Date: Mon Jul 12 20:48:09 2004
Topic: made a guild boa
Author: Ixtlilton
============================================================
made a guild board ahah! post your thoughts here and if it doesn't bug horribly
and/or gets abused horribly or whatever, we'll keep it and i'll post any and
all changes here (or at least those i'm willing to share with yall)
Date: Mon Jul 12 21:30:53 2004
Topic: lich status has 
Author: Ixtlilton
============================================================
lich status has been modified slightly. you can now see if you can start the
transformation with it
Date: Mon Jul 12 21:31:29 2004
Topic: lich status has 
Author: Ixtlilton
============================================================
lich status has about half a dozen messages it gives depending on your staff
masteries it
Date: Mon Jul 12 22:26:45 2004
Topic: we love you ixt
Author: Rockman
============================================================
we love you ixt
Date: Mon Jul 12 23:32:08 2004
Topic: regeneration pil
Author: Grasfer
============================================================
regeneration pile
Date: Mon Jul 12 23:32:50 2004
Topic: regeneration pil
Author: Grasfer
============================================================
regeneration pile should have a break command, like break trance for
regenreation trance
Date: Tue Jul 13 12:49:24 2004
Topic: fixed a typo in 
Author: Ixtlilton
============================================================
fixed a typo in mind intrusion. should have a message now (or two)
Date: Tue Jul 13 12:57:49 2004
Topic: fixed mind surge
Author: Ixtlilton
============================================================
fixed mind surge to work better for smaller necros
Date: Tue Jul 13 13:53:25 2004
Topic: OPPS! fixed ence
Author: Ixtlilton
============================================================
OPPS! fixed encephalitis. i had kinda lost it eh
Date: Tue Jul 13 14:07:43 2004
Topic: mould body objec
Author: Ixtlilton
============================================================
mould body objects are now nosave
Date: Tue Jul 13 14:51:20 2004
Topic: made a change to
Author: Ixtlilton
============================================================
made a change to aboms. you will now notice a bigger difference if you use the
right kind of weapons
Date: Tue Jul 13 15:02:48 2004
Topic: made modificatio
Author: Ixtlilton
============================================================
made modifications (reads upped) the bash skill
Date: Tue Jul 13 17:44:58 2004
Topic: made skill and s
Author: Ixtlilton
============================================================
made skill and spell bonuses (from eq etc) work on undeads
Date: Tue Jul 13 18:47:47 2004
Topic: altered repair u
Author: Ixtlilton
============================================================
altered repair undead so it doesn't try to heal more than to the targets
maximum hp
Date: Tue Jul 13 19:44:04 2004
Topic: foo, ack, i lowe
Author: Ixtlilton
============================================================
foo, ack, i lowered the penalties somewhat when an undead dies
Date: Tue Jul 13 21:27:00 2004
Topic: altered size in 
Author: Ixtlilton
============================================================
altered size in undeads. affecting what they can wield and possibly what they
can carry
Date: Wed Jul 14 13:04:37 2004
Topic: can we get the l
Author: Highpriest
============================================================
can we get the list of fam spells/skills plz?
Date: Wed Jul 14 13:51:19 2004
Topic: give mummies sps
Author: Hierokliff
============================================================
give mummies sps when casting mind surge on them, or else their cool akh ba
attack will be less useful since they cant use it without sps...
Date: Wed Jul 14 14:00:55 2004
Topic: mind surge now g
Author: Ixtlilton
============================================================
mind surge now gives eps as well as sps to mummies
Date: Wed Jul 14 14:15:35 2004
Topic: zombie diseases 
Author: Ixtlilton
============================================================
zombie diseases have been upped some
Date: Wed Jul 14 15:36:00 2004
Topic: undeads are now 
Author: Ixtlilton
============================================================
undeads are now slightly better at resisting spell attacks
Date: Wed Jul 14 21:23:51 2004
Topic: equipment used b
Author: Ixtlilton
============================================================
equipment used by your undeads now decay *BWAHAHAHA*
Date: Wed Jul 14 22:03:08 2004
Topic: animate dead
Author: Pee
============================================================
animate dead
Date: Thu Jul 15 01:50:16 2004
Topic: masteries
Author: Ixtlilton
============================================================
I've started to make undead spells and skills give masteries to the owner,
should speed up your rank some and whatever. Will say again when i'm done.
Date: Thu Jul 15 01:58:11 2004
Topic: todo Fix regener
Author: Grasfer
============================================================
todo Fix regeneration pile hook, so other people can cast spells at you while
you regen
Date: Thu Jul 15 09:25:01 2004
Topic: give abomination
Author: Highpriest
============================================================
give abomination hps when using mind surge?
Date: Thu Jul 15 11:48:36 2004
Topic: enchanters
Author: Ixtlilton
============================================================
necromancers can now join enchanters
Date: Thu Jul 15 12:54:58 2004
Topic: staff masteries
Author: Ixtlilton
============================================================
fixed all spells and use skills so you get masteries from them. that is, the
undeads.
Date: Thu Jul 15 14:05:47 2004
Topic: regeneration pile
Author: Ixtlilton
============================================================
fixed so you can now cast spells on a regen pile person. also made it so regen
pile ppls can't use skills
Date: Thu Jul 15 14:35:45 2004
Topic: showexp - Add wh
Author: Grasfer
============================================================
showexp - Add whos reporting when using the showexp command.
Date: Thu Jul 15 19:03:41 2004
Topic: My zombie got in
Author: Grasfer
============================================================
My zombie got infected with the encephalitis disease somehow, he even
transfered it to my mummy. Undead MOnkys on bvar aint immune to diseases either
all thou undeads should be.. humpa
Date: Fri Jul 16 01:52:23 2004
Topic: RDMP - Is it pos
Author: Grasfer
============================================================
RDMP - Is it possible to have your undeads to show up in RDMP? Would be
TC(Totally Cool).
Date: Fri Jul 16 03:42:54 2004
Topic: why not just hav
Author: Soulleech
============================================================
why not just have then autoreport instead?
Date: Fri Jul 16 12:43:45 2004
Topic: updated death pe
Author: Ixtlilton
============================================================
updated death penalty % in the book
Date: Fri Jul 16 12:55:01 2004
Topic: diseases
Author: Ixtlilton
============================================================
undeads should now be immune to diseases, wont be fully effective until after
reboot
Date: Fri Jul 16 16:55:39 2004
Topic: could ep work wi
Author: Soulleech
============================================================
could ep work with regeneration pile too?
Date: Fri Jul 16 19:22:54 2004
Topic: I know it would 
Author: Sudra
============================================================
I know it would be tuned as hell, but wouldn't it be cool if preserved corpses
saves?
Date: Sat Jul 17 12:56:46 2004
Topic: hmm....... lvl 1
Author: Highpriest
============================================================
hmm....... lvl 1 of embalmer gives mastery of mummification but animate mummy
is at lvl 3, y would one need the mastery if they don't have mummy?
Date: Sat Jul 17 18:49:57 2004
Topic: mind invasion
Author: Ixtlilton
============================================================
fixed the messages for mind invasion
Date: Sat Jul 17 19:19:05 2004
Topic: bash
Author: Ixtlilton
============================================================
updated bash's messages
Date: Sat Jul 17 19:20:56 2004
Topic: gender
Author: Ixtlilton
============================================================
undeads will now get and save genders
Date: Sat Jul 17 20:59:05 2004
Topic: stats
Author: Ixtlilton
============================================================
the way undeads handle stats have been changed. you might notice a small
decrease in stats. you will notice a quite large decrease in bonuses from eq
Date: Sat Jul 17 21:15:37 2004
Topic: plaque
Author: Ixtlilton
============================================================
added the undeads plaque in necros guild hall
Date: Sat Jul 17 21:31:21 2004
Topic: showexp
Author: Ixtlilton
============================================================
showexp now tells you who is reporting it. (need new undead for it)
Date: Sat Jul 17 23:06:35 2004
Topic: reinc
Author: Ixtlilton
============================================================
from now on. when you re-summon your undead it checks how many times you've
reinced since last time. if you have reinced more than once the undead will get
reinced with a minimum tax of 12%. for each reinc you have done the tax goes up
some. and there is no maximum (other than 100%)
Date: Sun Jul 18 01:27:56 2004
Topic: on the site it s
Author: Soulleech
============================================================
on the site it said that only scourge is needed for blood brother guild... but
it turns out that you also need 2 of the other bravo guild. I reinced in hope
of getting another minion, but now I barely have enough exp train all that I
need... If I can't trust what I read on the website, then who could I ask???
Please give me another reinc or allow me to return to the state before I
reinced. Thanks.
Date: Sun Jul 18 04:58:12 2004
Topic: follow-up of 38:
Author: Highpriest
============================================================
follow-up of 38: to be more detailed, mastery of mummification will only affect
the mummy, and not any of the other spells/skills
Date: Sun Jul 18 19:29:42 2004
Topic: stuf
Author: Ixtlilton
============================================================
a) added listskills and listspells commands to undeads and changed
skills/spells so it doesn't show cost. b) ahaha tuned something
Date: Sun Jul 18 19:33:12 2004
Topic: ok
Author: Ixtlilton
============================================================
it was size i tuned. it is now related to the undeads level and not fixed, so
unless you have a maxxed undead your undead will now be smaller in size
Date: Sun Jul 18 19:57:23 2004
Topic: hits
Author: Ixtlilton
============================================================
tuned hits some
Date: Sun Jul 18 19:58:29 2004
Topic: hits
Author: Ixtlilton
============================================================
to elaborate: i tuned the amount of hits you get from skills, so should only
effect ppls like tombot, grasfap and hierolips
Date: Sun Jul 18 20:53:27 2004
Topic: tune!
Author: Ixtlilton
============================================================
upped rotting limbs and summon carrion crawlers a little
Date: Sun Jul 18 20:58:16 2004
Topic: mind blast
Author: Ixtlilton
============================================================
tuned mind blast down a bit
Date: Sun Jul 18 22:08:22 2004
Topic: prots
Author: Ixtlilton
============================================================
lowered the effects non-necro prots has on undeads, like grap etc. in guild
prots are still the same tho
Date: Sun Jul 18 22:40:11 2004
Topic: added 2 new chapters to the guild book. guildtree and reinc. read to
find out what they're about.
Author: Ixtlilton
============================================================
0
Date: Sun Jul 18 22:40:18 2004
Topic: book
Author: Ixtlilton
============================================================
added 2 new chapters to the guild book. guildtree and reinc. read to find out
what they're about.
Date: Mon Jul 19 00:01:38 2004
Topic: guildinfo
Author: Ixtlilton
============================================================
added guild desc to necros
Date: Mon Jul 19 00:46:53 2004
Topic: bugfix
Author: Ixtlilton
============================================================
small undeads got a v. tiny upgrade since they errored cause they did too
little damage
Date: Mon Jul 19 01:02:21 2004
Topic: gates
Author: Ixtlilton
============================================================
The city gates are now openable by people with a necromancer staff
Date: Mon Jul 19 12:53:20 2004
Topic: 'Blood brother r
Author: Highpriest
============================================================
'Blood brother requires not only scourge, but also two other bravo guilds. To
join the scourge guild you need two gamma guilds maxed.', from book. Does this
means maxxing scourge + 2 gammas and joining 2 other bravos OR scourge + 2
other bravos + 2 gammas maxxed?
Date: Mon Jul 19 14:45:22 2004
Topic: rottinglimbs+car
Author: Grasfer
============================================================
rottinglimbs+carrion crawlers these spells last to short
Date: Mon Jul 19 21:24:42 2004
Topic: hp/sp/ep
Author: Ixtlilton
============================================================
i've made a change to undeads hp/sp/eps. they will now be tied more to the
undeads stats. the effect this has varies, some undeads got better while others
got worse
Date: Mon Jul 19 23:07:20 2004
Topic: tune
Author: Ixtlilton
============================================================
hp/sp/ep maxes tuned down slightly. missed something hte last tiem so now it's
back to suckin for ya'll
Date: Tue Jul 20 03:21:31 2004
Topic: idea
Author: Jaws
============================================================
idea
Date: Tue Jul 20 06:37:20 2004
Topic: please give a br
Author: Soulleech
============================================================
please give a bravo guild blasting spell... I have a abom with 3.5k health and
a blaster spell with a damage of average.... thanks...
Date: Tue Jul 20 17:48:10 2004
Topic: plaque
Author: Ixtlilton
============================================================
you can now look at  with  at plaque
Date: Wed Jul 21 03:38:12 2004
Topic: death
Author: Ixtlilton
============================================================
you will now see the correct exp you get when a monster dies, the 'You receive
X exp' will be correct that is. Will work on new monsters now and on all
monsters after reboot.
Date: Wed Jul 21 03:45:20 2004
Topic: adv
Author: Ixtlilton
============================================================
since you're now able to open the gates, i have removed the adv exit
Date: Wed Jul 21 15:21:56 2004
Topic: Just wanted to t
Author: Sudra
============================================================
Just wanted to thank everyone who was in the necro party yesterday. You all
kick ass!
Date: Wed Jul 21 18:33:00 2004
Topic: would it be wort
Author: Myrddin
============================================================
would it be worth it to replace an undead with an undead rsaised from a
significantly stronger corpse, like tia's corpse?
Date: Thu Jul 22 00:40:26 2004
Topic: corpses
Author: Ixtlilton
============================================================
corpses will now 'clump' together or whatever. that is new corpses gotten after
this post
Date: Thu Jul 22 02:34:52 2004
Topic: undead plaque
Author: Ixtlilton
============================================================
moved the undead plaque to the trainers room
Date: Mon Jul 26 22:48:10 2004
Topic: I want faster un
Author: Hierokliff
============================================================
I want faster undeads, so that they dont stand and idle a min when i need to
leave combat, its annoying that they are sooo slow so they get killed when i am
a chicken and wimpy out just so they shouldnt die... oh well my fault that
wimpy from combat i guess
Date: Tue Jul 27 11:51:56 2004
Topic: sick undeads ain
Author: Hierokliff
============================================================
sick undeads aint fun, nor is it fun to be sick either since that encphilitis
is really good in interrupting spells so its kinda hard to cure myself from
it.
Date: Tue Jul 27 20:58:14 2004
Topic: eq
Author: Ixtlilton
============================================================
until i've come up with a better way to handle it, no undead will be able to
use equipment
Date: Wed Jul 28 00:42:17 2004
Topic: melee
Author: Ixtlilton
============================================================
started making some changes. unarmed melee has been upped slightly. b) armed
melee has been downed somewhat. c) abominations, mummies and vampires has
gotten a new skill. all effective once you get a new (recall) your undeads
Date: Wed Jul 28 01:04:43 2004
Topic: Make so those wh
Author: Grasfer
============================================================
Make so those who reinc out can't access necromancer channel. k thx
Date: Wed Jul 28 03:14:30 2004
Topic: stun
Author: Ixtlilton
============================================================
undeads chance to stun has been modified slightly
Date: Wed Jul 28 04:23:41 2004
Topic: in room desc
Author: Ixtlilton
============================================================
your in room desc now updates properly when you use regen pile etc
Date: Wed Jul 28 04:31:41 2004
Topic: vampires
Author: Ixtlilton
============================================================
vampires now get stun
Date: Wed Jul 28 15:41:48 2004
Topic: consume flesh
Author: Ixtlilton
============================================================
message for consume flesh has been fixed
Date: Wed Jul 28 15:51:37 2004
Topic: lich status
Author: Ixtlilton
============================================================
you will now get an approx. number of how much more you need before you can
start your lich transformation.
Date: Wed Jul 28 19:31:39 2004
Topic: undeads
Author: Ixtlilton
============================================================
the undeads are now allowed to use equipment again and this time it saves. i've
updated the equipment and the death section in the guild book so look there for
more information. as always you will have to get new undeads for it to start
working.
Date: Thu Jul 29 01:28:25 2004
Topic: few things
Author: Ixtlilton
============================================================
a) fixed eq so it saves (read guild book for more info)
b) made a new guild board
c) fixed the new guild board
d) fixed the eq saving for undeads
e) fixed the new guild board again
f) no f
ps. no ps either
pps. i know i've already posted this, but the board broke and i figured those
who haven't seen it might wanna
-ixtlilton

Date: Fri Jul 30 04:34:20 2004
Topic: lich++
Author: Ixtlilton
============================================================
Made some changes to make things work better (or worse?) for liches. That is,
better in code and worse for the player. This might also affect non-liches
some, but not by much. Changes take affect with new body.
-Ixtlilton

Date: Fri Jul 30 04:39:11 2004
Topic: Inv
Author: Korthrun
============================================================
Would be cool if we could get the present capacity ofour undeads with the inv
or score command
ie 
order zombie inv
Rott reports its inventory:
    Stealing goblin's corpse (preserved)
    Stealing goblin's corpse (preserved)
    Stealing goblin's corpse (preserved)
    Stealing goblin's corpse (preserved)
    Stealing goblin's corpse (preserved)
    Stealing goblin's corpse (preserved)
    Gold: 0
    Capacity[38%]


thanks

Date: Fri Jul 30 18:11:53 2004
Topic: undeads
Author: Ixtlilton
============================================================
Hi.
I've made some changes.
a) undeads now have their own exp rate, they no longer share the owners.
b) i've moved around some skills for the undeads so they get them at slightly
different levels.
c) i've lowered level costs for bigger undeads
d) i've increased skill and spell cost some

for all this to work your undeads will be reinced the next time you resummon
them
-Ixtlilton

Date: Fri Jul 30 18:47:25 2004
Topic: undead reinc
Author: Ixtlilton
============================================================
ATM your undeads will be force reinced at 0% tax everytime you recall them.
This is due to an error i made and i will have to fix it soon, but until then
this is how it will be, so they'll be force reinced when you recall them if
they die, or if you save them.
Will try to fix this soon.

Date: Fri Jul 30 19:06:15 2004
Topic: undead reinc fixed
Author: Ixtlilton
============================================================
ok, fixed the undead reinc problem. will only be reinced now when i tell them
to =) and either at save or at load. 
-Ixtlilton

Date: Fri Jul 30 21:23:13 2004
Topic: undeads
Author: Ixtlilton
============================================================
undeads should now stay for the duration of the boot and not dest if you log
off or lose link. will start working when you get a new body.
-Ixtlilton

Date: Fri Jul 30 23:15:20 2004
Topic: new skill
Author: Ixtlilton
============================================================
One or more of your undeads have gotten a new skill. What it is and what it
does i leave for you to find out. =)
-Ixtlilton.

Date: Fri Jul 30 23:29:07 2004
Topic: reinc
Author: Ixtlilton
============================================================
sorry, but due to an error from my part you'll be force reinced again after
this post. some ppls weren't getting reinced and instead of hunting down those
who doesn't get reinced i will reinc everyone after this post. 

Date: Sat Jul 31 00:34:02 2004
Topic: kisses for you
Author: Ixtlilton
============================================================
kiss of life and kiss of death has been changed slightly. i guess you could say
i have upped it, but that would ruin my reputation :}
-ixtlilton

Date: Sat Jul 31 02:21:12 2004
Topic: 0
Author: Jaws
============================================================
Idea

All manner of peoples almost automatically engage in trade of things
that they deem of worth

well for necro's that is corpses

I propose a corpse shop that buys corpses for zero gold (player gets zero)
and then holds corpses until boot, and u can buy corpses from it for relatively
small amounts of cash

Also for those rare needs, maybe have it have a few corpses load at boot/reset

This will also solve the issue of 100's of corpses being left at the temple
causing eval errors

Jaws

Date: Sat Jul 31 02:23:06 2004
Topic: rotting limbs
Author: Jaws
============================================================
needs to have guild mastery, or perhaps a lich mastery skill, to improve its
dration

imho

Jaws

Date: Sat Jul 31 07:23:35 2004
Topic: autoreport
Author: Jaws
============================================================
Hi,

Be really nice if we could set/enable/there just plain was one - a color to the
report of undeads

Thanx

Jaws

Date: Sat Jul 31 17:17:39 2004
Topic: weak
Author: Ixtlilton
============================================================
Some of you might have noticed after the force reinc that verbs/commands
wouldn't work, that you'd get 'Your magic is to weak blah blah'. That should be
fixed now. It was only a problem for level 1 undeads afaik, but let me know if
anything like this happens again.
-Ixtlilton

Date: Sat Jul 31 17:50:38 2004
Topic: undead stats
Author: Jaws
============================================================
Hi,

I know you (ixy) indicated a pretty much never happen on non-level raise stats
for our pets
but I have an idea to propose

First - cost additional corpses, gold, pet xp - increasing exponentioanlly of
course
Second - Maximum added points per undead level

This would allow us to customize our pets based upon how we want to use them.


Jaws

Date: Sat Jul 31 17:59:26 2004
Topic: re: corpse shop
Author: Ixtlilton
============================================================
a corpse shop (or a necromancers shop, with various things for sale) is planned
for the necro city, it's just that i'm too lazy (or maybe too busy?) to finish
it.
-Ixtlilton

Date: Sat Jul 31 18:07:33 2004
Topic: report
Author: Ixtlilton
============================================================
undead reporting will now be the same color as party report. so you can
customize it the same way
-Ixtlilton

Date: Sat Jul 31 18:38:56 2004
Topic: board help
Author: Ixtlilton
============================================================
added help and some other functions to the guild board
-Ixtlilton

Date: Sun Aug  1 10:51:26 2004
Topic: seems that the masteries from the necro staff is negative on the skills,
a bit evil to have 109% in the skills instead of 111%, but its Ixt code so
guess its all right then. :)
Author: Hierokliff
============================================================
Seems that the masteries from the necro staff is negative on the skills, a bit
evil to have 109% in the skills instead of 111%, but its Ixt code so guess its
all right then. :)

Date: Sun Aug  1 22:15:35 2004
Topic: energy field
Author: Jaws
============================================================
Hi,

energy field needs to have a refresh msg if u cast it and its already up plz,
thanks

Jaws

Date: Mon Aug  2 06:36:13 2004
Topic: songs
Author: Jaws
============================================================
Hi,

It would make sense if bard songs would work on pets
undeads have a simplistic intellect and historically
music soothes the savage beast as it were

Jaws

Date: Mon Aug  2 07:15:13 2004
Topic: 0
Author: Smee
============================================================
dear snoop, please, could you make tetsusaiga specials work when vampire wields
it, since i wanna use as much stuff you make as possible
loev smee

Date: Mon Aug  2 09:26:08 2004
Topic: sexxes
Author: Belgarion
============================================================
i believe that once you summoned a minion of a kind, and gets a new one, it
cant have another sex as previus one, i just tried to get a vampire not beeing
an It for 5 or 6 tries no, still only becomes It.

Date: Mon Aug  2 13:55:51 2004
Topic: sex
Author: Ixtlilton
============================================================
sex saves. if make an undead of an 'it' it will become an 'it' if you make one
of a she it will become a she etc.
this is how it works and how it will continue to work, i might enable you to
sexchange later on for a fee, but not yet.

Date: Mon Aug  2 13:59:16 2004
Topic: re: tetsusaiga
Author: Ixtlilton
============================================================
no.
-ixtlilton

Date: Mon Aug  2 14:00:46 2004
Topic: re: staff skills
Author: Ixtlilton
============================================================
for now you will have to live with this (maybe forever too). i might change it,
but don't have any immediate plans to do so.
-ixtlilton

Date: Mon Aug  2 14:04:50 2004
Topic: re: energy field
Author: Ixtlilton
============================================================
energy field now has apply and reapply msgs
-ixtlilton

Date: Mon Aug  2 14:05:35 2004
Topic: re: bard songs
Author: Ixtlilton
============================================================
not sure if i want to do this. i'll think about it though
-ixtlilton

Date: Mon Aug  2 18:57:35 2004
Topic: hay
Author: Ixtlilton
============================================================
hay. ye can no longer have animist familiars
-ixtlilton

Date: Mon Aug  2 20:21:42 2004
Topic: Diseases
Author: Grasfer
============================================================
Hi, i got 100% in masteries + enchaplaohi disease with my zombie and Jant got
diseased.
It didn't drop for over 20min+ even with strengthen immunity
Maybe make so immunity is a lil better on high level diseases?

cast rotting limbs at a thx
order wraith cast mind invasion at a thx
order zombie use encephalitis at a thx
order mummy use akh ba attack at a thx

Date: Mon Aug  2 20:23:15 2004
Topic: re: diseases
Author: Ixtlilton
============================================================
ok. i've made some changes so that diseases will drop faster.
-ixtlilton
ps. maybe not exactly how you wanted it, but...

Date: Mon Aug  2 20:33:49 2004
Topic: -skills
Author: Ixtlilton
============================================================
lowered the negative bonus somewhat on guild item for non-liches. takes effect
with a new body
-ixtlilton

Date: Mon Aug  2 20:41:28 2004
Topic: blister skin
Author: Ixtlilton
============================================================
upped blister skin some
-ixtlilton

Date: Tue Aug  3 00:10:40 2004
Topic: death/recall
Author: Jaws
============================================================
Hi,

I am sure you have heard lots about this already, but wanted to chip in my
thoughts

First having death/recall apply to total undead xp is a bit harsh at 13%
I would much rather prefer a higher rate, but have it work like players with
onhand exp

Also, it would be nice if we could set wimpy levels on them, a point where they
run away without dying.  Maybe still have a small exp penalty for this, but
at least this would give a better level of control to things

WBAG
WBAG2
Right now a stray burst of lag can easily proove extremely disaterous

I am sure others will agree, they dont care if they die they care if their pets
die


Jaws

Date: Tue Aug  3 00:17:43 2004
Topic: board
Author: Jaws
============================================================
nice board n all, can we at least get ability to remove posts
so if we make typos we can fix them

Thx

Jaws

Date: Tue Aug  3 00:26:40 2004
Topic: re: death etc
Author: Ixtlilton
============================================================
Death will always be based upon their cost, rather than what they have on hand.
I might however enable a 'wimpy' type of feature for them.
-Ixtlilton

Date: Tue Aug  3 00:27:13 2004
Topic: re: board
Author: Ixtlilton
============================================================
board is not finished yet, it will become better (when i have time/energy to
improve it)
-ixtlilton

Date: Tue Aug  3 05:06:10 2004
Topic: Event
Author: Jaws
============================================================
Shirija's Conquest

First necromancers shouldnt get stunned by  it

Second our undead pets should like get a mini no-suck out of it or something

Or at the very least an xprate boost

Jaws

Date: Tue Aug  3 10:36:10 2004
Topic: animist familiars
Author: Baer
============================================================


I've had animist familiars, and I've never had any errors with too many
familiars. In fact my 5 undeads + 3 animist familiars are no more than what an
animist can get with a wolf hide bag. There has been no reason given for
removing this, so I can only guess it is just from errors (that was the
explanation on the guild channel). The errors that I've never seen.

Does this also mean we can't have dryads, from the druid guild? Does it mean we
can't have wolf bag familiars? Does it mean we can't have spider familiars from
the lloth event? And any others?

I find it strange that necro's can't have extra familiars, but every other
guild can.

And for those of us with gigs of xp invested just to get this, do we get some
assistance to deal with this sudden change?

Baer


Date: Tue Aug  3 16:53:41 2004
Topic: re: pets
Author: Ixtlilton
============================================================
the pets was not only removed due to the errors even tho that of course played
a role in it. it also felt natural that necros should have only their undeads
as pets (even though i know there are still ways to get more). i don't believe
that the removal of the animist pets hit anyone that hard either. and you say
that every other guild can have extra pets, i don't see any other guild than
animist and necros that are able to have pets. so if an abjurer goes animist
secondary it's not extra pets, it's pets. :)
-ixtlilton

Date: Tue Aug  3 23:18:17 2004
Topic: mind *
Author: Ixtlilton
============================================================
i've upped the chances for mind invasion and mind intrusion to special (break
concentration/stun) should still not happen too frequently, but will happen
more often anyway.
-ixtlilton the friendly person who ups the guild like all the time

Date: Wed Aug  4 08:54:22 2004
Topic: skills max
Author: Zyz
============================================================
Just wondering if mummy is supposed to max out at 15% for martial arts, 10% for
doublehit, and 10% for ahk ba attack at level 21. Seems kinda low and the max
didn't rise from 20 to 21. And martial arts is gained at level 15 iirc.. so 6
more levels and at 15% training max. I'll just keep pumping them up with levels
but that seems a bit wrong somehow. I'd like to have them actually do something
besides fail skills.. not worth even bothering at 10%..

-Zyz

Date: Sat Aug  7 05:42:59 2004
Topic: 0
Author: Tahnval
============================================================
I think I'm missing something about wraith spells.  Ethereal fist, which
you get at L11, seems to be the best spell.

Ethereal Fist:  sps 198, Important
Ethereal Blast:  sps 226, Important 

Mind Intrusion:  sps 188, Above Average
Mind Invasion: sps 215, Important

All 4 round spells.

So what am I missing?

Date: Sat Aug  7 16:59:07 2004
Topic: Training
Author: Jaws
============================================================
it would be nice if training/advancing pets reported how much xp they used and
had left
similar to how players do

Thanks

Date: Sun Aug  8 00:12:22 2004
Topic: Herbalist
Author: Jaws
============================================================
Hi

TFM
The basic what protection balms work is to enchance the
toughness of the skin - our undeads still have their skins
so it would make sense for these items to work on them

THanks

Jaws

Date: Sun Aug  8 15:55:59 2004
Topic: 2 things
Author: Ixtlilton
============================================================
1 - i made costs and exp left show when advance or train skills or spells with
an undead
2 - undeads should no longer follow you to hell
-ixtlilton

Date: Sun Aug  8 15:58:50 2004
Topic: ps
Author: Ixtlilton
============================================================
ps. i will add some type of 'wimpy' functionality soon

Date: Sun Aug  8 17:54:27 2004
Topic: hai
Author: Ixtlilton
============================================================
i've made a change that i'm quite sure all of you will approve of, it will
require a new body and i wont tell you what it is, but i'm guessing you will
find out soon enough anyway
-ixtlilton

Date: Sun Aug  8 20:01:29 2004
Topic: entry hits
Author: Ixtlilton
============================================================
entry hits should now hit the tank if that's already present in the room etc,
that is after boot
-ixtlilton

Date: Mon Aug  9 20:36:36 2004
Topic: fu
Author: Ixtlilton
============================================================
when i made the change of last nite i forgot to remove a testing catch so it
only worked for me. ehhe, so not surprising no one noticed it.
 anyhow, the change was a chance for skill speed on some skills
-ixtlilton

Date: Tue Aug 10 03:32:57 2004
Topic: position the pets
Author: Ljyiiima
============================================================
Make a party position thingy so we can choose which pet shall get hit first and
next....

Date: Tue Aug 10 19:06:11 2004
Topic: ok
Author: Ixtlilton
============================================================
i've made a change to something. ff to discover it. it will require new undeads
(recall or whatever)
-ixtlilton
ps. wont say if it's up or down

Date: Tue Aug 10 20:54:52 2004
Topic: 0
Author: Wagro
============================================================
For those who were wondering, dirs from the temple to bvar city square are:
do s;u;nw;n;n;nw;n;4 e;4 ne;3 e;2 s;se;3 e;11 n;10 w;4 nw;28 w;3 s;21 w;9 n;5
w;n;mine;enter shaft;7 w;enter shaft;6 w;3 n;6 e

Date: Tue Aug 10 21:00:11 2004
Topic: Temple to city dirs
Author: Wagro
============================================================
this is a revision from previously stated dirs. forgot to add the open gates...
do s;u;nw;n;n;nw;n;4 e;4 ne;3 e;s;open gates;s;se;3 e;11 n;10 w;4 nw;28 w;3
s;21 w;9 n;5 w;n;mine;enter shaft;7 w;enter shaft;6 w;3 n;6 e

Date: Tue Aug 10 21:12:09 2004
Topic: topic
Author: Ixtlilton
============================================================
might want to use topics from now on the board :)
-ixtlilton

Date: Wed Aug 11 00:00:23 2004
Topic: Mould Body without flesh
Author: Tahnval
============================================================
If you use mould body and you don't have any fleshes, the
error message is that you don't know the skill.  This
is a bit confusing at first - would it be practical to
change it?

