-----------------

poster: Korthrun
subject: Orpo
date: Fri Aug 20 21:55:54 2004

Hi

It would be nift if we could force orpo to report or 'fall' by
useing nohexeqekor.
I know orpo is considered a general prot and not a reflect, and I
propose one of the following:
Live with that, its from the same guild, and similar energy and can
be removes by a spell that targets that energy.
I would think, due to the lack of use of reflects in most cases,
that removeing the general status from orpo and making it take a
'reflect' prot space wouldn't really piss anyone off.
thanks

-----------------

poster: Korthrun
subject: hi
date: Thu Aug 26 22:58:18 2004

would it be asking to much to request that looking at a floating
disc shows its owner its approximate capacity?

-----------------

poster: byllk
subject: nav issue
date: Fri Sep  3 14:27:32 2004

Word of recall...what a useless spell. Has anyone trained it lately? I know it's a remnant from old RDC. Why not remove it? Or mebbe change it to teleport to castle? What does it do as for now?

-----------------

poster: Wildchild
subject: >nav issue
date: Fri Sep  3 14:28:53 2004

On Fri Sep  3 14:27:32 2004 byllk wrote post #3:
> Word of recall...what a useless spell. Has anyone trained it lately? I
know it's a remnant from old RDC. Why not remove it? Or mebbe change it to
teleport to castle? What does it do as for now?

Because some of us still have our start locations set in our castle,
so it does still does was it was designed to do.

Now, if you want to talk about a spell thats actually useless,
discuss heavy weight.

-WildChild

-----------------

poster: Lu
subject: >>nav issue
date: Fri Sep  3 14:49:30 2004

On Fri Sep  3 14:28:53 2004 Wildchild wrote post #4:
> On Fri Sep  3 14:27:32 2004 byllk wrote post #3:
> > Word of recall...what a useless spell. Has anyone trained it lately? I
> know it's a remnant from old RDC. Why not remove it? Or mebbe change it to
> teleport to castle? What does it do as for now?
> 
> Because some of us still have our start locations set in our castle,
> so it does still does was it was designed to do.
> 
> Now, if you want to talk about a spell thats actually useless,
> discuss heavy weight.
> 
> -WildChild
heavy weight pwns
if you wanna talk about a useless spell, lets talk about cure light wounds

-----------------

poster: Moridin
subject: >>>nav issue
date: Fri Sep  3 17:59:50 2004

On Fri Sep  3 14:49:30 2004 Lu wrote post #5:
> > 
> > Because some of us still have our start locations set in our castle,
> > so it does still does was it was designed to do.
> > 
> > Now, if you want to talk about a spell thats actually useless,
> > discuss heavy weight.
> > 
> > -WildChild
> heavy weight pwns
> if you wanna talk about a useless spell, lets talk about cure light wounds
heavy weight is very usefull, party heavy weight is a bit less
usefull, but I do know of 1 mob where it makes sense to use.

-----------------

poster: Oxolotl
subject: >>>>nav issue
date: Fri Sep  3 18:08:48 2004

I find all those spells useful
i study word of recall and heavy weight every time i have nav levels
my start location is my castle (heard of 'start here' command?)
so called useless spells are in most guilds, just because one person
doesnt use them doesn't mean they aren't useful to someone else

-----------------

poster: Communist
subject: >>>>>nav issue
date: Fri Sep  3 18:11:00 2004

word of recall is a useful way of going back to town without letting
other people have a gp to use :)
it's the perfect way to be mean =/

oh, and it also has a shorter casting time
which makes it easier to use when you're in a room with an aggro mob
that blocks exits and must get out v. fast

-----------------

poster: Byllk
subject: >>>nav issue
date: Sun Sep  5 13:35:27 2004

On Fri Sep  3 14:49:30 2004 Lu wrote post #5:
> On Fri Sep  3 14:28:53 2004 Wildchild wrote post #4:
> > On Fri Sep  3 14:27:32 2004 byllk wrote post #3:
> > > Word of recall...what a useless spell. Has anyone trained it lately? I
> > know it's a remnant from old RDC. Why not remove it? Or mebbe change it to
> > teleport to castle? What does it do as for now?
> > 
> > Because some of us still have our start locations set in our castle,
> > so it does still does was it was designed to do.
> > 
> > Now, if you want to talk about a spell thats actually useless,
> > discuss heavy weight.
> > 
> > -WildChild
> heavy weight pwns
> if you wanna talk about a useless spell, lets talk about cure light wounds
bah I use it all the time

