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  Katt's
Player vs. Player
A Guide for Combat Against Other Players
 


Katt's Realm PvP Manual

Table Of Contents
Part 1 – Preface
Part 2 – Level
Part 3 – Armor
Part 4 – Spell Stack
Part 5 – Stats and Race
Part 6 – Spells
Part 7 – Suggested Combat Sequence
Part 8 – Character Set-Ups – Weapons and Damage
Part 9 – Tips and Tricks
Addendum – AnonMECH's Guide to PvP


Part 1 – Preface

This is not 100% completed yet so don’t go all out with it. It will be improved as the need arises. The following information was taken from a few different MECHs and some other sources.

PvP on the Realm changes every week if not on a day to day basis. It is recommended that the What’s New section is checked on a day to day basis.

  1. Don’t go out PvPing Solo.
  2. The ideal group would be 2 wizards (150 sdm or higher), 2 hitters, and a fast caster, such as an all Dex Thief.
  3. The recommended alignment is Evil, so that an Amulet of Free Will can be worn. (See the other sections for notes on the Executioners Axe/Saintly setup).
  4. If at all possible avoid having a Wanted Status.
  5. No One talks but the Caller. You may tell if you broke from a Myst Spell, but other than that remain silent. If you see something that seems odd ask the caller after the battle. That way you can find out why and what advantages it has and will be able to pass it on to others that you PvP with.
  6. If you are normally "NoCombat", after your first command inside of the combat cloud, Type /nocombat. If you are feared out, you can’t be jumped by those outside of the cloud.

Part 2 – Levels

The character should be level 250. This provides you with the levels necessary to acquire the minimum skills.

The Skill Level Minimums
Class Skill Level
All Acrobatics (for dodges) 1
All Critical Strike (better chances of doing a critical strike) 3
All Thaumaturgy (for Healing, Cure Poison, Indestruct and Invulnerability) 5
All Sorcery (for Extension and Defenselessness) 4
All Elementalism (for Freeze) 4
All Necromancy (for Curses, Death Touch, and Death Wish) 5
All Mystisicm (for berserk, confusion, and fear) 3-4
All Meditation (raises SDM) 1
All Theurgism (for better use of Items such as potions) 1
Warriors Two-Handed Sword 5
Adventurers Two-Handed Sword 5
Wizards Throwing Dagger 5

See the Part 6 for the notes on how these spells affect combat.


Part 3 – Armor

Wizard Armor - There is no "best" armor for a Wizard. A 100% Armor Rating makes a Wizard harder to kill but slower. All-cloth makes a Wizard easier to kill but faster.

Mixed Armor

  • Myth Helm
  • Myth Plate or Cloth Shirt
  • Bracers of Defense or Myth Wristbands
  • Cloth or Myth Leggings
  • Boots of Nimble or Myth Sollerets.
  • Obs or Cloth Cowl
  • There are mixed views on using a shield. Shields add weight, but provide some protection against critical strikes.

Cloth (this should not be worn unless your over level 500 due to lack of Health )

  • Cloth Cowl
  • Cloth Shirt
  • Cloth Pants
  • Boots of Nimble
  • Bracers of Defense
  • Helm, shield, and backpack are optional.

Warrior Armor

  • Plate Of Invulnerability or Myth Plate
  • Bracers of Defense or Myth Wristbands
  • Obs Cowl
  • Myth Helm
  • Myth Greaves
  • Myth Sollerets (optional Boots of Nimble)

Adventurer Armor – See either Wizard or Warrior

Thief Armor – See Wizard

Notes On Armor

  • Each Item should have Str, Dex, IA (where applicable), and Fire Shield Permed (if possible).
  • Adventurers, Elf Warriors, and Giant Wizards might want to ditch the Plate of Invulnerability and wear Myth Plate to lower their encumberance and increase their speed.

Other Items to Wear

  1. Belt of Carry
  2. Baldric with Spells on it
  3. Amulet of Free Will (particularly if you are Evil)
  4. Rings dependant on Class:
    Wizards – Either Endurance or Dex
    Thieves – 2 Rings of Dex
    Adventures, Warriors, and Giant Wizards – Ring of Endurance and Ring of Intelligence

Equipment – Any player going out to PvP should be equipped with the following:

  1. Amulets*
    • Death Magic Protection
    • Free Will
    • Combat
    • Intelligence
  2. Rings*
    • 2 Endurance
    • 2 Intelligence
  3. No Less than 5000 pieces of Mana
  4. 5 Regeneration Potions (should have fire shield cast on them)
  5. 5 Perfect Roses or the Spell Enid’s Blessing
  6. All armor worn should have Str/Dex/IA & one or more shields cast on them**
  7. Backpack, all jewelry & Baldric should have at least Str/Dex cast on them.***

* Note that the last amulet/ring that you put on will be the one that is changed while in combat. So, if you put on a Ring of Endurance last and in combat you equip your Ring of Intelligence, you will be taking off your Ring of Endurance.

