Post by Variaz on Aug 4, 2008 8:57:57 GMT -5
So the Ice dungeons are working now(well, there's still a few issues, but nothing major), and while waiting for Ivhala, you can explore Rhyzendal's wilderness a bit, and experience the ice dungeons. Here's some tips to survive:
ICE WALLS:
Ice walls cannot be dug. It's not just some form of fragile ice, it's extremely hard ice. It can, however, be melt using fire-based attacks. But to do that, you need to use a ball-type attack, as bolt attacks do not "hurt" terrain features. It must also deal enough damages to actually have a chance to melt the ice. It works accodring to this formula(taken directly from source code):
required_dam = (dun_level * 500);
required_dam += multiply_divide(required_dam, (dun_level * 20), 100);
required_dam += multiply_divide(required_dam, (dun_level * 5), 100);
In other words, on dungeon level 1, walls takes 630 damages to melt. On dungeon level 40, it takes 540000. On dungeon level 100, it takes 6300000! And then, if you do meet the minimum requirement, you must then win a test between your level and the dungeon level * 5. If you win, the ice melt and becomes a pool of shallow water.
MONSTERS:
Monsters in ice dungeons have at least 25% resistance to cold. Anything below that will never appear. This means that you'll encounter a lot of undeads, since they're immune to cold, so it's very advisable to get some Light-based attacks. There are also some monsters exclusive to ice dungeons, and they are all ice-themed. Quite powerful, most of them are weak to fire, so fire is a very good element to have in the ice dungeons. Cold is also defensively good, and if we implement my idea I posted in the suggestion forum, will be a great choice!
ICE WEAPONS/ARMORS:
Ice has been added as a material. It's above steel, but a bit below Mithril in terms of power. The advantage of Ice weapons is that it's three types in one: Ice, Cold and Physical, and you can activate them to switch between types. Now, remember that despite dealing Cold/Ice damages, this is still a melee attack from a weapon, and it doesn't affect elites/bosses immune to weapons and physical attacks. Keep this in mind! It will, however, benefit from Elemental Lord abilities, can be used with Piercing Spell, and of course, will help against enemies that are resistant to physical but not to cold(such as spirit enemies, fire elementals, fire-based monsters in general, etc...).
Armors of ice gives resistance to cold, and the Mails and Full plates also give resistance to the Ice dual type. A full set of ice armors(Full Plate, gauntlets, helm, boots, shield and bracers) gives 50% resistance to cold. Wear two rings of resist cold(or one if you're a Demon), and you get cold immunity, which is a good thing to have in ice dungeons.
Well, that's it. Enjoy your trip to Rhyzendal's wilderness! Hope that nasty spirit won't kill you too much.... ;D
ICE WALLS:
Ice walls cannot be dug. It's not just some form of fragile ice, it's extremely hard ice. It can, however, be melt using fire-based attacks. But to do that, you need to use a ball-type attack, as bolt attacks do not "hurt" terrain features. It must also deal enough damages to actually have a chance to melt the ice. It works accodring to this formula(taken directly from source code):
required_dam = (dun_level * 500);
required_dam += multiply_divide(required_dam, (dun_level * 20), 100);
required_dam += multiply_divide(required_dam, (dun_level * 5), 100);
In other words, on dungeon level 1, walls takes 630 damages to melt. On dungeon level 40, it takes 540000. On dungeon level 100, it takes 6300000! And then, if you do meet the minimum requirement, you must then win a test between your level and the dungeon level * 5. If you win, the ice melt and becomes a pool of shallow water.
MONSTERS:
Monsters in ice dungeons have at least 25% resistance to cold. Anything below that will never appear. This means that you'll encounter a lot of undeads, since they're immune to cold, so it's very advisable to get some Light-based attacks. There are also some monsters exclusive to ice dungeons, and they are all ice-themed. Quite powerful, most of them are weak to fire, so fire is a very good element to have in the ice dungeons. Cold is also defensively good, and if we implement my idea I posted in the suggestion forum, will be a great choice!
ICE WEAPONS/ARMORS:
Ice has been added as a material. It's above steel, but a bit below Mithril in terms of power. The advantage of Ice weapons is that it's three types in one: Ice, Cold and Physical, and you can activate them to switch between types. Now, remember that despite dealing Cold/Ice damages, this is still a melee attack from a weapon, and it doesn't affect elites/bosses immune to weapons and physical attacks. Keep this in mind! It will, however, benefit from Elemental Lord abilities, can be used with Piercing Spell, and of course, will help against enemies that are resistant to physical but not to cold(such as spirit enemies, fire elementals, fire-based monsters in general, etc...).
Armors of ice gives resistance to cold, and the Mails and Full plates also give resistance to the Ice dual type. A full set of ice armors(Full Plate, gauntlets, helm, boots, shield and bracers) gives 50% resistance to cold. Wear two rings of resist cold(or one if you're a Demon), and you get cold immunity, which is a good thing to have in ice dungeons.
Well, that's it. Enjoy your trip to Rhyzendal's wilderness! Hope that nasty spirit won't kill you too much.... ;D