• UD settlement spawn point

    Moved
    1
    1 Posts
    29 Views
    No one has replied
  • UD settlement messenger

    Moved
    1
    1 Posts
    30 Views
    No one has replied
  • Old Gate Inn adjust the rest area further from the door

    Moved
    1
    1 Posts
    26 Views
    No one has replied
  • Make gauths explode upon death

    Moved
    3
    3 Posts
    93 Views
    P

    Excellent. Magic damage boom is a fun touch!

  • New Southhorns

    Moved
    3
    3 Posts
    74 Views
    P

    @Mr-Moloch Lookin good!

    0e68d3c2-410e-4d5a-8c2c-4d52fafe3cfe-image.png

  • Malak of Tempus should raise dead

    Moved
    2
    2 Posts
    35 Views
    V-RageV

    I think he can.

    Just have to be a Tempan to access the convo.

    It should be available to everyone imo

  • XP marker Narration availability

    Moved
    7
    7 Posts
    248 Views
    Mr.MolochM

    @Perdition I hopefully have this done now.

  • Return "Light" stones to the server

    Moved
    21
    21 Posts
    585 Views
    Mr.MolochM

    @O-louth Took a stab at this using Elemental Essence. Pretty sure it'll work.

  • Spawn Points for Redspring and various glades

    Moved
    9
    9 Posts
    311 Views
    Mr.MolochM

    @EyeOfGruumsh Done for Redspring, added a rest tent there too.

  • Lower prestige cost of Blur & Barkskin packages

    Moved
    2
    2 Posts
    120 Views
    Mr.MolochM

    @Erebus Set them all to 500 since shield was a little cheaper and the others were a little too much.

  • beholders death ray

    Moved
    3
    3 Posts
    110 Views
    ZoolZ

    Actually, the code had been removed, I've put it back in, so it does protect against it, and the save will be vs death, not just fort, but fort vs death (so +vs death items will be useful)

  • Addition of sign outside Dwarven Brewery

    Moved
    2
    2 Posts
    98 Views
    P

    This is a good suggestion and has my vote of approval.

  • Move Underdark: Upperdark - Miruvore Basin rest area

    Moved
    3
    3 Posts
    205 Views
    Mr.MolochM

    @ShadowRealm We can just increase the size of the area, move the rest spot further from and keep it all in one area. Its easier to track later on if the area needs to come up or 'things happen'. So you go in a transition, move at least 4 squares from any area enemies can spawn, and rest in that spot.

  • Review some of the Mystran Temple Prestige Shop Armors

    Moved
    1
    1 Posts
    89 Views
    No one has replied
  • Old Gate Meeting Rooms

    Moved
    2
    2 Posts
    102 Views
    INOWANNAI

    @Mr-Moloch
    There's also a meeting room in the gilded venture, near the rat races.

  • Hag Horrific Appearance DC

    Moved
    1
    1 Posts
    86 Views
    No one has replied
  • Arabel: Noble District update

    Moved
    3
    3 Posts
    176 Views
    Mr.MolochM

    @V-Rage Its on my To Do but I keep fixing bigger problems when I have time. :)

  • Wyvernwater: Deep Chasm

    Moved
    2
    2 Posts
    160 Views
    P

    Personally, I do like the idea of the referenced area or another nearby option available for a moment's rest to prepare for and encourage the engaging with the various quests.

  • Make Evards +1 damage not +2

    Moved
    6
    6 Posts
    208 Views
    L

    You can change this by editing nw_s0_evardsa and nw_s0_evardsc.

    As it is now:

    nw_s0_evardsa 122 | eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_TWO); nw_s0_evardsc 122 | eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_TWO);

    For +1 instead:

    nw_s0_evardsa 122 | eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_ONE); nw_s0_evardsc 122 | eDam = EffectDamage(nDieDam, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_PLUS_ONE);

    The grapple logic preceeds the paralysis check. Grapple determines how many of the tentacles aimed at the target succeed. Since it compares

    nTentacleGrappleCheck = d20() + nCasterLevel + 8; vs nOpposedGrappleCheck = d20() + nOppossedGrappleCheckModifiers;

    where

    nOppossedGrappleCheckModifiers = GetBaseAttackBonus(oTarget) + GetAbilityModifier(ABILITY_STRENGTH, oTarget); (and +4, or +8 if large or huge)

    i.e. if a level 10 wizard casts evards vs a level 10 human fighter, up to seven tentacles will try to grapple the target with an opposed check of d20 + 18 vs d20 + 14 or so highly likely 4-6 tentacles will hit the target per round. If a target is hit in a round, it rolls fort against paralysis (duration of paralysis is one round)

  • Make all Potion Bundles equal cost from prestige stores

    Moved
    5
    5 Posts
    179 Views
    E

    @TheMinionOfArabel 600 makes sense to me. Each of these potions individually cost about 120 gold in the historic district. A nice even 1:1 (pp:gp) for potions that are pretty easily dispelled.