On a related note, it appears that lumps of flesh can
be sold in general stores.  I don't see how
else I lost the ones I had at the time.

Date: Wed Aug 11 02:51:36 2004
Topic: keep
Author: Jaws
============================================================
Hi,

it would be nice if undeads could use the keep command


Thanx

Jaws

Date: Thu Aug 12 16:50:17 2004
Topic: wimpy
Author: Ixtlilton
============================================================
given undeads wimpy. will require new undeads /recall or whatever
-ixtlilton

Date: Thu Aug 12 22:52:29 2004
Topic: diseases
Author: Ixtlilton
============================================================
sp/ep cost ratio has been alterered for diseases
-ixtlilton

Date: Fri Aug 13 00:36:54 2004
Topic: wraith
Author: Ixtlilton
============================================================
altered wraith somewhat.
as always, you'll need a new one for it to take effect.
-ixtlilton

Date: Fri Aug 13 10:08:00 2004
Topic: wimpy-->bug
Author: Highpriest
============================================================
Undead familiars wimpy out in battle even when they are not tanking (only if
they have HPS less than the wimpy%)      (reported as bug)

Date: Sat Aug 14 12:55:23 2004
Topic: zombies
Author: Highpriest
============================================================
I think other than these 3 skills zombies have, we can have an extra disease
that numbs the enemy, which occasionally stuns it or break its concentration...
no idea if this is needed, but I think Grasfer's zombie has maxxed out the
wanted skills...

-HP

Date: Sun Aug 15 17:33:44 2004
Topic: fix
Author: Ixtlilton
============================================================
added a new spell: release undead to necromancers
from now on you wont be able to raise a new undead of a type that you have
saved. so if you have a saved vampire you wont be able to animate a new one. if
you for some reason want to raise a new one, you will first have to release
your old one. if you release an undead, it is lost forever and so is any eq it
has on it.
-ixtlilton

Date: Sun Aug 15 21:05:41 2004
Topic: skills and spells
Author: Kaiser
============================================================
  Thought it would be a good idea if you could somehow get your undeads to
report to you a help file of their skills/spells.  That way you could see the
average damage and ep/sp costs of their skills/spells.

Date: Sun Aug 15 21:45:20 2004
Topic: re: kaiser
Author: Ixtlilton
============================================================
they already can

Date: Mon Aug 16 07:35:21 2004
Topic: Fun idea
Author: Wagro
============================================================
Lets have the necro guild master taunt players on necro channel when they kill
one of their fams, so we can all laugh at them :)

Date: Mon Aug 16 10:08:28 2004
Topic: Typo of new spell
Author: Highpriest
============================================================
With this spell the necromancer can release a previously saved undead. The
undead needs to be in lethargy when the spell is casted. Any and all equipment
that the undead has takin (<~~ this is the typo) with it to the other realm
will be destroyed when the undead is released. 

Date: Mon Aug 16 16:20:50 2004
Topic: w: mummy tune
Author: Hierokliff
============================================================
would like a small tune on the mummies akh ba attack, atm it uses just a tiny
bit sps when he has lots of them, or some other use for his sps? like a banish
spell for banishing players muahahah

Date: Mon Aug 16 17:19:37 2004
Topic: mind blast
Author: Ixtlilton
============================================================
I've altered mind blast somewhat. From now on power cuts will only happen if
you have undeads level 25 or bigger. The formula has also been altered somewhat
in other ways.
-Ixtlilton

Date: Mon Aug 16 17:24:14 2004
Topic: sorry
Author: Ixtlilton
============================================================
HAHAHAHA
i'm not really sorry, but i tuned mind blast some.

Date: Mon Aug 16 21:53:03 2004
Topic: Pet Inv
Author: Jaws
============================================================
Hi,

Can we have items in pet inv that are worn/wielded reflect that like player's
do

THanks
Jaws

Date: Mon Aug 16 21:55:36 2004
Topic: spirit spells
Author: Jaws
============================================================

It would be nice if the different spirit spells had distinct drop messages 
right now they all say the same string

Jaws

Date: Mon Aug 16 21:58:13 2004
Topic: undead pets
Author: Jaws
============================================================
Just an idea here
if we could set undead long, and short descs seperate from their name
this would be fun, still append the (jaws') thing on the end, but with the 
effort we put into our pets, I know I would like to ability to add this

Jaws

Date: Tue Aug 17 04:51:06 2004
Topic: mould body
Author: Ixtlilton
============================================================
added a desc on the undeads for mould body
-ixtlilton

Date: Tue Aug 17 22:10:24 2004
Topic: high undeads
Author: Ixtlilton
============================================================
Some of you will probably notice that your undeads aren't 'high' anymore. I've
made it harder to get to that point.
It will also mean more when you get there.
-Ixtlilton

Date: Wed Aug 18 12:47:54 2004
Topic: rejoining
Author: Evicta
============================================================
when rejoining this guild you have to read the book once more.. that seems a
bit silly..

Date: Wed Aug 18 15:18:30 2004
Topic: re: evicta
Author: Ixtlilton
============================================================
the guild can change and the book can change. and players forget. if i force
ppls to read it each time they reinc they can't whine if they fuck up. besides,
it doesn't take long to read the book.

Date: Wed Aug 18 20:09:20 2004
Topic: mummy
Author: Ixtlilton
============================================================
the mummy has gotten some new skills. to get them you need to recall etc, but
they're only for mummies of level 35 or above so ppls with undeads smaller than
that can carry on.
-ixtlilton

Date: Thu Aug 19 18:13:01 2004
Topic: re high undeads
Author: Ixtlilton
============================================================
made a fix, the high stayed on undeads when you renamed em, fixed that now.
-ixtlilton

Date: Thu Aug 19 20:04:01 2004
Topic: leech
Author: Ixtlilton
============================================================
I've made a change so that undeads should leech a little less for those who
have really huge ones. Those with smaller undeads should notice that their will
leech slightly more. Will require new undeads, recall or whatever.
-Ixtlilton

Date: Thu Aug 19 22:05:30 2004
Topic: lich
Author: Ixtlilton
============================================================
now instead of having to start over, your lich transformation process will be
taxed when you reinc. reincing back into the guild = 0 tax tho
-ixtlilton

Date: Thu Aug 19 22:29:10 2004
Topic: repair undead
Author: Ixtlilton
============================================================
made repair undead more dependant on level of the monster. so using tiny
monsters to heal wont be as effective anymore.
-Ixtlilton is trying to get back to his mean old self

Date: Fri Aug 20 05:09:35 2004
Topic: vamp touch
Author: Jaws
============================================================
If u recast this and it is already up, it gives no direct indication that you
refreshed it

All u get is the msg about a rune to your chest

Jaws

Date: Fri Aug 20 05:11:29 2004
Topic: repair undead
Author: Jaws
============================================================
Hi,

nothing new in this - like the application that 
corpse size effects healing amounts, and for the smaller corpses
things look in line, but for 200k+ corpses maybe tweak them up a little

And if u can make combined corpses give a healing advantage and multiple heal
uses
based upon amount healed, this would roxxxxxxxxxx

Jaws

Date: Fri Aug 20 20:31:26 2004
Topic: repair undead etc
Author: Ixtlilton
============================================================
altered repair undead and some other stuf. allows for partial healing etc.
enjoy
-ixtlilton

Date: Fri Aug 20 21:49:14 2004
Topic: repair
Author: Ixtlilton
============================================================
Made a slight change again, changed the order of things in the formula. Notify
me if anything odd happens =)
-Ixtlilton

Date: Fri Aug 20 23:43:03 2004
Topic: tuuune
Author: Ixtlilton
============================================================
tuned repair undead some HA! also changed fårmula some eheh =)

Date: Sat Aug 21 00:27:48 2004
Topic: Flesh stuff
Author: Jaws
============================================================
Hi

Thanks for the upgrade on repair undead - rockon

Can we also get some corpse size effects on the results 
Flesh prots give our pets

Thanks

Jaws

Date: Sat Aug 21 00:29:19 2004
Topic: Vuln/stun/distract spells
Author: Jaws
============================================================
Hi,

Love the mind blast variable effects on pet worth u have out etc.

Would rock if similar effects applied to the rotting limbs, carrion crawler,
disjoint bone, vultures, hands of dead spells


Jaws

Date: Sat Aug 21 00:33:43 2004
Topic: Scourge spells with combined corpses
Author: Wagro
============================================================
Perhaps if you use a scourge spell at a combined corpse, it should take
whatever % from the corpse it needs to max out on str/duration similar to
repair, rather than eating the whole corpse

Date: Sat Aug 21 03:24:34 2004
Topic: re: stuf
Author: Ixtlilton
============================================================
re: jaws - mould body (and the spells) are already effected by corpse size.
re: jaws 2, wtf? you want me to tune rotting limbs etc down for ppls with pets?
re: wagro  there is no max
with love and hate,
-ixtlilton

Date: Sat Aug 21 04:10:27 2004
Topic: mud-crash
Author: Highpriest
============================================================
It is stupid that when the mud crashes (which is very frequent now), we have to
pay by not saving out undeads. This irritates me as I was almost going to save
the undeads when the mud crashes.

-HP

Date: Sat Aug 21 05:17:41 2004
Topic: combo corpses
Author: Jaws
============================================================
Hi,

TFM
me again.  I know wagro voiced this on channel and I'd have to agree
it would be nice if combined corpses were saveable items
similar to power crystals for gemmies.  That way we could spend time 
EFD
stocking up as it were for future occasions.  Also for the seemingly frequent
crashes of late, it is very frustratng to spend time prepapring 
just to have to suddenly start over.  

I'd even comprimise and have them not be chestable, or save on minions, just
save if they are in 
players inventory

I'd prefer them save everywhere but I understand how this might become too
powerful

Jaws

More and More .02


Date: Sat Aug 21 08:16:36 2004
Topic: caved in
Author: Ixtlilton
============================================================
death rites now causes corpses to drop their inventory
-ixtlilton

Date: Sat Aug 21 14:35:36 2004
Topic: board
Author: Ixtlilton
============================================================
you can now delete posts on the board. also altered the appearance a little.
-ixtlilton

Date: Sun Aug 22 01:36:42 2004
Topic: flesh things
Author: Jaws
============================================================
Ok

Did some testing - and yes I see increased benefit from bigger corpses, mind u
its not a very large increase, even with a 100% combo corpse

but there is no duration increase, this would be nice to have


This may be something addressed when ur a lich, dunno

But imho, the added effects of using a 100% corpse seem a little low key
compared to 
the extra effort req'd to do it

Jaws

Date: Sun Aug 22 11:19:56 2004
Topic: mould body etc
Author: Ixtlilton
============================================================
Mould body duration now depends more on corpse size than it did. Notify me if
anything odd happens.
-Ixtlilton

Date: Sun Aug 22 14:56:52 2004
Topic: mind blast
Author: Ixtlilton
============================================================
mind blast has been tuned (it did more damage than it was supposed to). this
will only affect smaller necros, necros w/o pets or necros with pets lowever
than level 25.
-ixtlilton

Date: Sun Aug 22 19:13:25 2004
Topic: duration
Author: Ixtlilton
============================================================
duration for mould body will most likely go up for some of you. there was a
slight bug that that interefered and made the skill code ignore my attempts at
altering the duration the way i wanted to. it's all fixed now and maybe i'll
tune it if you're too happy about it.
-ixtlilton

Date: Sun Aug 22 19:35:57 2004
Topic: combine corpses
Author: Rockman
============================================================
i had 52 goblin corpses, used combine once.  It took 21 corpses and made it
into 100%, and left 21 normal corpses left.  Did it a second time, took 21 more
normal corpses and made 100% leaving 10 left.  Now i figured it would just take
the 10 left and combine only those, but it took the 10 normal ones plus the 2
100% ones and combined to a 100% one.  Perhaps make a flag on the 100% ones so
you cant combine them?  Doesnt make too much sense to be able to combine a
"100%" corpse with another one

Date: Sun Aug 22 19:37:12 2004
Topic: edit
Author: Rockman
============================================================
 "It took 21 corpses and made it into 100%, and left 21 normal corpses left."
is supposed to be 'It took 21 corpses and made it into 100%, and left 31 normal
corpses left.'

Date: Sun Aug 22 19:41:18 2004
Topic: combine corpses
Author: Ixtlilton
============================================================
you can no longer combine a corpse with an already combined corpse.
-ixtlilton

Date: Sun Aug 22 20:02:58 2004
Topic: Info on corpses
Author: Wagro
============================================================
I've noticed that the % to max was removed on corpses. While i can see how this
would be kinda out of theme and more than we needed, it would be nice if the
corpses would give some sort of indication of how much was left, I.E., "It is
completely intact" "It is mostly intact" "It is somewhat intact" etc

Date: Sun Aug 22 23:08:21 2004
Topic: corpses again
Author: Rockman
============================================================
ok, have a combined corpse "This corpse is about 55 percent of the maximum
size." went and got a bunch more corpses and did combine corpses, now have two
corpse the first 55% one, and now a 54% one.  from the earlier post though you
can still combine a normal corpses onto a combine corpses?

Date: Sun Aug 22 23:32:50 2004
Topic: partial healing etc
Author: Wagro
============================================================
I for one think this is an awsome change, but some people seem to dislike it
because they like wasting an entire corpse at once for some reason (go figure).
Perhaps only corpses that have been combined should be eligible for partial
healing? Not only is it a nice compromise, but it makes more sense logically,
since uncombined corpses have not been disassembled into their component parts,
unlike combined corpses.

Date: Sun Aug 22 23:37:51 2004
Topic: corpses
Author: Jaws
============================================================
hey, given that we cannont combine more than once to a single
combo corpse - can we increase the max corpses it uses to say 30, instead of 20

Thx

Jaws

Date: Mon Aug 23 00:57:23 2004
Topic: More repair undead stuff
Author: Wagro
============================================================
Some of you may have noticed, but the repair undead message is really quite
bland (sorry ixt) I think i would be nice if the message was something on the
order of: Using , you repair , a
 amount, leaving the corpse ,
and then if you end up using up all the corpse, have another line saying you
totally expend 

Date: Mon Aug 23 02:07:36 2004
Topic: Speak with dead messages
Author: Tahnval
============================================================
Speak with Priest and Speak with Magi have the same
drop message - "You lose your contact with the dead spirit."

It would be handy if they were different, so that we
could see which one has dropped.

How about "You lose your contact with the dead spirit of a [mage|priest|etc]."?

Date: Mon Aug 23 02:17:55 2004
Topic: corpses, combined and not.
Author: Tahnval
============================================================
What do people think about allowing us to add uncombined corpses
to a combined corpse?

Yesterday, I had a nice setup.  I'd make a 100% corpse and use that
for healing.  Every few new corpses, I'd combine them into the now
depleted combined corpse.  I prefered it that way.  Now I end up with
lots of partial combined corpses or running out of a combined and
using an uncombined instead.  That sometimes results in 50hps being
healed and a good chance of dying.

Date: Mon Aug 23 02:37:14 2004
Topic: tahnval corpse idea
Author: Jaws
============================================================
I like that concept, and have no issues if I accidentially waste a corpse or 2
by not paying attention

Jaws

Date: Mon Aug 23 02:40:56 2004
Topic: stuf
Author: Ixtlilton
============================================================
I will change the way combining works soon. Until then things will stay the way
they are now. If you have excessive corpses from partial healing you can either
hump them until they crumble or force feed them to one of your undeads. There
are 3 corpse eating spells you can cast on them and i think they are among the
least used spells in the guild. About messages on spells and skills in the
guild. Bah! 
-Ixtlilton
ps. i never removed the percentage from corpses, combined or otherwise.

Date: Mon Aug 23 04:31:24 2004
Topic: Vampire kisses
Author: Wagro
============================================================
Hi, it would be nice if either the frequency on kiss of life/death were upped,
or kiss of death could be used even if kiss of life had been recently used. As
is, I cant even really get vamp to successfully kiss of life twice on a 400k
mob due to the time limit.  I know the time restraint was probably put in so
vamp couldnt chain it to ref hp/sp/ep instantly, but i think it would be cool
if the dmg, healing amount, and frequency were tweaked a bit :)

Date: Mon Aug 23 17:20:10 2004
Topic: Shirija
Author: Zyz
============================================================
Perhaps there could be some regen on pets during Shirija's Conquest event. It
would be somewhat thematic (she is our god apparently), and allow a minor level
of functionality during this long event.

Date: Mon Aug 23 17:32:46 2004
Topic: inventory
Author: Ixtlilton
============================================================
Prettied up the inventory some for undeads. Requires new undead to work.
-Ixtlilton

Date: Mon Aug 23 18:15:53 2004
Topic: re: zyz
Author: Ixtlilton
============================================================
Ok. From now on undeads will have regen during the Shirija event.
Will require a new undead though.
-Ixtlilton

Date: Mon Aug 23 20:47:26 2004
Topic: downtune
Author: Ixtlilton
============================================================
AHAHAH it's not a downtune! PRNKD!
kiss of life and death has changed somewhat
and vampires has gotten a new skill, requires you to recall etc.

Date: Tue Aug 24 08:22:39 2004
Topic: listskills/listspells
Author: Ixtlilton
============================================================
Made a change to listspells and listskills. Will now take an argument. Argument
can be 'all' or a level. It will then show skills or spells available at that
level. Without an argument supplied the current level will be used. It now also
shows skill and spell max when you list them.
-Ixtlilton

Date: Tue Aug 24 09:28:35 2004
Topic: what you've all been waiting for
Author: Ixtlilton
============================================================
w/o your undeads in the same room as you, your undead will have 0 in xprate. so
they'll get 0 xp if you kill a monster w/o them in the room

Date: Tue Aug 24 19:53:43 2004
Topic: Motion control
Author: Wagro
============================================================
How about motion control for the abomination, so he can get bash off once
before getting stunned :)

Date: Wed Aug 25 00:16:54 2004
Topic: fleeing
Author: Wagro
============================================================
Not sure if anyone has mentioned it on the board yet, but fleeing from combat
doesnt work so well. It always seems that the other undeads (non abominations)
get wailed on. It would be nice if the abomination would protect the other
undeads when they came out of combat to you, but if this is by design, it would
at least be nice to have undead bravery on the zombie and wraith too, so we
could order the other 4 out before the abomination.

Date: Wed Aug 25 01:07:50 2004
Topic: undead+eq
Author: Jaws
============================================================
Hi,

would be really, really nice if undeads had checkeq command

thanks

Jaws

Date: Wed Aug 25 03:53:00 2004
Topic: Minion Inventory
Author: Wagro
============================================================
Seems kinda wierd that all the minions have the same inv capactity. Especially
the abomination, his seems kinda low ( only 100 lbs :( )

Date: Wed Aug 25 04:13:11 2004
Topic: inv
Author: Ixtlilton
============================================================
capacity for undeads has been altered.

Date: Wed Aug 25 05:31:08 2004
Topic: speak with foo
Author: Ixtlilton
============================================================
Altered messages to say both when you refresh and when it drops what kind of
spirit it is.
-Ixtlilton

Date: Wed Aug 25 06:10:20 2004
Topic: list
Author: Ixtlilton
============================================================
With a new undead you will now be able to order it to 'list' at undead trainer.
This will show level costs.
-Ixtlilton.

Date: Wed Aug 25 06:52:14 2004
Topic: undead bravery
Author: Ixtlilton
============================================================
Added undead bravery to zombie and wraith.
Also with undead bravery trained high the undead will now follow the
necromancer instantly.
-Ixtlilton

Date: Wed Aug 25 12:10:35 2004
Topic: uptune
Author: Ixtlilton
============================================================
no more uptunes, time for the downtunes
altered how many times your undeads hit. biggest difference should be on
vampires and mummies.
enjoy
-Ixtlilton

Date: Wed Aug 25 16:34:46 2004
Topic: hierokliff
Author: Ixtlilton
============================================================
I tuned Hierokliff.
-Ixtlilton
.l

Date: Wed Aug 25 20:03:01 2004
Topic: hitters
Author: Ixtlilton
============================================================
Added a plaque next to the guild board. Shows the hardest hitters of the
undeads that are currently online. Might make it save etc later, but i got
bored. Also, for your undeads to start showing you will have to recall them.
Actually, they'll show now to, but their hits wont start to register until you
recall them.
-Ixtlilton

Date: Wed Aug 25 21:20:33 2004
Topic: Shirija's conquest
Author: Wagro
============================================================
Instead of having it heal our undeads (which is useless to people with
regenerating flesh), lets have it reanimate the deads to be our walking deads
:)

Date: Wed Aug 25 21:23:58 2004
Topic: >shirija's conquest
Author: Maduo
============================================================
or our fams hp/sp/ep could depend on ozy's health for the meanwhile of the
event, if ozy has 100% our fams stay as is, if over 100% our fams would get a
lil buffer, if less than 100% they would get weaker
would need to fix ozy somehow so we couldnt heal him though(if we even can)

Date: Thu Aug 26 03:26:51 2004
Topic: guardianship
Author: Wagro
============================================================
Would be cool to have a mastery skill for abomination - guardianship. Will give
him a chance to take the damage that you recieve, from spells, skills etc that
dont target him

Date: Thu Aug 26 08:45:39 2004
Topic: skeletons
Author: Belgarion
============================================================
was just thinking with new nice thingy that makes fams save until boot even if
character goes offline, there now is alot of skeletons and walking deads
standing all over iom and wont do a shit, cus character went to sleep or
something.. i was thinking.. if we could add some nifty mastery or something in
one of the higher guilds that allow them to be saves, OR that you can dest then
with shirija spell.
/belg

Date: Fri Aug 27 01:20:01 2004
Topic: spell idea
Author: Jaws
============================================================
Spell Idea

Link to the Underworld
Guild: Omicron - Lord of Undeath
Type: Protection
Category: General
Casting Time: 10 rounds
Duration: Special
SP Cost: Special
Number of stacks: 1
Base xp cost: 2500
Description:  By correctly positioning a necromancer's minions and casting this
spell, the
necromancer can temporarily open and control a gateway to the underworld to
establish an
etherial link to said minions.  To close this gateway before it consumes the
necromancer
and his minions, the necromancer must sacrfice one or more of his weaker
minions to the
forces at work.  The resulting link to the surviving minions boots their
abilities
based upon what type of minion they represent.


Idea Notes:
This is a Lich only spell
Essentially it links to the 5 savable minions, and u have the 3 no-saves
sacrificed
Duration and effect strength largly based upon xp beefiness of the no-saves, to
me
I would say no-saves with 10m or so worth on them, should garner a prot that
lasts 
and hour or more, whereas fresh zero xp ones would last like 10 minutes

Should pull in all the control/animation masteries, and energy field up, and
cirle up.

Bad effects for failure in training or setup - minions chance of death, necro
chance of death

Suggested effects:
Abomination - +avoid hits
Wraith - +spregen
Mummy - +str
Zombie - +dex
Vampire - +dmg

To me this would be a nice addition, and would not represent a large power
increase.  And it would give more options, and more reasons to have, the
no-save
minions for a larger necro.

Jaws

Date: Fri Aug 27 01:38:51 2004
Topic: zombie diseases
Author: Jaws
============================================================
Hi,

could it be possible to get a cure spell for these so we can
fix people mr zombie pollutes on accident

Maybe stick it in lich tree, but it would be greatly appreciated

Thanks

Jaws

Date: Fri Aug 27 01:44:33 2004
Topic: Corpses and Charisma
Author: Zyz
============================================================
Seems to me that a guy walking around with a bunch of animated corpses would be
even worse than someone with scars. Perhaps a negative charisma for each corpse
pet!

Date: Fri Aug 27 01:45:39 2004
Topic: more on disease
Author: Jaws
============================================================
Here is an excerpt from Zyz and mine convo about this

01:39:54: Zyz said: how about a "party resist disease" spell
01:40:06: Jaws said: if it was effective, that would work
01:41:15: Zyz said: imo spreadable diseases are a fun part of this guild
01:41:24: Jaws said: yes, to a point
01:41:36: Zyz said: healers have cure disease don't they?
01:41:39: Jaws said: when one lingers on a player for over an hour screwing
their regen, its a bit much
01:42:00: Jaws said: cure poison, which at last testing, didnt work on the
disease spells
01:42:15: Zyz said: they should have a "remove disease" spell
01:42:21: Jaws said: that would be fine 2
01:42:27: Zyz said: well I like "cure disease" as a name better
01:42:27: Jaws said: or make the cure poison work on it
01:42:42: Jaws said: just some option to remove it before it naturally expires
01:42:48: Zyz said: we're a dirty guild.. all these dead things walking around


Date: Fri Aug 27 01:50:14 2004
Topic: more on zyz idea
Author: Jaws
============================================================
and lichlings, and liches should have a greater cha penalty

can just imagine what they look like

rotting flesh and all

Jaws

Date: Fri Aug 27 02:12:06 2004
Topic: dead players
Author: Jaws
============================================================
Zyz had a cool idea and I agree

we already are in tune with death etc

give necro a spell equivalent to ress, but have it always apply
the possibly bad results ress can give

lvl loss, massive xp loss, etc etc

for those times when people are really desperate for getting out of hell

Jaws

Date: Fri Aug 27 03:13:54 2004
Topic: Diseases and stuff
Author: Tzikas
============================================================
Well, we have strengthen immunity, which in my personal experience have cured
every player I have used it on within 30 seconds, if not instantly (in most
cases it has been instant).
And the "evil" ress spell? Well, I dont wanna bash on ideas here, but
personally I don't see a point in it.  Basically, it looks to me like you're
just describing "board boat" at Charon's, only this time around as a castable
spell?
Now, the Link to the Underworld spell sounds kinda nifty ... only +str on the
mummy does about the same as +int on the mummy would do, same goes for +dex on
the zombie.  Imho, stats are waaaaay down there on the importancy scale
compared to such things as avoid hits, +dmg, specials etc etc.
+ dmg on the vampire would be good I guess, but you can already easily reach
softcap, either with a decent +dmg set, or simply by using 2 x TMR (10 dmg) and
2 x empowered weapons (5 dmg each).  Still, nice for those that dont have
access to sets (but I doubt we'll see many of those as liches any time soon). 
Anyhows, nice idea.

Date: Fri Aug 27 03:40:14 2004
Topic: re: stuf
Author: Ixtlilton
============================================================
I've been meaning to put a 'cure disease' kind of spell in the cleric guild for
some time, just haven't gotten around to it yet. As for the res thing i've also
had thoughts on that and if so i would probably just add the resurrect spell to
the guild, but at a higher level. I guess i can add the negative cha thing too,
at least for liches - ppls would just bypass it if i added it for being in bad
company. As far as Jaws' spell idea, i'll think about it.
-Ixtlilton

Date: Fri Aug 27 03:43:42 2004
Topic: Consume flesh/muscle tissue drop messages
Author: Wagro
============================================================
The drop message for consume flesh and consume muscle tissue are identical, and
that makes me sad, because i have to check my skills to see which one really
dropped :(

Date: Fri Aug 27 08:46:26 2004
Topic: I, Moron
Author: Highpriest
============================================================
Date: Fri Aug 27 03:40:14 2004
Topic: re: stuf
Author: Ixtlilton
============================================================
I've been meaning to put a 'cure disease' kind of spell in the cleric guild for
some time, just haven't gotten around to it yet. As for the res thing i've also
had thoughts on that and if so i would probably just add the resurrect spell to
the guild, but at a higher level. I guess i can add the negative cha thing too,

at least for liches - ppls would just bypass it if i added it for being in bad
company. As far as Jaws' spell idea, i'll think about it.
-Ixtlilton



I had already suggested a ress type spell long ago, but it's ignored i think
(before this board was made)... It is basically a reviving spell that is casted
before death (like prepaid cards)... I'll paste a copy of the help file soon...

-Hp

Date: Fri Aug 27 09:10:08 2004
Topic: follow-up of previous post
Author: Highpriest
============================================================
==============================================================================
Help on spell          :  
Guild Level            :  
Spell type             :  Special
Sp Cost                :  
Casting time           :  <25 rounds>
Affecting skills       :  hematology, osteology, anatomy
Affecting stats        :  wis, int
Base Experience Cost   :  
==============================================================================
This spell is taught to the skilled necromancers. The necromancer prepares a
corpse by drawing mystical runes on its body, then sends the prepared corpse
to a different realm. While doing so, the necromancer keep a small part of the
corpse which can be touched to bring a ghost back to the living world. This
is possible because the corpse will be summoned back and the soul would be
able to inhibit in the corpse, giving the soul a new body. It is a known fact
that to be able to send the corpse to and from the realm would requires the
necromancer to be efficient in the lethargy of shirija spell, and the effects
of the spell varies with the masteries and the corpse used. The spell casting
spell varies somewhat.
==============================================================================
Created By             : 

==============================================================================

Date: Fri Aug 27 09:11:32 2004
Topic: a typo
Author: Highpriest
============================================================
'The spell casting spell varies somewhat.' is wrong, it is 'The spell casting
time varies somewhat.'

-HP

Date: Fri Aug 27 13:07:07 2004
Topic: Corpse (again)
Author: Highpriest
============================================================
The problem of corpse (along with combine corpses+death rites) is still here...
I think it'll be better if unpreserved corpses/uncombined corpses/combined
corpses all have different id name, this would prevent spells to target at
wrong corpse....

-HP

Date: Fri Aug 27 16:36:57 2004
Topic: re corpses
Author: Ixtlilton
============================================================
I added preserved and combined as adj's for corpses a while ago. That will have
to be enough. Uncombined corpses also id to their short. Boner's corpse id's to
boners corpse etc.
-Ixtlilton

Date: Fri Aug 27 19:46:52 2004
Topic: guild book
Author: Ixtlilton
============================================================
Added that you must use 'lethargy of shirija' for undeads to save in the guild
book. It says so now in the undeads section.
-Ixtlilton

Date: Sat Aug 28 00:16:46 2004
Topic: hi
Author: Ixtlilton
============================================================
Changes:
Abominations now get bash trainable to a decent level earlier.
Mummies now get akh ba attack trainable to blah blah.
same with wraith spells i think. not sure tho (was more than 20 seconds since i
made the change so i forgot :(
-Ixtlilton

Date: Sat Aug 28 00:21:45 2004
Topic: akh ba attack
Author: Ixtlilton
============================================================
upped damage slightly on akh ba attack

Date: Sat Aug 28 01:28:51 2004
Topic: wield
Author: Ixtlilton
============================================================
Made a message show if your undeads try to wield something that is too big for
them.

Date: Sat Aug 28 08:46:16 2004
Topic: board
Author: Belgarion
============================================================
i seems to get old board posts sometimes, like now when i read the board i got
highpriests post again, and i know i read it yesterday as well..

Date: Sat Aug 28 19:23:31 2004
Topic: hits
Author: Ixtlilton
============================================================
Made a slight tune on how hard your undeads are able to hit.
-Ixtlilton

Date: Sat Aug 28 19:24:55 2004
Topic: board
Author: Ixtlilton
============================================================
I made the board save more often. Previously it only saved when someone made a
post, now it will save when you read it too.
So now you shouldn't be forced to read the same post more than once.
-Ixtlilton

Date: Sat Aug 28 21:01:18 2004
Topic: wraith
Author: Ixtlilton
============================================================
upped damage some on the wraith spells
-Ixtlilton

Date: Sat Aug 28 22:49:16 2004
Topic: Zombies
Author: Wagro
============================================================
Would like to see some sort of attack skill/spell added to zombies, as is the
-hp/sp/ep regen skills are useless in exp, so basically they use encephalitis
then idle out the kill

Date: Sun Aug 29 04:58:35 2004
Topic: apocalypse staff
Author: Highpriest
============================================================
I've been wondering what stats the apocalypse staff would give when pets wield
it, since the stats are dependant on guild and they have none...
Hope someone can help in finding out the stats the staff gives to pets, thanks.

