Difference between revisions of "Hcbat guide"
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- Lesser demon is tuned to hc and so is his eq. | - Lesser demon is tuned to hc and so is his eq. | ||
+ | - Feb 25 18:18 2012, 100% stunned maneuvers means you are stunproof against physical stuns (not psi stuns) | ||
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+ | - Apr 15 22:57 2012 "Big and rare creatures" drop bonus cash/tp potions | ||
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+ | - Turbo monsters usually drop tp potions | ||
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+ | - Feb 24 10:14 2012 Gullervo was added, offers unstun, unpain, and few other useful spells (sw of south crossing) | ||
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+ | - Osku has a weak tolerance for alcohol | ||
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+ | - Nov 11 11:55 2012 Negate offhand penalty sync'ed to work like flower counterpart | ||
== '''Random magical eq''' == | == '''Random magical eq''' == |
Revision as of 00:30, 10 March 2012
Contents
Introduction
HC Bat is an Hardcore version of Batmud. Its relationship to the original BatMud is similar to HC Diablo to Diablo - death is permanent, its unforgiven
Its paramount to understand that ni HC bat there is no room for second guessing or error. Death is permanent and it happens fast. Best way to survive is to team up with your fellow HC Batters.
If you are new to batmud, we all recommend you start by trying the normal BatMud first. The Hardcore BatMud (HC Bat) is an extreme version of this highly social game. The history of BatMud starts in early 90's and it has carried forward a legend of players, players that started at the age of ASCII. HC Bat just made them tougher =)
In HC Bat the ideal thing to do is get to know your fellow players, as mistakes are not excused, they are instead severely punished. While rewards in general (equipment bonuses, skillbooks, boons etc) are made VERY lucrative and great for the players, the death is a looming enemy that provides no room for error. You die, you start from the beginning! =) Its fun, but its tough!
In HC Bat all traditional equipment bonuses are doubled and the Wizards of HC Bat have tried to remove all instant death occurrences from the game - you have enough of them anyways to die for =)
Combat
The combat in hc is pretty much what it used to be in flower around the year 2000. Edit: the melee has been tuned many times in recent years, so just some notes.
The main difference to flower is that we do not have weapon speeds. All wielded weapons hit once / round, no matter their size or weight.
Our monsters do not have the controlled motion skill. Some spell durations are different to flower, read helps. We lack the new ambush tune from flower, so you can run past aggro mobs.
STUN is the one word you don't wanna see in hc. You see, we have the old stun system. If you get stunned, you are often screwed. No stages of stun, nothing. You will be completely unable to act for the duration of the stun so get an unstun every chance you get.
P.S. No matter how careful you are, death sometimes is inevitable. Monsters might bug, wands might explode and get mobs aggro, burglehabos might fly, dcrits might hurt, armageddon might instakill you, kobolds might drown, your path might run you through the ocean until -hp, assholes may pkill you, you may forget frenzy on while running to Belan etc... Guess there are just too many features for the wizards to be able to 'fix' them all. And remember, "There are no restores on hard core batmud. Never ever. Ever.". Alright, sometimes there have been restores but every last one of them caused immense butthurt within the community and the odds of non-bug related restores happening are non-existent. (Scratch that, it's just plain random if you get one or not) Just pick yourself up and try again, that's the hc spirit and the reason we have relatively fast game play anyway.
I hope you find this guide useful and HCBat enjoyable.\
Originally written by Gon@hcbat (Gonzo@bat) in 2006, moved to Batwiki in 12/2010.
Equipment
In hc, having empty slots makes you more vulnerable to damage, apparently in the form of -phys res. So fill your slots, even vendor crap is better than nothing. And most of all, fill your HEAD slot first thing. Without headgear any damage directed at you has the chance to cause a lot of extra damage and stun you. You should focus on filling your slots as soon as you plan to go fight something.
Stats in hcbat are as follows: All regens multiplied by 3 All stats multiplied by 2 +dam, +hit, +avoid, +resists, +skillbonuses, etc. are multiplied by 2
Negative effects are also multiplied, -4 stat will become -8.
Keep in mind that with these kind of stat multipliers, a lot of the items that are normally just made for cash in flower turn to decent newbie eq.
The market in hcbat is very weird and old. Basic eq is cheap if it's available and anything top-end is very expensive but you must keep in mind how easy and fast cash is to make in hc. For example, you can get some pretty good zoo pieces for <200k, while wish scrolls and really high end stuff goes for 25m+.
