Re: Asteria: a new fantasy MUD

yeah, the journal mainly states general area. You'll have to get to know the places better to refind certain qm's again. I know that rogue one is northwest of the square, and on the first path going north and east into a hut. Or uh west into the other hut. I think it was west.

  I mean, i been pondering the follow skill spread for an unarmed human. Adjust if one only has 100 skill points with whatever. The willow whisp and arcane power are the optional parts.

20 Unarmed

20 mysticism

20 acrobatics

20 enchantment


  14 evocation.

7 magical dexterity

3 necromancy

whatever for one's last 6 points. maybe upgrading necromancy or magical dexterity to last longer. I heard people sy good things about including energy shield at magical dexterity 12. However, that does clash with wholeness of body, but since magic can regen while in a fight, and the point is to use ice wall and dodging to avoid taking so much damage...it should help for when you do get hit.

If you aren't human, just dump the magicl dexterity concept entirely and do whatever wiht the last 6 points if you also don't want willow wisp.


  Depending on guild, you can also exchange enchantment for coercion if playing with pets from wild enclave. Also coercion makes you a great team player, as you can apply some poerful buffs to your party (however not for yourself).


  Shockwave is quite terrifying. Evocation at 14 I believe grants elemental steed and wall of ice. The steed provides a raw damage boost to elemental attacks, like setting shockwave to fire/ice/thunder with the proper mount. You can also use ride the lightning to get a temporary boost to spellpower, which increases unarmed and shockwave due to chi strikes.

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