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* About THE REALM ONLINE STRATEGY GUIDE A Strategy Guide Compilation By Players ENCHANTING GUIDELINES Anything clothing is chanted with empower/nimbility/regeneration/shield Anything armor is permed with improve armor and chanted with empower/nimbility/regeneration Any weapons permed with cold steel/electric charge/flame blade/venom and chanted with either empower or dexterity. Optionally you can leave out venom and do FIESD, so you don’t accidentally poison anything you want frozen (in Maze, for example). And if you do want poison you can just ext venom on it. Remember – this is the chance of success! For example, for 4 enchants the chance of failing is 50%, and failing includes both failing to land but not destroying the item – and incinerating the item. So the real chance of “blowing” an item at the 4th chant is lower than 50%. I recommend you chant the same armor pieces with the same enchant, so you can swap gear with your other toons and still have all the available enchants. SDM CHART + CHANTING CHART INCLUDED BY KNEEZLE The Best Enchanters are All Intel Elf Wizzies who are able to reach 189% SDM. Toons with lesser intel/SDM can chant, but will not be as effective at it. SDM 1 2 3 4 5 6 5% 53 23 0 0 0 0 10% 55 25 0 0 0 0 15% 58 28 0 0 0 0 20% 60 30 0 0 0 0 25% 63 33 2 0 0 0 30% 65 35 5 0 0 0 35% 68 38 7 0 0 0 40% 70 40 10 0 0 0 45% 73 43 13 0 0 0 50% 75 45 15 0 0 0 55% 78 48 18 0 0 0 60% 80 50 20 0 0 0 65% 83 53 23 0 0 0 70% 85 55 25 0 0 0 75% 88 58 28 0 0 0 80% 90 60 30 0 0 0 85% 90 63 33 3 0 0 90% 90 65 35 5 0 0 95% 90 68 38 8 0 0 100% 90 70 40 10 0 0 105% 90 73 43 13 0 0 110% 90 75 45 15 0 0 115% 90 78 48 18 0 0 120% 90 80 50 20 0 0 125% 90 83 53 23 0 0 130% 90 85 55 25 0 0 135% 90 88 58 28 0 0 140% 90 90 60 30 0 0 145% 90 90 63 33 3 0 150% 90 90 65 35 5 0 155% 90 90 68 38 8 0 160% 90 90 70 40 10 0 165% 90 90 73 43 13 0 170% 90 90 75 45 15 0 175% 90 90 78 48 18 0 180% 90 90 80 50 20 0 185% 90 90 81 51 21 0 189% 90 90 81 51 21 2 The only gear you need to be an effective enchanter is: 2 Rings of Intelligence 1 Amulet of Intelligence There are a few pieces from Dragon Pit that will help get you to 201% SDM for high level enchanters: Arch Mage Shirt Arch Mage Pants Cowl of Immortality Enid’s Needle Shield of Infinite Thought To be a fully capable chanter you will need the following skills: Meditation – GM (level 5) Sorcery – GM (level 5) Elementalism – Proficient (Level 2) Thaumaturgy – Master (level 4) Necromancy – Expert (level 3) A Perm affects the item. Improve Armor, Flame Blade and Cold Steel, Electric Charge, and Venom are all permed. A Enchant affects the toon. Strength, Dexterity, Regen, Immo, and any element Shields are Enchanted. Spells that are Permed will work if enchanted, but spells that are Enchanted will not work if permed. Suggested Chants for your gear. Only Weapons pushes into 5x making your chanting fairly safe as you don’t have to push 4x anywhere. Item 1 2 3 4 5 Backpack Str Dex Regen Missile S. Robe/Skirt Str Dex Regen Acid S. Belt Str Dex Regen Cold S. Amulet Str Dex Regen Fire S. Ring 1 Str Dex Regen Poison S. Ring 2 Str Dex Regen Lightning S. Baldric Str Dex Regen Immo Helm Imp. Arm. Str Dex Regen Shirt Imp. Arm. Str Dex Regen Pants Imp. Arm Str Dex Regen Cowl Imp. Arm Str Dex Regen Wrist Imp. Arm Str Dex Regen Feet Imp. Arm Str Dex Regen Shield Imp. Arm Str Dex Regen Weapon Fire Ice Venom Electric Str Fire Ice Venom Electric Dex Fire Ice