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All words that appear in bold have in-game files which can be accessed by typing “genhelp <topic>” once you’ve joined the guild.

About the guild[]

The Gentech guild is based around scientific experimentation to add abilities to yourself for a variety of effects. The specific path through the experiments varies from Gentech to Gentech. Cooperation is also a key aspect of the Gentech guild, so Gentech should be prepared to help their guildmates and contribute meaningfully to the guild.

The Gentech Experiment Tree (External Link) lays out the paths a Gentech can take. Different experiments have different chances of success (which can be seen with the ratepowers command). Completing experiments determine your Division (Offense/Defense) and Class (Medical/Scientific/Engineering), but as long as you have the prerequisites, you can pursue experiments in any tree. Experiments labeled "free slot" or "slotless" will not need a slot to research and you can research these when your chances of success are sufficient.

Guild experience is gained by using PU. Using the gsplit command diverts a portion of your gxp to Resource Credits which are necessary for increasing the phase of experiments.

In addition to PU, Gentech also have a stored power units (SPU) which have a maximum capacity of half your PU maximum. SPU can be converted to PU with recharge.

The Gentech guild is heavily focused on cooperation. So, when you're smaller never be afraid to ask for help and when you're larger you're going to be expected to pitch in. Key areas are CPC management, maintaining efficiencies for the smaller Gens, and sharing the emergency Timeslide.

Location[]

The Gentech guild is located in the southeast corner of Pinnacle. (cot,s,e,e,s,s,s,se)

Quick start guide[]

  • comm: chat on the guild line (and commhist for history)
  • genhelp: access the guild help files
  • ratepowers: shows you all the experiments, their current phase, chance of success, and cost. ratepowers complete will show you only completed experiments.
  • genhelp experiment tree: shows the Gentech experiment tree.
  • autoguild: toggles various abilities
  • gsplit: Controls how much of your gexp is converted to resource credits from 0 to 100 percent (in 10% increments)

In general, to get an an ability you must complete the appropriate experiment. Each experiment also has phases which can increase its effectiveness and unlock additional aspects. Once an experiment is completed, it occupies one of your experiment slots (you get one slot per guild level) until it's removed. Removing experiments requires completing an experiment (genhelp slot purge) so long-term planning is a good thing.

Gentech start with a single experiment (ionbeam) which will use some Power Units (PU) and Central Power Core (CPC) power to damage enemies. After that, you can go in any direction you like. When experimenting or increasing the phase of an experiment, it's always beneficial to have someone staff the Experiment Room if someone is available. Holding off experimenting until someone is around isn't unreasonable. Recently, an NPC staff has been placed on permanent duty in the experimentation room to improve success odds.

Early experiment path[]

Due to recent (2019) changes in making many experiments slotless, at low levels you may run into issues where experiments are too difficult for you to attempt at your current guild level. So, rather than a set path, here is a set of experiments to aim for that will give you a solid base of powers. You may need to skip guild levels until you're high enough to successfully complete each experiment. You should be able to complete all of these around guild level 10.

  • Ionbeam (this experiment is automatically granted when you join)
  • Biochem Analysis and Powercore: Biochem Analysis is the prerequisite for Powercore which will allow you to passively regen PU.
  • Engineering and Rec-chamber: Engineering is the prerequisite for Rec-Chamber which will allow you to reclaim SPU from corpses.
  • Advanced Combat and Synthorg: Advanced Combat is the prerequisite for Synthorg which is for damage.
  • Adrenaline Rush: Provides a small amount of healing over time by using PU. Started with the rush command.
  • Defense Systems and Ferrous DNA: Provides some defense by using PU. Started with the edna command.

Since your chance of success increases with guild level, waiting until you can research both the base experiment and the power experiment it depends on will lead to increased chance of success. For example, waiting until you have two free slots to do Biochem Analysis and Powercore or Engineering and Rec-chamber at the same time means you will have a greater chance at success. You benefit because the base experiments typically only support subsequent experiments.

Phasing Costs
Phase Cost Cumulative
1 Automatic
2 40k
3 85k 125k
4 180k 305k
5 370k 675k
6 780k 1455k
7 1.6M 3M
8 3.4M 6.4M
9 7M 13.4M
10 14M 27.4M

Obviously, this chart disregards double and triple phases. Remember, just because you can afford to phase a particular experiment doesn't mean you should. Read the genhelp files carefully to ensure that increasing the phase doesn't increase the cost beyond what you can cover.

Stat Priority[]

While your personal playstyle may vary a bit, these is a general guide to a decent stat layout. It's biased towards being able to tank rather than being pure damage.

  • Constitution: Generally, Gentech healing sucks and before you reach Gen-High Council your shield can "leak" damage. You want a healthy pool of hit points to absorb that damage and give your healing time to repair it.
  • Dexterity/Wisdom: Dexterity is important for damage mitigation and defense and wisdom helps with dealing damage
  • Intelligence/Strength: Strength helps with melee damage and we get a *lot* of hits later on (6/round) so strength helps; strength also enhances some defense powers. Intelligence is a pool of spell points for healing as well as how well you manage powers which require control of your environment.
  • Charisma: You'll need some charisma in order to successfully research and upgrade experiments, but don't go nuts. 20-30 should be fine for most.

Tips[]

  • Watch your efficiencies (they're on gs). If they get too low, you'll start sucking. You can get them repaired at the infirmary in the guild hall, but it's better to ask on the guild line and a bigger Gen can swing by, do a repair, as well as stabilize you which will keep your efficiencies from dropping for an hour or two. The Autorepair Gen/Tech experiments will let you slowly regen them on your own, and the Engineering Gen/Tech experiments will give you the repair commands. The Stabilize will, well, give you the stabilize power.