Search found 317 matches
- Wed Oct 16, 2002 9:59 am
- Forum: Submit an Idea!
- Topic: Ments-Cob-suck
- Replies: 126
- Views: 74598
Replying to Topic 'Ments-Cob-suck'
Buo is right on in his assessment, IMO. The problem is not weak spells, but the psi-resistance of criiters in the Cob 'starter' areas. As a 19/15 mentalist in Nork, I do NOT need to have the power of my spells boosted. Area spells plus existing directed spells make me a force in Nork I can even solo...
- Tue Oct 15, 2002 11:33 am
- Forum: Submit an Idea!
- Topic: Ments-Cob-suck
- Replies: 126
- Views: 74598
Replying to Topic 'Ments-Cob-suck'
Some additional ideas gleaned by asking some big cob ments for advice... The SW caves, the second most popular place for grubbing, BTW, seems to have very burnable critters. Any new player should be able to get or obtain assitance with BD scales, a couple of yellow robes and a pFire bracelet. A litt...
- Mon Oct 14, 2002 10:59 pm
- Forum: Submit an Idea!
- Topic: Ments-Cob-suck
- Replies: 126
- Views: 74598
Replying to Topic 'Ments-Cob-suck'
An 18/15 pally, without major gear, may survive in Upper, but not for long. WITH major gear, he can at least stand around and watch others actually kill something. If someone tells you otherwise, they are being creative with the truth. But you are right, mentalists do suck when they first get to Cob...
- Fri Oct 11, 2002 9:56 am
- Forum: Submit an Idea!
- Topic: Belting Hally; Hands-full actions
- Replies: 29
- Views: 21428
Replying to Topic 'Belting Hally; Hands-full actions'
> hallies have an insane variance in there hits. Barbarians tell me that the Nork STR hally and the Cob Graa hally are known for their wide damage range. The prison, HG and especially the FG hallies seem to have less variance in damage, as does the forged hally in Cob. This I know from personal use ...
- Wed Oct 09, 2002 5:54 pm
- Forum: Submit an Idea!
- Topic: Findfriendly changes!
- Replies: 7
- Views: 5996
Replying to Topic 'Findfriendly changes!'
In the grandaddy to this game, one could specify the power or radius of a spell, for example, area spells in DZ might be... form fireball 1;@1 hex fireball..very hot..like firestorm form fireball 2;@3x3 fireball..a little cooler form fireball 3;@5x5 fireball...cooler still The thaumaturge class coul...
- Wed Oct 09, 2002 4:34 pm
- Forum: Submit an Idea!
- Topic: Silversmith
- Replies: 13
- Views: 8586
Replying to Topic 'Silversmith'
The interesting thing about your idea, Acaciam, is that the Nork silver nuggests I am familiar with require the services of a thief. I think it would be cool to allow thieves to make a "market" in desireable items that only they can steal! Just like mentalists can make a market in enchanti...
- Wed Oct 09, 2002 10:48 am
- Forum: Submit an Idea!
- Topic: Silversmith
- Replies: 13
- Views: 8586
Replying to Topic 'Silversmith'
Hi Thundar, > the problem I see is pretty much everything that interacts with Cob becomes cob only. There is Cob gear that can be brought back to Nork (example, Fungus Robes). And, as I already pointed out, enchanting a Nork weapon in Cob while using a Cob skill boosting item will still allow you to...
- Tue Oct 08, 2002 4:52 pm
- Forum: Submit an Idea!
- Topic: Silversmith
- Replies: 13
- Views: 8586
Replying to Topic 'Silversmith'
Some random tidbits... If a mentalist enchants any weapon to +5 or larger, it will glow. Some weapons do come with 'natural' +5 adds and do not glow. Enchanting a Nork weapon in Cob does NOT make it a Cob weapon. You can still take it back to Nork. Since I am asking the game designers to make a trad...
- Mon Oct 07, 2002 5:39 pm
- Forum: Submit an Idea!