** Be sure to have all the shields enchanted.

*** An item enchanted with Fire Shield is also protected with Fire Shield. Rings, Amulets and Baldric being worn cannot be Incinerated. Items carried can be. Also, Items in your backpack can be incinerated. The Fire Shield only protects the backpack not the contents.


Part 4 - Spell Stacking

Spelling up: Forces your opponent to dispel you several times which can be not only annoying but to a great advantage to you. While they spend another round dispelling you can curse them or take the opportunity to myst them.

Here is the way spells should be stacked before any sparring or PvPing adventures.

  • Elementalism
    1. Firegrasp
    2. Articgrasp
    3. Immolation
  • Necro
    1. Venom touch
  • Thaumaturgy
    1. Missile Resistance
    2. Shield
    3. Greater Shield
    4. Fire Shield
    5. Cold Shield
    6. Lightning Shield
    7. Regeneration
    8. Poison Shield
    9. Acid Shield
    10. Strength
    11. Dexterity
  • Sorcery
    1. See Invisibility
    2. Greater Invisibility
  • Thaumaturgy
    1. Invuln


Part 5 – Stats and Race

Strength:

  • Determines Melee Damage modifier
  • 1st factor in Movement Rate
  • The amount you can carry and Encumbrance Rating

Dex

  • 2nd factor in Movement Rate.
  • A factor in getting a Critical Strike
  • Determines chance to Dodge
  • Determines how much damage you take
  • A factor in how well you wield your weapon
  • When Movement of combatants is equal, High Dex and low Encumbrance goes 1st

Intelligence

  • Determines how well you cast spells
  • Determines how well you resist Mysticism spells
  • A factor in getting a Critical Strike

Endurance

  • Determines your Hit Points. (2*endurance)+(Experience Level)= Hit Points
  • A factor in resisting Stun

Movement Rate

  • Determined by the Average of Strength and Dex.

Encumbrance

  • The percentage of how much you are carrying vs. how much you can carry.
  • If over 34%, there are penalties to Movement, Attacks, Dodges, etc.
  • If under 20%, there are advantages in Damage, Dodging and better chance of a Crit.

Races

Elves
  • High Intelligence
  • Low Endurance
  • Hard to keep Berserked or Confused
  • Easy to Stun
Giants
  • Easy to Berserk/Confuse even with an Amulet of Free Will
  • Hard to Stun
  • Lots of Hit Points
Humans
  • Average with no advantages or drawbacks


Part 6 – Spells

The PvP Spells
Spell Advantage Disadvantage Other
Berserk Effects Warriors and some Adventurers. Works Well on Giants. Doesn’t work well on Elves Based on Intelligence
Confuse Effects Warriors and some Adventurers. Works Well on Giants Doesn’t work well on Elves Based on Intelligence
Curses Increases or allows damage of specific type    
Death Touch Can take off to ½ of Enemy's Hit Points Amulet of Death Magic Protection can decrease the damage to 100 points  
Death Wish Does Damage equal to current Hit Points Doesn’t affect Evil. Amulet of Death Magic Protection can decrease the damage to 100 points. Backfires can do ½ of opponents Hit Points to you in damage Won’t backfire with a SDM of 120% or higher
Defenselessness Reduces Armor rating By 50%    
Extension Increase Duration of spells   Good to do After being spelled up and while waiting for a victim.
Fire Shield Protects against Incinerate   If Enchanted on an item, it will also protect the Item
Freeze Makes Opponent unable to move until duration wears off or damaged Can attack you if you are in range  
Heal A fast spell   Allows for Counter Strikes
Indestruct Protects Armor against damage   Use with Extension
Invulnerability Protects against Melee damage    
Stun Effects Wizards and Thieves best. Works well on Elves Doesn’t work well on Giants Based on Endurance


Part 7 – Suggested Combat Sequence

One vs. One Combat:

