The Gaardian Aardwolf Notes Archive

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showing 50 most recent notes by Ylar
Re: Hunter +
Note #41326
posted on Ideas
Tuesday, February 12, 2019 @ 14:51
Reply to: Note 41324 posted by Wars

I get what you're saying, Wars, but I disagree.  Having personally been on the
receiving end of your volley a number of times, I can honestly say that if I
had a trigger to spam recall as soon as the first arrow hit, I'd have a 50%
chance of escaping.  The chance goes up the closer I'm riding the combat pulse,
and down the lower my HP is when you attack.  That's at around lvl 35-50.
Not really sure if I've been hit with volley at higher levels.

Maybe I should have a recall trigger.  I'd just rather not.

As for adding additional effects with shots, I like the idea.  Specialty
ordnance designed to have a secondary effect?  Sounds long as some
thought is given to balance.  Except for poison, most other special shots
would probably warrant a damage penalty.  Most especially on Web.

-- Ylar
Re: Healing over Time spells
Note #41225
posted on Ideas
Tuesday, January 29, 2019 @ 13:25
Reply to: Note 41224 posted by Utopia

I think that's a neat idea! It would definitely represent a significant change
in how combat plays out, but could be interesting.  Might also allow mobs with
appropriate class/subclass to use them, as well.

I'm not sure how I feel about DoTs, but, on the other hand, I can already be
turned into a pincushion without a chance to react before level 70 by someone
who's NOT EVEN THERE, so....   *shrug*

-- Ylar
Re: New error.
Note #7756
posted on Tech
Sunday, October 7, 2018 @ 13:16
Reply to: Note 7754 posted by Teleron

This occurs when using Bast's scripts, specifically "xBroadcast_SpellSkills".
The easy fix is to disable it.  The short-term fix is to reload the plugin.
The easy, short-term fix is to type 'plugins reload bss'.

Re: power projection cool down on death
Note #39926
posted on Ideas
Sunday, June 3, 2018 @ 15:24
Reply to: Note 39924 posted by Rauru

Git gud.


-- Ylar
Can we timeout our quest cooldown offline? +++
Note #39894
posted on Ideas
Wednesday, May 30, 2018 @ 23:35
Reply to: Note 39893 posted by Crowley

I don't think there's anything *wrong* with having the quest timer count down
only while logged in, but I do think having it count down while offline would
be a small QoL improvement...just have it count down at a reduced speed, say
at 1/5th speed.

When loading the pfile, compare the last time logged in and then subtract 6
minutes per full hour spent logged off, possibly to a minimum 1 minute left.

Would be kinda nice, if I felt like popping in during a break or lunch at work,
to have the timer count down partly/fully without needing to remain connected.

-- Ylar
Re: Nerf Request ++
Note #39779
posted on Ideas
Tuesday, May 22, 2018 @ 17:04
Reply to: Note 39775 posted by Lasher

Is it the number of enemies being hit that you consider problematic? Or is it
more the total amount of damage being dealt?

If overall damage, is it feasible to check the number of enemies that will be
hit? Or perhaps even just the number of mobs in the room?  Assuming yes,
the amount of damage could be adjusted based on how many targets will be hit,
such as:

dmg = (other_damage_calculations) * (n+22)/(n*[6.8+39*e^(-n)])
dmg = (other_damage_calculations) * MIN(n,[4.3+n*.03])/n

Where n is the number of enemies to be hit / in room (minimum of 1) and "4.3"
from the second formula is an arbitrary cutoff of "free" number of enemies
before the damage multiplier starts tending toward "0.03".

If it's the number of enemies....well, can't say I'm a fan of turning all AoE
attacks into "charge" back when it was similarly changed. It would be funny to
cap them at 5 enemies, and see it be used in a room with 10-12 enemies, though.

Perhaps, apply the target limit only to spells cast from objects? Or maybe to
any spell that isn't from your Pclass?

If either/both methods were to be employed, what would you think about giving
one or more specific subclasses the ability to bypass the limit?

-- Ylar
Re: Search & Destroy confusing Snuckles for Giant Village
Note #7665
posted on Tech
Sunday, May 6, 2018 @ 02:43
Reply to: Note 7660 posted by Garamis

S&D is showing the correct shortname for running to the start of Peaceful Giant
Village (mapper where 30850).

