Crigos's Duel/Mutiny Guide Pkilling and leveling are fun in their own way. Crafting, gold running, sure. But dueling is a very important part of the game as well; anywhere from friendly duels with clanmates, duels to the death between opposite clans, or the all-important call-conquering mutiny fight. I've had more duels than I can really count, and have been on the receiving and giving end of mutinies a few times too. Therefore I'll go over a few of the things I've learned and try to give a few pointers to those who don't really have much experience in it. I'll go over tips for fighting each class as well. -- Duels There are a number of steps you should take when you're going to duel someone. They are fairly simple, but if you don't do them you will probably lose. Losing kinda sucks, but it's nowhere near as bad as actually dying. The most fundamental thing about a duel compared to player-killing is that duels take place in one room, with no fleeing. Each person tanks the other and tries to outlast them: the person who flees first (or dies, in the case of a fight to the death or mutiny) is considered the "loser". There's generally no penalty to losing a duel except bitter shame at the fact that you lost. Here are the general steps in having a duel: 1. Spellup. Use potions, pills, healers, whatever you have available to give yourself all the benedict spells that you can possible have. In a friendly duel this is generally not as important, since losing isn't so big a deal. Mutiny or fight to the death? You better slap every spell on that you can. Don't forget to sanc up. Protection from their align is *extremely* important and cuts down damage by a ridiculous amount. Always try to find out or guess your opponent's alignment first. 2. Check your spells over again and DON'T forget anything. 3. Check your eq. Get a weapon that hits the target in question the hardest. If you have time to prepare for the fight ahead of time, get yourself a strong vulnerability-hitting weapon. I'll go over the various vuln hitters later. Against a dragon, 95% of the time you'll want a d-slayer, even as a caster. 4. Someone usually counts down, or someone generally says when to start. Fight! I'll go over some tactics for fighting down a bit later. Remember, once you've fled you lost. If you fled by wimpy accidently, return back ASAP and attack them again and turn wimpy off. If they're at pretty hurt, warn them that they should flee. And if they are bashing or tripping and you are at low HP, get out of there or you'll probably die by accident. That's generally all there is to it in mutinies. Remember that you cannot use throws, wands, staves, scrolls, potions, or charged items in a duel or mutiny, as it turns the duel into a challenge of who has the most gold instead of who is best. Outside influence in a duel is discouraged strongly, though it's hard to tell if, for example, a warlord is grouped with someone to negate their penalty. -- Duel Tactics Area spell effects are fun. I don't mean ones that affect an area, like earthquake or fireball, but rather things you cast on the ground. In particular, the most powerful ones are Rain of Tears (abyssal slivers) and Darkness (black dragons). To a lesser extent, cloudkill is alright too. The main benefit of these spells is that you can do other things while the spells are hitting your opponent. However, you can't cast these before the duel or mutiny actually starts - it has to have begun already. Dirt kick and disarm are much more effective here than in a PK situation. They will be badly mauled by lack of parry, usually, and if they are a hitter class they will hit way, way weaker without a weapon. Just don't bother trying to disarm a twohanded weapon or dirt kick a samurai. Neither are a good idea at all. Detonate is also a very effective spell against basically anyone, if you are a spellcaster. Pick up their weapon if it's still on the ground. Just make sure you give it back after. Ask if they're gonna use a shocking weapon beforehand, and fireproof your stuff if they are. It's always irritating having your equipment fused. In the same vein, put your potions away before fighting. -- Fighting Against/as each Class In this section I'll go over each class and the most effective way to fight against or as them. This is by no means 100% accurate because there are some (few) classes I haven't gotten around to playing yet. However I've certainly fought each one. -- Invokers: DAMAGE. Invokers can easily hit any vuln with their high-powered spells, and thanks to a lot of mana they can keep spamming them in all day long. Invokers should definitely be damage oriented. However, if you are a necromancer, always go for blind first. A blinded, non-cureable target is a joke when you have withstand death. Just keep withstanding and spell blasting. Fighting any caster requires you to keep them stunned as much as possible. Trip, bash, the stun spell, tail trip, shocking weapons, maces, whatever -- just keep their casting screwed up as much as possible. Always try to have their protection or spelldamage resistance around, otherwise you will know the meaning of pain. -- Mages: Mages are one of the most interchangeable classes for dueling. There are generally three strategies you can employ: Maladicts, dispel, or vuln hitting. The first requires that you not fight a cleric or paladin, as they will have ridiculous saves and will cure whatever you cast. If they don't have berserk or much saves, spam plague -- two or three plagues and a weaken will almost always force them to drop their weapon. Dispelling is easy, yet effective: with a high enough intelligence you can land a good amount of dispels and strip away a lot of their precious spellups. Dispelling fly on a paladin/thief/runist, haste on a cleric/paladin, or sanc on ANYone is generally excellent. As forthe last strategy, it requires you to basically just become an invoker: nail their vuln with whatever spells you have, and occasionally scatter in a maladict or a dispel to shake things up. Wizards-- prismatic is your friend. Use