Posts
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Incorrect portrait for fourth tier fire summons
Hiya Dms,
The title says it all really the portrait is not correct for this specific tier of fire elemental summoning. The portrait is just super bright white, instead of a picture of a fire elemental. While this mechanically does not affect anything, because it is super bright it isn't very nice as a real person to look at.
If the lovely Dm team could find some time to replace the portrait image with the correct one (as a suggestion I would just simply use the standard fire elemental portrait, that would be awesome)
Hope you are all well.
Kind regards.
Apollo
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Summons killing while on beatdown mode
Hiya Dms,
I meant to file a report at the time but got carried into some other things, but during a pvp while I was on 'beatdown mode' my summon managed to kill someone. If Dms could look into this it would be superb.
Apollo
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RE: Used Wands Disappear
I will double check this the next time I have a wand that goes to empty in case I misread it. If it is definately the case I wil certainly put it in bug reports.
Warm wishes.
Apollo.
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RE: Used Wands Disappear
Prestiege is not super easy to acquire and an empty wand does give a few prestiege points. As some items require a lot of presiege points (as a druid the most 'leet' item is worth 4000 ish points) I would say removing this item will make getting some prestiege stuff much harder, when it is hard to start with. My vote would be keeping them in with no changes at all.
Apollo.
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RE: Lower the potion prices.
I would like also to see potions of cure serious wound appear a bit more in quests. As a druid my best forms or both attack and defence are to shapeshift. While it is super easy to find wands of healing, potions of healing are a lot harder to come by. As a grizzly bear I literally cannot use any wand or scroll. My limit is potions. Not saying that everything needs to be in potion form, but would really love to find more potions of say cure serious wounds on quests.
Warmest regards.
Apollo.
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Full affects of GSF not working while shifted
Hi DMs,
If I have read things right, GSF abjuration should give me the benefits of both the shield spell and mage armor, when I use a shield spell. Now I have tested this IG and when I drink a shield potion in bear form and I do have GSF abjuration, I dont seem to get the benefits of both. Interestingly when I drink a mage armor potion and a shield potion I do get the benefits.
The benefits of GSF abjuration need to be tweeked I think for a druid that has shifted form.
Warm regards.
Apollo
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RE: Armour modding spawning new armors.....
It is possible I misread or misunderstood how this functions, not sure.
Was able to change the look of my existing armor, but still left with two armors which looks exactly like mine, minus its properties.
Would be nice still if possible to get money back on not undertanding how this functions, if not I will suck it up and no hard feelings.
Apollo
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Armour modding spawning new armors.....
hi Dms,
Just come across a pretty serious bug.
Was modifiying Dantes armor as when I was reoding it a few weeks ago, for some reason I forgot to do the neck and a flesh neck looks really wrong with the rest of the armor, especially when I equip my helm.
Now when I tried this it spawned a new armor which has the look I want, but hasnt changed my actual armor. I didnt realise this at first so tried again.
Cost me 2400 gold, my armor is the same, except I now have two copies of my armor minus its properties.
I shouldnt be getting new armours from this and should be getting changes on the armor I am wearing.
As this seems a pretty serious malfunction with room for exploitation I thought to mention it. I should not be able to clone armors.
Apollo
p.s. would be nice if I could get a refund when this is fixed
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RE: Adding secondary skill commands to crafting section
@Sljppers
Bingo on both counts.
A link to the commands linked to the crating section would be amazing.
With this system in order to increase a secondary skill I need the command to do it, on the crafting pages it is not there. If there was a link on said crafting page to the commands it would make life easier for people and this in turn will make the secondary skill system (which looks I have to be honest super) more easily accessible to the player base.
Simplez wins quite honestly I think.