If it's taking you to Snuckles Village (mapper where 182), I would suggest
comparing the output of the two mapper commands, then walking through the steps
for 'mapper where 30850'.  Perhaps you have an incorrect custom exit or portal

My two cents.

-- Ylar
Re: HDD to SSD +++
Note #435
posted on Misc
Wednesday, April 11, 2018 @ 23:30
Reply to: Note 434 posted by Tymme

> move games easily through properties > local files

On an unrelated note, I recommend trying GamePipe. Simplifies moving Steam
games across library folders.

Re: Add keepflag to Trivia Tokens
Note #39208
posted on Ideas
Monday, February 19, 2018 @ 01:40
Reply to: Note 39207 posted by Akhenaton

Wait, the game prevents you from adding the keepflag to your TP tokens?

Sorry T_T

Re: New mechanic: Channeling +
Note #39095
posted on Ideas
Friday, February 9, 2018 @ 03:11
Reply to: Note 39094 posted by Ylar

Follow-up from my previous note, since asking only questions is of limited

I think channeled abilities should have a bonus, as that's more fun!
Also, they would already have a penalty, if others can interrupt it.

  - So long as quaffing potions isn't allowed, I think such abilities should
    hit harder and/or be more resource-efficient.

  - Channeling the ability shouldn't begin combat, but should generate a very
    visible warning to players in the room that would be hit by it, if you
    haven't already engaged them. It should probably knock you out of standard
    hide/invis (meaning you might trigger an otherwise oblivious aggro), but
    not out of stealth.

  - For 'convenience' skills (such as multi-use of brew), the mana cost should
    be the same as what it would have taken to do it manually. The game needs
    calculate the maximum possible cost of the ability before allowing you to
    use it. If the ability saved time or a had a higher chance of success, it
    should probably cost the maximum each time, or at least a minimum of 75%
    of the max.

I would like to see at least a few of these, enough for each class to have a
small variety at different level ranges.  But I would rather err on the side
of too few, and make the ones we do get be special.

  - I feel healing might actually be the trickiest to fit in. I would probably
    prefer a channeled heal that cost twice as much as 'heal', required ten
    seconds to complete, and healed ten times as much HP.

  - Well, obviously pure spellcasters should get the cream of the crop of
    channeled abilities! *cough*ritualmagic*cough* (mage fo' life!)
    More seriously, I think most combat-oriented abilities should be locked to
    specific pclasses. Most such non-combat abilities should not be locked to
    a pclass and should simply have the normal stat-based bonuses.

  - I think combat abilities would likely need to be new.  Possibly drop out
    some existing skills at the levels at which the news are added?  Not sure
    that would be necessary.  If just adding a few, maybe improve the scaling
    so they remain useful, longer.

The mechanics, hmm?  The devil's in the details, yes...

  - I would like to see some strategic use of being able to channel multiple
    abilities in some circumstances (not combat, haha).  Such as being able to
    start channeling a combat ability partway through a channeled heal; time
    the heal to take effect just before combat starts (which I would expect to
    interrupt the heal, in this case).  However, just being able to use one at
    time is also fine.

  - I liked Redryn's take on not permitting anything that would directly
    affect your character (eating, drinking, quaffing, casting, moving, being
    stunned, partial chance with daze). Also, entering combat should interrupt
    pretty much any channeled ability, even combat abilities.  SURPRISE!

  - I think a warning by the game that you've been targeted by a channeled
    ability would be fair. Doesn't need to warn repeatedly, but I think some
    kind of notification is in order. Depending on how easy it is to interrupt
    such skills, maybe don't include who is targeting/being targeted in all
    If you are targeting the player/MOB channeling the ability, you can see
    that that entity is channeling an ability at "You / an ally / his or her
    self / an enemy". If you are the target, you see that "an enemy" is aiming
    a channeled ability at you.

  - I think the starting point should be changing brew/scribe, and adding an
    optional parameter (such as channel, or triple, or something) to invoke it
    as a channeled ability.  Having a few new, high-level spells that are
    channeled would also be good for testing the balance and how players will
    use it.  No channeled AoE, and don't worry about game messages to targets.
    Decide how to implement selective interruption of channels, even if all
    such abilities use the same criteria to start.

  - Rather than a separate skill to activate channeling, I think existing non-
    combat, non-healing abilities should just have an additional parameter to
    invoke it as channeled.  Healing and combat abilities should new, or else
    a redesign of an existing ability.

