ÿþ[size=4][b]Guide To Being A Taoist [/b][/size] The Taoists are often considered to be the most challenging characters in Mir. This is mainly due to a lack of  pure strength . We are a jack of all trades, a master of none. Taoists are able to survive on very few pots and are always welcome in a group. This guide should hopefully give all the Taoists out there a few tips on how to use Mirs best class ;) [b]Skill Overview[/b] [b]Healing[/b] This skill restores lost health and is the skill you use most, so set it up as an F-key you will be comfortable pushing :P increasing your SC will make the heals last longer, but they will still only be 5-hp jumps. Levelling the spell makes it last longer as well. Levelling it is easy as you usually level it in day to day activities, although if you want it levelled fast you should go to bichon wall safe zone and heal all the people who have died and ask for a heal. It only restores health to those who have lost it, so you won t get experience for healing a fully healed person. Level 1 can be practiced from  7 Level 2 can be practiced from - 11 Level 3 can be practiced from  16 [b]Spirit Swordsmanship[/b] This skill makes your accuracy higher, so you don t miss as often. Not much to say about it, other than its very useful ;) Levelling it isn t hard. It levels automatically when you hit something so just go about beating up mobs Level 1 can be practiced from  9 Level 2 can be practiced from - 13 Level 3 can be practiced from  19 [b]Poison[/b] This skill allows you to poison things. You will need to equip a bag of poison into your right wrist slot. There s more about poison later in the guide. You can level poison on your skeleton if you have one. Don t worry about levelling this skill as it isn t much use to you till your tackling tough stuff, although if you want to run around woomeon woods poisoning things its not a bad way to gain a little xp as often your poison is enough to one hit the mobs residing there. Level 1 can be practiced from  14 Level 2 can be practiced from - 17 Level 3 can be practiced from  20 [b]Soul Fireball[/b] This is performed by putting an amulet (bought from the candle guy) into the right wrist slot. This skill shoots a fireball at the target and is used quite a bit early on. It s not very powerful, but it is useful for luring and it can be used for pking if you are like that :P There isn t an easy way to level it, but going to the mines and using it is safe enough. Level 1 can be practiced from  18 Level 2 can be practiced from - 21 Level 3 can be practiced from  24 [b]Summon Skeleton[/b] Must-have ability. This spell creates a skeleton familiar who helps you fight things. If you let the skeleton hit the target first it will gain experience, and then will eventually level up, making it stronger. This is without a doubt the hardest spell to level. Get a skill necklace, then stand beside the guards (the ones with halberds, not the archers) and summon a skeleton. They kill it straight away which allows you to summon another. When you have ran out of mp wait for it to regen (do something else while levelling this spell Jð ) and summon another few. Level 1 can be practiced from  19 Level 2 can be practiced from - 23 Level 3 can be practiced from  26 [b]Hide[/b] Used most of your Mir life. This makes you invisible to all mobs except mobs which have paralysis attacks like wedge moths, cave maggots and dungs. Any mob currently attacking you when you hide may continue to do so. Levelling this ability is a pain, as often the occasions you are using it in are when you  really need to hide! Try levelling it while killing time waiting for bosses or for hunts to start. It s boring but kind of important. Otherwise just use it every now and again when you are hunting. Level 1 can be practiced from  20 Level 2 can be practiced from - 23 Level 3 can be practiced from  26 [b]Mass Hide[/b] Like hide, but useful for keeping wizards hidden when there s a big lure or keeping them safe from archers. Same rules apply to this as the ones which apply to hide. Level 1 can be practiced from  21 Level 2 can be practiced