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help > scorpion tutorial Scorpion Tutorial ----------------- Scorpions plays somewhat differently from other classes on Tsunami. As such, there are a number of things to learn early on to master the class. Once these are known, it is not a particularly hard class to play. First, the scorpion has a number of abilities or modes that run outside the regular skill system. Read more on the specifics of each mode using 'help scorpion modes'. These abilities can be raised as the scorpion grows. A level 1 scorpion will start with 1 ability point that can be used directly. Modes or abilities are manipulated using the reform skill. 'Help skills reform' to read more about it specifically. Raising an ability will not make it any better. However, it will make it cheaper in upkeep. To see how the current ability points are spent use the 'scorpion' command. Costs for an ability increase the higher it is raised. The cost to raise it to the next level is equal to your current level. So, raising from three to four costs three ability points. Abilities can be used at a higher level than the scorpion has assigned ability points for but will the come at a greatly increased upkeep cost. For example, it is possible to run poison at level six while only having raised it to level four. Secondly, the scorpion has ScP (Scorpion Points) in addition to HP and SP. These points represent a static pool of energy that the scorpion has and the size of the pool is dependent on the essence skill. ScP acts different from HP/SP in the way that they will always return to the scorpion and will never disappear as such. Essentially, what is used in one round will be returned to the scorpion a certain number of rounds later. The scorpion has an extra row to its hp bar that contains all vital information to the scorpion. An example of this HP bar is: HP: 200/200 SP: 80/80 EXP: 563,182 DAM: 0 +ScP: 442/1980/38 RC:20 Mode: |Sp:2|St:2|Pw:3|Ex:2|Vi:3|+ The first line is identical to any other class and acts in the same way. The second line is specific to the scorpion. The first part 'ScP: A/B/C' shows the current status of the scorpion points. A is available points that can be used to pay for upkeep of your active abilities. B is points that have been used to pay for upkeep and is currently unavailable. These points will return to A after a certain amount of time. C are points that are temporarily lost to the scorpion. The higher upkeep the scorpion has, the more points will be lost in this way. These points can be restored into A using the metabolism skill. 'Help skills metabolism' for more information. C will turn yellow and then red as it grows to a certain size of the total pool, warning the scorpion it is time to metabolize. The next number is 'RC: X', this denotes the current round cost. Every round the scorpion will have to pay this much points from the available scorpion points, what was described as A in the last paragraph. If RC turns red, it means that the scorpion is currently using more ScP than it can sustain before ScP starts returning to the scorpion again. The last part of the scorpion hp bar displays the modes that are currently active. Modes must be activated with the reform skill using, for example, 'do reform power to 3', which will set the power ability to 3 and show Pw:3 on the mode line. In the example above, the scorpion is using Speed, Stinger, Power, Exoskeleton and Viscerate at level two or three. This costs 20 in upkeep per round and is within what this scorpion can afford. Abilities can be be reset using 'do reform moult' which will leave the scorpion vulnerable for a time. It is strongly recommended to test the various modes and their effect on scorpion gameplay. |
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