Electric Str Dex Sponsored Content Skip Ads by [Fotos] 40+ Bizarre Dinge, die man nur in Dubai sehen kann Mighty Scoops | Sponsored Read More [Images] Remember Her? Grab A Tissue Before You See Her Loves Pride | Sponsored [Fotos] Diese Kreaturen sind noch größer als wir uns vorstellen können Factsandfun.de | Sponsored by gageendal on October 22, 2012 • Permalink Posted in Guides Posted by gageendal on October 22, 2012 https://realmers.wordpress.com/2012/10/22/enchanting-guidelines/ WHERE TO HUNT LEVELS 1 TO 24 Faery Caverns Fatty’s Quests Lesser Hive Naktos’ Morgue Ogre Caverns Targoth’s Tomb Thieve’s Hole Tor’s Crypt LEVELS 25 TO 49 Enid’s Safe Haven Fatty’s Quests Forgotten Dungeon Imp City Lesser Hive Naktos’ Morgue Ogre Caverns Targoth’s Tomb Thieve’s Hole Tor’s Crypt Troll Haven Troll’s Hideaway Zoo, The LEVELS 50 TO 74 Enid’s Safe Haven Forgotten Dungeon Imp City Ogre Caverns Troll’s Haven Troll’s Hideaway Warrior’s Abode LEVELS 75 TO 149 Church of Damnation Dark Gauntlet Drear Valley Fenris Caves Festering Hate Pool Labyrinth, The Test of the Soul The Barracks Undead Stronghold Warrior’s Abode LEVELS 150 TO 299 Barracks, The Church of Damnation Daemon Home Drear Valley Festering Hate Pool Holy Caves Imp Haven Labyrinth, The Test of the Souls Undead Stronghold LEVELS 300 TO 499 Daemon Home Fuloran’s Abode Greater Hive Holy Caves Snake Pit Tulor’s Caverns LEVELS 500 TO 749 Anvil, The Fuloran’s Abode Greater Hive Maze, The Snake Pit Tulor’s Caverns LEVELS 750 AND ABOVE Anvil, The Fuloran’s Abode Greater Hive Maze, The Snake Pit Tulor’s Caverns by gageendal on October 22, 2012 • Permalink Posted in Information Posted by gageendal on October 22, 2012 https://realmers.wordpress.com/2012/10/22/where-to-hunt/ ITEM DURATIONS POTION DURATIONS Potion of Shifting 15 Potion of Strength 30 Potion of Nimbility 45 Potion of Fire Shield 45 Potion of Cold Shield 45 Potion of Lightning Shield 45 Potion of Poison Shield 45 Potion of Acid Shield 45 Potion of Invulnerability 100 Potion of See Invisible 150 Potion of Invisibility 60 Potion of Greater Invisibility 30 Potion of Weakness Unimplemented, no effect SCROLL DURATIONS Scroll of Defenselessness 25 Scroll of Resist Cold 60 Scroll of Resist Fire 60 Scroll of Resist Lightning 60 Scroll of Missle Resistance 60 Scroll of Immolation 15 Scroll of Shield 50 Scroll of Greater Shield 200 ORB AND WAND DURATIONS Orb of Holding 5 Wand of Berserking 5 CANDY DURATIONS Candy of Invisiblity Over 500 Candy of See Invisiblity Over 500 BAUBLE DURATION Shield Bauble (Invulnerability) 500 (Shield Baubles are white) HEART DURATION Heart (Improved Invuln) 30 Note: All Hearts have 1/3 chance of giving nothing (blue text), poison (red text), or the improved invulnerability (green text) regardless of toon alignment or type. by gageendal on October 22, 2012 • Permalink Posted in Information Posted by gageendal on October 22, 2012 https://realmers.wordpress.com/2012/10/22/item-durations/ MELEE DAMAGE MODIFIER FORMULAS MELEE DAMAGE MODIFIER (MDM) For all weapons except throwing daggers, MDM is based entirely on strength. MDM for throwing daggers is based entirely on dexterity. Unarmed combat MDM is based exclusively on strength. The formulas currently in place for strength based weapons are: When strength is 10 or higher: > MDM% = [(strength – 10) * 13] > > When strength is less than 10: > > MDM% = [(strength – 10) * 5] The formulas for throwing weapons are: > When dexterity is 10 or greater: > > MDM% = [(dexterity – 