from - 25 Level 3 can be practiced from  29 [b]Soul Shield[/b] Soul Shield gives a bonus to the AMC of any people in the area it is cast on. This is like heal in that you use it a lot. However, its really hard to level and not really worth levelling (see the section on blessed armour and soul shield for a reason). The effect is determined by the targets level, you get an extra 0-1 AMC as standard and another 0-1 on top of that for every seven levels. Level 1 can be practiced from  22 Level 2 can be practiced from - 24 Level 3 can be practiced from  26 [b]Blessed Armour[/b] Like soul shield, but gives a bonus to the AC of the people its cast on. Same rules apply to it. Level 1 can be practiced from  25 Level 2 can be practiced from - 27 Level 3 can be practiced from  29 [b]Revelation[/b] This spell, when cast on a target, reveals its current health. Only practically used for keeping tabs on boss health or people if you are on a guild hunt& or most importantly for keeping your pet alive. Keep your skeleton/shinsu rev ed and you can make sure its not going to die suddenly. Level 1 can be practiced from  26 Level 2 can be practiced from - 30 Level 3 can be practiced from  35 [b]Trap Hexagon[/b] This freezes mobs in a hexagon. They cant move from it until a person or pet stands adjacent to them or they are attacked or the spell wears off. What can be hexed depends on its level (see the hexing guide). Level of spell and SC effects duration. Level 1 can be practiced from  28 Level 2 can be practiced from - 30 Level 3 can be practiced from  32 [b]Mass Heal[/b] This heals all characters in a 3X3 area. Mass heal is very greedy on the mp and at low levels doesn t do much, but it has its uses. If theres a big spawn and you cant target a player, use this. Later on it becomes slightly better as it is levelled. Level 1 can be practiced from  33 Level 2 can be practiced from - 35 Level 3 can be practiced from  38 [b]Summon Shinsu[/b] Ahh& the defining Taoist spell! If you have gotten this far then you have a lot of endurance, which is a shame because shinsu is quite poor really. A level three shinsu is outclassed by level seven skeleton. The only pro of shinsu is that it can hit targets a space away. Its AI is also different  it only attacks things which attack the Taoist. Level 1 can be practiced from  35 Level 2 can be practiced from - 37 Level 3 can be practiced from  40 [b][size=3]Location Location[/size][/b] Here is a rough estimate as to where to go at what level. REMEMBER that levelling is a personal thing, if you don t agree with what is here then you don t have to go along with it. Also being in a group makes it easier to do things so you may wish to go somewhere which is a little above your level. [b][i]Level 1-12[/i][/b] Stick to the bichon/woomeon provinces. Kill hens and deer and don t tackle an oma fighter till your level 10+. [color=red]STAY AWAY FROM OMA WARRIORS![/color] [b][i]12-16 [/i][/b]Venture into natural caves here. Try to watch out for being mobbed and be wary of bone elite. You can also try out serpent valley and Monchon province, oma warriors are still no-go territory and will remain so till the early 20 s at best. [b][i]16-22[/b][/i]At this point you might want to venture into Wooma temple in small groups, but be careful of venturing too far in and being mobbed. The kings room will result in death so don t even think about it. The mines are also becoming a realistic option, although don t go beyond the first floor because e-zombies hurt a lot and there are big spawns beyond the first floor. [b][i]22-26 [/b[/i]Right you have your armour so you must be feeling pretty cocky by now eh? You should be coping in the mines very well now and going below first shouldn t be as scary as it was to begin with. Guild hunts should be reasonable for you, since you re a Taoist you can heal regardless if you are on a hunt to wt or zt so you are useful, but REMEMBER TO HIDE! [b][i]27-30[/b][/i] Now its personal choice time  Bug cave seems kind of attractive doesn t it? Zuma temple wields many treasures, and the mines still retain their charms. Try all three, although