Re: New mechanic: Channeling
Note #39094
posted on Ideas
Friday, February 9, 2018 @ 03:01
Reply to: Note 39090 posted by Redryn

I think that's a very neat idea! The lag aspect of certain repetitive
activities does cause some annoyance when there's other things I'm also trying
to participate in (auctions, chatting, surfing the boards, checking my
inventory, etc).

                       Possible considerations

Would "channeling" an ability generally be a benefit? Or a trade-off?

  - Would an attack channeled for 4 rounds hit as hard and for the same cost
    as a comparable ability used 4 times? Would it hit harder/same/softer?
    Cost more/same/less mana?

  - Should channeling an offensive ability begin combat when you start
    channeling, or only once it completes? Doubly important to consider if
    any such abilities are AoE. Should channeled abilities actually BE usable
    during combat? (Yes!)

  - In your example of channeling a triple brew, what should be done about
    mana cost? Should it still cost the full amount when it goes off? Should
    the game roll the chances as though you'd attempted three brews, then only
    charge you mana based on which attempt (if any) you failed at? Refuse to
    begin if you don't have the mana for a complete success?

How common should these abilities be, what do we want them to do?

  - What about healing? There are already various healing abilities, what
    would we expect from a channeled heal? (Complete Heal? *wink*)

  - How many channeled abilities should there be? Spread evenly? Some classes
    have more, some only have n/one? Should they be subclass-only? Should each
    subclass have one?

  - Are we hoping to add more abilities? Replacing/retuning some current
    skills that are under-used or would be much nicer to use this way?

What about the mechanics of using them?

  - Should you be only able to channel one ability at a time? Perhaps have
    different groups of channeled abilities (perhaps healing, combat, and
    other) and allow to a player to channel one of from each group?

  - What actions should interrupt channeling?  Should it vary by skill, by
    category, or be a simple list of (im)permissible actions?

  - Should there be visible feedback to others in the room while you are
    channeling? Just the initial announcement? Or, nothing until it releases?
    Worth considering for keeping track of groupies, but should any of this
    work in PK situations?

  - How difficult would any of this be to add to the game? If having all the
    bells and whistles ended up being unreasonably difficult to deal with,
    where should we START?

  - Should these be new/separate skills (eg, 'triplebrew')? An added option to
    selected existing skills?  A single new skill that can be used to "call"
    skills enabled for channeling?

help harassment
Note #16454
posted on Typos
Tuesday, January 23, 2018 @ 02:14
'you will find they stop  harassing you when'

Extra space between 'stop' and 'harassing'.
Re: Possible PK restrictions. +
Note #38780
posted on Ideas
Monday, January 22, 2018 @ 23:56
Reply to: Note 38764 posted by Nasus

> non-OPK players healing OPK players in battle. Fly in recite 3x incomplete,
> zoom out. Repeat and rinse.

Wait...does that actually happen with any regularity?  Offtopic, but if you do
that during an OPK fight, maybe the game should flag you as OPK...seems like
you must want to participate, right?

Ooh! Probably just too mean, but if they already have an OPK cooldown
running, force 'em back to OPK and extend the revenge timer by previously
remaining cooldown!


allow for tpenchant on graduation medal +++
Note #38173
posted on Ideas
Tuesday, November 21, 2017 @ 14:25
Reply to: Note 38172 posted by Fiendish

Absolutely none!
I don't care either way about the medal itself being enchantable.  Given that,
I probably should have split off into a separate thread.  I'm sure that a meta-
reward for goals completion has been suggested before, debated ad nauseum, and
then tossed into a dark corner of the dead ideas help files.

It's still something I think would be neat.  I would even be support something
being taken away or reduced, such that there was a slight loss with only 1
goal completed, and a break-even point at X number of goals completed.


-- Ylar
allow for tpenchant on graduation medal +++
Note #38171
posted on Ideas
Tuesday, November 21, 2017 @ 13:47
Using TP to enchant, in this context, was simply referring to the need to
add invis and strip glow/hum from the item.
allow for tpenchant on graduation medal +++
Note #38167
posted on Ideas
Monday, November 20, 2017 @ 22:23
Reply to: Note 38166 posted by Daresia

So I'm told.  Missed that change, haha!  Doesn't really change the message
of my post, though. ;)

-- Ylar
Re: allow for tpenchant on graduation medal ++
Note #38164
posted on Ideas
Monday, November 20, 2017 @ 21:20
Reply to: Note 38163 posted by Redryn

But that's his point, I's best in slot, because it's the only
item FOR that slot.

