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KNOW THY SELF,
KNOW THY ENEMY, KNOW THY BATTLE GROUND
THE HOME COURT ADVANTAGE
Always
know the field that you do battle on, inside and out. If you understand
all the nooks and crannies, then there will be NO
place for your opponent to hide. You will also understand the tactical
advantages of certain areas within your fighting "cage." For instance,
is it better to be in a tight area where combat is close and escape is
futile, or should you be out in plain view amidst the breeze of arrows
or breath weapons? Dilemas of this sort will confront you at every corner,
and you must be ready to make your decisions within a heartbeat.
CHOOSE
YOUR WEAPONS
Usually the player who controls the
best weapons or best vantage point controls the game. for instance, if
you are the first player to gain the lava rune and/or the rune of invulnerability,
you have an advantage over all the other players. Strive to gain the BEST
weapons and BEST items first.
Everyone knows that the best defense is a good offense, and your opponents
will be vying for the same advantages as you ... beware!
RYNN'S ARSENAL
-
CRYPT OF DEFENSE
-
- Damage: 35
-
- Range: Medium
-
- Speed: Medium
-
- Alternate: Defense Barrier ( x1 )
|
-
FROST AXE
-
- Damage: 20
-
- Range: Long
-
- Speed: Medium
-
- Alternate: Ring of Ice ( x2 )
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LIFEGIVER
-
- Damage: 25 AP
-
- Range: Long
-
- Speed: Fast
-
- Alternate: Block
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-
THUNDER HAMMER
-
- Damage: 30
-
- Range: Long
-
- Speed: Medium
-
- Alternate: Lightning Bolt ( x1 )
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-
AXE OF FIRE
-
- Damage: 25
-
- Range: Long
-
- Speed: Medium
-
- Alternate: Ring of Fire ( x2 )
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-
SOULTAKER
-
- Damage: 40 AP
-
- Range: Long
-
- Speed: Fast
-
- Alternate: Block
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-
DREADNAUGHT MINOR2
-
- Damage: 80 AP
-
- Range: Long
-
- Speed: Slow
-
- Alternate: Block
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-
DRAGONSTRIFE
-
- Damage: 75
-
- Range: NA
-
- Speed: NA
-
- Alternate: 1st-Person View
|
-
GROUND POUNDER
-
- Damage: 5
-
- Range: NA
-
- Speed: NA
-
- Alternate: 1st-Person View
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-
THE UGLY STICK
-
- Damage: 10
-
- Range: Short
-
- Speed: Fast
-
- Alternate: Block
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-
AXE
-
- Damage: 20
-
- Range: Long
-
- Speed: Medium
-
- Alternate: Block
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-
CUTLASS
-
- Damage: 17
-
- Range: Long
-
- Speed: Medium
-
- Alternate: Block
|
-
MAUL
-
- Damage: 21
-
- Range: Long
-
- Speed: Medium
-
- Alternate: Block
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-
KATANA
-
- Damage: 15
-
- Range: Long
-
- Speed: Fast
-
- Alternate: Block
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-
ARMOR
-
- Leather Armor: 0 Def.
-
- Banded Mail: 25 Def.
-
- Plate Mail: 50 Def.
-
- Dragon Armor: 75 Def.
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-
ITEMS
-
- Life Crystal
-
- Greater Life Crystal
-
- Potion of Speed
-
- Ring of Invisibility
-
- Rune of Invulnerability
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-
COLOR CODE
-
- Frag Weapon
-
- Gib Weapon
-
- Basic Weapon
-
- Projectile Weapon
-
- Miscellaneous
|
2 This
is usually a random weapon that the hero spawns in with. |
THE DRAGON'S ARSENAL
Fire
Rune
-
- Damage: Low
-
- Speed: Fast
-
- Alternate: Small Meteor Swarm3
|
Magma
Rune
-
- Damage: High
-
- Speed: Slow
-
- Alternate: Large Meteor Swarm
|
Ice
Rune
-
- Damage: Medium
-
- Speed: Medium
-
- Alternate Attack: Triple Ice Shot
|
Poison
Gas Rune
-
- Damage: Medium
-
- Speed: Medium
-
- Alternate Attack: Poison Gas Grenade
|
3 This is
only applicable in Master of the Dragon matches.
WORDS TO LIVE BY
-
COMBOS:
-
Whenever possible use combination attacks.
Granted, players can flail their weapons in your general direction and
take the very life from you, but a player who is graceful, elegant, and
skillful in battle is not only a beauty to behold, but usually they can
decimate their opponents in seconds as well. Below is a brief table of
the increased damage percentages for each special move. For more information
on how to execute these manuevers, please refer to The Cadence of Combat.
| 100%
- PIERCING THRUST |
175%
- 180° REVERSE ATTACK |
175%
- 360° SPIN ATTACK |
| 200%
- 90° RIGHT & 360° SPIN |
275%
- 90° SLASH, RIGHT |
275%
- JUMP ATTACK |
DRAGON CRYSTAL:
-
The dragon crystal appears only in MASTER
OF THE DRAGON ( MOD
) matches, and it allows the player access to the mighty wyrm. This crystal
will only appear at the beginning of the match, or when the dragonrider
dies of his or her own accord (but not when another player defeats him
or her). A player who obtains the dragon crystal first has an obvious increase
in power ... so much that even the dragonstrife may not prove a strong
enough weapon to gain the wyrm.
