Azureus in Alyria

What's Worth Practicing

What I deemed even worth practicing. It takes about 40 prac's minimum to start with a reasonable ammount of accuracy hit/miss/cast and has to be used/practiced about a thousand times before gaining a point. I counted my dagger by shop repair it at 'crumbling'. Each proficiency is mastered at 100%, in spell casting you no longer need that prof in a spell book but you'll still need regeants.

With the training I started sort of in this order:


Vitality
Go farther, more stamina. This one's worth maxing first since being low on it makes you drag around slower than molasses pours in winter. You'll need it best too for things like kick, bash, dodge.

Strength

Hold more, more hit points. When I was in Lasler I needed a little more than I had just to pass my leaf test battle. I worked on this one, alternating a bit with wisdom. It also increases how much damage you can cause, compared to something like dagger at 75%, max strength, you'll get about 70% worth out of the max damage the dagger itself can cause.

Wisdom

More practices. That's pretty much all I was interested in for wisdom, but that's just about what it does anyway. Having a maximum ammount possible in practices is good as very desirable, but strength and vitality at 1st Class are essentially a better priority as most useful.

Adgility
Move better. Get the most out of accuracy, dodging and tumbling. It does some few favors with vitality and as a rogue costs the least in training.

Luck

Take on a slightly higher lvl, higher chances of accuracy or success. I pretty much alternated luck and agility. I suspect luck has something to do with how often you have a chance of 'you feel better' coming along and increasing your stamina and health but I can't be certain.

Knowledge
Learn quicker, more spell points. Better's accuracy and how long it takes to use something to gain a point on it's proficiency. I didn't take this as a priority until 2nd Class closer to when I would be using spells and find knowledge to spellcast advantage.

Sanity

Resist/cast better. Next to knowledge, I find maxing sanity more to my bennifit at 2nd Class where I need it the most.

Courage

Fear flee less. This is very useful, especially if it's happening to you allot but it wasn't a major priority to me so I'm maxing it next to last with personality.

Personality
You get a better rate of shop selling and buying. Depending on how much personality you have you can cast charm on a decently leveled mob. The more likely a mob will auto-form with you or ask, and the less likely a hostile mob will auto-attack you. Combined with a maxed dodge/evasion you can virtually run around Alyria in a pass door druid robe at 2nd Class vs. having to constantly wear the wizards robe of invis.


