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= Developer's Note = Being a competent player in Icesus means having good knowledge of basics'''*'''. Even the endgame is still just about being good in basics. The top players are still doing the very same basics as they did as a newbie, but they now perform these basics on a higher level. For beginners, this increase in competence may be difficult to see, but if you looked at e.g. statistics of party members killed while doing EQ, you could see a clear correlation of what this means. Performing basics more efficiently comes from being less likely to be careless, less likely to make newbie mistakes when leading parties (and FYI - there are no other types of mistakes than newbie mistakes). This reduction in mistakes justifies calling their way of doing things to be of higher caliber. Adventures outside of Aegic are intended to challenge players who are already good in the way described above, but also to provide learning opportunities for newbies who are encouraged to ask for trips to nearby celestial bodies from their friendly neighbourhood navigators. An adventure outside of Aegic is not much different than an adventure in Aegic - you can think of an adventure in Aegic as being the basic level. In terms of risk compared to the rewards, [[Aythzilla]], [[Aqueous]] and [[Lhundaer]] are considered to be moderately difficult. [[Infernus]] and [[Sorcerus]] fall in "difficult" category because their challenges are more complex. Ultimately, [[Chto]] challenges players to the highest degree. All of the challenges outside of Aegic focus on the following primary game concept: Dying sends you back to Aegic, and it's expensive to get you back to your outworldly party row. As the challenge level increases, players must demonstrate their ability to execute and follow plans more accurately and in a more timely manner (oxium). Failure to do this will result in mistakes leading to people being sent back to Aegic, and this often results in failure of the overall mission. It is good to understand that disasters are caused by accidents caused by sloppiness. If you are able to stay cool, calm, collected, and show true leadership, your missions are less likely to be doomed because of negligence and more likely to succeed. You will find that most of the creatures living on these external worlds are blockers, which means they will very likely prevent you from fleeing. This is a conscious game design decision made for two reasons: # driving yourself through missions using bots and triggers is much harder, and # you have to think a little more about your next steps - e.g., decide if you want to take the risk associated with your partyโs involvement in the fight or not. Again, remember this key concept: Death caused by bad decisions is ''meant'' to send you back home.
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