-HP

Date: Mon Aug 30 00:58:48 2004
Topic: Gauntlet
Author: Wagro
============================================================
Plz add the same nodeath hook to familiars when going into gauntlet, so we can
do that in addition to arena :)

Date: Mon Aug 30 10:58:32 2004
Topic: pets' skill use/spell cast
Author: Highpriest
============================================================
I wonder if anyone has this problem: pets seem to use an additional round to
use a skill/cast a spell... For example, encephalitis uses 1 round (as stated
in the help file) but my zombie uses 2 rounds to use it... Hope someone can
comment on it and Ixt will fix it(if there's indeed a problem)

-HP

Date: Mon Aug 30 14:54:35 2004
Topic: re: highpriest
Author: Ixtlilton
============================================================
as stated in a closed bug report, this will continue to be the case, if zif
doesn't want to fix it, neither will i =)

Date: Mon Aug 30 19:16:39 2004
Topic: I, Moron
Author: Tzikas
============================================================
Easy as pie.
Order familar wield a staff
Order familiar remove a staff
Order familiar drop a staff
cast identify on a staff
Voila!

Date: Tue Aug 31 06:07:37 2004
Topic: pets' skill use/spell cast
Author: Tahnval
============================================================
If this is consistent, as it appears to be, wouldn't it
be fixable simply by lowering the use/cast time by one
round?  e.g. you intend a skill to take 4 rounds...it
currently takes 5 rounds...set it to 3 rounds and it
will take 4 rounds, as you intended.

Probably a problem with 1-round stuff, though.  That's
probably going to have to take 2 rounds.

Date: Tue Aug 31 14:56:18 2004
Topic: RE: Tahnval
Author: Wagro
============================================================
I'm pretty sure that the mud automatically adjusts spells based on their
casting time, cost, base cost, and other factors, so lowering the cost by 1
round would probably involve other things, like upping the sp/ep cost, not that
it is really a problem if you have mind surge... :)

Date: Fri Sep  3 20:13:16 2004
Topic: mould body
Author: Ixtlilton
============================================================
Altered mould body somewhat so it resists (or should at least) buttnaked etc
better if you use better corpses etc.
-Ixtlilton

Date: Sat Sep  4 00:38:23 2004
Topic: weapon parry
Author: Wagro
============================================================
Abomination gets weapon parry, but has no commands to set his parry :(

Date: Sat Sep  4 17:28:26 2004
Topic: new abom skill
Author: Ixtlilton
============================================================
Abominations has gotten a new skill 'undying shield'. You get it at level 25.
Will require a new undead etc.
-Ixtlilton

Date: Sun Sep  5 01:33:38 2004
Topic: mummy
Author: Wagro
============================================================
Would rule to have disarm on mummy :)

Date: Mon Sep  6 18:12:09 2004
Topic: bigger undeads
Author: Ixtlilton
============================================================
Bigger undeads, those 100M or bigger, will now leech some more...or should at
least.
-Ixtlilton
ps. also made a small fix to aboms undying shield, but you shouldn't notice it
(unless it bugs).

Date: Mon Sep  6 18:19:22 2004
Topic: undying shield
Author: Ixtlilton
============================================================
upped duration for undying shield some.

Date: Mon Sep  6 19:50:01 2004
Topic: PSA
Author: Wagro
============================================================
Just a public service annoucement, it appears that if you level/train a minion
and mud crashes/reboots before you save them, their skill/level will revert
back to the last save and the onhand exp will be the same as it was after you
trained, so dont train/level without saving immediately after. Carry on.

Date: Mon Sep  6 21:52:03 2004
Topic: undead reincs?
Author: Wagro
============================================================
As a followup to my PSA, it would be really helpful if there was either a
machine to reinc undeads that are worth more than their levels,skills,spells,
and onhand (like my wraith, who is worth about 23m more than said factors), or
put some sort of reinc spell into the guild so we could recover that exp.

Date: Tue Sep  7 14:36:00 2004
Topic: leech
Author: Ixtlilton
============================================================
Undeads above 100M will now leech even more. Requires a new undead.
-Ixtlilton

Date: Sat Sep 11 18:36:46 2004
Topic: walking deads and other nosave minions
Author: Wagro
============================================================
It would be kind of fun if the zombie could infect the walking dead and/or the
skeletons with diseases, so we could use them as walking diseases. Might
actually give voodoo curse a real purpose if there was a way to take advantage
of diseases being contagious :) I know that eventually they will catch the
diseases if you dont immune them, but that can take some time =/

Date: Sun Sep 12 05:09:56 2004
Topic: corpse
Author: Highpriest
============================================================
Since the change of the duration of reboot intervals, I find it VERY
troublesome to get corpses, especially I log in about 2 hours daily. That
forces me to waste quite a little time to get corpses to start with. Though
this may be just my problem, I wish the corpse shop would be open soon or the
concept of corpse as a guild item (most likely scourge) like the focus crystal
would be accepted. Thanks for reading.

-HP

Date: Sun Sep 12 13:13:02 2004
Topic: parry
Author: Ixtlilton
============================================================
Parry has been altered for undeads. Those with the skill, abominations and
skeletal warriors, will now have a parry command just like players do. Requires
a new undead etc.  
-Ixtlilton

Date: Mon Sep 13 12:55:55 2004
Topic: WARNING
Author: Ixtlilton
============================================================
Looks like something is bugging atm with the saving of eq on undeads, so i
would advice against doing that until i've posted that it's Ok.
-Ixtlilton

Date: Mon Sep 13 13:30:55 2004
Topic: RE:Ixtlilton
Author: Highpriest
============================================================
Yes, I believe a few of us had suffered from that, including me... So it did
come a little late :(

Date: Mon Sep 13 13:33:34 2004
Topic: fixed
Author: Ixtlilton
============================================================
eq now saves again
-ixtlilton
.,

Date: Wed Sep 15 01:39:24 2004
Topic: corpses seem to stop at 1 or 2 percent when healing and makes you take 2
null heals before it is destroyed. could this plz be fixed? it is hard to
switch corpses and check corpses during battle
Author: Soulleech
============================================================
l

Date: Fri Sep 17 10:38:23 2004
Topic: EQ
Author: Highpriest
============================================================
I think it is time to code some eq monsters that drops necro eq, and probably
eq for pets. If anyone happens to know a builder, ask him/her to code such eq
monsters(you would probably have to be very close friend with that person,
everyone hates necros now :P ).

-HP

Date: Mon Sep 20 22:08:59 2004
Topic: undying shield duration
Author: Soulleech
============================================================
undying shield duration seem pretty erratic for me. I dont know if 
the mastery would make it more constant, but the durations for me last from
quite a long time to a single turn... and its average duration is above average
not sure if this is a bug, but it just seems weird

Date: Tue Sep 21 14:14:47 2004
Topic: summary
Author: Ixtlilton
============================================================
new command for your undeads, summary. atm it shows exp, but might add other
stuf later.
-Ixtlilton

Date: Thu Sep 23 12:17:49 2004
Topic: wraith
Author: Ixtlilton
============================================================
The wraith spells are now affected by int ( as i thought they already were )
-Ixtlilton

Date: Mon Sep 27 01:27:04 2004
Topic: recall minion
Author: Wagro
============================================================
It's really lame that even on 6th rank i can chain fail recall minion, should
be a point where you have enough rank that you shouldnt lose your concentration
whine doing this.

Date: Mon Sep 27 01:29:07 2004
Topic: >recall minion
Author: Wagro
============================================================
Actually I think it would be neat if with high enough rank, you could recall
them all at once, would rule

Date: Sat Oct  2 08:29:11 2004
Topic: Re: EQ
Author: Baer
============================================================
I did make some necro related eq, I will have to find out whether it ever got
in the game or not.

Date: Sat Oct  2 08:46:24 2004
Topic: costumes
Author: Maduo
============================================================
was wondering if it would be possible to allow abominations and skeletal
warriors/walking deads to wear costumes? =)
i mean, it feels kinda silly walking into a room where my abomination is the
only non-jedi entering =(
>maduo<

Date: Sat Oct  2 17:59:21 2004
Topic: re: costumes
Author: Ixtlilton
============================================================
erm, no. you'll just have to live with having non-jedi undeads
-Ixtlilton

Date: Wed Oct  6 15:20:16 2004
Topic: mould body
Author: Ixtlilton
============================================================
I've disabled mould body for a bit due to a bug. Might disable other things too
temporarily, will post again when everything works.
-Ixtlilton

Date: Wed Oct  6 17:37:31 2004
Topic: mould body 2
Author: Ixtlilton
============================================================
mould body is fixed

Date: Fri Oct  8 23:22:08 2004
Topic: bug
Author: Belgarion
============================================================
well can ixt plz look into the issue with killing without beeing in party..
highly annoying when you forget or reconect to lose a corpse and exps.

Date: Sat Oct  9 07:39:48 2004
Topic: I, Moron
Author: Rockman
============================================================
[from the book of the necromancers]
When one of your undeads die they will not be dead forever. They will escape
into the other realm and the necromancer will be able to summon it back with
the recall minion spell. The undead will however be taxed at death. It will
lose approximately 35% of the exp it would cost it to advance one level. So at
really low levels it might even be better to raise a new undead instead, but
most often it is better to resummon the one you lost and deal with the fact
that it's slightly less powerful. Any items the undead carries when it dies
will be dropped to the ground when it dies.

I have had my minions killed twice over the past day.
Both times I lost about 35% on level exp plus a level
bug?

Date: Sat Oct  9 11:00:09 2004
Topic: I moron followup
Author: Belgarion
============================================================
isn't that waht stood in the book? when they die, you loose 35% of what is
needed for next level, if the minion doesn't have 35% or more to level it will
lose one level and remove the last % from the level under.. when you then died
again it should have more then 35% to the same level you were before, thats why
not loosing another level. (AFAIK hope i dont lie to much here)

Date: Sat Oct  9 13:32:23 2004
Topic: death/loss
Author: Ixtlilton
============================================================
You lose 35% of the current level cost if the amount you should lose is bigger
than what you currently have on hand you will lose a level. If your level costs
100 exp and you have 34 exp on hand you'll lose those 34 exp a level and 1 exp
so you lose a total of 35 exp/percent. 

Date: Sat Oct  9 17:34:46 2004
Topic: death/loss
Author: Rockman
============================================================
and i am telling you i lost a good bit of exp plus a level, not lost a level,
got exp from the level and lost a little bit of that.  that would mean my
minion after dying would have more exp on hand rather than less exp on hand
after losing the level, correct?

Date: Wed Oct 13 04:38:56 2004
Topic: Re: recall minion
Author: Erec
============================================================
Wagro says:
> It's really lame that even on 6th rank i can chain fail 
> recall minion, should be a point where you have enough
> rank that you shouldnt lose your concentration whine 
> doing this.

I must respectfully disagree.
I think it's kinda dumb how all spells eventually max out
with certain success; it leaves the player no room for 
improvement.

It's cool that no matter how good you get, you can always 
get a little better.

               -Erec

Date: Thu Oct 14 13:51:55 2004
Topic: undead bravery
Author: Belgarion
============================================================
since all pets haev undead bravery, could we haev the go command on all as
well? atm wraith and zombie doesn't and it is kinda annoying when you need to
have them leave room first..
Belg

Date: Thu Oct 14 14:48:37 2004
Topic: >undead bravery
Author: Wagro
============================================================
You could just leave the room and they will follow instantly...

Date: Mon Oct 18 13:48:52 2004
Topic: undead bravery
Author: Ixtlilton
============================================================
Altered undead bravery some. there is always a chance of failure.
now that is, after the change, there is.

Date: Mon Oct 18 13:49:34 2004
Topic: hits
Author: Ixtlilton
============================================================
Altered hits formula somewhat. Maybe you'll hit less, maybe you'll hit more,
either way you'll whine so here i have my muffs.

Date: Mon Oct 18 13:51:40 2004
Topic: wraith/zombie
Author: Ixtlilton
============================================================
wraith and zombie now has the 'go' verb

Date: Mon Oct 18 14:03:20 2004
Topic: herbs
Author: Ixtlilton
============================================================
Undeads will no longer be able to use herbs. In addition to this, herbs will
now deteriorate if it is in the inventory of an undead (or any familiar)

Date: Mon Oct 18 21:49:54 2004
Topic: failiure rate of bravery
Author: Soulleech
============================================================
what percent would it be?

Date: Mon Oct 18 21:59:03 2004
Topic: weapons
Author: Ixtlilton
============================================================
Undeads using weapons are now somewhat weaker.

Date: Mon Oct 18 22:01:57 2004
Topic: weapons again
Author: Ixtlilton
============================================================
Soon at least vampire will get a weapon skill(s) to make up (somewhat) for this
downtune. There is a chance others will get it too, but ...

Date: Mon Oct 18 22:57:28 2004
Topic: >undead bravery
Author: Wagro
============================================================
Since minions are no longer reliable in following, would be nice if we could
have some sort of tanking order so in the all too likely event that the
abomination doesnt follow, vampire or mummy etc could tank until it catches up

Date: Wed Oct 20 17:21:08 2004
Topic: dodge
Author: Ixtlilton
============================================================
Your undeads will now dodge less, at least your abomination will. Have fun! :)

Date: Thu Oct 21 03:12:42 2004
Topic: about undead death
Author: Phire
============================================================
Before death, my abomination was level 35 with 400k exp
After death, loss a level (level 34) and now only has 1300k exp
Level cost for level 36 is 6223k, which means i lost
4M exp which is a 65% loss not a 35% loss 
Is something backwards in the code (since 100%-35% = 65%)
???

Date: Thu Oct 21 12:26:48 2004
Topic: reincs
Author: Belgarion
============================================================
Would be nice if Ixt took a look into the reincs, cus what i heard you cant
reinc your other body without pets getting reinced, and they shouldn't be
connected that way IMO. only if the necro body reincs...
Belg the necro fighter!

Date: Thu Oct 21 17:15:07 2004
Topic: abom
Author: Ixtlilton
============================================================
upped the absorption skills somewhat
-Ixtlilton

Date: Thu Oct 21 23:19:41 2004
Topic: diseases
Author: Wagro
============================================================
Maxxed diseases on high undeads seem to be really contagious. I've seen on
several occasions where other players have been infected even while they were
already immuned, and strengthen immunity seems to have little effect at this
point. Would be nice to either have a cure spell or maybe a lich mastery to up
the strength of stengthen immunity, thx

Date: Fri Oct 22 15:19:55 2004
Topic: stuf
Author: Ixtlilton
============================================================
Moved fists of the undying ( mummy ) to level 45 and also upped the effect it
has somewhat. Also upped hits for all a little and upped aborption some again.

***Message deleted***

***Message deleted***

Date: Fri Oct 22 15:56:37 2004
Topic: >stuf
Author: Ixtlilton
============================================================
>Moved fists of the undying ( mummy ) to level 45 and also upped the effect it
has somewhat. Also upped hits for all a little and upped aborption some again.
test
test
test

Date: Fri Oct 22 15:59:53 2004
Topic: board
Author: Ixtlilton
============================================================
you can now use F to follow up on posts made

Date: Fri Oct 22 16:02:11 2004
Topic: >board
Author: Grasfer
============================================================
>you can now use F to follow up on posts made
thats AWESOME!!!

Date: Fri Oct 22 19:34:40 2004
Topic: ws
Author: Ixtlilton
============================================================
Aboms now has weapon skill blunt and vampire has weapon skill slashing and
weapon skill piercing. Training starts at level 25.
-Ixtlilton

Date: Fri Oct 22 19:43:40 2004
Topic: >ws
Author: Ixtlilton
============================================================
>Aboms now has weapon skill blunt and vampire has weapon skill slashing and
weapon skill piercing. Training starts at level 25.
>-Ixtlilton
Oh and also made fists of the undying a level 45 skill for vampires.

Date: Fri Oct 22 23:05:38 2004
Topic: Blob
Author: Wagro
============================================================
From what I hear, Necro minions dont get the escape death hook during the blob
event. This is problematic for several reasons. Since the blob force summons
you and you can't leave, you are pretty much at the mercy of luck. If, or
rather when, the blob areas, you will be pulled into combat with the blob and
will having nothing to do but sit there and die. All of the eq on the fams will
fall to the ground, either to be taken by another player, or when the event
ends it will be on the ground and may dest. I think this would be a really easy
fix, i imagine it would look similar to the fix that arena was given.

Date: Tue Oct 26 03:37:31 2004
Topic: tune
Author: Ixtlilton
============================================================
upped resists for aboms some
-Ixtlilton

Date: Tue Oct 26 12:24:05 2004
Topic: >about undead death
Author: Ixtlilton
============================================================
>Before death, my abomination was level 35 with 400k exp
>After death, loss a level (level 34) and now only has 1300k exp
>Level cost for level 36 is 6223k, which means i lost
>4M exp which is a 65% loss not a 35% loss 
>Is something backwards in the code (since 100%-35% = 65%)
>???
I could not reproduce this or see any reason for this to happen. It loses 35%
and when i tested with an abom of my own that's what it lost.

Date: Tue Oct 26 12:32:11 2004
Topic: >Blob
Author: Ixtlilton
============================================================
>From what I hear, Necro minions dont get the escape death hook during the blob
event. This is problematic for several reasons. Since the blob force summons
you and you can't leave, you are pretty much at the mercy of luck. If, or
rather when, the blob areas, you will be pulled into combat with the blob and
will having nothing to do but sit there and die. All of the eq on the fams will
fall to the ground, either to be taken by another player, or when the event
ends it will be on the ground and may dest. I think this would be a really easy
fix, i imagine it would look similar to the fix that arena was given.
Undeads should no longer die for real in the blob. Maybe they will anyway, but
if they do, it is a bug.
-Ixtlilton

Date: Tue Oct 26 14:04:02 2004
Topic: reincs
Author: Belgarion
============================================================
just want a clearification about this...
Are your minions supposed to be reinced if you have another body reincing?
As far as i heard that is the case atm.
Bug or not, ixt should look at it..

Date: Tue Oct 26 14:15:07 2004
Topic: >reincs
Author: Ixtlilton
============================================================
>just want a clearification about this...
>Are your minions supposed to be reinced if you have another body reincing?
>As far as i heard that is the case atm.
>Bug or not, ixt should look at it..
The thing is that i go by reincs as they are in summary when i tax a player for
reincing and the summary doesn't tell me what body has reinced. So for now you
will have to live with this, you should however not get taxed if you reinc only
one body since that should be considered to be the same as a reinc from necro
to necro or 1 reinc. If your undeads have been taxed when you reinc a different
body check your summary before and after and see how much the reincs go up by.
You will only be taxed if it goes up by 2 or more.
-Ixtlilton

Date: Tue Oct 26 14:24:53 2004
Topic: reincs
Author: Ixtlilton
============================================================
Ok to clearify.
When you save your undeads the amount of total reincs is saved inside the
undead, so if you have 100 reincs 100 is saved in the undead.
When you recall your undeads that number is compared with the number you
currently have. 
So if you reinc ANY body once, you should get 101 = no tax when you recall
them. Then when you save them again, 101 is saved. If you reinc out of necro to
healer, 1 reinc, then back into necro  = 2 reincs, it's you now have 102 in
summary. Then your undeads are taxed since you have reinced 2 times. 
Foo
-I

Date: Wed Oct 27 00:50:53 2004
Topic: >>about undead death
Author: Rockman
============================================================
>>Before death, my abomination was level 35 with 400k exp
>>After death, loss a level (level 34) and now only has 1300k exp
>>Level cost for level 36 is 6223k, which means i lost
>>4M exp which is a 65% loss not a 35% loss 
>>Is something backwards in the code (since 100%-35% = 65%)
>>???
>I could not reproduce this or see any reason for this to happen. It loses 35%
and when i tested with an abom of my own that's what it lost.
just saying i also had this problem, doesnt happen every time

Date: Wed Oct 27 17:41:08 2004
Topic: repair undead
Author: Ixtlilton
============================================================
I've changed repair undead.
You now only need to "use repair undead at "
Currently you need to have a corpse in your inventory.
The skill automatically uses the biggest possible corpse in your inventory for
the skill so if you start with 2 100% corpses it will alterate between the two
etc. Might change it later, but for now this is how it will work and hopefully
it'll make us crash less often.
-Ixtlilton

Date: Thu Oct 28 15:38:21 2004
Topic: mind surge
Author: Maduo
============================================================
was wondering if we could possibly get a messege for when our fams are fully
healed hp/sp/ep wise when using mind surge on them.

Date: Sun Oct 31 02:08:23 2004
Topic: Vampire weapon skills
Author: Tahnval
============================================================
Is there a particular reason why vampires don't get blunt weapon skill?
Mine happens to be wielding blunts (the best weapons I could get that
he could wield 1H were blunts).

Date: Sun Oct 31 02:38:03 2004
Topic: >Vampire weapon skills
Author: Ixtlilton
============================================================
>Is there a particular reason why vampires don't get blunt weapon skill?
>Mine happens to be wielding blunts (the best weapons I could get that
>he could wield 1H were blunts).
It's all in how i picture the different undeads.
Abominations are large creatures, they use blunts because
they do combat using brute forth and not so much finess.
Vampires are more elegant and so they use more sophisticated weapons.
Another reason is that i find it more interesting when the undeads
are more specialized and have different weapon skills rather than the
same for all.
Vampires aren't penalized as much for not using their weapons of choice
as abominations are either. Meaning it doesnt matter as much if a
vampire wields the 'wrong' weapon type, like a blunt. If you let 
your abom use a slash weapon you would notice a much bigger difference.
-Ixtlilton

Date: Mon Nov  1 03:40:21 2004
Topic: command for pets
Author: Flamekrayt
============================================================
maybe have the pets able to autoloot for us? since most necros are
snakemans...and out inv capacity isn't that high..

another thing that may be fun to have it that the pets can report to
us their success rate? like we can see our own success rate..

just thoughts..

Flamey

Date: Tue Nov  2 02:54:35 2004
Topic: Saving Undeads
Author: Wagro
============================================================
Considering the fact that the mud is less than stable lately, I would like you
to consider either removing or disabling the need to save undeads, Ixt. Not
only would this keep necro's from being screwed by crashes with no warning, but
it would also take away some advantages people can get from not saving. As I'm
sure you are aware, people can choose not to save their undeads to "do-over"
some unforseen consequences, such as training the wrong skill, premature
reanimation etc.
I think that the requirement of saving adds little to the tuning of the guild,
and it could be eaisly made optional by implementing other consequences. For
example, Undead's could save even when dested by a crash or a save, so there
would be no reprocussions in these events. However, you could make it so that
if undeads were saved without lethargy of shirija, when recalled they would
come back with 0 hp/sp/ep, and would come back fully restored if they were
saved with lethargy, so that lethargy still is important enough that if
everyone had the option, they would always choose to save them with the spell
rather than have fams dested.
I hope you consider this proposal, It would be extremely helpful given the
current [lack of] stability of the mud.
Thanks, Wagro

***Message deleted***

Date: Tue Nov  2 11:14:45 2004
Topic: >Saving Undeads
Author: Ixtlilton
============================================================
>Considering the fact that the mud is less than stable lately, I would like you
to consider either removing or disabling the need to save undeads, Ixt. Not
only would this keep necro's from being screwed by crashes with no warning, but
it would also take away some advantages people can get from not saving. As I'm
sure you are aware, people can choose not to save their undeads to "do-over"
some unforseen consequences, such as training the wrong skill, premature
reanimation etc.
>I think that the requirement of saving adds little to the tuning of the guild,
and it could be eaisly made optional by implementing other consequences. For
example, Undead's could save even when dested by a crash or a save, so there
would be no reprocussions in these events. However, you could make it so that
if undeads were saved without lethargy of shirija, when recalled they would
come back with 0 hp/sp/ep, and would come back fully restored if they were
saved with lethargy, so that lethargy still is important enough that if
everyone had the option, they would always choose to save them with the spell
rather than have fams dested.
>I hope you consider this proposal, It would be extremely helpful given the
current [lack of] stability of the mud.
>Thanks, Wagro
The saving process will change, but not yet. With the changing of repair undead
we crash less and just so you know it, i changed reanimation to force a save
when used. 

Date: Wed Nov  3 01:41:07 2004
Topic: >>Saving Undeads
Author: Wagro
============================================================
>>Considering the fact that the mud is less than stable lately, I would like
you to consider either removing or disabling the need to save undeads, Ixt. Not
only would this keep necro's from being screwed by crashes with no warning, but
it would also take away some advantages people can get from not saving. As I'm
sure you are aware, people can choose not to save their undeads to "do-over"
some unforseen consequences, such as training the wrong skill, premature
reanimation etc.
>>I think that the requirement of saving adds little to the tuning of the
guild, and it could be eaisly made optional by implementing other consequences.
For example, Undead's could save even when dested by a crash or a save, so
there would be no reprocussions in these events. However, you could make it so
that if undeads were saved without lethargy of shirija, when recalled they
would come back with 0 hp/sp/ep, and would come back fully restored if they
were saved with lethargy, so that lethargy still is important enough that if
everyone had the option, they would always choose to save them with the spell
rather than have fams dested.
>>I hope you consider this proposal, It would be extremely helpful given the
current [lack of] stability of the mud.
>>Thanks, Wagro
>The saving process will change, but not yet. With the changing of repair
undead we crash less and just so you know it, i changed reanimation to force a
save when used. 
Yea I know repair undead was changed, but we have still had a couple of crashes
since then, and I guess what I was getting at is, the saving doesn't really add
much tune wise, and it would greatly help those who are in a tight spot, I.E.
you lose connection before you can save minions. I think a punishment such as
undeads coming back with 0 hp/sp/ep or enhanced aggression when summoned would
more than compensate for the convienience of being able to deal with the
inability to save.

Date: Wed Nov  3 02:12:11 2004
Topic: bone fusion
Author: Maduo
============================================================
not sure if later on its lowered so you can cast it on skeletal mages, but as
of right now, my mage is max lvl and i still cant cast bone fusion on him.
seems rather limiting seeing as the help spell says one of my skeletons even
though its only working on max lvl skeletal warriors.
at max level, imo, he should be strong enough to withstand it.

Date: Wed Nov  3 09:45:44 2004
Topic: Undead bravery
Author: Highpriest
============================================================
The downtune of undead bravery is too cruel to most necromancers. The biggest
problem is that pets like wraith can die when we run from a strong monster (and
wraith would drop its eq).
o I have a little suggestion about tuning the undead bravery skill on undeads.
Make it in a way that the pets can enter or not enter a room before their
masters as a team. This means that if they want to go in, all of the undeads
(maybe exclude non-save pets) will enter together, otherwise, they won't enter
at all before us. Necromancers themselves can die if the pets don't enter
before them. How it really works will be more complicated, and it's up to you
(ixt) to choose.
I would suggest averaging all the savable undeads' undead bravery, and make a
command on each undead to choose whether if the necromancer wants that
particular undead to have such a feature (people who don't want this can just
turn it off).
If you want it to be even more complicated, you may even make a mastery for
this, though this would suck (from the necromancers' view).


-HP

Date: Wed Nov  3 15:57:36 2004
Topic: >Undead bravery
Author: Wagro
============================================================
>The downtune of undead bravery is too cruel to most necromancers. The biggest
problem is that pets like wraith can die when we run from a strong monster (and
wraith would drop its eq).
>o I have a little suggestion about tuning the undead bravery skill on undeads.
Make it in a way that the pets can enter or not enter a room before their
masters as a team. This means that if they want to go in, all of the undeads
(maybe exclude non-save pets) will enter together, otherwise, they won't enter
at all before us. Necromancers themselves can die if the pets don't enter
before them. How it really works will be more complicated, and it's up to you
(ixt) to choose.
>I would suggest averaging all the savable undeads' undead bravery, and make a
command on each undead to choose whether if the necromancer wants that
particular undead to have such a feature (people who don't want this can just
turn it off).
>If you want it to be even more complicated, you may even make a mastery for
this, though this would suck (from the necromancers' view).
>
>
>-HP
This will screw necros even more. At least now when you move one room you will
only really have 1 fam at most not follow. It might be better for fleeing, but
what happens when you enter the room with the aggro monster and none follows?
that sucks way more then what we have now.

Date: Wed Nov  3 20:20:26 2004
Topic: blah
Author: Ixtlilton
============================================================
Ok i've given in and i've made the undeads save automatically. They will only
save while the owner is around however and if you leave the undeads out for too
long (alone) like if you quit and leave them out there's a chance that they
will die. The chance for this death is higher for bigger undeads and also it
gets bigger teh longer you leave them. I added this info to the guild book too.
-Ixtlilton
ps. i'll come up with more nasty stuf soon

Date: Wed Nov  3 20:23:47 2004
Topic: and yeah
Author: Ixtlilton
============================================================
you'll have to save/recall for them to start autosaving

Date: Thu Nov  4 01:37:00 2004
Topic: >blah
Author: Wagro
============================================================
>Ok i've given in and i've made the undeads save automatically. They will only
save while the owner is around however and if you leave the undeads out for too
long (alone) like if you quit and leave them out there's a chance that they
will die. The chance for this death is higher for bigger undeads and also it
gets bigger teh longer you leave them. I added this info to the guild book too.
>-Ixtlilton
>ps. i'll come up with more nasty stuf soon
Just for clarification, how will this effect people who lose their connection
while undeads are out? Will undeads die and drop eq, or take eq with them etc.
Seems like an effective enough punishment, but what happens if you lose
connection or have other problems? =/

Date: Thu Nov  4 05:36:26 2004
Topic: >>Undead bravery
Author: Highpriest
============================================================
>>The downtune of undead bravery is too cruel to most necromancers. The biggest
problem is that pets like wraith can die when we run from a strong monster (and
wraith would drop its eq).
>>o I have a little suggestion about tuning the undead bravery skill on
undeads. Make it in a way that the pets can enter or not enter a room before
their masters as a team. This means that if they want to go in, all of the
undeads (maybe exclude non-save pets) will enter together, otherwise, they
won't enter at all before us. Necromancers themselves can die if the pets don't
enter before them. How it really works will be more complicated, and it's up to
you (ixt) to choose.
>>I would suggest averaging all the savable undeads' undead bravery, and make a
command on each undead to choose whether if the necromancer wants that
particular undead to have such a feature (people who don't want this can just
turn it off).
>>If you want it to be even more complicated, you may even make a mastery for
this, though this would suck (from the necromancers' view).
>>
>>
>>-HP
>This will screw necros even more. At least now when you move one room you will
only really have 1 fam at most not follow. It might be better for fleeing, but
what happens when you enter the room with the aggro monster and none follows?
that sucks way more then what we have now.
Ok, note that you can turn this off, and this is used when you are prepared to
die but you are not prepared for the undeads to die

Date: Thu Nov  4 05:56:06 2004
Topic: >>blah
Author: Wagro
============================================================
>>Ok i've given in and i've made the undeads save automatically. They will only
save while the owner is around however and if you leave the undeads out for too
long (alone) like if you quit and leave them out there's a chance that they
will die. The chance for this death is higher for bigger undeads and also it
gets bigger teh longer you leave them. I added this info to the guild book too.
>>-Ixtlilton
>>ps. i'll come up with more nasty stuf soon
>Just for clarification, how will this effect people who lose their connection
while undeads are out? Will undeads die and drop eq, or take eq with them etc.
Seems like an effective enough punishment, but what happens if you lose
connection or have other problems? =/
Oh another thing I thought of. If you die in game, and can't get revved, this
could hurt you. I believe kuron was saying today that he left his vampire alone
for only a couple of minutes and it dissappeared. I assume the whole
dissappearing after being left alone thing is geared towards people who will
just not save their fams so they dont have to recall their fams next time they
log in. I would agree that this would be undesirable, but I think there are
better options which could still make it a hassle not to save fams without
completly screwing the people that were in fact unable to save their fams.
One idea I had was that instead of dying after being left alone for a certain
amount of time, they would dissappear back to the realm of shirija, but would
be further from the master's control after being abandoned. It would still
require that they be recalled, but the master would be at a disadvantage
because it would require even more casting time and spellcost to properly wake
the undead.
This solution would still have undesirable results for those who did not save
fams, but at the same time would not really screw over people that were unable
to save fams due to death, RL emergency, loss of connection etc. While it would
still be a hassle to those who are not at fault, at least it is a consequence
which is a bit more reasonable.

