Training: Misc

  
  
  

Fallout

Up to date as of February 01, 2010
(Redirected to Vault Prototype article)

From The Vault

Fallout: Brotherhood of Steel location
Vault Prototype

inside: Texas
factions: Texas Brotherhood of Steel
The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources.

Vault Prototype is the main base of the Texas Brotherhood of Steel. The controlled installation is somewhere in Texas.

It was probably found by Rhombus while seeking a main base of operation for the crusade against Attis and his Super mutants. The place appears to be a Vault-Tec facility, probably dedicated to the Secret Vault project, a vault prototype. Some valuable technology and inventory, like working computers, laser grids, functional steam pipes, radioactive drums, Gun Bots and holographic devices were found there and used for training new initiates.

In the game, Nadia completes this course, guided by a Paladin hologram, while various people in Vault uniforms watch her progress. These people are probably the Texas Brotherhood of Steel members who simply used the uniform found in this location.

Vault-Tec Vaults

This article uses material from the "Vault Prototype" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010
(Redirected to Level Grinding article)

From Final Fantasy Wiki

The following article is based on a subject that has not been officially named in any official Square Enix material; the current title is merely a placeholder.

Level Grinding, Leveling, or Training, is a fan-term used to describe walking around an enemy infested location and fighting enemies for the sake of leveling up. The point of this method is to strengthen up your team, usually for an upcoming boss. Level Grinding may also be called Farming, which is usually used for more specific cases, like AP Farming or Experience Farming.

Being a long-time method in role-playing games, Level Grinding has been received with a lot of negative reaction. Many reviewers criticize games that require excessive level grinding in order to defeat difficult enemies. In early role-playing games, the original Final Fantasy being one of them, level grinding was almost mandatory. Since then, grinding has been somewhat disguised as other gameplay elements. Final Fantasy XII, for example, introduced the Hunt system, which many gamers use as a means to grind and earn various items.

Contents

Appearances

Final Fantasy

Early game, the Peninsula of Power has many high level monsters that yield high experience and gold and are easily defeated with Fira and Diara. Additionally, since certain bosses always appear when a character steps on a tile, easy bosses such as the Dragon Zombie and the Evil Eye can be fought repetitively for high experience.

Additionally, on the first floor of the Cavern of Earth, there is a section that contains a random battle on every tile making it an easy place to level up.

Final Fantasy II

Similar to the Peninsula of Power in the first game, south of Fynn is an area with powerful monsters that will cause the party's stats to raise quickly early game. Later, the Tropical Island and the Jade Passage have high level monsters that can be defeated with little effort in attempt to boost stats. Additionally, in the 20th Anniversary edition, players can use the Arcane Labyrinth to quickly boost their stats. Also, players of the NES and Origins can exploit the Select/Cancel trick, in which the player selects an action and cancels it, but the stat boost still registers. Players of all versions can attack their own players to quickly boost HP or MP.

Final Fantasy III

On the Floating Continent, there are few good places to grind. However, the Surface World has a few places to grind. After obtaining the Nautilus, the Sunken Cave and the Saronia Catacombs are used often by players to level up. Later, the Forbidden Land Eureka is also used with its many enemies that easily defeated.

Final Fantasy IV

The Lunar Subterrane, though the enemies are powerful, is often used to grind. Players of the Advance version use the Lunar Ruins to grind, as the enemies leave a huge amount of experience and gold.

Final Fantasy IV: The After Years

Areas to grind in The After Years differ from the tale, and each have a level cap, with the exception of the final tale of the game. The most optimal place to grind in the last tale is the Depths of the True Moon. Alternatively, if the monsters are too hard, the best place to go to is the Subterrane.

Final Fantasy V

Players use the Objet d'Art in Castle of Bal to quickly farm AP as they die with one Level 5 Death and leave high AP. EXP is easily farmed from the Interdimensional Rift, as the enemies pose little threat and leave high EXP. Players of the Advance version could use the Sealed Temple to grind, and possibly the Cloister of the Dead, as many bosses are fought in a row. However, by unlocking the Cloister of the Dead the player has completed everything in the game and grinding is generally pointless.

In World 2 and onwards, the player may opt to fight the Shield Dragon, if they possess the Control ability, to earn 2500 EXP for each party member as well as 5 AP by simply having the monster use Blaze on itself until it dies. For World 1, players may opt to fight the Mini Dragon enemies near Istory Falls for lots of EXP. For AP farming, the monsters in the final floors of the Interdimensional Rift gives lots of AP with very little effort (most can be slain by using Odin), though the most notable enemy that gives AP is the Mover enemy, which must be defeated before they escape or the battle ends, though when defeated, gives away 199 AP.

