One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them In the Land of Mordor where the Shadows lie.
Yeah again I think this is outdated to …(Wojtek)
Scout formulas are for sure wrong … others not really sure (Scad)
Stats Needed for different skills/spells (sorted by class)
IMPORTANT! All skills/spells knowledge depends on base char's stats only not on stats with age modifier!
All stats listed below have a formula to show MAX % unaffected by other skills.
General formula for any skill/spell is knowledge (in percents)=const + f(stats).
These formulae will give you knowledge of max practiced skill/spell. If it is not max, there will be also multiplier:
knowledge=max_knowledge*part^(0.45835-0.0023035*f(stats)),
where “part” is part of pracs that you put in this skill/spell (at example, 1/16, 2/16, …, up to 16/16), and f(stats) is same function as used for calculating max_knowledge for this skill/spell. This is true for all skill/ spells BUT RANGER.
However, it isn't exact formula :( True formula is more complicated than just power dependance… But this function is good approximation if your part of pracs in skill/spell is more than half, and will have big error (up to 10-15%) if you just put few pracs in skill.
awareness (27, Rivendell) - 20 + 3.75*PER + 2.5*INT bandage (18, Rivendell) - 18 + 3.75*INT + 2.5*DEX climb (13, Rivendell) - 16 + 3*DEX + 2*WIL + 1.25*STR command (27, Rivendell) - ? + ?*WIL + ?*INT leadership (27, Fornost) - 20 + 3.75*WIL + 2.5*WIS ride (13, Fornost) - 18 + 3.75*DEX + 2.5*WIL swim (14, Harlond) - 18 + 3*CON + 2*WIL + 1.33*DEX track (27, Fornost) - 38 + 3*PER + 1.5*INT wilderness (27, Fornost) - 20 + 3.75*STR + 2.5*WIL
armour (16, Lorien) - 50 + 2*INT + 1.25*WIS block door (11, Rivendell) - 50 + 2*INT + 1.25*WIL burning hands (11, Rivendell) - 50 + 1.5*INT + WIS + 0.67*PER call lightning (16, Forlond) - 50 + 1.5*INT + WIS + 0.67*PER charm (16, Tharbad) - 50 + 2*INT + 1.25*WIL colour spray (16, Rivendell) - 50 + 1.5*INT + WIS + 0.67*PER control weather (16, Forlond) - 50 + 1.5*INT + WIS + 0.67*WIL create light (8, Rivendell) - 50 + 2*INT + 1.25*WIS detect invisibility (11, Rivendell) - 50 + 1.5*INT + WIS + 0.67*PER detect magic (8, Rivendell) - 50 + 1.5*INT + WIS + 0.67*PER dispel magic (22, Rivendell) - 50 + 2*INT + 1.25*WIL earthquake (16, Rivendell) - 50 + 2*INT + 1.25*WIS enchant (22, Rivendell) - 50 + 2*INT + 1.25*WIS fireball (16, Rivendell) - 50 + 1.5*INT + WIS + 0.67*PER identify (16, Rivendell) - 50 + 1.5*INT + WIS + 0.67*PER lightning bolt (16, Rivendell) - 50 + 1.5*INT + WIS + 0.67*PER locate (16, Forlond) - 50 + 1.5*INT + WIS + 0.67*WIL locate life (16, Forlond) - 50 + 1.5*INT + WIS + 0.67*WIL portal (22, Rivendell) - 50 + 2*INT + 1.25*WIL scry (16, Forlond) - INT, WIS, WIL shield (16, Lorien) - 50 + 2*INT + 1.25*WIS shocking grasp (11, Rivendell) - 50 + 1.5*INT + WIS + 0.67*PER shroud - (16, Tharbad) - 50 + 2*INT + 1.25*WIS sleep (16, Tharbad) - 50 + 2*INT + 1.25*WIL store (16, Rivendell) - 50 + 2*INT + 1.25*WIS teleport (16, Rivendell) - 50 + 2*INT + 1.25*WIL watch room (16, Forlond?) - INT, WIS, WIL