Exp, levels, boons, guilds, bg stuff, etc
In hc, we have the good old exp tune. Meaning it's not personal. Every time you kill a mob it's exp value on next repop will be diminished for everyone. Mobs will slowly climb back up in their expvalue until they are back at 'a lot'
- Edit: Exp tune is up to levels of suffeli never observed before. Mobs are huge. Thanks Moght.
With each level until lvl75 you will receive extra stats. Also hcbat end levels are a lot cheaper than flower. Lvl100 costs roughly 200 megs, of which levels 90-100 are roughly half the total cost.
The guilds
Mage - Synced, No Mage Staves.
Nuns - Everything works.
LoC - Dead / rebirthed people stay on plaque until rejoining.
Barbarians - Lacking some events, blood bowl and critter hunt.
Tiger - Dark nerves doesn't work. Or rather our undeads just can't be stunned.
Druid - Leads don't work properly (they juggle around randomly)
Evil Priests - Some problems keeping alignment but quite a working guild otherwise.
Bard - No Melody of the Misadventurer, Sweet Lullaby or Arches Favour.
Reavers - Now playable, thanks to Juggelo.
--- The rest work ok---
Civfighter
Mercenary
Channellers
Ranger
Monk (motion is back, supporting spells and skills but with some new penalties)
Crimson
Civmage
Templar
Psionicist
Merchant
Conjurer
Alchemists
Navigators (old explore requirements, 10%/20%/30% etc)
The non-functional guilds in hc:
Sabres (not opened because apparently the creator didn't want it to be in hc, that may have changed now)
Runemages (hasn't been opened in hc)
New locs (we have old locs) (HA HA)
Spiders (can join, but demon stuff/wrath doesn't work. fix currently being whined for)
The rest of the post-2000 guilds like cavaliers etc. have not been opened here.
Hcbat received a skill/spell sync sometime in 2005, but our guilds never got synced so don't expect to find all your new nice skills in our counterpart guilds.
As you may have guessed, we have no BG restrictions. Other requirements still apply when making cross-background guild combos. Monks still can't join Nuns. Undeads still can't join Nuns. Navigators still need one full guild that gives access to nav to be completed. Rememeber you can keep your barb, psi, reaver reputations in any reinc with 1 free level because of this.
Other than that, you can mix up your guilds as you please, and what better way to find an interesting playing style you've never tried.
Other stuff
Summon only works in parties.
Undeads in hc are 100% stunproof since we have the old stun system. Vampires and zombies are vulnerable to poison and drowning but the other undead races are not.
Temp boon in hc costs 75k gold.
Skillbooks give +20, +19 and so on until +11 with a 3 day cooldown which resets at reinc.
Tunes
Not kept track of by players until creation of this page, add anything you may remember.
- Melee has been tuned many times, easiest to ask players about it's current situation.
- Int gives +damage to many but not all offensive spells, perhaps wis as well.
- Swapping eq takes ep.
- Moving while casting or using takes sp and ep respectively.
- Burglefloogah is slightly easier than his flower counterpart.
- Inra has received many tunes since the first and only kill.
- Thanatos is now 'worth killing'. Death in the lava probably still results in eq purge since you drop everything.
- Lesser demon is tuned to hc and so is his eq.
- Feb 25 18:18 2012, 100% stunned maneuvers means you are stunproof against physical stuns (not psi stuns)
- Apr 15 22:57 2012 "Big and rare creatures" drop bonus cash/tp potions
- Turbo monsters usually drop tp potions
- Feb 24 10:14 2012 Gullervo was added, offers unstun, unpain, and few other useful spells (sw of south crossing)
- Osku has a weak tolerance for alcohol
- Nov 11 11:55 2012 Negate offhand penalty sync'ed to work like flower counterpart
Random magical eq
Since there are less eq parties in hc due to the small playerbase and the obvious risk of permanent death in killing big mobs (even though many mobs have been tuned to suit hc), there's a nice system in place that gives everyone a chance to find something good.
It works like this: Any GENERIC armour or weapon wielded/worn by a mob may spawn as a magical eq. These can be identified from the (glowing) tag attached to them. (requires see magic) Sometimes Damogran will shout to the whole mud the name of the mob who has it, sometimes not. Recently a delay was added from when the mob loads to when Damogran shouts.
The gear produced by this can have: 2-10 any stat. up to 20+ any resist except phys. Not exactly sure how much, but 3-4 good items will get you max type resist, which is around 70%. 3-15 hp/sp regen. 2-10 +dam/+hit/+avoid
Any of these can be found on any type or armour or weapon anywhere so the possibilities are endless. The rarest combinations have been known to sell for several megs, for example +divine spr or +max stat in the right slot. Many players also buy good type resist items for decent prices. Also all this stuff drops from monsters with no creator data, so you can claim it and use it if it's that good.