Final Fantasy VI

In the World of Balance, the Triangle Island has the Intangir, which can be easily be killed with Doom in the SNES version. In the World of Ruin, the Dinosaur Forest is used by many to grind, as its enemies leave huge amounts of experience. Also, the desert south of Maranda holds Slagworms (Hoover in the original version) and Cactuars, both of which give out high amounts of AP (though the Slagworm gives out high EXP as well).

Final Fantasy VII

Early on, if the character's levels are high enough, players use the Midgar Zolom to grind, as they infinitely respawn and give high amounts of experience. Later on, Cactus island is useful for its Cactuers that give out moderately high EXP and AP. Additionally, Movers in the Northern Crater give out insane amounts of AP, but are very rare. Also, players also exploit the W-Item Duplication Bug to give themselves 99 Elixirs to feed the Magic Pots and gain large amounts of EXP and AP.

On Disc 1, upon reaching Junon, the player can pull an alarm in the tunnel that leads to the Junon Underwater Reactor, which will allow the player to fight strong enemies from the start of Disc 2, which yields high EXP and AP, as well as high Gil. After obtaining the Tiny Bronco, the player can head to an island close to Mideel, where they can fight the Mideel enemies, such as Head Hunters, for high EXP and AP. After obtaining the Submarine, the player may opt to go to the Sunken Gelnika, where they can fight powerful enemies that yield high EXP, as well as being morphed into various sources for stat grinding.

The Limit Break system of the game can be easily leveled near the start of the game. As Matra Magic is accessible when the player first enters the world map, the player can dispose of big groups of enemies quickly outside of the Chocobo Farm and Junon. Once the player has access to the Highwind, the player can go to the forests surrounding Mideel. Using Hypers on each player to grant the Fury status, and equipping one character with a Restore materia that knows Regen next to an All materia. Fighting the Head Hunters and allowing them to increase the player's limit gauges will quickly get limit break usages. Going to the area outside the Chocobo Farm will get quick kills for the character's to level up limits.

Crisis Core -Final Fantasy VII-

Due to the nature of the leveling system, it is difficult to level grind in this game, as there is a lot of luck involved. However, leveling up is not determined entirely at random. Although it is not shown in the game, enemies still drop EXP, and the more EXP the player gains, the higher the chance the player levels up during a Modulation Phase. If the player wishes to level grind, they can do so by fighting enemies in missions that are labeled "Very Hard".

As Zack levels up, the rate at which his stats increase reduces, meaning at higher levels, level grinding is not very effective. Players often increase their stats by utilizing Materia Fusion.

Final Fantasy VIII

Grinding is almost imperative in Final Fantasy VIII, but in a different way. Since the party's level means less than what Magic the player junctions, players grind by drawing many spells from enemies, and refining spells from items or lower level spells. Players looking for EXP go to the Islands Closest to Heaven and Hell, where there are many powerful enemies that give away huge amounts of EXP. AP grinders head to Cactuar Island where the Cactuars can be easily slayed by Squall's normal attack, and give out 20 AP each.

Final Fantasy IX

Final Fantasy IX has less places to grind than its counterparts, however, they still exists in some forms. The crystal version of the Four Fiends in the Crystal World yield high amounts of AP. The Grand Dragon and the Yans on Vile Island both give huge amounts of EXP; Grand Dragons can be easily felled after a certain point, especially with the help of Dragon Crest, but Yans remain exceptionally difficult even at optimum character levels.

Final Fantasy X

The Omega Ruins' enemies give high amounts of AP, and with Double/Triple AP and Overdrive -> AP large amounts of Sphere levels pour in. Also, using Tonberries and their ilk with Overdrive -> AP causes many Sphere levels to come in if the player has killed enough enemies. Also, killing the Monster Arena's Species Conquest enemies give Spheres that add new stat nodes to the Sphere Grid and boost characters' stats quickly.

Final Fantasy XII

Using the Hunt system, many players grind while collecting useful items. Additionally, players use the Great Crystal to grind, with its powerful enemies and many rooms. The Subterra and Stage 2 of the Henne Mines both have many powerful enemies that give out large amounts of EXP.

Final Fantasy XII: Revenant Wings

Because all official Missions are one-time-only events, players are forced to rely on Monster and Summoning Melees if they wish to spend some time leveling up. The Summoning Melee at the Gates of Shattered Time and the challenging yet rewarding gambit of Midlight's Deep are two exceptional grinding locations, though the latter requires some time commitment.