  1. Dispel Opponent. Also do /nocombat if you can turn your PvP off.
  2. If you’re a wizard, or have high Intel, try to Hold/Stun your opponent.
    1. If it holds - Spell Blast (Repeat the Stun spell as needed if you are faster, by this point you will know which of you is faster)
    2. Then cast Improved Invisibility
    3. Proceed to Curse your opponent
    4. At some point he/she will break - Cast Hold/Stun again, then Spell Blast, and then continue with curses until finished.
      1. Poison Curse
      2. Defenselessness
      3. Fire Curse
      4. Electric Curse
      5. Cold Curse
      6. Clumsiness
      7. Enfeeble
  3. Kill. At this point, if your Str/Dex is high enough, start swinging. If you need a booster, cast Str/Dex on yourself (if your opponent is still Held/Stunned)
    • If you are a Wizard and still have your opponent held cast out Undead around you then cast zerk on your opponent. When he or she comes over start swinging. He will use most of his swings on the undead. Stun works well too at this point. If possible keep your opponent stunned or berserked while you pound on him/her. This way they can't cast or drink.
    • If not a Wizard but have Summon Undead it can help you out as it does take swings off of you. (Don’t summon Demons… **** (unless you are having trouble dealing enough damage)
  4. Just some things to keep in mind...
    • If your opponent has a 2 hander and is swinging 5-6 times a round he/she is wearing a Amulet of Combat (Try to Death Touch Them)
    • If your opponent has a Stinger and is throwing 7 times a round he/she is wearing a Amulet of Combat (Try to Death Touch Them)
    • If your opponent shrugs or resists your Mystical Spells he/she is wearing an Amulet of Free Will. (Try to Death Touch Them)
    • Your alignment should be Evil (provides natural resistence to Death Magic) and you should be wearing a FW amulet.
    • After the Curses are put on your enemy, cast fumble right away. If you fumble him while he is putting Str or Dex on himself, or casting clumsy or enfeeble, then you have a good chance of doing it many times. If you successfully Fumble him he losses an entire round to re-equip himself and cannot hit back if you attack him. This gives you a one round advantage over him early on.

Part 8 – Character Set-Ups – Weapons and Damage

This section is to describe and explain the different types of character specific combat set-ups other than those generally used by most. This can include weapon use and damage, as well as maximum spell effectiveness based on your character’s stats.

1. Poison – Most effective for Warriors with high strenth.

  • Using this weapon/damage set-up you must have a wrath perm’d only with Venom (and str/dex of course should be on the sword as well). By leaving out Fire, Cold, and Lightning perms 100% of your damage done to an opponent will be considered Poison damage. If a weapon has the other perms on it the damage done is split into the different types equally.
  • The advantage to the poison set-up is that once you enter combat and get your opponent completely dispelled, you immediately cast defenselessness followed by poison curse. That usually takes four rounds and then you are ready to swing and begin the purification. This gives you at least three rounds of swinging on your opponent and doing full damage before they can get you cursed up with poison, fire, lightning and cold.
  • Watch and enjoy it as the poison damage builds up exponentially and after a few rounds does well over 1000 points of damage at the end of every round.

Part 9 – Tricks and Tips

If you encounter the invis bug while in combat, cast See Invis one round and Mass Shackle the next, your opponent will then be able to be seen.

If you die in combat and are stunned, re-enter the Combat and have a friend stun you again. When this stun wears off, the stun that was on you when you died will be gone also.

All Potions work faster than the spell but you cannot counterstrike when you drink a potion.

Potions of Shifting work good for Wizards and forces your opponent to chase you around to hit you. These should be taken before combat starts.

Duach Crystals do a big fireball, but only if the opponent has had Defenselessness cast on him/her. Also cast fire curse for maximum effect.

Despothes Scepter does a random lighting, fire or cold attack to enemy group. The problem is that they have to have all the curses on them because of the random effect.

Enid’s Perfect Rose is like a Regeneration potion but for your whole group.

Mabon's Staff Fears the opposing group with no chance to save.


A Note from HyJinks - I rarely PvP. Even when I do, it is always against friends. I am completely unqualified to instruct anyone on the nuances of PvP in The Realm. I am merely the editor of this section, not a writer. This section can only exist on this site through the efforts of those who have the knowledge, and the patience, to teach us all. If you have any ideas relating to PvP not given here, and are willing to share what you know, your contribution would be greatly appreciated. Please click on the email link below and take a few minutes to teach all of us PvP rookies the ropes. Ample credit will be given (unless you prefer to remain anonymous, in which case be sure you tell me that).



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