Rogue Proficiencies
Acrobatics
15
I regret not picking that up before 2nd class. It would be handy now.
Backstab
89
Maxed it 75, it's worth it. It takes a big chunk out of a mob, sometimes killing instantly. You can flee and backstab up to 'wounds and bruises'.
Bash
50
Comes in handy, especially when you're out of spell points or don't feel like messing with getting the lockpick out or magic unlock or 'pass door' won't work. It does take a big chunk out of stamina.
Blind fighting
31
Comes in handy when you've been blinded but it never happened to me much in 1st class and doesn't seem to be working at 31% in combat.
Dagger
96
First weapon will always have the highest maximum of combat damage. At the moment I can do 86-pts of damge against 0-armor with a lvl 80 dagger that has a maximum of 92. I maxed it 75 straight off and will switch to maxing another weapon when I have it mastered.
Dodge
62
Very handy in combat and auto-mob attacks, I'm mastering it before shield-block. It's low because I didn't 75 it and it comes a little late at 30%-Def
Detect traps
30
It was usefule in Verty for tourms at 1st class. 2nd class, only so often on quest rather by accident. More often I run into traps because you have to 'look (x)' to actually detect.
Disarm traps
31
Same as 'detect traps' except I sometimes trigger a trap and damage myself just for trying to disarm it at 2nd class.
Dart
5
I don't have much use for it but I'll mess with it when I've got nothing else better to do from mastering priorities.
Exotic
51
This would be very handy as exotic damage is always the lowest armor value in resistance, but it takes a long time to get to at 50%-Wea and it's low on my master list.
Evasion
76
Very handy at dodging in combat and auto-attack mobs. I become more proficient in evasion more often in every time I sucessfuly dodge an auto-attack.
Hand to hand
62
Between it and whip, it's next in line when I master 'dagger'. It would be useful in CPK and not having 'death grip' though having your weapon taken out of your hand doesn't happen often enough to really worry about it.
Hide
34
I don't need it allot but it is somewhat useful in confusing someone chasing/looking for you in PK, Though, one can easily enough scan and see you in the next room if it's not dark. (That includes turning out your light in your eq)
Hook
5
Not much use for hook either
Kick
30
Comes in very handy and well before 'bash' comes along. Especially 2nd class while I'm out of spell points, I wish I had thought to put more prac's in it at 1st class 'cause I'm not getting bash back any time soon at all with complexity still at 15% in lvl 91.
Lore
42
I like it allot better than buying scrolls of 'identify' at 1st class. At 2nd class it's still very convenient with rarely ever needing to cast 'identify' when something's greater than my lore lvl. You don't really need more than 40%
Lockpicking
42
I like it better than bashing doors, though I like 'pass door' even more. 'Magic unlock' comes when it's necessary to use it. After 1st class there's a small wait for lockpicking at all but then it's really nice to have the one from New Rigel quest items. Sometimes it is best to be descreet with a locked door and close them behind one's self. You don't really need more than 40%
Meditation
40
Faster regeneration from having to sleep. Combined with a canvas travel cot it's very convenient. Sleeping makes it go up though I'm not sure how many times and/or how long 'til it does.
Magical items
57
How well you'll be able to use something like a blue orb without 'loosing concintration'. Most handy at 1st class in combat depending on oct wands, unicorn horns, staffs - I haven't really needed any magical items at 2nd class, but I can carry only so much plus regeants.
Nunchaku
2
(Wizard?) I can't even remember having nunchaku before 2nd class but I'll get to it when I have nothing else better to master.
Peek
32
Very handy and extreemely convenient, I can pick and choose from a mob, having to kill less. It was fine in 1st class, but 32% in 2nd class sucks. I think 50% would be much better.
Sword
38
(wizard) I spent like 180 practices just to raise sword from a 2 (3/4 prac's per) but I think it will be worth mastering after 'whip'.
Shield block
40
Useful against things like fire breathing but I want to master dodge first and shields (and their attributes) wear out much, much faster as combat defence.
Second attack
40
Very useful when the durn thing ever kicks in. I should have maxed this one to 75%
Scan
13
Very convenient but I've never had much reason to need more than 7/8% and let it go up by itself from there. It's most useful outdoors and at 2nd class I'm wishing I had a bit more long range. I should have practiced this one more like 20% at the least.
Sneaking
60
You can walk into and out of a room another player is in and they'll never see it. It's great, especially if you're in NPK and squirmy enough to slip past. 'Course a trap will still get you every time but it's also useful in running past another player such as to grab the next Venerbal Seer or Goblin Merenary before he/she can stress about you being there, hehe. Combined with hiding and invisible, sneaking is useful.
Stealing
15
I never put any prac's on it, it only works on other players in PK, barely, and I don't see much use for pissing folks off with it.
Staff
42
Forgot I even had this one. It's pretty much the same to me as if using wands and orbs.
Scythe
1
(Wizard) Interesting ... I'll come back to it.
Snare
10
Useful to set traps in PK areas, as long as you don't step in your own trap on the way out. It doesn't really need much more than sucess in setting it. 10% is fair enough if not the most quickly. If I was setting them I'd prefer more like 30%
Throwing
52
Just throwing in general, like boulders. I haven't had much use for throwing yet vs. everthing else I carry around. I think I would have put less prac's on this one in hind site, but it goes with dart and other throwings.
Tracking
53
Slow but very convenient. It's great, especially when I can't find a mob except to room by room search, but doesn't really need more than 45%, you won't be going any faster maxing it and putting prac's on it will go well past 100% I don't know if track ever masters.
Throwing star
12
Not impressed
Throwing knife
7

You'll have to buy 5 or so throwing daggers at a time. They fall to the ground and you have to pick it up each time until the dagger just disapears. Theyr'e not really as impacting as bombs or spell casting. Not impressed.

Whip
75
My secondary weapon, which really kind of competes with the number of point damage I can do against 0-armor with dagger. Some mobs can only be slashed as well like jello-things and maggots. I'll be mastering it after dagger, possibly in combine with going hand to hand.
Yo yo
10
Not really impressed with yo-yo either.
   

 

