https://www.exiledkingdoms.com/wiki/api.php?action=feedcontributions&user=Hueydvr38&feedformat=atomExiled Kingdoms Wiki - User contributions [en]2024-03-29T08:47:04ZUser contributionsMediaWiki 1.39.4https://www.exiledkingdoms.com/wiki/index.php?title=Bullfighting&diff=21780Bullfighting2017-09-29T23:53:58Z<p>Hueydvr38: </p>
<hr />
<div><noinclude>[[Category:Quests:Guild]]</noinclude> {{QstSub<br />
|Step={{{1|QstIndv}}}<br />
|Sel={{{2|}}}<br />
|Icon=Bullfighting.png<br />
|Name=Bullfighting<br />
|Groups=Guild|QstNum=47<br />
|Giver=[[Sergeant Daukar]]<br />
|LocStart=[[New Garand (City)]]<br />
|LocCmp1=[[Imperial Coast]]|LocCmp2=<br />
|LocCmp3=|LocCmp4=<br />
|LocCmp5=|LocCmp6=<br />
|LocEnd=[[Sergeant Daukar]]<br />
|Steps=#(You must have access to the [[Warrior's Guild]].)<br />
#Speak with [[Sergeant Daukar]].<br />
#Travel to the [[Imperial Coast]].<br />
#Locate the raider band and destroy them.<br />
#Return to the guild.<br />
|Walkthrough=Once you have spoken with [[Bouncer Tilgar]] and are allowed into the inner training grounds of the [[Warrior's Guild]], you will find Sergeant Duakar, the head of the guild in the back corner. Tell her you are here for duty or training and she will offer you a job to help the guild. She has been investigating recent attacks on the Imperial Road and now needs someone to take care of the threat. Even though minotaurs are typically only found in the northern regions, a band of raiders have made their way south. They are attacking travellers and unfortunately the guards sent to dispatch them were no match. It seems one of the minotaurs is able to wield magic and was able to make quick work of the squad. With the rest of the guild either busy or recovering, Duakar hopes you can handle the situation and return with good news.<br />
:<br />
Leave town heading southeast then head east out of the farmlands and into the [[Imperial Coast]]. Locate and follow the main trail, dealing with any wolves or bandits that may interfere with your journey. Follow the trail north and east until you cross a bridge. The band of raiders, consisting of two [[Minotaur Raider]]s and one [[Minotaur Oracle (Raider)|Minotaur Oracle]] roam around here. Like regular [[Minotaurs]], these will enter a state of fury when low on health so be ready with a strong skill to avoid excessive damage. Once all three are dead, head back to the guild.<br />
:<br />
Upon your return, Sergeant Daukar will thank you for your gallantry and you will be provided a chance to join the Warrior's Guild. This is one of the guilds you may join, but you can only join one and it's a lifetime membership, so choose wisely. The guild is obviously best suited for those playing the [[Warrior]] class. Regardless of your choice, you are still rewarded with a [[Steel Shield]], experience, and reputation. <br />
|Outcome1=Defeat Minotaurs:<br />
|Reputation1=[[Warrior's Guild]] +6<br />
|Reward1=Ability to join [[Warrior's Guild]]; [[Steel Shield]]; 500 gold; 500 XP<br />
|Outcome2=<br />
|Reputation2=|Reward2=<br />
|Outcome3=<br />
|Reputation3=|Reward3=<br />
|Outcome4=<br />
|Reputation4=|Reward4=<br />
|Outcome5=<br />
|Reputation5=|Reward5=<br />
|Outcome6=<br />
|Reputation6=|Reward6=<br />
|Outcome7=<br />
|Reputation7=|Reward7=<br />
|Outcome8=<br />
|Reputation8=|Reward8=<br />
|Related=[[Fort Assault]]<br />
|Long_Description=The Imperial Road is vital to the trade in Varsilia. Guarded as it is, a band of minotaurs has found its way south and is now terrorizing travelers on the road. Even more disturbing, one of them appears to wield magic.<br />
|Completable=Yes<br />
|Notes=* Taking the oath and joining the [[Warrior's Guild]] nets you +10 in reputation with the guild.<br />
* passing a [[Personality]] 2 check with [[Sergeant Daukar]] will grant you +2 rep with the guild<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Restoring_the_Faith&diff=21779Restoring the Faith2017-09-29T23:40:21Z<p>Hueydvr38: </p>
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<div><noinclude>[[Category:Quests:Companion]]</noinclude> {{QstSub<br />
|Step={{{1|QstIndv}}}<br />
|Sel={{{2}}}<br />
|Icon=Restoring the Faith.png<br />
|Name=Restoring the Faith<br />
|Groups=Companion|QstNum=49<br />
|Giver=[[Hirge]]<br />
|LocStart=[[Great Inori]]<br />
|LocCmp1=[[Irazur Tomb]]|LocCmp2=<br />
|LocCmp3=|LocCmp4=<br />
|LocCmp5=|LocCmp6=<br />
|LocEnd=[[Hirge]]<br />
|Steps=#Speak with [[Hirge]] about her troubles.<br />
#Cross the [[Great Inori]].<br />
#Enter the old [[Irazur Tomb]].<br />
#Solve the trap room.<br />
#Retrieve the medallion from the corpse.<br />
#Return to [[Hirge]].<br />
|Walkthrough=The Three are attempting to establish an encampment in the [[Great Inori]]. A small party was sent first, led by Sir Tamrel, with the task of establishing a camp and protecting it by making it Consecrated ground. This would repel any nearby undead and provide a safe area to launch forays into the undead ruins. When Hirge and her party arrived, they found only zombified remains and an undead army waiting for them. They managed to prevail and set up camp, but it has not been blessed yet and the undead continue to attack. Hirge doesn't have many men left and feels a retreat and complete failure of the mission is at hand. She needs Sir Tamrel's [[Holy Symbol of the Three]] medallion in order to perform the Consecration. She asks that you aid her in her time of need by locating the medallion for her.<br />
:<br />
Head west from the encampment, until you start seeing remains of an ancient structure. Work your way south and west until you can get around the ruins and into the dungeon. Once inside, either side door will lead to a heavily trapped chest. Advance through the western door into an empty room. As you walk across the middle, a trap will spring, trapping you inside and filling the room with toxic gas. If you have an [[Awareness]] rating of 2 or more, or [[Adaon]] as a companion, you will be able to spot a release lever if you inspect the statue on the northern wall. If not, your only method of escape is through the southern passage. There is a safe area in the southwest corner of this passage. However you escape, you end up in a long hallway littered with [[Environment#Spike Trap|Spike Traps]]. Navigate your path slowly to avoid unnecessary damage. At the end of the hall is a room with three skeletons and four doors. The first doors on the north and south hold a few skeletons, with the southern one having a lootable container as well. The second door on the left holds a [[Skeletal Champion]] and a few friends guarding Sir Tamrel's corpse. Deal with them and grab the medallion. Either use a [[Scroll of Recall]] or brave all the traps again. If you use a scroll, you will end up in [[New Garand (City)| New Garand]] and have to trek back to the [[Great Inori]] but will avoid death by a nasty trap.<br />
:<br />
Return to [[Hirge]] at the encampment. When you give her the medallion, she will perform the Consecration blessing. She then claims she has foreseen your coming and that the Great Thelume told her an adventurer would be the one to decide the fate of humanity. It seems you are this adventurer and she vows to follow you to the end of your journey, helping shield you from the evils of the world. To recruit her as a companion, you will need to seek her out at the altar of [[The Three]] in [[New Garand (City)| New Garand]]. You are also rewarded the [[Ilmaran Signet Ring]], a great piece to wear for fire and death resistance.<br />
|Outcome1=Return medallion:<br />
|Reputation1=[[The Three]] +7<br />
|Reward1=[[Hirge]] joins as a Companion; [[Ilmaran Signet Ring]]; 700 XP<br />
|Outcome2=<br />
|Reputation2=|Reward2=<br />
|Outcome3=<br />
|Reputation3=|Reward3=<br />
|Outcome4=<br />
|Reputation4=|Reward4=<br />
|Outcome5=<br />
|Reputation5=|Reward5=<br />
|Outcome6=<br />
|Reputation6=|Reward6=<br />
|Outcome7=<br />
|Reputation7=|Reward7=<br />
|Outcome8=<br />
|Reputation8=|Reward8=<br />
|Related=[[Three versus Eleven]]<br />
|Long_Description=[[Hirge]], a priestess of the Three, needs help recovering a medallion that would allow them to protect the encampment in the [[Great Inori]] desert.<br />
|Completable=Yes<br />
|Notes=* You will gain an extra bump in reputation with [[The Three]] if you willingly take on the task.<br />
* You must trigger the [[Environment#Poison Trap|Poison Trap]] before the switch will become available. To avoid as much damage as possible, move slowly along the north wall until the trap is sprung, then quickly back towards the statue, opening the dialogue box as quickly as you are able.<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=The_Shards_of_Fate&diff=21778The Shards of Fate2017-09-29T23:06:57Z<p>Hueydvr38: </p>
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<div><noinclude>[[Category:Quests:Story]]</noinclude> {{QstSub<br />
|Step={{{1|QstIndv}}}<br />
|Sel={{{2|}}}<br />
|Icon=The Shards of Fate.png<br />
|Name=The Shards of Fate<br />
|Groups=Main|QstNum=44<br />
|Giver=[[Ghostly Figure|A Ghostly Figure]]<br />
|LocStart=[[Tower of Tremadan]]<br />
|LocCmp1=[[Jabal Grotto]]|LocCmp2=[[Gurgurth Cave]]<br />
|LocCmp3=[[The Deep Cauldron]]|LocCmp4=[[Irazur Tomb]]<br />
|LocCmp5=|LocCmp6=<br />
|LocEnd=[[Tower of Tremadan]]<br />
|Steps=#(Complete [[A Key to the Past]] to begin.)<br />
#Examine the broken mirror in the tower.<br />
#Search and gather the missing shards.<br />
#Return any 12 of the shards to the mirror.<br />
#Speak to Tremadan's [[Ghostly Figure]].<br />
|Walkthrough=Gathering the shards: You have a lot of flexibility in how you complete this quest. You can gather shards in any other, and because there are more 12 shards, but you only need to collect 12, you can choose which of the shards that you want to try to gather. <br />
:<br />
==='''Shard #1''' - [[Lady Xidar]]===<br />
While completing [[A Web of Terror]], after defeating [[Lady Xidar]], loot her throne for the shard.<br />
:<br />
==='''Shard #2''' - [[King Gurguth]]===<br />
Travel into [[The Trollfens]] and enter [[Gurgurth Cave]]. Fight your way to the southeast corner, where the Troll [[King Gurguth]] awaits. After defeating the King and his minions, loot his throne for the shard.<br />
:<br />
==='''Shard #3''' - [[Faazvolfrul]]===<br />
Travel to [[Northwest Sagar Forest]] and enter [[Gorx Lair]]. Make your way to the northeast corner. From here, you will need to enter the nearby lava river and head upstream into [[The Deep Cauldron]]. At the fork, head east, dispatching the wyvern. Ignore the north passage, and locate the secret door in the northeastern corner, surrounded by flames. Here you will find the [[Faazvolfrul|Fire Dragon]]. Defeat him and loot the shard from the large chest in the back of the area.<br />
:<br />
==='''Shard #4''' - [[Araim Darkflames]]===<br />
Travel to the [[Great Inori]] desert and enter the [[Irazur Tomb]]. Discover the secret passage leading north, locate the secret door behind the third sarcophagus, and clear the room. There is one last secret door in the northwest corner<br />
:<br />
==='''Shard 5''' - [[The Undermother]] or [[Flame Prophet]]===<br />
To complete the quest [[The Prodigal Daughter]] you must kill either [[The Undermother]] or [[Flame Prophet]] and both drop a shard (it's possible to kill [[Flame Prophet]] and then [[The Undermother]] for another shard but this is VERY difficult).<br />
==='''Shard 6''' [[Lich]] in [[The Mausoleum]]===<br />
He's found behind a hidden door. The [[Black Shard]] drop is NOT guaranteed. He is essentially just a rumor boss that you don't have to gossip to find.<br />
==='''Shard 7''' [[Golden Cove Bank]]===<br />
During [[The Snake Gang]] quest, depending on the choices you make, you may be the hero who ends up taking part in.... *cough cough* ... a bank heist. This will be a robbery of [[Golden Cove Bank]] and one of the treasures will be a black shard. But since you can only rob the bank once, you will only have one chance to get the shard.<br />
<br />
==='''Any remaining Shards'''===<br />
Found on [[Random Encounters#Rumor Bosses|Rumor Bosses]]<br />
:<br />
# [[Lich]]<br />
# [[Red Dragon]]<br />
# [[White Dragon]]<br />
# [[Green Dragon]]<br />
# [[Great Manticore]]<br />
# [[Minotaur Warlord]]<br />
# [[Giant Chieftain]]<br />
# [[Troll Marauder]]<br />
# [[Greater Demon]]<br />
|Outcome1=For each [[Black Shard]] placed into the mirror:<br />
|Reputation1=<br />
|Reward1=2000xp<br />
|Outcome2=For getting all 12 and restoring the Eye of Tol<br />
|Reputation2=|Reward2=5000xp<br />
|Outcome3=<br />
|Reputation3=|Reward3=<br />
|Outcome4=<br />
|Reputation4=|Reward4=<br />
|Outcome5=<br />
|Reputation5=|Reward5=<br />
|Outcome6=<br />
|Reputation6=|Reward6=<br />
|Outcome7=<br />
|Reputation7=|Reward7=<br />
|Outcome8=<br />
|Reputation8=|Reward8=<br />
|Related=[[A Key to the Past]]<br />
|Long_Description=Inside your grandfather's tower is a shattered mirror, which is an ancient artifact known as The Eye of Tol. In order to restore it, you must collect 12 of the missing shards. They are probably in the hands of the powerful, regardless of whether they are good or evil.<br />
|Completable=Yes<br />