Final Fantasy Tactics

Since EXP and JP are gained by performing successful actions, regardless of who the action is targeting, players can level grind by defeating all but one enemy units in any battle, prevent the remaining enemy unit from taking any action (such as by inflicting Sleep or Disable) and command the player's units to use their commands on each other, including offensive actions. In addition, Midlight's Deep contains many high level monsters which the player can fight to earn EXP and JP, as these parameters are mitigated by the unit's and target's level.

Final Fantasy Tactics Advance

In Final Fantasy Tactics Advance received EXP from one action is dependent on the relativity between the acting character's level and the target character's level. Though missions usually offer challenging enemies at high levels to defeat, they can be completed only once. Enemies throughout the map in random battles will always be a levels relatively average to the player party, and any enemy at the same level will give the same amount of EXP, even if they are as different as an enemy Black Mage or a Thundrake.

Because of this, one random encounter is as good as any other in order to level up. That being said, if a character is to target himself or herself with an action, preferably a healing or supporting one, they will gain 10 EXP; targeting a character one level higher will garner 12 EXP; targeting a character one level lower will garner 8 EXP, and so forth.

Therefore, weaker characters can easily level up quickly by affecting higher level characters in battle, even if these characters are party members.

An easy trick to gaining levels extremely fast is the Smile ability the Juggler learns. It is learned by equiping the Orichalcum, and when two moogles are on the field with that ability at the same time, they can continue useing the ability on each other to create a cycle of experience gain and canceling out the other units' chances to move. With this ability, they can easily get to level 50 so the rest of your party can beat up on them to gain levels themselves.


This article uses material from the "Level Grinding" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010
(Redirected to Skill Training Guides article)

From the RuneScape Wiki, the wiki for all things RuneScape

Training is an activity which is done in order to increase the players' experience in one or more skills. Activities which are not done primarily for gaining experience are not usually considered to be training (for example, fighting the King Black Dragon in order to obtain rare item drops).

There are many different ways to train skills. Some players prefer material gain during their training; others do not care so much, as long as they get their experience as fast as possible. Some skills are very commonly trained by buying the items required, such as Prayer and Crafting. The items for these skills are therefore a common target for gold farmers.

Free-to-play Training guides

Pay-to-play Training Guides

See also


This article uses material from the "Skill Training Guides" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010

From TibiaWiki

This is an example of the ideal training setup (the fastest way to gain skills). Observe how the penguins also will not move, remembering that moving makes you lose 0.4 seconds of attack.
1. Blocked all around so no other creatures can attack the Trolls
2. Two Trolls attacking each player
3. Two Trolls attacking the Monk (shield-break)
4. The two players attacking the Monk
Training is a term used to describe the act of raising your skills artifically, similar to "practicing" a skill in order to enhance it.

Contents

Melee

To train your melee skill (sword, axe, club, or fist). It is usually better to attack the training monster with a weak weapon: for sword fighting a Knife, for club fighting a crowbar, and for axe fighting a sickle is usually used. You must acquire a target to bleed, with the chosen type of melee weapon, and successfully bleed it once for every 30 combat rounds. The number of combat rounds allowed is reduced by 10 for every attack you absorb while attacking your target in a single combat round. As such, you will need to make blood once every 20 combat rounds if 1 creature is attacking you while you're attacking your target, and once every 10 combat rounds if 2 creatures are attacking you.

Targets can include, but are not limited to:

Knights advance fastest in melee training, with the highest skill being 116. Paladins can also advance in melee skills at a reasonable rate. Several Paladins currently have melee skills in the 60-65 range. Druids advance slightly faster than Sorcerers, but since the introduction of wands, melee skills for the mage classes have become irrelevant.

Distance

Training distance is the same as melee (see the melee section), excepting that distance will increase faster if you bleed your target more. One blood hit is approximately twice the benefit of an instance of your opponent blocking your attack. Distance is a paladin's primary skill only, and so knights will not benefit from distance as much. The reason for this is because despite a knight's ability to carry a lot more than a paladin, their skills increase at a much slower pace than a paladin's, and 40 is considered high (compared to over 100). Thus, any other vocation would benefit from training another skill. Rookers may also take up the skill, due to the attack of a spear, the damage output may encourage them to train it. However, in the long run it isn't practical to rely on it as a primary skill, due to their lack of capacity.

Shielding

Your shielding skill will subsequently rise if, in addition, you have monsters attacking you while bleeding your target at least once every 30 successful blocks. The creatures need not bleed you, nor must they be of a certain strength. Additionally, any creatures attacking you beyond the 2nd will not add to your shielding skill. Thus, 2 creatures is the optimal number of training creatures for shielding advancement.

Knights and Paladins both rise in shielding at equal rates.