Date: Thu Nov  4 11:40:13 2004
Topic: Inv
Author: Highpriest
============================================================
Weight (in lbs): You[106] + EQ[68] = Total[174], Capacity[56%]
        [+-+ Weapons +-+]
(1)  Wooden staff of the necromancer (wielded)

(In bug report number: 7494)
The corpses that I HAD used for repair undead seems to stay in the inv
invisibly... This seems to happen when I fight an eq mob, and it'll be gone
when I log in again next time (not re-connect)

-HP

Date: Thu Nov  4 22:55:47 2004
Topic: >Inv
Author: Soulleech
============================================================
>Weight (in lbs): You[106] + EQ[68] = Total[174], Capacity[56%]
>        [+-+ Weapons +-+]
>(1)  Wooden staff of the necromancer (wielded)
>
>(In bug report number: 7494)
>The corpses that I HAD used for repair undead seems to stay in the inv
invisibly... This seems to happen when I fight an eq mob, and it'll be gone
when I log in again next time (not re-connect)
>
>-HP
I had the same experience, inv was over 40% higher even when corpses were
dropped,
I had to finally make a new corpse before my inv magically dropped down.

Date: Fri Nov  5 00:01:17 2004
Topic: saving undeads
Author: Wagro
============================================================
Ok after having thought it over, I think i've come to a pretty reasonable
solution. We are agreed that if there is going to be autosaving, there must be
some sort of punishment so that people can't leave their minions out to be
lazy, but the punishment should also not be so severe that people who are
unable to save minions due to RL emergency, loss of connection, power outage,
etc aren't totally shafted. I propse a gold fine for leaving minions out alone
for a certain peroid of time.
I took it upon myself to model a function to for the gold cost, 
=165x^2-331x+80000, where y is the amount of gold payed and x is the level of
the minion. I think these gold costs would be reasonable enough so that it
would still kind of suck if you lose connection, but tolerable, and would
definatly be worth your time to save minions. For those wondering, with this
function lvl 10 minions cost 93k, lvl 20 minions cost 140k, lvl 30 minions cost
220k, lvl 40 minions cost 330k, and lvl 50 minions cost 476k. The theme of this
cost would be that because the minions were abandoned, you will need to pay a
tithe to have shirija grant her favor to you in aid of recalling your minions.

Date: Fri Nov  5 00:20:35 2004
Topic: >saving undeads
Author: Wagro
============================================================
>Ok after having thought it over, I think i've come to a pretty reasonable
solution. We are agreed that if there is going to be autosaving, there must be
some sort of punishment so that people can't leave their minions out to be
lazy, but the punishment should also not be so severe that people who are
unable to save minions due to RL emergency, loss of connection, power outage,
etc aren't totally shafted. I propse a gold fine for leaving minions out alone
for a certain peroid of time.
>I took it upon myself to model a function to for the gold cost,
y=165x^2-331x+80000, where y is the amount of gold payed and x is the level of
the minion. I think these gold costs would be reasonable enough so that it
would still kind of suck if you lose connection, but tolerable, and would
definatly be worth your time to save minions. For those wondering, with this
function lvl 10 minions cost 93k, lvl 20 minions cost 140k, lvl 30 minions cost
220k, lvl 40 minions cost 330k, and lvl 50 minions cost 476k. The theme of this
cost would be that because the minions were abandoned, you will need to pay a
tithe to have shirija grant her favor to you in aid of recalling your minions.
Played with some more functions, also came up with 200x^2-400x+5000, that
brings it to 5k at lvl 1, 21k at lvl 10, 77k at lvl 20, 173k at lvl 30, 310k at
lvl 40, 485k at lvl 50. But I'm sure ixt can devise his own evil formulas,
mostly hoping we go to a gold fine instead of death :)

Date: Fri Nov  5 00:45:35 2004
Topic: eq dest?
Author: Soulleech
============================================================
after mummy died I picked it up from the azarian ship, but when clone ran(the
clone message came
but the mob never came, think that's a bug too) I couldn't find the eq
anywhere...
I dont know where they dested, but it wasn't on the floor of that ship, so
something's messed up
somewhere...

Date: Fri Nov  5 01:00:59 2004
Topic: >eq dest?
Author: Ixtlilton
============================================================
>after mummy died I picked it up from the azarian ship, but when clone ran(the
clone message came
>but the mob never came, think that's a bug too) I couldn't find the eq
anywhere...
>I dont know where they dested, but it wasn't on the floor of that ship, so
something's messed up
>somewhere...
and why are you posting this if you think it's a bug?

Date: Fri Nov  5 01:01:44 2004
Topic: >>saving undeads
Author: Ixtlilton
============================================================
>>Ok after having thought it over, I think i've come to a pretty reasonable
solution. We are agreed that if there is going to be autosaving, there must be
some sort of punishment so that people can't leave their minions out to be
lazy, but the punishment should also not be so severe that people who are
unable to save minions due to RL emergency, loss of connection, power outage,
etc aren't totally shafted. I propse a gold fine for leaving minions out alone
for a certain peroid of time.
>>I took it upon myself to model a function to for the gold cost,
y=165x^2-331x+80000, where y is the amount of gold payed and x is the level of
the minion. I think these gold costs would be reasonable enough so that it
would still kind of suck if you lose connection, but tolerable, and would
definatly be worth your time to save minions. For those wondering, with this
function lvl 10 minions cost 93k, lvl 20 minions cost 140k, lvl 30 minions cost
220k, lvl 40 minions cost 330k, and lvl 50 minions cost 476k. The theme of this
cost would be that because the minions were abandoned, you will need to pay a
tithe to have shirija grant her favor to you in aid of recalling your minions.
>Played with some more functions, also came up with 200x^2-400x+5000, that
brings it to 5k at lvl 1, 21k at lvl 10, 77k at lvl 20, 173k at lvl 30, 310k at
lvl 40, 485k at lvl 50. But I'm sure ixt can devise his own evil formulas,
mostly hoping we go to a gold fine instead of death :)
Shrug, i could do with a gold cost. However, if i do so the gold costs would
probably be quite high and i doubt you'd enjoy that much more.

Date: Fri Nov  5 19:18:52 2004
Topic: skeletals
Author: Belgarion
============================================================
i had a skeletal mage, warrior and walkin dead when i left home today, when i
got back, i only had the warrior..  bug rep or another fiiine tune?

Date: Sun Nov  7 21:29:34 2004
Topic: warning
Author: Soulleech
============================================================
just in case anyone dont know yet, you can get damaged from failing lords of
undeath prot
spells.... a lot of damage.. I got killed from it today... and I dont think it
damaged
before.. did ixt change it? if so why wasn't something said?

Date: Mon Nov  8 21:06:16 2004
Topic: update
Author: Ixtlilton
============================================================
Ok, changed from death to gold cost if you neglect to save your undeads. You
pay the costs at the shirija statue. If you look at it you'll see if you're in
debt and if so, how much. You can also give money in advance if you wish. For
more info, read the guild book.

Date: Tue Nov  9 09:19:01 2004
Topic: >re:undeads autosave
Author: Maduo
============================================================
speaking as someone who cant gold 2mil an hour, i purpose we chatban wagro so
he gets no more ideas and go back to the old system of dieing.
i think the new system has nothing to do with the guild at all and is based off
wagro's fantasy of trying to incorperate DL into necro as much as possible, the
xp loss and death makes alot more sense, since undeads dont have long lifespans
anyways.
so what im really trying to say is: old system of xp w/ eq saving on fams and
not dropping but still xp loss = much better system than DL golding system.
>mads<

Date: Tue Nov  9 11:25:01 2004
Topic: >update
Author: Highpriest
============================================================
>Ok, changed from death to gold cost if you neglect to save your undeads. You
pay the costs at the shirija statue. If you look at it you'll see if you're in
debt and if so, how much. You can also give money in advance if you wish. For
more info, read the guild book.
Questions/comments...

What happens when we don't pay the debt at all? Are there consequences? (there
should obviously)

And, just to make sure, this only applies to not saving? If crash happens will
this applies?

Will we have to pay for leaving non-save pets? Do we need to dest them before
we leave?

-HP

Date: Tue Nov  9 14:47:26 2004
Topic: >>re:undeads autosave
Author: Wagro
============================================================
>speaking as someone who cant gold 2mil an hour, i purpose we chatban wagro so
he gets no more ideas and go back to the old system of dieing.
>i think the new system has nothing to do with the guild at all and is based
off wagro's fantasy of trying to incorperate DL into necro as much as possible,
the xp loss and death makes alot more sense, since undeads dont have long
lifespans anyways.
>so what im really trying to say is: old system of xp w/ eq saving on fams and
not dropping but still xp loss = much better system than DL golding system.
>>mads<
Ok maduo, lets see if I can explain something.
Regarding theme, I explained in a previous post why the gold would work. It is
a far superior compromise to possibly have to pay an amount of gold rather than
lose millions of exp and a fortune in eq. First of all, you will not have to
pay 2m to get undeads back until they are bigger. At that, it will probably be
fairly uncommon to be in this position unless you have a chronic case of not
being able to handle saving, in which you probably desrerve what you get.
Secondly, when undeads do get to the size where it will cost 2m+ to get them
back, getting 2m gold will not be horribly difficult. When/If you ever get
large undeads, you will understand just how much the dying system blows. You
think it sucks when your undeads die now? Try when their level costs are 30-40m

Date: Tue Nov  9 14:58:38 2004
Topic: >>update
Author: Wagro
============================================================
>>Ok, changed from death to gold cost if you neglect to save your undeads. You
pay the costs at the shirija statue. If you look at it you'll see if you're in
debt and if so, how much. You can also give money in advance if you wish. For
more info, read the guild book.
>Questions/comments...
>
>What happens when we don't pay the debt at all? Are there consequences? (there
should obviously)
>
>And, just to make sure, this only applies to not saving? If crash happens will
this applies?
>
>Will we have to pay for leaving non-save pets? Do we need to dest them before
we leave?
>
>-HP
He also updated the book to reflect the new change, but...
If you dont pay the debt, you can't recall the fam

This has the same rules as the previous system, in a crash they save, no harm,
no foul, but if they are alone for "4 attemps to save in a row" then they will
dissappear

Don't think it says anything about nosave pets, but i would imagine not,
considering they dont save

Date: Tue Nov  9 15:06:53 2004
Topic: >>>re:undeads autosave
Author: Maduo
============================================================
>>speaking as someone who cant gold 2mil an hour, i purpose we chatban wagro so
he gets no more ideas and go back to the old system of dieing.
>>i think the new system has nothing to do with the guild at all and is based
off wagro's fantasy of trying to incorperate DL into necro as much as possible,
the xp loss and death makes alot more sense, since undeads dont have long
lifespans anyways.
>>so what im really trying to say is: old system of xp w/ eq saving on fams and
not dropping but still xp loss = much better system than DL golding system.
>>>mads<
>Ok maduo, lets see if I can explain something.
>Regarding theme, I explained in a previous post why the gold would work. It is
a far superior compromise to possibly have to pay an amount of gold rather than
lose millions of exp and a fortune in eq. First of all, you will not have to
pay 2m to get undeads back until they are bigger. At that, it will probably be
fairly uncommon to be in this position unless you have a chronic case of not
being able to handle saving, in which you probably desrerve what you get.
Secondly, when undeads do get to the size where it will cost 2m+ to get them
back, getting 2m gold will not be horribly difficult. When/If you ever get
large undeads, you will understand just how much the dying system blows. You
think it sucks when your undeads die now? Try when their level costs are 30-40m
Ok wagro, lets see if I can explain something.
Regarding theme, I can explain easily why it makes no sense that you should
have to pay gold to summon a creature when your the one thats actually
summoning it, and simply stating that the fact has no real purpose in summoning
it. at all. its like making a pie from foods you bought at the store, then
paying the farmer that harvested them.
second off. i think ixt's death for ignorance was an AWESOME compromise! my
only regret is that there is no *keep* command so our undeads wouldnt lose
their eq/weapons when they die. *hint* *hint* *pokes ixt in the eye* *hint*.
the gold idea, imo, is just plain stupid. hell, ya know what wagro, that gives
me an idea, for every time our pets die from us not logged on, their undead
bravery drops drops by half! thus, if they die once and you have it trained to
100%, it will go to 50%.
GREAT IDEA RIGHT!?!
=p
imo, its just like going to school. you arrive early in the day (summon your
fams), you learn stuff throughout the day (your fams get exp), and you have a
test before you go home (you lethargy your fams). if you decide not to take the
test, your gonna forget alot of the stuff you learned for the day =)
ps, notice that you  cannot bribe the teachers into passing you... how is gold
in theme again?... seriously...
>mads<

Date: Tue Nov  9 19:23:35 2004
Topic: >>>>re:undeads autosave
Author: Wagro
============================================================
>>>speaking as someone who cant gold 2mil an hour, i purpose we chatban wagro
so he gets no more ideas and go back to the old system of dieing.
>>>i think the new system has nothing to do with the guild at all and is based
off wagro's fantasy of trying to incorperate DL into necro as much as possible,
the xp loss and death makes alot more sense, since undeads dont have long
lifespans anyways.
>>>so what im really trying to say is: old system of xp w/ eq saving on fams
and not dropping but still xp loss = much better system than DL golding system.
>>>>mads<
>>Ok maduo, lets see if I can explain something.
>>Regarding theme, I explained in a previous post why the gold would work. It
is a far superior compromise to possibly have to pay an amount of gold rather
than lose millions of exp and a fortune in eq. First of all, you will not have
to pay 2m to get undeads back until they are bigger. At that, it will probably
be fairly uncommon to be in this position unless you have a chronic case of not
being able to handle saving, in which you probably desrerve what you get.
Secondly, when undeads do get to the size where it will cost 2m+ to get them
back, getting 2m gold will not be horribly difficult. When/If you ever get
large undeads, you will understand just how much the dying system blows. You
think it sucks when your undeads die now? Try when their level costs are 30-40m
>Ok wagro, lets see if I can explain something.
>Regarding theme, I can explain easily why it makes no sense that you should
have to pay gold to summon a creature when your the one thats actually
summoning it, and simply stating that the fact has no real purpose in summoning
it. at all. its like making a pie from foods you bought at the store, then
paying the farmer that harvested them.
>second off. i think ixt's death for ignorance was an AWESOME compromise! my
only regret is that there is no *keep* command so our undeads wouldnt lose
their eq/weapons when they die. *hint* *hint* *pokes ixt in the eye* *hint*.
>the gold idea, imo, is just plain stupid. hell, ya know what wagro, that gives
me an idea, for every time our pets die from us not logged on, their undead
bravery drops drops by half! thus, if they die once and you have it trained to
100%, it will go to 50%.
>GREAT IDEA RIGHT!?!
>=p
>imo, its just like going to school. you arrive early in the day (summon your
fams), you learn stuff throughout the day (your fams get exp), and you have a
test before you go home (you lethargy your fams). if you decide not to take the
test, your gonna forget alot of the stuff you learned for the day =)
>ps, notice that you  cannot bribe the teachers into passing you... how is gold
in theme again?... seriously...
>>mads<

While it is not explicitly in the book, the idea is, is that fams are harder to
resummon if they were improperly saved, so you need a tithe to shirija for her
to grant you her favor as an aid to resummon the fams
The death punishment SUCKED because it would rarely punish lazin
ss/forgetfullness. Only a complete moron or someone who hasn't played the guild
more than a few days would actually leave their minions out in the open if they
had the choice, and this punishment would have completely screwed over people
that were unable to save fams, wether it be a power outage, loss of connection,
computer breakage, etc.
Even if fams did keep their eq, it would still blow. When levels cost 30-40m a
piece, deaths hurt. A lot. Ask anyone who has large fams (hint: Hierokliff,
Soulleech, or myself) and they will confirm that. You are freaking out over a
completely irrelevant issue because A) Your payment for all 5 fams combined
would be about 500k, considering your fams are about on par with Nevyn's atm.
B) Unless you are a complete tard, you will very rarely actually have to pay
this fine, so its not like it will be a massive gold vortex
The cost now is much more reasonable (and much less than before) for what is
happening. Maybe you have shitty/no eq on fams, but a lot of people have pieces
that by themselves are probably worth more/many times more than the fine they
will have to pay. If you ask the opinion of any necro that actually has large
minions, you will get the exact same resonse: the new system is a hell of a lot
better than the old system.

Date: Wed Nov 10 00:38:10 2004
Topic: >>>>>re:undeads autosave
Author: Maduo
============================================================
>>>>speaking as someone who cant gold 2mil an hour, i purpose we chatban wagro
so he gets no more ideas and go back to the old system of dieing.
>>>>i think the new system has nothing to do with the guild at all and is based
off wagro's fantasy of trying to incorperate DL into necro as much as possible,
the xp loss and death makes alot more sense, since undeads dont have long
lifespans anyways.
>>>>so what im really trying to say is: old system of xp w/ eq saving on fams
and not dropping but still xp loss = much better system than DL golding system.
>>>>>mads<
>>>Ok maduo, lets see if I can explain something.
>>>Regarding theme, I explained in a previous post why the gold would work. It
is a far superior compromise to possibly have to pay an amount of gold rather
than lose millions of exp and a fortune in eq. First of all, you will not have
to pay 2m to get undeads back until they are bigger. At that, it will probably
be fairly uncommon to be in this position unless you have a chronic case of not
being able to handle saving, in which you probably desrerve what you get.
Secondly, when undeads do get to the size where it will cost 2m+ to get them
back, getting 2m gold will not be horribly difficult. When/If you ever get
large undeads, you will understand just how much the dying system blows. You
think it sucks when your undeads die now? Try when their level costs are 30-40m
>>Ok wagro, lets see if I can explain something.
>>Regarding theme, I can explain easily why it makes no sense that you should
have to pay gold to summon a creature when your the one thats actually
summoning it, and simply stating that the fact has no real purpose in summoning
it. at all. its like making a pie from foods you bought at the store, then
paying the farmer that harvested them.
>>second off. i think ixt's death for ignorance was an AWESOME compromise! my
only regret is that there is no *keep* command so our undeads wouldnt lose
their eq/weapons when they die. *hint* *hint* *pokes ixt in the eye* *hint*.
>>the gold idea, imo, is just plain stupid. hell, ya know what wagro, that
gives me an idea, for every time our pets die from us not logged on, their
undead bravery drops drops by half! thus, if they die once and you have it
trained to 100%, it will go to 50%.
>>GREAT IDEA RIGHT!?!
>>=p
>>imo, its just like going to school. you arrive early in the day (summon your
fams), you learn stuff throughout the day (your fams get exp), and you have a
test before you go home (you lethargy your fams). if you decide not to take the
test, your gonna forget alot of the stuff you learned for the day =)
>>ps, notice that you  cannot bribe the teachers into passing you... how is
gold in theme again?... seriously...
>>>mads<
>
>While it is not explicitly in the book, the idea is, is that fams are harder
to resummon if they were improperly saved, so you need a tithe to shirija for
her to grant you her favor as an aid to resummon the fams
>The death punishment SUCKED because it would rarely punish lazi
ess/forgetfullness. Only a complete moron or someone who hasn't played the
guild more than a few days would actually leave their minions out in the open
if they had the choice, and this punishment would have completely screwed over
people that were unable to save fams, wether it be a power outage, loss of
connection, computer breakage, etc.
>Even if fams did keep their eq, it would still blow. When levels cost 30-40m a
piece, deaths hurt. A lot. Ask anyone who has large fams (hint: Hierokliff,
Soulleech, or myself) and they will confirm that. You are freaking out over a
completely irrelevant issue because A) Your payment for all 5 fams combined
would be about 500k, considering your fams are about on par with Nevyn's atm.
B) Unless you are a complete tard, you will very rarely actually have to pay
this fine, so its not like it will be a massive gold vortex
>The cost now is much more reasonable (and much less than before) for what is
happening. Maybe you have shitty/no eq on fams, but a lot of people have pieces
that by themselves are probably worth more/many times more than the fine they
will have to pay. If you ask the opinion of any necro that actually has large
minions, you will get the exact same resonse: the new system is a hell of a lot
better than the old system.
maybe your not understanding this right. its a friggin undead, its not a
friggin orphan that you buy, and provide for till it reaches lvl 18 and goes
off to find its real family. its an undead creature that doesnt give a shit
about cash, and considering shirija is about death and decay, i doubt she cares
about cash either. btw, hiero  did agree earlier that the cash thing makes no
friggin sense.
i beleive he refered to them losing either xp or blood (hp/sp)
also on another fact,  your fams at your lvl are leeching around 70% orso
correct? and you say its hard for you to get  your fams xp?
you should just chill and accept the fact that it will be changed back to xp
loss instead of your desired gold loss in due time =). since after all, paying
gold to summon fams is OUT OF THEME! lol
and just to let you know, i do leave my fams out for long periods of time when
i accidentally forget i was playing on the mud. *points to B*
and yes, i do have somewhat good eq on my fams, it may not look good to you
because you gold 2mil an hour, but to me, its pretty damn expensive.
ill come up with some more examples and shit later so you'll understand
(waiting for sarcastic lame reply post, ever yours, mads. =p)

Date: Wed Nov 10 01:32:07 2004
Topic: >>re:undeads autosave
Author: Ixtlilton
============================================================
>speaking as someone who cant gold 2mil an hour, i purpose we chatban wagro so
he gets no more ideas and go back to the old system of dieing.
>i think the new system has nothing to do with the guild at all and is based
off wagro's fantasy of trying to incorperate DL into necro as much as possible,
the xp loss and death makes alot more sense, since undeads dont have long
lifespans anyways.
>so what im really trying to say is: old system of xp w/ eq saving on fams and
not dropping but still xp loss = much better system than DL golding system.
>>mads<
A death would mean the loss of eq. That was the old system, or the most recent
one.

Date: Wed Nov 10 01:32:52 2004
Topic: >>update
Author: Ixtlilton
============================================================
>>Ok, changed from death to gold cost if you neglect to save your undeads. You
pay the costs at the shirija statue. If you look at it you'll see if you're in
debt and if so, how much. You can also give money in advance if you wish. For
more info, read the guild book.
>Questions/comments...
>
>What happens when we don't pay the debt at all? Are there consequences? (there
should obviously)
>
>And, just to make sure, this only applies to not saving? If crash happens will
this applies?
>
>Will we have to pay for leaving non-save pets? Do we need to dest them before
we leave?
>
>-HP
Consequences, you are unable to recall them.
And non-saving undeads are not affected by this.

Date: Wed Nov 10 01:34:55 2004
Topic: undeads
Author: Maduo
============================================================
undeads should get scars =)

Date: Wed Nov 10 01:52:35 2004
Topic: re: undeads autosave
Author: Wagro
============================================================
You should get your facts straight. My fams no longer leech 70%, and I was
never able to do 2m gold/hour. Even when my fams did leech 70%, the amount of
exp they lost from a death was several hours worth of playing.

I don't see a reason why gold is not perfectly reasonable. We pay gold to lower
reinc tax, we pay gold to train stats, we pay gold to train skills/spells, etc.
Play it any way you want. While not explicitly stated, the gold cost could be
interprted many ways. It could be a tithe to shirija for her aid in recalling
your fams (would you prefer if we had to pay exp instead?) or it could be a tax
payed to the guild leaders for their help in recalling your fams. Or, it could
be a cost that comes from buying special ingredients to do a ceremony. This
idea could be implemented when we get an ingredient shop coded, and maybe add
an additional skill/spell to the guild to preform a ceremony. For the mean
time, just go with the gold. The slightly less in themeness is more than
acceptable considering that it achieves the goal of encouraging undead saving,
while refraining from completely destroying necromancers that have their
connection lost/power outage/you name it.

Date: Wed Nov 10 02:25:39 2004
Topic: >re: undeads autosave
Author: Maduo
============================================================
>You should get your facts straight. My fams no longer leech 70%, and I was
never able to do 2m gold/hour. Even when my fams did leech 70%, the amount of
exp they lost from a death was several hours worth of playing.
>
>I don't see a reason why gold is not perfectly reasonable. We pay gold to
lower reinc tax, we pay gold to train stats, we pay gold to train
skills/spells, etc. Play it any way you want. While not explicitly stated, the
gold cost could be interprted many ways. It could be a tithe to shirija for her
aid in recalling your fams (would you prefer if we had to pay exp instead?) or
it could be a tax payed to the guild leaders for their help in recalling your
fams. Or, it could be a cost that comes from buying special ingredients to do a
ceremony. This idea could be implemented when we get an ingredient shop coded,
and maybe add an additional skill/spell to the guild to preform a ceremony. For
the mean time, just go with the gold. The slightly less in themeness is more
than acceptable considering that it achieves the goal of encouraging undead
saving, while refraining from completely destroying necromancers that have
their connection lost/power outage/you name it.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
or rather maybe he could code it so it would share the xp loss 50/50 =) 50% of
the xp loss to the undead and 50% to the player ;)
though i still think it would be cool if you leaving them out would affect
undead bravery in some way. i mean, when you abandon your fam for any reason,
be it in your control or not, it would naturally not trust you as much as it
would used to =). maybe a temporary decrease in bravery for the next boot? ;)
anyways my idea for the ingredients would basically be, a supercharged CoP.
os. shirija wears rusted eq ;)
>mads<
say nods here is one more hp
wait...
wtf
oh friggin hell!
* *

Date: Wed Nov 10 02:31:07 2004
Topic: >>re: undeads autosave
Author: Wagro
============================================================
>>You should get your facts straight. My fams no longer leech 70%, and I was
never able to do 2m gold/hour. Even when my fams did leech 70%, the amount of
exp they lost from a death was several hours worth of playing.
>>
>>I don't see a reason why gold is not perfectly reasonable. We pay gold to
lower reinc tax, we pay gold to train stats, we pay gold to train
skills/spells, etc. Play it any way you want. While not explicitly stated, the
gold cost could be interprted many ways. It could be a tithe to shirija for her
aid in recalling your fams (would you prefer if we had to pay exp instead?) or
it could be a tax payed to the guild leaders for their help in recalling your
fams. Or, it could be a cost that comes from buying special ingredients to do a
ceremony. This idea could be implemented when we get an ingredient shop coded,
and maybe add an additional skill/spell to the guild to preform a ceremony. For
the mean time, just go with the gold. The slightly less in themeness is more
than acceptable considering that it achieves the goal of encouraging undead
saving, while refraining from completely destroying necromancers that have
their connection lost/power outage/you name it.
>/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
>or rather maybe he could code it so it would share the xp loss 50/50 =) 50% of
the xp loss to the undead and 50% to the player ;)
>though i still think it would be cool if you leaving them out would affect
undead bravery in some way. i mean, when you abandon your fam for any reason,
be it in your control or not, it would naturally not trust you as much as it
would used to =). maybe a temporary decrease in bravery for the next boot? ;)
>anyways my idea for the ingredients would basically be, a supercharged CoP.
>os. shirija wears rusted eq ;)
>>mads<
>say nods here is one more hp
>wait...
>wtf
>oh friggin hell!
>* *


It seems like you are still completely ignoring the fact that while your ideas
may be appropriate punishments for not saving, they are still incredibly harsh
on the people that lack the ability to save. It is actually more effective to
have a less severe punishment for several reasons. When you have an extremely
horrible punishment (i.e. If you don't save your fams, your character is
Rm'd.), there will not be a single person that will neglect to save their
fams...until of course there is the one person that is in a position where no
matter what they want, they can not save (reasons previously stated). It gets
to the point that the only people the punishment is effective is people that
lack the ability to save. The only logical compromise would be a punishment
which is tolerable to the player that is unable to save, but is harsh enough so
that it is still extremely important to save. Ixtlilton previously stated
recently in a post that we have two options: Death with eq drop, or the current
gold loss system. I think it is obvious as to which of the options more
reasonbly fits the conditions described previously.

Date: Wed Nov 10 02:37:20 2004
Topic: how to use the editor
Author: Zifnab
============================================================
Please, please please hit enter once in a while
during your posts. It is nearly impossible to read these
followups when it looks like one big long statement.

