Training

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This section will only focus on non-fighter specific trainers, Secondary profession trainers like baking, brewing, and tailoring will be touched upon. If you do plan to learn a secondary skill or profession, do it early in your career when ranks come fast and easy, because they don't increase your slaughter as much as ranks used to improve fighter, healer or mystic skills specific skills.

Temple Trainers

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Temple Trainers are the ones that stand in the Temple just north of Town Center (TC). New exiles often emerge here after setting their appearance. These are among the first trainers an exile can visit. Which one(s) to pick training will depend on which class you are going to be.

The Three Trainers are Bodrus, Spirtus and Mentus.

Bodrus

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Bodrus is a mixed trainer, teaching a combination of all the first and second circle fighter trainers. Non-fighters may wish to train with Bodrus to increase their accuracy, defense and health. Training with Bodrus can, however, decrease their number of swings. Non-fighters are able to study 100 lessons before reaching the cap. Since Bodrus is a less effective version of Evus, most fighters prefer to study with Evus.

There was a time when ten lessons with Bodrus were necessary before an exile could seek out the person who would give them a dagger and make them into a fighter. Nowadays, the ten lessons can be with anyone, and suggestions for studies may include Troilus, Skea, or Pathfinding.

Spirtus

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Spirtus is a mixed trainer, similar to Sprite. Spirtus lives in the Temple and is available to all exiles, while Sprite lives in the Healer Temple. At one time Spirtus taught a little of the four first circle healer trainers, but when Sprite came along and took over those duties, Spirtus stopped teaching spirit recovery. In addition to the healer trainers, Spirtus also teaches what is commonly known as Rodnus--the ability to be healed faster.

Spirtus can be trained by all professions and the professionless, but fighters should understand that training Spirtus will mean they will not be able to get full Rodnus training when they reach fourth circle. Some fighters also feel that it is a waste to train with a trainer that has some things they cannot use, such as Faustus. Other fighters want to get more Rodnus than Rodnus himself will train, and decide it is worthwhile to train some Spirtus as well. Most healers prefer Sprite because of the spirit recovery.

Mentus

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Mentus is used by everyone to do a number things: decrease the amount of sunstone wear every time it's used, decrease the chance of an ethereal portal stone (EPS) breaking on use, use certain magical devices and to avoid death caused by some magical items. Mentus decreases the damage taken by using the movable portal (Current in Falinea's Garden and in CD.) Also helps you resisting black poppies in Tenebrion's keep and elsewhere. It could cause you to create black poppies when you're fallen in one place for a long time -- (This last bit of info is probably out of date). Mentus has no known effect on opening pathfinding paths.

For Mystics, this is the first trainer they should visit before they become an apprentice since it increases their base powers. Some mystics have publicly stated that they have well over 300 ranks in Mentus which allows them to become more powerful mystics later on.

Open Trainers

Open Trainers are ones that allow anyone of any profession to train in them. Because of this some are capped anywhere from 50 to 100 trainings. The down side to each of these trainers is that a rank trained in a non-fighter specific trainer is the rank that could have gone into making the person a better fighter. Thus some fighters, refuse to train anything but Fighter trainers and Troilus. Also, with the exception of Troilus, open trainers raise slaughter the least. So, it's better to train these trainers early on in your career, when ranks come fast and easy.

Troilus

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Troilus training allows one to heal faster without the aid of a healer. It takes a significant amount of troilus to be able to self heal as fast as even the slowest healers. However, for solo hunters who wander without someone to heal them and other exiles whose healers have fallen, a decent amount of troilus is a very effective way to stay alive in dire situations if that person can get to a safe area and stay long enough. Troilus is popular with fighters that wish to be able to survive either solo or group hunts where healer resources get overburdened. The biggest down side is that troilus raises slaughter about as much as the highest slaughter fighter trainers.

Loovma Geer

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Loovma Geer works in the smith shop, and he teaches exiles how to take better care of metal items that are subject to wear — specifically: armor, the chain and the shiny dagger. If any exile chooses to be a chainer, use armor, or use a shiny dagger, a decent amount of Loovma Geer is essential to keep the costs of repairing these items down. A broken chain can be fixed for 500 coins and two metal. Armor can be quite expensive to repair — in the thousands — and without loovma, armor will wear more often and can quickly put a fighter with a modest income in the poor house.

