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Wilderness Rules Suggestions for when you go to the Wild

#1 {lang:macro__useroffline}   CongressJon {lang:icon}

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Posted 24 August 2003 - 03:06 PM

Please, don't move this to Pk Discussion. Lately, a few of us (Spikeout, viet, and myself) have been pked, losing a ton of valuable things. I would just like to set down a few rules for you guys, just to make sure you don't lose anything.

1. If you are in the wilderness, and not trying to pk, bring a maximum of three valuable items. (Ex. Rune plate, legs, 2h) Remember, you retain your three most valuable items as long as you are non-skulled.

2. If you are taking risks, and taking more than three valuable items while not pking, take glances at your world map every thirty seconds or so. If you see any white dots, make sure they are not high-level pkrs. If they are, switch worlds immidiately. Keep doing this until you are on a safe world.

3. If you are pking, don't bring anything you aren't prepared to lose. Don't wear full rune unless you are very high-level, and pking in low level wilderness (Level 1-5) If you don't want to take that chance, and you don't have any spare rune, try pking with scrap armour: some steel, mith, maybe some addy, just nothing you aren't prepared to lose.

4. You should almost always bring food into the wilderness, regardless of the situation. (Unless you are in there for fun with nothing on.) If you have armour on, it will either help you escape, or finish off someone.

5. If you're below level 30, maybe 40, and above 25 magic, ALWAYS bring runes for Varrock Teleport.

6. Avoid groups. If you see any, change worlds.

7. Don't underestimate people with a lower level than you. They may be pure, and can kill you easier than you think.

8. Don't hesitate to bring runes. They might save you, or they might help you with a kill grnwink.gif

9. It's a good thing to have higher prayer: it will allow you to hit higher, heal faster, get better defence, and especially, after lvl 25, keep one extra item if you die.

10. Don't walk into the Dark Warrior Fortress with anything good on. There are too many doors and only one way out. I've died there numerous times because onece somone atacks you, its almost imposible to get back out. Also, there are arrow-slits in the fortress walls, so somone can range you from outside.
I think these ten rules can really help people have a safer wilderness experience. Thank you for your time.

P.S. If you have anything to add, tell me, and I will edit.
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#2 {lang:macro__useroffline}   Traver {lang:icon}

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Posted 24 August 2003 - 03:12 PM

5. Don't go into the wilderness.
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#3 {lang:macro__useroffline}   Phieta {lang:icon}

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Posted 24 August 2003 - 06:11 PM

The wildy is safe as long as you know there are people who want to kill you and you make an effort to avoid them. Know who can attack you and what you can lose, and plan accordingly.

6. If you're below level... 20 I think?... wilderness and have over 25 magic, ALWAYS ALWAYS ALWAYS bring runes for Varrock teleport. After a bit you can cast it almost without fail, and you can always use it during melee.

Also... my philosophy is that killstealing is bad, but the wildy has no rules, so pilejumping AND killstealing in the wildy are perfectly fine in my book. This is a bit off-topic, though... so, um...

7. Watch out for groups.
Those who will remember, will speak fondly of the warm morning breeze.
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#4 {lang:macro__useroffline}   CongressJon {lang:icon}

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Posted 24 August 2003 - 07:30 PM

Added two from Phieta grnwink.gif
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#5 {lang:macro__useroffline}   Grimbold {lang:icon}

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Posted 24 August 2003 - 08:46 PM

I agree with Traver. However, if you do, pilejump and killsteal if at all possible. Then(if you are a nice person TheSmile.gif), put the other person on your friends list and contact them to see if they want their stuff back. Basically, anything to screw PKers over without too much danger to yourself.