Date: Wed Nov 10 02:52:36 2004
Topic: >>>re: undeads autosave
Author: Maduo
============================================================
>>>You should get your facts straight. My fams no longer leech 70%, and I was
never able to do 2m gold/hour. Even when my fams did leech 70%, the amount of
exp they lost from a death was several hours worth of playing.
>>>
>>>I don't see a reason why gold is not perfectly reasonable. We pay gold to
lower reinc tax, we pay gold to train stats, we pay gold to train
skills/spells, etc. Play it any way you want. While not explicitly stated, the
gold cost could be interprted many ways. It could be a tithe to shirija for her
aid in recalling your fams (would you prefer if we had to pay exp instead?) or
it could be a tax payed to the guild leaders for their help in recalling your
fams. Or, it could be a cost that comes from buying special ingredients to do a
ceremony. This idea could be implemented when we get an ingredient shop coded,
and maybe add an additional skill/spell to the guild to preform a ceremony. For
the mean time, just go with the gold. The slightly less in themeness is more
than acceptable considering that it achieves the goal of encouraging undead
saving, while refraining from completely destroying necromancers that have
their connection lost/power outage/you name it.
>>/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
>>or rather maybe he could code it so it would share the xp loss 50/50 =) 50%
of the xp loss to the undead and 50% to the player ;)
>>though i still think it would be cool if you leaving them out would affect
undead bravery in some way. i mean, when you abandon your fam for any reason,
be it in your control or not, it would naturally not trust you as much as it
would used to =). maybe a temporary decrease in bravery for the next boot? ;)
>>anyways my idea for the ingredients would basically be, a supercharged CoP.
>>os. shirija wears rusted eq ;)
>>>mads<
>>say nods here is one more hp
>>wait...
>>wtf
>>oh friggin hell!
>>* *
>
>
>It seems like you are still completely ignoring the fact that while your ideas
may be appropriate punishments for not saving, they are still incredibly harsh
on the people that lack the ability to save. It is actually more effective to
have a less severe punishment for several reasons. When you have an extremely
horrible punishment (i.e. If you don't save your fams, your character is
Rm'd.), there will not be a single person that will neglect to save their
fams...until of course there is the one person that is in a position where no
matter what they want, they can not save (reasons previously stated). It gets
to the point that the only people the punishment is effective is people that
lack the ability to save. The only logical compromise would be a punishment
which is tolerable to the player that is unable to save, but is harsh enough so
that it is still extremely important to save. Ixtlilton previously stated
recently in a post that we have two options: Death with eq drop, or the current
gold loss system. I think it is obvious as to which of the options more
reasonbly fits the conditions described previously.
lol, your saying that there are 2 punishments, 1 which is pure evil, and 1
which wouldnt be so bad, and you are gonna leave it up to ixt to decide? =)
at any rate, like ixt said on a previous post when ppl whined about losing
topslot eq on fams, just dont put topslot stuff on them.
it says, or rather used to say, dunno if it still does, that ixt would not be
held responsible for xp/eq loss due to crashes and such.
and im just wondering but.... since youve been on this rant of how ppl are
losing connections, and having their fams dested, excluding hp that had to run
out yesterday, how many ppl have you seen lose connection and have their fams
dested? =)
ill accept a list and rough sketch of the time span =).
and no, the time when there was a crash every day, is not included in with this
list. =)
btw, i like spam hp! it tastes good with butter =)
and just 1 last tidbit, there is a reason why i think we should be so severly
punished, i mean, this guild is ANYTHING but tuned right... and im pretty sure
everyone knows it. i wouldnt really mind more consequences and still be able to
beat a DL's rate.
l
>mads<**






Date: Wed Nov 10 03:45:19 2004
Topic: >>>>re: undeads autosave
Author: Ixtlilton
============================================================
>>>>You should get your facts straight. My fams no longer leech 70%, and I was
never able to do 2m gold/hour. Even when my fams did leech 70%, the amount of
exp they lost from a death was several hours worth of playing.
>>>>
>>>>I don't see a reason why gold is not perfectly reasonable. We pay gold to
lower reinc tax, we pay gold to train stats, we pay gold to train
skills/spells, etc. Play it any way you want. While not explicitly stated, the
gold cost could be interprted many ways. It could be a tithe to shirija for her
aid in recalling your fams (would you prefer if we had to pay exp instead?) or
it could be a tax payed to the guild leaders for their help in recalling your
fams. Or, it could be a cost that comes from buying special ingredients to do a
ceremony. This idea could be implemented when we get an ingredient shop coded,
and maybe add an additional skill/spell to the guild to preform a ceremony. For
the mean time, just go with the gold. The slightly less in themeness is more
than acceptable considering that it achieves the goal of encouraging undead
saving, while refraining from completely destroying necromancers that have
their connection lost/power outage/you name it.
>>>/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
>>>or rather maybe he could code it so it would share the xp loss 50/50 =) 50%
of the xp loss to the undead and 50% to the player ;)
>>>though i still think it would be cool if you leaving them out would affect
undead bravery in some way. i mean, when you abandon your fam for any reason,
be it in your control or not, it would naturally not trust you as much as it
would used to =). maybe a temporary decrease in bravery for the next boot? ;)
>>>anyways my idea for the ingredients would basically be, a supercharged CoP.
>>>os. shirija wears rusted eq ;)
>>>>mads<
>>>say nods here is one more hp
>>>wait...
>>>wtf
>>>oh friggin hell!
>>>* *
>>
>>
>>It seems like you are still completely ignoring the fact that while your
ideas may be appropriate punishments for not saving, they are still incredibly
harsh on the people that lack the ability to save. It is actually more
effective to have a less severe punishment for several reasons. When you have
an extremely horrible punishment (i.e. If you don't save your fams, your
character is Rm'd.), there will not be a single person that will neglect to
save their fams...until of course there is the one person that is in a position
where no matter what they want, they can not save (reasons previously stated).
It gets to the point that the only people the punishment is effective is people
that lack the ability to save. The only logical compromise would be a
punishment which is tolerable to the player that is unable to save, but is
harsh enough so that it is still extremely important to save. Ixtlilton
previously stated recently in a post that we have two options: Death with eq
drop, or the current gold loss system. I think it is obvious as to which of the
options more reasonbly fits the conditions described previously.
>lol, your saying that there are 2 punishments, 1 which is pure evil, and 1
which wouldnt be so bad, and you are gonna leave it up to ixt to decide? =)
>at any rate, like ixt said on a previous post when ppl whined about losing
topslot eq on fams, just dont put topslot stuff on them.
>it says, or rather used to say, dunno if it still does, that ixt would not be
held responsible for xp/eq loss due to crashes and such.
>and im just wondering but.... since youve been on this rant of how ppl are
losing connections, and having their fams dested, excluding hp that had to run
out yesterday, how many ppl have you seen lose connection and have their fams
dested? =)
>ill accept a list and rough sketch of the time span =).
>and no, the time when there was a crash every day, is not included in with
this list. =)
>btw, i like spam hp! it tastes good with butter =)
>and just 1 last tidbit, there is a reason why i think we should be so severly
punished, i mean, this guild is ANYTHING but tuned right... and im pretty sure
everyone knows it. i wouldnt really mind more consequences and still be able to
beat a DL's rate.
>l
>>mads<**
>
>
>
>
>

If you can't divide your posts into paragraphs it is very hard to read them and
that leads to not reading them. At least for me. 
So if you want to make your voice heard, make your posts readable.

Date: Wed Nov 10 03:55:13 2004
Topic: undeads and risks
Author: Maduo
============================================================
kokokoko.
the way i see it, gold has practically nothing to do with the summoning of
familiars. it doesnt make much sense that we would tithe gold to shirija,
seeing as she is obviously interested more in death and decay instead of shiny
things.

the old death system makes a little more *in theme* sense, since undeads would
naturally decay and die faster since their master is not around to provide them
vital living energy.

the point i am trying to make is that the new system doesn't even risk exp or
equipment which is much harder to get back than gold. in essence, your making
the guild alot easier, and in some comparison's made by wagro earlier, equal
to, if not stronger, than DL.

also the fact remains that some low level necromancers could get stuck without
any money and unable to summon their familiars due to the gold theme currently
placed upon the guild, and thus, more complaining.

>mads<


Date: Wed Nov 10 03:57:10 2004
Topic: >>>>re: undeads autosave
Author: Wagro
============================================================
>>>>You should get your facts straight. My fams no longer leech 70%, and I was
never able to do 2m gold/hour. Even when my fams did leech 70%, the amount of
exp they lost from a death was several hours worth of playing.
>>>>
>>>>I don't see a reason why gold is not perfectly reasonable. We pay gold to
lower reinc tax, we pay gold to train stats, we pay gold to train
skills/spells, etc. Play it any way you want. While not explicitly stated, the
gold cost could be interprted many ways. It could be a tithe to shirija for her
aid in recalling your fams (would you prefer if we had to pay exp instead?) or
it could be a tax payed to the guild leaders for their help in recalling your
fams. Or, it could be a cost that comes from buying special ingredients to do a
ceremony. This idea could be implemented when we get an ingredient shop coded,
and maybe add an additional skill/spell to the guild to preform a ceremony. For
the mean time, just go with the gold. The slightly less in themeness is more
than acceptable considering that it achieves the goal of encouraging undead
saving, while refraining from completely destroying necromancers that have
their connection lost/power outage/you name it.
>>>/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
>>>or rather maybe he could code it so it would share the xp loss 50/50 =) 50%
of the xp loss to the undead and 50% to the player ;)
>>>though i still think it would be cool if you leaving them out would affect
undead bravery in some way. i mean, when you abandon your fam for any reason,
be it in your control or not, it would naturally not trust you as much as it
would used to =). maybe a temporary decrease in bravery for the next boot? ;)
>>>anyways my idea for the ingredients would basically be, a supercharged CoP.
>>>os. shirija wears rusted eq ;)
>>>>mads<
>>>say nods here is one more hp
>>>wait...
>>>wtf
>>>oh friggin hell!
>>>* *
>>
>>
>>It seems like you are still completely ignoring the fact that while your
ideas may be appropriate punishments for not saving, they are still incredibly
harsh on the people that lack the ability to save. It is actually more
effective to have a less severe punishment for several reasons. When you have
an extremely horrible punishment (i.e. If you don't save your fams, your
character is Rm'd.), there will not be a single person that will neglect to
save their fams...until of course there is the one person that is in a position
where no matter what they want, they can not save (reasons previously stated).
It gets to the point that the only people the punishment is effective is people
that lack the ability to save. The only logical compromise would be a
punishment which is tolerable to the player that is unable to save, but is
harsh enough so that it is still extremely important to save. Ixtlilton
previously stated recently in a post that we have two options: Death with eq
drop, or the current gold loss system. I think it is obvious as to which of the
options more reasonbly fits the conditions described previously.
>lol, your saying that there are 2 punishments, 1 which is pure evil, and 1
which wouldnt be so bad, and you are gonna leave it up to ixt to decide? =)
>at any rate, like ixt said on a previous post when ppl whined about losing
topslot eq on fams, just dont put topslot stuff on them.
>it says, or rather used to say, dunno if it still does, that ixt would not be
held responsible for xp/eq loss due to crashes and such.
>and im just wondering but.... since youve been on this rant of how ppl are
losing connections, and having their fams dested, excluding hp that had to run
out yesterday, how many ppl have you seen lose connection and have their fams
dested? =)
>ill accept a list and rough sketch of the time span =).
>and no, the time when there was a crash every day, is not included in with
this list. =)
>btw, i like spam hp! it tastes good with butter =)
>and just 1 last tidbit, there is a reason why i think we should be so severly
punished, i mean, this guild is ANYTHING but tuned right... and im pretty sure
everyone knows it. i wouldnt really mind more consequences and still be able to
beat a DL's rate.
>l
>>mads<**
>
>
>
>
>



I never said that people were losing their connections right and left, the
point is its possible. My ISP recently crapped out for several hours about a
week ago, fortunatly I did not happen to be connected at the time. The point
is, this situation is entirly possible and will happen. When it does, it will
be bad

The exp rate may be better than a Dlords, but you are forgetting several
factors:
Without eq sets on fams, rate is no better than a dlord.
You can lose eq if minion dies, either by someone looting it, or possibly a
crash
You get to have the privilige of sucking for a long time until you build up
fams to get to said point
Gameplay style is much more challenging than dlord. Dlord consists of "Cast
shape shift and kill stuff" Whereas necromancer you must keep many prots up,
watch hp/sp/ep on 5 fams and yourself, etc
Gold costs alone far exceed consumption of dlord. Because you need eq sets to
do better than dlord, the eq repair cost alone is enormous

Date: Wed Nov 10 04:07:24 2004
Topic: >undeads and risks
Author: Wagro
============================================================
>kokokoko.
>the way i see it, gold has practically nothing to do with the summoning of
familiars. it doesnt make much sense that we would tithe gold to shirija,
seeing as she is obviously interested more in death and decay instead of shiny
things.
>
>the old death system makes a little more *in theme* sense, since undeads would
naturally decay and die faster since their master is not around to provide them
vital living energy.
>
>the point i am trying to make is that the new system doesn't even risk exp or
equipment which is much harder to get back than gold. in essence, your making
the guild alot easier, and in some comparison's made by wagro earlier, equal
to, if not stronger, than DL.
>
>also the fact remains that some low level necromancers could get stuck without
any money and unable to summon their familiars due to the gold theme currently
placed upon the guild, and thus, more complaining.
>
>>mads<
>




I'm starting to wonder how many times I will have to restate myself, but the
gold cost is obviously intended to win favor of the gods/guild masters so you
can resummon fams. It is at best slightly less in theme than minions dying, but
again, you ignore the fact that the death punishment runs a serious risk of
enormous consequences to those that are unable to save.

The point of a punishment for not saving minions is _not_ supposed to be to
cripple you, it is designed to beat the idea into your skull until you get it.
When you have an enormously outragous punishment, everyone gets it immediatly
so the only people the punishment effects are those that are unable to save
their minions

The risks in the guild are numerous, and I support them, What I do not support,
are risks that are outside of the mud. Losing your connection or other out of
mud factors should have nothing to do with in mud punishments. I know that
there is no way to truly eliminate them, but they can be mitigated to a
reasonable level.

I don't know what you are trying to achieve by saying that low level necros
could be left without gold. For one, you are wrong as low level necros do not
have to pay all that much to get fams back and, its adding another risk, which
you seem so obsessed with.

Date: Wed Nov 10 04:18:00 2004
Topic: Undeads and risks
Author: Highpriest
============================================================
Ok, maduo said that Shirija doesn't care about gold and sacrifices:
Solution: make this not a sacrifice, look at it from another view...
Shirija controls death in IoM, so shirija is the main reason that we can
own undeads, so by abandoning them without saving, you are making shirija angry
(since undeads are shirija's creations)
Therefore, you have to be punished, which is by giving gold...
Though shirija doesn't like gold, but gold matters to we players, thus making
the whole thing make sense...

Maduo doesn't like to give gold to a bloody statue:
Solution: make a necro version of eje into the trainer

-HP

Date: Fri Nov 12 10:16:45 2004
Topic: hump
Author: Belgarion
============================================================
i just thought it happened to litle here :), anyway i think a "freezer" room
would be awsome, also a corpse shop would rule. now now, i also agree with
wagro on payment issue, i havn't tried to let them out but realy, a necro dont
have problems golding so ya... also, praise to nyx for joining our closed
comunity and a big praise to all the other ppl with access to this board, means
we all are CONECTED! IMO we have a great friendship here, allways helping out
"newbie" or newcommers as i never seen before.. yay praise to necros!
Belg the necromancer.

Date: Sat Nov 13 06:54:42 2004
Topic: wraith advancers
Author: Smee
============================================================
so wraith doesn't gain any skill training between level 35 and 40, which is odd
pls snoop help

Date: Sun Nov 14 21:45:30 2004
Topic: wraith
Author: Ixtlilton
============================================================
wraith has a new skill. save/recall to get it

Date: Tue Nov 16 02:42:06 2004
Topic: immunity
Author: Ixtlilton
============================================================
Undeads should now really be immune to diseases. That means undead monsters are
also immune.
You need to save/recall for it to work.
-Ixtlilton

Date: Thu Nov 18 05:06:19 2004
Topic: here's food for thought
Author: Soulleech
============================================================

05:02:33 Wagro -{sales}-: w: wyrnbanes 
05:02:42 Falcore [sales]: seb has one 
05:02:48 Wagro -{sales}-: indeed 
05:02:48 Highpriest [sales]: anyone has any idea if cloak of the stars and
gnosis armor tpsacs at all? 
05:02:54 Zag [sales]: try 
05:03:06 Andros {sales}: actually i took it from smee fuckers 
05:03:12 Andros {sales}: so leave seb alone 
05:03:15 Wagro -{sales}-: you stole smees? 
05:03:21 {sales}: Andros goes "Maybe, maybe!"
05:03:24 Wagro -{sales}-: dude... 
05:03:27 Andros {sales}: it was on the ground 
05:03:36 [sales]: Highpriest goes, 'Er...'
05:03:51 Wagro -{sales}-: caues his guys died 
05:03:57 Andros {sales}: really? 
05:04:00 Highpriest [sales]: yes 
05:04:03 Andros {sales}: i thought i just got really lucky 
05:04:03 Daran [sales]: such is life of the necro 
05:04:06 Andros {sales}: yep 

Date: Thu Nov 18 05:33:34 2004
Topic: can we please not be so fubared over here???
Author: Soulleech
============================================================
could we stop dropping eq when we die? people are ransacking our corpses for eq
and necros
already have trouble obtaining eqs.
I know there are risks, but this is rediculous as it arises from biased views
of
other players instead of our indisgression. If we drop our eq in a super large
mob's room
and we can't pick it up, our fault, but if we died due to an accident, and we
are punished
by losing our eq, it seems very unfair.
I do not know if it is reasonalbe to ask this of you, but could you, ixtlilton,
the
creator of this guild do a little bit more to look out for its members?
I love this guild but it's becoming less and less playble due to people like
andros.

Date: Thu Nov 18 05:38:38 2004
Topic: >can we please not be so fubared over here???
Author: Wagro
============================================================
>could we stop dropping eq when we die? people are ransacking our corpses for
eq and necros
>already have trouble obtaining eqs.
>I know there are risks, but this is rediculous as it arises from biased views
of
>other players instead of our indisgression. If we drop our eq in a super large
mob's room
>and we can't pick it up, our fault, but if we died due to an accident, and we
are punished
>by losing our eq, it seems very unfair.
>I do not know if it is reasonalbe to ask this of you, but could you,
ixtlilton, the
>creator of this guild do a little bit more to look out for its members?
>I love this guild but it's becoming less and less playble due to people like
andros.



While I think it does suck that we drop eq etc, I don't want to see it changed
because I fear what we will get if this is changed. One of the leading
arguments we have for the power of necro is all the risks, and dropping eq is
one of the largest. If anything were to change at all, I would rather see an
independant death system where we aren't on the death channel, and we would go
to a different place than hell, and we would have to have a necro rev us
instead of a healer. Not that I wan't anything to change cause I think we all
learned from before. I think an ideal resolve would be to allow every player
the option to toggle if they appear on the death channel, similarly to "notify"
for the plaque channel

Date: Thu Nov 18 05:53:40 2004
Topic: >can we please not be so fubared over here???
Author: Ixtlilton
============================================================
>could we stop dropping eq when we die? people are ransacking our corpses for
eq and necros
>already have trouble obtaining eqs.
>I know there are risks, but this is rediculous as it arises from biased views
of
>other players instead of our indisgression. If we drop our eq in a super large
mob's room
>and we can't pick it up, our fault, but if we died due to an accident, and we
are punished
>by losing our eq, it seems very unfair.
>I do not know if it is reasonalbe to ask this of you, but could you,
ixtlilton, the
>creator of this guild do a little bit more to look out for its members?
>I love this guild but it's becoming less and less playble due to people like
andros.
No.
I doubt you ever kill your undeads on purpose. So any death would be an
accident and if you always had the chance to just get it back, there would be
no risk. Be happy there's only a risk, and not a certainty.

Date: Wed Nov 24 06:47:19 2004
Topic: I, Moron
Author: Smee
============================================================
ok i usually out of habit type order soup 10 drop a foo's corpse

and this doesn't work, because i guess the pets can't use numbers in front of
their commands
so even though i know it doesn't work, every single time i have to change order
soup 10 do this to 10 order soup do this

maybe snoop since you're a great guild maker you could make familiars able to
use numbers in their commands
love smee

***Message deleted***

Date: Fri Nov 26 12:33:17 2004
Topic: Changes...
Author: Ixtlilton
============================================================
I have upped the max level of all undeads some.
They will not gain much from the added levels though, they will only get a few
small stats from each level above their 'natural' max. People with maxxed
undeads might enjoy it though...at least for a bit.
-Ixtlilton
ps. will require save/recall

Date: Mon Nov 29 05:21:55 2004
Topic: Doubt, request
Author: Highpriest
============================================================
Many people are whining over the issue that mummy is doing
less damage recently, is this bug or feature?

Would be good to make down message for prots on minions to appear
like emotes reaching them, so we can be informed when we're in separate
room

-Thanks, HP

Date: Mon Nov 29 08:50:49 2004
Topic: >Doubt, request
Author: Highpriest
============================================================
>Many people are whining over the issue that mummy is doing
>less damage recently, is this bug or feature?
>
>Would be good to make down message for prots on minions to appear
>like emotes reaching them, so we can be informed when we're in separate
>room
>
>-Thanks, HP
I forgot something that I wanted to include earlier...
Is it possible to introduce a new skill that allows the bigger
minions to sacrifice some of the exp to the smaller minion(s)
for some of the kills, this allows the minions' worth not to go too
far between one another (hate the idea of having a 500m zombie and
a 10k vampire)

-Thanks again for the attention, HP

Date: Thu Dec  2 03:49:43 2004
Topic: hits
Author: Ixtlilton
============================================================
Ok. I found the problem and i've corrected it.
You need to save/recall for undeads to start hitting properly though.
-Ixtlilton

Date: Thu Dec  2 23:52:42 2004
Topic: skills/spells
Author: Ixtlilton
============================================================
I have tuned skills and spells above 100%. It still helps, but not as much.
-Ixtlilton

Date: Fri Dec  3 05:09:56 2004
Topic: disappearing corpse
Author: Soulleech
============================================================
it seems that if you cast parenga at a corpse in your inv when your
inv is near full, it has a good chance of disappearing. Any idea why?

Date: Fri Dec  3 11:55:28 2004
Topic: tunes
Author: Maduo
============================================================
there seems to be a problem with the latest tune you made ixt, mainly if our
fams have eq that add a certain bonus to a skill/spell like lets say, +4% to
attack, it doesnt get added if our fams already have attack at 100%.
>maduo<

Date: Sun Dec  5 01:17:35 2004
Topic: more ideas....
Author: Highpriest
============================================================
Another strange idea/suggestion of mine....

I think secondary guilds aren't helping much at all since most
things need to be used/casted on pets to be useful (but we can't
use/cast most skill/spells on them)... abj prots are only spells
that can be casted on minions but abj can't be joined as a secondary
guild... so the strange idea is to make pets learn a few skills
or spells from their master's secondary guild...
(example: abo gets shield parry if player joins shield master)

Just some strange thoughts, do consider it please :)

-HP, again.

Date: Mon Dec  6 01:15:59 2004
Topic: >tunes
Author: Highpriest
============================================================
>there seems to be a problem with the latest tune you made ixt, mainly if our
fams have eq that add a certain bonus to a skill/spell like lets say, +4% to
attack, it doesnt get added if our fams already have attack at 100%.
>>maduo<
I think not only skills/spells that is 100%, my wraith's qc remains at 40% with
kukul and worn leather glove (another 4% qc)

-HP

Date: Tue Dec  7 22:23:04 2004
Topic: >tunes
Author: Ixtlilton
============================================================
>there seems to be a problem with the latest tune you made ixt, mainly if our
fams have eq that add a certain bonus to a skill/spell like lets say, +4% to
attack, it doesnt get added if our fams already have attack at 100%.
>>maduo<
This is actually not true. The skills get added, it just doesn't show when you
type 'skills'. Will fix this later however.
-Ixtlilton

Date: Tue Dec  7 22:29:56 2004
Topic: skills
Author: Ixtlilton
============================================================
skill % will now display correctly.
requires save/recall

Date: Thu Dec  9 17:38:04 2004
Topic: reincs
Author: Ixtlilton
============================================================
Made a slight change to the handling of reincs and how it effects pets.
A) There is now a max tax.
B) If you do enough reincs before re-joining the guild they might lose their
reanimation status
-Ixtlilton

Date: Thu Dec  9 18:22:09 2004
Topic: puss på dig
Author: Ixtlilton
============================================================
kiss of death has changed.
how is for me to know and you to find out (or not)
-Ixtlilton

Date: Sun Dec 12 03:41:37 2004
Topic: Instakilled abomination - as intended or bug?
Author: Tahnval
============================================================
My abomination has just been instakilled by a mob using deathblow.
>4Khps damage, instakill message.
Is that supposed to happen, or is it a bug?

Date: Sun Dec 12 03:43:07 2004
Topic: >Instakilled abomination - as intended or bug?
Author: Ixtlilton
============================================================
>My abomination has just been instakilled by a mob using deathblow.
>>4Khps damage, instakill message.
>Is that supposed to happen, or is it a bug?
It's intended.  What you can do to monsters, monsters can do to familiars.

Date: Mon Dec 13 04:14:52 2004
Topic: Hiya
Author: Rayven
============================================================
Hey there...
Just read this board for the first time in ages.
Can't think of any suggestions really, although I like that idead someone on
here had about dead Necros going to a different place than hell and needing to
be revived by another Necro.
Got this vision in my head now of some land of the dead ruled over by Shirija. 
Sort of a cross between Hades and Maduo's sock drawer!
(heehee, just kidding Mads ;)  lol)
Oh, and I think you should be able to make undeads do emotes too.  I mean if we
have the power to reanimate them, surely making them do funny things isn't way
beyond our powers, lol

Anyways, bye for now!

Rayven Aislinn - The kind of girl your mother always warned you about!

Date: Mon Dec 13 10:26:11 2004
Topic: >Hiya
Author: Maduo
============================================================
>Hey there...
>Just read this board for the first time in ages.
>Can't think of any suggestions really, although I like that idead someone on
here had about dead Necros going to a different place than hell and needing to
be revived by another Necro.
>Got this vision in my head now of some land of the dead ruled over by Shirija.
 Sort of a cross between Hades and Maduo's sock drawer!
>(heehee, just kidding Mads ;)  lol)
>Oh, and I think you should be able to make undeads do emotes too.  I mean if
we have the power to reanimate them, surely making them do funny things isn't
way beyond our powers, lol
>
>Anyways, bye for now!
>
>Rayven Aislinn - The kind of girl your mother always warned you about!
sock drawer? what sock drawer?
*peers around the room*

Date: Mon Dec 13 15:18:26 2004
Topic: about shirija's conquest
Author: Maduo
============================================================
i'm pretty sure im not alone on this, but imo. it still hinders necros alot
since most ppl use their abom to tank.
afaik, the only 2 ways to heal abom are with a corpse or ethereal bonding, and
bonding takes forever to regen their hps, as does the event...
my abom approx got 200 hps from the event, which then took practically another
minute or so to apply its special on necros so i was wondering if atleast the
abom could be granted a bit of extra hpr.
or maybe some skill to absorb the undeads and creates them into hps or
something...
without a corpse handy or didn't have one before the event started... this
event is pretty much another idle fest(for lower(non regening flesh) necros
atleast) =/
>Maduo's 2 cents<


Date: Wed Dec 15 12:02:51 2004
Topic: extra levels
Author: Ixtlilton
============================================================
I've made a change to extra levels. You should no longer get as much of an
increase in leeching when advancing your undeads above their 'natural' max
level. Notify me if you notice weird things happening with leeching % etc. 
-Ixtlilton

Date: Wed Dec 15 12:04:39 2004
Topic: >about shirija's conquest
Author: Ixtlilton
============================================================
>i'm pretty sure im not alone on this, but imo. it still hinders necros alot
since most ppl use their abom to tank.
>afaik, the only 2 ways to heal abom are with a corpse or ethereal bonding, and
bonding takes forever to regen their hps, as does the event...
>my abom approx got 200 hps from the event, which then took practically another
minute or so to apply its special on necros so i was wondering if atleast the
abom could be granted a bit of extra hpr.
>or maybe some skill to absorb the undeads and creates them into hps or
something...
>without a corpse handy or didn't have one before the event started... this
event is pretty much another idle fest(for lower(non regening flesh) necros
atleast) =/
>>Maduo's 2 cents<
>
Sorry (or not) but it stays as it is.

Date: Thu Dec 16 13:00:27 2004
Topic: FORCE
Author: Ixtlilton
============================================================
Hello. I have forced a reinc on your undeads because i've changed some costs.
Feel free to whine, but if you wanna do that do that in tells, to yourselves so
i dont have to hear it.
-Ixtlilton

Date: Fri Dec 17 05:53:25 2004
Topic: snoop please, wtf
Author: Smee
============================================================
ok so, i splitted bodies and reinced back into this guild, but, to my surprise,
i am no longer a lich :(

now i think a week ago evicta did this, and he was still a lich upon reincing
back, so, i am somewhat confused and sad
someone (dear snoop) could you tell me what happened, and, if its supposed to
happen, what to do to get lich again? 
love smee

Date: Fri Dec 17 09:15:35 2004
Topic: >snoop please, wtf
Author: Ixtlilton
============================================================
>ok so, i splitted bodies and reinced back into this guild, but, to my
surprise, i am no longer a lich :(
>
>now i think a week ago evicta did this, and he was still a lich upon reincing
back, so, i am somewhat confused and sad
>someone (dear snoop) could you tell me what happened, and, if its supposed to
happen, what to do to get lich again? 
>love smee
Your lich progress is taxed, so if you reinc you lose some of the progress in
the transformation. Means you can lose enough to lose your lich status if you
are unlucky or whatever. You should not need all that much to re-transform
though.
-Ixtlilton

Date: Fri Dec 17 11:53:16 2004
Topic: >>snoop please, wtf
Author: Hierokliff
============================================================
>>ok so, i splitted bodies and reinced back into this guild, but, to my
surprise, i am no longer a lich :(
>>
>>now i think a week ago evicta did this, and he was still a lich upon reincing
back, so, i am somewhat confused and sad
>>someone (dear snoop) could you tell me what happened, and, if its supposed to
happen, what to do to get lich again? 
>>love smee
>Your lich progress is taxed, so if you reinc you lose some of the progress in
the transformation. Means you can lose enough to lose your lich status if you
are unlucky or whatever. You should not need all that much to re-transform
though.
>-Ixtlilton
Splitting and combining sucks for our pets, i did combine my bodies and reinc
back to necro, lost 16% of their exps and my lich status. so i dont recommend
ppl splitting and combining as necros.
Wonder what evil changes ixt made to their costs...

***Message deleted***

Date: Sun Dec 19 01:42:21 2004
Topic: Request
Author: Sudra
============================================================
Okay, i know that this really isnt terribly important, but is it too much to
ask for a list all skills/spells command with the undeads? Even if it's only
available at the trainer, it would give those with weak undeads somethink to
more to aim for. Thanks

Date: Sun Dec 19 06:15:12 2004
Topic: snoop: found a bug
Author: Smee
============================================================
i cast lich transform, use lich status, and i get that i have no more needed in
all parts
sooo ok ok
bye

Date: Sun Dec 19 08:13:45 2004
Topic: >Request
Author: Ixtlilton
============================================================
>Okay, i know that this really isnt terribly important, but is it too much to
ask for a list all skills/spells command with the undeads? Even if it's only
available at the trainer, it would give those with weak undeads somethink to
more to aim for. Thanks
order undead listskills all
It already exists.

Date: Sun Dec 19 08:29:21 2004
Topic: >snoop: found a bug
Author: Ixtlilton
============================================================
>i cast lich transform, use lich status, and i get that i have no more needed
in all parts
>sooo ok ok
>bye

Ok!
Should be fixed now.
a) You should no longer lose lich status unless you actually go below 100% in
an ingredient.
b) If you do anyway (and for those who have already lost it) you will transform
into a full lich if you use lich status.
-Ixtlilton

Date: Sun Dec 19 17:24:48 2004
Topic: lich
Author: Ixtlilton
============================================================
Sorry, but you now need 10 levels in lords of undeath to be a lich. 
-Ixtlilton wears his tuning gloves

Date: Wed Dec 22 16:14:17 2004
Topic: stuf
Author: Ixtlilton
============================================================
the consume X and X fusion spells have been altered somehwat.
-Ixtlilton

Date: Fri Dec 24 04:33:15 2004
Topic: Lich Status
Author: Jomo
============================================================
[148 of 148] mail: Lich status: #
You are ready to perform your skill.
You concentrate and find out this:
Troll bones: No more needed.
Snake fang: No more needed.
Giant flesh: No more needed.
Demon brain: No more needed.
Lizard skin: No more needed.
Dragon heart: No more needed.

Ixt - Lich appears to be bugged, I'm stuck in Lichling.
Very strange.

Happy Hollidays,

Jomo

Date: Fri Dec 24 06:00:45 2004
Topic: Minor typo
Author: Tahnval
============================================================
Gor the dreadlord guild mastre

master, I presume.

Date: Fri Dec 24 13:13:05 2004
Topic: >Minor typo
Author: Maduo
============================================================
>Gor the dreadlord guild mastre
>
>master, I presume.
lol, you just figured that out now?
><><><>BURN!<><><><
maybe ixt will change it now that i'm not the only one noticing his typoes =/
>mads<
ps. anyone know how much hammer of light goes for and if anyone is selling one?
hrm

Date: Sat Dec 25 07:12:06 2004
Topic: Minion problem - bug?
Author: Tahnval
============================================================
I have just summoned my minions for the first time since the forced reinc:
Abomination is being reincarnated with a tax of 12%
Abomination is being reincarnated with a tax of 0%

Vampire is being reincarnated with a tax of 12%
Vampire is being reincarnated with a tax of 0%

I then noticed and didn't recall the others.

I reincarnated from necro into necro.  I didn't try any
other guilds in between.  I didn't combine bodies - I have
never split my body.

I reincarnated from necro to necro a couple of days before
the forced reinc, too, but I don't think that should
affect minions.  Always necro to necro.

Should my minions have been reincarnated at all?
If so, why twice and why the 12% tax on the first one?


Date: Sat Dec 25 13:49:03 2004
Topic: >Minion problem - bug?
Author: Rockman
============================================================
>I have just summoned my minions for the first time since the forced reinc:
>Abomination is being reincarnated with a tax of 12%
>Abomination is being reincarnated with a tax of 0%
>
>Vampire is being reincarnated with a tax of 12%
>Vampire is being reincarnated with a tax of 0%
>
>I then noticed and didn't recall the others.
>
>I reincarnated from necro into necro.  I didn't try any
>other guilds in between.  I didn't combine bodies - I have
>never split my body.
>
>I reincarnated from necro to necro a couple of days before
>the forced reinc, too, but I don't think that should
>affect minions.  Always necro to necro.
>
>Should my minions have been reincarnated at all?
>If so, why twice and why the 12% tax on the first one?
>
This could possibly be the guild mastery tax and days being reset to zero
problem that people had.  Somehow during the forced reinc it thinks you reinced
out of the guild and back in even though you didn't.
Just my observation.

