Bored Remort 120s


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    Out of curiousity, what all is in the works for the game? I know there's a few new areas in the works to be released (Jorgyth Keep, Monastery, Eden, and the 2nd section of Tundra). Also, I heard that remort 120 only quests are also in the works. I was just wondering what else is planned for the game? There's a lot of potential in this game for a lot of new stuff to come out, especially if you add in player input of things that they would like to see added into the game. So this is what I propose:

    Any person who has any ideas of anything they'd like to see, post them here. If they're written out, the Imms have a chance to see them and possibly we could see some of them imp'ed.

    What I propose is this:

    Remort 120 only quests. These aren't your normal Roscharch or Alemnos quests. These quests take time, energy, and every available resource you can muster. They must be taken and completed alone. Dieing anytime cancels out your quest, and each quest may only be taken once.


  • Ok, in addition to those ideas previously suggested, I propose that we maybe add another class for neutral alignment, or two for good/evil (to stay balanced). Also, I say some of the removed items would be nice to be re-added, seeing as going to karnak gives you all these tantalizing weapons and armors that no longer exist. In addition to another character race, I think another character class or three would be nice. If anyone has questions for me, I would love to explain. I can also go further in-depth about more classes and races (I'm brimming with ideas) Local No-it-all Baelwolf

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    by all means, please go further in depth with your ideas about races. also, the problem with karnak is that he checks the area file, not if it actually exists or not.

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    Goblin Neutral Str 14 Int 24 Wis 24 Dex 18 Con 16 Skill:Haggle;Trap; Abilities:Infravision Resistance:Cold Vuln:light,bash Size:Small Goblins get a 10% bonus on haggle Class Weakness:Greed Greed causes goblins to pick up coins and other shiny objects on sight –-------------- Trap: Kaboom!: Does explosive damage Sinkhole: Traps nonflying characters briefly

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    high int and wis? not likely.. plus aren't goblins generally inherently evil?

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    Depends what game your playing Myth. Liches seem evil, dwarves seem good…I dont believe theres any set rules on fantasy. Doesnt a goblin fly our airship? Anyways, I prefer the coniving goblins per warcraft III myself. Just a suggestion instead of a question. :)


  • So, anywho…. I was thinking Tiefling or Imp.... y'know they're mischevious critters, but not necessarily evil or good. They could have improved rogue-skills (such as improved lockpick, b/j, etc), also imp may fly. Vuln to something other than fire or light, seeing as they are very common weapon sources that everyone uses. Maybe resist to certain elements. Stats ------- str: 17 int: 22 wis: 20 dex: 23 con:14 Just a start, but it could be ironed out pretty well.

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    We have heaps of new additions going into Sentience, unfortnuately these take alot of time and must be thoroughly tested. How about a rat race. Str: 2 Int: 0 Wis: 0 Dex: 13 Con: 4 Size: Very small Skills: scurry - move a bit faster than normal malt - lose fur nasty bite - give attacked a nasty bite if no shoes worn Spells: none


  • more like…. how about cow? (responding to whisp) str: 2 int: -3 wis: 5 dex: 1 con: 8 special: says moo chews cud eats grass people eat it oh wait.... that's minotaur, nvm *ducks*

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    no, that's only partially a minotaur :P don't forget the humanoid part of it! eat bloody meat, torture and kill humans and elves for fun, etc..

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    Firetha These creatures have been known to wander and inhabit the areas in and around the Undead Forest. While they are not evil creatures, they are not considered to follow the path of good either. Their skin is most often seen as pale and ashen in color, lacking any sort of pigmentation that would normally result in being in daylight. Their eyes are rather large to adapt to the lack of light in the forest, making them look surprised to people unaccostumed to them. They are of short stature, about half the size of a normal human. Their ears are often large, a status symbol of their people, giving them uncanny hearing abilities. Their long fingers make them excellent thieves, and their lithe forms allow them walk silently, giving a high dexterity. Due to under developped muscular systems, they do suffer from lack of strength and constitution. With such close living quarters of the undead denizens of the forest in which they inhabit, they have grown resistant to the poisons and diseases that often accompany such beings. Living in such a way, they have also formed a weakness to the negative touch of a necromancer as well as the pure aura of a paladin. Permanent sneak Racial hide 50% chance of hearing someone sneaking walk into the room. 15% higher chance of stealing. Vulnerable to light, negative, holy Resistant to magic, poison, disease STR 15 INT 18 WIS 19 DEX 21 CON 16 HP 2500 MP 2900 MV 3800


  • hmm…. not a bad idea.... kinda like imps better, but that's just because I'm sneaky like one. We could use that idea, but call it an imp :P either way, it's a good idea but maybe give it a higher constitution seeing as they live w/undead and stuff

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    Here's an idea! Make it so if someone dies and death shows up, and someone else attacks death, he'll stay and fight instead of be a wuss and run away :P I wanna be able to kill death!! it'd be a good challenge for people.