JUMP:
-
Many players jump around, like leaping
frogs, but few understand the true usefulness of the jump. Not only is
the jump a wonderful evasive manuever, but it can serve as a tool of pursuit
as well. Use side-flips (strafe + jump) to evade opponents and gain ground,
use back-flips (back + jump) when being chased to acquire the advantage,
use the secretive super flip (sneak + jump) to flip over opponent and attack
his or her backside. In addition to these uses, the jump can be used to
cover more ground when fleeing or chasing. However, when chasing, be wary
of rings of fire or ice that may "pop" up from an experienced opponent.
Due to speculation concerning the
"cheap" SPEED JUMP, here is a
description of HOW to do it.
It's quite easy actually ... all you have to do is jump and the moment
you land jump again. If you are being pursued, it makes a great "get-away"
tool. However, if your opponent is doing the SPEED
JUMP, he or she will have an opportunity to catch
up to you if he or she anticipates your destination correctly, so be careful.
MAGMA RUNE:
-
The lava rune is the most powerful of
the dragon's breath weapons, and the player that has lava capabilities
may inflict the most amount of damage in the least amount of time. Lava's
alternate attack, the large meteor swarm, can take out an opponent in one
well placed hit. Aside from lava's great damage capabilities, all of lava's
meteors (including the regular attack) does splash damage. What this means,
is that you can hit behind your opponent and still do damage to them.
PITCH:
-
Pitching is a dragon's way of doing loops
in the air. By pitching a dragon can avoid fire, but for the player it
can be a disorenting experience. Pitch only if you dare, the move itself
is overexagerated and slow. However, it may move you out of the way of
enemy fire in a more effective manner than strafing alone.
POTION OF SPEED:
-
The highly under-rated potion of speed
can prove to be one of your most valuable assets. Not only does it increase
your movement rate for short durations (an extra burst of speed for about
4 seconds -- great for pursuing or fleeing), but it also increases your
attack rate. The player that uses a potion of speed before entering a melee
will be able to attack at twice his or her normal rate for about 4 seconds,
but those few seconds may be all you need to vanquish your foe!
ROLL:
-
Rolling is the hero's answer to the dragon
pitch. In my opinion, this is a more effective evasive manuever ... it
is quick and it reduces the amount of area that you can receive damage
at. BE EXTREMELY CAREFUL WHEN USING THIS MANEUVER,
your opponents may be able to anticipate this, and you will be left unable
to defend yourself for a brief period of time. The roll is most effective
if used while being pursued (rolling to the left or right, or even rolling
backwards works best).
RUNE OF INVULNERABILITY:
-
This is one of the KEY
items in the game. The rune of invulnerability makes you immune to damage
incurred from ALL FORMS OF ATTACK
for a short duration. If there is any item that you acquire first, make
this one it (unless of course you are playing MASTER
THE DRAGON ... then go for the DRAGON
CRYSTAL ... of course). Whoever posesses this rune
has an INCREDIBLE advantage over
the other players ... he or she CANNOT DIE!
STOW WEAPON:
-
Always remember to "stow" your weapon
when using a RING OF INVISIBILITY.
Even though your clothes, skin, and hair fade away, your weapon is still
visibile. You will have a greater chance of sneaking up on your adversaries
if you put away your tools of destruction ... at least for a little while.
STRAFE:
-
Those of you who have played QUAKE,
QUAKE
2, UNREAL,
HALF-LIFE,
etc. understand the importance of strafing. Simply put, it helps you avoid
being hit. More importantly, it helps you attack your opponents' flank.
Make ample use of your strafe keys.
THE CADENCE OF COMBAT
You may find these same SPECIAL
MOVES listed on PAGE
14 of DRAKAN'S USER MANUAL. These
techniques will be extremely important for dragoneers to master. Since
each of these moves do 1/3 or more damage than a TYPICAL
MOVE, a warrior who effectively uses these combos
in combat will be formidable. Make it your goal to use these combo attacks
whenever possible.
| CUT
TO THE RIGHT |
LEFT
STRAFE + ATTACK |
| CUT
TO THE LEFT |
RIGHT
STRAFE + ATTACK |
| PIERCING
THRUST |
TAP
FORWARD + ATTACK |
| 90°
RIGHT TURN + 360° SPIN ATTACK |
TAP
LEFT + TAP FORWARD + ATTACK |
| 90°
SLASH, RIGHT |
TAP
RIGHT + TAP FORWARD + ATTACK |
| 360°
SPIN ATTACK |
TAP
BACK + TAP FORWARD + ATTACK |
| 180°
REVERSE ATTACK |
TAP
FORWARD + TAP BACK + ATTACK |
| JUMP
ATTACK |
JUMP
+ CROUCH + ATTACK |
| CROUCHING
THRUST4 |
FORWARD
+ CROUCH + ATTACK |
4Not listed
in the manual.
In addition to these special moves, there
are also SECRET moves that are
not extravagent in display or nature, but are useful or entertaining.
Estabin
introduced these tactical movements to our clan, and they will remain a
CLAN-SPECIFIC
resource. However, there are others that understand this esoteric information,
and you will find them to be some of the most advanced DRAKAN
players online. Check our War Scrolls for more information.
EVEN OLD DRAGONS CAN LEARN NEW
TRICKS
Everybody needs to train, and our
masterful trainers are standing by .. ready to push you to the limits and
then some. Please E-mail our Trainers as they can give you some basic pointers
to steer you in the right direction. Please check out our Weblinks page
for The BLOODBOUND TRAINING SITE. We will be using the Blood Bound
password to protect any training.
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