10) * 13] > > When dexterity is less than 10: > > MDM% = [(dexterity – 10) * 5] As you can see from the formulas, MDM can be negative if toon strength (dexterity for throwers) is less than 10, but since the multiplier is only 5 in this case the MDM is much less negative than it would be if the multiplier was 13. The current maximum MDM is 416% (at 42 strength or dexterity) DAMAGE PER ATTACK (DPA) The formula for Damage Per Attack is: > DPA range = [((MDM% + 100) / 100) * Weapon Base Range] Note that 100 is added to the toon’s MDM before it is divided by 100 to convert it to a multiplier. This causes toons with a MDM of zero to have a DPA that matches the weapons base range. Toons with a negative MDM will get less than the weapon’s base damage. NOTE: The Base damage range for unarmed combat is 1 to 4. Example: For Example, an toon with 37 strength has a Bonecrusher Club equipped. The Bonecrusher has a base damage rating of 95-215. MDM is computed first by plugging in 37 to the MDM formula: > MDM% = [(strength – 10) * 13] > > MDM% = [( 37 – 10) * 13] > > MDM% = [( 27 ) * 13] > > MDM% = 351% Damage Per Attack can now be computed by plugging MDM% and the weapons base rating values into the DPA formula. This is done for both the minimum and maximum values of the weapon rating: > DPA range = [((MDM% + 100) / 100) * Weapon Base Range] > > DPA minimum = [((351% + 100) / 100) * 95] > > DPA minimum = [(( 451% ) / 100) * 95] > > DPA minimum = [( 4.51 ) * 95] > > DPA minimum = 428 > > DPA maximum = [((351% + 100) / 100) * 215] > > DPA maximum = [(( 451% ) / 100) * 215] > > DPA maximum = [( 4.51 ) * 215] > > DPA maximum = 969 The DPA range therefore is 428 -to- 969 (Note that as usual, any decimal fraction is discarded by the game, and only the whole integer result is used) by gageendal on October 22, 2012 • Permalink Posted in Information Posted by gageendal on October 22, 2012 https://realmers.wordpress.com/2012/10/22/melee-damage-modifier-formulas/ INTELLIGENCE TO HOLD TABLE Intelligence Raw SDM GM Med. SDM Rounds of Hold 32 120 195 8 Round Hold, 12 Rounds Extended 31 114 189 30 108 183 29 102 177 28 96 171 27 90 165 7 Round Hold, 10 Rounds Extended 26 84 159 25 78 153 24 72 147 23 66 141 22 60 135 21 54 129 6 Round Hold, 9 Rounds Extended 20 48 123 19 42 117 18 36 111 17 30 105 16 24 99 5 Round Hold, 7 Rounds Extended 15 18 93 14 12 87 13 6 81 12 0 75 11 -10 65 4 Round Hold, 6 Rounds Extended 10 -20 55 9 -30 45 8 -40 35 7 -50 25 3 Round Hold, 4 Rounds Extended 6 -60 15 5 -70 5 4 -80 -5 2 Round Hold, 3 Rounds Extended 3 -90 -15 2 -100 -25 1 -110 -35 1 Round Hold, 1 Rounds Extended 0 -120 -45 by gageendal on October 22, 2012 • Permalink Posted in Information Posted by gageendal on October 22, 2012 https://realmers.wordpress.com/2012/10/22/intelligence-to-hold-table/ DUNGEON DIRECTIONS Anvil: Arimathor 4L/25U Barracks: Drune 7U/2R Church of Damnation: Wen 9D/1R Daemon Home: Drune 5L/5U Dark Gauntlet: Wen 10D/9L Dragon Pit: Wen 9U/R to cave Enid’s Safe Haven: Silverbrook 8L/2U Faery Caverns: West Leinster 2R/5D/4R Fenris Cave: Caer Fandry 2L/5D Festering Hate Pool: Wen 6U/6R Forgotten Dungeon: Kurz 6R/6D Fuloran’s Abode: Usk 2R/10D Greater Hive: Asgard 2L/12U Holy Caves: Kurz 2D/11R Imp City: Caer Fandry 2L/9U Imp Haven: Asgard 12R/4U Judgment of the Scepter: East Leinster 1U/6L Despothes Altar – Pray, 1D/1L or Wen 1R/9D Konge – Asgard 4U/L to wall/thru door/1U/L to wall/thru door/1D/2L/down thru door Labyrinth: East Leinster 1U/2R/2D/13R