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Guide to Dreamwalker: Difference between revisions

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- If people are aware you marked a target, find yourself a spot that can be an advantage to you. With potential escape routes and traps/chasms for them to fall into. The limits is your imagination. Punish them.
- If people are aware you marked a target, find yourself a spot that can be an advantage to you. With potential escape routes and traps/chasms for them to fall into. The limits is your imagination. Punish them.
- You heal 200% faster from any source. <small>''<sub>(Not Proven.)</sub>''</small>

Revision as of 23:55, 19 September 2025

DREAMWALKER

You are a "Soft" Antag chosen by Abyssor himself.

Depending on your playstyle, this can be a Major or GRAND Antag.

That being said, you can play with either STEALTH or going LOUD by wearing an unique set of armor and weapon you can receive from rites performed by you.


You don't really have many objectives other than collect "Metal" from other people and survive. You can do this by sneaking around them and collect it where they least expect it. Request them to willingly give their "Dream" for you or take it by force. A section of this will be detailed below, keep reading.


Remember: Your goal is to collect "Dreams" (metal) from living, MARKED targets, not go on a rampage and extract it later. It won't work this way.


This is better suited depending on which role you pick. Be lucky and pray you get this Antag with a role with most benefits for combat or any advantage in some terrains.


Bear in mind, YOU have the choice to either antagonize the whole server as a country level threat or choose to assist a side. Church and Keep however, are afraid of you, and they should be. They don't know if they are next to have their dreams collected by you.

Other Antagonists might be plausible, WITH REASON. Make this interesting and enjoyable for everyone. This is one of the antags that you may have the spotlight of being target by all and you have just enough reason to kill for self-defence.

(The more you fuck around, the more you gonna find out. Punish them.)

INNER SKILLS

Ritualist - I am skilled in the holy arts. Using ritual chalk, I can more deftly channel my God's powers via runes.

Plate Training - I can move freely in heavy armor.

Critical Resistance - I am resistant to wounds that would be life threatening to others.

Shock Immunity - I am immune to electrical shocks.

Fatal Insomnia - I can't sleep.

Counter Counterspell - I automatically know when to counter Counterspells, and can do so without even thinking about it.

Painless - I feel no pain.

Breathless - I do not breathe.

Poison Immune - Poisons do nothing to me.

Foodless - I do not hunger, or thirst.

Moodless - I feel no sorrow, no joy, and no stress.

Arcyne Training (Novice) - I have received basic training in the Arcyne arts, allowing me access to a small variety of spells useful outside of combat.

Strength Unbound - MY STRENGTH IS UNBOUND!

Dreamwalker - I walk the dream and reality at the same time. My mind frays, but my vision shall be reality.

(+ any statpack/Trait you get from character creation.)


These makes you tough, not immortal. You can pretty much die of blood loss. Be careful.

You still get TIRED as well. Mind your FATIGUE (Blue bar) and your STAMINA (Green Bar)

STATS

+ 3-5 in Strength (guaranteed in at least getting 15 in strength.)

THE SET

With the RITUAL CHALK you receive from the moment you are chosen, draw the sigil of STIRRING. Stand on top of it, and click it.

You will get FOUR weapon choice to pick.

- A cruel looking Battle Axe

- A menacing Sword

- A Trident

- A Spear

Pick any of your choice and the rite begins. Keep in mind, You will shout out LOUD, for only the duration of the chanting until the ritual is complete. Upon completion, You not only will receive the weapon of choice, you also receive a full armor set.

All pieces except CHESTPLATE has 540 of total durability. (Chestplate has 640.)

What makes this set UNIQUE is how they will constantly SELF-REPAIR, making YOU the toughest threat imaginable.

Except the bervor. Bervor is made out of steel and won't protect much.

Keep in mind, upon finishing the rite, an equivalent of losing LUX will occur. -1 to all stats. It won't work without Lux.

(lowkey you will look like a Shovel Knight)

Other Side note: The weapons from the Rite are DORMANT, Your objective is to craft the ACTIVE counterpart to truly show your potential.

The armor and weapons are labeled OTHERWORDLY. This is a big flag if you don't wanna ruin your STEALTH.

SPELLS - Important.

as part of ONE spell from Arcyne Training, you get BLINK. A 5 tile teleportation spell.

Mark Target - Your Butter. Marks ANY LIVING target for you to look for. Won't work on dead players.

Dream Jaunt - Telerpots you to a random location after a short charge. Releasing will set you on a different position on the map. Keep in mind, this will leave a portal behind, people can interact with it to chase you. On a bright note, if they do so, Dream Fiends spawns PER player who chases you.

Dream Bind - Binds an Overwordly Weapon of choice, Dormant or Active. Aim at the weapon you want it bound to you. Can replace previous bind for a new weapon of choice if you wish. Casting anywhere else will make the marked weapon appear to your active hand.

Track Marked Target - Your spice. Has a short cooldown, will track the target you need to go after. This is also your only way to obtain "METAL" of your objective by interacting the marked player with this. They must be laying down to do so.

Summon Marked - Your Bread. Takes about 10 minutes to properly be used. You only receive this spell when striking your marked target with your OVERWORDLY WEAPON. Throwing it against your target won't work. Upon pulling your target, they will leave a portal similar to your Dream Jaunt, anyone who joins it will have Dreamfiends PER player who steps in.

THE POTENTIAL.

By obtaining Sylveritte (Use Track Marked Target to collect the metal), You need two pieces. Rub them together and you get the exact choices from the rite. HOWEVER. You will get the ACTIVE variant of the blades you can hold. With:

Trident - Throwing (at certain distance) causes a shockwave, stunning and pushing players away. If they hit against a solid object, they receive damage.

Sword - Deal Poison damge.

Great Axe - Deals burn damage and sets people on fire.

Glaive/Spear - Freezes People. (Or makes them incredibly slow)

(The special attributes of Sword, Great Axe and Glaive are not accurate. Mostly from code diving.)

Bear in mind. The Active variants have more stopping power than a Dormant Weapon... Stronger hits, more armor penetration. Throwforce, Etc. Pair with the mind that, ALL of them will SELF-REPAIR and the blades will never go DULL.

Final Notes(Strategies):

- While yes, You are "INVICIBLE" inside an armor that never breaks, the stats against BLUNT and PROJECTILES are putrid. Watch out for Bolts and Arrows.

- Numbers still overwhelm you. You do not have infinite Stamina. and the regeneration of your Fatigue is the slowest of them all.

- Knowing the terrain you are in will allow you to have the upperhand.

- Despite being immune to MOST negative effects, bloodloss is still your enemy.

- Swimming with armor on wears you out super fast. Avoid fights in water.

- Thanks to FATAL INSOMNIA, you can't level your skills past Apprentice.

- If going loud just to chase your target, be sure to have Dream Jaunt available. Hit your marked target and escape. Any chasers will have to deal with Dreamfiends while you escape.

- If people are aware you marked a target, find yourself a spot that can be an advantage to you. With potential escape routes and traps/chasms for them to fall into. The limits is your imagination. Punish them.

- You heal 200% faster from any source. (Not Proven.)