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Tips Fer Togs

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     Dis is where I spread my wonderful wisdom ta all ya wonderful youngins.
     OOC: That aside, this page is about how to make best use of your Gor'Tog, both as an adventurer and as a CHARACTER. Yay RolePlaying!

     Please Note: Once again, these are only my opinions, you are allowed to disagree with them. I'd be happy to have a friendly argument over them if you think I'm wrong, but any flame mails will be junked and your email blocked.

RoleplayingGuildsTraining
WeaponsArmor

Tips Fer Roleplaying A Gor'Tog

          The most important, in my opinion, thing to do when roleplaying a Gor'Tog is keep in mind that you aren't just a big bald green human. You are a race with its own culture and value system and though some or much of it may seem to resemble that of human society, that is only coincidence (or poor writing).

          Tip 1:     First and foremost, remember, Gor'Togs aren't all stupid. While it may be said that most Gor'Togs are slow of thought, the truth is, most Gor'Togs are not adventurers. So logically, the ones who do adventure are most likely the smarter ones. Which isn't to say you cannot play a stupid Gor'Tog, but you don't HAVE to. One way is to keep in mind your Intelligence and Wisdom scores when you play your character. As they get higher (or not) you can alter your character's speech, planning ability, etc. to match them.

          Tip 2:     Macro keys are you friends! I use them to set up all the wonderful character actions that are annoying to have to retype over and over again.
Example: I have set Control-S to " /loud " so that I just hit that before I talk each time, and that big old Toggy is always loud, just like you might expect. And if people ask why I am so loud, gives me a great opening to remind them I'm a TOG!

          Tip 3:     Remember that Gor'Togs are big, tall, and heavy. Because of game mechanics, most wearable items fit all races, it can bring flavor to your character if you reject some items as too small or complain about being forced to wear armor/clothing/jewelry that is too tight. In addition, it might help to use the ACT verb once in a while to bend over to fit through doors/windows/buildings. Make sure everyone knows you're not just big but TOG BIG.

          Tip 4:     Read up on Gor'Tog history, because it should play a part in your character's views. Two examples of things you should take into account are things the S'kra Mur enslavement of the Gor'Togs, as some Gor'Togs are probably disposed to dislike S'kra Mur, and the alliance with the Dwarves, some 'Tog's are probably slightly disposed to like them. This isn't to say you automatically do, but if you don't, you might want to think about why not, which gives more depth to your character.

          Tip 5:     Now that we have both a dictionary and a grammar book, read 'em. Nothing says good roleplaying like tossing Toggish words into everyday conversations!

          Tip 6:     Avoid looking like a fool when altering for Gor'Tog stuff, there is no Gor'Tog written language. So stay away from those Toggish runes, we use the Gamgweth (stupid human) alphabet.

Tips Fer Togs In Guilds
(dat should be alla ya)

               Barbarians:This is the guild that I think Gor'Togs are the best at, and certainly are the most numerous. This is the guild where our overwhelming Strength and Stamina bonuses allow us to excell. If you are looking for the guild where we're most effective, this is it.
               Bards: This guild is more difficult for us because most of what you have to learn is not combat related, more toward the lore side. But this just means its a good challenge.
               Clerics: We're not so good here. Once again the low mentals for magic problem strikes. On the other hand, we do do well at smashing the undead and dragging the corpses that are the livelihood of this guild.
               Commoner:Now whether this is a guild or a lack of a guild is up to debate, but some people like having no guild at all. Since you can craft your style to whatever you want, we're equally good (or equally poor) at this as anyone.
               Moon Mages: This is probably the worst guild for Gor'Togs. Too much reliance on mental traits, and too little on hand to hand combat. You all know what that means, a good challenge! One of the first spells you should head towards, after you have something to practice targetted, is moonblade and on to heavy moonblade.
               Empaths: This is one of the guilds most people don't think of as a Gor'Tog guild, but in my opinion its one where we're very effective. Our massive Stamina allows us to take the deadliest of wounds and keep going. The only downside is our problem with mental stats makes our magic weaker and thus we really do need our Stamina. Also, for some strange reasons, those tail injuries cause us problems.
               Paladins: This is the second most popular guild for Gor'Togs, for obvious reasons. Combat and heavy armor work with our advantages, and only minor amounts of magic means we aren't too handicapped.
               Rangers: We make fairly good rangers, since there's a minimum of magic and a fair amount of hacking to bits. I personally think all the survival requirements are mind-numbing, but who am I to render judgement?
               Thieves: Beyond wondering how we can fit our hands into small people's small pockets and the abundance of huge shadows, this guild isn't too harsh on Gor'Togs. Just look at Kalag the Black, the ex-Thief Guild Leader in the Crossings.
               Traders: Hmmm, this guild is somewhat neutral, since it relies fairly heavily on Charisma. There is some basic fighting required, so go ahead and try it, it might be fun, you might becomes the first Trader Warlord!
               War Mages: Here's a guild which we fall in the middle. The magic isn't what we're good at, but adding our fitness for killing and you even it out.

 

     Now for more broad advice. If you choose a magic guild, you'll probably want to learn mostly spells that have a duration, so you can cast them in high mana areas to compensate for our mental shortcomings. Avoid Will vs. Will spells, because generally we come out with the short end of things.