Apollo
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RE: Adding secondary skill commands to crafting section
Thanks again for your reply
You need the .cclist though to see your skills and another command to add to your skills though
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RE: Adding secondary skill commands to crafting section
No I mean more like this:
The skills are as following:
Alchemy - For when we eventually add alchemy. Represents knowledge of mixing and creating magical brews as well. Athletics - Offers bonuses to climb, jump, swim, and other such checks scattered throughout the mod. Diplomacy - Represents finer knowledge of etiquette and represents 'extra investment' into persuade/bluff/intimidate. Enchanting - Represents the knowledge to make magic 'permanent,' on items. Will be used in an enchanting system once we 're ready to introduce it. For now, it's merely roleplay. Herbalism - represents knowledge of various bits of lore regarding flora and mushrooms. Druids get this naturally. Larceny - Offers passive bonuses to open lock, disable trap, and set trap. Also used in creating counterfeit item and other such foul, larcenous deeds... Mining - Represents knowledge of removing various minerals and rocks from the earth. Might, in the future- offer a bonus chance for increased yield in mining activities. Dwarves receive a bonus to this skill. Tracking - Adds a bonus to tracking checks. Rangers/Druids receive bonuses to this naturally, and add their class levels to any check.
Players receive 1 point per level to invest, invest wisely. This point is not retroactive on level loss.
Skills are modified by relevant attribute modifiers. (Athletics = Strength, Diplomacy = charisma, for example).
The DOT commands associated with this system are as following:
.ss add - Allocate specified number of points to a skill. (.ss add alchemy 3)
.ss list - List all skills and their associated modified ranks.
.ss list base - List all skills and their associated base ranks.
.ss roll - Get a d20 roll of the skill with modifiers (.ss roll alchemy)
.ss roll private - Get a d20 roll of the skill with modifiers (.ss roll alchemy) and send DM message with the resultA DM WILL NOT, AND CANNOT HELP YOU, REASSIGN YOUR POINTS. THIS IS PERMANENT, AND IF YOU FUCK UP MAKE A MISTAKE A REMAKE WILL BE REQUIRED.
edit: The Professor was here
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Adding secondary skill commands to crafting section
Title says it all really,
The secondary skill commands are largely to do with crafting, just so that people can find them easily I would suggest that a section is added there with the commands. I literally cannot find now the secondary skill system commands, nor can Draco and would be helpful if they were somewhere obvious.
In the meantime if someone can link me where they are I would be extremely grateful.
Apollo
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RE: Seeking Recipes: Suggestions for Leather/Cloth Crafting
- Scout's belt
Needed materials to make: Bear hide
Suggested recipe level: 8
Description of item:
Adventuring is a dangerous business and one that requires sometimes a bit of cunning and quick hands, rather than just strength at arms. Dangerous traps in dungeons might crippled an adventurer and good locks in some deadite crypt might be a barrier to getting paid.
The scout's belt is aimed at the sort of adventurer who isn't just hack and slash with concealed pockets providing the belts user with a good number of tools to bypass traps and locks. The belt is also infused with magic to make its user more aware and an adventurer with this belt gains a heightened sense of perception.
Stats of item: Belt, +3 open lock, +3 disable device, +3 search, +2 spot and listen
//OOC: Designed for rogues or other classes that have taken rogue like skills such as ranger to make them that little bit better at dealing with dungeon threats that dont require greatswords to remove.
- Malar's Claws
Materials to make item: Dire tiger leather and dire tiger remains
Suggested recipe level: 15 (or highest)
Description of item:
These claws are made from the refined leather of a dire tiger and its removed nails carefully reattached to the gauntlet. Malar is a evil aligned nature god of the hunt and one that despises ranged weapons. These finely made claws let an adventurer get right up close and personal and savage opponents with a pair of well made claws.
Stats of item: Gauntlets, bonus feat improved unarmed strike, +1 ab, +d4 slashing damage
//OOC: Designed either for a monk so that they have their equivalent of a shiny sword (cant recall seeing a single monk weapon on any dungeon drop, someone correct me if I am wrong) also the point of giving improved unarmed feat is so that a class other than monk can effectively fight unarmed, really good for a chaotic character or a character playing the more fury side of a nature concept. Flavourful is the idea.
- Hunters Boots
Materials needed to make: Malar Panther leathers
Suggested item level: 10
Description of item: These boots are prized by expert hunters, infamous assassins or scouts aiming to remain unheard. They are made from the leather of a fabled malar panther and soften the footsteps of their user to a light hush on the winds.
Stats of item: Boots, move silently +5 ( or +10 considering what you do or dont consider op)
//OOC: Half of the kit a really good rogue or ranger needs to be good at sneaking. Feel rogues need some love at the moment in the gear lists.