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    -How about some new areas with more remort-only equipment. I know there are a few areas being made or added on to currently. -Also how about giving the remort classes more skills/spells. -How about fixing some of the skills and spells to make things more interesting. -how about some good cold spells. -how about some remort elemental attack spells. -how about a healing spell much like the bard heal that heals all in a form. -How about spells that do damage and knock down opponents. -Disarm and stealing lag far too long, how about shortening the lag timer on those -how about making leadership not only give hr to form members, but also instead of having the experience cut in half maybe something from give each member 60% of it -75% of it depending what the % of the skill is. i believe this would encourage more lvling in forms. -you come out of hiding if you do any command at all including socials. How about changing that to allow look. -How about different forms of unarmed fighting styles. -how about combos, perhaps allow you to set up how you hit people. for example. combo attack (what form of attack) # (which number of hit) so lets say combo normal 1, combat kick 2, combat normal 3, combat normal 4\. this would mean your first hit would do a normal hit from your weapon, the second hit would do a kick, and 3rd and 4th would be normal hits as well. (if that makes sense to anyone) if anything needs explaining please let me know.

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    > -how about a healing spell much like the bard heal that heals all in a form. We actually have this already, pretty much: Mass healing. Expensive bugger of a spell (I just cast it randomly and it took 300 mana), but it heals everyone in the room with hp and mv both. It could probably be played with a little, rather than a whole new spell be added. I'm not sure who all gets it, mind you; I never checked to see if other subclasses than monk did. > -how about some good cold spells. Oh god, yes. As a dracon with a cold vuln, I have to say.. Chill touch is a joke; we're really lacking on cold spells. We have a lot of frosty weapons, but that's about all I have to fear. :P > -How about fixing some of the skills and spells to make things more interesting. How about being a little less vague! I think you're going to have to explain that one a bit, Rothy.

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    Whats up with entrap? It makes items anti good and only good classes get it? Cause serious/light/critical/dispel good evil/harm etc etc are horrid Colour spray needs the damage boosted dramaticaly to get used. And of course as the cold was mentioned, we also need a plethora of new weapons. Without a doubt swords are top tier throughout the game. We need a top tier spear for instance. There also needs to be a weapon with a damage type to combat every class choice. If vampires have to fear altaraxia, and slayers soul cutter, then what are the weapons that dragons and elves have to worry about? Id also love to see some of the weapons actually do something different, i.e a mace could have a random bash affect or whip cant be parried, etc etc.

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    How about being a little less vague! I think you're going to have to explain that one a bit, Rothy. -Kick would be more useful if it lagged less and costed a small amount of mv. -Bomb would be more useful if you could make different types of bombs, flash bombs, smoke bombs, smelly bombs, explosive bombs, etc. -Disarm would be useful if you didnt lag for nearly 2 rounds. -Wands and staves lag too long to be useful in pk. -A Lot of the Elemental spells gained from mage classes do basically the same thing, I would like to see Intelligence affect spell casting. Fireball costs 50 mana it does a lot of damage and blinds, lightning bolt costs 15 mana does roughly just about the same amount of damage on a non-vulnerable race and doesnt lag quite as much. -Lacking of cold spells. -Channel should give back mana. -Energy Drain as is, a remort 120 could cast it on an elf and take 700 hp from the elf and gain back 500, lets assume this remort was a fiend, vulnerable to fire, the elf casts a fireball, it does roughly around 500 damage which is gained back from the energy drain. Energy drain only costs 50 mana and you can cast it in between rounds. I would like to see either the cost of the spell upped or it do less damage. -Cosmic Blast costs 75 mana, it does less damage than fireball with a chance to blind. -Control Weather is basically useless. -Deathbarbs costs 100 mana and does very little damage. -I mastered evasion in two hours and did not use it once. It should work more like sneak does. -Survey should work in the wilderness and should work like a sextant would, giving the coordinates and also showing possible near by locations in the wilderness. -I have noticed that spells also target the first mob of the same name in a room again, even if you just type c . -Slow shouldnt cost a reagent, it would be casted in combat more often and people might actually get a chance to use all of there mana in pk. -A skill to enhance magical damage much like ehanced damage would be useful. I hope that explains things much better Riane.

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    *nod* Mass healing is a bitch, but it's there. Cold spells are definately needed. Also, if a race has a vuln like iron (slayer), a weapon with material iron should hit their vuln. Currently, I don't believe this is working.

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    Myth, elves are vulnerable to iron not slayers :P Although ive only seen the 120 weapons and such on auction, i havent seen any that do freezing bite or are made of iron.

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    i meant elves, not slayers :P my bad. Find me a good cold damage weapon vs dracs? Levanter? 208 dmg? Don't make me gag.

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    *Coughs* What do you want a dracon-killing weapon for, mister? :P Seriously though, cold damage weapons mostly fall between the upper third class to lower/mid fourth class range, I believe. There's not a lot above or below that range, but there seems to be an unusual amount within that small span of levels.

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