Pathfinding

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Pathfinding (PF) allows exiles to use shortcuts to get places quicker, and at higher amounts allows them access to places unpassable by non-Pathfinders. At higher circles fighters may find themselves unable to join a party without a pathfinder to let them in, and often times, they'll miss out on good solid experience opportunities because of their lack of PF.

Because of this, it's important to some people to train Pathfinding, because they want to be able to go almost anywhere. Rescue healers, and those interested in exploration would do well to study PF. Also, groups interested in exploration often take more than one pathfinder ("PF" as well) with them, which gives lower level exiles a chance to hunt with groups they wouldn't be invited to join otherwise.

Skea

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Skinning is taught by Skea Brightfur in West Puddleby. Skea gives you a greater chance to skin a creature with fur after you kill it. Even an exile with no skea has a chance to skin creatures, but the odds are very low. The more skea one has, the greater the chance of skinning a creature successfully. These furs are instantly converted to coins you see falling into your pack.

If you're at the level where you can successfully kill a creature, but are ruining a lot of furs, skea will allow you a greater chance to skin and your purse to expand much more rapidly.

Good skinners who may be too weak to go to a higher level area are sometimes invited by exiles just to skin. If the skinner doesn't hit the creature, in order for him/her to attempt to skin the creature, an exile who has hit the creature must be sharing with the skinner. Thus even if the skinner never tags a creature, they can gain shared experience and advance rapidly if all the fighters are sharing with the skinner.

In some cases skinning give a small amount of experience to a skinner for skinning a creature.

Dentir

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Dentir is exactly like Skea, but instead of furs, Dentir allows the pulling of teeth and insect pinchers from slain creatures. There are few creatures with teeth worthwhile to pull. These are the insect and arachne races — including Arachnoids and Scarmis.

Bracis

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Bracis is unique among the trainers because he's the only offensive trainer anyone can train. He teaches any exile how to use bracers. Because he's open to everyone, his training cap is very low, but sufficient enough to give non-fighters some ability to defend themselves against small animals and weaker creatures. Since fighters can gain greater abilities than the cap on Bracis, it is inadvisable to train Bracis if you are a fighter.

 


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Master Janis’ Mental Mysteries

Master Janis’ Mental Mysteries is a book hidden deep within the pitch/slate caves. Each chapter studied expands a person’s maximum /thinkgroup by 1.

Language Trainers

The Language Trainers teach an exile how to speak languages other than common. For your own race it takes 5 ranks to learn the language. For other languages it costs 25 for the first foreign language and 15 for each language after the first. For humans all foreign languages are 15 ranks to train. Using these additional languages is completely optional, however most people do know their own race language at the bare minimum because the cost is so low.

To speak a language you've learned you type /speak {language} and then the text. You will continue to speak that language until you change to another language. to go back to the common tongue type: /speak common.

Profession Trainers

Profession Trainers teach things that you cannot use in the field or give you no advantage during a hunt and can be used to make money or simply to provide a valuable service. These are skills that anyone can learn that cost real ranks. Thus mystic only abilities do not fit here. Nor does anything you need no training to do, such as Kudzu farming: while it can make you money, there's no way to train to get better kudzu yields. Things such as phantasms?, while they are trainable, serve no known purpose, and will not be covered in the main sections for now.

Professions include:

Alchemy

Alchemy is the act of making potions. From speed potions to more common red healing salves. Each potion requires training to make. It takes a quest to enable one to make potions and certain potions are only craft-able by certain professions, such as red healing potions and salves that are only craft-able by healers.

Baking

Baking allows one to make cookies, cakes, pies and other food. The training is capped and very low. The Bakery is in the east side of central Puddleby.

Blacksmithing

The Blacksmith has three functions:

The Smithy is directly adjacent to the Fighter hall in the NE corner of N Town, and contains the following NPCs that pertain to the Blacksmith profession:

  • Forgus: Trains exiles in the art of Blacksmithing. (NOTE: Capped at 1100 ranks.)
  • Whetka: Sells exiles Blacksmith Repair Kits and the corresponding supplies.
  • Zonbre: Looks up the components required to make a given blacksmithed item.
  • Smithy Gefor: Prepares the forge for the Blacksmith to make a given blacksmithed item.
  • Powean: Studies new and exotic blacksmithed items.
  • Pepla Tonew: Looks up the components required to smelt a given type of ingot.
  • Nafurce: Prepares the crucible for the Blacksmith to make a given type of ingot.
  • Lyzer: Studies new and exotic ores.

