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 A General Guide

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Lagger09
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Lagger09


Number of posts : 535
Registration date : 2008-05-23
Age : 31
Location : SoCal

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PostSubject: A General Guide   A General Guide EmptyThu Jul 03, 2008 6:24 pm

Mages Magic & Mayhem is, as the name suggests, about mages. Be sure to keep this in mind as you play the game.

Introduction:
When the game first starts, you should begin by equipping your items. This is huge, as items do nothing in your inventory. If you wish to see your items at a later date, or to unequip some, in order to sell. Use Local Skills, then View Items and Equipment, hotkeys “F” then “V” respectively. Please note that you CANNOT MOVE, CAST, OR ATTACK while viewing your items, and will need to switch back in order to do anything (same hotkeys).
Now that your Spellbook, Boots, Armor, Weapon, and Accessory are Equipped, you should notice that you have a small bonus to your Stats, you damage has increased, and you have a hefty bit of armor. Your MS and HP wil have increased as well.

Now would be a good time for a rundown of your stats
-Stamina: This is your HP and HP regeneration, as of now, it does nothing else. Each point gives 25 HP.
-Power: This determines the damage you deal with spells, and in addition, every four (4) points in this stat increases your attack damage by one (1). As of now, Spell damage is based solely on this for most spells, or uses a predetermined, unchangeable number.
-Essence: this determines your overall MP, and MP regeneration, as of now this does nothing else. Each point gives 15 MP.
Every level you receive a stat point, and every five (5) you receive an extra stat point, ex. levels five (5), ten (10), fifteen (15) etc. Maximum level is sixty-two (62), and using the above noted system, and a limit of no natural stat being higher that the other two added together, creates a maximum of sixty-two (62) for any stat.

1st Element:
At level five (5) you are able to pick your first (1st) element from a list of 8 that are currently available.
Earth: Close range, Stuns, Good damage potential, good AoEs.
Fire: Medium range, good Stuns, has good combos, good as initiator/solo, Many AoEs.
Lightning: Very high single target damage, Poor AoEs, tends to have mana issues.
Water: Many repeatedly castable spells, good as mana support or tank.
Ice: Many stops/slows, can manipulate mana.
Wind: High mobility, silences, many specialized spells, Long range.
Dark: Variable, many spells based on HP/Mana of self/Target, many summons.
Light/Holy: Support, some damage, no AoE damage, but has only AoE heal, most effective heals.

To see more on individual elements refer to their forum sections
Earth: https://zyncmmm.forumotion.com/earth-f7/
Fire: https://zyncmmm.forumotion.com/fire-f8/
Lightning: https://zyncmmm.forumotion.com/lightning-f11/
Water: https://zyncmmm.forumotion.com/water-f12/
Ice: https://zyncmmm.forumotion.com/ice-f9/
Wind: https://zyncmmm.forumotion.com/wind-f13/
Dark: https://zyncmmm.forumotion.com/dark-f6/
Light/Holy: https://zyncmmm.forumotion.com/holy-f10/

Acquiring Spells:
In order to cast spells you must research them at the corresponding shrine (use the idle worker button to access them) using Spell Points. You receive eight (8) Spell Points every odd level, except at level sixty-two (62) when you will receive one (1) for reaching level sixty-three (63), when your level will be reset back to 62. You must also have the Spellbook for the corresponding element equipped and in the main spellbook slot. Single element spellbooks are sold by Drak’thul, who is located near both teams’ castle, with the other merchants in the northerly part of the island, and in the town near the Ancient of Eternity. Spells often require prerequisites, so be sure to plan your mage accordingly.

The Great War:
MM&M is an RPG/AoS. During the AoS portion, at the start of each game, the goal is to kill the enemy team’s Paladin. The winners of the AoS, or Great War, receive one level. Killing the other NPC heroes has benefits also. Death of the Knight (Gold/Silver) reduces the production of Footmen to two (2), from three (3). Death of the Ranger stops the production of archers that spawn every other interval. Priests spawn every third (3rd) interval. Every so often the HP and damage of units increases.

In the center of the island is a Fountain of Mana. Merchants are at the most northerly part of the island. And a waygate at the Southerly part will teleport your mage to the merchants at the north. The NPC units will travel along the path that is between the Hill and the moat around the fountain’s area. Towers provide sight and deal damage, but they may soon do more. They exist to give a “home field advantage” to the defending team. Multi Element Books are sold at semi-hidden locations around the island as well, and their locations are marked by two runes on either side of the pathway that leads to them.

Once the Great War is finished, the RPG portion of the game begins. Now all players are on the same team. To receive quests use the communicate skill (under local skills) on various NPCs, Hotkey “F” then “C”. As a general rule: if an NPC sells something, they often give a quest. The exceptions to this rule are the merchants on the light island, and the orcish shaman in the town. To turn in a quest, use communicate on the NPC again.

Money/XP
Every time a unit dies a decimal will rise where it dies. This number is the gold you have received. This may seem very small to you, but please remember that items are fairly inexpensive, and this is a save/load game. Gold and XP gain is independent of how many players are nearby, so feel free to quest with other players.
2nd Element

At level thirty-five (35) you will be able to pick your second (2nd) element, do this in the same way you chose your first. This is when you may decide to purchase the single element spell book, or the multi-element spellbook for your elements. Soon each pair of elements will have a very powerful ultimate spell, but this is still in testing, and as of now, only three (3) pairs have this.

To switch between two (2) equipped spellbooks, use the "Toggle Spell Books" spell under local skills (hotkey "F" then "T"). It resets the cooldown on all of your spells, but has a cooldown of eleven (11) seconds and a mana cost of Forty-Three (43).

Fin, for now.


Please excuse any spelling/grammar errors, point them out so I can fix them though. Please post any suggestions. I know I probably have some hotkeys/names wrong, once again please point them out so I can fix them. I hope this is what you had in mind, Sin.


Last edited by Lagger09 on Thu Aug 07, 2008 1:08 pm; edited 7 times in total
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Dragonheart91
Godlike Sage
Godlike Sage
Dragonheart91


Number of posts : 2358
Registration date : 2008-05-21

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PostSubject: Re: A General Guide   A General Guide EmptyThu Jul 03, 2008 7:34 pm

Good start. Keep working on it when you get time, but so far that explains alot of the basics.
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Jay.J
Head Admin
Head Admin
Jay.J


Number of posts : 3470
Registration date : 2008-05-21
Age : 33
Location : Toronto

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Primary Move: Moderate

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PostSubject: Re: A General Guide   A General Guide EmptyThu Jul 03, 2008 11:35 pm

It's stamina not endurance. Good guide SO far. I assume it's not finished?


Last edited by Jay.J on Thu Jul 03, 2008 11:39 pm; edited 1 time in total
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http://lolcatz.jayj
Lagger09
Legendary
Legendary
Lagger09


Number of posts : 535
Registration date : 2008-05-23
Age : 31
Location : SoCal

Your Character
Level: 1
Primary Move: I am the Destroyer of Time... guess...

A General Guide Empty
PostSubject: Re: A General Guide   A General Guide EmptyThu Jul 03, 2008 11:37 pm

Basics is what I thought was wanted, I don't want people to use my guide to get good, I want people to use this to get into the game, and get good from playing and learning. but yes im still gonna work on it as I think of stuff.

Oh thanks J
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