Arena playability tips

Post » Sun May 29, 2011 12:02 am

I recently started a new Arena character, playing for the first time in years. I was reminded of a few Arena tips for increased playability. Some are completely undocumented, even if you have the published version of the game. Don't worry, there are no spoilers.

1. The right mouse button was strongly implemented. It has many uses:

a. If you click the "fingers picking gold" icon (or press the P key), you go into "pilfer" mode. Ofttimes you would like to take that back. To do so, right-click.

b. If you are in front of a guild, shop, inn, or temple, you needn't type the name on your map if you should want to note it. Once outside, you need merely put your cursor over the door and right-click. The name is then printed on your city map. You don't want to go wild with this, however, as there is a limit to how much notation the map will accept.

c. Right-click often acts as the Enter key. If you are saving, after you select the slot in which you want to save and have a name you can accept, right-clicking finishes the job. If you are bartering, after you type in your offer, right-click and you get your response. As it happens, right-click also works on the buttons, so you can in fact confine yourself to right-clicking when you are bartering. It doesn't help you get full price in the game, but you can get through the bartering process more quickly if you use one hand for typing numbers and the other for the mouse.

2. Shift-C immediately casts the most recent spell you cast. For instance, if you are in a fight, you can re-cast "Light Heal" whenever you get low on health without mousing around and losing your fighting rhythm. Kill monsters faster!

3. If you find yourself outside a city and are completely lost and can't find your way back to the city, fast travel to it.

4. Outside a city, you can ask folks where the nearest dungeon is. "Dungeon" is defined as any place you can adventure in, so that includes crypts, deserted towers, and whatnot. They are identified on your map with a reddish-orange dot. "Dungeon" does not, however, include any place on your province map (e.g., Stonekeep).

5. Locks need not be picked. You can use a weapon to bash doors and treasure chests open. You do however supposedly run the risk of damaging your treasure.

6. If your one and only weapon breaks, you at least have recourse to trying to beat your enemies to death. Using your fists counts as a weapon and does real damage to your enemies. Also, the better the gauntlets you have on, the more damage you can do. However, I don't recommend it as a usual thing because it was poorly implemented; it often causes Arena to crash even if you have the recommended amount of conventional memory under (genuine) DOS.

7. All menus are both mouse-usable and keyboard-usable. The highlighted letters on the primary menus indicate the keyboard option for selecting the menu option. In a list box, you can use the up/down arrow keys.

8. You can use the mouse to move your character. If you move the cursor to the edges of the screen, you will note it changes from an "X" to an arrow. If you click while the arrow is showing, your character will move accordingly. E.g., if you place your cursor at the top middle of the screen, you will go forward. You can move in every possible direction using these cursors. Supposedly Julian LeFay swore by this system. It never grew on me, but it has its moments. For instance, you can more easily make fine adjustments to your compass heading using these cursors; the keyboard is too touchy to do it with any accuracy (at least, mine is).

Note also that the rate of speed you move is governed by how far the arrow is from the middle of the screen. If you have the up arrow showing (i.e., it's in the top middle of the screen), the closer to the very top it is, the faster you will go.

9. When you are in a treasure list (from a pile of treasure found in a dungeon or from a dead monster), you don't have to click on the individual items to take them. Use the Enter key.
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Brandon Bernardi
 
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Post » Sun May 29, 2011 2:47 am

Esc setup menu (except as noted below)
Esc exit character sheet (character sheet only)
Esc exit equipment list/spellbook (equipment list/spellbook only)
F1 character sheet
F3 toggle damage perception
F4 toggle message display
F8 toggle compass
A toggle weapon status
C cast spell
Shift-C recast most recent spell
D drop selected weapon (equipment list only)
J jump
Shift-J broad jump
L view journal
M local map
Shift-M continental map
N show equipment list (character sheet only)
P pick/steal
R camp
S status (except as noted below)
S equipment list/spellbook toggle (equipment list/spellbook only)
U use
up arrow move forward
down arrow move backward
right arrow turn right
left arrow turn left
Ctrl-right arrow slide right
Ctrl-left arrow slide left
- slow game down
+ speed game up
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Nuno Castro
 
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Post » Sat May 28, 2011 7:52 pm

Thanks to whoever pointed out my error in the keyboard mappings.
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yermom
 
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Post » Sat May 28, 2011 11:35 pm

A very nice post. Maybe some of the newer players can make use of this.
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Maria Leon
 
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Post » Sat May 28, 2011 4:36 pm

How do you attack? I've got the weapon out but can only stand there stupidly clicking on rats til i die.
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suzan
 
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Post » Sat May 28, 2011 7:13 pm

How do you attack?