The Target Dummyes

Training with Target Dummyes is the most effective way of training, those monsters have an infinite amount of hitpoints so your skill will raise quickly. The disadvantage of not having any creature to raise your shielding can be fixed hiring a mage who summons weak monster to attack your character or buying Spellwands and using them till they break so they summon Mad Sheeps. You need to be at least level 75 to use this training.

Click Here to Show/Hide Spoiler Information

Spoiler warning: Quest and/or game spoiling details follow.

You can enter the lair where the dummyes are after completing the Shadows of Yalahar Quest.

Spoiler ends here.


Magic Level

Each magic level requires a precise amount of mana to be spent before advancement. Simply casting spells will further your progress meter accordingly. Prior to the 7.6 update, mana was only counted in 20-point blocks, discarding any mana from spells costed beyond the last multiple of 20. With the introduction of wands, which use as little as 2 mana points, this feature has been replaced, and every mana point spent is now counted toward the progress meter.

Fishing

To advance your progress meter in this skill, you must fish on water squares with fishing rod. Almost every water square (that is not accessible from the inside of a protection zone) contains single fish, and you have to fish it till you catch a fish. After that this square won't give you any more advancement and you have to fish another square. You must wait around 30 minutes for the fish to respawn and be able to advance farther in your fishing skill or move to another fishing spot. A good method is to fish one square at a time, starting at one corner of the water and working across the screen, clearing one row at a time until you have fished all the squares. This allows you to keep track of where you have caught fish so you do not waste casts on squares that are already cleared. See also Fishing.

Setups

Training is a long and arduous process for any vocation. When training, it is important you utilize the best possible methods available to ensure the fastest progress. Listed below are the various options available to players.

Training with monsters

If you've got a friend or hired someone to summon a monster for you or if you chose to train with slimes on Non-PvP worlds, then keep a few things in mind:

  • Always remember that you don't need to get hit for blood to make a shielding advance. You simply need two monsters hitting you while you make blood against YOUR target once every 30 combat tries (which equals ten rounds due to the 2 creatures attacking you.)
  • Breaking the shielding of the monster is important, granted the target can handle it. Have two monsters attacking a Monk or Dark Monk while you attack third in each round allows you to hit for blood more than 50% of the time on average, and for very little damage. Simply push the Monk or Dark Monk's monsters until they attack in chorus, and follow it with your own weakened attack afterward.
  • Note that when training with ghouls, you will likely take 25-30% longer to advance due to their inability to function with the shield-breaking system used on Monks and Dark Monks.
  • Make sure your monsters are not moving, as if they do, they waste 0.4 seconds.
  • Distance attacks work differently with shielding, and as such, timing your attacks after timed misses by monsters will not add any measurable benefit.
  • Have enough shield skill or armor to reduce to a minimum the monster blood hits on you, if they blood hit, they will start to get more skills and you will start to fail in blocking them, resulting in more damage to you, which leads to you getting a new monster to train.

Training with players

Training with players is an acceptable alternative to the ideal Monk/Dark Monk situation, and far better than ghouls or slimes on average due to the stability of a partner, but is impossible on Non-PvP worlds.

  • As with training on monsters, you must deal blood damage once every 10 attacks for your training time to be optimal, with 2 monsters attacking you.
  • It is not worse to train with more than one partner simultaneously (i.e. the triangle training). Just make sure everyone is getting attacked by two people/monsters at the same time always.
  • Whatever the setup is, try and make sure you are near water to fish (or have lots of food like brown mushrooms).
  • You are a target as well as a trainer in this scenario. As such, make sure your armor level is low enough for your opponent to bleed you. For two knights with melee skills of 90, using a 7-power weapon, on full defense, will make blood with broken shielding on armor values of 11 enough times to optimze training.
  • Distance attacks work differently with shielding, and as such, timing your attacks after timed misses by monsters will not add any measurable benefit.
  • Shield breaking is not necessary when pvp training if the target does not need to advance his own shielding skill. For instance, if a knight were to train on a mage, the mage would simply not equip a shield and wear enough armor to make training possible.