Tips Fer Dealin' Wit' Toggy Trainin'

     Agility: Oh what a wonderful stat, lovely lovely lovely. The only guilds that will not benefit greatly from this are Traders and Empaths, and even those sad sad people (just kidding, at least for Empuffs) find it useful. Whether swinging for those lil bitty places that hurt the most, or cracking boxes and jokes, Agility shall do wonders for all Gor'Togs.

     Charisma: To be honest, I haven't found a use for Charisma that is worth the TDPs, but I'm a Barbarian most of the time, so that may be why. Some of my brethren claim its worth it for the barbarian roars, and certainly you Gor'Tog traders are going to want it, but not many others.

     Discipline: If you fight or use magic, this will be something useful. For fighters, it helps you avoid the penalities of wounds, at least somewhat. For magic people, it helps to channel magic, especially those Mind vs. Mind spells (can we say Moon Mage, or Halt?). The only guild who could be harmed be having this, is the Barbarians, who's berserks have been confirmed to be penalized for too much Discipline. Then again, their dances work better with it, so its not all bad.

     Intelligence: Despite what it will cost you (and oh boy will it cost you), make sure to train your mind. No matter how much you can kill, if you can't store the experience, probably shouldn't try. My advice is that you train your mentals up to at least 15 once your able, around 20th level. Do it sooner if you're a War or Moon Mage or a Cleric, somewhat sooner if you're an Empath. A rule of thumb, for best learning, keep your Wisdom to points ahead of your Intelligence.

     Reflexes: If you've ever had something try to kill you, you'll want some of this. Its the main influence on defenses.

     Strength: If you're in a fighting guild, and most of you will be, make sure to keep your Strength at least tied with your highest other stat. I personally prefer it to be a bit higher, but the choice is yours.

     Wisdom: See Intelligence.

Tips Fer Dealin' Wit' Toggy Weaponry

     First thing you should always remember about Gor'Togs and weaponry is that we have, and will always have, a strength advantage far above that of other races. My advice is to go towards the heavy end of any weapon type. We can have nearly-half again as much strength as most other races, at the same cost and it would be a real shame not to make the best of it. So even though heavier weapons are more boring (slow) at the beginning, think to your future when they will be far more effective.
     If you're a Barbarian, Paladin, War Mage, or Ranger, I'd advise Heavy Edge, Two-Handed Edge, and when you've trained your agility well and are bored, Large Blunt and Two-Handed Blunt.
     If you're a Thief, well you have some problems, mainly in backstabbing. Its difficult, if not impossible, to find nice big weapons that you can backstab with. Then again, it doesn't matter how big your weapon is, its how hard you hit them with it, right? Currently, the best weapon for you is a good sabre.
     If you're a Moon Mage, I'd say Heavy Edge and work toward the Heavy Moonblade Spell.
     If you're an Empath or Trader, well you're on your own. Empaths don't need them, and I haven't the faintest idea for Traders.
If you're looking for a ranged weapon, take a serious look at Heavy Thrown or a bigger bow, but stay away from crossbows, since strength plays no part in their use.

Tips Fer Dealin' Wit' Toggy Armor

     Heavy, that's the best advice I can give you. Our ability to carry massive weights without encumbrance, combined with our increased likelihood of getting hit (we pay extra TDPs for Reflexes) mean that not only can we handle heavier armors, we need them.

     Side note: It has been said before, but in case people did not know, mixing armor types is usually a bad idea. Wearing leather gloves with a chain body armor or plate helm with leather, etc. is bad and increases your hindrance. Light chain with heavy chain and light plate with heavy plate is ok.

               Barbarians: I'd advise light chain, since its protective and we can eventually work off its hindrance.
               Bards: Well its up to you, same reason as Traders, you learn armor and evasions equally poorly.
               Clerics: You're on your own here. You learn neither armor nor evasion well and so its left to your personal choice.
               Moon Mages: I'd advise against it for you moon mage folk. The only defense you learn reasonably well is evasion, and shields will make a mess of that.
               Empaths: Probably on the lighter side, since they learn armor so slowly and evasion decently.
               Paladins: No question, heavy plate and the biggest shield you can get. Eventually, you may wish to work all of the metal armors in preparation for forging, but at the beginning, work the heaviest.
               Rangers: I'd say leather, because eventually most Rangers will want to do leatherworking. So bite the bullet, pay for it in the early levels and keep telling yourself some day you're going to make a killing making superior leathers.
               Thieves: Should probably stick to leather, but if some of you others have success with heavier, I'd love to know.
               Traders: What are you doing in combat in the first place? Actually, you can go either way with this guild, as you learn evasion and armor about the same.
               War Mages: Like all the rest, heavy. If you have even the remotest plans on getting the Air Manipulation spell Y'ntrel Sechra, heavy chain or heavy plate is probably a good idea. Otherwise, light chain or light plate. This tip courtesy of Krunx.

     As for shields, that is a much harder question. With the recent addition of arm worn shields, they have become a lot more appealing for fighting guilds. Now they're even an option for those of you using Two-Handed weapons. These new changes won't affect you much if you're not a fighting guild, but its still worth considering. I now use them sporadically because the last war showed me how useful it was against the siege towers. For Empaths, Traders and Paladins, yes, for others, its mainly a personal choice. For Paladins, the reason is obvious, while for Empaths and Traders, its because you will learn armor faster than weapon, so you can be much better at shield than parry. I would advise against it for Thieves, because it will interfere with your dodging and you'll learn it very slowly.

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Page Last Updated: 4-24-06

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