-----------------

poster: Wildchild
subject: >>>>nav issue
date: Mon Sep  6 19:21:58 2004

On Sun Sep  5 13:35:27 2004 Byllk wrote post #9:
> On Fri Sep  3 14:49:30 2004 Lu wrote post #5:
> > On Fri Sep  3 14:28:53 2004 Wildchild wrote post #4:
> > > On Fri Sep  3 14:27:32 2004 byllk wrote post #3:
> > > > Word of recall...what a useless spell. Has anyone trained it lately? I
> > > know it's a remnant from old RDC. Why not remove it? Or mebbe change
it to
> > > teleport to castle? What does it do as for now?
> > > 
> > > Because some of us still have our start locations set in our castle,
> > > so it does still does was it was designed to do.
> > > 
> > > Now, if you want to talk about a spell thats actually useless,
> > > discuss heavy weight.
> > > 
> > > -WildChild
> > heavy weight pwns
> > if you wanna talk about a useless spell, lets talk about cure light wounds
> bah I use it all the time

Well then. One man's useless spell is useful to somebody else. Now
you know better. :)

-WildChild

-----------------

poster: Byllk
subject: >>>>>nav issue
date: Mon Sep  6 23:54:31 2004

Well then. One man's useless spell is useful to somebody else. Now
you know better. :)

-WildChild
well, I was under the impression that noone used w.o.r at all...now
I know that is not the case, thank you. cure light wounds are a tad
more obvious in it's spell desc.

-----------------

poster: Kalma
subject: >>>>>>nav issue
date: Mon Sep 20 23:22:37 2004

On Mon Sep  6 23:54:31 2004 Byllk wrote post #11:
> Well then. One man's useless spell is useful to somebody else. Now
> you know better. :)
> 
> -WildChild
> well, I was under the impression that noone used w.o.r at all...now
> I know that is not the case, thank you. cure light wounds are a tad
> more obvious in it's spell desc.
Spell Name                   Times Cast:
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
Heavy weight                    12845
Guild portal                    291657
Word of recall                  94988
Whisper's recall                25147
Relocate                        131299
Create navigation stone         118427
Summon                          167466

Looks like it's used to me. 

-----------------

poster: Byllk
subject: >>>>>>>nav issue
date: Tue Sep 21 18:24:08 2004

On Mon Sep 20 23:22:37 2004 Kalma wrote post #12:
> On Mon Sep  6 23:54:31 2004 Byllk wrote post #11:
> > Well then. One man's useless spell is useful to somebody else. Now
> > you know better. :)
> > 
> > -WildChild
> > well, I was under the impression that noone used w.o.r at all...now
> > I know that is not the case, thank you. cure light wounds are a tad
> > more obvious in it's spell desc.
> Spell Name                   Times Cast:
> +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
> Heavy weight                    12845
> Guild portal                    291657
> Word of recall                  94988
> Whisper's recall                25147
> Relocate                        131299
> Create navigation stone         118427
> Summon                          167466
> 
> Looks like it's used to me. 

' Stun shield down
Neat! What command to view that info?
(Sorry for spam)

-----------------

poster: Uno
subject: >>>>>>>>nav issue
date: Tue Sep 21 18:26:38 2004

On Tue Sep 21 18:24:08 2004 Byllk wrote post #13:
> > Whisper's recall                25147
> > Relocate                        131299
> > Create navigation stone         118427
> > Summon                          167466
> > 
> > Looks like it's used to me. 
> 
> ' Stun shield down
> Neat! What command to view that info?
> (Sorry for spam)

'guildinfo navigator'

(also works for every other guild)

-----------------

poster: Slayn
subject: witch gaze thing
date: Wed Sep 29 22:59:41 2004

hi. i was wondering if someone could mail/reply to this post the 
different levels of res that you seen in the witch gaze.
and put them in order weakest to most.
thanks slyna

-----------------

poster: Slayn
subject: gaze
date: Sat Oct  2 23:10:10 2004

ok gimme feedback if this is the right order
 
most resistant
Totally invul
Almost invul
Incred invul
Extream invul
very resistant
quite resistant
resistant
slightly resistant
slightly vuln
quite vuln
vuln
very vuln
least vuln
 
ok i think that seems like the right order. i just need a lil feedback
thanks
slyna

-----------------

poster: Mor
subject: RE: Yellow Mist
date: Tue Oct 19 23:35:18 2004

I remember someone suggesting the idea that we be able to cast
through our own yellow mist, and the problems therein. I took a
momment at work to think about it, seeing as how I am in no way
thinking while working. You ugotta love factories.