Smelting

To smelt a lump of ore into an ingot, the Blacksmith must follow this procedure:

  1. Have the ore that needs smelting in your inventory.
  2. Tell Nafurce what type of ingot you wish to attempt to make.
  3. Bump into the crucible and wait until you receive a success or failure message.

A Blacksmith's chance of successfully smelting ore into ingot is directly tied to how much Forgus training they have. The approximate chance of success rates given below assume 1100 ranks of Forgus, and are very rough estimates based exclusively on the author's personal experience with smelting.

The following is a list, in order of rarity, of which ingot is smelted from what type of ore:

  • Piece of Iron = Lump of Iron Ore (~5% chance of success)
  • Copper Ingot = Lump of Copper Ore (~90% chance of success)
  • Gold Ingot = Lump of Gold Ore(~95% chance of success)
  • Tin Ingot = Lump of Tin Ore (~100% chance of success)
  • Judder Ingot = Lump of Judder Ore* ([???]% chance of success)
  • Piece of Tremolite = Lump of Tremolite Ore ** ([???]% chance of success)
    • (Used by Hendrux to make a Vibra)
    • (Used by Hendrux to make a Tuborn)

Forging Items

To forge a blacksmithed item, the Blacksmith must follow this procedure:

  1. Have the materials needed to forge the item in your inventory.
  2. Tell Smithy Gefor what type of item you wish to attempt to make.
  3. Bump into the forge and wait until you receive a success or failure message.

A Blacksmith's chance of successfully forging items is directly tied to how much Forgus training they have. With 1100 ranks of Forgus, the one master blacksmith reports having never failed at forging an item.

The following is a list of what items (inlcuding armor and weapons) can be forged and the recipe of items obtainable needed to make it of material:

  • Rockodile Breastplate = Rockodile Leather(x1), Piece of Iron (x1), Copper Ingot (x1)
  • Bronze Helmet = Piece of Iron (x2), Tin Ingot (x1), Copper Ingot (x2)
  • Bronze Shield = Piece of Iron (x5), Tin Ingot (x2), Copper Ingot (x2)
  • Bronze Breastplate = Piece of Iron (x5), Tin Ingot (x3), Copper Ingot (x3)
  • Iron Helmet = Piece of Iron (x3), Tin Ingot (x1)
  • Iron Shield = Piece of Iron (x5), Tin Ingot (x1), Gold Ingot (x1)
  • Iron Breastplate = Piece of Iron (x6), Tin Ingot (x3), Gold Ingot (x1)
  • Shiny Dagger = Piece of Iron (x3), Tin Ingot (x1), Gold Ingot (x1)
  • Machete = Piece of Iron (x1), Copper Ingot (x2)
  • Crowbar = Piece of Iron (x1)
  • Shovel Blade = Piece of Iron (x2)
  • Chain = Piece of Iron (x3)

Repairing Items

The Blacksmith Repair Kit (BRK), functions in the same way that the Sewing Kit does, with the exception that it repairs blacksmithed items instead of clothing. That is — it can evaluate the wear level & cost to repair, store repair supplies that are measured in coins, and repair eligible items that are in the Blacksmith's inventory. The commands for using the BRK are as follows:

  • \USEITEM blacksmith: determine repair costs for the blacksmithed item selected in the Blacksmith's Inventory.
  • \USEITEM blacksmith <player>: determine repair costs for any blacksmithed items equipped by the target player.
  • \USEITEM blacksmith /mend: Repairs the blacksmithed item selected in the Blacksmith's Inventory.
  • \USEITEM blacksmith /combine: Combine the supplies of all your BRKs into one BRK.

The following is a list of the levels of wear that are returned when an exile uses /examine on their armor:

  1. This [armor] is in nearly perfect condition.
  2. This [armor] is in very good condition.
  3. This [armor] is starting to look a little worn.
  4. This [armor] is in serious need of repair.
  5. This [armor] is going to fall apart any day now.
  6. This [armor] is no longer functional.