Draw your weapon. Hold down the right mouse button and move the mouse around. The direction you move it determines what type of attack you use. The type of attack you use modifies your chance to hit and the damage you do if you do hit. Down to up movement is an increased chance to hit, but less damage. Up to down is a decreased chance to hit, but more damage.

Edit: from the manual:

Melee maneuver Mouse action Bonuses/Penalties
Diagonal slash left Pull mouse sharply down left -5% to hit, +2 to damage
Diagonal slash right Pull mouse sharply down right -5% to hit, +2 to damage
Horizontal cut Move mouse left or right none
Vertical chop Pull mouse straight downward -10% to hit, +4 to damage
Thrust Push mouse straight upward +10% to hit, -4 to damage
Arrow shot Right-click none
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Carlos Vazquez
 
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Post » Sat May 28, 2011 7:57 pm

I believe diagonal attacks do the most damage, but I could be wrong.

four-years-later edit: Ugh spelling. What the hell was I thinking?
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Tamika Jett
 
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Post » Sat May 28, 2011 1:00 pm

F2 also has a function! It gives your location on a numbe grid.
(e.g. 43, 46)
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Pants
 
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Post » Sat May 28, 2011 5:16 pm

F2 also has a function! It gives your location on a numbe grid.
(e.g.  43, 46)
http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=3095431


Interesting!
I fail to see how something like that would help, but it's still interesting.
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Phillip Hamilton
 
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Post » Sat May 28, 2011 12:49 pm

F2 also has a function! It gives your location on a numbe grid.
(e.g. 43, 46)


If you're trying to communicate the exact location of something to someone else, that works. But it's useless with respect to gameplay.
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Rachel Briere
 
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Post » Sat May 28, 2011 5:20 pm

I'll add some more helpful information from the Arena manual.

Character Class information: All class start with 25 health plus an amount for every level, including level one. If no information on spell points is listed that class can not cast spell.

Thief classes

Thieves
Weapons: Dagger, short sword, broadsword, saber, war axe, short bow
Armor: Leather
Shield: Buckler
Health: 1-10 per level

Burglars
Weapons: Dagger, short sword, tanto, short bow
Armor: Leather
Shield: None
Health: 1-8 per level

Assassins
Weapons: All
Armor: Leather
Shield: None
Health: 1-12 per level

Rogues
Weapons: All
Armor: Leather and Chain
Shield: Buckler, Round and Kite
Health: 1-14 per level

Acrobats
Weapons: Dagger, short sword, broadsword, tanto, short bow
Armor: Leather
Shield: None
Health: 1-8 per level

Bards
Weapons: Dagger, short sword, broadsword, saber, mace, war axe, short bow
Armor: Leather and Chain
Shield: Buckler, Round and Kite
Health: 1-10 per level
Spell points: INT=spell points

Warrior Classes

Warriors
Weapons: All
Armor: All
Shield: All
Health: 1-20 per level

Knights
Weapons: All
Armor: Any but Leather
Shields: All
Health: 1-18 per level

Rangers
Weapons: All
Armor: All
Shields: Buckler, Round and Kite
Health: 1-18 per level

Archers
Weapons: All
Armor: Leather and Chain
Shields: None
Health: 1-16 per level

Monks
Weapons: All
Armor: None
Shields: None
Health: 1-14 per level

Barbarians
Weapons: All
Armor: Leather and Chain
Shields: All
Health: 1-30 per level

Mage Classes

Mages
Weapons: Dagger and staff
Armor: None
Shield: Buckler
Health: 1-6 per level
Spell Points: INTx2=Spell points

Sorcerers
Weapons: All
Armor: Leather and Chain
Shield: None
Health: 1-6 per level
Spell Points: INTx3=Spell points

Healers
Weapons: Dagger, staff, mace, flail
Armor: Leather and Chain
Shield: Buckler and Round
Health: 1-8 per level
Spell Points: INTx1.75=Spell points

Battle Mages
Weapons: All
Armor: Leather
Shield: Buckler and Round
Health: 1-10 per level
Spell Points: INTx1.75=Spell points

Spellswords
Weapons: All
Armor: Leather and Chain
Shield: Buckler, Round and Kite
Health: 1-12 per level
Spell Points: INTx1.5=Spell points

Nightblades
Weapons: Dagger, staff, short bow, short sword, saber
Armor: Leather
Shield: Buckler
Health: 1-8 per level
Spell Points: INTx1.5=Spell points
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Nicholas
 
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Post » Sat May 28, 2011 8:19 pm

Character Class information: All class start with 25 health plus an amount for every level, including level one.