However, unlike every other slot/item, there's no way to get a replacement
graduation medal, afaik.  Well, that's assuming that if you *ahem* "lost"
your donation medal or builder medal, they could be replaced the next time
you donate or build an area.

Of course, since 'disenchant' is a thing, I'm not sure that matters.  Maybe
Lasher would consider this if/when stats over 600 have an effect.

As a different take on this, it might be interesting if the graduation medal
(being typically your first goal reward) was upgradable by completing more
goals.  Either allowing you to add a random stat to it every X number of goals
completed, or having upgraded "tiers" of the medal, which you could trade in
for at certain minimum number of goals completed.

The first upgrade, in that latter approach, could be to keep the original
stats, but remove the ill/sol/res flags, meaning you could use TP to allow it
to be enchanted.  Then, it becomes similar to a tier pin, just based
on progression through Aardwolf's many and varied stories.  :)

-- Ylar
Re: allow for tpenchant on graduation medal
Note #38161
posted on Ideas
Monday, November 20, 2017 @ 12:55
Reply to: Note 38160 posted by Ocho

I don't exactly disagree with you, but...don't have enough free stats in the
medal slots?
I only mention it, since the same thing is true of the Supporter's Pin.

Re: wraithform and haste
Note #36961
posted on Ideas
Thursday, March 16, 2017 @ 02:26
Reply to: Note 36960 posted by Almila

I agree that it would be nice if spells such as Haste/Accel could be cast
even when you already have the affect from another spell.  Still, your
point about Disrupt only stands until Tier 2; iirc, Wraith Form doesn't
add haste until player level 120.

Questor target text
Note #16098
posted on Typos
Tuesday, February 14, 2017 @ 00:58
For the mob 'a crystal formation' in Tanra'vea, Questor used the incorrect
'threw' instead of 'through':

@@Questor tells you 'a crystal formation thrust a shard threw his'

-- Ylar
Uncurse wish
Note #32756
posted on Ideas
Wednesday, July 15, 2015 @ 13:44
The "uncurse" wish already removes the curse flag from items, but I
would love to see it also remove Curse from the player, too.

Since the Uncurse command works in combat, either have it check for combat
status (and not remove the curse effect while fighting), or just disable
the uncurse command entirely while fighting.

Re: name change +++
Note #51
posted on Clan
Wednesday, June 24, 2015 @ 05:04
Reply to: Note 50 posted by Mokg

Wow.  That vid had some *awesome* in it! :D
Re: An apology.
Note #25296
posted on General
Thursday, March 19, 2015 @ 20:29
Reply to: Note 25291 posted by DjDoodles

- a regretful acknowledgment of an offense or failure.

Accepted!  Try not to do it again, though, please? :)

Re: Aardwolf Magnets +
Note #16169
posted on Misc
Sunday, July 20, 2014 @ 19:29
Reply to: Note 16166 posted by Fiendish

"How...they work?"

I see what you did there :S
Re: 5 tp reward, laptop search contest ends in 2 hrs
Note #6432
posted on Tech
Wednesday, July 9, 2014 @ 12:34
Reply to: Note 6431 posted by Vanion

Bit late, but if interested:

Lenovo ThinkPad Edge 540
Win7 Pro
Core i5 2.5GHz

A visiting scholar, Qong
Note #14446
posted on Typos
Friday, July 4, 2014 @ 15:44
"A visiting scholar says, "In my own land my speculations often took a dismal
turn. Here, I am infused with optism. I don't understand it."

I believe "optism" is intended to be "optimism".
Personally, I would put a comma between 'land' and 'my', but comma usage
isn't always so hard and fast as spelling.

Re: Merged clan names.
Note #24492
posted on General
Saturday, June 14, 2014 @ 11:54
Watchmen + Amazon = Watchwomen     (sorry!)

Tanelorn + Amazon + Vanir = Tan an' Vain

Daione + DoH = Doon-ya D'oh!
Re: Romani - did you or did you not
Note #5
posted on Clan
Friday, June 13, 2014 @ 00:17
Reply to: Note 4 posted by Kojiro

Seriously?  That's your best question about this?
U jelly, bro?

I'd be more interested in how it came to this point.  I'm also sad to see
'em go.

Re: Best VG soundtracks of all time?
Note #16122
posted on Misc
Sunday, May 18, 2014 @ 12:34
Reply to: Note 16109 posted by Kojiro

Not trying to submit it as "Best of all time", but I am fond of the
"Mirror's Edge" soundtrack.