The following is a list of armors that can be repaired. The value next to each piece is how much it costs the Blacksmith (current as of v663) to repair the item with 1100 ranks of Forgus:

  • Bronze Helmet ([???]c of BRK supplies per level of wear)
  • Bronze Shield ([???]c of BRK supplies per level of wear)
  • Bronze Breastplate ([???]c of BRK supplies per level of wear)
  • Iron Helmet (27c of BRK supplies per level of wear)
  • Iron Shield (87c of BRK supplies per level of wear)
  • Iron Breastplate (225c of BRK supplies per level of wear)
Author's Note RE Shiny Daggers

There are two types of Shiny Daggers in the lands: The Old version and the New version.

An old Shiny Dagger will become a "Dull Dagger" after only one wear. They can be repaired by Aigus in the Smithy for 100c. They are no longer available in terms of new ones being brought into existence. Blacksmiths can neither forge nor repair these types of Shiny Daggers.

A new Shiny Dagger will wear in the same way that armors do; but the messages are different, and it is unclear how many levels of wear there are. Instead of turning into Dull Daggers, after cycling through enough levels of wear they will simply disintegrate in the same way that armor will after being worn past This [armor] is no longer functional. These are the Shiny Daggers that Blacksmiths can forge and repair, and can also be purchased from Katla in the Smithy for 5,000c and a single Piece of Iron.

With 1100 ranks in Forgus, the only wear level and cost that the author has seen has been as follows:

  • This Shiny dagger is in pretty good shape. (160c of BRK supplies to repair)

Brewing

Brewing allows one to make beer and wine. There is a cap on lessons and it is very low. The Brewery is located in West Puddleby.

Metallurgy

Metala teaches you how to smelt a Piece of Iron from Iron Ore and how to make various ingots (gold, tin, copper). She is a dwarf who can be found in the northwest room of the ? Smith ?. She is an uncapped trainer. The more you train with metala, the more likely you will be successful in smelting the item you desire?? In the same room as Metala you can find Peplaw Tonew who will provide the recipe of any item you may wish to smelt. Finally in that same room is Lyzer who will study new ores brought to him to determine how to smelt them.

The recipes Peplaw Tonew lists and their requirements are:

  • Piece of Iron = A lump of iron ore.
  • Gold Ingot = A lump of gold.
  • Tin Ingot = A lump of tin.
  • Copper Ingot = A lump of copper ore.

In order to smelt an item, you must first ensure you have the correct ingredients in your pack. Then you go to Nafurce in the same smelting room and tell him what you wish to make. Once you do that, you walk up to the Smelting Furnace and begin working.

  • The question is, do the ranks you have determine the chance of your success?

NOTE: Metallugy has been rolled into Balcksmithing.

Tailoring

Sartorio is the brightly dressed fen who trains tailoring. He can be found in the northernmost room of the Cote' Daiur in northwest town. Sartorio is not a capped trainer so you can continue to train with him as long as you like. Sartorio teaches you how to mend cloaks, shoes, shirts, pants and parachutes. The more ranks you have with Sartorio, the fewer supplies you will require to mend an item.

How Mending works

You buy a sewing kit from *. Then you fill it with supplies from Tink?. Supplies are priced in coins. When you do a "/useitem SewingKit <nameofexile>" (without quotes), you will find out how much it would cost in supplies to mend everything that the exile is wearing. The exile whose apparel you check must be within sight. To mend an item, the tailor must have it in their pack and it must be selected. Then the tailor will issue the command "/useitem sewingkit /mend" (without quotes). The cost of the mending will be deducted from their sewing kit. The tailor must have enough supplies in their sewing kit to mend an item.

Some trained tailors will quote their customers a price and then have the customer pay up front. Other tailors will tell their customers how much it costs to fix the apparel and the customer will pay after the work is done. In order for a tailor to mend an exile's clothing, the tailor must have it in their possession. Frequently, exiles will sell their clothing to the tailor for 0 coins and then pay by "give <numberofcoins> <tailorname>" when all items are mended.

Tailoring requires a level of trust between the tailor and the exile as items must be given to the tailor in order for mending to occur. Also tailors set their own price - as they can charge more than the amount required in supplies to fix an item. So some exiles may get a better deal with one tailor versus another. Other tailors will quote the exact price to fix an item and will accept tips. Since the cost of mending an item goes down with the skill of the tailor, this is one profession in which select exiles will specialize.

Woodworking

Woodworkers can make items such as brooms, shovels (with a shovel blade made by a blacksmith), and other items. The woodworking trainer is hidden on the island of Puddleby.