|Notes=Once you get 12 shards into the mirror, no more shards will be dropped and any existing shards will disappear. Certain quests related to recovering shards can still be completed but no shards will be dropped.<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Holes&diff=21746Holes2017-09-25T06:22:33Z<p>Hueydvr38: Undo revision 21745 by Hueydvr38 (talk)</p>
<hr />
<div>{{Container<br />
|Name=Holes<br />
|Image=Chest wall nook.png<br />
|Description=Sometimes, something has been stashed in a hole...in a wall, for example.<br />
|Locations=<br />
|Notes=<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Holes&diff=21745Holes2017-09-25T06:14:19Z<p>Hueydvr38: </p>
<hr />
<div><gallery><br />
Example.jpg|Caption1<br />
Example.jpg|Caption2<br />
</gallery><br />
{{Container<br />
|Name=Holes<br />
|Image=Chest wall nook.png<br />
|Description=Sometimes, something has been stashed in a hole...in a wall, for example.<br />
|Locations=<br />
|Notes=<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Corpse&diff=21744Corpse2017-09-25T06:11:58Z<p>Hueydvr38: </p>
<hr />
<div>{{Container<br />
|Name=Corpse<br />
|Image=Chest body.png<br />
|Description=The fresh, possibly even still warm, corpse of a fallen person...Someone else may have already rifled through their pockets though...I wonder if those boots will fit me.<br />
|Locations=<br />
|Notes=<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Resistances&diff=21743Resistances2017-09-25T06:08:59Z<p>Hueydvr38: /* Enemy Resistances */</p>
<hr />
<div>[[Category:Game Mechanics]]<br />
== Types of Resistances ==<br />
<br />
Resistances represent your ability to withstand certain elemental attacks. Since six different types of such non-physical attacks exist in the game, there are six corresponding types of resistances:<br />
* [[File:Fire.png|16px]] - Resistance against [[Fire]]<br />
* [[File:Cold.png|16px]] - Resistance against [[Cold]]<br />
* [[File:Shock.png|16px]] - Resistance against [[Shock]]<br />
* [[File:Death.png|16px]] - Resistance against [[Death]]<br />
* [[File:Poison.png|16px]] - Resistance against [[Toxic|Poison]]<br />
* [[File:Holy.png|16px]] - [[Spirit]] resistance (aka Mental Shielding)<br />
<br />
The first five resistances behave in very much the same way, providing a percental reduction of the damage inflicted by the respective element. The last one, [[Spirit]] resistance, is a bit special. It represents the general ability to resist certain mental assaults, from which only [[Stun]] (not being able to move) and [[Paralysis]] (not being able to move for a very long time) are currently implemented in the game. More nasty attacks on the character's mind may be introduced in future releases and will also be covered by [[Spirit]] resistance.<br />
<br />
== The Meaning of Resistance Values ==<br />
<!--<br />
public static int getEffectiveResistancePercent(int resistance){<br />
if (resistance==0)<br />
return 0;<br />
<br />
int result=0; //no resistance<br />
<br />
if (resistance<=50){ <br />
result=resistance; <br />
}else if (resistance<=80){ //between 51 and 81, +1% for each 2 points<br />
result=50+ ((resistance-50)/2); <br />
}else if (resistance<=110){ <br />
result=65+ ((resistance-80)/3); //between 81 and 110, +1% for each 3 points <br />
} else{<br />
result=75+ ((resistance-110)/4); //past 110, +1% for each 4 points. Immunity at 210<br />
}<br />
<br />
return result;<br />
}<br />
-->One may be tempted to take the resistance values displayed in the [[Character Sheet]] for pure percentages that reduce the corresponding damage. This however, is misleading, as becomes obvious when a resistance is boosted above 100 and elemental damage is still received. In fact, the resistance values can directly be interpreted as percentages only up to a value of 50. After that, a mechanism kicks in which multiplies every additional point by a penalty factor of 1/2 for values 51 to 80, 1/3 for values 81 to 110, and 1/4 for every value above 110.<br />
<br />
Some examples for clarity:<br />
* Resistance value of '''50''' - Damage reduction by '''50%''' (''half damage'')<br />
* Resistance value of '''86''' - Damage reduction by 50% + 30%/2 + 6%/3 = '''67%''' (''one-third damage'')<br />
* Resistance value of '''110''' - Damage reduction by 50% + 30%/2 + 30%/3 = '''75%''' (''one-quarter damage'')<br />
* Resistance value of '''210''' - Damage reduction by 50% + 30%/2 + 30%/3 + 100%/4 = '''100%''' (''immunity'')<br />
<br />
Note that when the residual damage is calculated, the final result is rounded to the next-smaller integer value, effectively granting immunity as soon as the damage drops below 1. When wearing specific equipment, it is possible to have negative resistance values. In those cases, the same rules apply, but instead of reducing the damage by a certain percentage, it is effectively enhanced.<br />
<br />
Further note that, strictly speaking, the aforementioned is only valid for the first five elemental resistances, where the corresonding damage can directly be reduced/enhanced by a specific amount. As was mentioned above, [[Spirit]] resistance is somewhat special and behaves differently, as [[Stun]] and [[Paralysis]] deal no direct damage (instead, one simply gets beaten to death while hanging out for a while). The percentage value is still calculated as described above, but is now split up into two halves to effectively define three outcomes of each attempt:<br />
* With a chance of 100%-(your spirit resistance score), one receives the full blow, getting properly stunned/paralyzed. (For example, if you have a 40 spirit resistance score, the odds of this happening are 100-40='''60%''')<br />
* With a chance of (your spirit resistance score)/2, one partially resists the effect, getting stunned/paralyzed only half the normal period (i.e. getting only half beaten to death). (For example, if you have a 40 spirit resistance score, the odds of this happening are 40/2='''20%''')<br />
* With a chance of (your spirit resistance score)/2, one completely resists the effect and takes no harm. Time for revenge. (For example, if you have a 40 spirit resistance score, the odds of this happening are 40/2='''20%''')<br />
<br />
== Enemy Resistances ==<br />
<br />
So far only resistances of the player character have been considered, but most enemies possess some sort of resistance as well. This means that they can absorb a certain percentage of a specific elemental damage (provided one uses a weapon dealing such). Some creatures even get healed from certain elements, so be aware. If green sparkles appear above the enemy at each blow, it's definitely time to grab some other weapon. On the other hand, they may also have weaknesses (expressed through negative resistance values), effectively boosting the damage they receive from a certain elemental attack.<br />
<br />
For detailed information on the resistance values of the individual enemies, see the corresponding entries in the [[Beast Table|Bestiary]]. For quick in-game information it is recommended to turn on the combat log (Settings -> Display combat log) and have a look at it once in a while (by tapping at the top of the screen, next to the health bar). There, one can not only learn which types of attacks the enemy uses, but also whether the player character's attacks have the desired effect. If it reads something like "6-4=2 (cold)", one probably should switch to a weapon having some effect other than [[Cold]] damage. If it instead reads "5+1=6 (fire)", one is on the right track.</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Resistances&diff=21742Resistances2017-09-25T06:03:29Z<p>Hueydvr38: /* The Meaning of Resistance Values */</p>
<hr />
<div>[[Category:Game Mechanics]]<br />
== Types of Resistances ==<br />
<br />
Resistances represent your ability to withstand certain elemental attacks. Since six different types of such non-physical attacks exist in the game, there are six corresponding types of resistances:<br />
* [[File:Fire.png|16px]] - Resistance against [[Fire]]<br />
* [[File:Cold.png|16px]] - Resistance against [[Cold]]<br />
* [[File:Shock.png|16px]] - Resistance against [[Shock]]<br />
* [[File:Death.png|16px]] - Resistance against [[Death]]<br />
* [[File:Poison.png|16px]] - Resistance against [[Toxic|Poison]]<br />
* [[File:Holy.png|16px]] - [[Spirit]] resistance (aka Mental Shielding)<br />
<br />
The first five resistances behave in very much the same way, providing a percental reduction of the damage inflicted by the respective element. The last one, [[Spirit]] resistance, is a bit special. It represents the general ability to resist certain mental assaults, from which only [[Stun]] (not being able to move) and [[Paralysis]] (not being able to move for a very long time) are currently implemented in the game. More nasty attacks on the character's mind may be introduced in future releases and will also be covered by [[Spirit]] resistance.<br />
<br />
== The Meaning of Resistance Values ==<br />
<!--<br />
public static int getEffectiveResistancePercent(int resistance){<br />
if (resistance==0)<br />
return 0;<br />
<br />
int result=0; //no resistance<br />
<br />
if (resistance<=50){ <br />
result=resistance; <br />
}else if (resistance<=80){ //between 51 and 81, +1% for each 2 points<br />
result=50+ ((resistance-50)/2); <br />
}else if (resistance<=110){ <br />
result=65+ ((resistance-80)/3); //between 81 and 110, +1% for each 3 points <br />
} else{<br />
result=75+ ((resistance-110)/4); //past 110, +1% for each 4 points. Immunity at 210<br />
}<br />
<br />
return result;<br />
}<br />
-->One may be tempted to take the resistance values displayed in the [[Character Sheet]] for pure percentages that reduce the corresponding damage. This however, is misleading, as becomes obvious when a resistance is boosted above 100 and elemental damage is still received. In fact, the resistance values can directly be interpreted as percentages only up to a value of 50. After that, a mechanism kicks in which multiplies every additional point by a penalty factor of 1/2 for values 51 to 80, 1/3 for values 81 to 110, and 1/4 for every value above 110.<br />
<br />
Some examples for clarity:<br />
* Resistance value of '''50''' - Damage reduction by '''50%''' (''half damage'')<br />
* Resistance value of '''86''' - Damage reduction by 50% + 30%/2 + 6%/3 = '''67%''' (''one-third damage'')<br />
* Resistance value of '''110''' - Damage reduction by 50% + 30%/2 + 30%/3 = '''75%''' (''one-quarter damage'')<br />
* Resistance value of '''210''' - Damage reduction by 50% + 30%/2 + 30%/3 + 100%/4 = '''100%''' (''immunity'')<br />
<br />
Note that when the residual damage is calculated, the final result is rounded to the next-smaller integer value, effectively granting immunity as soon as the damage drops below 1. When wearing specific equipment, it is possible to have negative resistance values. In those cases, the same rules apply, but instead of reducing the damage by a certain percentage, it is effectively enhanced.<br />
<br />
Further note that, strictly speaking, the aforementioned is only valid for the first five elemental resistances, where the corresonding damage can directly be reduced/enhanced by a specific amount. As was mentioned above, [[Spirit]] resistance is somewhat special and behaves differently, as [[Stun]] and [[Paralysis]] deal no direct damage (instead, one simply gets beaten to death while hanging out for a while). The percentage value is still calculated as described above, but is now split up into two halves to effectively define three outcomes of each attempt:<br />
* With a chance of 100%-(your spirit resistance score), one receives the full blow, getting properly stunned/paralyzed. (For example, if you have a 40 spirit resistance score, the odds of this happening are 100-40='''60%''')<br />
* With a chance of (your spirit resistance score)/2, one partially resists the effect, getting stunned/paralyzed only half the normal period (i.e. getting only half beaten to death). (For example, if you have a 40 spirit resistance score, the odds of this happening are 40/2='''20%''')<br />
* With a chance of (your spirit resistance score)/2, one completely resists the effect and takes no harm. Time for revenge. (For example, if you have a 40 spirit resistance score, the odds of this happening are 40/2='''20%''')<br />
<br />
== Enemy Resistances ==<br />
<br />
So far only resistances of the player character have been considered, but most enemies possess some sort of resistance as well. This means that they can absorb a certain percentage of a specific elemental damage (provided one uses a weapon dealing such). Some creatures even get healed from certain elements, so be aware. If green sparkles appear above the enemy at each blow, it's definitely time to grab some other weapon. On the other hand, they may also have weaknesses (expressed through negative resistance values), effectively boosting the damage they receive from a certain elemental attack.<br />
<br />