blindness (18, Druid/Tharbad) - 50 + 1.875*WIS + 1.25*WIL bless (12, Forlond) - 45 + 1.5*WIS + INT + 0.67*WIL break door (12, Forlond) - 50 + 1.875*WIS + 1.25*WIL breath of briskness (18, Druid) - 50 + 1.875*WIS + 1.25*INT create food (12, Druid) - 50 + 1.875*WIS + 1.25*INT create water (12, Druid) - 50 + 1.875*WIS + 1.25*INT cure blind (12, Rivendell) - 50 + 1.875*WIS + 1.25*INT cure critic (12, Rivendell) - 50 + 1.875*WIS + 1.25*INT cure light - (8, Rivendell) - 50 + 1.875*WIS + 1.25*INT cure serious (12, Rivendell) - 50 + 1.875*WIS + 1.25*INT dispel evil (18, Forlond) - 50 + 1.875*WIS + 1.25*WIL divination (18, Forlond) - ? fear (18, Rivendell) - 50 + 1.875*WIS + 1.25*WIL harm (18, Druid) - 50 + 1.875*WIS + 1.25*INT heal (18, Rivendell) - 50 + 1.875*WIS + 1.25*INT sense life (9, Tharbad) - 37.5 + 1.5*WIS + INT + 0.67*WIL protection from evil - (18, Lorien) - 50+?*WIS+?WIL raise dead (25, Sage) - WIS + WIL remove curse (12, Rivendell) - 50 + 1.875*WIS + 1.25*INT remove poison (12, Rivendell) - 50 + 1.875*WIS + 1.25*INT sanctuary (25, Lorien) - 50 + 1.875*WIS + 1.25*INT smother - INT, WIS strength (18, Rivendell) - 50 + 1.875*WIS + 1.25*INT summon (18, Forlond) - 50 + 1.875*WIS + 1.25*WIL transfer (23, Forlond) - 50 + 1.875*WIS + 1.25*WIL word of recall (23, Forlond) - 50 + 1.875*WIS + 1.25*WIL
attack (16, Tharbad) - 45 + 2*DEX + 1.25*WIL backstab (23, Tharbad sewers) - 45 + 2*DEX + 1.25*PER dodge (23, Tharbad) - 45 + 2*DEX + 1.25*PER envenom (16, Eoghha) - 32 + 2*DEX + 1.25*INT escape (16, Tharbad) - 45 + 2*DEX + 1.25*PER hide (16, Tharbad sewers) - 45 + 2*DEX + 1.25*PER missile (16, Lorien) - 45 + 2*PER + 1.25*DEX sneak (23, Tharbad sewers) - 45 + 2*DEX + 1.25*PER pick (16, Tharbad) - 45 + 2*INT + 1.25*DEX piercing (16, Tharbad sewers) - 46 + 1.4*DEX + PER + 0.67*STR search (16, Black Dagger guild) - 45 + 2*INT + 1.25*PER steal (16, Tharbad) - 45 + 2*DEX + 1.25*PER
barehanded (34, Warrens) - STR + WIL + DEX bash (43, Fornost) - 50 + 1.67*STR + DEX + 0.67*WIL cleaving (29, Fornost) - 50 + 1.56*STR + DEX + 0.67*WIL charge (29, Fornost) - ? concussion (29, Fornost) - 50 + 1.56*STR + CON + 0.67*WIL two-handed (29, Fornost) - 50 + 1.56*STR + CON + 0.67*WIL endurance (58, Fornost) - 48 + 2.2*CON + 1.3*WIL (Incorrect: 98.6 max with 19 con, 18 wil???) kick (29, Fornost) - ? parry (29, Fornost) - 50 + 1.56*DEX + PER + 0.67*STR rescue (21, Fornost) - 52 + 1.4*DEX + WIL + 0.67*STR slashing (29, Fornost) - 50 + 1.56*STR + DEX + 0.67*PER stabbing (29, Fornost) - 50 + 1.56*STR + DEX + 0.67*PER
* Most skills seem to have stat cap, but the only place this is visible is with trolls who have considerably higher STR and CON. By testing trolls it seems that the stat cap is 20 for CON and 20-21 with STR. This was probably implemented to have reasonable skill % in case with trolls who have considerably higher stats for warrior skills.