Date: Sat Dec 25 17:35:26 2004
Topic: >>Minion problem - bug?
Author: Tahnval
============================================================
>>I have just summoned my minions for the first time since the forced reinc:
>>Abomination is being reincarnated with a tax of 12%
>>Abomination is being reincarnated with a tax of 0%
>>
>>Vampire is being reincarnated with a tax of 12%
>>Vampire is being reincarnated with a tax of 0%
>>
>>I then noticed and didn't recall the others.
>>
>>I reincarnated from necro into necro.  I didn't try any
>>other guilds in between.  I didn't combine bodies - I have
>>never split my body.
>>
>>I reincarnated from necro to necro a couple of days before
>>the forced reinc, too, but I don't think that should
>>affect minions.  Always necro to necro.
>>
>>Should my minions have been reincarnated at all?
>>If so, why twice and why the 12% tax on the first one?
>>
>This could possibly be the guild mastery tax and days being reset to zero
problem that people had.  Somehow during the forced reinc it thinks you reinced
out of the guild and back in even though you didn't.
>Just my observation.
I have retained my days in guild and I have not lost
any guild rank, therefore no guild mastery.
So it isn't that.
I'm wondering if I played between the first
necro-necro reinc (via the machine that was put
in when the MUD was restored from a saved state)
and the second necro-necro reinc (caused by the
forced reinc).  If I didn't, I think the reinc system
might *mistakenly* count that as reincarnating out og
necro and back in.  I think it's a simple counter that's
queried when you recall minions - how many times has
the player reincarnated since last summoning this minion?
So I reinc necro-necro, don't have time to actually play, get
force-reinced a couple of days later, go back into necro...but
that might be counted as two reincs (necro-necro and necro-necro)
since last summon and take 12% off my minion's worth.
If so, could I have it fixed?  I don't think that's how
you (Ixtilton) intended the minion exp tax to work, since
I never actually left necro.  Also, the second reincarnation
wasn't by choice, so I don't think I should be heavily penalised
for it.  I think it's all just an unforeseen and unintended
side-effect of the way minion exp tax is handled.
Happy Christmas/Chanukah/Saturnalia/etc!

Date: Sat Dec 25 17:50:41 2004
Topic: rerereinc stuff
Author: Maduo
============================================================
imo tahn, your making a bit too big a deal about a one in a million chance
happenings.
my fams lost 12% when i split bodies and went necro first, and then again when
i recombined.
the reinc system is one of the things that makes necro necro. besides, 12% is
not the end of the world, now enjoy your green bag and go xp damnit~!

Date: Sat Dec 25 17:54:50 2004
Topic: >rerereinc stuff
Author: Tahnval
============================================================
>imo tahn, your making a bit too big a deal about a one in a million chance
happenings.
>my fams lost 12% when i split bodies and went necro first, and then again when
i recombined.
>the reinc system is one of the things that makes necro necro. besides, 12% is
not the end of the world, now enjoy your green bag and go xp damnit~!
I wasn't making a big deal.  Feel free to read the post I made.
Shit, I wasn't even complaining.  I'm sure Ixtlilton will read
what I actually wrote, which was a simple "bug or intended?"
question, followed by a possible explanation.  Yes, I requested
a reimb.  Not as a whine, but because I think what happened isn't
as Ixtilton intended, i.e. it's a bug.

Date: Sat Dec 25 18:14:21 2004
Topic: I, Moron
Author: Draco
============================================================
hey tahnval i think i might have a solution to your problem. the first reinc of
0% is they get reinced anyway when you reinc, and so it shows that, then it
reads your reincs since you last recalled them and if needed reincs them again
at the tax. now what i THINK may be the reason for this is that maybe before
the forced reinc you didnt recall your minions. it doesnt read what you reinced
every time, it just reads how many reincs you had since you last sent your
minions away.

since you didnt recall most likely, it would look at it like alright, he
reinced twice, so he gets the 12% tax on minions.
rule of thumb: always recall your minions after reincing! :)

Date: Sat Dec 25 23:39:01 2004
Topic: >I, Moron
Author: Rockman
============================================================
>hey tahnval i think i might have a solution to your problem. the first reinc
of 0% is they get reinced anyway when you reinc, and so it shows that, then it
reads your reincs since you last recalled them and if needed reincs them again
at the tax. now what i THINK may be the reason for this is that maybe before
the forced reinc you didnt recall your minions. it doesnt read what you reinced
every time, it just reads how many reincs you had since you last sent your
minions away.
>
>since you didnt recall most likely, it would look at it like alright, he
reinced twice, so he gets the 12% tax on minions.
>rule of thumb: always recall your minions after reincing! :)
Umm, they dont get reinced when you reinc back in.  I didnt have to redo my
minions at least.

Date: Sat Dec 25 23:39:58 2004
Topic: >>I, Moron
Author: Rockman
============================================================
>>hey tahnval i think i might have a solution to your problem. the first reinc
of 0% is they get reinced anyway when you reinc, and so it shows that, then it
reads your reincs since you last recalled them and if needed reincs them again
at the tax. now what i THINK may be the reason for this is that maybe before
the forced reinc you didnt recall your minions. it doesnt read what you reinced
every time, it just reads how many reincs you had since you last sent your
minions away.
>>
>>since you didnt recall most likely, it would look at it like alright, he
reinced twice, so he gets the 12% tax on minions.
>>rule of thumb: always recall your minions after reincing! :)
>Umm, they dont get reinced when you reinc back in.  I didnt have to redo my
minions at least.
Oh and we did have that forced reinc done by ixt for other purposes, that most
likely was the 0% reinc, and then the code thinks you reinc out and in, so then
performed that reinc.

Date: Sun Dec 26 04:29:01 2004
Topic: >>rerereinc stuff
Author: Maduo
============================================================
>>imo tahn, your making a bit too big a deal about a one in a million chance
happenings.
>>my fams lost 12% when i split bodies and went necro first, and then again
when i recombined.
>>the reinc system is one of the things that makes necro necro. besides, 12% is
not the end of the world, now enjoy your green bag and go xp damnit~!
>I wasn't making a big deal.  Feel free to read the post I made.
>Shit, I wasn't even complaining.  I'm sure Ixtlilton will read
>what I actually wrote, which was a simple "bug or intended?"
>question, followed by a possible explanation.  Yes, I requested
>a reimb.  Not as a whine, but because I think what happened isn't
>as Ixtilton intended, i.e. it's a bug.
pst, your making a big deal about it, less whining, more xping =p
its the price of being a necro, losing xp, gold, eq, for better rates, deal
with it.
besides, i doubt we will have alot of reinc machines + restored points + force
reinc combos in the future... and if we do, its your own fault for not
summoning fams immediatly in the first place.
feel free to post more whines after this, it will only prove my point further.
>mads<
ps. calling it not a whine just makes it look more like a whine.

Date: Sun Dec 26 06:02:22 2004
Topic: >>>rerereinc stuff
Author: Tahnval
============================================================
>>>imo tahn, your making a bit too big a deal about a one in a million chance
happenings.
>>>my fams lost 12% when i split bodies and went necro first, and then again
when i recombined.
>>>the reinc system is one of the things that makes necro necro. besides, 12%
is not the end of the world, now enjoy your green bag and go xp damnit~!
>>I wasn't making a big deal.  Feel free to read the post I made.
>>Shit, I wasn't even complaining.  I'm sure Ixtlilton will read
>>what I actually wrote, which was a simple "bug or intended?"
>>question, followed by a possible explanation.  Yes, I requested
>>a reimb.  Not as a whine, but because I think what happened isn't
>>as Ixtilton intended, i.e. it's a bug.
>pst, your making a big deal about it, less whining, more xping =p
>its the price of being a necro, losing xp, gold, eq, for better rates, deal
with it.
>besides, i doubt we will have alot of reinc machines + restored points + force
reinc combos in the future... and if we do, its your own fault for not
summoning fams immediatly in the first place.
>feel free to post more whines after this, it will only prove my point further.
>>mads<
>ps. calling it not a whine just makes it look more like a whine.
You are whining.  I am not.  Your puerile attempts at flaming
are mildly amusing, but that's all.  Try spending a few months
on Usenet to see some real flames.  

You have succeeded in being annoying, which is obviously your
intention.  Not for your silly flaming, but because you
have managed to distract attention from a simple question.
In the future, I will use the bug command, so you cannot
attempt to spoil things.

Date: Sun Dec 26 06:16:04 2004
Topic: >>>>rerereinc stuff
Author: Maduo
============================================================
>>>>imo tahn, your making a bit too big a deal about a one in a million chance
happenings.
>>>>my fams lost 12% when i split bodies and went necro first, and then again
when i recombined.
>>>>the reinc system is one of the things that makes necro necro. besides, 12%
is not the end of the world, now enjoy your green bag and go xp damnit~!
>>>I wasn't making a big deal.  Feel free to read the post I made.
>>>Shit, I wasn't even complaining.  I'm sure Ixtlilton will read
>>>what I actually wrote, which was a simple "bug or intended?"
>>>question, followed by a possible explanation.  Yes, I requested
>>>a reimb.  Not as a whine, but because I think what happened isn't
>>>as Ixtilton intended, i.e. it's a bug.
>>pst, your making a big deal about it, less whining, more xping =p
>>its the price of being a necro, losing xp, gold, eq, for better rates, deal
with it.
>>besides, i doubt we will have alot of reinc machines + restored points +
force reinc combos in the future... and if we do, its your own fault for not
summoning fams immediatly in the first place.
>>feel free to post more whines after this, it will only prove my point
further.
>>>mads<
>>ps. calling it not a whine just makes it look more like a whine.
>You are whining.  I am not.  Your puerile attempts at flaming
>are mildly amusing, but that's all.  Try spending a few months
>on Usenet to see some real flames.  
>
>You have succeeded in being annoying, which is obviously your
>intention.  Not for your silly flaming, but because you
>have managed to distract attention from a simple question.
>In the future, I will use the bug command, so you cannot
>attempt to spoil things.
congratulations, you have reached the next level of your progression into your
whine guild tahnval!
hrm
[whiner] whinebar congratulates Tahnval for progressing into the 5th rank and
earning the title "master whiner".
pst, tahnval, quite whining about my flaming, its making you look bad.
less posting, more xping whinerboy =p
>mads<

Date: Sun Dec 26 17:59:52 2004
Topic: >>>>>rerereinc stuff
Author: Draco
============================================================
>>>>>imo tahn, your making a bit too big a deal about a one in a million chance
happenings.
>>>>>my fams lost 12% when i split bodies and went necro first, and then again
when i recombined.
>>>>>the reinc system is one of the things that makes necro necro. besides, 12%
is not the end of the world, now enjoy your green bag and go xp damnit~!
>>>>I wasn't making a big deal.  Feel free to read the post I made.
>>>>Shit, I wasn't even complaining.  I'm sure Ixtlilton will read
>>>>what I actually wrote, which was a simple "bug or intended?"
>>>>question, followed by a possible explanation.  Yes, I requested
>>>>a reimb.  Not as a whine, but because I think what happened isn't
>>>>as Ixtilton intended, i.e. it's a bug.
>>>pst, your making a big deal about it, less whining, more xping =p
>>>its the price of being a necro, losing xp, gold, eq, for better rates, deal
with it.
>>>besides, i doubt we will have alot of reinc machines + restored points +
force reinc combos in the future... and if we do, its your own fault for not
summoning fams immediatly in the first place.
>>>feel free to post more whines after this, it will only prove my point
further.
>>>>mads<
>>>ps. calling it not a whine just makes it look more like a whine.
>>You are whining.  I am not.  Your puerile attempts at flaming
>>are mildly amusing, but that's all.  Try spending a few months
>>on Usenet to see some real flames.  
>>
>>You have succeeded in being annoying, which is obviously your
>>intention.  Not for your silly flaming, but because you
>>have managed to distract attention from a simple question.
>>In the future, I will use the bug command, so you cannot
>>attempt to spoil things.
>congratulations, you have reached the next level of your progression into your
whine guild tahnval!
>hrm
>[whiner] whinebar congratulates Tahnval for progressing into the 5th rank and
earning the title "master whiner".
>pst, tahnval, quite whining about my flaming, its making you look bad.
>less posting, more xping whinerboy =p
>>mads<
ok guys this has to stop, the point of this board is to help people with
problems they have and possibly point out bugs, not to get around the no
flaming in news thing. if he is whining, so what he is whining big deal, all of
us here have done our fair share of whining about something, stop the hate.

Date: Mon Dec 27 13:51:17 2004
Topic: I, Moron
Author: Switchblade
============================================================

First, I have to say that this is an awesome guild
lots and lots of fun.  Praise be to Ixtlilton for his
awesome creation.

I do have to say I am surprised at one thing

After one day in the guild my penis fell off
sure, I'm willing to make SOME sacrifices to gain
incredible power over death itself, but that is a bit
much.  Jomo tells me it will grow back if I stop
playing with the stump, which is okay I guess, but
could you maybe add this info to the book peeps
are required to read b4 joining the guild?  Thx.


Date: Mon Dec 27 18:11:47 2004
Topic: abc
Author: Ixtlilton
============================================================
a) The system of counting reincs is not perfect, but at least it's predictable.
1) Check summary 2) reinc 3) check summary. If you see you have 2 or more
reincs in summary after the reinc you'll be taxed. It checks when you save and
when you recall. In the future i might make a better system, but for now you
will have to live with the risk of conversions and other forced reincs that may
or may not come. 
b) I will fix the lich thing (i thought i had already)
c) I heard it wasn't much to lose in the first place

-Ixtlilton

Date: Mon Dec 27 18:31:21 2004
Topic: lich
Author: Ixtlilton
============================================================
Ok i fixed it, but someone (jomo) might not like it.
-Ixtlilton

Date: Tue Dec 28 00:41:26 2004
Topic: lich loss
Author: Ixtlilton
============================================================
Now you will no longer lose more than 30% of your lich process at reinc(s).
Jomo lost 150% or so and figured that might be a bit harsh.
-Ixtlilton

Date: Tue Dec 28 00:43:26 2004
Topic: >lich loss
Author: Ixtlilton
============================================================
>Now you will no longer lose more than 30% of your lich process at reinc(s).
>Jomo lost 150% or so and figured that might be a bit harsh.
>-Ixtlilton
ps. might look over the formula at a later point though. so you'll lose your
entire process if you play around too much outside of the guild, but will try
to find a better way to figure it first.

Date: Sun Jan  2 01:41:49 2005
Topic: hands of the dead
Author: Highpriest
============================================================
Don't know if this is intended, but my hands of the dead doesn't always work.
The spell itself is at 100%, but dead speak is at 55%. I casted on the giant
and the giant managed to run away, I didn't see any message that the effects of
the spell was fading.

-HP

Date: Tue Jan  4 03:22:02 2005
Topic: >hands of the dead
Author: Draco
============================================================
>Don't know if this is intended, but my hands of the dead doesn't always work.
The spell itself is at 100%, but dead speak is at 55%. I casted on the giant
and the giant managed to run away, I didn't see any message that the effects of
the spell was fading.
>
>-HP
well dead speak is an affecting skill, so without the skill maxxed i think it
is safe to assume a mob that has pretty damn high resistances would be able to
sometimes slip from the grip

Date: Wed Jan  5 17:52:22 2005
Topic: to answer your question
Author: Maduo
============================================================
kiss of death        :  60%
hematology           :  35%
seems to work somewhat fairly often, though it does tend to fail alot
anyone know if charisma affects how often it succeeds?
>mads<

Date: Fri Jan  7 00:34:03 2005
Topic: stuff
Author: Maduo
============================================================
walking dead/ skeletal mage/ skeletal warriors that are over lvl 25 seem to be
cutting into my mind blast like normal pets would... is this intentional?
also i noticed KoD giving a typo when it succeeds, was something like "blight
sinks his fangs deep into his neck, killing his instantly."  im assuming the
the 2nd his is supposed to be a him?
one last one, ;)
Using your wooden staff of the necromancer Maduo draw a pattern of runes in the
air!
should either be "You draw" or "Maduo draws" if your using the third person..
lp1
>mads<
l2 %^CYAN%^Gravebane's Regenerating flesh is down.%^RESET%^
(on a side note, i was also wondering if the spells like tumutarua, etc depend
on the size of the corpse the undead eats or not)

Date: Fri Jan  7 04:19:33 2005
Topic: stuf
Author: Ixtlilton
============================================================
i'll fix what i think is broken, i'll leave be those things i think are not.
now that i spoken, i'll leave you all to continue to bot
ps. i am rhyme master

Date: Sun Jan  9 06:00:02 2005
Topic: evil
Author: Ixtlilton
============================================================
I've changed repair undead

Date: Mon Jan 10 02:23:15 2005
Topic: death
Author: Maduo
============================================================
dunno if you agree with me on this one ixt, but death seems a lil... well...
severe
i mean, yeah, we get somewhat good rates that can almost match a DL, but the
consequences are much worse.
we ourselves lose X amount of xp, our fams lose like, 35% of their next lvl and
a chance to have someone come by and take all their eq.
i purpose that instead of dropping ALL their eq, they only drop 1-3 random
items instead. it's hard enough getting the xp back without dying again, but to
do it nekkid is rather absurd.
>mad<

Date: Tue Jan 11 11:25:42 2005
Topic: >death
Author: Ixtlilton
============================================================
>dunno if you agree with me on this one ixt, but death seems a lil... well...
severe
>i mean, yeah, we get somewhat good rates that can almost match a DL, but the
consequences are much worse.
>we ourselves lose X amount of xp, our fams lose like, 35% of their next lvl
and a chance to have someone come by and take all their eq.
>i purpose that instead of dropping ALL their eq, they only drop 1-3 random
items instead. it's hard enough getting the xp back without dying again, but to
do it nekkid is rather absurd.
>>mad<
FF to reinc.
-Ixtlilton
ps. i dont agree with you

Date: Thu Jan 13 01:36:44 2005
Topic: books
Author: Smee
============================================================
hey dear snoopie

what do you think about making undeads able to use spellbooks? 
i think it would be dandy

love smee

Date: Tue Jan 18 17:05:12 2005
Topic: about encephalitis
Author: Maduo
============================================================
l2 %^B_BLACK%^%^RED%^%^BOLD%^Encephalitis Is Down!%^RESET%^
l2 %^B_BLACK%^%^RED%^%^BOLD%^Encephalitis Is Down!%^RESET%^
not sure if this is intended but, when encephalitis falls it gives 2 fall msgs
instead of just 1
also, i didn't notice any refresh msg if you enceph the same mob twice, not
sure if this is cause i have combat silent generic on or otherwise. was
wondering if we could get some msg there if there already isnt one.
last but not least, i was wondering if anyone knows if lich can constract
enceph.
as lichling, caught it several times myself so was just wondering if lich was
classified as undead enough to not catch it...
>mads<

Date: Sat Jan 22 01:50:57 2005
Topic: Wraith area spell
Author: Phire
============================================================
I think that the wraiths should get a decently powered area spell (1 for magic
and
1 for psionic damage types) that cost a butt load of sps to cast. Perhaps have
it 
progressively trained from levels 30-40.


Date: Sat Jan 22 01:52:15 2005
Topic: Formating listskills
Author: Phire
============================================================
The listskill command for vampires doesn't look very good because the 
width for the skill name column is 1-2 spaces too short (due to the
weapon skill skills). Could it be expanded by a few spaces to make
it look much neater.
While it is only cosmetic - it currently just looks sloppy.
Phire

Date: Mon Jan 24 19:35:09 2005
Topic: >Formating listskills
Author: Ixtlilton
============================================================
>The listskill command for vampires doesn't look very good because the 
>width for the skill name column is 1-2 spaces too short (due to the
>weapon skill skills). Could it be expanded by a few spaces to make
>it look much neater.
>While it is only cosmetic - it currently just looks sloppy.
>Phire

This should be fixed...eventually...

Date: Thu Feb  3 04:24:36 2005
Topic: undeads plaque
Author: Ixtlilton
============================================================
Made it so undead plaque shows if an undead is a high undead etc. Will show as
undeads are updated. 

Date: Fri Feb  4 07:01:50 2005
Topic: undead plaque
Author: Ixtlilton
============================================================
It's been reset because of stuf.

Date: Thu Feb 17 23:30:40 2005
Topic: undead plaque
Author: Ixtlilton
============================================================
reset it again
eheh

Date: Mon Feb 21 13:55:28 2005
Topic: guildrank plaque
Author: Justus
============================================================
says guild has no members

Date: Sat Feb 26 00:25:56 2005
Topic: disease imm.
Author: Ixtlilton
============================================================
Altered your disease immunity some. What i've done is lowered it for 'normal'
necros and upped it for liches. Lichlings have the same immunity as before.
-Ixtlilton

Date: Mon Feb 28 03:20:33 2005
Topic: I, Moron
Author: Rockman
============================================================
but but but

***Message deleted***

Date: Wed Mar 16 21:52:45 2005
Topic: update
Author: Ixtlilton
============================================================
2 new spells available for wraiths at lvl 30 (or something like that)

Date: Wed Mar 16 23:42:09 2005
Topic: lich/reinc
Author: Ixtlilton
============================================================
Made a fix so that reincers who keep lich status will also keep their lich
spells.
Hopefully it's a good fix (ie, one that works)

***Message deleted***

Date: Wed Mar 23 21:10:54 2005
Topic: familiars and unique equipment
Author: Zifnab
============================================================
I made familiars correctly deal with unique equipment. This means
I had to modify the code that restores your familiars equipment.

Let me know of any problems through a bug report not this
board.

Date: Fri Mar 25 10:42:17 2005
Topic: I, Moron
Author: Wagro
============================================================
Yea so I know that the special levels are supposed to be kinda bonus things
with a slight benefit, but I'd just like to point out how much they really
suck.

I recently had a lvl 46 zombie, who had 200 across the board on his stats.
However, he was leeching a lot from my other fams, so i decided to chain kill
him about 30 times. After doing so, i noticed his stats were 189 across the
board, and his hp/sp/ep had dropped from a whopping 1969/3144/2263 to
1913/3067/2202. So basically, I've concluded that unless everything is maxxed,
and none of your other familiars need the extra share from kills, go nuts on
the extra levels. But if any of your fams still need exp. These levels seem to
cause more harm than good.

So anyway, I guess the point of this was to point out how negligible the
special levels are and maybe have their purposes reconsidered so the bonus that
they add is somewhat tangable.

Date: Thu Mar 31 00:47:00 2005
Topic: extra levels
Author: Ixtlilton
============================================================
Altered the 'extra levels' a little.
You now get more bonuses from them.
Some types of undeads gets extra skills/spells from them.
lalalalala
-Ixtlilton




ps. You can now only get them with a reanimated undead.

Date: Thu Mar 31 04:36:10 2005
Topic: undead reinc
Author: Smee
============================================================
i thought that, maybe when we reinc from necro -> necro, it should reinc our
undeads also
for some reason i thought it did this already, but i guess it doesn't
i think it oughta
love you snoop
lub joo
smee

Date: Thu Mar 31 04:59:45 2005
Topic: new spell
Author: Ixtlilton
============================================================
for some of you at least.
enjoy
-Ixtlilton

Date: Thu Mar 31 05:01:00 2005
Topic: >new spell
Author: Ixtlilton
============================================================
>for some of you at least.
>enjoy
>-Ixtlilton
wankers
-- help spell undead reincarnation

Date: Thu Mar 31 06:05:33 2005
Topic: Lich healing
Author: Wagro
============================================================
In Lieu of all these recent changes, I'd like to make a humble request that has
been bothering me for a while

So repair undead is supposed to heal undeads, but aren't liches undeads? It
would be awsome if lich could use repair undead on itself. I know this would be
a large uptune which you don't like, Ixt, so I propose that in place of liches
being able to use repair undead on themselves, we should not be effected by
conventional heals, specifically things in the healer guild, including haim and
dheal.

I'm not sure how regeneration should work if this were to be implemented, but
it would still be neat if we could heal ourselves that way.

Date: Tue Apr  5 06:16:44 2005
Topic: z
Author: Ixtlilton
============================================================
Them zombies got themselves a new spell and also a new skill to go with it.
Notify me if it acts weird or out-of-tunish in one way or another.
-Ixtlilton

***Message deleted***

Date: Wed Apr  6 01:48:21 2005
Topic: Touch of decay
Author: Highpriest
============================================================
Would be cool if it could have mastery of diseases as one if its mastery and
this mastery allows the spell to randomly infect a disease while touch of decay
is casted, tho the disease will be weaker than the disease used manually.... if
encep is already on the mob, allow this spell to refresh and strengthen the
power of encep a bit... well make this something rare even mastery of diseases
is maxxed (like 10% chance?)....


Just my wierd idea to make things more interesting... do consider plz :)


-HP

Date: Mon Apr 11 23:59:24 2005
Topic: fams
Author: Ixtlilton
============================================================
Necros are no longer able to keep any other pets beside undeads.
-Ixtlilton

ps. takes effect when you resummon

Date: Thu Apr 14 04:20:24 2005
Topic: about mould body
Author: Maduo
============================================================
upon using mould body earlier today on an npc i got the msg: You can only
target players or monsters!
now i was wonder if this was some sort of typo or a bug with mould body since
you obviously cant target players (even lichs) with it.
with that said, it would be nice to have some sort undead wbag for necros.
last off, anyone got a nice list of eq mobs? i'd like to put together a master
list of some sort or something like that.
>mads<

Date: Wed Apr 20 00:00:43 2005
Topic: tunes
Author: Ixtlilton
============================================================
Made a few adjustments.
a) Fixed a typo concerning disease immunity bonuses (they now work)
b) Made a fix so that liches now have a higher chance of getting insta skills
and 'normal' necros slightly lower.
c) Altered repair undead so anatomy and hematology now has an impact on the
time it takes to use it.
d) Altered repair undead so you can not use repair undead on higher undeads
(aboms, mummy, wraith and vampire) if you dont have the mastery skill from the
same guild. IE mastery of mummification for mummy etc
d only applies for the higher forms, and you dont need them maxxed, but the
higher level the undead is, the higher mastery you need.

-Ixtlilton

Date: Wed Apr 20 02:49:06 2005
Topic: Reincarnation
Author: Wagro
============================================================
So I've been doing some thinking about the reinc system, specifically related
to splitting/recombining. As you know, splits/recombines count as multiple
reincs, which are a bad thing with regard to minions being reinced. I'm
proposing two different possible solutions to this problem.
1) Add a time stamp to the undeads for the last time they were saved. Even if
there were several reincs between the last time they were saved and recalled,
if they were recalled within say, 12 hours? of the last time they were saved,
they are not taxxed.

Granted, this is not a fool proof system as in theory someone could stockpile a
whole ton of sac eq and experiment with all sorts of different reincs before
that deadline is up. Frankly, however, I don't think that this problem is a
huge issue, as it seems to me that the spirit of this penality is to discourage
long term leaving of the guild, and someone who chooses to reinc multiple times
in a short period really isnt abandoning loyalty to the guild.

2) Somewhat of a variant on 1, what if we choose to leave fams unsaved while we
reinc? I don't even know if this would work with the current system, but this
would allow you one hour from the time you left your familiars alone to get
reincarnated and rejoin the guild. I personally feel that the first idea would
be a better solution, but I'm throwing out as many ideas as I can to make using
split bodies practical.

Your thoughts?

Date: Wed Apr 20 21:04:36 2005
Topic: >Reincarnation
Author: Ixtlilton
============================================================
>So I've been doing some thinking about the reinc system, specifically related
to splitting/recombining. As you know, splits/recombines count as multiple
reincs, which are a bad thing with regard to minions being reinced. I'm
proposing two different possible solutions to this problem.
>1) Add a time stamp to the undeads for the last time they were saved. Even if
there were several reincs between the last time they were saved and recalled,
if they were recalled within say, 12 hours? of the last time they were saved,
they are not taxxed.
>
>Granted, this is not a fool proof system as in theory someone could stockpile
a whole ton of sac eq and experiment with all sorts of different reincs before
that deadline is up. Frankly, however, I don't think that this problem is a
huge issue, as it seems to me that the spirit of this penality is to discourage
long term leaving of the guild, and someone who chooses to reinc multiple times
in a short period really isnt abandoning loyalty to the guild.
>
>2) Somewhat of a variant on 1, what if we choose to leave fams unsaved while
we reinc? I don't even know if this would work with the current system, but
this would allow you one hour from the time you left your familiars alone to
get reincarnated and rejoin the guild. I personally feel that the first idea
would be a better solution, but I'm throwing out as many ideas as I can to make
using split bodies practical.
>
>Your thoughts?
Shirija wants your undivided attention. If you split your attention between two
guilds she will penalize your undeads as she is the jealous type.
-Ixtlilton

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

***Message deleted***

Date: Wed Apr 20 23:04:06 2005
Topic: followup
Author: Ixtlilton
============================================================
Just incase you are confused by all the deleted messages.
I made a small change to make followups easier to read.
-Ixtlilton

Date: Tue May  3 09:53:40 2005
Topic: stuff
Author: Maduo
============================================================
the spells: consume flesh, and consume muscle tissue, have the same fall
messages.
also, eomer...
      169)  Maduo          102          1,287,193,517
      170)  Eomer           95          1,286,931,170
;)

Date: Mon May  9 05:49:23 2005
Topic: zombie's special levels
Author: Wagro
============================================================
Just noticed that lvl 51 for zombie costs the same as lvl 51 for other non
vampire fams. This a bug or intentional? Thought zombie levels were supposed to
be less expensive =/

Date: Mon May  9 09:08:34 2005
Topic: >zombie's special levels
Author: Ixtlilton
============================================================
>Just noticed that lvl 51 for zombie costs the same as lvl 51 for other non 
>vampire fams. This a bug or intentional? Thought zombie levels were supposed 
>to be less expensive =/ 
i dont consider anyone with level 50+ familiars to be in great need of reduced
level costs

Date: Mon May  9 09:12:53 2005
Topic: repair undead
Author: Ixtlilton
============================================================
I've re-written repair undead. It was very ugly and it desperately needed a
re-write.
I'm sure you will notice some difference now in effectiveness ( i didn't really
bother to look much at the old formulas, so it could be that there are some
significant differences )

I did however do what i set out to do and this is it:
ALL of the masteries mentioned in the help file are now important in one way or
another.
The code is much sexier.

Report if it acts totally weird plz
-Ixtlilton

Date: Tue May 10 01:30:42 2005
Topic: >repair undead
Author: Ixtlilton
============================================================
>I've re-written repair undead. It was very ugly and it desperately needed a 
>re-write. 
>I've re-written repair undead. It was very ugly and it desperately needed a 
>re-write. 
>re-write. I'm sure you will notice some difference now in effectiveness ( i 
>didn't really bother to look much at the old formulas, so it could be that 
>there are some significant differences ) 
>
>I did however do what i set out to do and this is it:
>I've re-written repair undead. It was very ugly and it desperately needed a 
>re-write. 
>re-write. I'm sure you will notice some difference now in effectiveness ( i 
>didn't really bother to look much at the old formulas, so it could be that 
>there are some significant differences ) 
>there are some significant differences ) ALL of the masteries mentioned in 
>the help file are now important in one way or another. 
>The code is much sexier.
>
>Report if it acts totally weird plz
>-Ixtlilton
Altered it a little bit more =)
-Ixtlilton'

Date: Tue May 10 01:36:18 2005
Topic: consume blah
Author: Ixtlilton
============================================================
consume muscle tissue and consume flesh now has separate fade msgs

Date: Tue May 10 02:57:04 2005
Topic: repair undead
Author: Highpriest
============================================================
osteology                   :  87%
mastery of mummification    :  63%
anatomy                     :  92%
mind power                  :  93%
hematology                  :  23%

Well... I don't mind the sp cost since we're casters... but the ep cost is a
little too much... I know my masteries still suck, but I could imagine other
people at lower worth having probably a few of these masteries using even more
ep (I don't know if you prevented that)...