For detailed information on the resistance values of the individual enemies, see the corresponding entries in the [[Beast Table|Bestiary]]. For quick in-game information it is recommended to turn on the combat log (Settings -> Display combat log) and have a look at it once in a while (by tapping at the top of the screen, next to the health bar). There one can not only learn which types of attacks the enemy uses, but also whether the player character's attacks have the desired effect. If it reads something like "6-4=2 (cold)", one probably should switch to a weapon having some effect other than [[Cold]] damage. If it instead reads "5+1=6 (fire)", one is on the right track.</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Resistances&diff=21741Resistances2017-09-25T05:52:08Z<p>Hueydvr38: /* The Meaning of Resistance Values */</p>
<hr />
<div>[[Category:Game Mechanics]]<br />
== Types of Resistances ==<br />
<br />
Resistances represent your ability to withstand certain elemental attacks. Since six different types of such non-physical attacks exist in the game, there are six corresponding types of resistances:<br />
* [[File:Fire.png|16px]] - Resistance against [[Fire]]<br />
* [[File:Cold.png|16px]] - Resistance against [[Cold]]<br />
* [[File:Shock.png|16px]] - Resistance against [[Shock]]<br />
* [[File:Death.png|16px]] - Resistance against [[Death]]<br />
* [[File:Poison.png|16px]] - Resistance against [[Toxic|Poison]]<br />
* [[File:Holy.png|16px]] - [[Spirit]] resistance (aka Mental Shielding)<br />
<br />
The first five resistances behave in very much the same way, providing a percental reduction of the damage inflicted by the respective element. The last one, [[Spirit]] resistance, is a bit special. It represents the general ability to resist certain mental assaults, from which only [[Stun]] (not being able to move) and [[Paralysis]] (not being able to move for a very long time) are currently implemented in the game. More nasty attacks on the character's mind may be introduced in future releases and will also be covered by [[Spirit]] resistance.<br />
<br />
== The Meaning of Resistance Values ==<br />
<!--<br />
public static int getEffectiveResistancePercent(int resistance){<br />
if (resistance==0)<br />
return 0;<br />
<br />
int result=0; //no resistance<br />
<br />
if (resistance<=50){ <br />
result=resistance; <br />
}else if (resistance<=80){ //between 51 and 81, +1% for each 2 points<br />
result=50+ ((resistance-50)/2); <br />
}else if (resistance<=110){ <br />
result=65+ ((resistance-80)/3); //between 81 and 110, +1% for each 3 points <br />
} else{<br />
result=75+ ((resistance-110)/4); //past 110, +1% for each 4 points. Immunity at 210<br />
}<br />
<br />
return result;<br />
}<br />
-->One may be tempted to take the resistance values displayed in the [[Character Sheet]] for pure percentages that reduce the corresponding damage. This is, however, misleading, as becomes obvious when a resistance is boosted above 100 and still elemental damage is received. In fact, the resistance values can directly be interpreted as percentages only up to a value of 50. After that, a mechanism kicks in which multiplies every additional point by a penalty factor of 1/2 for values 51 to 80, 1/3 for values 81 to 110, and 1/4 for every value above 110.<br />
<br />
Some examples for clarity:<br />
* Resistance value of '''50''' - Damage reduction by '''50%''' (''half damage'')<br />
* Resistance value of '''86''' - Damage reduction by 50% + 30%/2 + 6%/3 = '''67%''' (''one-third damage'')<br />
* Resistance value of '''110''' - Damage reduction by 50% + 30%/2 + 30%/3 = '''75%''' (''one-quarter damage'')<br />
* Resistance value of '''210''' - Damage reduction by 50% + 30%/2 + 30%/3 + 100%/4 = '''100%''' (''immunity'')<br />
<br />
Note that when the residual damage is calculated, the final result is rounded to the next-smaller integer value, effectively granting immunity as soon as the damage drops below 1. When wearing specific equipment, it is possible to have negative resistance values. In those cases, the same rules apply, but instead of reducing the damage by a certain percentage, it is effectively enhanced.<br />
<br />
Further note that, strictly speaking, the aforementioned is only valid for the first five elemental resistances, where the corresonding damage can directly be reduced/enhanced by a specific amount. As was mentioned above, [[Spirit]] resistance is somewhat special and behaves differently, as [[Stun]] and [[Paralysis]] deal no direct damage (instead, one simply gets beaten to death while hanging out for a while). The percentage value is still calculated as described above, but is now split up into two halves to effectively define three outcomes of each attempt:<br />
* With a chance of 100%-(your spirit resistance score), one receives the full blow, getting properly stunned/paralyzed. (For example, if you have a 40 spirit resistance score, the odds of this happening are 100-40='''60%''')<br />
* With a chance of (your spirit resistance score)/2, one partially resists the effect, getting stunned/paralyzed only half the normal period (i.e. getting only half beaten to death). (For example, if you have a 40 spirit resistance score, the odds of this happening are 40/2='''20%''')<br />
* With a chance of (your spirit resistance score)/2, one completely resists the effect and takes no harm. Time for revenge. (For example, if you have a 40 spirit resistance score, the odds of this happening are 40/2='''20%''')<br />
<br />
== Enemy Resistances ==<br />
<br />
So far only resistances of the player character have been considered, but most enemies possess some sort of resistance as well. This means that they can absorb a certain percentage of a specific elemental damage (provided one uses a weapon dealing such). Some creatures even get healed from certain elements, so be aware. If green sparkles appear above the enemy at each blow, it's definitely time to grab some other weapon. On the other hand, they may also have weaknesses (expressed through negative resistance values), effectively boosting the damage they receive from a certain elemental attack.<br />
<br />
For detailed information on the resistance values of the individual enemies, see the corresponding entries in the [[Beast Table|Bestiary]]. For quick in-game information it is recommended to turn on the combat log (Settings -> Display combat log) and have a look at it once in a while (by tapping at the top of the screen, next to the health bar). There one can not only learn which types of attacks the enemy uses, but also whether the player character's attacks have the desired effect. If it reads something like "6-4=2 (cold)", one probably should switch to a weapon having some effect other than [[Cold]] damage. If it instead reads "5+1=6 (fire)", one is on the right track.</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Item_Drops&diff=21740Item Drops2017-09-25T05:45:25Z<p>Hueydvr38: /* Statistical Effects */</p>
<hr />
<div>[[Category:Game Mechanics]]<br />
One of the core aspects and motivations of playing Exiled Kingdoms (as well as many other RPGs) is the search for better equipment, either through looting chests in the deepest dungeons or collecting drops from countless enemies slain on the way there. While some unique or rare items can be obtained for sure at pre-defined locations or through specific quest actions, there are others which will only drop by chance. Trying to obtain those often requires patience and endurance (or a lot of luck), with some frustration being almost guaranteed for the rarest among them. To find some comfort, it may help to make oneself aware of the underlying drop mechanisms and the resulting statistical oddities.<br />
<br />
== Basic Loot Mechanics ==<br />
<br />
Every container or enemy has a certain list (the so-called loot table) of items that may potentially drop (except for some enemies which in fact drop nothing). A certain drop chance is attributed to each of these items, ranging from 1% (for the rarest items) to 100% (for sure drops). Once a chest is opened or a dead enemy looted, the corresponding drop table is evaluated from top to bottom, throwing dice for every item and adding every successful toss to the actual loot. However, there is a maximum number of items (1-4) per loot, so it may happen that items at the bottom of a long loot table may never get evaluated if this limit is already reached. Therefore, the true chance for obtaining such items is even lower, especially if the items above have a rather high chance of dropping (thus having already filled the loot bag).<br />
<br />
== Statistical Effects ==<br />
<br />
What exactly a certain drop chance means for the number of attempts a player needs to get a specific item may be better understood by looking at the corresponding statistical results, i.e. the binomial probability distribution. In the graph below the probability for finding a certain number of items after 100 attempts (i.e. 100x looting a container or a dead enemy) is shown for 4 different drop rates.<br />
<br />
[[File:Drop chance.png|600px]]<br />
<br />
As would be expected intuitively, the distribution for moderate drop rates (10% and 25%) is quite symmetric, centered around the average values of 10 and 25 items, respectively. But for lower drop rates the distribution gets more and more asymmetric, with increasing probability of having zero drops. So for a drop rate of 3%, almost 5% of all players will have no item after 100 attempts. This number rapidely increases for the rarest of all items (1% drop rate), for which more than one third of all players will have empty pockets after 100 attempts. And that's without taking into acount the loot table effects described above!<br />
<br />
Instead of looking at how many items one gathers after a certain number of trials, we can also ask how many attempts are necessary until the chance for getting zero drops has vanished below a certain threshold. This is shown in the graph below.<br />
<br />
[[File:Drop chance zero.png|600px]]<br />
<br />
For an item with a 3% drop rate, the probability for finding nothing nearly vanishes at around 200 attempts. However, for a 1% drop rate, it may be necessary to have 500 trials or more. Also keep in mind that even if only 1% probability of zero drops is left, as Exiled Kingdoms is played by hundreds of thousands of players, this means that there are still thousands of unlucky players out there.<br />
<br />
For those, the only thing we can say is: It's not your fault, it's also not a bug, it's just life. So don't lose all hope and try harder. Fortune favors the bold.</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Experience_Points&diff=21738Experience Points2017-09-25T05:18:27Z<p>Hueydvr38: /* Earning XP */</p>
<hr />
<div>[[Category:Game Mechanics]]<br />
== Earning XP ==<br />
<table class="wikitable floatright" style="text-align:right"><br />
<caption>Enemy XP table (1.0.1024)</caption><br />
<tr><th>Level</th><th>Base XP</th><th>Miniboss XP</th><th>Boss XP</th></tr><br />
<tr><td>1</td><td>{{XPcalc|1}}</td><td>{{XPcalc|1|miniboss}}</td><td>{{XPcalc|1|boss}}</td></tr><br />
<tr><td>2</td><td>{{XPcalc|2}}</td><td>{{XPcalc|2|miniboss}}</td><td>{{XPcalc|2|boss}}</td></tr><br />
<tr><td>3</td><td>{{XPcalc|3}}</td><td>{{XPcalc|3|miniboss}}</td><td>{{XPcalc|3|boss}}</td></tr><br />
<tr><td>4</td><td>{{XPcalc|4}}</td><td>{{XPcalc|4|miniboss}}</td><td>{{XPcalc|4|boss}}</td></tr><br />
<tr><td>5</td><td>{{XPcalc|5}}</td><td>{{XPcalc|5|miniboss}}</td><td>{{XPcalc|5|boss}}</td></tr><br />
<tr><td>6</td><td>{{XPcalc|6}}</td><td>{{XPcalc|6|miniboss}}</td><td>{{XPcalc|6|boss}}</td></tr><br />
<tr><td>7</td><td>{{XPcalc|7}}</td><td>{{XPcalc|7|miniboss}}</td><td>{{XPcalc|7|boss}}</td></tr><br />
<tr><td>8</td><td>{{XPcalc|8}}</td><td>{{XPcalc|8|miniboss}}</td><td>{{XPcalc|8|boss}}</td></tr><br />
<tr><td>9</td><td>{{XPcalc|9}}</td><td>{{XPcalc|9|miniboss}}</td><td>{{XPcalc|9|boss}}</td></tr><br />
<tr><td>10</td><td>{{XPcalc|10}}</td><td>{{XPcalc|10|miniboss}}</td><td>{{XPcalc|10|boss}}</td></tr><br />
<tr><td>11</td><td>{{XPcalc|11}}</td><td>{{XPcalc|11|miniboss}}</td><td>{{XPcalc|11|boss}}</td></tr><br />
<tr><td>12</td><td>{{XPcalc|12}}</td><td>{{XPcalc|12|miniboss}}</td><td>{{XPcalc|12|boss}}</td></tr><br />
<tr><td>13</td><td>{{XPcalc|13}}</td><td>{{XPcalc|13|miniboss}}</td><td>{{XPcalc|13|boss}}</td></tr><br />
<tr><td>14</td><td>{{XPcalc|14}}</td><td>{{XPcalc|14|miniboss}}</td><td>{{XPcalc|14|boss}}</td></tr><br />
<tr><td>15</td><td>{{XPcalc|15}}</td><td>{{XPcalc|15|miniboss}}</td><td>{{XPcalc|15|boss}}</td></tr><br />
<tr><td>16</td><td>{{XPcalc|16}}</td><td>{{XPcalc|16|miniboss}}</td><td>{{XPcalc|16|boss}}</td></tr><br />
<tr><td>17</td><td>{{XPcalc|17}}</td><td>{{XPcalc|17|miniboss}}</td><td>{{XPcalc|17|boss}}</td></tr><br />
<tr><td>18</td><td>{{XPcalc|18}}</td><td>{{XPcalc|18|miniboss}}</td><td>{{XPcalc|18|boss}}</td></tr><br />
<tr><td>19</td><td>{{XPcalc|19}}</td><td>{{XPcalc|19|miniboss}}</td><td>{{XPcalc|19|boss}}</td></tr><br />
<tr><td>20</td><td>{{XPcalc|20}}</td><td>{{XPcalc|20|miniboss}}</td><td>{{XPcalc|20|boss}}</td></tr><br />
<tr><td>21</td><td>{{XPcalc|21}}</td><td>{{XPcalc|21|miniboss}}</td><td>{{XPcalc|21|boss}}</td></tr><br />
<tr><td>22</td><td>{{XPcalc|22}}</td><td>{{XPcalc|22|miniboss}}</td><td>{{XPcalc|22|boss}}</td></tr><br />
<tr><td>23</td><td>{{XPcalc|23}}</td><td>{{XPcalc|23|miniboss}}</td><td>{{XPcalc|23|boss}}</td></tr><br />
<tr><td>24</td><td>{{XPcalc|24}}</td><td>{{XPcalc|24|miniboss}}</td><td>{{XPcalc|24|boss}}</td></tr><br />
<tr><td>25</td><td>{{XPcalc|25}}</td><td>{{XPcalc|25|miniboss}}</td><td>{{XPcalc|25|boss}}</td></tr><br />