- Hunters Cloak
Materials needed to make: Malar panther leather
Suggested item level: 10
Description of item:
The Malar Panther is considered one of the stealthiest hunters of the lands. A fearsome enemy seemingly able to appear from nowhere and lay waste to a unprepared adventurer. Part of the trick is that their furs have a weak natural magic that fools the eyes into not seeing the panther even when its there. A curious ranger found this out after making a cloak from one after a hunt and went on to become one of the most legendary rangers of his day, not least because his enemies never saw him coming......
Stats of the item: Cloak, +5 Hide (or +10 depending on what you see as op)
//OOC: The other half of the essential kit to play a good sneak. Again feel like this item is very much missing from the item lists at the moment.
@Echo Here are some item suggestions for you. I think at the moment rogue gear is basically what is missing, so came up with some ideas for you to plug the gap :)
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RE: Stopgap measure for player inclusion in quests
I agree with Zolm on the NPC bio have suggested level as well as actual level to give an idea to newer players what the challenge level is like.
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RE: Stopgap measure for player inclusion in quests
I think this is a really good idea.
lower level characters would be support for your big hitters and this will help them survive, but I think the real bonus is for the server, as it will get people doing more stuff together.
Related to this is extending the cap at the other end. My character is currently lvl 10 and there is not many quests I can do with him. As exp wise the cut off point is 10 (gonna see my new game plus), which I agree with, I would like to see him on more quests, even if it wont lead to him gaining levels (which he cant do) as it lets him (and the other level 10's) do social things with players and help their faction out. Would love it if Dante could do more mid-level quests, not for exp but for finding new allies and helping lower level characters.
Two quests I would like to see 10's being able to do would be ants and ogres. I dont think the loot is crazy on either quest (and to be honestly entirely inferior to what a lvl 10 should have that has been around a while and rightly), but the point isn't for loot of exp, it is to get mixing with other characters. Gold is nice as well to buy consumables with at higher level and would be a nice alternative to courier or nature walk quests for gold.
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Helm appearance options
Hi Dms,
At the moment while we have a lovely system to change the appearance of armor, we dont for helmets. Right now with the craftable helms there is only a very limited number of options on what said helm would look like and it would be great if the DMS could add an NPC similiar to the armor one which lets you choose helmet shapes. Would say the same for shields. In the toolset there is a wide range of options for both and there are designs in the wider toolset that would make everyone happy. Would be amazing if this were added so that when we have had a character for a while we can make it more distinctive by paying gold for the service as we do with our armors.
Warm wishes.
Apollo
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On Druids
There is a few minor changes that I feel beneficial to druids that were in earlier versions of this server but not in the current version. Also one of two things that are missing that should be added. I think the server will be enhanced in these things are adopted and I drop them all here collectively for simplicity.
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In the druid groves a druid cannnot currently rest there, if something can do done so that they can that would be superb!
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Once upon a time if a druid hit level 9 they had access to new shapes as they did when they hit level 12. While level 10 seems to be the hard cap at the moment I still think that the level 9 improved wildshapes should be added back in. They are not as powerful as the old level 12 versions and they shouldn't be for balance, the old level 9 shape shifts I felt though for their level were balanced.
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Ironwood armor - Not all druids also roll up as elves, I think that there should be options for newbie druids who are playing say human to have reasonable gear without having to spend loads of points in dex. In older versions of this server this existed. I think ironwood armor gives more options. As I dont think though that this should be as potent as metal armor I think at best it should be the equivalent of half plate. This would also be something interesting and unique to add to the hidden druid shops and gives players an extra incentive to find them.
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I think the druid class is probably the hardest class to corectly RP as there is a lot on them from the Oath they take. Druids though really should not be hugging outsiders, undead or abominations and there needs to be I feel more repurcussions on them not being rped as they should be. Power failing for a day and so forth for not heeding the Oath. Druids are Rp wise like more extreme paladins in what they promise rp wise. Enforcing this more strictly I think will enhance the quality of the druid faction going forward.
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Perhaps have some of the better potential animal companions near or within druid groves. This again will give players more incentive to try and find them and reward players that do. I think all druids really should spend some time walking the wilds and this would reward rp time spent doing this rather than quests.
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