Introduction to Cities

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Contents

Creating a Character

When you create a new character, you will be asked for a name and an alignment - one of the four elements (earth, air, fire, water). Your character will appear in the shrine of your element in the city of your element. To start with, you are equipped only with a talisman for your element, and armed with your fists and a rusty sword.

Your alignment gives an initial bonus which will stay with you through the game:

  • Earth: +50 to your max HP and some extra gold
  • Air: +50 to your max AP
  • Water: See monster HP
  • Fire: +30% to-hit

There are five ways in which your alignment could be changed. They are obscure. And you don't get the initial bonus of your new alignment.

Moving around

You may take actions depending on what you have with you, and what you find around you. You may choose to move in any of the cardinal directions. If there is a monster in that direction, it will fight you (except that it may choose to let you pass if you are of the same element, or much stronger than it is). After winning a fight, you will still be on your original square and must attempt to move again – hence you may proceed along a road, fighting monsters at the roadside without repeatedly moving off your path.

Your Stats

AP -- Action Points

You start with 100 of 100 possible AP. Action points are used up when you make a move or take any action. Some actions take more than one AP (the AP cost will be marked). AP recharge slowly over time.

Switching between items does not take AP. *Using* them does, and sometimes movement costs more (or less) with certain items selected. There are items available to reduce movement cost, too. You can see how much AP movement in one direction will take by hovering over the appropriate arrow. Different types of Terrain have different AP costs for movement, but these are modified by your Movement Modifier. You will always spend at least 1 AP to move from one square to an adjacent square.

  • You can spend into AP debt. A frequent case would be to move where moving costs more than one AP, when you have only one left; other common cases would be quest actions like worshipping at a shrine (10AP) or Earth Initiation costing 50AP; Serious time-outs can be provoked by Monastery retreats.
  • You can temporarily increase your AP over the maximum value, e.g., by drinking a Mug of Coffee, Can of Red Bull, Dragon Blood or focusing on a Measure of Serenity.
  • Certain quests affect your AP Regen rate. The customary first quest for this purpose is initiation into the Air Temple, providing a boost of five minutes to the original 15 minute AP regen delay. Other quests include Time And Space, which drops the AP regen delay by a minute, and the Standing Stones, which also drop the AP regen delay by a minute. In Oz, there are the Totems, which drop AP regen delays by 0.5 minutes; a meager but noticable difference. Finally there is the Ultimate Altar of Air, providing another 0.5 minute decrease in AP regen. While the change to AP regeneration rates do not precisely give more AP, a player's primary source of AP is always regeneration; the benefits will become apparent in short order.


For more information, see Ways To Get AP

HP -- Health Points

You start with 50 of 50 possible HP. You lose HP when you are injured. You can regain HP by eating and drinking, by using healing supplies on yourself, by having someone else heal you, or by resting in a monastery. Various quests increase your max HP (a misnomer, since various effects can bring you above max, but it's a useful benchmark for many items), as well as the School of Hard Knocks. This last becomes increasingly expensive, but other than quests is one of the only ways to render the desired effect.

Exp -- Experience

You gain one or more point of experience for every HP of damage you do to a monster, depending on the difficulty of the combat. Experience gained is usually calculated by multiplying the damage you do by the average damage a monster hits for.

Gold -- Money

Most monsters have some gold on them, which you get if you kill them. You can also gain gold by selling any objects you find.

To-hit

The "to-hit percentage" is your base chance of hitting something with a weapon. The higher this value goes, the more accurate you are in combat. Different weapons modify this by different amounts, as does your level of drunkenness. For almost all weapons, there is a cap of 90% on the final to-hit value, so that there's a small chance of missing. Any further bonus to hit goes up only 1% per 10% of bonus, so adding a +10% to 80 is 90, but a +10% to 90 is but 91%. The Golden Gun, however, has a flat to-hit percentage of 100%.

Getting Started

Choosing an alignment

Earth gives a general benefit over your whole career, Air is only useful if you will not be able to play more than once every 24 hours. Water is another consistent bonus useful for kill stealing and deciding between fight and flight. Fire is probably the most useful as it shortens fights, which both conserves AP (having to attack less often) and HP (getting hit less often).

Starting out

The way to get money and items is to fight things. The best things to fight at the start are probably the Monsters which are weak against your alignment. So fire players should attack gnomes, water players attack salamanders, air players fight undines and earth players go after sylphs. You can find them without leaving the safety of the road. You do double damage to ones weak against you. Avoid the ones you are weak against as they do double damage to you. If you're looking to increase the amount of damage you deal, get a weapon. You can get these from General Stores, from Monsters (see here for statistics on drop rates) and from Markets. You can often find bargains at markets, so don't throw all your money at the next general store. Cheap beginner weapons are the Rusty Sword, Breakfast Club, Walking Stick and Spikey Ninja Throwing Stars. Walking Sticks have the added benefit of conserving AP on overland treks.

Most basic weapons can be found for free at the Earth City Dumps or at the Charity Bin of the Knightly Order of Tubthumping, which is located northwest of Water City. --Jeffh 02:03, 21 March 2007 (GMT) and Doc Mackie 22:45, 15 April 2007 (BST)

A good idea of the overall layout of the world can be got from Cthu1hu's Map of the World.

Quests

To improve your statistics and get more skills, you'll need to do Quests. The best quest to start with is probably initiating at the temple of Air. You'll need to visit all four cities, which gives you plenty of time to kill monsters left and right of the road. Upon completion, your AP regenerates every ten instead of every 15 minutes. You might want to pick up a Talisman from each city you visit (200 Gold at the General Store) because breaking it will instantly transport you to that city, thus saving you the trouble of having to walk all the way back.

Guidelines

Cities doesn't have many restrictions on what you can and can't do, but there are a few rules to stick to in order to keep things fair and keep things fun.

  • Don't harass other players
  • Keep it legal
  • Keep it fun

If you have more than one character:

  • Don't summon your characters around to save AP.
  • Don't trade between two of your characters.
  • Don't use your characters to hide items/hats.
  • Don't use one character to do mundane tasks and then report back to another of your characters.
  • Don't use a spare character to hold on to items while another character does something risky.
  • e.g. passing lots of stuff to another character while you fight thieves.

If anyone is spotted doing things from the above list, or doing things which may otherwise upset the game balance, Naughty Hats will be distributed for a short period. If this behaviour continues, we will decide what needs to be done and take action.

Guidelines are open for revision and discussion.

Moj 20:25, 25 Jan 2006 (GMT)

See Also

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