</table><br />
<br />
Experience Points (XP) are needed to evolve your character, which will raise his or her [[Level]] when reaching a specific threshold (indicated by the yellow bar beneath your character's portrait). They can be earned through various actions in the game:<br />
* '''Killing Enemies:''' The main method of gaining XP is by killing [[Beast Table|Enemies]]. The specific type of creature is irrelevant, as only its level and whether it's categorized as boss or miniboss determines the amount of XP gained (see table to the right). Note that there are some areas (like the [[Deadwood]]) in which enemies respawn at a constant rate. In those cases only the first "population" of monsters provides the full XP, with each respawned one only a minimal amount.<br />
* '''Solving Quests:''' For successfully solving a [[Quests|Quest]] a certain amount of XP is granted, usually depending on its difficulty or importance to the main story. Note that some quests have more than one solution or outcome, thus granting different amounts of XP depending on the chosen path.<br />
* '''Disarming Traps:''' Similar to enemies, every [[Environment|Trap]] in the game has a certain level and provides the corresponding XP when successfully disarmed. This method is particularly useful for characters with high levels of Perception (for finding traps) and Disarm Devices (for disabling them).<br />
* '''Learning Things:''' There are some occasions in the game where simply talking to an [[NPCs|NPC]] or reading a book will grant XP, because you've learned something important. A good source of information in this regard are the Priests of [[The Three]], who are more than willing to share their knowledge with you.<br />
<br />
== Companions ==<br />
If you have recruited a permanent [[Companions|Companion]] (not to be confused with hired mercenaries or summoned creatures), the amount of XP earned from any of the actions described above is reduced to 80% of the original value. However, your companion will also receive some XP, namely 70% of your (already reduced) value (i.e. 56% of the original value). For example, if the solution of a quest grants 1000 XP when playing solo, you and your companion will receive 800 XP and 560 XP, respectively, when traveling together.<br />
<br />
When a companion is recruited for the first time, he/she starts with half of your current XP. If a companion is dismissed and recruited again at some later time, his/her experience is again raised to half of your current XP should it have dropped below. This allows for switching between different companions without sacrificing too many XP.<br />
<br />
== XP bonuses ==<br />
There are various means in the game to increase the amount of XP earned. This may be achieved permanently by raising your [[Intellect]] or wearing special equipment with the [[Attribute|Attribute Wisdom]], or temporarily through scrolls (e.g. [[Scroll of Wisdom]]) or donations at [[Shrine]]s. Note that permanent XP boosts do stack with other bonuses, but only one temporary bonus can be active at a time, namely the most recent one.<br />
<br />
If you travel with a companion, XP bonuses are applied separately for both of you. Considering the example above and assuming that you and your companion have XP boosts of 15% and 10%, respectively, the actual XP granted for solving the quest will be 0.8 x 1.15 x 1000 = '''920''' and 0.56 x 1.1 x 1000 = '''616''', respectively.</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Experience_Points&diff=21736Experience Points2017-09-25T05:12:35Z<p>Hueydvr38: /* Earning XP */</p>
<hr />
<div>[[Category:Game Mechanics]]<br />
== Earning XP ==<br />
<table class="wikitable floatright" style="text-align:right"><br />
<caption>Enemy XP table (1.0.1024)</caption><br />
<tr><th>Level</th><th>Base XP</th><th>Miniboss XP</th><th>Boss XP</th></tr><br />
<tr><td>1</td><td>{{XPcalc|1}}</td><td>{{XPcalc|1|miniboss}}</td><td>{{XPcalc|1|boss}}</td></tr><br />
<tr><td>2</td><td>{{XPcalc|2}}</td><td>{{XPcalc|2|miniboss}}</td><td>{{XPcalc|2|boss}}</td></tr><br />
<tr><td>3</td><td>{{XPcalc|3}}</td><td>{{XPcalc|3|miniboss}}</td><td>{{XPcalc|3|boss}}</td></tr><br />
<tr><td>4</td><td>{{XPcalc|4}}</td><td>{{XPcalc|4|miniboss}}</td><td>{{XPcalc|4|boss}}</td></tr><br />
<tr><td>5</td><td>{{XPcalc|5}}</td><td>{{XPcalc|5|miniboss}}</td><td>{{XPcalc|5|boss}}</td></tr><br />
<tr><td>6</td><td>{{XPcalc|6}}</td><td>{{XPcalc|6|miniboss}}</td><td>{{XPcalc|6|boss}}</td></tr><br />
<tr><td>7</td><td>{{XPcalc|7}}</td><td>{{XPcalc|7|miniboss}}</td><td>{{XPcalc|7|boss}}</td></tr><br />
<tr><td>8</td><td>{{XPcalc|8}}</td><td>{{XPcalc|8|miniboss}}</td><td>{{XPcalc|8|boss}}</td></tr><br />
<tr><td>9</td><td>{{XPcalc|9}}</td><td>{{XPcalc|9|miniboss}}</td><td>{{XPcalc|9|boss}}</td></tr><br />
<tr><td>10</td><td>{{XPcalc|10}}</td><td>{{XPcalc|10|miniboss}}</td><td>{{XPcalc|10|boss}}</td></tr><br />
<tr><td>11</td><td>{{XPcalc|11}}</td><td>{{XPcalc|11|miniboss}}</td><td>{{XPcalc|11|boss}}</td></tr><br />
<tr><td>12</td><td>{{XPcalc|12}}</td><td>{{XPcalc|12|miniboss}}</td><td>{{XPcalc|12|boss}}</td></tr><br />
<tr><td>13</td><td>{{XPcalc|13}}</td><td>{{XPcalc|13|miniboss}}</td><td>{{XPcalc|13|boss}}</td></tr><br />
<tr><td>14</td><td>{{XPcalc|14}}</td><td>{{XPcalc|14|miniboss}}</td><td>{{XPcalc|14|boss}}</td></tr><br />
<tr><td>15</td><td>{{XPcalc|15}}</td><td>{{XPcalc|15|miniboss}}</td><td>{{XPcalc|15|boss}}</td></tr><br />
<tr><td>16</td><td>{{XPcalc|16}}</td><td>{{XPcalc|16|miniboss}}</td><td>{{XPcalc|16|boss}}</td></tr><br />
<tr><td>17</td><td>{{XPcalc|17}}</td><td>{{XPcalc|17|miniboss}}</td><td>{{XPcalc|17|boss}}</td></tr><br />
<tr><td>18</td><td>{{XPcalc|18}}</td><td>{{XPcalc|18|miniboss}}</td><td>{{XPcalc|18|boss}}</td></tr><br />
<tr><td>19</td><td>{{XPcalc|19}}</td><td>{{XPcalc|19|miniboss}}</td><td>{{XPcalc|19|boss}}</td></tr><br />
<tr><td>20</td><td>{{XPcalc|20}}</td><td>{{XPcalc|20|miniboss}}</td><td>{{XPcalc|20|boss}}</td></tr><br />
<tr><td>21</td><td>{{XPcalc|21}}</td><td>{{XPcalc|21|miniboss}}</td><td>{{XPcalc|21|boss}}</td></tr><br />
<tr><td>22</td><td>{{XPcalc|22}}</td><td>{{XPcalc|22|miniboss}}</td><td>{{XPcalc|22|boss}}</td></tr><br />
<tr><td>23</td><td>{{XPcalc|23}}</td><td>{{XPcalc|23|miniboss}}</td><td>{{XPcalc|23|boss}}</td></tr><br />
<tr><td>24</td><td>{{XPcalc|24}}</td><td>{{XPcalc|24|miniboss}}</td><td>{{XPcalc|24|boss}}</td></tr><br />
<tr><td>25</td><td>{{XPcalc|25}}</td><td>{{XPcalc|25|miniboss}}</td><td>{{XPcalc|25|boss}}</td></tr><br />
</table><br />
<br />
Experience Points (XP) are needed to evolve your character, which will raise his or her [[Level]] when reaching a specific threshold (indicated by the yellow bar beneath your character's portrait). They can be earned through various actions in the game:<br />
* '''Killing Enemies:''' The main method of gaining XP is by killing [[Beast Table|Enemies]]. The specific type of creature is irrelevant, as only its level and whether it's categorized as boss or miniboss determines the amount of XP gained (see table to the right). Note that there are some areas (like the [[Deadwood]]) in which enemies respawn at a constant rate. In those cases only the first "population" of monsters provides the full XP, with each respawned one only a minimal amount.<br />
* '''Solving Quests:''' For successfully solving a [[Quests|Quest]] a certain amount of XP is granted, usually depending on its difficulty or importance for the main story. Note that some quests have more than one solution or outcome, thus granting different amounts of XP, depending on the chosen path.<br />
* '''Disarming Traps:''' Similar to enemies, every [[Environment|Trap]] in the game has a certain level and provides the corresponding XP when successfully being disarmed. This method is particularly useful for characters with high values of Perception (for finding traps) and Disarm Devices (for disabling them).<br />
* '''Learning Things:''' There are some occasions in the game where simply talking to an [[NPCs|NPC]] or reading a book will grant XP, because you learn something important. A good source of information in this regard are all the Priests of [[The Three]] out there, who are more than willing to share their knowledge with you.<br />
<br />
== Companions ==<br />
If you have recruited a permanent [[Companions|Companion]] (not to be confused with hired mercenaries or summoned creatures), the amount of XP earned from any of the actions described above is reduced to 80% of the original value. However, your companion will also receive some XP, namely 70% of your (already reduced) value (i.e. 56% of the original value). For example, if the solution of a quest grants 1000 XP when playing solo, you and your companion will receive 800 XP and 560 XP, respectively, when traveling together.<br />
<br />
When a companion is recruited for the first time, he/she starts with half of your current XP. If a companion is dismissed and recruited again at some later time, his/her experience is again raised to half of your current XP should it have dropped below. This allows for switching between different companions without sacrificing too many XP.<br />
<br />
== XP bonuses ==<br />
There are various means in the game to increase the amount of XP earned. This may be achieved permanently by raising your [[Intellect]] or wearing special equipment with the [[Attribute|Attribute Wisdom]], or temporarily through scrolls (e.g. [[Scroll of Wisdom]]) or donations at [[Shrine]]s. Note that permanent XP boosts do stack with other bonuses, but only one temporary bonus can be active at a time, namely the most recent one.<br />
<br />
If you travel with a companion, XP bonuses are applied separately for both of you. Considering the example above and assuming that you and your companion have XP boosts of 15% and 10%, respectively, the actual XP granted for solving the quest will be 0.8 x 1.15 x 1000 = '''920''' and 0.56 x 1.1 x 1000 = '''616''', respectively.</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Experience_Points&diff=21735Experience Points2017-09-25T05:07:39Z<p>Hueydvr38: /* Earning XP */</p>
<hr />
<div>[[Category:Game Mechanics]]<br />
== Earning XP ==<br />
<table class="wikitable floatright" style="text-align:right"><br />
<caption>Enemy XP table (1.0.1024)</caption><br />
<tr><th>Level</th><th>Base XP</th><th>Miniboss XP</th><th>Boss XP</th></tr><br />
<tr><td>1</td><td>{{XPcalc|1}}</td><td>{{XPcalc|1|miniboss}}</td><td>{{XPcalc|1|boss}}</td></tr><br />
<tr><td>2</td><td>{{XPcalc|2}}</td><td>{{XPcalc|2|miniboss}}</td><td>{{XPcalc|2|boss}}</td></tr><br />
<tr><td>3</td><td>{{XPcalc|3}}</td><td>{{XPcalc|3|miniboss}}</td><td>{{XPcalc|3|boss}}</td></tr><br />
<tr><td>4</td><td>{{XPcalc|4}}</td><td>{{XPcalc|4|miniboss}}</td><td>{{XPcalc|4|boss}}</td></tr><br />
<tr><td>5</td><td>{{XPcalc|5}}</td><td>{{XPcalc|5|miniboss}}</td><td>{{XPcalc|5|boss}}</td></tr><br />
<tr><td>6</td><td>{{XPcalc|6}}</td><td>{{XPcalc|6|miniboss}}</td><td>{{XPcalc|6|boss}}</td></tr><br />
<tr><td>7</td><td>{{XPcalc|7}}</td><td>{{XPcalc|7|miniboss}}</td><td>{{XPcalc|7|boss}}</td></tr><br />
<tr><td>8</td><td>{{XPcalc|8}}</td><td>{{XPcalc|8|miniboss}}</td><td>{{XPcalc|8|boss}}</td></tr><br />
<tr><td>9</td><td>{{XPcalc|9}}</td><td>{{XPcalc|9|miniboss}}</td><td>{{XPcalc|9|boss}}</td></tr><br />
<tr><td>10</td><td>{{XPcalc|10}}</td><td>{{XPcalc|10|miniboss}}</td><td>{{XPcalc|10|boss}}</td></tr><br />
<tr><td>11</td><td>{{XPcalc|11}}</td><td>{{XPcalc|11|miniboss}}</td><td>{{XPcalc|11|boss}}</td></tr><br />
<tr><td>12</td><td>{{XPcalc|12}}</td><td>{{XPcalc|12|miniboss}}</td><td>{{XPcalc|12|boss}}</td></tr><br />
<tr><td>13</td><td>{{XPcalc|13}}</td><td>{{XPcalc|13|miniboss}}</td><td>{{XPcalc|13|boss}}</td></tr><br />
<tr><td>14</td><td>{{XPcalc|14}}</td><td>{{XPcalc|14|miniboss}}</td><td>{{XPcalc|14|boss}}</td></tr><br />
<tr><td>15</td><td>{{XPcalc|15}}</td><td>{{XPcalc|15|miniboss}}</td><td>{{XPcalc|15|boss}}</td></tr><br />
<tr><td>16</td><td>{{XPcalc|16}}</td><td>{{XPcalc|16|miniboss}}</td><td>{{XPcalc|16|boss}}</td></tr><br />
<tr><td>17</td><td>{{XPcalc|17}}</td><td>{{XPcalc|17|miniboss}}</td><td>{{XPcalc|17|boss}}</td></tr><br />
<tr><td>18</td><td>{{XPcalc|18}}</td><td>{{XPcalc|18|miniboss}}</td><td>{{XPcalc|18|boss}}</td></tr><br />
<tr><td>19</td><td>{{XPcalc|19}}</td><td>{{XPcalc|19|miniboss}}</td><td>{{XPcalc|19|boss}}</td></tr><br />
<tr><td>20</td><td>{{XPcalc|20}}</td><td>{{XPcalc|20|miniboss}}</td><td>{{XPcalc|20|boss}}</td></tr><br />
<tr><td>21</td><td>{{XPcalc|21}}</td><td>{{XPcalc|21|miniboss}}</td><td>{{XPcalc|21|boss}}</td></tr><br />
<tr><td>22</td><td>{{XPcalc|22}}</td><td>{{XPcalc|22|miniboss}}</td><td>{{XPcalc|22|boss}}</td></tr><br />
<tr><td>23</td><td>{{XPcalc|23}}</td><td>{{XPcalc|23|miniboss}}</td><td>{{XPcalc|23|boss}}</td></tr><br />
<tr><td>24</td><td>{{XPcalc|24}}</td><td>{{XPcalc|24|miniboss}}</td><td>{{XPcalc|24|boss}}</td></tr><br />
<tr><td>25</td><td>{{XPcalc|25}}</td><td>{{XPcalc|25|miniboss}}</td><td>{{XPcalc|25|boss}}</td></tr><br />
</table><br />
<br />
Experience Points (XP) are needed to evolve your character, which will raise his or her [[Level]] when reaching a specific threshold (indicated by the yellow bar beneath your character's portrait). They can be earned through various actions in the game:<br />