The 'hardcore' command
Have a look at hardcore combat_ld and HARDCORE mode. They are helpful survival features. You can also see a person's recorded deaths or the top killers of players with this command.
Survival
The most common causes of death in hcbat in no particular order:
- Stun.
- Drowning. (kobold syndrome)
- Poison.
- Stun.
- Being a retard (player mistakes)
- Botting and getting zapped for it.
- Stun.
- Exploring previously unknown areas forehead first.
So..First of all, to survive make sure you are well dressed. And by this I mean FILL THOSE SLOTS. Then, if you are a living creature, seek out an unstun as soon as possible, as having a wild rhino ramming his horn up your stunned and helpless anus for 6 rounds can be a traumatizing, not to mention lethal experience.
When you decide to move your now bloody and tender ass to an exp area, don't fail to get a ww for the kobold if there is water on the way. Kobolds have a racial ability to swallow large amounts of water accidentally, most times resulting in termination of said kobold. This has actually been a very common cause of death in hcbat history. Kill monsters that are in your range. Bigger mobs are obviously riskier, so wait until you have decent eq before trying heroic 500k solokill attempts.
Don't explore areas nobody in your party knows. Many instakills and damage traps have been removed from hc, but not all of them. Some even are an important part of the area they're in.
Don't rely on flower knowledge when it comes to areas in hcbat. In flower, many of our areas have received changes, had quests added, etc. Even some of the synced areas are not the same completely. Think batmud in 2001 and you will be close.
When making the decision to flee from a fight, leave room for such things as last minute crits, anything the mob might cast and how you will exit. Basically, leave the fight when your opponents can POTENTIALLY do enough damage next round to kill someone or cause a nasty unc-session. One round in advance is even better. Don't underestimate your opponent's dice luck and you'll be fine (HAHAHAHA).
When you start to grow in exp, ALWAYS carry a sanctuary ring. It can instantly throw you to startloc, even from nosummon areas and it is the single most useful eq in hc and top lifesaver by far. When you are uncon in hc, you can bleed a lot further than in flower before actually dying. So you might have a lot of time to get help.
Death
Dying in hcbat is PERMANENT. When you die, you:
- drop everything you were carrying, including money.
- are transported to hell.
In Hell() you can share your last words with the mud but be nice.
Players can get butthurt if you whine too much or get angry and take it out on ghost channel. Instead, take it like a man (or woman) and accept your death as a lesson learned. After you have conducted your business in hell, you have 2 options.
1: Just go ld. This way your dead character will be saved until you use 'quit' in hell. This is widely frowned upon, since your character will still be alive in many ways, hogging places on plaques for example. But none of that will be useful to you, so it's better to just get it over with and ..>
2: Quit. When you quit your dead character in hell, it is removed completely from the game. Also, your LoC blade, barbarian reputation, bardic might and every one of your settings are LOST. Your playerfile is removed completely.
Not all of your accomplishments will necessarily be lost.
- Any points you have scored on passive plaques/highscorelists don't disappear.
- Mage essences are saved, as is KoMD.
- Any EQ you might have made still has your name and you still have safe passage to your room and chests. (provided you had those to begin with)
- You can restore bardic might by joining bards and casting any bard spell during the boot in which you died.
Linkdeath
In flower, the only things that will cause you to go ld is activating it yourself, or actually losing your link. And you can never go ld in combat. Some features to address the obvious problems in this are present in hc. In hc, if you are idle longer than your combat_ld (see 2.1.2) is set for, you will be kicked ld when combat starts. This feature is there to help with deaths from losing links.
The proper way to use it is to set combat_ld somewhat low, depending on how long you want to remain in the game for if you lose your link. Then, create an unidle trigger that makes you unidle just before the combat_ld would kick in. Use this setup in parties. Now, when you do lose link, your client will not be able to send the unidle anymore, and as soon as your combat_ld time is reached, you will go ld no matter what the situation was. Of course if you play from a shell and have your client running on a screen, you are probably dead.
There are a couple of problems with ld too. For one, if you are poisoned, the poison will continue to tick while you are ld, in some cases killing you. Another feature worth mentioning is that if you happen to be unconscious, going ld will kill you instantly. Seek help in other ways.
Also, the rules state that using linkdeath as a part of your battle tactics is against the rules.