Plus your Endurance bonus/penalty, which is why I think putting as much into Endurance as possible is your best strategy at the outset. It makes you less killable. Which is nice. :)
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Greg Cavaliere
 
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Post » Sat May 28, 2011 2:45 pm

Thats really helpfull info on the classes, thanks for posting :D
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Svenja Hedrich
 
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Post » Sun May 29, 2011 12:05 am

Character Class information Part two: Special ability and other perks
All abilities increase in power every level unless noted; also a critical hit is three times the weapons normal damage.

Thief Classes
All thief classes climb out of water and pits at a faster rate than non-thief classes

Thieves
Lock-picking ability: Average
Critical hit chance: Average
Lowest experience points required to advance in level

Burglars
Lock-picking ability: Best
Critical hit chance: Lower

Assassins
Lock-picking ability: Lower
Critical hit chance: Best

Rogues
Lock-picking ability: Lower
Critical hit chance: Lower

Acrobats
Lock-picking ability: Lower
Critical hit chance: Lower
Climb and run faster than other classes (does not advance with levels)
Jump higher and longer (does not advance with levels)
Attacker's chance to hit is reduced by a certain percentage (does not advance with levels)

Bards
Lock-picking ability: Lower
Critical hit chance: Lower

Warrior Classes

Warriors
Levels faster than any class but thieves

Knights
Immune to Paralyzation
Ability to repair weapons and armor (automatic)

Rangers
Faster travel
Extra damage (The ranger's level minus the opponent's level)

Archers
Critical hits with any bows

Monks
Critical hits with any weapon but bows
Opponent's base chance to hit is reduced by the monk's level
Successful save versus spell results in no damage, instead of half damage

Barbarians
Immune to Poison
Extra health bonus based on Endurance

Mage Classes

Mages
Levels faster than warrior and mage sub-classes

Sorcerer
Can not regenerate spell points
Spell absorption

Healers
Increased healing rate
When using the Spellmaker certain defensive spells cost less

Battle Mages
When using the Spellmaker certain offensive spells cost less

Spellswords
Higher combat ability than most Mage classes

Nightblades
Lock-picking ability: Lower
Critical hit chance: Lower
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nath
 
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Post » Sat May 28, 2011 2:02 pm

Most of what you say, Nirreln, is true. Some of that is not supported by the manual. With a nod to your comments, here's what the manual says.

Thief classes: all thieves have superior lock picking and pickpocketing capabilities:

Thief chance of critical hit (triple damage)
Burglar less chance of critical hit than Thief
Assassin better chance of critical hit than Thief
Rogue slight chance of critical hit
Acrobat chance of critical hit; better leaping and faster climbing; harder to hit in melee combat
Bard less chance of critical hit than Thief; 1xInt spell points


Warrior classes:

Warrior nothing additionally special
Knight immune to paralyzation (sic); automatically repair weapons
Ranger fast-travel faster; additional damage per level
Archer chance of critical hit using missile weapon
Monk chance of critical hit using non-missile weapons; chance to be hit decreased per level; if saving throw made, take no damage
Barbarian immune to poison; heal faster per level


Mage classes:

Mage 2xInt spell points.
Sorcerer 3xInt spell points; cannot "heal" spell points; chance of .5xInt + .5xWil to absorb spell points from magical attacks (and thereby take no damage from the attack); cannot absorb attacks if at maximum spell points
Healer 1.75xInt spell points; heal faster; certain defensive spells cheaper to buy
Battle Mage 1.75xInt spell points; certain offensive spells cheaper to buy
Spellsword 1.5xInt spell points
Nightblade 1.5xInt spell points; chance of critical hit; picks locks like a Rogue
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Frank Firefly
 
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Post » Sat May 28, 2011 8:34 pm

For a nooby, what would you say was the best starting proff, I gathered a spell caster for heal. but which one? Someone said Spellsword before, would you agree?
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Allison C
 
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Post » Sat May 28, 2011 5:02 pm

Thanks Doc :)
@ Attic the two classes I liked were a dark elf Sorcerer (beat the game with) and a wood elf bard (went half way through).