* '''Killing Enemies:''' The main method of gaining XP is by killing all sorts of [[Beast Table|Enemies]]. Thereby, the specific type of creature is irrelevant, only its level and whether it's categorized as boss or miniboss determines the amount of XP gained (see table to the right). Note that there are some areas (like the [[Deadwood]]) in which enemies respawn at a constant rate. In those cases only the first "population" of monsters (after sleeping at an inn) provides the full XP, every respawned one only a minimal amount.<br />
* '''Solving Quests:''' For successfully solving a [[Quests|Quest]] a certain amount of XP is granted, usually depending on its difficulty or importance for the main story. Note that some quests have more than one solution or outcome, thus granting different amounts of XP, depending on the chosen path.<br />
* '''Disarming Traps:''' Similar to enemies, every [[Environment|Trap]] in the game has a certain level and provides the corresponding XP when successfully being disarmed. This method is particularly useful for characters with high values of Perception (for finding traps) and Disarm Devices (for disabling them).<br />
* '''Learning Things:''' There are some occasions in the game where simply talking to an [[NPCs|NPC]] or reading a book will grant XP, because you learn something important. A good source of information in this regard are all the Priests of [[The Three]] out there, who are more than willing to share their knowledge with you.<br />
<br />
== Companions ==<br />
If you have recruited a permanent [[Companions|Companion]] (not to be confused with hired mercenaries or summoned creatures), the amount of XP earned from any of the actions described above is reduced to 80% of the original value. However, your companion will also receive some XP, namely 70% of your (already reduced) value (i.e. 56% of the original value). For example, if the solution of a quest grants 1000 XP when playing solo, you and your companion will receive 800 XP and 560 XP, respectively, when traveling together.<br />
<br />
When a companion is recruited for the first time, he/she starts with half of your current XP. If a companion is dismissed and recruited again at some later time, his/her experience is again raised to half of your current XP should it have dropped below. This allows for switching between different companions without sacrificing too many XP.<br />
<br />
== XP bonuses ==<br />
There are various means in the game to increase the amount of XP earned. This may be achieved permanently by raising your [[Intellect]] or wearing special equipment with the [[Attribute|Attribute Wisdom]], or temporarily through scrolls (e.g. [[Scroll of Wisdom]]) or donations at [[Shrine]]s. Note that permanent XP boosts do stack with other bonuses, but only one temporary bonus can be active at a time, namely the most recent one.<br />
<br />
If you travel with a companion, XP bonuses are applied separately for both of you. Considering the example above and assuming that you and your companion have XP boosts of 15% and 10%, respectively, the actual XP granted for solving the quest will be 0.8 x 1.15 x 1000 = '''920''' and 0.56 x 1.1 x 1000 = '''616''', respectively.</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Wiki_Editing&diff=21733Wiki Editing2017-09-25T04:42:24Z<p>Hueydvr38: /* Individual Pages */</p>
<hr />
<div>I'm going to give a brief overview of the the layout and what's required to add to the wiki.<br />
<br />
== Individual Pages ==<br />
<br />
Every item, area, NPC, mob, quest or skill has its own page. The title of the page should be its name in title case (First Letter of Every Word in Caps).<br />
:<br />
The page itself is going to be a template but not within the template namespace. That means when it's called, there needs to be a semicolon before the name, e.g.:<br />
:<br />
<nowiki>{{:NameofItem}}</nowiki><br />
:<br />
That call will create the page that's intended to be shown only on that items individual page (like going to the Steel Dagger page itself). The default argument is for creating its own page.<br />
:<br />
To get different data from the call you have to send arguments(up to 2) that tell the template what to display.<br />
:<br />
<nowiki>{{:Steel Dagger|genSel|Description}}</nowiki><br />
:<br />
Will result in<br />
:<br />
{{:Steel Dagger|genSel|Description}}<br />
:<br />
The individual page itself is a template call to whatever type it is (WpnSub, ItmSub, MobSub, etc)<br />
But the arguments passed (damage, description) are what is passed and able to be searched.<br />
So by calling the item page as a template as above what happened is:<br />
:<br />
Steel Dagger template call with argument 1 being genSel and argument 2 being Description. That then called WpnSub with all the named arguments from that page in addition to sending argument 1 as Step and argument 2 as Sel.<br />
:<br />
The Step argument is what determines the output within WpnSub (or any sub)<br />
The Sel is what's used to customize the results even more but isn't always necessary.<br />
<br />
== [[Template:Tables|Tables]] ==<br />
The table are currently consolidated in the tables template. The table you want can be specified as an argument with the necessary inputs also available.<br />
<br />
<nowiki>{{Tables|ArmTbl}}</nowiki><br />
<br />
Will create<br />
<br />
{{Tables|ArmTbl}}<br />
</table><br />
<br />
And to populate you use<br />
<nowiki>{{Tables|ArmTblInput||Wiki Editing|Group|Slot}}</nowiki><br />
{{Tables|ArmTbl}}<br />
{{Tables|ArmTblInput||Wiki Editing|Group|Slot}}<br />
</table><br />
<br />
If you're using the tables template manually then you'll need to put<br />
</table><br />
After your data<br />
<br />
<br />
== Modifiers ==<br />
There are a few Templates that take an input and return a more relevant/easier to understand format.<br />
:<br />
For the most part you won't be passing values like below but as variables<br />
<nowiki>{{Resistances|{{{RawResist}}}|Disp}}</nowiki><br />
<br />
===[[Template:Resistances|Resistances]]===<br />
Returns linked icons and resistance values from the format <br />
|RawResist=0,0,0,0,0,0<br />
Fire, Cold, Shock, Death, Toxic, Spirit<br />
<br />
<nowiki>{{Resistances|20,0,0,0,0,20|Disp}}</nowiki><br />
{{Resistances|20,0,0,0,0,20|Disp}}<br />
<br />
The Vuln option returns a 1 if the resistance matches the input:<br />
<br />
<nowiki>{{Resistances|20,0,0,0,0,20|Vuln|Fire}}<br />
{{Resistances|20,0,0,0,0,20|Vuln|Cold}}</nowiki><br />
<br />
{{Resistances|20,0,0,0,0,20|Vuln|Fire}}<br />
{{Resistances|20,0,0,0,0,20|Vuln|Cold}}<br />
<br />
===[[Template:Traits|Traits]]===<br />
<br />
|RawTrait=0,0,0,0,0,0 <br />
Strength, Endurance, Agility, Intellect, Awareness, Personality<br />
<br />
<nowiki>{{Traits|0,0,0,7,0,0|Disp}}</nowiki><br />
{{Traits|0,0,0,7,0,0|Disp}}<br />
<br />
To select a specific trait<br />
<nowiki>{{Traits|0,0,0,7,0,0|Select|Strength}}<br />
{{Traits|0,0,0,7,0,0|Select|Intellect}}</nowiki><br />
<br />
{{Traits|0,0,0,7,0,0|Select|Strength}}<br />
{{Traits|0,0,0,7,0,0|Select|Intellect}}<br />
<br />
===[[Template:Attributes|Attributes]]===<br />
<br />
Weapon:<br />
|RawAttr=0,0,0,0,0,0,0,0<br />
Beast Slayer, Holy, Orc Slayer, Paralysis, Silver(nl), Slow, Stun, Vicious<br />
<br />
<nowiki>{{Attributes|0,0,0,0,0,0,0,10|WDisp}}</nowiki><br />
{{Attributes|0,0,0,0,0,0,0,10|WDisp}}<br />
<br />
<br />
Armor:<br />
|RawAttr=0,0,0,0,0,0,0<br />
Detection, Gossip, Stability(nl), Stun Immunity(nl), Tinkering, Wisdom, Shield(nl)<br />
<br />
<nowiki>{{Attributes|0,0,0,0,0,9,0|ADisp}}</nowiki><br />
{{Attributes|0,0,0,0,0,9,0|ADisp}}<br />
<br />
nl = no level<br />
<br />
===[[Template:Damage|Damage]]===<br />
Returns linked icons and damage values from the format <br />
|RawDmg=0,0,0,0,0,0,0,0,0,0,0,0<br />
(0)Min, (1)max, (2)mainele, (3)ele dam, (4)ele, (5)speed, (6)Crit, (7)Crit Mult 1.5 default, (8) OnHit, (9) OnHit chance, (10) OnHit lvl<br />
<br />
|RawDmg=10,20,0,8,5,20,13,0,0,0,0,0<br />
{{Damage|10,20,0,8,5,20,13,0,0,0,0,0|FullDisp}}<br />
<br />
Also since most damage is in this format you can bypass manually putting in all the named fields required for DPS by just sending DPS as the second argument<br />
<br />
<nowiki>{{Damage|10,20,0,8,5,20,13,0,0,0,0,0|DPS}}><br />
</nowiki><br />
{{Damage|10,20,0,8,5,20,13,0,0,0,0,0|DPS}}<br />
<br />
===[[Template:DPS|DPS]]===<br />
Returns a DPS value based on inputs<br />
<nowiki>{{DPS|Min=|Max=|Speed=|Crit=<br />
|Elem_Dam=|Crit_Mult=}}</nowiki><br />
<br />
|Min=10|Max=20|Speed=20|Crit=13<br />
|Elem_Dam=8|Crit_Mult=<br />
{{DPS|Min=10|Max=20|Speed=20|Crit=13|Elem_Dam=8|Crit_Mult=}}<br />
<br />
===[[Template:XPcalc|XPcalc]]===<br />
Calculates XP based on level and whether it's labeled as a boss or miniboss(optional)<br />
<nowiki>{{XPcalc|Level|boss/miniboss}}</nowiki><br />
<br />
Level 10 - <nowiki>{{XPcalc|10}}</nowiki><br />
{{XPcalc|10}}<br />
<br />
Level 10 Boss - <nowiki>{{XPcalc|10|boss}}</nowiki><br />
{{XPcalc|10|boss}}<br />
<br />
===[[Template:Inventory|Inventory]]===<br />
This is used for the display of a merchant's items.<br />
<br />
On the NPCs page will be:<br />
|InvI=Scroll of Recall<br />
|InvA=Platemail Leggings;Holy Helm<br />
|InvW=Soul Drinker<br />
|Markup=1<br />
And gets used with<br />
<nowiki>{{Inventory|{{{InvI}}}|{{{InvA}}}|{{{InvW}}}|{{{Markup}}}}}</nowiki><br />
<br />
{{Tables|AreaMerchant}}<br />
{{Inventory|Scroll of Recall|Platemail Leggings;Holy Helm|Soul Drinker|1}}<br />
</table><br />
<br />
You can also:<br />
<nowiki>{{Inventory|{{{InvI}}}|{{{InvA}}}|{{{InvW}}}|{{{Markup}}}|Links}}</nowiki><br />
<br />
{{Inventory|Scroll of Recall|Platemail Leggings;Holy Helm|Soul Drinker|1|Links}}<br />
<br />
== The Lists ==<br />
These act as a database that most of the other pages to pull from.<br />
If you need to change the order of an item in a table, or add an item it's done within these lists.<br />
<br />
{{Columns|2|<br />
* [[Template:ListofItm|ListofItm]]<br />
* [[Template:ListofArm|ListofArm]]<br />
* [[Template:ListofAreas|ListofAreas]]<br />
* [[Template:ListofMob|ListofMob]]<br />
* [[Template:ListofNPC|ListofNPC]]<br />
* [[Template:ListofQuests|ListofQuests]]<br />
* [[Template:ListofSkills|ListofSkills]]<br />
* [[Template:ListofWpn|ListofWpn]]<br />
}}<br />
<br />
== The Subs ==<br />
This is where the layout of most pages is set. Also where you create the individual calls when searching for something specific.<br />
<br />
{{Columns|2|<br />
* [[Template:AreaSub|AreaSub]]<br />
* [[Template:ArmSub|ArmSub]]<br />
* [[Template:ClassSub|ClassSub]]<br />
* [[Template:ItmSub|ItmSub]]<br />
* [[Template:MobSub|MobSub]]<br />
* [[Template:NPCSub|NPCSub]]<br />
* [[Template:QstSub|QstSub]]<br />
* [[Template:SkillSub|SkillSub]]<br />
* [[Template:WpnSub|WpnSub]]<br />
}}<br />
<br />
== Miscellaneous Functions ==<br />
<br />
===[[Template:Columns|Columns]]===<br />
Sets up columns, 1st input is number of columns<br />
<nowiki>{{Columns|2|<br />
* list of <br />
* items}}</nowiki><br />
:<br />
{{Columns|2|<br />
* list of <br />
* items}}<br />
<br />
===[[Template:Button|Button]]===<br />
Makes buttons like on the home page<br />
:<br />
<nowiki>{{Button|[[Wiki Editing]]}}</nowiki><br />
{{Button|[[Wiki Editing]]}}<br />
<br />
===[[Template:ImgLnk|ImgLnk]]===<br />
Used to attach images to links<br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang|Colo=1}}</nowiki><br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang}}</nowiki><br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang|icon=0}}</nowiki><br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang|icon=Exotic Substances.png}}</nowiki><br />
{{ImgLnk|The Snake Gang|Colo=1}}<br />
{{ImgLnk|The Snake Gang}}<br />
{{ImgLnk|The Snake Gang|icon=0}}<br />
{{ImgLnk|The Snake Gang|icon=Exotic Substances.png}}<br />
<br />
===[[Template:TextC|TextC]]===<br />
Make a normal list out of a ; delimited list<br />
:<br />
<nowiki>{{TextC|a;b;c;d|SList}}</nowiki><br />
{{TextC|a;b;c;d|SList}}<br />
:<br />
<nowiki>{{TextC|a+b+c+d|SList|+}}</nowiki><br />
{{TextC|a+b+c+d|SList|+}}<br />
<br />
===[[Template:Quote|Quote]]===<br />
Used to make all quotes uniform<br />
:<br />
<nowiki>{{Quote|in-game|text quoted}}</nowiki><br />
:<br />
{{Quote|in-game|text quoted}}<br />
<br />
== Miscellaneous Layout Templates ==<br />
<br />
===[[Template:Build|Build]]===<br />
For creating character builds<br />
<br />
===[[Template:Guild|Guild]]===<br />
For the layout of guild pages<br />
<br />
===[[Template:Infobox|Infobox]]/[[Template:Infobox2|Infobox2]]===<br />
The side bar on most Pages<br />
<br />
===[[Template:Kingdom|Kingdom]]===<br />
Template for the different kingdoms<br />
<br />
===[[Template:XPperlvl|XPperlvl]]===<br />
Base XP per Level, used by xpcalc</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Wiki_Editing&diff=21732Wiki Editing2017-09-25T04:39:56Z<p>Hueydvr38: /* Individual Pages */</p>
<hr />
<div>I'm going to give a brief overview of the the layout and what's required to add to the wiki.<br />
<br />
== Individual Pages ==<br />
<br />
Every item, area, NPC, mob, quest or skill has its own page. The title of the page should be its name in title case (First Letter of Every Word in Caps).<br />