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#6 {lang:macro__useroffline}   CongressJon {lang:icon}

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Posted 24 August 2003 - 08:52 PM

Just added #7: Don't underestimate people with a lower level than you. They may be pure, and can kill you easier than you think.
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#7 {lang:macro__useroffline}   Spikeout {lang:icon}

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Post icon  Posted 24 August 2003 - 08:54 PM

lol death to pures Whatever_anim.gif



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#8 {lang:macro__useroffline}   yeah man {lang:icon}

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Posted 24 August 2003 - 08:54 PM

8. If you are impure then bring runes, impures are much better than pures if they use magic. Example: a pure attacks me. he does 0 5 17, i do 3 6 10, but i cast fire bolt doing 6 extra damage, result. Evil pure does 19 damage to me, i do 25 damage to him, he does 22 damage to me, who rocks now pure?

9. If you want to be a serious pker, then become a prayer beast with at least 25 prayer for protect items. Level 31 prayer is recogmended. Bring a rune 2 hander, monks robes, monks skirty thing and a ruby ammy o str. if u die skulled, u will just lose the ammy, which is cheap when u have rabk as a friend biglaugh.gif just give him a ruby, gold nugget, and a cosmic and he will do the rest grnwink.gif I belive Snap God got at least 30 rune 2 handers doing this.

10. Pking is always better in a group.

11. When Pking in a group, always let the higher lvled person attack the target if you can because he can most likey 3 hit. Also, if the lower lvled person attacked and the guy ran, most likey down, then the higher lvled person would have a lessen chance of being able to attack the target still

This post has been edited by yeah man: 24 August 2003 - 09:01 PM

<center>
<TABLE>
<TR>
<td style="filter:dropshadow(color=black, strength=1)"><font color=white><marquee style="color: FFFFFFF" scrollamount=1 width=351 height=80 direction=up><center>
<B>DarkStorm Character Information</B>
Money: 1240 UniCreds
Items for Use: 3 boom stones, 3 runes of blasting, 47 Vesuul, 1 bricken, 1 Mythrite Pick, 1 skyrite pick, One Class 1 Energy Field Generator, 1 Ruby
Mining Level: 5 (1600 EXP)
Smithing Level: 1
<B>Character Stats:</B>
Total Posts:3681
Total Stat Points: 83
Strength: 1 = 0 stat point used
Intelligence: 35= 19 stat points used + Staff + Race power bonus
Hit Points: 2220 Hp= 74 stat points used
EP Reduction: 35 X 15 =-525 EP
DP UP : + 2


Banana Boy- Familiar
Alignment: Light
Xanthor Drathos - Sorceror
Class info:
Sorcerer: Like wizards, but bound to darkness. Sorcerers practice spells of destruction and darkness. Like wizards, they are physically weak, though can do massive damage if given the chance to cast a spell.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
Hometown: Shral Valeron
Race: Dark Elves: Diverging into the path of Darkness at an undetermined date during the Second Age, Dark Elves have become one of the few true evil races in Earthia. They consider Undead to be below them, and scowl at all races and classes not allied with Darkness. While they are not known to hide in the shadows like other Dark races, they are probably one of the most capable of directly harnessing the dark powers of the world to do their bidding.
- For Dark classes: Intelligence + 10; At a post count of 4000, Intelligence + 20 instead

Me Spells
Sorcerer:

- Dark Grip (0): EC=5; DP=4: Surrounds the target with a dark mist, doing minor damage.

- Choke (0): EC=7; DP=5: The Sorcerer holds out his/her hand and chokes the target, doing minor damage.

- Stun Target (0): EC=7; DP=0; Effect = Stun: Target cannot take any actions or move: Prevents target from taking any actions for 20 seconds. Will not take away the target's next turn in battle.

- Blast of Darkness (150): EC=50; DP=35: A conjured wave of darkness slams the target.

- Dimensional Ripple (200): EC=70; DP= 40; Effect = Stun: Target cannot take any actions or move: Attack spell that also stuns the target for 20 seconds. Will not take away the target's next turn in battle.

- DarkForce (300): EC=120; DP=75: Darkness crushes the target from all directions.

- Levitate (350): EC=200; Effect = Levitate: Prevents damage from ground based attacks as long as the target (anyone) is in the region.

