venture into the following areas fairly safely.

Welstar

  • Necro Camp
  • Tsoda Pools
  • Temple of Seraph in the Glacial Wastes
  • Wemic Valley (Small Animals Only)

Perdow

  • The Monastery
  • Daroq Goblin Lair
  • Newbie Village / Goblin Area
  • The First Part of the Bat Caves
  • Jomsviking Area (Party Preferred)

Crypt

  • Utopia
  • Haelis Graveyard (Party Preferred)

Sosel

  • Drum Filled Jungle
  • Kanku Tree (Party only)
  • Elemental Temple (Party Only)
  • Lao-Lung (Party Preferred)

Wysoom

  • Trimer Area (Lvl 9 and Below)
  • Steam Caves
  • Artist Retreat (Party Preferred)

Raji

  • Mechanician Home

Later Levels

By the time you leave newbiedom, you should know what places are safe for you to venture into. Most areas above the newbie level require a party. The friendships that you developed as a newbie will help you here. Newbies that start together usually grow up together. Help each other out and you will find the Retroverse to be an ever growing, and challenging place. Be aware of your surroundings, make friends, and most importantly, have fun and realize that it is after all a game.

For more extensive information on topics related to your skills and the game in general, take a look at 'help topics' if you need a list, though in many cases 'help concept' or 'help skill <skillname>' will be able to answer any questions that arise.

Notes

Except where stated otherwise, content is © 2007–2008 RetroWIKI contributors, all rights reserved. Content from the RetroMUD game or the retromud.org website is © 1994–2008 RetroMUD and/or RetroMUD staff, used here only for commentary, without permission.