I have always felt that bug cave, with its non-undead, numerous and of course tough monsters is a wizard/warrior zone. The mines are always good, and under sabuk wall is flooded with zombies (unless a wizard is there..). Zuma temple first and second floors have rats, wedge moths and bugbat maggots. Provided you are watchful of your skeleton, this is a nice place to level. Also, around this level you can wear heavy armour quite easily and might be worth considering (especially if you can find some cheap added dc/sc armour) [i][b]30+ The options of stone temple becomes realistic (watch out for black boars though, they are pretty hard) as does wooma temple solo (but again be careful as two or three woomas can spell the end for you or your skeleton).[/b][/i] [b][i]35+[/i][/b] If you survive to this point then you shouldn t need some guide to tell you where to go& ..ok fine ;) try going to wt kr and grabbing a few wt (see boss guide below) or venture deeper into stone temple and try hunting webs. [b]Poison [/b] Yellow (colours mob red) Poison  Ingredients: Small Bag  4 Cannibal Leaves 1 Scorpion Tail 1 Maggot Pill Medium Bag  8 Cannibal Leaves 2 Scorpion Tails 2 Maggot Pills Effect: Red poison make you deliver 1.2 times of damage to the poisoned mob. SC only helps it last longer. Grey (colours mob green) Poison  Ingredients: Small Bag  4 Cannibal Leaves 2 Spiders Teeth 1 Cannibal Fruit Medium Bag  4 Cannibal Leaves 4 Spiders Teeth 2 Cannibal Fruit Effect: The good thing about green isn't that it can damage mobs, it's that it prevents mobs from regeneration. you can use green either to kill low lvl mobs (70hp-) or very high lvl mobs who have fast regeneration (like WT, ET, ZG...). in the case of WT, it makes WT die two times faster. [i]This is one of the most essential Taoist abilities and I would always recommend taking a bag of each with you wherever you go.[/i] [b][size=3]Summon Skeleton/Shinsu Levels [/b][/size] Skill Level Level @ Summon Max Lvl lvl 0 0 1 lvl 1 1 3 lvl 2 2 5 lvl 3 3 7 [b]The familiar is you friend.[/b]The skeleton/shinsu is imperative to levelling, keep it healed and don t allow it to get swamped. Always be ready to rest and hide the skeleton if he starts acting stupid (and boy does he act stupid..). However, if you are going to get really beaten up, summon skele as a diversion and run! Shinsu isn t worth his salt until you get summon shinsu level two, at level one it s a novelty for a few days then its back to your skeleton. [b]Group Hunting For Taoists [/b] Hunting in a mass group, when I'm teamed with my guild and we have more than 1 Tao each player provides a different role, if I'm in a mass group it is not possible for me to do everything at once that is needed, the Tao is the only class on Mir that needs all his/her spells on a hunt. If all the Tao's in the group plays the same all-round role of BA SS SFB heal Skele Mass Hide Rev Hide Hex etc the group will not perform well. There is no way in the heat of the battle you can provide effective help using all 8 spells. I don t know if you have ever been on a hunt in the zuma spiral but a skele can break a guilds hunt in seconds, if you re not controlling the skele and he walks ahead to the next mob he can trigger off XX amount of mobs that act as a chain reaction and can destroy the hunt. This is how Tao s should play in a group (example a group with 3 Tao members) Tao1: Poisons (uses as lure) rev's Tao2: SFB SS BA Tao3: mass hides Hex's all 3 Tao's heal and uses skele this way you get a more effective group, players have less to think about meaning controlling skele and optimizing their performance in the job they are doing. [b]Effects Of Levelling Revelation [/b] Level 0  Cast it on target and you have a 50% chance of hp bar appearing Level 1  Cast it on target and you have a 75% chance of hp bar appearing Level 2  Cast it on target and you have a 100% chance of hp bar appearing . Also, the health of players and pets appear when you heal them (with heal or mass heal) Level 3  As level 2 but lasts longer [b]Blessed Armour/Soul Shield Effects [/b] BA/SS when casted gives 30secs if your