ANyway, here is the idea. How about changing yellow mist so that
it drains the enemies sps every round, which would hamper them, and
allow the mist mage to cast normally? While this will take a bit of coding,
and will suck when we get yellow misted, I think it might be the best
way to go if the wizards feel like there is a problem here that needs fixed.

Mor

-----------------

poster: Daran
subject: Necro question
date: Thu Nov  4 04:48:23 2004

The website lists the skill 'minion control' under the necromancer
guild at level 10 with 100% training, then its listed under the
gamma guilds with level based training. Can someone clarify this for
me?

/DM

-----------------

poster: Belgarion
subject: >Necro question
date: Thu Nov  4 10:05:24 2004

On Thu Nov  4 04:48:23 2004 Daran wrote post #18:
> The website lists the skill 'minion control' under the necromancer
> guild at level 10 with 100% training, then its listed under the
> gamma guilds with level based training. Can someone clarify this for
> me?
> 
> /DM
yes, you can only study it to 15% in necromancer and max it in the gammas.
/belg da necro

-----------------

poster: Byllk
subject: >RE: Yellow Mist
date: Fri Nov 19 20:29:57 2004

On Tue Oct 19 23:35:18 2004 Mor wrote post #17:
> I remember someone suggesting the idea that we be able to cast
> through our own yellow mist, and the problems therein. I took a
> momment at work to think about it, seeing as how I am in no way
> thinking while working. You ugotta love factories.
> 
> ANyway, here is the idea. How about changing yellow mist so that
> it drains the enemies sps every round, which would hamper them, and
> allow the mist mage to cast normally? While this will take a bit of coding,
> and will suck when we get yellow misted, I think it might be the best
> way to go if the wizards feel like there is a problem here that needs fixed.
> 
> Mor
' Stun shield down
good idea! yellow mist currently sux( it's been said before I know I know)!

-----------------

poster: Nol
subject: >>RE: Yellow Mist
date: Mon Nov 22 20:42:31 2004

I've always believed that mist mages should be able to work in any
mist, it makes sense.  Is it an option to create a mist mage (or
even nether mage) mastery that allows this? 

-----------------

poster: Wildchild
subject: lava eq
date: Mon Dec 20 15:23:31 2004

Maybe this is something that a wiz can take a quick look at, since I
don't think it's too involved.

I'm not sure what the original intent was with this eq, since it has
always seemed out of place in the guild, but there is a
disproportionate amount of fighter eq when you create lava eq.
I'm not even sure you can get eq with +sta even if you wanted it,
but most of the pieces I am creating are giving +cha.
That, and I'm getting fighter skills like doublehit.

It may be the intent that this eq can be given to just about
anybody, but if that's the case, then the stats and skills given on
the eq need to be of a much wider range. Maybe even other stuff like
sp_max could be added as well.
If the focus was that the lava eq should remain with elementals,
then I think the stats given should reflect that, and there should
be a balance with hpr, spr, and caster stats & skills.

-WildCHild

-----------------

poster: phil
subject: evoker question
date: Wed Jan 12 14:11:56 2005

if i wanted to be say an evoker of fire would i have to have max level in both evoker of elements and evoker of ether or just one or the other?

-----------------

poster: Goroharahad
subject: nether tunnels
date: Tue Apr 26 19:35:57 2005

Hello

I would like to know if anyone has a clue about the way to go to
nether guild. I have played nether quite a lot, and the best I can
do is to keep typing tunnel from time to time while refraining from
screaming.
The only thing I could figure is when the shown exit is effective ..
I have not the smallest idea of a way to reach the guild without
relying on pure luck.

Goro

-----------------

poster: Elminster
subject: >nether tunnels
date: Thu Apr 28 16:44:03 2005

On Tue Apr 26 19:35:57 2005 Goroharahad wrote post #24 in mage.general:

> Hello

> 

> I would like to know if anyone has a clue about the way to go to

> nether guild. I have played nether quite a lot, and the best I can

> do is to keep typing tunnel from time to time while refraining from

> screaming.

> The only thing I could figure is when the shown exit is effective ..

> I have not the smallest idea of a way to reach the guild without

> relying on pure luck.

> 

> Goro

did you try argus like enter tunnel or "look" and if theres rubble pushing it just some ideas

-----------------

poster: Ligea
subject: >>nether tunnels
date: Fri May  6 22:14:59 2005

Nether tunnels are rough.  I've found 2 decent strategies.  The first is to continually jump into new tunnels.  Sometimes this pays off quickly, sometimes it takes forever.  The other strategy is to work your way up to the least stable rooms and wait for the precious end of the tunnel.  Course this is a lot harder if you don't have nether body, cause the tunnels blast a lot up there, and getting past elementals often requires a healer (though it is possible to beat them in mist form if you don't carry eqs and have some way to heal room damage).  I don't fight elementals, I just flee.