-HP

Date: Tue May 10 02:58:22 2005
Topic: >repair undead
Author: Highpriest
============================================================
>osteology                   :  87%
>mastery of mummification    :  63%
>anatomy                     :  92%
>mind power                  :  93%
>hematology                  :  23%
>
>Well... I don't mind the sp cost since we're casters... but the ep cost is a 
>little too much... I know my masteries still suck, but I could imagine other 
>people at lower worth having probably a few of these masteries using even 
>more ep (I don't know if you prevented that)... 
>
>-HP
doh my mistake i didn't put down the costs... :
Sp Cost                :  205
Ep Cost                :  380

Date: Tue May 10 04:25:20 2005
Topic: Gauntlet
Author: Wagro
============================================================
Hey can we have it so fams dont die while playing in the gauntlet? :)

Date: Wed May 11 01:26:31 2005
Topic: Voodoo curse
Author: Wagro
============================================================
So dunno about other people, but i havent studied voodoo curse for the last
several reincs. Why? Because I haven't noticed any effect it has. Now, I
*assume* from the spell desc that its supposed to make it easier for monsters
to catch diseases easier. Now, this is completely irrelevant typically because
you just target monsters with diseases and they catch them. This leads me to
the conclusion that it must be inteded so monsters in a room with a disease
present should be able to get infected by other carries. However, I have not
noticed this effect really at all.

So, I'm wondering: Is it possible that voodoo curse appears to have no
noticible effect for the same reason strenghten immunity was not doing its job
until after a typo was fixxed in the code? Currently I can fix someone who is
infected within seconds after using strengthen immunity on them. I think it
would rule if voodoo curse had the exact opposite effect, so any monster
infected would catch all present diseases nearly instantly.

Date: Sat May 14 03:08:39 2005
Topic: >Voodoo curse
Author: Ixtlilton
============================================================
>So dunno about other people, but i havent studied voodoo curse for the last 
>several reincs. Why? Because I haven't noticed any effect it has. Now, I 
>*assume* from the spell desc that its supposed to make it easier for monsters 
>to catch diseases easier. Now, this is completely irrelevant typically 
>because you just target monsters with diseases and they catch them. This 
>leads me to the conclusion that it must be inteded so monsters in a room with 
>a disease present should be able to get infected by other carries. However, I 
>have not noticed this effect really at all. 
>
>So dunno about other people, but i havent studied voodoo curse for the last 
>several reincs. Why? Because I haven't noticed any effect it has. Now, I 
>*assume* from the spell desc that its supposed to make it easier for monsters 
>to catch diseases easier. Now, this is completely irrelevant typically 
>because you just target monsters with diseases and they catch them. This 
>leads me to the conclusion that it must be inteded so monsters in a room with 
>a disease present should be able to get infected by other carries. However, I 
>have not noticed this effect really at all. 
>have not noticed this effect really at all. So, I'm wondering: Is it possible 
>that voodoo curse appears to have no noticible effect for the same reason 
>strenghten immunity was not doing its job until after a typo was fixxed in 
>the code? Currently I can fix someone who is infected within seconds after 
>using strengthen immunity on them. I think it would rule if voodoo curse had 
>the exact opposite effect, so any monster infected would catch all present 
>diseases nearly instantly. 
Just like players, monsters have immunity. And the monsters that players
usually kill have a fairly low resistance for zombies with high skills. Voodoo
curse works as it is intended to work, but i might look into making it more
needed still, but not in the way that you would prefer. 
-Ixtlilton

Date: Wed May 25 22:25:40 2005
Topic: Undead commands
Author: Wagro
============================================================
Would be nice if the commands autoreport and tank were changed to order foo
autoreport on or autoreport off and likewise tank on tank off instead of just
autoreport/tank. Reasoning is, you cant order all of your guys to stop tanking
or start, have to indidually remember which ones already have the command
enabled so you dont just end up switching their value. Not a big deal, but its
kindof nice, especially if you have a giant alias to do all of that stuff and
you dont have to do it manually (yea, laziness)

Date: Thu May 26 01:21:27 2005
Topic: Lich as a real race?
Author: Wagro
============================================================
I think it would be really neat if lich was a "true" race. My idea is that upon
successful completion of the lich transformation, you are force reinced with a
0% tax as a lvl 1 necromancer, where you can then do all your reincing stuff.
Lich should be an entirely new race, new hegiht/weight, necromancer specific
stats, unique skill/spellmax, abilities, etc, basically the works. I think it
would be a really cool addition to the guild and add further depth. Probably
wont be put in, but its worth a shot :)

Date: Thu May 26 12:27:05 2005
Topic: >Lich as a real race?
Author: Ixtlilton
============================================================
>I think it would be really neat if lich was a "true" race. My idea is that 
>upon successful completion of the lich transformation, you are force reinced 
>with a 0% tax as a lvl 1 necromancer, where you can then do all your reincing 
>stuff. Lich should be an entirely new race, new hegiht/weight, necromancer 
>specific stats, unique skill/spellmax, abilities, etc, basically the works. I 
>think it would be a really cool addition to the guild and add further depth. 
>Probably wont be put in, but its worth a shot :) 
You're right. This wont happen.

Date: Thu May 26 12:28:20 2005
Topic: >Undead commands
Author: Ixtlilton
============================================================
>Would be nice if the commands autoreport and tank were changed to order foo 
>autoreport on or autoreport off and likewise tank on tank off instead of just 
>autoreport/tank. Reasoning is, you cant order all of your guys to stop 
>tanking or start, have to indidually remember which ones already have the 
>command enabled so you dont just end up switching their value. Not a big 
>deal, but its kindof nice, especially if you have a giant alias to do all of 
>that stuff and you dont have to do it manually (yea, laziness) 
I doubt it if i'd make this change. Much easier to have few args, and i am lazy
too.
-King Lazy

Date: Wed Jun  1 01:47:10 2005
Topic: kiss of death
Author: Wagro
============================================================
This skill doesnt seem particularly useful for eq, considering that it tends to
fail a lot on EQ mobs of significant size an extremely high number of times.
Compound that with the fact that Vampire's can only attempt to kiss about once
every 10 rounds and it has dimininishing results.

However, if the skill was tweaked a bit, it could be fairly useful in exp. What
I would like to see is the usage time lowered...a lot. If it were a 1-2 round
skill, it would not be so difficult to time it correctly so you could make the
skill work and save some time on exp mobs. It seems to work somewhat decently
on largish exp mobs, but could definatly stand up uptune on that. I'm not
really sure of the intended purpose of the skill but to compensate for the
increased usefulness it could have even more lowered effects on EQ mobs or not
work at all. Finally, it seems that the mandatory wait time on KOD is tied to
Kiss of life, as I have noticed that if i try to use KOD right after KOL it
will say that I can't try to bite again this soon, seems like either buggy or
unncessary restriction.

Date: Sun Jun  5 00:58:38 2005
Topic: just because
Author: Maduo
============================================================
from what i've heard, high lich is just a title now, so i started to think
(scary thought eh?)
i came up with a couple ideas to make it a little more.. interesting
the 1st was a teleport spell for high lichs that would allow them to teleport
to their fams (ie. vampire, mummy, skeletal warrior, etc)
the 2nd was some sort of summoning spell for which you could summon v.small
undeads (much like an undead wbag), could be summon imps or something.
the 3rd and final for now was some sort of rev spell for necros to rev other
necros, figured since we already brought back the dead, it would only be
natural for us to bring back our own kind, (lichs/high liches/lichlings)
just a couple ideas for you to ponder on
>mads<

Date: Tue Jun  7 06:39:32 2005
Topic: Abomination hits
Author: Wagro
============================================================
So heres some data I gathered thanks to phire and his trigs, its a summary of
my Abomination's hits, with a distribution of how many of each # of hit he got,
avg number of hits per round, etc:


3 : 2
4 : 2
6 : 5
7 : 7
8 : 9
9 : 8
10 : 16
11 : 39
12 : 57
13 : 75
14 : 94
15 : 99
16 : 97
17 : 147
18 : 132
19 : 35
20 : 14
21 : 18
22 : 15
23 : 16
24 : 15
25 : 4
26 : 10
28 : 5
29 : 8
30 : 3
31 : 2
34 : 1
36 : 3
37 : 3
38 : 2
39 : 1
40 : 2
41 : 2
43 : 1
44 : 1
50 : 1
100 : 3
Total hits: 954
avg hit num: 16.7138366699219
avg hit per round: 4.69950723648071

So I see two things wrong with this. Firstly, I find it very, very odd that
most of the hits are around 12 to  18, with those 3 random 100's with nothing
even close to them. Seems very odd to have such large outliers.

Secondly, Abomination's are supposed to be huge brutes. Well, mine even with
its 115% force of the undying, weapon skill blunt, attack, gets a slightly
better average hit than vampire and a bit smaller than mummy. I would think
that abominations should hit significantly harder than those two, and to
balance it out shouldnt hit 4.7 times a round.

***Message deleted***

Date: Wed Jun  8 12:10:45 2005
Topic: >Abomination hits
Author: Phire
============================================================
>So heres some data I gathered thanks to phire and his trigs, its a summary of 
>my Abomination's hits, with a distribution of how many of each # of hit he 
>got, avg number of hits per round, etc: 
>
>
>3 : 2
>4 : 2
>6 : 5
>7 : 7
>8 : 9
>9 : 8
>10 : 16
>11 : 39
>12 : 57
>13 : 75
>14 : 94
>15 : 99
>16 : 97
>17 : 147
>18 : 132
>19 : 35
>20 : 14
>21 : 18
>22 : 15
>23 : 16
>24 : 15
>25 : 4
>26 : 10
>28 : 5
>29 : 8
>30 : 3
>31 : 2
>34 : 1
>36 : 3
>37 : 3
>38 : 2
>39 : 1
>40 : 2
>41 : 2
>43 : 1
>44 : 1
>50 : 1
>100 : 3
>Total hits: 954
>avg hit num: 16.7138366699219
>avg hit per round: 4.69950723648071
>
>So heres some data I gathered thanks to phire and his trigs, its a summary of 
>my Abomination's hits, with a distribution of how many of each # of hit he 
>got, avg number of hits per round, etc: 
>got, avg number of hits per round, etc: So I see two things wrong with this. 
>Firstly, I find it very, very odd that most of the hits are around 12 to  18, 
>with those 3 random 100's with nothing even close to them. Seems very odd to 
>have such large outliers. 
>
>So heres some data I gathered thanks to phire and his trigs, its a summary of 
>my Abomination's hits, with a distribution of how many of each # of hit he 
>got, avg number of hits per round, etc: 
>got, avg number of hits per round, etc: So I see two things wrong with this. 
>Firstly, I find it very, very odd that most of the hits are around 12 to  18, 
>with those 3 random 100's with nothing even close to them. Seems very odd to 
>have such large outliers. 
>have such large outliers. Secondly, Abomination's are supposed to be huge 
>brutes. Well, mine even with its 115% force of the undying, weapon skill 
>blunt, attack, gets a slightly better average hit than vampire and a bit 
>smaller than mummy. I would think that abominations should hit significantly 
>harder than those two, and to balance it out shouldnt hit 4.7 times a round. 
I agree that the distribution of the hit numbers is silly at times, it
is completely at the mercy of the mud's combat engine. Critical hits do have
outliers that
look the way you posted (especially if there is a chance for extra damage when
a crit happens).

While seeing big numbers like 100 is cool and stuff, all that really matters
is the average damage throughput, because we see 1000s of combat rounds
in a game session.


Date: Thu Jun  9 02:59:27 2005
Topic: High Lich
Author: Wagro
============================================================
High Lich shouldn't take into account how many days you are in guild, lets
cheaters idle their way to it >=(

Date: Thu Jun  9 04:17:03 2005
Topic: >High Lich
Author: Ixtlilton
============================================================
>High Lich shouldn't take into account how many days you are in guild, lets 
>cheaters idle their way to it >=( 
Ok

Date: Thu Jun  9 04:18:32 2005
Topic: Undeads in arena
Author: Wagro
============================================================
Please make it so undeads arent forced out of arena rooms upon making a kill,
prevents us from being able to take on multiple opponents at once (only way for
them to have a chance against our pwnzorness)

Date: Sat Jun 11 01:31:44 2005
Topic: >>High Lich
Author: Phire
============================================================
>>High Lich shouldn't take into account how many days you are in guild, lets 
>>cheaters idle their way to it >=( 
>Ok
Yeah, let cheaters take 3 years to idle into high lich...
*yeesh*

Date: Sat Jun 11 01:38:50 2005
Topic: >>>High Lich
Author: Maduo
============================================================
>>>High Lich shouldn't take into account how many days you are in guild, lets 
>>>cheaters idle their way to it >=( 
>>Ok
>Yeah, let cheaters take 3 years to idle into high lich...
>*yeesh*
imo, wagro is just made because me and phire (both around 70%+ on the plaque)
are getting high lich because we have high (not as high as some other ppl in
other guilds) days in guild. so you don't really need to listen to him ixt, he
does NOT speak for any of us. ps, he said he was done with the city so you can
haunt him for more stuff now.
>mads<

Date: Sat Jun 11 09:25:39 2005
Topic: praise
Author: Maduo
============================================================
here's to high lichness! cheers!
*bounces around the room*
so yeah, hurry up already phire, it's getting lonely =(
>mads(the high lich)<

***Message deleted***

Date: Mon Jun 13 03:24:23 2005
Topic: necro-city
Author: Highpriest
============================================================
Hi, I'm here to suggest an idea for necro-city... I think it would be
interesting if minions that players released with release undead spell can go
to an area in the necro-city (well, they probably are angry for being
abandoned, so they're kept there to prevent them from going back to kill their
masters)... The runes in the area could calm them down, and also trap them
inside.
Those undeads can become necro eq-mobs (yumyum) which they will drop eq that
match their undead types. These eq can only be worned by the respective type of
undead and their stats varies with the worth of the undead released... Well,
just an idea, but I think it'll be interesting...

-HP

Date: Mon Jun 13 03:28:04 2005
Topic: >necro-city
Author: Highpriest
============================================================
>Hi, I'm here to suggest an idea for necro-city... I think it would be
>interesting if minions that players released with release undead spell can go
>to an area in the necro-city (well, they probably are angry for being
>abandoned, so they're kept there to prevent them from going back to kill their
>masters)... The runes in the area could calm them down, and also trap them
>inside.
>Those undeads can become necro eq-mobs (yumyum) which they will drop eq that
>match their undead types. These eq can only be worned by the respective type 
>of 
>undead and their stats varies with the worth of the undead released... Well,
>just an idea, but I think it'll be interesting...
>
>-HP
Btw, mobs' size also varies directly with the worth of undead released...

-HP

Date: Mon Jun 13 03:42:54 2005
Topic: umm, wtf?
Author: Maduo
============================================================
wtf is with the mayor? he banishes my fams and THEN kills them from afar or
something? this a bug? 

Date: Mon Jun 13 07:48:11 2005
Topic: RE: umm, wtf?
Author: Wagro
============================================================
Seeing as how I made the mayor, I'm qualified to answer this one. He is
supposed to banish you to above illium, where you fall into cs and die.
According to the channel history I saw, seems that the file path to cs on 10k
is different to the file path to cs here (oops.)

Date: Mon Jun 13 15:55:12 2005
Topic: >RE: umm, wtf?
Author: Zifnab
============================================================
>Seeing as how I made the mayor, I'm qualified to answer this one. He is 
>supposed to banish you to above illium, where you fall into cs and die. 
>According to the channel history I saw, seems that the file path to cs on 10k 
>is different to the file path to cs here (oops.) 

No its not differant. Someone made a copy of CS a long time ago
and never removed that file. For some reason you found that one 
instead of the real one. I cannot explain how or why.

Date: Tue Jun 14 06:41:42 2005
Topic: maduo
Author: Highpriest
============================================================
Ok, I'm emptying the list for ignore... you are the only person i have on
ignore... you can choose to cintinue ignoring me but i will ignore you if you
say/do rubbish...

-HP

***Message deleted***

Date: Fri Jun 24 01:50:00 2005
Topic: tunes
Author: Ixtlilton
============================================================
AHAHAHA
I've considered what you've said.
I will tune down crits from aboms (and all undeads) shortly. Don't remember who
posted about it, think it was Wagro, but whoever it was...blame him for it.

Anyhow, prepareth for tunage!
-Ixtlilton

Date: Fri Jun 24 03:56:38 2005
Topic: >tunes
Author: Highpriest
============================================================
>AHAHAHA
>I've considered what you've said.
>I will tune down crits from aboms (and all undeads) shortly. Don't remember 
>who posted about it, think it was Wagro, but whoever it was...blame him for 
>it. 
>
>Anyhow, prepareth for tunage!
>-Ixtlilton
OMG lame....

Date: Fri Jun 24 04:05:05 2005
Topic: >>tunes
Author: Tahnval
============================================================
>>AHAHAHA
>>I've considered what you've said.
>>I will tune down crits from aboms (and all undeads) shortly. Don't remember 
>>who posted about it, think it was Wagro, but whoever it was...blame him for 
>>it. 
>>
>>Anyhow, prepareth for tunage!
>>-Ixtlilton
>OMG lame....
Wagro posted about the very wide range of hit scores from abominations, with
a few spiking far above the rest.  The suggestion was purely one of
theme - make abominations (big, lumbering things) hit harder and
less often.

So no, Wagro cannot be reasonably blamed for your decison to
downtune all minions.

Date: Fri Jun 24 16:18:57 2005
Topic: >>>tunes
Author: Wagro
============================================================
It was post #495. I don't see crits overall as a problem, as if I don't give
fams eq sets then I can't really pull a rate for myself better than a dlord my
size can. As tahnval stated, the only thing I found odd was that the
abomination hits 4-5 times per round with the occasional 100, seems like it
should be more hits in the range of 50+ with only 1-2 a round or something.

Date: Sat Jun 25 19:56:23 2005
Topic: Necromancer store
Author: Wagro
============================================================
Would be nice if we could sell corpses there. Not really to gain much cash or
anything, but mostly so that they would be avaiable to be bought at a later
time, instead of desting at room cleanup.

Date: Mon Jun 27 02:13:41 2005
Topic: change
Author: Ixtlilton
============================================================
Made a change to crits for undeads.
-Ixtlilton

Date: Fri Jul  1 06:54:03 2005
Topic: whee
Author: Maduo
============================================================
Wagro snorts: so since they are gonna be fairly small compared to now it
probably means im never gonna be necro again
and the peasants rejoiced!
>mads< (NI!)

Date: Tue Jul  5 20:14:52 2005
Topic: just because
Author: Maduo
============================================================
i'm pretty sure most necros will agree with me on this one, but this new crit
tune royally sucks.
also wondering if anyone knows if the spear of the masters special just
enhances crit chance or if it enhances crit damage as well.
>mads<

Date: Wed Jul  6 11:17:12 2005
Topic: stuf
Author: Ixtlilton
============================================================
boohoo
cry cry
-Ixtlilton

Date: Wed Jul  6 13:02:13 2005
Topic: >just because
Author: Phire
============================================================
>i'm pretty sure most necros will agree with me on this one, but this new crit 
>tune royally sucks. 
>i'm pretty sure most necros will agree with me on this one, but this new crit 
>tune royally sucks. 
>tune royally sucks. also wondering if anyone knows if the spear of the 
>masters special just enhances crit chance or if it enhances crit damage as 
>well. 
>>mads<
maybe I'm missing something on the crit stuff, but my average hit numbers
barely changed.
we are talking about a relatively small (in a statistical sense) number of hits

I do miss the coolness factor of my abom hitting a 50+ out of nowhwere and
sending
the monster into next week.

Date: Wed Jul  6 20:18:42 2005
Topic: >>just because
Author: Maduo
============================================================
>>i'm pretty sure most necros will agree with me on this one, but this new 
>crit 
>>tune royally sucks. 
>>i'm pretty sure most necros will agree with me on this one, but this new 
>crit 
>crit >i'm pretty sure most necros will agree with me on this one, but this 
>new crit 
>>tune royally sucks. 
>>tune royally sucks. also wondering if anyone knows if the spear of the 
>>masters special just enhances crit chance or if it enhances crit damage as 
>>well. 
>>>mads<
>>i'm pretty sure most necros will agree with me on this one, but this new 
>crit 
>crit >i'm pretty sure most necros will agree with me on this one, but this 
>new crit 
>new crit maybe I'm missing something on the crit stuff, but my average hit 
>numbers barely changed. 
>>i'm pretty sure most necros will agree with me on this one, but this new 
>crit 
>crit >i'm pretty sure most necros will agree with me on this one, but this 
>new crit 
>new crit maybe I'm missing something on the crit stuff, but my average hit 
>numbers barely changed. 
>numbers barely changed. we are talking about a relatively small (in a 
>statistical sense) number of hits 
>>i'm pretty sure most necros will agree with me on this one, but this new 
>crit 
>crit >i'm pretty sure most necros will agree with me on this one, but this 
>new crit 
>new crit maybe I'm missing something on the crit stuff, but my average hit 
>numbers barely changed. 
>numbers barely changed. we are talking about a relatively small (in a 
>statistical sense) number of hits 
>statistical sense) number of hits I do miss the coolness factor of my abom 
>hitting a 50+ out of nowhwere and sending 
>the monster into next week.
umm, how can you not notice?
i'm used to my abom hitting big crit blows, usually around the 40-50 range and
then sometimes getting an UBER big hit 70-80 range, though it was rare, now my
abom barely hits better than my mummy in most cases, with a crit of 27
and of course, the rare crit of ~40
the other fams are probably effected as well, but i don't really have any way
of knowing how much they were effected seeing as i had not recorded any crits
for them from before the change and 2 of them have changed weapons since it
too.
more later, blob now

Date: Thu Jul  7 03:42:46 2005
Topic: >>>just because
Author: Phire
============================================================
>>>i'm pretty sure most necros will agree with me on this one, but this new 
>>crit 
>>>tune royally sucks. 
>>>i'm pretty sure most necros will agree with me on this one, but this new 
>>crit 
>>crit >i'm pretty sure most necros will agree with me on this one, but this 
>>new crit 
>>>tune royally sucks. 
>>>tune royally sucks. also wondering if anyone knows if the spear of the 
>>>masters special just enhances crit chance or if it enhances crit damage as 
>>>well. 
>>>>mads<
>>>i'm pretty sure most necros will agree with me on this one, but this new 
>>crit 
>>crit >i'm pretty sure most necros will agree with me on this one, but this 
>>new crit 
>>new crit maybe I'm missing something on the crit stuff, but my average hit 
>>numbers barely changed. 
>>>i'm pretty sure most necros will agree with me on this one, but this new 
>>crit 
>>crit >i'm pretty sure most necros will agree with me on this one, but this 
>>new crit 
>>new crit maybe I'm missing something on the crit stuff, but my average hit 
>>numbers barely changed. 
>>numbers barely changed. we are talking about a relatively small (in a 
>>statistical sense) number of hits 
>>>i'm pretty sure most necros will agree with me on this one, but this new 
>>crit 
>>crit >i'm pretty sure most necros will agree with me on this one, but this 
>>new crit 
>>new crit maybe I'm missing something on the crit stuff, but my average hit 
>>numbers barely changed. 
>>numbers barely changed. we are talking about a relatively small (in a 
>>statistical sense) number of hits 
>>statistical sense) number of hits I do miss the coolness factor of my abom 
>>hitting a 50+ out of nowhwere and sending 
>>the monster into next week.
>umm, how can you not notice?
>i'm used to my abom hitting big crit blows, usually around the 40-50 range 
>and then sometimes getting an UBER big hit 70-80 range, though it was rare, 
>now my abom barely hits better than my mummy in most cases, with a crit of 27 
>and of course, the rare crit of ~40
>i'm used to my abom hitting big crit blows, usually around the 40-50 range 
>and then sometimes getting an UBER big hit 70-80 range, though it was rare, 
>now my abom barely hits better than my mummy in most cases, with a crit of 27 
>now my abom barely hits better than my mummy in most cases, with a crit of 27 
>the other fams are probably effected as well, but i don't really have any way 
>of knowing how much they were effected seeing as i had not recorded any crits 
>for them from before the change and 2 of them have changed weapons since it 
>too. 
>more later, blob now
All I was saying was that over a play session, while that hit of 70 has a
coolness factor, it has about
no impact on the average damage throughput you are doing (and thus rate)
My abom still gets average hit size that is larger than my mummy, the problem
with the combat on this
mud is that unless you track hits on a LARGE scale (and I mean in the 2000-5000
number of hits range)
it is hard to see what is going on because there is so much variability in the
hit numbers

Date: Thu Jul  7 04:03:04 2005
Topic: >>>>just because
Author: Maduo
============================================================
>>>>i'm pretty sure most necros will agree with me on this one, but this new 
>>>crit 
>>>>tune royally sucks. 
>>>>i'm pretty sure most necros will agree with me on this one, but this new 
>>>crit 
>>>crit >i'm pretty sure most necros will agree with me on this one, but this 
>>>new crit 
>>>>tune royally sucks. 
>>>>tune royally sucks. also wondering if anyone knows if the spear of the 
>>>>masters special just enhances crit chance or if it enhances crit damage as 
>>>>well. 
>>>>>mads<
>>>>i'm pretty sure most necros will agree with me on this one, but this new 
>>>crit 
>>>crit >i'm pretty sure most necros will agree with me on this one, but this 
>>>new crit 
>>>new crit maybe I'm missing something on the crit stuff, but my average hit 
>>>numbers barely changed. 
>>>>i'm pretty sure most necros will agree with me on this one, but this new 
>>>crit 
>>>crit >i'm pretty sure most necros will agree with me on this one, but this 
>>>new crit 
>>>new crit maybe I'm missing something on the crit stuff, but my average hit 
>>>numbers barely changed. 
>>>numbers barely changed. we are talking about a relatively small (in a 
>>>statistical sense) number of hits 
>>>>i'm pretty sure most necros will agree with me on this one, but this new 
>>>crit 
>>>crit >i'm pretty sure most necros will agree with me on this one, but this 
>>>new crit 
>>>new crit maybe I'm missing something on the crit stuff, but my average hit 
>>>numbers barely changed. 
>>>numbers barely changed. we are talking about a relatively small (in a 
>>>statistical sense) number of hits 
>>>statistical sense) number of hits I do miss the coolness factor of my abom 
>>>hitting a 50+ out of nowhwere and sending 
>>>the monster into next week.
>>umm, how can you not notice?
>>i'm used to my abom hitting big crit blows, usually around the 40-50 range 
>>and then sometimes getting an UBER big hit 70-80 range, though it was rare, 
>>now my abom barely hits better than my mummy in most cases, with a crit of 
>27 
>>and of course, the rare crit of ~40
>>i'm used to my abom hitting big crit blows, usually around the 40-50 range 
>>and then sometimes getting an UBER big hit 70-80 range, though it was rare, 
>>now my abom barely hits better than my mummy in most cases, with a crit of 
>27 
>27 >now my abom barely hits better than my mummy in most cases, with a crit 
>of 27 
>>now my abom barely hits better than my mummy in most cases, with a crit of 
>27 
>27 >now my abom barely hits better than my mummy in most cases, with a crit 
>of 27 
>of 27 >now my abom barely hits better than my mummy in most cases, with a 
>crit of 27 
>>now my abom barely hits better than my mummy in most cases, with a crit of 
>27 
>27 >now my abom barely hits better than my mummy in most cases, with a crit 
>of 27 
>of 27 >now my abom barely hits better than my mummy in most cases, with a 
>crit of 27 
>crit of 27 >the other fams are probably effected as well, but i don't really 
>have any way 
>>now my abom barely hits better than my mummy in most cases, with a crit of 
>27 
>27 >now my abom barely hits better than my mummy in most cases, with a crit 
>of 27 
>of 27 >now my abom barely hits better than my mummy in most cases, with a 
>crit of 27 
>crit of 27 >the other fams are probably effected as well, but i don't really 
>have any way 
>have any way >of knowing how much they were effected seeing as i had not 
>recorded any crits 
>>for them from before the change and 2 of them have changed weapons since it 
>>too. 
>>more later, blob now
>>now my abom barely hits better than my mummy in most cases, with a crit of 
>27 
>27 >now my abom barely hits better than my mummy in most cases, with a crit 
>of 27 
>of 27 >now my abom barely hits better than my mummy in most cases, with a 
>crit of 27 
>crit of 27 >the other fams are probably effected as well, but i don't really 
>have any way 
>have any way >of knowing how much they were effected seeing as i had not 
>recorded any crits 
>recorded any crits All I was saying was that over a play session, while that 
>hit of 70 has a coolness factor, it has about 
>no impact on the average damage throughput you are doing (and thus rate)
>>now my abom barely hits better than my mummy in most cases, with a crit of 
>27 
>27 >now my abom barely hits better than my mummy in most cases, with a crit 
>of 27 
>of 27 >now my abom barely hits better than my mummy in most cases, with a 
>crit of 27 
>crit of 27 >the other fams are probably effected as well, but i don't really 
>have any way 
>have any way >of knowing how much they were effected seeing as i had not 
>recorded any crits 
>recorded any crits All I was saying was that over a play session, while that 
>hit of 70 has a coolness factor, it has about 
>hit of 70 has a coolness factor, it has about My abom still gets average hit 
>size that is larger than my mummy, the problem with the combat on this 
>>now my abom barely hits better than my mummy in most cases, with a crit of 
>27 
>27 >now my abom barely hits better than my mummy in most cases, with a crit 
>of 27 
>of 27 >now my abom barely hits better than my mummy in most cases, with a 
>crit of 27 
>crit of 27 >the other fams are probably effected as well, but i don't really 
>have any way 
>have any way >of knowing how much they were effected seeing as i had not 
>recorded any crits 
>recorded any crits All I was saying was that over a play session, while that 
>hit of 70 has a coolness factor, it has about 
>hit of 70 has a coolness factor, it has about My abom still gets average hit 
>size that is larger than my mummy, the problem with the combat on this 
>size that is larger than my mummy, the problem with the combat on this mud is 
>that unless you track hits on a LARGE scale (and I mean in the 2000-5000 
>number of hits range) 
>>now my abom barely hits better than my mummy in most cases, with a crit of 
>27 
>27 >now my abom barely hits better than my mummy in most cases, with a crit 
>of 27 
>of 27 >now my abom barely hits better than my mummy in most cases, with a 
>crit of 27 
>crit of 27 >the other fams are probably effected as well, but i don't really 
>have any way 
>have any way >of knowing how much they were effected seeing as i had not 
>recorded any crits 
>recorded any crits All I was saying was that over a play session, while that 
>hit of 70 has a coolness factor, it has about 
>hit of 70 has a coolness factor, it has about My abom still gets average hit 
>size that is larger than my mummy, the problem with the combat on this 
>size that is larger than my mummy, the problem with the combat on this mud is 
>that unless you track hits on a LARGE scale (and I mean in the 2000-5000 
>number of hits range) 
>number of hits range) it is hard to see what is going on because there is so 
>much variability in the hit numbers 
don't you mean larger than your vamp?
i haven't really seen my mummy hit that many crits above 22 with my filters
(why do crits always happen at the same #'s anyways?)
but you still haven't answered my question phire.
>mads<

Date: Tue Jul 19 19:41:25 2005
Topic: Parry
Author: Soulleech
============================================================
I'm a little confused as to how parry is supposed to work for the abomination.
Parry seem to work more when I don't set it than when I set it to 100.
I'm not sure how parry is supposed to work on Abomination but
Isn't it supposed to take away from offense to give it better defensive
capabilities?