Tips

To further your progress, employ the following tactics:

  • Bring plenty of food for prolonged training sessions. Ham provides the best gold piece per HP ratio, while brown mushrooms provide the best weight to HP ratio. Eating will not only allow you to heal during PvP training, but it will allow you to cast spells in general and advance your magic level.
  • Have two creatures attack your target in unison, and then proceed to attack it afterward. This is a phenomenon known as "shield-breaking", meaning your weapon will penetrate your target's defense value, which has been occupied by the first two attacks. Note however, that distance fighting automatically bypasses shielding, so this method is not necessary for distance training. Furthermore, this tactic will not work on targets that are not friendly, via convincing, summoning, or PvP training, as monsters will not attack other cratures that are hostile toward you.
  • In PvP training, make sure your partner is wearing as little armor as possible to encourage more bleeding. The amount of damage he can take is directly equal to the amount of life he regenerates while eating, plus HP gained from any healing spells he can cast with regenerated mana.
  • When training with slimes you'd like to bring as much food as posible since slimes tend to hit high from time to time. Find a spot, where only two slimes are able to attack you simultaneously. (Note that slimes can push parcels so don't count on it to block a slime from getting to you)
  • On less populated worlds a good training technique would be hunting in places with rather large amounts of creatures, while being on defensive or balanced mode.
  • While training, make sure that the creatures attacking you shall move as little as posible, since if a creature moves, it looses about 0.4 seconds of response time that would otherwise be used towards him fighting. So each time it moves you lose 0.4 seconds of shielding advance by him.

Good places for training

  • Near the Desert Dungeon Quest place. On the passage before entering the quest room, you'll find a slime. Lure the mother slime to the down hole that you went up to go behind it. There only 2 slimes can hit you at once.
  • North of the Amazon Camp you'll find a cave with 1 beholder and 1 slime. Kill the beholder as fast as posible, it will most likly run to a space in which he is trapped that you will also use as your training spot. (Northern point of the cave)
  • Thais Ancient Temple, is the most popular training place for low level knights. There are several places to stand in which only 2 slimes can hit you.
  • Venore rotworm cave. There is a huge slime spawn, but without any spots to train at all. At the point farthest to the north east you will find a roping place. Just rope the mother slime upwards and stand in the corner of the ladder spot so that only 2 slimes may hit you at the same time.
  • Venore in house of Wyda, lure slimes of the south for the house, and enter in room.
  • Fibula Dungeon on the first level underground. There you will find on the left huge cave with many rotworms and carrion worms. It's dangerous while surrounded, but there are a plenty of spawns so you won't have to wait too long.
  • Troll's cave south-east of Thais. On the deepest level there are few rotworms and good corridors to train, but beware of unwanted skeletons with its life draining.
  • Liberty Bay If you go North East of Liberty bay you will find a cave full of Novice's of the Cult. There are also many dark monks. Make sure you bring two convince creature runes with you. Convince two dark monks and then rope them back up. From ground level you can take them anywhere across Liberty bay to train. It is strongly recommended that you use small stones on these creatures.
  • There are many places to train at Tiquanda, and slimes spawn everywhere.
  • Dwarf Mines. On the first and second level underground, there are lots of places with dwarves and rotworms. Put some parcels or other item so that only two monsters can attack you.
  • A cave below Ab'Dendriel, often called Ab'Dendriel Slimes Cave, where there are slimes spawn.
  • The single best place for long-term solo training is on the first floor of the Dark Cathedral. There you will be able to lure the solitary Dark Monk by the second floor stairs to a place in the eastern portion where Bats are known to spawn. A convince Creature rune and enough mana are needed as well. Dark Monks, like their larger, older cousins make excellent training tools, because of their intense and rapid healing rates, and high HP totals.
  • Port Hope. West of the temple there is a tower that people lure slimes to and rope up. Stand in the corner where only 2 slimes can attack you. There are also many other places in the north and north-west plains of Port Hope where the trees and jungle grass only allow you to be attacked by 2 slimes at once. There are numerous slime spawns in that area which can be lured.
  • The sewers under Carlin have many bugs which makes it a perfect place for newly arrived players with low skills who can't train on summons and need to train in monster spawns instead. Bugs don't flee on low health and this makes them ideal training monsters.
  • If you are a Paladin, a good idea is to hunt Goblins with the Small Stones that they drop as they are excellent for training, you'll loot them faster than they break, and can later be used for training elsewhere or sold for fair amounts of money at high quantities.
  • In Non-PvP worlds or either in PvP worlds, if you have more than 80/80 Skills, you can choose training with 2 Gargoyle at Formorgar Mines(You need to complete The Ice Islands Quest almost every missions), since they are hard skin, it's difficult to kill it with Training Weapons, also they heal themselves a little bit, so it's perfect for Training. Keep in mind that Gargoyles run with low health.
  • If your equipment is good enough and you train on non-healing monsters (ex. Rotworm) it is good to use 3 monsters to train. That is because when you kill one, the other two still increase your shielding at the optimal rate and you can start hitting the 2nd monster before the 3rd spawns. That way you save a lot of time in longer periods instead of training on just one monster left after second was killed.

Training strategies and examples


This article uses material from the "Training" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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