Mostly you're still stuck relying on luck.  I can say if you make it to the completely unstable void and don't get killed or scared off, it doesn't take too long to get the right tunnel.







> On Tue Apr 26 19:35:57 2005 Goroharahad wrote post #24 in mage.general:

> > Hello

> > I would like to know if anyone has a clue about the way to go to

> > nether guild. I have played nether quite a lot, and the best I can

> > do is to keep typing tunnel from time to time while refraining from

> > screaming.

> > The only thing I could figure is when the shown exit is effective ..

> > I have not the smallest idea of a way to reach the guild without

> > relying on pure luck.



> > Goro


-----------------

poster: Goroharahad
subject: >>>nether tunnels
date: Mon May  9 12:44:49 2005


Well it looks like you're not better than me ;-) A little still to
be honest, I didn't really adopt the second strategy, and I never
tried to fight the elementals.

Thanks for the answer. I bet I'll just bear with it.

Goro

-----------------

poster: Daneel
subject: Yellow Mist, Lava Mage
date: Wed Oct 12 15:24:59 2005

Regarding yellow mist - I agree its uses are rare, however they 
are there, and as the spell is currently formulated.  I've used 
it a number of times quite usefully.

While it certainly could make sense if mist mages could cast
through it, or through their own, it also makes sense in its 
current form.

Regarding Lava mage eq., I suspect the original intent was that
lava mages act somewhat like tanks.  I couldn't say this for 
certain, and I couldn't speak to their efficacy this way, but it
might be an interesting way to go with the guild to move them 
that way.  Mist for solo/duos, lava for larger parties, with 
perhaps a few more combat skills that weren't totally ineffective
in mist form?

Just some thoughts.

            -Daneel

-----------------

poster: Coal
subject: lava mages
date: Wed Oct 26 08:41:19 2005

I recall people tanking as lava mage, long long long time ago, back
in the day, 73.8965 tunes ago.  We had lots of fun hiding behind
Jomo up in Black dragons and casting lots of habos and md's from
behind his seksi lava body/wall.  Ahh the good ol days when no 1
played abj, and people used different spells...good times.
Though I would hazard to guess that people now are looking for
greater efficiency and effect over their hard won spells that make
up thier guilds.  With longer reboots and item savings/room cleanup
times etc. Lava eq could become a viable alternative in a recessive
eq market as a cheap substitute over semi-static high priced sets. 
Having a bit of control over the creation of the stat range could
provide a greater economic incentive for people to use these filler
spells.
does this make any sense?
I think it might. lets say I reinc bard, but rarely play enough to
warrant spending ~50m gold on a top slot set of + cha/wis eq.  Lets
also suppose that a lava mage could try and differentiate a little
between what stats get created into the lava armor he made.  I could
then instead of spending 50m on a set i'm only gonig to use for a
week or so, spend like ~1m or so for the lava mage's time to create
me semi decent set with the stats i'm looking for.
Would this flood the market with cheap lava eq? Probably only if the
lava mages were to figure our thier time/cost ratio of golding/hr vs
making/selling eq at a fire/hour.
But you know what...screw it, lets just play some roulette, and
Yahtzee and watch those pretty 6's roll in. =)
-Coal

-----------------

poster: Dfalt
subject: >lava mages
date: Wed Oct 26 18:11:20 2005

On Wed Oct 26 08:41:19 2005 Coal wrote post #29:
> I recall people tanking as lava mage, long long long time ago, back
> in the day, 73.8965 tunes ago.  We had lots of fun hiding behind
> Jomo up in Black dragons and casting lots of habos and md's from
> behind his seksi lava body/wall.  Ahh the good ol days when no 1
> played abj, and people used different spells...good times.
> Though I would hazard to guess that people now are looking for
> greater efficiency and effect over their hard won spells that make
> up thier guilds.  With longer reboots and item savings/room cleanup
> times etc. Lava eq could become a viable alternative in a recessive
> eq market as a cheap substitute over semi-static high priced sets. 
> Having a bit of control over the creation of the stat range could
> provide a greater economic incentive for people to use these filler
> spells.
> does this make any sense?
> I think it might. lets say I reinc bard, but rarely play enough to
> warrant spending ~50m gold on a top slot set of + cha/wis eq.  Lets
> also suppose that a lava mage could try and differentiate a little
> between what stats get created into the lava armor he made.  I could
> then instead of spending 50m on a set i'm only gonig to use for a
> week or so, spend like ~1m or so for the lava mage's time to create
> me semi decent set with the stats i'm looking for.
> Would this flood the market with cheap lava eq? Probably only if the
> lava mages were to figure our thier time/cost ratio of golding/hr vs
> making/selling eq at a fire/hour.
> But you know what...screw it, lets just play some roulette, and
> Yahtzee and watch those pretty 6's roll in. =)
> -Coal
I know other lava mages have the same thought. I personally think
that if they made lava eq save like those new random drop items
(they dest after X time). this would give lava mages time to work on
a real lava set, and actually use it. Feel free to msg me if you
would like to talk about this more.