Date: Thu Jul 21 21:49:32 2005
Topic: >Parry
Author: Ixtlilton
============================================================
>I'm a little confused as to how parry is supposed to work for the abomination.
>Parry seem to work more when I don't set it than when I set it to 100.
>I'm not sure how parry is supposed to work on Abomination but
>Isn't it supposed to take away from offense to give it better defensive
>capabilities?
Yes. Will look into it.
Ixtlilton

Date: Fri Jul 22 00:41:28 2005
Topic: >>Parry
Author: Ixtlilton
============================================================
>>I'm a little confused as to how parry is supposed to work for the 
>abomination. 
>>Parry seem to work more when I don't set it than when I set it to 100.
>>I'm not sure how parry is supposed to work on Abomination but
>>Isn't it supposed to take away from offense to give it better defensive
>>capabilities?
>Yes. Will look into it.
>Ixtlilton
Ok. I found something that looked wrong and fixed it. Should work better now,
but notify me if it doesn't.
-Ixtlilton

Date: Fri Jul 22 18:33:56 2005
Topic: >>>Parry
Author: Soulleech
============================================================
Still doesn't work it seems. First of all parry still works when it is
set to 0. Second of all it still doesn't seem to parry when I set to 100
However, you did fix the power factor :)
When parry is at 0 he hits MUCH harder (while parrying at the same time)
while when parry is at 100 he hits for nothing but still doesn't parry.
So about half way fixed? :)

Date: Sat Jul 23 06:21:30 2005
Topic: parry
Author: Ixtlilton
============================================================
Ok. Parry should now be fixed.
Requires new undeads AND new body to work.
-Ixt

Date: Tue Aug  2 22:47:32 2005
Topic: Random thoughts...
Author: Lesk
============================================================
Hail to all fellow necros, new boy to the erm graveyard..

couple of random thoughts n things, Ix can we have a bank in the city? It is a
city afterall..

Also erm 
help spell undead reincarnation
i get 'Shirija clouds your mind, making it impossible for you to gain any
information about the spell.' 
not exactly much use not being able to read the help file.. im guessing its not
being a lich or something thats stopping me *shrugs* 
appart from everyone hating me, its goooood to be a necro

Date: Thu Aug  4 22:33:30 2005
Topic: color
Author: Lesk
============================================================
Can we have it made possible so we can have our fams names in pretty colors ???
*Grins* worth a try
oh and can we have em able to report the way players can so we get ...
name tells you :Hp: 1205 (1205)  Sp: 985 (1905)  Ep: 622 (1372)
etc..

Date: Fri Aug  5 01:18:05 2005
Topic: recall minion
Author: Lesk
============================================================
Hey, dont think the recalling a minion you have thats run away bit works..
had one wimpy yesterday and all i was getting if i remember was the 'you
already have an abom' message

Date: Fri Aug  5 13:40:22 2005
Topic: corpse thoughts
Author: Maduo
============================================================
i was reading the news after i got back, and when i came across a bug report i
had an idea.
since corpses are nosave, and i doubt that will ever change, could it be
possible to purchase a 'graveyard' for our castles for our corpses to stay in
until boot?
they could be sold like castles themselves so they would be only 1 per player,
it could act like a normal room in some senses but would have the added benefit
of saving corpses from being dested due to room cleanup.
just a rough estimate but seeing as a normal room is only 25k, the graveyard
room could perhaps be in the range of 100-200k.
just something to think about..
>mads<

Date: Sat Aug  6 13:47:00 2005
Topic: >recall minion
Author: Ixtlilton
============================================================
>Hey, dont think the recalling a minion you have thats run away bit works..
>had one wimpy yesterday and all i was getting if i remember was the 'you 
>already have an abom' message 
then you must've used the wrong spell

Date: Wed Aug 10 04:28:13 2005
Topic: How does masteries work for repair undead?
Author: Soulleech
============================================================
Pretty much every guild's main mastery affects the skill repair undead
wondering if they all affect it at all times or if the skill
only affects it when the minion from that specific guild is being repaired

Date: Wed Aug 10 04:53:38 2005
Topic: >How does masteries work for repair undead?
Author: Ixtlilton
============================================================
>Pretty much every guild's main mastery affects the skill repair undead
>wondering if they all affect it at all times or if the skill
>only affects it when the minion from that specific guild is being repaired
Feel free to figure it out :D

***Message deleted***

***Message deleted***

Date: Fri Aug 26 22:33:07 2005
Topic: Concerning Vampire Skills, Etc...
Author: Soulleech
============================================================
Vampire can't use claw twice after kiss of life,
neither could it use kiss of life and claw attack
one after another continuously. 
This makes it fairly inefficient to make a kiss/claw
trigger for vampire. Could the affecting durations
be tweaked to better suit combat?

P.S. I still can't find the activation message for
vampiric touch...

P.P.S. How about the turn usage mistakes from help
spell/skill?

P.P.P.S. Mind of the undying have very small effect
on the sp usage of blast spell... does that mean
the power level is also? This holds true for some
other masteries also it seems to me.

Date: Sat Aug 27 03:15:24 2005
Topic: >Concerning Vampire Skills, Etc...
Author: Ixtlilton
============================================================
>Vampire can't use claw twice after kiss of life,
>neither could it use kiss of life and claw attack
>one after another continuously. 
>This makes it fairly inefficient to make a kiss/claw
>trigger for vampire. Could the affecting durations
>be tweaked to better suit combat?
>
>P.S. I still can't find the activation message for
>vampiric touch...
>
>P.P.S. How about the turn usage mistakes from help
>spell/skill?
>
>P.P.P.S. Mind of the undying have very small effect
>on the sp usage of blast spell... does that mean
>the power level is also? This holds true for some
>other masteries also it seems to me.
Q: Can you make it easier to make trigs for necros?
A: NFW
Q: WHAT?
A: Umm...whatever
Q: How do the spell damage formulas work?
A: Shrug

***Message deleted***

Date: Sat Sep  3 05:38:07 2005
Topic: stuff
Author: Maduo
============================================================
ok, now i know you really haven't liked my ideas in the past ixt, but some
necros are feeling seriously rejected.
There has been talk that there are much better solo guilds, eq guilds, and so
on beyond necro, yet we are still stuck with major disadvantages. like eq loss,
and not being able to split bodies without losing a whopping 11% of our fams
worth.
before you go all, OMFG! I GAVE YOU GUYS INFINITE POWER AND THIS IS WHAT YOU
DO! TUNED!!!!!!!, consider it from our point of view, not many of us have
maxxed fams, and those that have pretty high fams don't login that much
anymore, we already suffered from so many downtunes from wagro constantly
getting new maxes and making everyone suffer.
what i propose is some sort of relief from all the downs and something like,
instead of dropping all the eq, only dropping half, or 3 pieces or something,
or, being able to split/recombine bodies and not get minions taxxed as long as
the 1st body is necro or something.
just give it "some" thought atleast, don't just respond with the regular "If
you don't like the guild, don't play it" response.
>mads<

Date: Sat Sep  3 05:58:02 2005
Topic: I, Moron
Author: Tahnval
============================================================
I've been asked about reincing necro.  I have to advise against
it, which is sad.  I like this guild.  It's complicated and it's
different, which makes it fun.  It allows some roleplaying.  I
actually feel some duty towards my minions, as they serve me 
faithfully.

But it is very bad indeed for gaining in power.  You start off
crap and as you gain in power, you get downtuned over and over
again because 1 or maybe 2 necros are very powerful, or just
because the guild is different and thus differently affected
by mudwide tuning.  This latest tune is simply a harsh
downtune for necro.  The only secondary guild skill or spell
that's used much by necros is cure light wounds.  Abomination
cannot wear armour to benefit from being able to stack armour
resistances higher.

It's disheartening.  I like this guild and I like my minions, but
I know that at any time I can become twice as powerful simply by
reincing to another guild.  After a year and with far more
eq than a non-necro needs, I am still weak.  I'm maybe the 5th
most powerful active necro, and I am still weak.  I can't
do eq.  I can't really party much for exp, as necro is highly
unpopular for partying.

Even if we just suck it up and split bodies, we get heavily penalised.

All this on top of the ongoing and expected disadvantages unique to
necromancers, such as the constant risk of eq loss.

It's disheartening.  I like necro, but it's like climbing
a greasy pole.

Date: Sat Sep  3 10:13:50 2005
Topic: >I, Moron
Author: Trunks
============================================================
>I've been asked about reincing necro.  I have to advise against
>it, which is sad.  I like this guild.  It's complicated and it's
>different, which makes it fun.  It allows some roleplaying.  I
>actually feel some duty towards my minions, as they serve me 
>faithfully.
>
>But it is very bad indeed for gaining in power.  You start off
>crap and as you gain in power, you get downtuned over and over
>again because 1 or maybe 2 necros are very powerful, or just
>because the guild is different and thus differently affected
>by mudwide tuning.  This latest tune is simply a harsh
>downtune for necro.  The only secondary guild skill or spell
>that's used much by necros is cure light wounds.  Abomination
>cannot wear armour to benefit from being able to stack armour
>resistances higher.
>
>It's disheartening.  I like this guild and I like my minions, but
>I know that at any time I can become twice as powerful simply by
>reincing to another guild.  After a year and with far more
>eq than a non-necro needs, I am still weak.  I'm maybe the 5th
>most powerful active necro, and I am still weak.  I can't
>do eq.  I can't really party much for exp, as necro is highly
>unpopular for partying.
>
>Even if we just suck it up and split bodies, we get heavily penalised.
>
>All this on top of the ongoing and expected disadvantages unique to
>necromancers, such as the constant risk of eq loss.
>
>It's disheartening.  I like necro, but it's like climbing
>a greasy pole.
Well on the upside tho, your mummy and vamp do wear eq and will be able to take
advantage of having a lot of +dmg eq


Date: Sat Sep  3 20:22:13 2005
Topic: >>I, Moron
Author: Maduo
============================================================
>>I've been asked about reincing necro.  I have to advise against
>>it, which is sad.  I like this guild.  It's complicated and it's
>>different, which makes it fun.  It allows some roleplaying.  I
>>actually feel some duty towards my minions, as they serve me 
>>faithfully.
>>
>>But it is very bad indeed for gaining in power.  You start off
>>crap and as you gain in power, you get downtuned over and over
>>again because 1 or maybe 2 necros are very powerful, or just
>>because the guild is different and thus differently affected
>>by mudwide tuning.  This latest tune is simply a harsh
>>downtune for necro.  The only secondary guild skill or spell
>>that's used much by necros is cure light wounds.  Abomination
>>cannot wear armour to benefit from being able to stack armour
>>resistances higher.
>>
>>It's disheartening.  I like this guild and I like my minions, but
>>I know that at any time I can become twice as powerful simply by
>>reincing to another guild.  After a year and with far more
>>eq than a non-necro needs, I am still weak.  I'm maybe the 5th
>>most powerful active necro, and I am still weak.  I can't
>>do eq.  I can't really party much for exp, as necro is highly
>>unpopular for partying.
>>
>>Even if we just suck it up and split bodies, we get heavily penalised.
>>
>>All this on top of the ongoing and expected disadvantages unique to
>>necromancers, such as the constant risk of eq loss.
>>
>>It's disheartening.  I like necro, but it's like climbing
>>a greasy pole.
>Well on the upside tho, your mummy and vamp do wear eq and will be able to 
>take advantage of having a lot of +dmg eq 
>
your assuming that we have the money to get over the dmgcap. and considering
not all of us can ream through giants without even needing to heal our aboms...
also the fact that ppl are probably going to be asses anyways and rise the
prices on +dmg, +avd, and +res eq now too.
oh yeah, and lets not forget the fact that everyone else also likes to gold
too, out of all the times i've been to jaws giants, or wagro's elves, only a
couple times have i actually seen mobs there, and ready to be killed.
like i said before, this tune only helps fighters, rich fighters at that.

Date: Sun Sep  4 02:49:50 2005
Topic: Multiple Tanks
Author: Tahnval
============================================================
Would someone tell me how to set other minions as backup tanks
for when your abomination dies/flees?

I've been told that it's determined by the order in which
you summon them, but I am far from convinced that is the
case.

Date: Sun Sep  4 07:26:51 2005
Topic: Minion exp
Author: Tahnval
============================================================
Does anyone know whether minion exp is affected by necro exp rate?
If it is, I'll walk around with 2G onhand.
If it isn't, I'll start moving into abj secondary guild.

Date: Sun Sep  4 07:28:42 2005
Topic: GRAP and the tunes
Author: Tahnval
============================================================
Ixtlilton...since prots on minions are handled differently to
prots on players, I don't know whether prots, specifically GRAP,
are better on minions since the tune or not.  Would you let us know?

Date: Sun Sep  4 15:58:43 2005
Topic: >GRAP and the tunes
Author: Hierokliff
============================================================
>Ixtlilton...since prots on minions are handled differently to
>prots on players, I don't know whether prots, specifically GRAP,
>are better on minions since the tune or not.  Would you let us know?
I don't notice any difference on gphys on abo compaired to before, probably it
was as good as it can be anyway vs the tiny mobs i kill as necro.
If i wasnt a chicken i would try to let the abo rest and use mummy or vampire
as tank with gphys for exping, but iam a wuss...
//Hierokliff Bloodsbane
Ps
I really hope ixt dont let us know, its for us to find out and him to know...

Date: Mon Sep 19 11:56:11 2005
Topic: re: stuff
Author: Ixtlilton
============================================================
Live with it or reinc.
-Ixt

Date: Tue Sep 20 15:45:05 2005
Topic: crits
Author: Ixtlilton
============================================================
Altered the crit bonuses. Mostly cleaned up the code and changed it so it
actually makes some sense. Not entirely sure of how this will effect you since
i didn't really check how it looked before. Might 'fix' it some if it's way out
of whack in one way or another.
-Ixtlilton

Date: Tue Sep 20 15:45:59 2005
Topic: >crits
Author: Ixtlilton
============================================================
>Altered the crit bonuses. Mostly cleaned up the code and changed it so it 
>actually makes some sense. Not entirely sure of how this will effect you 
>since i didn't really check how it looked before. Might 'fix' it some if it's 
>way out of whack in one way or another. 
>-Ixtlilton
as always, requires a re-summoning of your undeads

Date: Wed Oct  5 09:52:39 2005
Topic: >>crits
Author: Ixtlilton
============================================================
>>Altered the crit bonuses. Mostly cleaned up the code and changed it so it 
>>actually makes some sense. Not entirely sure of how this will effect you 
>>since i didn't really check how it looked before. Might 'fix' it some if 
>it's 
>>way out of whack in one way or another. 
>>-Ixtlilton
>as always, requires a re-summoning of your undeads
Going by the lack of response i take it this was either an upgrade or no change
at all. :)
-Ixt...a lil bored

Date: Sat Oct  8 18:04:24 2005
Topic: >>>crits
Author: Phire
============================================================
>>>Altered the crit bonuses. Mostly cleaned up the code and changed it so it 
>>>actually makes some sense. Not entirely sure of how this will effect you 
>>>since i didn't really check how it looked before. Might 'fix' it some if 
>>it's 
>>>way out of whack in one way or another. 
>>>-Ixtlilton
>>as always, requires a re-summoning of your undeads
>Going by the lack of response i take it this was either an upgrade or no 
>change at all. :) 
>-Ixt...a lil bored
no change at all, my minions are just as idle as before :)

Date: Tue Oct 11 21:00:01 2005
Topic: >>>crits
Author: Tahnval
============================================================
>>>Altered the crit bonuses. Mostly cleaned up the code and changed it so it 
>>>actually makes some sense. Not entirely sure of how this will effect you 
>>>since i didn't really check how it looked before. Might 'fix' it some if 
>>it's 
>>>way out of whack in one way or another. 
>>>-Ixtlilton
>>as always, requires a re-summoning of your undeads
>Going by the lack of response i take it this was either an upgrade or no 
>change at all. :) 
>-Ixt...a lil bored
I don't think anyone still does precise statistical analysis of
minions' hits, so we don't know.  

Date: Wed Oct 12 06:59:45 2005
Topic: >>>>crits
Author: Maduo
============================================================
>>>>Altered the crit bonuses. Mostly cleaned up the code and changed it so it 
>>>>actually makes some sense. Not entirely sure of how this will effect you 
>>>>since i didn't really check how it looked before. Might 'fix' it some if 
>>>it's 
>>>>way out of whack in one way or another. 
>>>>-Ixtlilton
>>>as always, requires a re-summoning of your undeads
>>Going by the lack of response i take it this was either an upgrade or no 
>>change at all. :) 
>>-Ixt...a lil bored
>I don't think anyone still does precise statistical analysis of
>minions' hits, so we don't know.  
i think ixt made hits more different, like crit more but not hit as hard or
something.
l2 %^B_BLACK%^%^RED%^Tick Tock Logic Clock%^RESET%^
atleast, thats what i observed when killing my 500 xp mobs(ihateyouixt) for
lesser potions.

Date: Sat Oct 15 02:49:53 2005
Topic: farewell for now
Author: Phire
============================================================
Due to RL time constraints, i am moving to a guild that lets me play in short
spurts of time.
I really enjoy the necro guild, but right now it is incompatible for the
limited amount I
can play. 
Thanks for all the help and don't let Ixxy tune you too much :)

Date: Sat Dec 24 19:35:34 2005
Topic: Height
Author: Maduo
============================================================
been wondering about this for a while, but does +height junk affect our fams.
Do our fams even have a height or weight?
>mads, the ultimate uncurable<

Date: Thu Feb  9 09:38:35 2006
Topic: just for you ixt
Author: Maduo
============================================================
skeletals and walking deads should get undead bravery when you reanimate them.
kk thnx.
>mads<

Date: Thu Feb  9 23:40:01 2006
Topic: shopping
Author: Ixtlilton
============================================================
Added the first objects to the shop. Prices and some numbers may change..but
for now they're as they are. FF to buy stuf.
-Ixtlilton

Date: Wed Mar  8 01:03:44 2006
Topic: necro plaque
Author: Lesk
============================================================
can we have a way to look at the whole list on the fams board?

Date: Wed Mar  8 05:30:37 2006
Topic: >necro plaque
Author: Maduo
============================================================
>can we have a way to look at the whole list on the fams board?
look at all on plaque

Date: Wed Mar  8 17:47:55 2006
Topic: well...
Author: Lesk
============================================================
well it got a post or two..

Date: Sat Mar 25 12:43:03 2006
Topic: haha
Author: Gandalf
============================================================
hmm, nevermind

Date: Tue Mar 28 23:47:14 2006
Topic: >necro plaque
Author: Ixtlilton
============================================================
>can we have a way to look at the whole list on the fams board?
You can.
Only saves top 200 though.

Date: Wed Mar 29 00:31:23 2006
Topic: RE: Necro plaque
Author: Lesk
============================================================
dont suppose we could have the non-necros taken off the plaque?

Date: Fri Mar 31 03:42:45 2006
Topic: scourge
Author: Highpriest
============================================================
Would be nice if the boring scourge guild could have something that adds max
HP/SP/EP to fams, just a suggestion

-HP

Date: Fri Mar 31 12:07:24 2006
Topic: high lichyness
Author: Lesk
============================================================
i know you changed it so idle buggers cant become high liches.. but erm can we
have a hint of what to do now? cause lich status dont help..

Date: Mon Apr  3 02:55:24 2006
Topic: necro plaque (another idea)
Author: Lesk
============================================================
could we have a way to look at all the fams a players got and have it show
which places they got?

Date: Wed Apr  5 13:06:22 2006
Topic: TONS of questions
Author: Highpriest
============================================================
I don't expect perfect or totally accurate answers, but I need guesses that are
based on some sort of testing or personal experience, or from some 'reliable
source'.


1) Does parenga increase physical resistances or a few resistances (list if
possible) ?

2) What does size of corpse used for moulding affect? (duration, power of the
spell or both?)

3) Does the flesh made (say after parenga) loses its power over time?

4) Is ethereal bonding useful? (provide some details if you think it is useful)

5) Is there also a cap for +dmg for fams? (specify amount if amt different from
player's)

6) Is there also a cap for resistances for fams? (specify amt if amt different
from player's) : Is the cap just a maximum amount of resistance for
them or a maximum amount of EXTRA resistance for them? : Does
the 'extra' includes equipment and prots?



For now, this is all the questions I have... Hope someone can help me with
this.



Yours sincerely,
HP

Date: Sat Apr 22 05:34:13 2006
Topic: bored
Author: Maduo
============================================================
i think i broke my walking dead ixt, he can't spend his xp in anything after he
reaches lvl 35 =(
Bones reports to you:
    Level: 35
    Exp: 1,981 Next level: -
    Hp: 1214 (1240)  Sp: 1237 (1412)  Ep: 1145 (1283)
    Str: 194   Dex: 194   Con: 194   Sta: 194   Int: 194   Wis: 194   Cha: 140
(pst, your limitations are too easy... make them higher...)(*pokes the bear*)

Date: Wed Apr 26 09:35:21 2006
Topic: omg ixt! dude!
Author: Maduo
============================================================
since we can't use wbags, can we have up to 3 extra walking undeads in addition
based on our minion control, dead speak masteries, and the spell animate dead?
they wouldn't really be overpowered considering how much they suck.. though,
maybe you'd have to be a high lich or lich to summon more than 1.
i dunno, just throwing thoughts on the table. feel free to use/abuse.

Date: Fri May  5 21:48:27 2006
Topic: >bored
Author: Ixtlilton
============================================================
>i think i broke my walking dead ixt, he can't spend his xp in anything after 
>he reaches lvl 35 =( 
>Bones reports to you:
>    Level: 35
>    Exp: 1,981 Next level: -
>    Hp: 1214 (1240)  Sp: 1237 (1412)  Ep: 1145 (1283)
>    Str: 194   Dex: 194   Con: 194   Sta: 194   Int: 194   Wis: 194   Cha: 140
>(pst, your limitations are too easy... make them higher...)(*pokes the bear*)
I see no maxxed out high vampires or high aboms etc...

Date: Sun May 21 02:19:08 2006
Topic: Tomten
Author: Highpriest
============================================================
I now officially announce that Tomten will be our Great Protector of Corpses...

Please leave your excess corpses after the session at temple (which is where
Tomten is idling) and the corpses will be recycled during the whole of the
reboot


Yours sincerely,
-HP

Date: Sun May 21 02:20:15 2006
Topic: >Tomten
Author: Highpriest
============================================================
>I now officially announce that Tomten will be our Great Protector of 
>Corpses... 
>
>I now officially announce that Tomten will be our Great Protector of 
>Corpses... 
>Corpses... Please leave your excess corpses after the session at temple 
>(which is where Tomten is idling) and the corpses will be recycled during the 
>whole of the reboot 
>
>
>Yours sincerely,
>-HP
By the way, you're welcome to drop food there too =P

Date: Mon May 22 23:30:08 2006
Topic: weapon parry
Author: Soulleech
============================================================
do remove mask;triggers %^BOLD%^B_MAGENTA%^VAMPIRIC TOUCH%^RED%^
OFF%^RESET%^;wear mask
it's not doing a single parry right now, with 115% parry and parry 100...

Date: Mon May 22 23:31:20 2006
Topic: >weapon parry
Author: Soulleech
============================================================
You have no knowledge of how to parry anything.
 hrm :/

Date: Mon May 29 11:11:22 2006
Topic: parry
Author: Ixtlilton
============================================================
Abominations now get shield parry and advanced parry

Date: Sun Jun  4 23:18:30 2006
Topic: >parry
Author: Maduo
============================================================
>Abominations now get shield parry and advanced parry
since our fams now have shield parry and advanced parry, can we plz get weapon
skill shield now. seems kinda strange that our aboms are masters of deflecting
with shields yet they can't even hold onto them long enough to launch an
attack.


Date: Mon Jun 12 09:11:54 2006
Topic: mould body
Author: Soulleech
============================================================
you should be able to use mould body at yourself if you're a lich. After all
you are technically undead and the ability to make yourself corpse eat for
extra sp might make scourge spells more tempting to train.

Date: Thu Jun 15 02:33:11 2006
Topic: fam checkeq
Author: Soulleech
============================================================
would be nice if there's a command for fams to check the condition of the eq
they're wearing and wielding. Would make armor repairs a bit easier.

Date: Thu Jun 22 23:22:43 2006
Topic: >fam checkeq
Author: Maduo
============================================================
>would be nice if there's a command for fams to check the condition of the eq 
>they're wearing and wielding. Would make armor repairs a bit easier. 
while we're at it, let's make them do stuff while we aren't in the same room,
and use emotes, and talk too!

ps. why don't you just make a command-trigger combo to deal with it.

Date: Fri Jun 23 02:38:57 2006
Topic: >>fam checkeq
Author: Soulleech
============================================================
>>would be nice if there's a command for fams to check the condition of the eq 
>>they're wearing and wielding. Would make armor repairs a bit easier. 
>while we're at it, let's make them do stuff while we aren't in the same room, 
>and use emotes, and talk too! 
>
>ps. why don't you just make a command-trigger combo to deal with it.
It is in mint condition and is brand new.

Tell me what it is. You don't seem to understand what easier means. And don't
bother replying, I don't feel like arguing with delinquents.

Date: Wed Jun 28 17:29:28 2006
Topic: >>>fam checkeq
Author: Maduo
============================================================
>>>would be nice if there's a command for fams to check the condition of the 
>eq 
>>>they're wearing and wielding. Would make armor repairs a bit easier. 
>>>would be nice if there's a command for fams to check the condition of the 
>eq 
>eq >while we're at it, let's make them do stuff while we aren't in the same 
>room, 
>>and use emotes, and talk too! 
>>
>>ps. why don't you just make a command-trigger combo to deal with it.
>It is in mint condition and is brand new.
>
>>>would be nice if there's a command for fams to check the condition of the 
>eq 
>eq >while we're at it, let's make them do stuff while we aren't in the same 
>room, 
>room, Tell me what it is. You don't seem to understand what easier means. And 
>don't bother replying, I don't feel like arguing with delinquents. 
if you didn't want a reply then why did you tell me to reply baka?
a command-trigger combo is a command you use to activate a trigger which would
check all the eqs as you get them. simply put, it makes things easier.
course, you'd have to make the combo yourself, so you'll probably need some
help via the mudclients channel. as to the original statement, i believe ixt
said that he wasn't going to make a command for every silly little thing ppl
could think of. atleast that was his response to the "hey, we want fams to have
a 'keep' command"
pst. ("order bla remove all;" "order bla give weapons to me; order bla give
armors to me;" "give weapons to bla; give armors to bla;" "order bla wear
all;") ((thats all it takes!)(and you could easily fit that into a command!))
-mads-

Date: Wed Jul 12 01:11:31 2006
Topic: Blah nods at you knowingly.
Author: Soulleech
============================================================
Hey, for anyone puzzled about the fam nodding at you upon recall, know that
psycho programmed it in response to bug report 9935 (where they actually
bothered to do something about it), and it is just acknowledgement that the fam
is now fully under your control. If you leave before this happens, it could
treat you like you summoned it outside of the temple and in effect kill you.

Date: Mon Jul 17 17:25:01 2006
Topic: >Blah nods at you knowingly.
Author: Maduo
============================================================
>Hey, for anyone puzzled about the fam nodding at you upon recall, know that 
>psycho programmed it in response to bug report 9935 (where they actually 
>bothered to do something about it), and it is just acknowledgement that the 
>fam is now fully under your control. If you leave before this happens, it 
>could treat you like you summoned it outside of the temple and in effect kill 
>you. 
*hails captain obvious*

Date: Sat Jul 22 01:54:21 2006
Topic: high high fams
Author: Soulleech
============================================================
Hi ixt, you probably don't really care anymore but if it's possible could you
put the next tier of fam reanimation into your to-do list? Levels are nice,
they give resist, and some skill later, but in the end what's lacking is the
growth that defines necromancer guild's uniqueness. Even if you put it at the
very end of the levels, that's still better than nothing since there's at least
something to work toward. Just a through...

Date: Tue Jul 25 02:15:23 2006
Topic: omgwtfhighhighfamslol
Author: Maduo
============================================================
what's the point of making high high fams if you can't even finish off the fam
lvls as of now? XP
every other guild finishes off at some point, and imo, having high fams is
already a step above other guilds
you're right, we should downtune necro again!
*prods ixt into action*

Date: Tue Aug  1 08:49:10 2006
Topic: high high fam
Author: Soulleech
============================================================
Alright Maduo, you can rest your cranial cavity now. My zombie's completely
maxed, so could there be some plans to the next level of fams be planned? The
rest of the fams still need a gig or two but who's counting, they'll be maxed
when they're maxed...

Date: Wed Aug  2 05:36:07 2006
Topic: >high high fam
Author: Maduo
============================================================
>Alright Maduo, you can rest your cranial cavity now. My zombie's completely 
>maxed, so could there be some plans to the next level of fams be planned? The 
>rest of the fams still need a gig or two but who's counting, they'll be maxed 
>when they're maxed... 
well that sucks for you doesn't it? XD
if you maxxed the guild, tough luck.
go join up another guild or something, or kill off your zombie, or use the exp
leech lich spell on him.
i'm pretty sure ixt has no intentions at enhancing the guild anymore
considering that he was constantly
downtuning it when wagro got to new lvls, making it even more difficult for
more ppl to join.
not only that but i believe he has said in the past that the guild is at the
level he has wanted it to be at,
and will not make any more major changes.
maybe it's time to rest your cranium, what is ixt going to do, upgrade 1
specific section of his entire guild
for only 1 player, or fix minor bugs/issues for the lower ranks so he can have
more free time to do whatever

Date: Wed Aug  2 07:06:11 2006
Topic: >high high fam
Author: Scone
============================================================
You could make your next goal getting top slot sets for your fams, that would
probably help more than some levels.

***Message deleted***

Date: Fri Aug  4 02:14:03 2006
Topic: the end
Author: Ixtlilton
============================================================
I will not be adding any more levels for any of the undeads in the near future.
I don't believe i ever will. You are already able to dispense of extra exp that
any of the undeads have and have them benefit from it. 

Date: Thu Aug 24 15:53:22 2006
Topic: I, Moron
Author: Krankok
============================================================
I have an idea, how about fams being able to stat train at mt olympus! or a
trainer in necro camp for stats. ixt needs to code mkore anyway, he is lazy

Date: Sat Aug 26 22:07:11 2006
Topic: >I, Moron
Author: Maduo
============================================================
>I have an idea, how about fams being able to stat train at mt olympus! or a 
>trainer in necro camp for stats. ixt needs to code mkore anyway, he is lazy 
the way it currently works, fams get stats with lvls, after your fams run out
of shit to train, there are still more lvls you can advance to get stat
boosts..
basically, he summed everything up with lvling..

Date: Thu Sep  7 13:45:44 2006
Topic: rotting limbs
Author: Justus
============================================================
dear ixtlilton can rotting limbs get down msg when monster
dies like carrion crawlers have?

Date: Sat Oct 28 01:57:00 2006
Topic: Advancement
Author: Ixtlilton
============================================================
Undeads now get full hp/sp/ep when they advance a level.

Date: Sat Oct 28 09:22:29 2006
Topic: save corpses
Author: Fox
============================================================
Would it be possible to save corpses on the body of the host, or even given to
a familiar to keep... i mean, the corpse is decaying... say if the corpse saves
on a familiar, the percentile of the corpse decays when it comes back, say like
giving it a tax of such so that we don't have to spend wasted time to get more
corpses to go back and kill bigger things. just my five cents 
foxxers

Date: Wed Nov  1 11:59:16 2006
Topic: gamma masteries
Author: Ixtlilton
============================================================
Gamma masteries are now progressively trained.

Date: Wed Nov 28 01:08:27 2007
Topic: wonderful
Author: Flick
============================================================
This guild is awesome... absolutely more fun than any of the other guilds..
thank you thank you thank you.