:<br />
The page itself is going to be a template but not within the template namespace. That means when it's called there needs to be a semicolon before the name. I.E.<br />
:<br />
<nowiki>{{:NameofItem}}</nowiki><br />
:<br />
That call will create the page that's intended to be shown only on that items individual page (like going to the Steel Dagger page itself). The default argument is for creating its own page.<br />
:<br />
To get different data from the call you have to send arguments(up to 2) that tell the template what to display.<br />
:<br />
<nowiki>{{:Steel Dagger|genSel|Description}}</nowiki><br />
:<br />
Will result in<br />
:<br />
{{:Steel Dagger|genSel|Description}}<br />
:<br />
The individual page itself is a template call to whatever type it is (WpnSub, ItmSub, MobSub, etc)<br />
But the arguments passed (damage, description) are what is passed and able to be searched.<br />
So by calling the item page as a template as above what happened is:<br />
:<br />
Steel Dagger template call with argument 1 being genSel and argument 2 being Description. That then called WpnSub with all the named arguments from that page in addition to sending argument 1 as Step and argument 2 as Sel.<br />
:<br />
The Step argument is what determines the output within WpnSub (or any sub)<br />
The Sel is what's used to customize the results even more but isn't always necessary.<br />
<br />
== [[Template:Tables|Tables]] ==<br />
The table are currently consolidated in the tables template. The table you want can be specified as an argument with the necessary inputs also available.<br />
<br />
<nowiki>{{Tables|ArmTbl}}</nowiki><br />
<br />
Will create<br />
<br />
{{Tables|ArmTbl}}<br />
</table><br />
<br />
And to populate you use<br />
<nowiki>{{Tables|ArmTblInput||Wiki Editing|Group|Slot}}</nowiki><br />
{{Tables|ArmTbl}}<br />
{{Tables|ArmTblInput||Wiki Editing|Group|Slot}}<br />
</table><br />
<br />
If you're using the tables template manually then you'll need to put<br />
</table><br />
After your data<br />
<br />
<br />
== Modifiers ==<br />
There are a few Templates that take an input and return a more relevant/easier to understand format.<br />
:<br />
For the most part you won't be passing values like below but as variables<br />
<nowiki>{{Resistances|{{{RawResist}}}|Disp}}</nowiki><br />
<br />
===[[Template:Resistances|Resistances]]===<br />
Returns linked icons and resistance values from the format <br />
|RawResist=0,0,0,0,0,0<br />
Fire, Cold, Shock, Death, Toxic, Spirit<br />
<br />
<nowiki>{{Resistances|20,0,0,0,0,20|Disp}}</nowiki><br />
{{Resistances|20,0,0,0,0,20|Disp}}<br />
<br />
The Vuln option returns a 1 if the resistance matches the input:<br />
<br />
<nowiki>{{Resistances|20,0,0,0,0,20|Vuln|Fire}}<br />
{{Resistances|20,0,0,0,0,20|Vuln|Cold}}</nowiki><br />
<br />
{{Resistances|20,0,0,0,0,20|Vuln|Fire}}<br />
{{Resistances|20,0,0,0,0,20|Vuln|Cold}}<br />
<br />
===[[Template:Traits|Traits]]===<br />
<br />
|RawTrait=0,0,0,0,0,0 <br />
Strength, Endurance, Agility, Intellect, Awareness, Personality<br />
<br />
<nowiki>{{Traits|0,0,0,7,0,0|Disp}}</nowiki><br />
{{Traits|0,0,0,7,0,0|Disp}}<br />
<br />
To select a specific trait<br />
<nowiki>{{Traits|0,0,0,7,0,0|Select|Strength}}<br />
{{Traits|0,0,0,7,0,0|Select|Intellect}}</nowiki><br />
<br />
{{Traits|0,0,0,7,0,0|Select|Strength}}<br />
{{Traits|0,0,0,7,0,0|Select|Intellect}}<br />
<br />
===[[Template:Attributes|Attributes]]===<br />
<br />
Weapon:<br />
|RawAttr=0,0,0,0,0,0,0,0<br />
Beast Slayer, Holy, Orc Slayer, Paralysis, Silver(nl), Slow, Stun, Vicious<br />
<br />
<nowiki>{{Attributes|0,0,0,0,0,0,0,10|WDisp}}</nowiki><br />
{{Attributes|0,0,0,0,0,0,0,10|WDisp}}<br />
<br />
<br />
Armor:<br />
|RawAttr=0,0,0,0,0,0,0<br />
Detection, Gossip, Stability(nl), Stun Immunity(nl), Tinkering, Wisdom, Shield(nl)<br />
<br />
<nowiki>{{Attributes|0,0,0,0,0,9,0|ADisp}}</nowiki><br />
{{Attributes|0,0,0,0,0,9,0|ADisp}}<br />
<br />
nl = no level<br />
<br />
===[[Template:Damage|Damage]]===<br />
Returns linked icons and damage values from the format <br />
|RawDmg=0,0,0,0,0,0,0,0,0,0,0,0<br />
(0)Min, (1)max, (2)mainele, (3)ele dam, (4)ele, (5)speed, (6)Crit, (7)Crit Mult 1.5 default, (8) OnHit, (9) OnHit chance, (10) OnHit lvl<br />
<br />
|RawDmg=10,20,0,8,5,20,13,0,0,0,0,0<br />
{{Damage|10,20,0,8,5,20,13,0,0,0,0,0|FullDisp}}<br />
<br />
Also since most damage is in this format you can bypass manually putting in all the named fields required for DPS by just sending DPS as the second argument<br />
<br />
<nowiki>{{Damage|10,20,0,8,5,20,13,0,0,0,0,0|DPS}}><br />
</nowiki><br />
{{Damage|10,20,0,8,5,20,13,0,0,0,0,0|DPS}}<br />
<br />
===[[Template:DPS|DPS]]===<br />
Returns a DPS value based on inputs<br />
<nowiki>{{DPS|Min=|Max=|Speed=|Crit=<br />
|Elem_Dam=|Crit_Mult=}}</nowiki><br />
<br />
|Min=10|Max=20|Speed=20|Crit=13<br />
|Elem_Dam=8|Crit_Mult=<br />
{{DPS|Min=10|Max=20|Speed=20|Crit=13|Elem_Dam=8|Crit_Mult=}}<br />
<br />
===[[Template:XPcalc|XPcalc]]===<br />
Calculates XP based on level and whether it's labeled as a boss or miniboss(optional)<br />
<nowiki>{{XPcalc|Level|boss/miniboss}}</nowiki><br />
<br />
Level 10 - <nowiki>{{XPcalc|10}}</nowiki><br />
{{XPcalc|10}}<br />
<br />
Level 10 Boss - <nowiki>{{XPcalc|10|boss}}</nowiki><br />
{{XPcalc|10|boss}}<br />
<br />
===[[Template:Inventory|Inventory]]===<br />
This is used for the display of a merchant's items.<br />
<br />
On the NPCs page will be:<br />
|InvI=Scroll of Recall<br />
|InvA=Platemail Leggings;Holy Helm<br />
|InvW=Soul Drinker<br />
|Markup=1<br />
And gets used with<br />
<nowiki>{{Inventory|{{{InvI}}}|{{{InvA}}}|{{{InvW}}}|{{{Markup}}}}}</nowiki><br />
<br />
{{Tables|AreaMerchant}}<br />
{{Inventory|Scroll of Recall|Platemail Leggings;Holy Helm|Soul Drinker|1}}<br />
</table><br />
<br />
You can also:<br />
<nowiki>{{Inventory|{{{InvI}}}|{{{InvA}}}|{{{InvW}}}|{{{Markup}}}|Links}}</nowiki><br />
<br />
{{Inventory|Scroll of Recall|Platemail Leggings;Holy Helm|Soul Drinker|1|Links}}<br />
<br />
== The Lists ==<br />
These act as a database that most of the other pages to pull from.<br />
If you need to change the order of an item in a table, or add an item it's done within these lists.<br />
<br />
{{Columns|2|<br />
* [[Template:ListofItm|ListofItm]]<br />
* [[Template:ListofArm|ListofArm]]<br />
* [[Template:ListofAreas|ListofAreas]]<br />
* [[Template:ListofMob|ListofMob]]<br />
* [[Template:ListofNPC|ListofNPC]]<br />
* [[Template:ListofQuests|ListofQuests]]<br />
* [[Template:ListofSkills|ListofSkills]]<br />
* [[Template:ListofWpn|ListofWpn]]<br />
}}<br />
<br />
== The Subs ==<br />
This is where the layout of most pages is set. Also where you create the individual calls when searching for something specific.<br />
<br />
{{Columns|2|<br />
* [[Template:AreaSub|AreaSub]]<br />
* [[Template:ArmSub|ArmSub]]<br />
* [[Template:ClassSub|ClassSub]]<br />
* [[Template:ItmSub|ItmSub]]<br />
* [[Template:MobSub|MobSub]]<br />
* [[Template:NPCSub|NPCSub]]<br />
* [[Template:QstSub|QstSub]]<br />
* [[Template:SkillSub|SkillSub]]<br />
* [[Template:WpnSub|WpnSub]]<br />
}}<br />
<br />
== Miscellaneous Functions ==<br />
<br />
===[[Template:Columns|Columns]]===<br />
Sets up columns, 1st input is number of columns<br />
<nowiki>{{Columns|2|<br />
* list of <br />
* items}}</nowiki><br />
:<br />
{{Columns|2|<br />
* list of <br />
* items}}<br />
<br />
===[[Template:Button|Button]]===<br />
Makes buttons like on the home page<br />
:<br />
<nowiki>{{Button|[[Wiki Editing]]}}</nowiki><br />
{{Button|[[Wiki Editing]]}}<br />
<br />
===[[Template:ImgLnk|ImgLnk]]===<br />
Used to attach images to links<br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang|Colo=1}}</nowiki><br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang}}</nowiki><br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang|icon=0}}</nowiki><br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang|icon=Exotic Substances.png}}</nowiki><br />
{{ImgLnk|The Snake Gang|Colo=1}}<br />
{{ImgLnk|The Snake Gang}}<br />
{{ImgLnk|The Snake Gang|icon=0}}<br />
{{ImgLnk|The Snake Gang|icon=Exotic Substances.png}}<br />
<br />
===[[Template:TextC|TextC]]===<br />
Make a normal list out of a ; delimited list<br />
:<br />
<nowiki>{{TextC|a;b;c;d|SList}}</nowiki><br />
{{TextC|a;b;c;d|SList}}<br />
:<br />
<nowiki>{{TextC|a+b+c+d|SList|+}}</nowiki><br />
{{TextC|a+b+c+d|SList|+}}<br />
<br />
===[[Template:Quote|Quote]]===<br />
Used to make all quotes uniform<br />
:<br />
<nowiki>{{Quote|in-game|text quoted}}</nowiki><br />
:<br />
{{Quote|in-game|text quoted}}<br />
<br />
== Miscellaneous Layout Templates ==<br />
<br />
===[[Template:Build|Build]]===<br />
For creating character builds<br />
<br />
===[[Template:Guild|Guild]]===<br />
For the layout of guild pages<br />
<br />
===[[Template:Infobox|Infobox]]/[[Template:Infobox2|Infobox2]]===<br />
The side bar on most Pages<br />
<br />
===[[Template:Kingdom|Kingdom]]===<br />
Template for the different kingdoms<br />
<br />
===[[Template:XPperlvl|XPperlvl]]===<br />
Base XP per Level, used by xpcalc</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Wiki_Editing&diff=21731Wiki Editing2017-09-25T04:38:49Z<p>Hueydvr38: /* Individual Pages */</p>
<hr />
<div>I'm going to give a brief overview of the the layout and what's required to add to the wiki.<br />
<br />
== Individual Pages ==<br />
<br />
Every item, area, NPC, mob, quest or skill has its own page. The title of the page should be its name in title case.(First Letter of Every Word in Caps)<br />
:<br />
The page itself is going to be a template but not within the template namespace. That means when it's called there needs to be a semicolon before the name. I.E.<br />
:<br />
<nowiki>{{:NameofItem}}</nowiki><br />
:<br />
That call will create the page that's intended to be shown only on that items individual page (like going to the Steel Dagger page itself). The default argument is for creating its own page.<br />
:<br />
To get different data from the call you have to send arguments(up to 2) that tell the template what to display.<br />
:<br />
<nowiki>{{:Steel Dagger|genSel|Description}}</nowiki><br />
:<br />
Will result in<br />
:<br />
{{:Steel Dagger|genSel|Description}}<br />
:<br />
The individual page itself is a template call to whatever type it is (WpnSub, ItmSub, MobSub, etc)<br />
But the arguments passed (damage, description) are what is passed and able to be searched.<br />
So by calling the item page as a template as above what happened is:<br />
:<br />
Steel Dagger template call with argument 1 being genSel and argument 2 being Description. That then called WpnSub with all the named arguments from that page in addition to sending argument 1 as Step and argument 2 as Sel.<br />
:<br />
The Step argument is what determines the output within WpnSub (or any sub)<br />
The Sel is what's used to customize the results even more but isn't always necessary.<br />
<br />
== [[Template:Tables|Tables]] ==<br />
The table are currently consolidated in the tables template. The table you want can be specified as an argument with the necessary inputs also available.<br />
<br />
<nowiki>{{Tables|ArmTbl}}</nowiki><br />
<br />
Will create<br />
<br />
{{Tables|ArmTbl}}<br />
</table><br />
<br />
And to populate you use<br />
<nowiki>{{Tables|ArmTblInput||Wiki Editing|Group|Slot}}</nowiki><br />
{{Tables|ArmTbl}}<br />
{{Tables|ArmTblInput||Wiki Editing|Group|Slot}}<br />
</table><br />
<br />
If you're using the tables template manually then you'll need to put<br />
</table><br />
After your data<br />
<br />
<br />
== Modifiers ==<br />
There are a few Templates that take an input and return a more relevant/easier to understand format.<br />
:<br />
For the most part you won't be passing values like below but as variables<br />
<nowiki>{{Resistances|{{{RawResist}}}|Disp}}</nowiki><br />
<br />
===[[Template:Resistances|Resistances]]===<br />
Returns linked icons and resistance values from the format <br />
|RawResist=0,0,0,0,0,0<br />
Fire, Cold, Shock, Death, Toxic, Spirit<br />
<br />
<nowiki>{{Resistances|20,0,0,0,0,20|Disp}}</nowiki><br />
{{Resistances|20,0,0,0,0,20|Disp}}<br />
<br />
The Vuln option returns a 1 if the resistance matches the input:<br />
<br />
<nowiki>{{Resistances|20,0,0,0,0,20|Vuln|Fire}}<br />
{{Resistances|20,0,0,0,0,20|Vuln|Cold}}</nowiki><br />
<br />
{{Resistances|20,0,0,0,0,20|Vuln|Fire}}<br />
{{Resistances|20,0,0,0,0,20|Vuln|Cold}}<br />
<br />
===[[Template:Traits|Traits]]===<br />
<br />
|RawTrait=0,0,0,0,0,0 <br />
Strength, Endurance, Agility, Intellect, Awareness, Personality<br />
<br />
<nowiki>{{Traits|0,0,0,7,0,0|Disp}}</nowiki><br />
{{Traits|0,0,0,7,0,0|Disp}}<br />
<br />
To select a specific trait<br />
<nowiki>{{Traits|0,0,0,7,0,0|Select|Strength}}<br />
{{Traits|0,0,0,7,0,0|Select|Intellect}}</nowiki><br />
<br />
{{Traits|0,0,0,7,0,0|Select|Strength}}<br />
{{Traits|0,0,0,7,0,0|Select|Intellect}}<br />
<br />
===[[Template:Attributes|Attributes]]===<br />
<br />
Weapon:<br />
|RawAttr=0,0,0,0,0,0,0,0<br />
Beast Slayer, Holy, Orc Slayer, Paralysis, Silver(nl), Slow, Stun, Vicious<br />
<br />
<nowiki>{{Attributes|0,0,0,0,0,0,0,10|WDisp}}</nowiki><br />
{{Attributes|0,0,0,0,0,0,0,10|WDisp}}<br />