A dark-robed man can teach you any of these spells:
He is by far the easiest GM to find, from outside DT door directions are as follows: 3 west, south, down, all west, south, west, south, 3 west, south, all west, east, 2 north, all east, west, north, east and then you should be in a room named “Path of Angmar.” Along any room named that, the GM himself walks. He tends to be dead alot during primetime, mostly because he is easy to find so pukes xp on him sometimes… If you cant find him, wait a bit and try again.
blindness 0/18 break door 0/ 9 breath of briskness 0/16 create food 0/ 6 create water 0/ 6 cure critic 0/ 8 cure serious 0/ 6 darkness 0/12 energy drain 0/18 harm 0/15 poison 0/10 remove curse 0/ 3 remove poison 0/ 6 sanctuary 0/18 sense life 0/ 8 smother 0/ 9 strength 0/ 8 summon 0/11
A grey-cloaked man can teach you any of these skills:
Second easiest GM to find. This one however can pop up in two spots. First spot is all east of Rivendell (high moors). Just follow “Path to the Misty Mountains” all east until it breaks off into a forest. In that forest are several aggressive mobs (some that track too, like black wolves and wargs). Towards the north part of the forest is where the GM mostly roams. Since the ABR changes, GCM still loads down there, but his location is somewhat different. Basically he loads in the plains/swamps south of brolg and north east of that little troll forrest along ABR, he can be a pain to find here.
Also as a special note, Eoggha teaches envenom for BNs.
backstab 0/23 dodge 0/18 escape 0/13 hide 0/16 missile 0/ 5 pick 0/ 5 search 0/ 5 sneak 0/23 steal 0/12
A Cowled Sorcerer can teach you any of these spells:
The mage GM isn't too hard to find when he pops up south of ABR, its when he pops up near NOC… He can be just about anywhere up there and on top of it, there's tons of aggressive mobs to BNs. Moving around in the mountains is such a pain and that's exactly where he likes to roam. If you are up that way, try checking around NOC slag pit and the ranger cabin. Also he likes to roam around wolfgate and near dragon somewhat. If the sorcerer pops up down south, try looking around the rooms with “hill” in them. Most of the time he does little circles there.
More specifically check the trail near wolfgate, and the lower pass, the area s e n n w w w s of slag pit, along the trail west of slag, near that waterfall DT, and along the river near DT if its winter and rivers are frozen. Down south, check around Thorns first, then around the abandoned ghost tower east of thorns, then start checking around illusionist and that little deadend on the west side of the zone, south of ABR. He never goes south of thorns, nor as far north as ABR. Best way to find him is locate + teleport, though this is a bit difficult until you learn those spells from him….
armour 0/16 block door 0/ 8 burning hands 0/11 call lightning 0/16 charm 0/ 9 chill touch 0/ 8 create light 0/ 3 detect invisibility 0/11 detect magic 0/ 8 dispel magic 0/19 earthquake 0/16 enchant 0/13 fireball 0/16 identify 0/16 lightning bolt 0/16 locate 0/12 locate life 0/12 magic blast 0/22 magic missile 0/ 8 night vision 0/ 9 portal 0/22 scry 0/12 shield 0/16 shocking grasp 0/11 shroud 0/12 silence 0/11 sleep 0/13 store 0/16 teleport 0/13 ventriloquate 0/ 5 watch room 0/ 8
A gaunt man can teach you any of these skills:
THE WORST GM to look for. This guy can be ANYWHERE around Khuzur. And I mean anywhere around: Redhorn, Khuzur, tall orc, crazed dwarf, “the beaver pond” and waterfall (its south west of Khuzur, really close to Woodhall). Many days I've found him hanging around that nice giant warg pack that moves around there (really nice for little bns *wink*). My advice is to find someone who's not busy to track the gaunt man down for you.
I recommend you try to find this GM first, if no one is around to track him down for you, just xp in the area around waterfall - he should turn up sooner or later and its great xp area for level 1-8 or so.
awareness 0/27 climb 0/13 command 0/27 bandage 0/18 leadership 0/27 ride 0/13 swim 0/13 track 0/27 wilderness 0/27