-----------------

poster: Ligea
subject: Mists
date: Fri Nov 18 05:19:37 2005

Since lava is in many respects the opposite of misty, it would be kinda cool if the presence of a mage in lava form burned off mists.  Admittedly this would suck for the rare instance where a lava mage wants to mist (I used to lava/duo the stable master with a blue mist up), but it would be kinda cool anyway.



Warning to wizzies: if that happened, nethers might actually train body of lava and then they'd probably whine that there's no spell to drop it.

-----------------

poster: Wagro
subject: Prismatic spray
date: Sun Jul 30 03:27:54 2006

I think I have posted about prismatic spray in the past, but I don't
recall recieving any feedback on my comments. Being an Omicron
spell, I feel that it is really underpowered compared to it's bravo
level counterparts. I understand that it has an intended purpose,
but I really feel that this spell could benefit from some attention
to it. Below I have put together the to-date number of casts of the
8 various Bravo level evoker spells and the Omicron spell prismatic
spray.

Venomous bite                   2033304 (Poison)
Suffocating force               553053  (Asphyxiation)
Hypothermia                     733092  (Cold)
Acidic ray                      579177  (Acid)
Flame strike                    522807  (Fire)
Breath of magic                 230296  (Magic)
Electrocution                   1011134 (Electric)
Hammering blow                  2575258 (Physical)
Prismatic spray                 63309   (Variable)

As you can see, prismatic spray is grossly underused compared to its
counterparts. The reason venomous bite and hammering blow have so
many casts compared to the others is that those two damage types are
the most popular for exp parties. The helpfile states that prismatic
spray is affected by all of the 8 bravo level masteries, which I
currently have trained to 110% each. Here is the information I get
on the helpfiles for any generic bravo spell and prismatic spray:

==============================================================================
Help on spell          :  Hammering blow
Guild Level            :  Bravo
Spell type             :  Attack
Average damage         :  Incredible
Damage type            :  Physical
Sp Cost                :  107
Casting time           :  4 rounds
Affecting skills       :  force evocation
Affecting stats        :  int
Base Experience Cost   :  2112
==============================================================================
Evokers of Force specialize in the creation of powerful spell of
physical energy. With this spell the evoker directs a powerful blow
with pure physical energy.
==============================================================================
Created By             :  Sigwald
==============================================================================

==============================================================================
Help on spell          :  Prismatic spray
Guild Level            :  Omicron
Spell type             :  Attack
Average damage         :  Incredible
Damage type            :  Special
Sp Cost                :  106
Casting time           :  4 rounds
Affecting skills       :  mastery of evocation
Affecting stats        :  wis, int
Base Experience Cost   :  1537
==============================================================================
The caster of this spell is able to create random patterns in the
air that take many forms at a time, from fire storms to magical
attacks, cold blasts to electric bolts. This spell's power is
enhanced by knowledge in every damage type evoker uses, such as cold
evocation, lightning evocation...
==============================================================================
Created By             :  Sigwald
==============================================================================

It is true that prismatic spray is *slightly* more powerful than the
bravo spells. However, the difference in damage is fairly small and
the popularity of using abjurers pretty much nullifies the useage of
this spell due to its inconsistant damage type. Idealy I think
prismatic spray would be a very attractive spell if instead of being
random, the spell would attune to whatever damage type the amulet
guild item is focused to. If the bravo focus skills and the four
round spells are made as masteries it would still be necessary to
study them and would not imbalance the guild for sorcerers.

If making prismatic spray attuneable is not an option, I think it
would be worthwhile to at least give it a damage boost so that there
are decisive reasons to use it over the typical bravo spells. I
think it is a shame that this omicron level spell is so unpopular
and would really like to see it tweaked to be a bit more practical.