Treasure Sarc – 2L, in door, 1L, in door, 3L, 2U, fight, 1L, fight, 1L Marvins – 1L, door, 1L, 4U, 1R, door, fight, 1R, lever, 1D, lever, 1U, 1R, lever, lever, 1U Lesser Hive: West Leinster 1D/5L/4U Maze: Drune 7L/12U Naktos Morgue: West Leinster 6D Ogre Caverns: Caer Fandry 1L/12D/1R Snake Pit: Drune 3D/13R Supply Store West: Asgard 4R/8D Supply Store East: Wen 5D/6R Targoth’s Tomb: Kurz 1U/9L Test of the Soul: Silverbrook 9L/5D/1L Thieve’s Hole: Drune 2D/11L Tor’s Crypt: East Leinster 5D/1L Troll’s Haven: West Leinster 2R/9U Troll’s Hideaway: Kurz 2L/6D Troll Spit Tavern: East Leinster 1L/2U/Inside Tulor’s Caverns: Silverbrook 2U/9R or Drune 1D/R to tent/in tent/1D/4R Undead Stronghold: Wen 4U/7L Warrior’s Abode: Drune 1L/7D Wen Clothing Cellar: Wen 1L/Inside Zoo: East Leinster 2U/5R/2U by gageendal on October 22, 2012 • Permalink Posted in Information Posted by gageendal on October 22, 2012 https://realmers.wordpress.com/2012/10/22/dungeon-directions/ LEVELING GUIDE By Kneezle This guide is not the ONLY way to do things. Gear preferences are listed at the end of this mail. This mm is for leveling with magic only. Some prefer to start with thrower. Imps at low levels are good for fast levels. Take an orb of holding or two and go to Imp Haven by level 7 you can do the first fight-hold both imps before they reach you and toss. Move on once exp drops down around 1000-1500xp or you feel you can take harder fights. East Havenwood (Ratling Run) – East of Leinster North Havenwood – North of Leinster West Havenwood – West of Leinster South Havenwood – South of Leinster Killing Fields – East of Kurz (Devil’s Only here) The basic strategy here is: 1. Stay Invisible (Greater Invisibility Potions or Spells) 2. Summon Nymphs or Faery Queens 3. Get 5 out then Light Dart! Festering Hate Pool – 6u 6r from Wen 1. First two fights you can start on here will be inside the Sarcophagus and 1D once you go inside the Sarcophagus 2. They will be bat fights. Multiblade is recommended but WoG will work. Stay Invisible again and put a summon out first round to keep you safe.Then just mass spell em dead! Festering Hate Pool – 6u 6r from Wen Once you get some more health and are feeling pretty comfortable you can strat venturing further into FHP. I will try and send the FHP Walkthrough along with this guide when I can. But if you need it feel free to ask on Ch. 4. Greater Hives – 2L and North from Asgard (3k+ hp to walk please) Lev 200 and some Endur is recommended for survival 1. Cast Arctic Grasp, Fire Grasp, & Immo on each hornet. 2. Get Shifting, Invulnerablity, and Extended Invisibility on. 3. Attack by casting Defenselessness. 4. Mass Beserk 5. Re-Mass Beserk if needed, try for all of them, or at least 4. 6. Mass Drain many rounds while they self-destruct. 7. Before Shift Potion wears off, cast Extended Shift. 8. Keep mass draining to stay healed. 9. Cast Berserk or Mass Beserk as needed to re-zerk them 10. When their Myst Immunity wears off. Mass Drain more to heal (cast Daemons or Faery Queens if needed to distract unzerked Hornets) 11. Mass Drain till all but one is gone. 12. Cast Death Wish on survivor, til only 1 round is left on his Immunity, be sure to stay Shifted. 13. Cast Freeze on survivor. 14. Cast Extension. 