Hopefully on or before Wednesday I'll have an average number for all the stats of each race. Thirty rolls should give me a large enough sampling.
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Mr. Ray
 
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Post » Sat May 28, 2011 6:09 pm

Thanks, Nirreln :)
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OTTO
 
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Post » Sat May 28, 2011 10:34 am

Best noob classes are Spellsword and Battle Mage. Pretty good fighting capabilities, pretty good MU capabilities.

As a noob thing, being a Sorcerer won't help you in the Imperial Dungeons. There are no MU monsters down there. Sorcerer is fun to play, though, it being so weird and all.
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ZANEY82
 
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Post » Sun May 29, 2011 12:42 am

Im definatly starting again, my rogue gets one hit killed by the wolves using magic in the ice caves :s
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Hairul Hafis
 
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Post » Sat May 28, 2011 8:27 pm

Get spell reflection or a bunch of Potions of Resist Cold and those guys will not hurt you.
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Roanne Bardsley
 
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Post » Sat May 28, 2011 6:25 pm

double post
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Heather Kush
 
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Post » Sat May 28, 2011 3:47 pm

Ok finished with the numbers, I did the average of eleven rolls and rounded to the nearest whole number. I have also included the racial bonuses listed in the manual.

Nords
Average Stats
Strength: 62
Intelligence: 42
Willpower: 40
Agility: 43
Speed: 51
Endurance: 61
Personality: 50
Luck: 50
Nords take half damage from cold based attacks, and on a successful saving throw take no damage.

Khajiit
Average Stats
Strength: 50
Intelligence: 51
Willpower: 42
Agility: 59
Speed: 51
Endurance: 40
Personality: 52
Luck: 61
Khajiit are expert climbers and are able to scale chasm wall sides with speed unmatched by any other race.

Redguards
Average Stats
Strength: 52
Intelligence: 40
Willpower: 41
Agility: 50
Speed: 61
Endurance: 63
Personality: 51
Luck: 52
Redguards receive their level divided by three as a bonus to hit and damage with any melee weapon.

Bretons
Average Stats
Strength: 41
Intelligence: 63
Willpower: 62
Agility: 52
Speed: 51
Endurance: 40
Personality: 50
Luck: 50
Bretons take half damage from any Magic based attacks and no damage on a successful save.

Argonians
Average Stats
Strength: 51
Intelligence: 52
Willpower: 54
Agility: 60
Speed: 60
Endurance: 39
Personality: 52
Luck: 41
Argonians do not tire easily while swimming and swim faster than any other race.

Wood Elves
Average Stats
Strength: 52
Intelligence: 50
Willpower: 50
Agility: 62
Speed: 63
Endurance: 42
Personality: 51
Luck: 41
Wood elves receive their level divided by three as a bonus to hit and damage with any bow.

High Elves
Average Stats
Strength: 40
Intelligence: 60
Willpower: 61
Agility: 52
Speed: 51
Endurance: 39
Personality: 50
Luck: 48
High elves are immune to paralyzation.

Dark Elves
Average Stats
Strength: 61
Intelligence: 61
Willpower: 41
Agility: 61
Speed: 62
Endurance: 53
Personality: 52
Luck: 50
Dark elves receive their level divided by four as a bonus to hit and damage with any weapon.
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Elle H
 
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Post » Sat May 28, 2011 6:38 pm

Edit: instead of a mere bump:

The question was asked in another thread, how much experience do you need to level?

To get to level 2, Thieves need 800, Warriors need 900, Mages and Thief sub-classes need 1000, Warrior sub-classes need 1100, and Mage sub-classes need 1200.

Past that up to and including level 10, you need 187.5% of the previous levelling amount. E.g., to get to level 3, Thieves need 800 * 1.875 = 1500 EP.

After 10th level, you need merely 150% of your previous levelling amount. E.g., to get to level 10, a Mage has to have 183,312 EP; to get to 11th level, he needs at least 183,312 * 1.5 = 274,968 EP.
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Allison Sizemore
 
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Post » Sat May 28, 2011 1:02 pm

Interesting stuff. Very informative, thanks.
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Curveballs On Phoenix
 
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