Have a spare Dread Tower portal, selling for 7 TPs. +-----------------------------------------------------------------+ | Keywords : Broken Curse | | Name : Broken Curse | | Id : 1917727579 | | Type : Portal Level : 140 | | Worth : 0 Weight : 1 | | Wearable : hold, portal | | Score : 0 | | Material : energy | | Flags : glow, hum, magic, blessed, burn-proof, nolocate, | | : V3 | | Leads to : Dread Tower | +-----------------------------------------------------------------+
showing 21 most recent notes by Syndom
Buying TPs for 5mil each, regular blank chaos portals for 17m each.
Syndom
A simple cosmetic change to noprivacy wish to let you apply 'privacy' to individual equipment slots. This is for players who just want to show off a few key items or restrings but with a minimal description overall. Commands could be: Noprivacy - toggle noprivacy on/off for slots flagged 'private' Noprivacy- flag equipment slot as private Noprivacy all - flag all equipment slots as private
As a race selection, centaur loses out to diva in both stats and racial skills/affects: Race Str Int Wis Dex Con Luck ------------------- --- --- --- --- --- ---- Centaur 0 1 -1 1 -1 0 Diva 0 1 -1 1 -1 -1 Centaur: Permanent Affects : None. Permanent Skills : Kick. Diva: Permanent Affects : Detect good, Detect evil. Permanent Skills : Tame. Give Centaur a -2 to Con (a generally defensive stat) and a racial affect like vitality to make it more of a viable choice for new players.
Reply to: Note 38415 posted by Daresia Whoops! You're right. I misread that file. Cheers Syn
For the purposes of parry, exclude bow weapon types from the weaponmaster
wish (ie the same as hammer weapons). These are the relevant lines from
'help weapons':
"Purchasing the Weaponsmaster wish (see 'help wish') provides 100% skill in
all weapon types except hammer, regardless of whether or not you would
normally have the ability to use that weapon.
(...)
When using a bow in melee the 'bow' weapon skill is covered by the
Weaponsmaster wish the same as any other weapon."
The powerups total count wasn't relevant to sub-SH players before. But now
with instinct it a relevant stat to have visible in whois, even when not
at SH.
See 'Help eq-illegalspells' for reference. I don't expect this idea to be very popular considering the number of players who benefit from starburst staves in the game currently. But around this time last year I wondered why it wasn't listed. And again when hammerswing was rebalanced. The way I see it, brandishing starburst staves has surpassed the usefulness of many of the most powerful and specialised subclass skills and spells in pupping. I admire the ingenuity of players to find interesting and cunning ways to build their characters, but I think it's time to consider whether we really want this tactic to stick around for the future. I think there are two options: a) Add starburst to EQ-illegalspells (ie mothball the staves pupping tactic) b) Remove primary-class-only spells from EQ-illegalspells (ie be deliberate about having the staves tactic for spellcasters with their pclass spells such as immolate, desolation, voice of god) I'd personally go for option A. Note: I'm suggesting that this spell be listed on 'help eq-illegalspells', not prevented from being cast from objects. This would only prevent clans from stocking starburst staves in endless supply. Syndom
Offering 1tp/5mil per card. Drop me a tell/note.
Reply to: Note 38132 posted by Negader Maybe just allow reownable items to be sold on the market and also allow them to be sold for qps. Seller pays for a 'blank' reown when the item gets listed, chooses to sell for qps or gold - this idea was already put up by Nasus I believe. It's about as transparant as it gets here.
You recite the Great Lord's favor on yourself. Your curse is lifted. You have become better at remove curse! (99%) You have no items that can be uncursed. You have no items that can be uncursed. You have no items that can be uncursed. Seems illogical for remove curse to improve when I haven't cast it and when any spell cast from a scroll is considered at 100% strength.
Scry is a great ability for players hunting each other down or for general snooping. Less great things about it lately though: - Scry/room-walk scripts - Scry spam from the target's point of view I think a few tweaks to scry could remedy this. Obfuscate scry output based on: - spell prac % - whether destination room has been explored by caster - target int/wis/luck vs caster - whether the target has showscry wish (maybe). However, add the following to scry for the caster: - An indicator of the player's state at the time (running, fighting, sleeping etc) - A follow-up message when the target has left the room just glimpsed (if not running) And just for Oracle casters: - Less chance of obfuscation - The follow-up message indicates the direction the target went (similar to hunt output) - Scry shows player health (similar to study output) - An additional follow-up message indicates when the player has left the area. Another idea is to make it much more useful but less repeatable by giving the caster a short duration within which scry will report on the target's movements, followed by a recovery on casting. Thoughts? /Syn
Mathematical Mordist has the keyword 'evil' but is good aligned - unlike
other imm mobs in the area.
