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The first thing to learn about monster play are the 2 key words used for the 2 sides:
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- The Free Peoples of the Ettenmoors. These are the NPC's and the player characters you will find around the zone.
- These are the Monster Players in the Ettenmoors.
Monster play can be referred to as "freeps vs creeps" as well as PvMP.
To access Monster Play, you must create at least one Free People player character and attain level 10 or beyond. After you obtain the 10th level on at least 1 character, the red "Monster Play" button will become usable from the character select screen.
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Within Monsterplay there are 4 races that compose 6 classes.
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As you can see, both the Uruk and the Orc race have 2 classes within it and they share racial traits that may be obtained while playing.
You have 6 slots to play monster characters, unlike the 5 slots you have to play regular characters. A major distinction is that you may only play 1 of each class of monster per server. Thus the list of 6 classes is also used as your available slots and as you create/name each of your monster characters, the slot for that class type will be closed/used.
To delete a monster, you use the "reset" button on the Monster Player selection screen. This acts similar to the "Delete" button from the main character screen in that it will remove that particular monster, subsequently freeing up that monsters name for use, and frees up that monster slot for you to pick another monster, of that type, to create.
- NOTE: If you reset a monster, all abilities, items and accomplishments done by that monster will be lost. Any new monster created, of that type, will start from rank 0 with no attributes nor abilities that your previous character, of that type, had earned. This is deleting that specific monster character.
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Class Roles/Equivalences
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- NOTE: The equivalences given are to help understand the role that these creatures play in combat. Each class has much different skills and abilities from their "counterparts" in the Free People army.
Each of the classes has its own special role to fill in combat. Like player characters, all are capable of soloing but use different styles depending upon their abilities.
- Orc Reaver
- Melee combat. An equivalent to the Champion class with respect to the role they fulfill in combat. Front line troops.
- Orc Defiler
- The primary healer class in monsterplay. An equivalent to the minstrel class with repsect to the role they play in combat (Introduced with Book 13).
- Spider Weaver
- Crowd Control, melee and limited range combat. An equivalent to the Lore-master, without a pet, with respect to the role they fill in group combat. Unlike the Lore-master, they do not have an array of "spells" but have webs and poisons to deal with crowd control.
- Uruk Blackarrow
- Ranged combat. An equivalent to the Hunter with respect to the role they fulfill in combat.
- Uruk Warleader
- Tank/Healer. An equivalent to the Captain without a pet in group combat. This class is the secondary healer class of the Monster Play forces so tend to be a priority target for Free Peoples.
- Warg Stalker
- Stealthed Melee and Crowd Control. An equivalent to the Burglar with respect to the role they hold in group combat.
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Differences between Monster Play and regular play
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| There are several differences between monster play and normal game play as a player character. First of which is that you start at level 50 but a naked, weak level 50 creature that can be defeated by a Free People (freep) up to 10 levels below you (40th level). You gain power and abilities as you rank up but to rank up you must defeat Free Peoples who will tend to be 50th level (in general, much more powerful than you are at the start).
The "theme" behind Monster Play is the total reverse of player characters. Whereas free people characters start out relatively powerful in comparison to the things they fight, Monster Players start out very week and only through obtaining rank and slotting the traits that are available can a monster player really begin to stand on their own. From the get go -- the best option for a creep is to play in a raid. You will want to always hang with others versus soloing. Trying to solo at the start will destroy your sense of "fairness" and slant your opinion of what can be accomplished by competent players in a very ugly fashion.
Monsters can trade with other monsters, but they do not have Mailboxes, banks nor any other storage facilities. What you can carry in your bags is all the storage you have and all you should really need. Monsters cannot use any types of tools nor armor nor weapons, nor any permanent types of equipment. Certain appearances for some classes show what appears to be equipment but you never have any to equip nor do you ever suffer from equipment damage.
None of the following exist for Monster Play:
- Mailboxes/Mail
- Banks
- Auction Houses
- Mounts
- Equipment of any sort
- Repair bills (no equipment = nothing to repair)
- Dread from Defeats (you're a monster and expected to be defeated so you never suffer from dread)
Vendors do exist that you can purchase consumables from such as potions, food, charms and the like but that is the extent of vendors for Monster Players and the only vendors are in Gramsfoot -- which is the only "safe" place for monsters in the Ettenmoors; no freeps can ever enter this area.
You can form monster Kinships, called Tribes. Tribes have Message of the Day, Ranks with rank associated titles and other such kinship functions but are lacking in the "external" benefits of a kinship such as:
- No Mail so no "Tribe Mail"
- No Auction Houses so no "Tribe Auctions"
- No residence so no Tribe House may be purchased.
There are vendors and traders in the Ettenmoors that you can purchase/trade with for certain items and abilities plus you can sell surplus items that have no value for you. There are neutral and hostile NPC creatures around the zone that you can (and will) hunt to make what coin you need to purchase the things you want.
Monsters can accept Quests and are usually rewarded with Destiny Points (DP) for completing them. They also receive a smaller number of DP for each player, mob and NPC defeated.
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