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> Extra Swings and Max A/D for each guild *spoilers*, Correct and complete
Nudibranch
post Feb 3 2005, 08:55 AM
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I've seen Max A/D values listed for several guilds, but the numbers were always incomplete or incorrect. I finally took the trouble to produce a complete (and I believe correct) listing.

I used Simon Rathbone's editor to give several characters experience, then leveled them continuously until their A/D peaked, and noted the level. (I also set quest % to 0 in each guild using Wabbit's editor. I still got a few quests anyway, which I removed using Rathbone's editor.)

Max A/D for each guild:

Nomad: 175/175 @ level 197
Warrior: 254/276 @ level 450
Paladin: 223/258 @ level 430
Ninja: 254/254 @ level 457
Villain: 243/272 @ level 433
Seeker: 208/251 @ level 428
Thief: 168/204 @ level 394
Scavenger: 196/222 @ level 522
Mage: 102/194 @ level 475
Sorcerer: 98/195 @ level 467
Wizard: 106/232 @ level 622
Healer: 124/200 @ level 470


I'm also including a complete and correct listing for extra swings from an earlier thread, in order to consolidate this information in a place that will hopefully be easy to find. smile.gif


Extra Swings for each guild:

CODE
Guild  1st Extra  2nd Extra  3rd Extra  4th Extra  5th Extra
Ninja      56        122        267        585         -
Warrior    91        324         -          -          -
Villain   105        434         -          -          -
Paladin   111        484         -          -          -
Scavenger 116        531         -          -          -


Keep in mind that extra swings from one guild can't be combined with extra swings from another. If you have one extra swing from Warrior, you can't get another by leveling to Scavenger 116; only by leveling to Scavenger 531 (or Warrior 324, Ninja 122, etc.) will you get an additional extra swing.

Thanks to Aardless for his contributions to these tables.

Edit: updated Sorcerer and Healer levels with Aardless' numbers. Should be 100% complete now.

Edit2: I noticed Villain and Paladin were reversed, and the number for Villain's first swing shold be 105, not 106. Now it's correct. wink.gif


This post has been edited by Nudibranch: Jul 24 2005, 11:16 AM


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Zoriac
post Feb 3 2005, 08:36 PM
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Wow, I've been looking for all this information for a long time. Thank you biggrin.gif


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aardless
post Feb 3 2005, 10:53 PM
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Just finished hammering on my 'enter' key to level-up. biggrin.gif
Sorcerer caps at level 467, and Healer at 470.


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Zoriac
post Feb 3 2005, 11:58 PM
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Awesome... now they're all 100% Updated and Accurate biggrin.gif


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Serin
post Feb 4 2005, 01:41 AM
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This is very useful information! thank you! yahoo.gif
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BLauritson
post Feb 4 2005, 09:55 AM
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Excellent stuff, I must say biggrin.gif


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aardless
post Feb 5 2005, 08:26 PM
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The very low attack levels of the spellcasters, even at level 500, make me realize that unless you mean to bring another more fight oriented guild to those high levels, you might as well bring nomad to level 197. And if your character is a sorcerer, you only need to bring him/her to level 85 nomad to get an attack higher than (s)he'll ever have. The experience needed to get to level 85 in nomad is roughly 1% of what you need to get to level 467 in sorcerer. I don't know how much experience you need for level 197 in nomad, but it can't be much more than 10 times that.


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dannyboy
post Sep 24 2006, 04:19 PM
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Why does everyone tend to make Giant-Warriors, when Ninjas get next to the same amount of A/D. plus 2 more extra swings?
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Direnar
post Sep 24 2006, 05:34 PM
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Well, the HP you get in Warrior is better for the first 28 levels, then there's the weapons you can use at lower levels. Also, the Giant can't join Ninja but has the best Str. Oh, and Ninja has some crazy stats reqs for joining(I think?), whereas Warrior is easy to fulfill.


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aardless
post Sep 24 2006, 06:53 PM
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QUOTE (dannyboy @ Sep 24 2006, 05:19 PM)
Why does everyone tend to make Giant-Warriors, when Ninjas get next to the same amount of A/D. plus 2 more extra swings?
*

Plenty of reasons. A few of those not mentioned by Direnar: Giants make perfect "recovery" characters, for collecting dead character bodies; they have good all-around natural resistances; with their high strength they make so much damage that they gain experience significantly quicker than most other guilds. And Ninja has the highest chance of being quested at every level up. not_ok.gif And the extra swings are pretty much useless in the deeper levels. And Ninjas end up 22 Def short of Warriors, which is not so small a figure, and it doesn't even include the items they can't equip. And...


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19duke84
post Nov 20 2006, 04:17 AM
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I have a couple of questions.

First off are these extra swings in addition to whatever amount of swings your weapons allow? For instance if you have 3 swings earned from being a Ninja with a 3 swing weapon do you get 6 swings?

Also if you earn those extra swings from the Ninja guild and then switch to another guild do you keep the multiple swings? (meaning you can have a warrior get 5 or 6 swings with the appriopriate weapon after being a ninja)?
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aardless
post Nov 20 2006, 07:14 PM
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Yes to both questions. If you can put up with the high quest chance of Ninja and plan on developing further your character in other guilds (so that you stay relatively close to the surface), Ninja can be a very useful guild.


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SerpenTRyder
post Mar 17 2007, 02:26 AM
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artisan gets A/D 3/3 at every second lvls....until lvl 197

what is it like for other guilds, and how much do they get?
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aardless
post Mar 17 2007, 04:53 PM
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No, that happens only until level 30, after that things slow down significantly. You can find the levels along with their relative A/D for each guild in this post, (click on the second spoiler).


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SerpenTRyder
post Mar 19 2007, 12:15 AM
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does these swing facts apply to mordor 2??
i got my 1st extra swing in m2 at lvl 28 ninja
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aardless
post Mar 19 2007, 09:24 AM
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No, they apply to Mordor 1, since this is located in the M1 subforum. wink.gif
The extra swing levels for M2 are half these figures. M2 Ninjas also get a 5th swing, which explains why there's an empty column for M1's fifth swing.


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npsuber
post May 12 2007, 02:41 AM
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Let's say your level 450 warrior, with his max out stats, runs into one of those $%#$@@ stat-sucking draining monsters. Can you get the stats back by leveling some more, or has his guild stats been permanently diminished?
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Walky
post May 12 2007, 07:11 AM
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It's permanent. But unless it's HP drain, it won't really be very bad since by that level, you can easily find stat potions or tomes.
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Nudibranch
post May 16 2007, 04:41 AM
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It's not permanent-permanent. Just get some tomes/potions to raise them again. If it's HP, it'll go up again the next time you gain a level (in your highest guild).

This post has been edited by Nudibranch: May 16 2007, 04:42 AM


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