<br />
<br />
Armor:<br />
|RawAttr=0,0,0,0,0,0,0<br />
Detection, Gossip, Stability(nl), Stun Immunity(nl), Tinkering, Wisdom, Shield(nl)<br />
<br />
<nowiki>{{Attributes|0,0,0,0,0,9,0|ADisp}}</nowiki><br />
{{Attributes|0,0,0,0,0,9,0|ADisp}}<br />
<br />
nl = no level<br />
<br />
===[[Template:Damage|Damage]]===<br />
Returns linked icons and damage values from the format <br />
|RawDmg=0,0,0,0,0,0,0,0,0,0,0,0<br />
(0)Min, (1)max, (2)mainele, (3)ele dam, (4)ele, (5)speed, (6)Crit, (7)Crit Mult 1.5 default, (8) OnHit, (9) OnHit chance, (10) OnHit lvl<br />
<br />
|RawDmg=10,20,0,8,5,20,13,0,0,0,0,0<br />
{{Damage|10,20,0,8,5,20,13,0,0,0,0,0|FullDisp}}<br />
<br />
Also since most damage is in this format you can bypass manually putting in all the named fields required for DPS by just sending DPS as the second argument<br />
<br />
<nowiki>{{Damage|10,20,0,8,5,20,13,0,0,0,0,0|DPS}}><br />
</nowiki><br />
{{Damage|10,20,0,8,5,20,13,0,0,0,0,0|DPS}}<br />
<br />
===[[Template:DPS|DPS]]===<br />
Returns a DPS value based on inputs<br />
<nowiki>{{DPS|Min=|Max=|Speed=|Crit=<br />
|Elem_Dam=|Crit_Mult=}}</nowiki><br />
<br />
|Min=10|Max=20|Speed=20|Crit=13<br />
|Elem_Dam=8|Crit_Mult=<br />
{{DPS|Min=10|Max=20|Speed=20|Crit=13|Elem_Dam=8|Crit_Mult=}}<br />
<br />
===[[Template:XPcalc|XPcalc]]===<br />
Calculates XP based on level and whether it's labeled as a boss or miniboss(optional)<br />
<nowiki>{{XPcalc|Level|boss/miniboss}}</nowiki><br />
<br />
Level 10 - <nowiki>{{XPcalc|10}}</nowiki><br />
{{XPcalc|10}}<br />
<br />
Level 10 Boss - <nowiki>{{XPcalc|10|boss}}</nowiki><br />
{{XPcalc|10|boss}}<br />
<br />
===[[Template:Inventory|Inventory]]===<br />
This is used for the display of a merchant's items.<br />
<br />
On the NPCs page will be:<br />
|InvI=Scroll of Recall<br />
|InvA=Platemail Leggings;Holy Helm<br />
|InvW=Soul Drinker<br />
|Markup=1<br />
And gets used with<br />
<nowiki>{{Inventory|{{{InvI}}}|{{{InvA}}}|{{{InvW}}}|{{{Markup}}}}}</nowiki><br />
<br />
{{Tables|AreaMerchant}}<br />
{{Inventory|Scroll of Recall|Platemail Leggings;Holy Helm|Soul Drinker|1}}<br />
</table><br />
<br />
You can also:<br />
<nowiki>{{Inventory|{{{InvI}}}|{{{InvA}}}|{{{InvW}}}|{{{Markup}}}|Links}}</nowiki><br />
<br />
{{Inventory|Scroll of Recall|Platemail Leggings;Holy Helm|Soul Drinker|1|Links}}<br />
<br />
== The Lists ==<br />
These act as a database that most of the other pages to pull from.<br />
If you need to change the order of an item in a table, or add an item it's done within these lists.<br />
<br />
{{Columns|2|<br />
* [[Template:ListofItm|ListofItm]]<br />
* [[Template:ListofArm|ListofArm]]<br />
* [[Template:ListofAreas|ListofAreas]]<br />
* [[Template:ListofMob|ListofMob]]<br />
* [[Template:ListofNPC|ListofNPC]]<br />
* [[Template:ListofQuests|ListofQuests]]<br />
* [[Template:ListofSkills|ListofSkills]]<br />
* [[Template:ListofWpn|ListofWpn]]<br />
}}<br />
<br />
== The Subs ==<br />
This is where the layout of most pages is set. Also where you create the individual calls when searching for something specific.<br />
<br />
{{Columns|2|<br />
* [[Template:AreaSub|AreaSub]]<br />
* [[Template:ArmSub|ArmSub]]<br />
* [[Template:ClassSub|ClassSub]]<br />
* [[Template:ItmSub|ItmSub]]<br />
* [[Template:MobSub|MobSub]]<br />
* [[Template:NPCSub|NPCSub]]<br />
* [[Template:QstSub|QstSub]]<br />
* [[Template:SkillSub|SkillSub]]<br />
* [[Template:WpnSub|WpnSub]]<br />
}}<br />
<br />
== Miscellaneous Functions ==<br />
<br />
===[[Template:Columns|Columns]]===<br />
Sets up columns, 1st input is number of columns<br />
<nowiki>{{Columns|2|<br />
* list of <br />
* items}}</nowiki><br />
:<br />
{{Columns|2|<br />
* list of <br />
* items}}<br />
<br />
===[[Template:Button|Button]]===<br />
Makes buttons like on the home page<br />
:<br />
<nowiki>{{Button|[[Wiki Editing]]}}</nowiki><br />
{{Button|[[Wiki Editing]]}}<br />
<br />
===[[Template:ImgLnk|ImgLnk]]===<br />
Used to attach images to links<br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang|Colo=1}}</nowiki><br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang}}</nowiki><br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang|icon=0}}</nowiki><br />
:<br />
<nowiki>{{ImgLnk|The Snake Gang|icon=Exotic Substances.png}}</nowiki><br />
{{ImgLnk|The Snake Gang|Colo=1}}<br />
{{ImgLnk|The Snake Gang}}<br />
{{ImgLnk|The Snake Gang|icon=0}}<br />
{{ImgLnk|The Snake Gang|icon=Exotic Substances.png}}<br />
<br />
===[[Template:TextC|TextC]]===<br />
Make a normal list out of a ; delimited list<br />
:<br />
<nowiki>{{TextC|a;b;c;d|SList}}</nowiki><br />
{{TextC|a;b;c;d|SList}}<br />
:<br />
<nowiki>{{TextC|a+b+c+d|SList|+}}</nowiki><br />
{{TextC|a+b+c+d|SList|+}}<br />
<br />
===[[Template:Quote|Quote]]===<br />
Used to make all quotes uniform<br />
:<br />
<nowiki>{{Quote|in-game|text quoted}}</nowiki><br />
:<br />
{{Quote|in-game|text quoted}}<br />
<br />
== Miscellaneous Layout Templates ==<br />
<br />
===[[Template:Build|Build]]===<br />
For creating character builds<br />
<br />
===[[Template:Guild|Guild]]===<br />
For the layout of guild pages<br />
<br />
===[[Template:Infobox|Infobox]]/[[Template:Infobox2|Infobox2]]===<br />
The side bar on most Pages<br />
<br />
===[[Template:Kingdom|Kingdom]]===<br />
Template for the different kingdoms<br />
<br />
===[[Template:XPperlvl|XPperlvl]]===<br />
Base XP per Level, used by xpcalc</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Storage&diff=21730Storage2017-09-25T04:20:03Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Containers]]<br />
<br />
==Containers==<br />
<br />
* [[Altars]]<br />
* [[Barrels]]<br />
* [[Bookshelves]]<br />
* [[Corpse]]s<br />
* [[Crates]]<br />
* [[Holes]]<br />
* [[Large Chests]]<br />
* [[Nests]]<br />
* [[Sarcophagi]]<br />
* [[Skeletal Remains]]<br />
* [[Small Chests]]<br />
* [[Tables]]<br />
* [[Thrones]]<br />
* [[Trees]]<br />
<br />
==Player Storage==<br />
* [[File:Chest vault.png|link=Vault]] [[Vault]]s - There are four 16 slot vaults available for purchase<br />
** Found at [[Townhall]]s<br />
* [[File:Chest storage.png|link=Stash]] [[Stash|House Stash]] - Can hold 16 items per chest<br />
** 2 in [[Nivarian House]]<br />
** 2 in [[New Garand House]]<br />
* [[File:Mage vault.png|link=Mage Vault]] [[Mage Vault]]s - Remote access to your [[Townhall]] [[Vault]]<br />
** 1 in [[Nivarian House]]<br />
** 1 in [[Golden Cove Bank]]</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Game_Mechanics&diff=21729Game Mechanics2017-09-25T04:18:29Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Game Mechanics]]<br />
This page provides on overview on various aspects of the basic game mechanics of Exiled Kingdoms, including in-depth mathematical background of certain features. Choose one of the following topics to learn more:<br />
<br />
* [[Armor]] - What Armor means and how it affects your defense in combat.<br />
* [[Beast Attributes]] - Description of the different attributes of monsters and other enemies.<br />
* [[Combat]] - General combat dynamics.<br />
* [[Environment]] - Traps found in the world.<br />
* [[Experience Points]] (XP) - How XP can be earned from various actions in the game.<br />
* [[Attribute|Item Attributes]] - Description of the different attributes of weapons and other items.<br />
* [[Item Drops]] - Statistical aspects of finding rare items.<br />
* [[Level]] - Description of basic Level mechanics. <br />
* [[Resistances]] - What Resistances mean and how they affect your defense in combat.<br />
* [[Storage]] - How and where to store your equipment.<br />
<br />
For some additional useful information see also our [[Tips and Tricks]] page.</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Armor&diff=21728Armor2017-09-25T04:15:35Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Game Mechanics]]<br />
[[File:Character sheet (Armor).png|100px|right]]<br />
<br />
Armor defines your characters ability to reduce damage received from physical attacks. For each attack the actual amount of reduction is determined randomly from within a certain range of values, where the upper limit corresponds to the armor value displayed in your [[Character Sheet]], while the lower limit is 20% thereof (40% when wearing a shield). Additional armor against projectiles is granted by certain [[Trait]]s and [[Skill]]s.<br />
<br />
However, there is a minimum amount of damage received from any attack, irrespective of how high your armor stats are. This value is set at 20% of the original damage and prevents your character from becoming invincible to any opponent.<br />
<br />
Note that elemental attacks (based on fire, poison, etc.) bypass your armor completely. To protect from these attacks, corresponding [[Resistances]] are required instead.</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Nanocarbon_Sword&diff=21727Nanocarbon Sword2017-09-25T04:06:17Z<p>Hueydvr38: </p>
<hr />
<div>{{WpnSub<br />
|Step={{{1|wpnIndv}}}<br />
|Sel={{{2|}}}<br />
|Icon=Powerblade.png<br />
|Image=Nanocarbon Sword.jpg<br />
|Name=Nanocarbon Sword<br />
|Type=[[Hand]]<br />
|Category=[[Longsword]]<br />
|Rarity=Uncommon<br />
|Groups=[[Tech]]|Class=W, C<br />
<!-- Min, Max, min/max Ele, Ele Dam, Ele, Speed, Crit, Crit Mult, OnHit, OnHit chance, OnHit lvl --> |RawDmg=11,17,0,8,3,10,6,1.5,4,20,2<br />
|Attribute=[[EMP]] 2<br />
|RawAttr=0,0,0,0,0,0,0,0,2,0<br />
|Value=375|Cost={{{Cost|}}}<br />
|Quest=<br />
|Long_Description=<br />
|Location=[[Ark of Lothasan (Reactor)]]<br />
|Notes= Requires a small battery to trigger an emp shock.<br />
|Description=Slices through anything effortlessly, and the edge vibrates to rend enemies to pieces. Scary.<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=A_Shady_Traveller&diff=21719A Shady Traveller2017-09-24T23:22:57Z<p>Hueydvr38: </p>
<hr />
<div>{{NPCSub<br />
|Step={{{1|npcIndv}}}<br />
|Sel={{{2|}}}<br />
|Icon=Male_black_ssword.png<br />
|Image=M31.png<br />
|Name=A Shady Traveller<br />
|Race=|Class=Rogue<br />
|Level=11|Faction=<br />
|InvI=Fire Salts;Living Ice;Potion of Greater Healing;Potion of Invisibility;Potion of Speed;Scroll of Recall;Scroll of Detection;Sparkling Powder<br />
|InvA=Ring of Death Ward;Ring of Flames<br />
|InvW=Hunter's Mark;Icy Greatsword;Shortsword of Frost;Sword of Flames;Sword of Shock;Winter Stone<br />
|Inventory=True<br />
|Markup=.9<br />
|Quotation=<br />
|Location1=[[Random Encounters]]<br />
|Location2=<br />
|Quest=<br />
|Actions=<br />
|Backstory=<br />
|Situational=<br />
|Description=The [[A Shady Traveller|Shady Traveller]] is a merchant roaming the lands of the Exiled Kingdoms, offering wares of dubious origin at reduced prices. However, some items are rather rare and not easy to find elsewhere, so this guy may sometimes come in handy. But beware of the [[A Shady Traveller (Forsaken)|fake merchant]] appearing under the same name who will try to assassinate you for your deeds against the [[Forsaken]].<br />
|Notes=* You can distinguish the real Shady Traveller from the [[A Shady Traveller (Forsaken)|fake merchant]] by reading his dialogue carefully. The real one offers "certain items of great value", while the fake one offers "certain ''magical'' items of great value".<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Amarisa&diff=21718Amarisa2017-09-24T23:15:51Z<p>Hueydvr38: </p>
<hr />
<div>{{NPCSub<br />
|Step={{{1|npcIndv}}}<br />
|Sel={{{2|}}}<br />
|Icon=F19.png<br />
|Name=Amarisa<br />
|Race=|Class=<br />
|Level=|Faction=<br />
|Inventory=<br />
|Quotation=<br />
|Location1=[[Unknown Dungeon]]<br />
|Location2=[[Ark of Lothasan (Upper Deck)]]<br />
|Quest=[[A Key to the Past]]; [[Where is Amarisa?]]<br />
|Actions=<br />
|Backstory=All we know up till now is that Amarisa is the character's sister,and that she was kidnapped because of her blood (she is needed to open a gate like that one in the Old Kingdoms)<br />
|Situational=<br />
|Description=a female character first seen in The Forsaken's [[Unknown Dungeon]], locked in the room next to you.<br />
|Notes=<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Easter_Eggs&diff=21717Easter Eggs2017-09-24T22:59:31Z<p>Hueydvr38: </p>
<hr />
<div>== References ==<br />
* In the description of [[Ghostbane]] it says "''Who you gonna call?''". This is a reference to the film [[Wikipedia:Ghostbusters|Ghostbusters]].<br />
* In the description of the [[Iron Greataxe|Iron]] and [[Steel Greataxe]] it says "''Like the song says: careful with that axe''". This is a reference to the song ''Careful with that axe, Eugene'' by [[Wikipedia:Pink Floyd|Pink Floyd]].<br />
* In the book at the entrance to the Traitors area of [[The Mausoleum]], there is a text passage reading "''War, War never changes''". This is a reference to the [[Wikipedia:Fallout (series)|Fallout series]].<br />
* One of the password options for opening the door to the [[Tower of Tremadan]] is "''Say Mellon''". This is a reference to the book or film [[Wikipedia:The Lord of the Rings: The Fellowship of the Ring|The Lord of the Rings: The Fellowship of the Ring]]. <br />
* One of the proposed character names during the initial dialogue of [[The World is a Stage]] in [[New Anthur (City)|New Anthur]] is "''I am the Pineapple Man!''". This is a reference to the comic [[Wikipedia:Pineapple Man|Pineapple Man]].<br />