Also, just for easy listening/relaxing (I seriously listen to it regularly
while drifting off to sleep) I enjoy the OST from "Gone Home".

Re: Calling all big rare game hunters +
Note #24397
posted on General
Wednesday, May 7, 2014 @ 19:18
Reply to: Note 24396 posted by Ylar

Also, your bit at the end about women and minorities... :O

Have you ever heard of affirmative action? :)

Re: Calling all big rare game hunters
Note #24396
posted on General
Wednesday, May 7, 2014 @ 19:15
Reply to: Note 24395 posted by Kojiro


Does that even work the way you think it would work?  I don't actually know.
I'd be interested to hear the results...

Re: Sexism on Aardwolf ++
Note #24389
posted on General
Tuesday, May 6, 2014 @ 01:16
Reply to: Note 24387 posted by Kathan

No, we can't ever do that.  No-one can even know that you were building it,
or that you were consulting with me for the goal.

It will be our secret, forever.

Re: Sexism on Aardwolf
Note #24386
posted on General
Tuesday, May 6, 2014 @ 00:34
Reply to: Note 24385 posted by Kojiro

Great! I'll get to beat up more on wome.....!!



I get what you're saying, but it's kinda like how in violent video games
you pretty much never get to kill kids.

It's just...

I'll shut up now.

Re: Dumbest thing you've done in Aardwolf?
Note #24254
posted on General
Tuesday, March 11, 2014 @ 21:55
Reply to: Note 24202 posted by Dustpuppy

Forgot how to play the game correctly, and got nuked.
That was pretty dumb.

Re: Ayla (The real one). ++
Note #23819
posted on General
Monday, November 11, 2013 @ 15:06
Reply to: Note 23818 posted by Ylar

spellup stats learned
And then really bad ones even get nuked for botting...


Re: Ayla (The real one). +
Note #23818
posted on General
Monday, November 11, 2013 @ 15:05
Reply to: Note 23817 posted by Moofie

Well...not all of 'em.

Some of them end up playing MUDs.


Re: Ayla (The real one).
Note #23803
posted on General
Sunday, November 10, 2013 @ 22:10
Reply to: Note 23800 posted by Lasher

*raises hand*

Indeed. This MUD's little goddess is growin' fast :)

Re: How long does it take to mine a bitcoin?
Note #6247
posted on Tech
Sunday, October 6, 2013 @ 21:48
Reply to: Note 6245 posted by VampireDude

Yes, been there.  It's heavily dependent on the processing power you can throw
at it.  Also, as the pool of bitcoins reaches its predefined limit (too lazy
to check what it is right now), it becomes more difficult to discover new

About a year ago, I tried mining some for fun about a year ago.  I didn't have
great hardware, I was only able to make 50k attempts per second.  Took about
two weeks to make one BitCoin.

During that time, my computer used much more power than usual, technically
resulting in a new loss, based on the value of the return (1 BitCoin).  But
that is a separate discussion. ^_^

The chance of any given computation meeting the requirements to create a
BitCoin has been greatly reduced since that time.  I don't know what hardware
you are putting into it, but even with a high-end system with a powerful GPU,
I imagine it would take you at least one month.  And I'm probably
underestimating it significantly.

But, hey, what do I know?  I don't pay much attention to BitCoin anymore.

Re: Newbie Mistakes! ++++++
Note #23665
posted on General
Saturday, September 28, 2013 @ 19:42
Reply to: Note 23664 posted by Ylar

I should clarify what I said in the last note:
When I said "rebuild at 200, then SH then tier" what I was thinking was
actually "rebuild at 200, then SH, then train, then tier".  *oopsie
Re: Newbie Mistakes! +++++
Note #23664
posted on General
Saturday, September 28, 2013 @ 19:36
Reply to: Note 23663 posted by Nuanse

Yes.  I get what you're saying (now)...I was thinking of it in terms of rebuild
at 200, then SH then tier.  What actually happens is rebuild at 200, SH,
*pup and train a bunch* then rebuild again (suffering the tax, now) and finally

Yeah, that would...hurt.