15. Cast Shift (extended) 16. Finish off last with Death Wish. 17. Leave Dungeon and Rinse and Repeat ALT TO GH: The Maze – 7L and North from Drune Single Harlequins are main focus here. 100% Myst Resist is a MUST (NMH + AoFW is best) 1. Freeze First Round 2. Extend then Hold. Your AoFW comes with cast resist on your own spells as well as ones cast on you. This will make the hold an iffy cast. If it goes on too long (which it may all to often) refreeze and repeat. 3. Once held, pay attention to how many rounds it is and unequip your AoFW. Start summoning Illusionary Foes until you either have 5 or it looks like the Harl will die next round OR the myst timer on the ill foe gets to the original # of rounds + 1 (7 round hold = Myst Immunity: 8) 4. REEQUIP your AoFW at this point. Rinse and repeat till Harl is dead. You want a freeze or a summon between you and the harl at ALL times not held. GH is “the” place for the solo wizzy, you will spend many long lonely hours there, for light relief trips to Tulors, FHP and Snake Pit can be fun. Also once beyond lvl 300 or so taking the right hand (Evil path) in Anvil. It is both good fun and great experience, but do not attempt to go beyond 8 fights, the Evil Minion in the next one will kill you in short order. All of the above assumes you will be hunting solo, joining a group opens up all new possibilities and can drastically change your approach as to which magics should be learned and when. There are many ways to start your wizzie and progress through learning all your needed skills. However, to start I SUGGEST starting your wizzie good, and learning Thaumaturgy IMMEDIATELY to get Nymphs as soon as possible. Many urge you towards Mysticism early. However, as a solo wizzy I don’t find this a necessity as you will have all your needed spells before you normally need Mysticism. > GM Thaum > GM Sorc > GM Med > GM Elem > GM Myst > GM Nec is my personal recommend progression. You can play around with it how you see fit but Thaum and Sorc definitely make the early levels a breeze! (An AIEW who skips Throwing Daggers can be on devils by level 9 and a ADEW by level 12 summoning nymphs). Once you get your spells and Meditation learned whatever you go after is your discretion. But some of the better things to pick up will be Throwing Dagger, Acrobatics, Shields, and Crit Strike. Good Luck! GEAR PREFERENCES FOR WIZARDS Amulets: AoEndurance, AoIntel Rings: 2 RoEndurance 2 RoIntel Baldric: Fin Sash Helm: Any Mundane Helm. Possible magical upgrades: Nightmare Helm (150), Mage’s Hat (425), Hood of Shifting (100) Cowl: Finvarra’s Cowl, Thurisaz Cowl, Mythril Cowl Armor: Troll Leather Tunic/Shirt Belt: Finvarra’s Belt, BoCarry, BoStrength Pants: Troll Leather Feet: Finvarra’s Shoes/Boots, Boots of Nimbleness Arms: Finvarra’s Bracers, Bracers of Defense Shield: Mythril Round Shield Weapons: FIVED Adm Thrower or FIESD Stinger, FIVED Uruz Dagger(lvl 200) by gageendal on October 22, 2012 • Permalink Posted in Wizards Posted by gageendal on October 22, 2012 https://realmers.wordpress.com/2012/10/22/leveling-guide/ ANAGRAMS a runic coop – cornicopia ira sum – murias acorn glades – dragonscale it bald mule – multiblade ah cud – duach keer beers – berzerker aim targets – magistrate last cry – crystal ale bub – bauble loaf urn – fuloran am nob – mabon losing hut – nightsoul amused – medusa lost reels – sollerets an oval – avalon love irks bob – silverbrook and due – undead lute ma – amulet angel drop peg – doppleganger mama dun it – adamantium ant girl – ratling mana don’t i – damnation ark crab – barracks mara roth – arimathor arm vein – minerva meld ear – emerald at he’d – death moaned – daemon basic or cat – acrobatics mop chain – champion belt err i – terrible my leach – alchemy bend a flag – fangblade nab errs – barrens broil her – horrible nag bad elf – fangblade carmen crone – necromancer neal let me – elemental cash as group – sarcophagus no hut mom – monmouth circle – cleric no in focus – confusion city simms – mysticism no omit mail – immolation cladrib – baldric none dug – dungeon cop retort – protector north livers – silverthorn corner me can – necromancer odd boo owl – bloodwood cougars hasp – sarcophagus odd main – diamond curt annie – centurian ok girl – kilrog cut in – tunic omit mail man – immolation dams snort – sandstorm one had vow – havenwood diana rug – guardian oz the rebel – ezelberoth don growls – longsword pan ruled – uplander dur sull now – nullsword peel trot – teleport dr tossman – sandstorm peer tea keg – gatekeeper elk stone – skeleton posh steed – despothes err rot – terror qua main area – aquamarine etch drew – wretched raw hit – wraith ever sag – greaves respect – sceptre feed nerd – defender ring set – stinger friar van – finvarra riot cure – courtier fried hex rows – wexfordshire rush nest – huntress gem is hurt – theurgism sad rag – asgard halt briny – labyrinth sea cots – ascetos ham peel – seraph sensness fed eels – defenselessness hen base – banshee sets spire – priestess hep male – elphame she posted – despothes her spa – seraph take her qua – earthquake hilt ran by – labyrinth team men smile – elementalism him no cpa – champion text ye rid – dexterity hog tart – targoth tire lens – leinster i did cur – druidic trim hag minors – armorsmithing i loved rows – silverwood true cups – cutpurse i nap lad – paladin under – drune i roast – satori under cane – endurance i trace mine – incinarate veiled dew – devilweed ibis aid not – obsidianite wide pig – pigweed icon oar cup – cornucopia wish on pigmant – weaponsmithing im bit inly – nimbility worn dulls – nullsword imitate don – meditation infers – fenris ion abides it – obsidianite by gageendal on October 22, 2012 • Permalink Posted in Information Posted by gageendal on October 22, 2012 https://realmers.wordpress.com/2012/10/22/anagrams/ HARLEQUIN SOLOING STRATEGY Do it this way, and you’ll never take a hit from a Harlequin. Pre-fight: All-int elf wiz preferred, level 150, wearing at least Nightmare Helm and Amulet of Free Will for 100+% Mysticism resistance. Before you jump a Harlequin, at least have extension cast. (I like to go full invis, regen, invul, etc. in case I screw up.) Have less than 60% encumbrance so your Freeze sticks before you get hit. Read the full post » by gageendal on October 22, 2012 • Permalink Posted in Wizards Posted by gageendal on October 22, 2012 https://realmers.wordpress.com/2012/10/22/harlequin-soloing-strategy/ ALIGNMENT TABLE Beatific Good Benevolent Benign Neutral Malignant Malevolent Evil Demonic by gageendal on October 22, 2012 • Permalink Posted in Information Posted by gageendal on October 22, 2012 https://realmers.wordpress.com/2012/10/22/alignment-table/ « Older Posts * Search for: * RECENT POSTS * Enchanting Guidelines * Where To Hunt * Item Durations * Melee Damage Modifier Formulas * Intelligence to Hold Table * ARCHIVES * October 2012 * CATEGORIES * Guides * Information * Wizards * META * Register * Log in * Entries feed * Comments feed * WordPress.com Blog at WordPress.com. * Follow Following * The Realm Online Strategy Guide Sign me up * Already have a WordPress.com account? 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