<br />
== Character Naming ==<br />
* Many characters in [[New Garand (City)|New Garand]] have their names borrowed from the band [[Wikipedia:Pink Floyd|Pink Floyd]], most notably [[Trader Pink]] and [[Armorer Floyd]], but also [[Barret]], [[Gilmour]], [[Sir Andrew Mason]], [[Waters]], and [[Captain Wright]], which refer to the band members [[Wikipedia:Syd Barrett|Syd Barrett]], [[Wikipedia:David Gilmour|David Gilmour]], [[Wikipedia:Nick Mason|Nick Mason]], [[Wikipedia:Roger Waters|Roger Waters]], and [[Wikipedia:Richard Wright (musician)|Richard Wright]], respectively.<br />
* Likewise, the names of [[Spice Trader Jethro]] and [[Alchemist Tull]] hint at the band [[Wikipedia:Jethro Tull (band)|Jethro Tull]].<br />
* Another inspiration seems to have been the band [[Wikipedia:Camel (band)|Camel]]. Not only lent their founder [[Wikipedia:Andrew Latimer|Andrew Latimer]] his name to [[Latimer]], but there are also references in the quest [[Spicing things up]]. The family name of [[Fritha Rhayader]] appears as a song in their album [[Wikipedia:The Snow Goose (album)|The Snow Goose]], which itself is referenced in the description of the [[Rhayader Medallion]], "''a curious and ancient jewel, with the emblem of a white goose extending its wings''". Thanks to Asherun Storba for pointing out these insights into the developers taste in music.<br />
* Many characters in [[New Anthur (City)|New Anthur]] have their names borrowed from Shakespeare's plays:<br />
**[[Captain Guildenstern]], [[Laertes]], [[Trader Ophelia]], [[Polonius]], and [[Trader Rosencrantz]] from [[Wikipedia:Hamlet|Hamlet]],<br />
**[[Captain Demetrius]] and [[Hermia]] from [[Wikipedia:A Midsummer Night's Dream|A Midsummer Night's Dream]],<br />
**[[Cordelia]] from [[Wikipedia:King Lear|King Lear]],<br />
**[[Banquo]] from [[Wikipedia:Macbeth|Macbeth]].</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Kingdom_of_Ilmara_Town_Hall_Quests&diff=21716Kingdom of Ilmara Town Hall Quests2017-09-24T22:52:45Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Quests:Townhall]]<br />
[[Town Hall]] quests in the [[Ilmara|Kingdom of Ilmara]] are available in the following locations:<br />
<br />
* [[Rhöneis (City)|Town of Rhöneis]] <br />
* [[Fögas Forest (City)|Fögas Forest (City)]]<br />
* [[Nivarian|Nivarian]]<br />
== The quests: ==<br />
{{columns|1|<br />
<br />
* [[Bounty - Skeleton of Lord Migar]]<br />
* [[Bounty - Skeleton of Lady Lessa]]<br />
<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Kingdom_of_Ilmara_Town_Hall_Quests&diff=21715Kingdom of Ilmara Town Hall Quests2017-09-24T22:48:52Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Quests:Townhall]]<br />
[[Town Hall]] quests in the [[Ilmara|Kingdom of Ilmara]] are available in the following locations:<br />
<br />
* [[Rhöneis (City)|Town of Rhöneis]] <br />
* [[Fögas Forest (City)|Town of Fögas]]<br />
* [[Nivarian|Nivarian]]<br />
== The quests: ==<br />
{{columns|1|<br />
<br />
* [[Bounty - Skeleton of Lord Migar]]<br />
* [[Bounty - Skeleton of Lady Lessa]]<br />
<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Kingdom_of_Ilmara_Town_Hall_Quests&diff=21714Kingdom of Ilmara Town Hall Quests2017-09-24T22:45:49Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Quests:Townhall]]<br />
[[Town Hall]] quests in the [[Ilmara|Kingdom of Ilmara]] are available in the following locations:<br />
<br />
* [[Rhöneis (City)|Town of Rhöneis]] <br />
* [[Fögas (City)|Town of Fögas]]<br />
* [[Nivarian|Nivarian]]<br />
== The quests: ==<br />
{{columns|1|<br />
<br />
* [[Bounty - Skeleton of Lord Migar]]<br />
* [[Bounty - Skeleton of Lady Lessa]]<br />
<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Kingdom_of_Ilmara_Town_Hall_Quests&diff=21713Kingdom of Ilmara Town Hall Quests2017-09-24T22:35:20Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Quests:Townhall]]<br />
[[Town Hall]] quests in the [[Ilmara|Kingdom of Ilmara]] are available in the following locations:<br />
<br />
* [[Rhöneis (City)|Town of Rhöneis]] <br />
* [[Nivarian|Nivarian]]<br />
== The quests: ==<br />
{{columns|1|<br />
<br />
* [[Bounty - Skeleton of Lord Migar]]<br />
* [[Bounty - Skeleton of Lady Lessa]]<br />
<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Kingdom_of_Ilmara_Town_Hall_Quests&diff=21712Kingdom of Ilmara Town Hall Quests2017-09-24T22:34:09Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Quests:Townhall]]<br />
[[Town Hall]] quests in the [[Ilmara|Kingdom of Ilmara]] are available in the following locations:<br />
<br />
* [[Rhöneis (City)|Town of Rhöneis]] <br />
* [[Nivarian|Town of Nivarian]]<br />
== The quests: ==<br />
{{columns|1|<br />
<br />
* [[Bounty - Skeleton of Lord Migar]]<br />
* [[Bounty - Skeleton of Lady Lessa]]<br />
<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Rh%C3%B6neis_(City)&diff=21711Rhöneis (City)2017-09-24T22:30:55Z<p>Hueydvr38: </p>
<hr />
<div>{{AreaSub<br />
|Step={{{1|areaIndv}}}<br />
|Sel={{{2|}}}<br />
|Name=Rhöneis (City)<br />
|Map=Rhoneiscity.png<br />
|Grid=F10<br />
|Type=City<br />
|LevelL=|LevelH=<br />
|Adjacent=[[Rhöneis Plains]]<br />
|Town=<br />
|Merchants=Trader Ronus; Weaponsmith Terena<br />
|Transportation=Boatman Narrim<br />
|Items=<br />
|Dungeon=<br />
|Difficulty=<br />
|Quest=[[Coyote Hunt]]; [[Shaking Bones]]; [[A safe bet]]<br />
|Threats=<br />
|NPCs=[[Captain Teara]]; [[Therod Nom]]; [[Brother Gudazar]]<br />
|Description='''Rhöneis''' is a small town set on the Bluemist River in [[Varsilia]]. A crucial resting stop for travelers heading north, the town survives on trade.<br />
|Lore=<br />
|Notes=<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Kingdom_of_Ilmara_Town_Hall_Quests&diff=21710Kingdom of Ilmara Town Hall Quests2017-09-24T22:27:14Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Quests:Townhall]]<br />
[[Town Hall]] quests in the [[Ilmara|Kingdom of Ilmara]] are available in the following locations:<br />
<br />
* [[Rhöneis (City)|Town of Rhöneis]] <br />
* [[Ilmaran Capital of Nivarian (City)|Town of Nivarian]]<br />
== The quests: ==<br />
{{columns|1|<br />
<br />
* [[Bounty - Skeleton of Lord Migar]]<br />
* [[Bounty - Skeleton of Lady Lessa]]<br />
<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Kingdom_of_Ilmara_Town_Hall_Quests&diff=21709Kingdom of Ilmara Town Hall Quests2017-09-24T22:20:55Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Quests:Townhall]]<br />
[[Town Hall]] quests in the [[Ilmara|Kingdom of Ilmara]] are available in the following locations:<br />
<br />
* [[Rhöneis (City)|Town of Rhöneis]] <br />
* [[Nivarian (City)|Town of Nivarian]]<br />
== The quests: ==<br />
{{columns|1|<br />
<br />
* [[Bounty - Skeleton of Lord Migar]]<br />
* [[Bounty - Skeleton of Lady Lessa]]<br />
<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=The_Ark_of_Lothasan&diff=21708The Ark of Lothasan2017-09-24T22:17:09Z<p>Hueydvr38: </p>
<hr />
<div><noinclude>[[Category:Quests:Story]]</noinclude> {{QstSub<br />
|Step={{{1|QstIndv}}}<br />
|Sel={{{2|}}}<br />
|Icon=The Ark of Lothasan.png<br />
|Name=The Ark of Lothasan<br />
|Groups=Main|QstNum=68<br />
|Giver=<br />
|LocStart=[[Tower of Tremadan]]<br />
|LocCmp1=|LocCmp2=<br />
|LocCmp3=|LocCmp4=<br />
|LocCmp5=|LocCmp6=<br />
|LocEnd=<br />
|Steps=<br />
|Walkthrough=While there is much in the ark for you to figure out, here are some tips to help you out:<br><br />
1. Try to avoid letting the enemies surround you or box you into a corner. Since each enemy explodes soon after you kill them, you want to be able to retreat as soon as you land a killing blow.<br><br />
2. Venturing into the ark without a scroll of recall on you is a death wish.<br><br />
3. You will need to collect the four colored key cards (Blue, Red, Orange, Green). There are about 4 or so computer terminals that require entering these cards in the proper sequence (each require a small battery to power the terminal). If the correct card sequence is entered, a barrier is lowered. Once all of the barriers that require key card access have been lowered, the cards will be removed from your inventory. This is not a bug, it is designed to free up slots in your inventory.<br><br />
4. Finding the four cards: The first two cards you will be able to find are blue and red. The third card you will be able to find is orange. The fourth card you will be able to find is green. The blue card is on the level of the ark that you first board. It is not behind a secret door or a barrier; it is readily accessible. But the blue card by itself is useless, you will also need the red card. The red key card is hidden behind a secret door. The secret door is at the end of a hallway. The orange card is secured in a room behind a barrier that you need the blue and red card to access. The green card is secured in an area past barriers that you need the other three cards to access.<br><br />
5. When you attach a battery to a key card access terminal, the terminal will show you up to four of the following words in a given sequence: Verification, Confirmation, Clearance, and Authentication. Each of these four words correspond to one of the four colors and thus you must enter the cards in the order indicated on the terminal. Red=Verification, Orange=Confirmation, Blue=Authentication, Green=Clearance. If you want to use mnemonics, then it's Red Velvet, Orange Crush, Blue Apron, and Green Clover. (R)ed (V)elvet to remember (R)ed=(V)erification, (OR)ange (C)rush to remember (Or)ange=(C)onfirmaton, (B)lue (A)pron to remember (B)lue=(A)uthentication, and (G)reen (Cl)over to remember (G)reen=(Cl)earance.<br><br />
6. In the northeast corner of the main level is a machine that can convert 5 small batteries into 1 large battery. You need at least 2 large batteries for the main quest (there are other things you can do with large batteries, but you need to save at least 2 large batteries for the main quest).<br><br />
7. Towards the northwest corner of the level is a barrier that can be unlocked with the access cards. Past that, you will find two staircases. Go up.<br><br />
8. When you find the Oracle upstairs, use a large battery. Interact with the Oracle and listen to his plans then go downstairs 2 levels to the reactor level.<br><br />
9. At the reactor level, use the password given to you by the Oracle. Find the reactor and do what the Oracle told you to do. Return to the Oracle...and find out how his plans worked out.<br><br />
10. When you reach the elevator, try to guess which of the following will happen: (a) The game is brought to a spectacular ending. --OR-- (b) Even more difficult challenges await you.<br><br />
<br />
|Outcome1=<br />
|Reputation1=<br />
|Reward1=Unknown<br />
|Outcome2=<br />
|Reputation2=|Reward2=<br />
|Outcome3=<br />
|Reputation3=|Reward3=<br />
|Outcome4=<br />
|Reputation4=|Reward4=<br />
|Outcome5=<br />
|Reputation5=|Reward5=<br />
|Outcome6=<br />
|Reputation6=|Reward6=<br />
|Outcome7=<br />
|Reputation7=|Reward7=<br />
|Outcome8=<br />
|Reputation8=|Reward8=<br />
|Related=[[The Shards of Fate]]<br />
|Long_Description= Tremadan will give you this quest after the Shards of Fate quest has been completed. When you enter the ark, none of your companions can join you and so you must face the terrible dangers within... alone. The difficulty of this quest is best summed up by the following:<br><br />
<br><br />
* * * The Ark of Lothasan FAQ: * * *<br><br />
Q: Am I ready to face the Ark of Lothasan?<br><br />
A: No.<br><br />
<br><br />
|Completable=Yes<br />
|Notes=If you use the Ark's medical facilities or if you travel in the elevator, the auto-save slot will be used. This is the same save-game slot that is used whenever you sleep at an inn. If you are going to use the medical facilities or travel in the elevator, it's a good idea to have a recent manual save game slot where the game was saved in a safe location that is NOT inside the Ark. That way you have a known game restore point outside of the ark that you can return to if you need to (of course, if you are playing Ironman mode in the Ark, you won't have this option and the enemies in the Ark will still be merciless).<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Kingdom_of_Ilmara_Town_Hall_Quests&diff=21585Kingdom of Ilmara Town Hall Quests2017-09-21T21:14:50Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Quests:Townhall]]<br />
[[Town Hall]] quests in the [[Ilmara|Kingdom of Ilmara]] are available in the following locations:<br />
<br />
* [[Rhöneis (City)|Town of Rhöneis]] <br />
*[[Nivarian (City)|Town of Nivarian]]<br />
== The quests: ==<br />
{{columns|1|<br />
<br />
* [[Bounty - Skeleton of Lord Migar]]<br />
* [[Bounty - Skeleton of Lady Lessa]]<br />
<br />
}}</div>Hueydvr38https://www.exiledkingdoms.com/wiki/index.php?title=Kingdom_of_Ilmara_Town_Hall_Quests&diff=21584Kingdom of Ilmara Town Hall Quests2017-09-21T21:12:44Z<p>Hueydvr38: </p>
<hr />
<div>[[Category:Quests:Townhall]]<br />
[[Town Hall]] quests in the [[Ilmara|Kingdom of Ilmara]] are available in the following locations:<br />
{{Columns|3|<br />
* [[Rhöneis (City)|Town of Rhöneis]] <br />
*[[Nivarian (City)|Town of Nivarian]]<br />
== The quests: ==<br />
{{columns|1|<br />
<br />
* [[Bounty - Skeleton of Lord Migar]]<br />
* [[Bounty - Skeleton of Lady Lessa]]<br />
<br />
}}</div>Hueydvr38