it! -- Enchanters: These are generally not too effective in duels. In a mutiny, try to land a sleep or charm the instant the immortal says 'go'; in duels this is considered pretty lame. Then when they are slept spam dispel and then maladicts, or if charmed make them spam cancel on themselves. Here's what I do: spam feeblemind until the feeble lands, dispel or maladict a few times, then spam psychic crush until they are dead. Also very fun is demand: try demanding them a few times to cancel themselves in the middle of a fight, or healing you. It's fun! Fighting against enchanters is fairly easy -- just keep your wisdom and saves nice and high, and all their precious screw-up spells like demand or charm will have a very hard time landing. Disarm them too, since a lot of the time casters need icy manipulators or intelligent weapons to maximize their stats. -- Conjurers: Not terribly effective in duels either, but if you have a strong character it's fairly possible. Like mages, aim for either maladicts, dispel, or spells. However, instead of spamming vulns all you can really do is go for prismatic spray, which eats your mana like a fat man at a free chinese food buffet. Clenched fist is a strong, cheap spell, so use that if they don't have a vuln that prismatic can hit. Also, phantom force is very excellent against elf casters, since it stuns nicely and does a good deal of damage. -- Clerics: Ah, clerics. For 99% of Redemption history they were the class of choice for duels, topped only recently by ninjas. A cleric is a sponge, first and foremost: they can suck up immense amounts of damage and whittle the enemy down little by little. Start off by spamming a few maladicts (for heretics, blind is an absolute MUST), mix in a dispel or ray/demonfire, or kick if you really want to preserve that precious mana and have high enough strength for your kick not to suck. You can hit pretty hard with a good weapon, too, so get one. Once you get down to low HP, transfer and start healing up. Once you're nice and high, start kicking again. If you don't have trans.. well, just heal up and hope your weapon damage will deal enough to them. Or better yet stop dueling and go remort! Also, when fighting casters your best friend is energ drain. Two or three of these landing and it's game over. Fighting a cleric is a very difficult proposition. There are generally only two ways of beating them: First, out-last them. This requires you to play a cleric too, or a strong paladin. Get a flooding weapon so that they don't hit nearly as often, and try to screw up their casting with stun spells/skills. Stripping haste should be your first priority: if you are a caster, well. Max out your con so energy drain doesn't land as easy, and hope for the best. The second way of beating them is to deal so much damage in so little time that they cannot deal with it in the normal slow, turtle-like way that a cleric uses. Very excellent for this tactic is sabre kirre, runists with phantom force + vuln hitter, samurai, or invokers with a lot of con (to withstand a few energy drains). If you dish out too much damage, they will not be able to heal it all in time. -- Druids: Bah. Druids are generally a mediocre dueling class, though with a strong race they can be surprisingly powerful. Rainbow burst is very expensive for the amount of damage it does, so it's no longer a viable strategy to merely spam it in over and over. The vitalize spells they get don't really heal fast enough to make transfer very effective in a duel or mutiny, though can be helpful to blunt the amount of damage taken. Kick is handy when you run out of mana. The best bet is to spam either dispel or vuln hitting spells like lightning bolt. Reclass druids -- always, always use nature protection. Cancel it if it's not your current vuln, and keep casting it until it hits the right one. Ie: if you are a giant, wait till it protects against lightning. Then restore it when it's at low ticks by casting it again on yourself. Fun stuff. When fighting a druid, it's generally pretty effective just to nail them with as much damage as you can. Vuln hitting doesn't always work, so try for generic damage like kicks. In general, fight them as if you'd fight a mediocre cleric. -- Paladins: With them, you fight much as if a warrior were melded somehow to a cleric. They hit very strong, are pointless to maladict, and they have half-decent healing. You should always have max saves and high dex, because slow will land less often. If you are slowd, you instantly lose one attack every round and you will hit *much* less often. It's extremely important to find a good weapon to use. The strongest paladin reclass skill is useless in a duel or mutiny (charge). Essentially, you should be using a flooding weapon on a paladin, cleric, or monk, and then use a flaming weapon. Flaming weapons allow you to blind them, making disarm a viable solution if you've got it. Sharp weapons work nicely too to dish out a lot of damage. Go ahead and use up all that mana on cure crits if you're getting weakened; it's not like you'll use it on anything else. Berserk is also a nice healer later on in a fight. Fight a paladin in the same way as a cleric, except for one major difference: they can't trans, they can just heal. Therefore, slow should be your first priority, then dish out enough damage so that they start to heal. When they start casting cure critical, use bash/trip/stun/shocking/eagle spirit to keep their casting screwed up. -- Ranger: Hah. Rangers are worse even than druids in a duel. Since they no longer have rainbow burst or dispel, rangers are really resorted to simply kicking, bashing, dk'ing, and disarming their opponents. Keep them off balance with a mix of each of those, particularly kick if they are monks or elves. Otherwise, there's not a great deal a ranger can do in a mutiny, since you can't use archery or charmies. Beware of spellcasters, as without berserk you'll be an easy target for maladicts. -- Runist: Runists fight somewhat similar to thieves. Their main benefit is burst