Wizard Spell Proficiencies 2nd Class
At 38% comprehension
Abjure
XX
Sounds useful in returning things to faerie plane ect, depending on where I am myself. I'm not likely to need it allot so I'll max it 40% when I get it at 75%
Acid blast
52
The higher complexity the spells go, the more impact they cause and they tend to cost more in spell points. Sometimes acid blast is even better than backstab.
Animate dead
XX
Might come in handy.
Armor
42
No regeant, low spell-pt cost and quick to cast even though I have to do it a dozen times. Still, I get 3-ar for 90-min.
Blindness
40
Nice, especially as a pre-cast before attacking a mob, but doesn't work on some. I still like 'color spray' better.
Blink
50
Without recall, blink is sometimes useful where places allow types of teleporting. Too many NPK areas don't but it's an interesting way to get out of places like New Rigel's canal or thieves forest in a big hurry on quest.
Change sex
XX
I see no use for this one.
Charm
43
I can get mobs to form with me up to my lvl of personality, which is very helpful against mobs when I'm looking more for what they carry (item) than the kill itself.
Circle of fire
XX
Sounds a bit chaotic but likely handy in a mass battle or ambushing.
Color spray
40
Useful against spellcaster's and causes some damage as well as blindness.
Control weather
XX
No idea
Control winds
XX
Doesn't seem like I'll need this one.
Counterspell
XX
I definitley want this one, if I can manage to cast it before the other caster's spell finishes. Defence with damage.
Curse
XX
Kind of like weaken, excellent in combination.
Death grip
1
Don't see any need for it, especially if I master hand to hand. It's also very easy to aquire a moon ring. You couldn't remove anything you're holding until the spell is over.
Detect illusion
XX
No idea
Detect invisibility
42
Useful if you don't already have an item that detects 'improved' invisibility.
Detect magic
42
Useful but not used much.
Dispel area
XX
Sounds great! I want this one, can counter act circle of fire ect.
Dispel magic
XX
I'll finally be able to get Jambalaya Jakes curses off of me!
Energy drain
XX
Kind of like weaken and likely to be better.
Enervation
XX
Sounds much like energy drain and weaken.
Enhanced strength
41
So far this one hasn't done me any favors, I think it's because I've already maxed my strength.
Erase
XX
Useful if you want to remove spells from your spellbook.
Fireball
40
Nice, does decent damage
Flame wind
XX
Sounds a bit chaotic but might be worth 40 prac's.
Frost
XX
Kind of like peralysis
Gate travel
XX
Sounds alright if you're in a big hurry to make it to an open world gate but I think there's something about moon stones that do the same thing?
Hands of wind
XX
Sounds like something that would come in handy out doors but not likely to be used often.
Haste
XX
Don't need it
Ice storm
XX
Kind of like fire breath with shatter items.
Ice wind
XX
Sounds about the same
Iceball
41
Does best against mobs with freeze weakness.
Identify
31

Handy if lore's not working.

Infravision
1
Don't need it
Invisibility
41
Not as nice as improved invisibility.
Kill
XX
Sounds like one worth maxing.
Levitation
30
Already have items of levitation but it'd be worth mastering.
Light
43
I already have an eye of a Kraken (endless light) but this one's worth mastering and you can leave them around searching dark areas, so you scan where you've been.
Lightning bolt
45
I just like lightning bolt, very effective, perhaps one up from spark but costs 1 fire reagent.
Magic bomb
XX
Mass damage
Magic dart
41
I spent too many prac's on this one, never use it.
Magic lock
41
Useful as much as a pain, very expensive scroll too. It's worth waiting for a good spell book to put it in.
Magic unlock
31
Some doors require it.
Momentary darkness
XX
I wonder if this one will be useful if caught in 'web' snare.
Nexus
XX
Looking forward to it.
Pass door
XX
Worth mastering, especially so I can wear something besides the druids robe.
Plague
XX
Works with curse and weaken.
Plane travel
XX
I'll finaly be able to go to the faerie plane without waiting on moon phases for the world gate.
Poison
75
I like this one, I can kill some mobs without gaining exp or sometimes entering combat at all. Useful if I just want what they carry (item).
Recharge item
XX
Sounds interesting
Room shield
XX
Very useful if in a formation.
Scribe
41
Necessary if you want to put scrolls into your spellbook.
Sense life
3
Don't need it
Shield
44
Much better than an item with 'shield' attribute. It gives me 5-ar for 90-min. It has one turn delay with more spell cost than armor but only takes 4 sucessful casts. I usually do it first, then armor then sleep on my cot. Regenerating SP is quick enough. It's worth maxing 75%
Shocking grasp
42
I use it here and there but not as much as fireball.
Silence
XX
Looking forward to getting this one.
Sleep
39
Hrm, well, not using it really, but it it'd probably be useful to sneak past someone like Thanak of the Laughing Fey. Mobs wake up if you attack.
Slow
XX
Counter-haste
Spark
43
No regeant and very little spell-pt cost, I mostly favor it on low lvl mobs to save my regeants and red-lining from making bigger casts like acid blast.
Stone skin
XX
Worth mastering and likely to be more armor value than a 'Holy ring of Maradas'.
Summon elemental
XX
I think this one will turn out more favorable to me than animate dead or charm and I need all the help I can get. I may still be favoring charm though.
Teleport
XX
I like blink enough that I'll like teleport even better.
Thunderclap
XX
I might like this one as much as lightning bolt.
Thunderstorm
XX
'Bout the same
Underwater breathing
XX
It'll be worth mastering but not used much.
Weaken
40
I use it allot before combat, sometimes combined with poison, especially with mobs that are going to take a while to kill. With poison, they won't regenerate while I'm sleeping.
Web
XX
I'll finaly be able to kill those squirmy mobs that flee.
Wizard eye
XX
I've no idea what kind of map I'm in for on this one.