Suggested spells to have inside CPK

The following information applies to all of Medievia in general, but is more crucial inside CPK. For more experienced players reading this section is really not necessary, however for newer players this information is extremely important.

  • Detect Invisibility – Most players inside a CPK zone are going to be invisible, and depending on the zone mobs may be invisible as well. This is a spell that you should always have cast on you any time you are playing the game.
  • Sense Life – If a player is hidden they won’t show on where, so it is a common practice for CPKERS to hide all the time. Being able to see hidden life forms is important, and this is another spell that you should always have cast on you.
  • Teleport – this spell instantly teleports you out of the zone you are in and places you in a random wilderness room nearby. Even if you can cast teleport it is crucial that have some MENTHOL potions. I recommend you always have one of these in your inventory (use ndrop, nstore, ndon, nauc flags on it). A potion cannot fail like a spell can and if you are sitting (for instance after you have been tripped) you need to stand to cast a spell, but a potion works just fine from this position.
  • Sanctuary – this is the most important spell in the game. It reduces all incoming damage by half. If you can’t cast this spell you need to watch auction for orbs, or kill monks in the Medievia graveyard for flasks of holy water.
The above 4 spells are what I would consider the absolute bare minimum to venture into CPK. The next spells I wouldn’t personally run around without, but they aren’t as crucial to your survival.
  • Quickness – If you are being chased by another player they will undoubtedly have this spell. If for any reason you have to walk out of the zone, or are trying to run away from somebody not having this spell will likely get you killed.
  • Invisibility – There are many aggressive mobs in the game that don’t see invisibility. This allows you to bypass fighting them if you so choose.
  • Bless – 5 hitroll and -1saving spell, a mainstay that should always be up.
  • Armor – modifies your armor by -30, another spell that you should always have on.
  • Refresh – if you run out of movement points you are a sitting duck, for both players and mobs.
  • Cure blind – If you have not been a cleric then you should seriously consider not going into CPK unless you have an item that casts this. Blind people are unable to attack, cannot see exits to maneuver (although you can use map to bypass this, which is probably a bug or oversight). You can also not see items in your inventory (like that menthol potion you have… you do have one, right?) and are prevented from using them.

 

December 2, 2011  Tags: ,   Posted in: CPK Primer

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