Author Topic: Moschers cRPG Guide  (Read 56149 times)

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Offline Corwin

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Re: Moschers cRPG Guide
« Reply #15 on: January 10, 2011, 02:50:23 pm »
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I don't have any exact info, but something around level 20-25 would get two skills at 100.
I am lvl 28, 148 in two hnd. I have 137 undistributed wpf points, so I wonder will it be enough, with another three levels to specialize also in polearms.
I mean, what have you got to lose? You know, you come from nothing, you're going back to nothing, what have you lost? Nothing!

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Offline Sieve

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Re: Moschers cRPG Guide
« Reply #16 on: January 11, 2011, 02:49:11 pm »
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Corwinus not sure how much this helps but I am level 30,  I have 132 in polearm and 80 in a secondary form (1h), weapon master 5.  Not sure how high you could get your wpf as the higher you get the more points it costs.  Right now with my secondary form it costs me 3 wpp to gain 1 wpf.  I guess you would be ok with lower end poles but a more experienced member will have to answer that.


@Moscher - Thanks for the awesome guide, it's a tremendously valuable resource!

Offline Moscher

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Re: Moschers cRPG Guide
« Reply #17 on: January 12, 2011, 02:30:58 am »
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Update 1.01
changed 3 things

-Raiding to 3 and horse archery to 6
-New Wpf List
-Armour Wpf decreasing link to Vargas

Changed Point 5. 

5. Skill Points
Skill Point (Strenght Skills  can be raised every 3 Strenght Points)
Ironflesh: Increases health by 2 hitpoints per skill level.   
Power Strike:   Increases damage by 8% per skill level.
Power Draw: Increases the damage done by Bow weapons by 8% per level.
Power Throw: Increases the damage done by Thrown weapons by 8% per level.

Skill Points (Agility skills can be raised every 3 agility Points, only Horsearchery every 6)

Under Point 6

.......

to be good with a weapon you should invest at least 100 points into its corresponding proficiency.

From 2-50     it Costs to Raise 1 Point, 1 WPP
From 51-71    it Costs to Raise 1 Point 2 Wpp 
From 72-87  it Costs to Raise 1 Point 3 Wpp 
From 88-100 it Costs to Raise 1 Point 4 Wpp
All-in-all, you need 191 Weapon points to raise 1 proficiency to 100
With Weapon mastery 7 and Level 31 You raise 2 proficiencies to 140,  or 1 Style to about 180

Complete Wpf raising List from Gafferjack (Big Thx)

http://forum.c-rpg.net/index.php/topic,795.0.html
.....

and under point 6

.......
Where total weight is the amount of WPP decreased.

Important: Here is a perfect Link from Vargas, to calculate Armour and Wpf decrease: http://infinitum.dyndns.org/crpg/calc.htm
.....

« Last Edit: January 12, 2011, 02:40:10 am by Moscher »

Offline Sieve

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Re: Moschers cRPG Guide
« Reply #18 on: January 12, 2011, 02:04:24 pm »
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Thanks for the update and the link  :D

Offline Espu

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Re: Moschers cRPG Guide
« Reply #19 on: January 12, 2011, 02:13:04 pm »
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Moscher, please link to the forum thread instead of directly to the calculator. That way people have to read the thread for update info etc, not just pop into the calc.

So link here: http://forum.c-rpg.net/index.php/topic,37.0.html

Offline Moscher

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Re: Moschers cRPG Guide
« Reply #20 on: January 12, 2011, 07:24:00 pm »
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Changed Vargas:-)

Offline Turkhammer

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Re: Moschers cRPG Guide
« Reply #21 on: January 12, 2011, 07:55:35 pm »
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Moscher, I don't see a section in the guide covering retirement.  Did I miss it?  If not, can you recommend a guide for retirement, post patch?

Offline Moscher

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Re: Moschers cRPG Guide
« Reply #22 on: January 12, 2011, 10:22:37 pm »
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Thx i changed under point 2:

IMPORTANT: You can retirement if you make a wrong char or wanted to look other playing styles.

If you retire at level 15-30 you simply reset you character (keeping all your gold, items and current generation).
If you retire at 31+ your generation level increases (with the benefits mentioned above) and you get to heirloom an item you can currently use (meet the requirements of).


Sure i will do a full retirement point into the guide, but there are not enough information after patch.



After 1. Retirement you get 10 % xp and 1 Item heirloomed.

So if you are generation 2 you get 1100 xp instead of 1000 each tick and so on.

If you retire at level 15-30 you simply reset you character (keeping all your gold, items and current generation).
If you retire at 31+ your generation level increases (with the benefits mentioned above) and you get to heirloom an item you can currently use (meet the requirements of).

GEN 1 = 100% (1000 XP if multiplier x1)
GEN 2 = 110% (1100 XP if multiplier x1)
GEN 3 = 120% (1200 XP if multiplier x1)
...
GEN 10 = 190% (1900 XP if multiplier x1)

These are information from other players.

If i see that all is correct i will build it into guide:-) but i need more information. If a player want to write a heirlooming guide, i will bind it into crpg guide:-)

« Last Edit: January 12, 2011, 10:27:19 pm by Moscher »

Offline Corwin

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Re: Moschers cRPG Guide
« Reply #23 on: January 13, 2011, 12:32:48 pm »
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But have in mind that experience needed to go from lvl 30 to lvl 31 is the same as for going from lvl 1 to lvl 30.  :lol:
I mean, what have you got to lose? You know, you come from nothing, you're going back to nothing, what have you lost? Nothing!

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Offline Espu

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Re: Moschers cRPG Guide
« Reply #24 on: February 25, 2011, 10:57:41 am »
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In case a newbie reads this guide and is confused: first post needs an update. Most links still point to Taleworlds forum even though the info is currently kept up to date on this forum and not on Taleworlds.

Stay vigilant!

Offline Kung Fu Jesus

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Re: Moschers cRPG Guide
« Reply #25 on: March 17, 2011, 07:35:14 am »
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I'm trying to create an alt but something isn't working. I logged into a server to try to get my character generated or whatever its called. First, I started with zero stats and zero equipment. Unless something changed, shouldn't I start with 3/3 and peasant stuff? So I played a couple rounds and leveled. First I had to get to level 1, which made no sense. Then I logged out and went to create my character on the website. It will not recognize my name. Yes I have it spelled correctly. What gives?
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Re: Moschers cRPG Guide
« Reply #26 on: March 17, 2011, 07:34:21 pm »
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I'm trying to create an alt but something isn't working. I logged into a server to try to get my character generated or whatever its called. First, I started with zero stats and zero equipment. Unless something changed, shouldn't I start with 3/3 and peasant stuff? So I played a couple rounds and leveled. First I had to get to level 1, which made no sense. Then I logged out and went to create my character on the website. It will not recognize my name. Yes I have it spelled correctly. What gives?

It sounds like someone already has an account with that name, if you started with zero stuff.
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Offline Kung Fu Jesus

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Re: Moschers cRPG Guide
« Reply #27 on: March 17, 2011, 08:03:57 pm »
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Ah, that was it. I changed the name slightly and things worked.
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Offline Legio_DanyEle_da_Trento

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Re: Moschers cRPG Guide
« Reply #28 on: April 27, 2011, 10:31:21 am »
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Offline Loirk

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Re: Moschers cRPG Guide
« Reply #29 on: May 04, 2011, 12:33:42 pm »
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Any way to find out how much upkeep u pay with each armor and weapon u use in game?