- Topic: Silversmith
- Replies: 13
- Views: 8586
Silversmith
Add a silversmith in cob. Player holds Nork weapon in right, and a silver rock (random drop, Timmy caves) in left. Click on trader head and the Nork weapon is now able to wound silver-only critters in Nork. Would promote some weapon variety in Nork where people shy away from certain weapons because ...
- Sun Oct 06, 2002 1:53 pm
- Forum: Submit an Idea!
- Topic: Gambler
- Replies: 4
- Views: 4066
Replying to Topic 'Gambler'
Just a side note: last time I checked, the gambler was disabled. He no longer gave experience, win or loose.
Ztinktoof
Ztinktoof
- Thu Sep 26, 2002 11:02 am
- Forum: Submit an Idea!
- Topic: Lair Regens
- Replies: 45
- Views: 28953
Replying to Topic 'Lair Regens'
Just a personal observation: Since random regen was instituted, it has become more difficult to find lair critters at home. I know it was supposed to help, but in certain scenarios, like a fixed date and time for a guild hunt, it seems to have made it much worse. Not sure what the solution is. But s...
- Mon Sep 23, 2002 10:51 am
- Forum: Nork
- Topic: Mausoleums
- Replies: 477
- Views: 1003500
Replying to Topic 'Mausoleums'
N-3.5 was not in the original game. The mausoleums and altars existed well before its creation. There was a climb/stairs at the west end of twon that lead to open fields where actual guild houses were located. At that time, a guild could purchase their own house (for in-game coin I believe) and have...
- Tue Sep 10, 2002 9:27 am
- Forum: Nork
- Topic: Mausoleums
- Replies: 477
- Views: 1003500
Replying to Topic 'Mausoleums'
I have a recollection that in the early days, the mausoleums existed before the existence of an Excalibur sword was common knowledge. I can recall spending quite a bit of time exchanging information with other players on the behaviour of the mausoleums, and trying various things in the CD castle. I ...
- Wed Sep 04, 2002 12:30 pm
- Forum: Submit an Idea!
- Topic: PLZ read this if u know ur way around the game quite well.
- Replies: 4
- Views: 3865
Replying to Topic 'PLZ read this if u know ur way around the
Skill 6 will make you hide from N-1 thru -3 critters, frequently even if you are right on their hex. Yoiu will successfully steal on just about every attempt if there is something to steal, even if you are not hidden. Skill 12 works very well from 1 to 2 hexes away in the tougher areas like Nork-5 a...
- Thu Aug 22, 2002 8:37 am
- Forum: Submit an Idea!
- Topic: SKILLS ARE SLOW AS HELL! - or is it just me?
- Replies: 11
- Views: 8227
Replying to Topic 'SKILLS ARE SLOW AS HELL! - or is it just
4% solo gain for a _half_ hour while trained sounds like real good skilling to me.
2.5% for an hour of solo skill in the areas you mentioned in Cob and the number of critters killed also sounds right on from my experience.
You need to party more.
Ztinktoof
2.5% for an hour of solo skill in the areas you mentioned in Cob and the number of critters killed also sounds right on from my experience.
You need to party more.
Ztinktoof
- Wed Aug 14, 2002 1:35 pm
- Forum: Submit an Idea!
- Topic: Pot rarity
- Replies: 18
- Views: 13174
Replying to Topic 'Pot rarity'
I have hunted N-5 with a level 1 character for many hours. Luck is 18. One shot almost every critter down there with a single assault. Pot drop is no different than when hunting with a level 18 mentalist. In fact, when I am pot hunting, the mentalist finds more because fireball wipes out the level e...
- Fri Aug 09, 2002 5:57 pm
- Forum: Submit an Idea!
- Topic: blue fp's???
- Replies: 8
- Views: 6150
Replying to Topic 'blue fp's???'
Look at the screenshots section of the KoD website. Specifically, Deathsasquatch and Vanidor. I believe the blue FP awaits the hero who defeats these monsters.
Ztinktoof
Ztinktoof