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    Posts made by Upir

    • RE: Remort races!
      I didn't write anything about adding any of the things that I wrote. I just know a bit about them and was listing things about vampires to help generate ideas for things to be added. It was the big guy who suggested vampires growing a tail for an extra attack. It'd be cool if all the remort races got an extra attack though. Btw, don't forget about the elves who make shoes and the Keebler elves.
      posted in Adjustments Archive
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      Upir
    • RE: Remort races!
      Vampires are supposed to be super strong, super fast, can fly (depending on which version you're talking about), have psi abilities, and can see in the dark (plus more that I can't think of right now). :) I'd comment on the other races, but I don't know much about those so it wouldn't be a fair representation of those races. 8)
      posted in Adjustments Archive
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      Upir
    • RE: Remort races + Remort abilities
      Here's some info for a few of the races: (This is correct to the best of my knowledge) Titan Resist: Fire, Cold Vuln: Lightning Racial Affects: None Special Abilities: Titanic Attack, Giant Strength (the spell, not a natural affect) Dwarf Resist: Fire, Cold, Lightning, Acid Vuln: Drowning Racial Affects: Infrared, Regeneration Special Abilities: Berserk, High Strength & Constitution Human Racial Affects: +3 for class bonuses Minotaur Immune: Cold Vuln: Fire Racial Affects: Regeneration Special Abilities: Charge Vampire Immune: Poison Resist: Disease Vulns: Fire, Holy, Light Racial Affects: Detect Invis/Hidden Special Abilities: Shape Shifting, Consume, Bite Drow Resist: Charm Vulns: Light, Silver Racial Affects: Infrared Special Abilities: Speed Swerve, Crossbow
      posted in Adjustments Archive
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      Upir
    • Star Chart Theorem
      I don't know if this has been discussed before, but it would be great if the Star Chart worked from the Wilder too. There could be a distance limit set up so you can't use it from the second continent.
      posted in Adjustments Archive
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      Upir
    • RE: Minotaurs
      A stunning gore attack would affect all races, not just vampires eh?
      posted in Adjustments Archive
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      Upir
    • RE: Lore skill
      The classes were just a suggestion to make it different from the "other" game where the thief class gets it. It'd be a nice global skill to have though. I'm not sure what that thing was in the first post.
      posted in Adjustments Archive
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      Upir
    • Lore skill
      Can lore be made a global skill? I think that lore is a pretty basic skill and that it is not a class-defining skill. Both the cleric and mage classes are wisdom and knowledge based classes so lore could fit as a global skill for either of those classes.[/glow]
      posted in Adjustments Archive
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      Upir
    • RE: Silky Sack of Sentience
      Thanks for the explanation Syn. I'd much rather have a Sack that works than a broken Sack. Hmm, that doesn't sound right… anyways... I can only bring in around 300 souls per trip.
      posted in Suggestions Archive
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      Upir
    • Silky Sack of Sentience
      There any chance of the weight reducer on the Silky Sack being changed to 0% instead of 1%? That'd be cool! :D
      posted in Suggestions Archive
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      Upir
    • RE: Spell casting success rate
      You must've been bored to do that with the die. If you chose 4 as the failure, it would've resulted in a 16% failure rate. Even if the mastered spell/skill was at 99% it's still possible to get like 10 failures in a row since there'd be a 1% chance of failure with each cast. 40% was based on a 4/10 successful cast trial. :)
      posted in Suggestions Archive
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      Upir
    • Spell casting success rate
      Is it possible to make successful casts of spells reflect the percent at which one has them raised? Like if a player has a spell at 75%, it would have a 75% chance of casting successfully, instead of having a success rate of 40%.
      posted in Suggestions Archive
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      Upir
    • RE: Remort Descriptions
      Scratch that, there's an even better description of what a fiend would be like. When Dracula transforms in the movie Van Helsing, that's what a fiend would look like eh? Except it'd be black with red eyes.
      posted in Gossip Archive
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      Upir
    • RE: Neutral Open slot
      I remember the feline race idea and thought it was pretty cool. I believe they were first called Liger, then Myan. Here are a couple of other ideas that I had… Mutant - since mutations happen naturally Ape/Simian - part human, part gorilla/chimp/baboon/etc Magical - magic based race like pixie or something
      posted in Suggestions Archive
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      Upir
    • Saving memory?
      When people get quests and have parts to recover objects (key, jacket, marble, gavel) those items are automatically generated by the game, but when players quest complete without getting those items, they remain behind. Would it help save memory if when players completed quests, the uncollected items are automatically removed, the opposite of when you request? There would be a lot less items just sitting in rooms and taking up memory right?
      posted in Suggestions Archive
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      Upir
    • RE: Survey while the game is down
      That is a pretty long survey. You all really must've been bored to fill that thing out. I must be bored too since I read them all.
      posted in Discussion/OOC
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      Upir
    • RE: Necromancer… remember that mage subclass?
      Can the kill spell be made more effective/strong? I was going around Olaria and casting it on random NPCs roaming the streets and they regularly resisted the spell. I'm level 102 and I'm sure most of those mobs are less than half that level.
      posted in Suggestions Archive
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      Upir
    • RE: Skills/Subclasses
      Change the kill spell back to how it used to be. :) Oh, and how about making lore a global skill where you can use it to look at items your level or lower, and use identify to lore items above your level.
      posted in Adjustments Archive
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      Upir
    • Quest timer
      I'm not sure if it's supposed to work how it is, but the quest timer goes down 1 minute every 2 tics instead of every 1 tic. When you finish with a quest, your 5 minutes remaining until the next quest actually lasts 10 minutes. Not complaining, just wondering. :)
      posted in Adjustments Archive
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      Upir
    • RE: Quest Item Prices
      I agree that quest items shouldn't be easily gotten, but on the other hand, it shouldn't take 6 months of nothing but questing either (I know, depends which item). And yes, you'd have to lose one of those quest items in CPK to know what it feels like.
      posted in Adjustments Archive
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      Upir
    • RE: I think this GQ is Doomed
      I didn't start looking at this board until recently so all I saw was in game notes. I'll be watching here from now on. From what I heard about the global, you Imms made another fine global, only problem was the crashing. I will be eagerly awaiting the next one whether it's the same or new! :)
      posted in Gossip Archive
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      Upir