For those who don't want to read, here's the quick version: In HARDCORE mode, you gain rewards until a player kills you. In ADVENTURE mode, you gain rewards until the environment kills you. ------------------------------------------------------------------------- I always thought it a shame that the typical process of gaining power and knowledge in Aardwolf inevitably leads to some of the more interesting, intriguing and (dare I say it) immersive aspects of adventuring being made to feel redundant. These are things that I found most enjoyable in the early game of playing Aard. For example: - brewing potions and scribing my own spells into scrolls instead buying an endless stack from a store - foraging for food instead of getting all my sustenance from a milk fountain - skinning corpses, crafting and improving equipment and weapons instead of buying the best stats/highest damroll from a clan shop - camping in the wilds instead of sleeping for one tick in a high regen room Id like to put forward an idea that would accommodate players who would be interested in some back to basics adventuring or high difficulty PvE gameplay, without unbalancing the way Aard functions now. This would be by allowing players to flag themselves Adventurers in a similar way to how Hardcore flags work now. An adventurer flag would essentially make the game substantially more challenging for players in this mode, with some additional/modified rewards to compensate. The focus of this mode would be on introducing a high degree of difficulty into current PvE gameplay whilst encouraging the use of more race/class based skills, spells and items that are crafted, summoned, looted or purchased from non-clan shops (such as those found along ones travels). DIFFICULTY A few aspects of gameplay that could be enhanced/introduced in this mode: -Adventures have a recovery timer after quaffing clan-hall potions, scrolls, pills etc -Speedwalking costs double movement points -Drowning kills very fast (based on percentage of hp, not number of hit points) -Skills can be practised up to 50% (60% with Scholar wish) -Weather causes adventurers to feel the affects of cold/hot/wet etc, impacting their skill proficiency -Adventures can freeze to death in cold climates -Adventures can die of hunger and thirst (even with nohunger wish) -Food and beverage items have varied types and quality which affect types and magnitude of bonuses they grant. Nohunger wish grants a boost to the quality of all food/drink consumed -Adventures feel fatigue from lack of sleep, impacting movement, regeneration and skill proficiency -Time of day influences tiredness and battle prowess. Some races (vamp, wolfen) will hunt better at night whereas others (human, elf) are superior fighters in the daylight. -Factors such as sustenance, fatigue, temperature, time of day provide temporary modifications to skills/stats (both increases and decreases) -The affects of poisons, disease etc would naturally become more severe in this mode (due to reliance on regen over quaffing) RECALL and PORTAL MECHANICS -Recall, word of recall and use of hand-held portals draws on the power of an adventurers deity -Adventurers may sacrifice items and corpses to their deity to increase this value -Without a pool of power to draw on, an adventurer will have to journey Andolor by foot COMBAT -Damage to mobs is reduced -Fighting at low hp affects hit success rate -Fighting at low movement points affects dodge success rate and flee chance -Wounded adventurers bleed for a time after taking heavy damage -Adventurers are OPK to each other (normal level restrictions apply) -Adventures cannot be scried by non-adventurers KEEPING SCORE -Adventures are awarded a score based on the number of Andolorian days survived in the wild -Death resets this value -Sitting in Aylor, a clan hall, manor etc does not count towards this value -Playing at a higher score leads to greater rewards REWARDS Increasing in scale/probability at higher adventurer scores: -Additional QP rewards from quests and campaigns -Additional EXP for mobs killed -Additional GOLD for mobs killed -Crafted items are substantially better, but owned to the player -Blessed, sharpened, enchanted, tempered (etc) items provide greater modifications but are owned to the player -Levels/pups gained grants instinct trains (or a chance of) Over for discussion/critique. Syndom
Buying IF eq in exchange for donations. Drop me a tell/note if interested.
Syndom
50m + reown
Drop me a tell/note if interested.
Syndom
Looking for the above items. Drop me a tell if you're selling.
Syndom
As above.
Drop me a note/tell.
Thanks
S
Make survey a passive skill that allows scan during combat, where skill proficiency determines the chance of success for in-combat scan only. Syndom
+-----------------------------------------------------------------+ | Keywords : 255legdr imperium Legatus Fortitudo | | Name : Legatus Fortitudo | | Id : 755993957 | | Type : Armor Level : 255 | | Worth : 80,800 Weight : 0 | | Wearable : legs | | Score : 615 | | Material : aether | | Flags : unique, invis, magic, nolocate, V3, lauction | | Clan Item : From Clan Imperium | +-----------------------------------------------------------------+ Three units forsale on the market. Stats are as follows: #1 Lbid 74889 - Raidbonus +2DR, +2HR +5 stats +-----------------------------------------------------------------+ | Stat Mods : Dexterity : +21 Hit roll : +22 | | Damage roll : +30 Hit points : +125 | | Moves : -250 Intelligence : +1 | | Luck : +1 Wisdom : +1 | | Constitution : +1 | +-----------------------------------------------------------------+ #2 Lbid 74890 - Raidbonus +5 stats +-----------------------------------------------------------------+ | Stat Mods : Dexterity : +23 Hit roll : +20 | | Damage roll : +28 Hit points : +125 | | Moves : -250 Constitution : +1 | | Wisdom : +1 | +-----------------------------------------------------------------+ #3 Lbid 74891 - Raidbonus +3DR, +3HR, +5 stats +-----------------------------------------------------------------+ | Stat Mods : Dexterity : +21 Hit roll : +23 | | Damage roll : +31 Hit points : +125 | | Moves : -250 Strength : +2 | | Luck : +1 Intelligence : +1 | +-----------------------------------------------------------------+ Market auction closes in approx 4.5 days or around 3pm Saturday system time. S