rune, which allows you to hit through the all-powerful dodge and parry. It's especially effective on elves. Phantom force is their main damage-dealer; psions should consider kicking instead, since their mana will drain very fast with repeated phantom forces. Keep dirt kicking, but don't waste *too* many combat rounds on it. If you dish out enough damage, you will nail them before they have a chance to respond. In the early rounds against casters, use trip and phantom force until they give up on maladicts: A blind, for example, can be devastating early on. Keep a LOAD of weapons on you at all times, and make sure your best ones are runed. Prepare ahead of time with appropriate damage reduction tattoos. Fighting a runist really depends on one main factor: If they are prepared to fight you. A runist who has spent a lot of time on the right combination of tattoos can be very difficult to face. If you have disarm, your first priority should be to blind/dk and disarm them: a runist without a weapon is a sitting duck, especially when they are blinded and can't wear another one. Darkness works well for this too. -- Thieves: Damage! With backstabs, you'll do a ridiculous amount of damage.. until they hit big nasty. At this point, you really only have a few options; dirt kick and disarm, kick, or whatever racial skill you have (breath in particular!) to whittle down the last of their HP. Fighting thieves is a lesson in not panicking. They will do an obscene amount of damage until you are at about 50% health. Make sure you have mirror to block the first few stabs; if you can dirtkick and disarm early on, you'll generally win. Maladicting them is a good idea as well, as they have no cure spells and generally mediocre saves. Getting their protection is very important, so they do a lot less damage to you. -- Warriors: Warriors have the lovely combination of high HP with high hitting power. They can wear down an opponent for a long time, but don't have any real "finishers" like vuln hitting spells to deal a lot of damage. Bash is your friend when dueling as a warrior, as well as dirt kick and disarm. These three skills are generally all a warrior needs. If the battle lasts a long time, feel free to re-berserk in the middle of it for more HP. Keep a good, strong vuln hitting weapon on hand. Kick is also handy on those annoying elf casters who dodge all your attacks. Fighting a warrior is mainly about tackling all that HP. Warriors will hit very hard, so consider specializing in dodge or parry beforehand. It's not easy to disarm a warrior, since they will have high str, but it can be an effective way of neutralizing their biggest advantage: their weapon. -- Monks: Bah! I hate monks. They are generally a lot like paladins but better in every way. They hit harder, they heal more, they have better skills, and they are much, much better in duels. A monk should always be in mantis stance to begin with and dolphin spirit to strip haste; if you are fighting a caster who cannot hit for beans (ie. elf casters) switch to tiger or kensai if you're a samurai. Chi is an easy way of doing a lot of damage very fast; much more so than kick. Once you've disarmed them, go for boosts: they can do a great deal of damage to someone who's lost their parry bonus. A samurai can quicken to instantly strip their haste, as well as re-dirt them if you're dirt kicked. Fighting a monk is very difficult. They can heal with chakra, disarm you with ludicrous ease, strip your haste (in the case of samurai) and dish out a ridiculous amount of damage. They have no real healing like paladins or clerics for spells, so if you can just hit them with spell damage as much as possible they will get worn down very quickly. Vuln hitting spells (invokers!) are brutal for this too. Watch out for ninja ninjitsu; it's not technically throwing so it's not against the rules yet. Hopefully it will be soon. Whew. That's a lot of classes. -- Mutinies A mutiny is, essentially, a grab by a player to take control of a clan. It can have far-reaching repercussions on the game, so think well before you attempt one. Also, deleting if you lose is never a good thing. To start with, make sure you have 2 supporters in your clan. Generally these are trusted friends, but if your clan leader is doing a poor job you can usually find a few people who are disgruntled enough, yet not good for mutinies, to supprot you. Get more experience in dueling by dueling a LOT of people and learning the most effective methods of fighting. A mutiny is definitely NOT for the inexperienced to attempt. Post a note on boad 6 or 7 with the names of your mutinies, to 58. Don't let anyone know you are mutinying, because if you're unlucky the leader will loner you before the mutiny note has been officially declared by imms. Prepping for a mutiny is much like a duel, only with some subtle differences. You are stripped of all spell effects when you are transfered, and then restored. Spell up fully with everything you have (wedding cakes are very good for this!). Restore again. Make sure you're ready, and fight the champion. Hopefully you've built your eq set around who you're fighting! Get whatever vuln hitter works best on them. -- Vuln Hitters Getting a good vuln hitting weapon is very important. Here are the races and some appropriate vuln hitters: > dragons: Selina's Might, axe of desolation, second hand sword, shadow's edge dagger, electric eraser > trolls: burning fauchard > gargoyles: rotting green blade, spiked chain of nurgle > elves: cold black-iron blade, wicked battle axe > sliver: slime-coated pile driver Other races generally have no vuln hitter except for elemental-damage int weapons. As for spells, just hit them with the proper vuln hitting spell. Acid blast works on slivers and blue dragons, blast of rot on gargoyles and black dragons, ice bolt or phantom force on kirre or red dragons, and so on. So, in conclusion, duels are fairly simple, yet there's a lot of complexity to making sure you're not always on the losing end. Keep these hints in mind and you'll probably do better.