Re: Newbie Mistakes! +++
Note #23662
posted on General
Saturday, September 28, 2013 @ 19:21
Reply to: Note 23660 posted by Nuanse

If you have a free rebuild, it'll be free regardless of whether you are 200
or 201...
Re: Newbie Mistakes! +
Note #23659
posted on General
Saturday, September 28, 2013 @ 19:13
Reply to: Note 23658 posted by Nuanse

Or just rebuild and retrain at 201?  If you're rebuilding to HP, presumably
you are ready to tier, so just do it at once...? :)
Re: Newbie Mistakes!
Note #23652
posted on General
Friday, September 27, 2013 @ 13:45
Reply to: Note 23645 posted by Guinness

Created an Eldar Mage with something like 100 creation points.  Had like 3000
xp/level as a T0 single class.

Had my password saved on someone else's computer.  Ended up with all my gear

Spammed 'who imm' for various reasons, got no-channed.
Refused to level as Evil.

It's actually difficult to remember that far back.

Re: An essay on the state of V3
Note #23630
posted on General
Wednesday, September 18, 2013 @ 01:24
Reply to: Note 23629 posted by Kojiro

Hmm.  Points for being short and to the point; however, you embrace brevity
with a touch too much enthusiasm.

Also, while I would typically choose to spell out small numbers (such as two),
I do appreciate that you were referring to a literal command.  For the sake of
clarity, please include quotes around such statements in the future.

After due consideration, I'll award your essay a "D".  If desired, you may
edit the essay and resubmit to reclaim up to half of the points you missed.

Thank you for your efforts.  Have a great day!


P.S.  If you choose to resubmit your essay, please be sure to include
supporting statements and citations!
Re: Feedback on nofail
Note #23563
posted on General
Tuesday, July 9, 2013 @ 13:36
Reply to: Note 23562 posted by Dash

I am very much in favor of keeping the Nofail flag.  I much prefer consistent
casts to unpredictable casts.

I know that if I keep using the spell, its damage is going to increase (and how
cool is that?!)
One way to help counter the perception of reduced damage might be to reveal
additional information about a spell in its help file.
Perhaps adding something like "base average damage" where the number listed
could be the average damage that spell would do, cast at the level at which
it is learned, by a user with zero stats.

I can only imagine what a chore making a change like that would be if you
had to do that on an individual basis.  Perhaps a new command that revealed
information about damage done by the current character using a given spell?

I don't remember if this topic is covered by the Academy instructional
course; if not, I think it should be.

TL;DR:  Keep Nofail!

Daily blessing bonus gold kills & pointless kills
Note #13334
posted on Bugs
Friday, May 24, 2013 @ 01:16
While adventuring, this happened:

A chimera drops as the intense heat fries it! It is DEAD!
That was a pointless no-experience kill!
A chimera exclaims, "My eyes go to the grave with me! Better try again!"
The base of the tower [**> PK <**]

[ Exits: up ]
A shapeless guardian of the tower keeps the others at bay.
A shapeless guardian of the tower keeps the others at bay.
(G) A warrior of the light fights the vile darkness to gain the tower.
(G) A warrior of the light fights the vile darkness to gain the tower.
(R) A warrior of the darkness battles to gain the tower.
A shapeless guardian of the tower keeps the others at bay.
Your daily blessing added 1 gold to the corpse.
You have 101 daily blessing bonus gold kills remaining.

Should a double-gold kill really be expended on these?  Do they actually drop
one gold that is then doubled?

Re: Manor Upgrades - A Quick Howto! +
Note #23455
posted on General
Tuesday, May 21, 2013 @ 17:47
Rats.  Are you *positive* I don't qualify for T9 discounts?  Hmph!

Just joking, of course.  As usual, intentional abuse
is begging for trouble.  I couldn't resist the urge to post it, though.


un-Trollfully Yours,

Manor Upgrades - A Quick Howto!
Note #23453
posted on General
Tuesday, May 21, 2013 @ 16:33
>>    ** If you do not calculate your tier discount **
>>    **   You will not get your tier discount!     **

So, if we don't calculate the discount, we won't get it....but what if our
calculations are...*ahem*...flawed?

Re: Read Lasher's note on ideas for subclass feedback
Note #23451
posted on General
Monday, May 20, 2013 @ 17:15
Reply to: Note 23450 posted by Kojiro

If 'note from lasher' seems like too much work (lol), the thread starts at
#26085.  Definitely worth your time to participate.  ^_^

Re: Joining a clan.
Note #25
posted on Clan
Monday, March 18, 2013 @ 00:48
Reply to: Note 23 posted by Thorzan

'help clans'

Good luck :)