- Suffocate (450): EC=200; DP=50 Each Turn For Following 3 Turns: The air is removed around the target, suffocating him/her. Does minor damage for three turns (along with additional attacks for the following two).

- Ground Shock (600): EC=250; DP=110: Will not affect levitated targets

- Dimensional Wave (800): EC=400; DP=160: The dimension is warped around the target, causing a large amount of damage.

- Evil Cyclone (1200): EC=500; DP=180: A temporary portal to the dark world opens, consuming the target in a cyclone of shadows, ultimately crushing him/her.

- Death's Warning (1200): EC=100; DP=0: Will cause great fear to the target and cause him/her to leave the location and go back into the general region. Will not affect Wizards.

-> Storm of Darkness (1500): EC=750; DP=260: The powers of the ancient sorcerer are summoned, showering the target in flames and consuming him/her in darkness.

- Summon Familiar (2000): EC=500; Effect = Summon a Familiar to travel/ Can do anything except attack or use abilities: Allows you to summon a familiar and send it to other areas. It cannot attack and will come back to you if attacked.

-> Dimensional Crack (2000): EC=1000; DP=400: A local form of Dimensional Storm targeting one character. The target temporarily experiences the effects of being caught between dimensions in this destructive spell.

- Destroy Light (2500): EC=2000; DP=HP of the summoned target (if the summoner is below your post count): Will defeat any summoned being of light which is under the control of someone of a lesser post count.

- Summoning of Destruction (3000): EC=2300; DP=750: The Sorcerer uses the powers of the ancients to conjure a local cataclysm.

- Dark Gate (3200): EC=800; DP=0: Will send a friendly target back to his/her hometown as an evacuation.
<font></td></tr></table></center></marquee></center>
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#9 {lang:macro__useroffline}   Ryl {lang:icon}

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Posted 24 August 2003 - 09:27 PM

If you see a tank mage, run like h3ll, lol.

If magic is part of your lvl, bring runes bluetongue.gif
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#10 {lang:macro__useroffline}   CongressJon {lang:icon}

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Posted 24 August 2003 - 09:46 PM

Added two more.
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#11 {lang:macro__useroffline}   vietpryde {lang:icon}

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Posted 24 August 2003 - 11:56 PM

12. When running away, its best to attack a npc. unless they are a mage or ranger.
after 3 rounds, run away from the npc and attack a different one. thsi will cause confusion to the pker.

13. Dont go into a room with closable doors.

14. Taunt your enemies while running away. They get angry and lose focus, then you get to run easy!

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#12 {lang:macro__useroffline}   Phieta {lang:icon}

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Posted 25 August 2003 - 10:32 PM

Always have F1-mode ON.
If you're using a cordless mouse and/ or keyboard, make sure the batteries are VERY fresh or just temporarily plug in a standard one. Dead mice have caused several wildy deaths.
Those who will remember, will speak fondly of the warm morning breeze.
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#13 {lang:macro__useroffline}   Jarik C-Bol {lang:icon}

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Posted 14 September 2003 - 09:54 PM

Don't walk into the black warior fortress with anything good on. there's to many doors and only one way out. i've died there numerous times because onece somone atacks you, its almost imposible to get back out. also, strangely enough, arows go through that fortresses walls, so somone can range you from outside.
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#14 {lang:macro__useroffline}   Phieta {lang:icon}

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Posted 15 September 2003 - 06:48 AM

QUOTE (Jarik C-Bol @ Sep 14 2003, 04:54 PM)
also, strangely enough, arows go through that fortresses walls,

Arrow slits. Made for arrows to be shot through. I haven't been there in awhile, but I'm sure that building either has arrow-slits or windows.

And you can shoot out of them, too.
Those who will remember, will speak fondly of the warm morning breeze.
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#15 {lang:macro__useroffline}   CongressJon {lang:icon}

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Posted 15 September 2003 - 11:08 AM

That was #10 bluetongue.gif
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