SC is 0-0 Every 1 SC you get 5secs addition and each lvl for spell adds 10 secs plus a random number 0-4secs. I'll give an example to make it easier for you. Lets say a Tao (naked have 3-3 SC and SS lvl0) when he casts SS he 'l get: 30secs + 3X5secs + 0X10 secs + (random number 0-4secs) = 45-49Secs duration The very same Tao (naked have 3-3 SC and SS lvl1) will have: 30secs + 3X5secs + 1X10 secs + (random number 0-4secs) = 55-59Secs duration (but u need double MP to cast the dam spell) [b]Trap Hexagon [/b] OK there are still a few gaps to fill in here..any Taoists who have just got trap hex and would like to help would be more than welcome! Levelling trap hex effects the duration of the hex and nothing more, what is trapped and what isn t is effected partially by luck but mostly by the Tao s level (similar to wizards taming pets and repulsing mobs) Key (like we really need one ) = Mob, followed by character level needed. NOTE: This is minimum level to work, success is never assured! Axe Skeleton 28 Big Rat 28 Black Evil Boar 35 Black Maggot 28 Bone Elite 40 Bone Fighter 28 Bone Warrior 28 Bug Bat Maggot 30 BugBat 28 Cannibal Plant 28 Cave Bat 28 Cave Maggot 28 Centipede 28 Dark 28 Deer 28 Dung 28 Evil Centipede 60 Evil Snake 50 Evil Tongs 60 Flaming Wooma 28 Forest Yeti 28 Ghoul 40 Giant Keretoid 28 Giant Worm 28 Hen 28 Hooking Cat 28 Keratoid 28 Oma 28 Oma Fighter 28 Oma Warrior 28 Raking Cat 28 Red Evil Boar 32 Red Snake 28 Sand Worm 28 Scarecrow 28 Scorpion 28 Sheep 28 Shell Nipper 28 Skeleton 28 Skystinger 28 Slave 50 Snake Scorpion 35 Spitting Spider 28 Super Zuma Archer (same as normal?) Super Zuma Guardian (same as normal?) Super Zuma Statue (same as normal?) Tiger Snake 28 Tongs 31 Visceral Worm 28 Wedge Moth 32 Whimpering Bee 32 White Evil Boar 50 Wolf 28 Wooma Fighter 30 Wooma Guardian 50 Wooma Soldier 30 Wooma Warrior 30 Woomataurus 60 Yob 28 Zombie 28 Zuma Archer 40 Zuma Guardian 43 Zuma Statue 42 Zumataurus 60 Lords Bichon Lord 99 Mongchon Lord 99 Serpent Lord 99 Woomyon Lord 99 NB if a trappable mob and an untrappable mob are in the same hex area then the hex will sometimes fail. [b]Boss Hunting [/b] Anything lower than a WG can either be beaten up normally in combat or SFB ed to death. If you are fighting something harder though, you need to do a bit more work: 1. Level skele to level 7 or as high as you can 2. Make sure you have both poisons 3. Clear all other mobs before fighting it 4. Rev your skele 5. Use both poisons on the mob then rev it 6. Both you and skele lay into the mob, if skele is dieing then rest it and heal it, don t be afraid to use a few hp pots in this process 7. When skele is fully charged resume the fight NB This is useful for Wooma Guardians, Evil Apes, Evil Tongs (although sfb is important against them), maybe even woomataurus, depending on your level. [b]PvP [/b] [i]Against Warriors [/i] Run. Use skele to slow him down and use both poisons. Then just sfb him and re-summon skele as you need to. Keep moving, the most important thing is distance. Always keep distance between you and keep him poisoned. Then its just a matter of time. Also go full sc, you don t really need anything else. [i]Against Wizards [/i] If he uses pets then hide. Then cast soul shield and use both poisons on him. Heal yourself if you need to and STAY HIDDEN! SFB him to death in the same way you do with the warrior. If you are particularly good then you can summon skele and send it in& the wizard will have to send the pets in while you run away and heal or run in and start hitting him& hide and the pets should act as a barrier through which he can t run If no pets then just poison, skele, sfb. AMC is worth using for wizards. Expel rings work a charm and give you a decent amount of SC to work with as well. Well that s it! If there is anything you want me to explain, or if you are a Taoist with words of wisdom for the others, then feel free to post them here! [i]Special Thanks Go To  Aligatoras, Godfather, EternalFlame, Ixpah, Kristel, Gunji and the rest of the original Tao Chronicles crew [/i]
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