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

poster: Ixtlilton
subject: Guild board
date: Wed Nov  1 06:37:32 2006

Removed the guild board.

I might add all the old posts from it to the webpage later.

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

poster: Uno
subject: neener
date: Wed Nov  1 10:42:10 2006

First!

ahahahaaaa!
sup necrodizzles.

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

poster: Maduo
subject: >neener
date: Wed Nov  1 18:15:27 2006

On Wed Nov  1 18:42:10 2006 Uno wrote post #2:
> First!
> 
> ahahahaaaa!
> sup necrodizzles.
aha, i can taunt unowank with my evoker body on the necro guild newsgroup

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

poster: Daran
subject: >>neener
date: Wed Nov  1 18:16:23 2006

On Thu Nov  2 02:15:27 2006 Maduo wrote post #3:
> On Wed Nov  1 18:42:10 2006 Uno wrote post #2:
> > First!
> > 
> > ahahahaaaa!
> > sup necrodizzles.
> aha, i can taunt unowank with my evoker body on the necro guild newsgroup

And I can tease you with any body.


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

poster: Maduo
subject: >>>neener
date: Wed Nov  1 18:17:12 2006

On Thu Nov  2 02:16:23 2006 Daran wrote post #4:
> On Thu Nov  2 02:15:27 2006 Maduo wrote post #3:
> > On Wed Nov  1 18:42:10 2006 Uno wrote post #2:
> > > First!
> > > 
> > > ahahahaaaa!
> > > sup necrodizzles.
> > aha, i can taunt unowank with my evoker body on the necro guild newsgroup
> 
> And I can tease you with any body.
> 
bastard!

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

poster: Fox
subject: eq conditions on fams
date: Wed Nov  8 00:30:02 2006

need to have an order for when you check their inventory, it will
show eq in its current condition, something similar to the player
base check
foxxers

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

poster: Ixtlilton
subject: >eq conditions on fams
date: Sat Nov 11 10:59:45 2006

On Wed Nov  8 08:30:02 2006 Fox wrote post #6 in guild.necromancer:

> need to have an order for when you check their inventory, it will

> show eq in its current condition, something similar to the player

> base check

> foxxers



No. You don't need that and i've decided to stop making pets even more like players.



Just stop being a slacker instead.

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

poster: Fox
subject: >>eq conditions on fams
date: Sat Nov 11 11:01:08 2006

On Sat Nov 11 18:59:45 2006 Ixtlilton wrote post #7:
> On Wed Nov  8 08:30:02 2006 Fox wrote post #6 in guild.necromancer:

> > need to have an order for when you check their inventory, it will

> > show eq in its current condition, something similar to the player

> > base check

> > foxxers

> 

> No. You don't need that and i've decided to stop making pets even more
like players.

> 

> Just stop being a slacker instead.
thanks ixt! i need the encouragement to not be a bot! =P

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

poster: Maduo
subject: lich guild
date: Mon Nov 13 06:11:14 2006

i think it would make lords of undeath a bit more appealing if it
has some kind of ress/rev spell instead of being completely useless
after you've already made your fams all high..

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

poster: Ixtlilton
subject: >lich guild
date: Mon Nov 13 06:35:08 2006

On Mon Nov 13 14:11:14 2006 Maduo wrote post #10 in guild.necromancer:

> i think it would make lords of undeath a bit more appealing if it

> has some kind of ress/rev spell instead of being completely useless

> after you've already made your fams all high..

tl;dr

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

poster: Maduo
subject: >>lich guild
date: Mon Nov 13 06:37:07 2006

On Mon Nov 13 14:35:08 2006 Ixtlilton wrote post #11:
> On Mon Nov 13 14:11:14 2006 Maduo wrote post #10 in guild.necromancer:

> > i think it would make lords of undeath a bit more appealing if it

> > has some kind of ress/rev spell instead of being completely useless

> > after you've already made your fams all high..

> tl;dr
GUILD! NEED! RESS!
=)

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

poster: Ixtlilton
subject: >>>lich guild
date: Mon Nov 13 07:07:24 2006

On Mon Nov 13 14:37:07 2006 Maduo wrote post #12 in guild.necromancer:

> On Mon Nov 13 14:35:08 2006 Ixtlilton wrote post #11:

> > On Mon Nov 13 14:11:14 2006 Maduo wrote post #10 in guild.necromancer:



> > > i think it would make lords of undeath a bit more appealing if it



> > > has some kind of ress/rev spell instead of being completely useless



> > > after you've already made your fams all high..



> > tl;dr

> GUILD! NEED! RESS!

> =)

nahh

as always, i'm more likely to tune DOWN than UP. :D

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

poster: Maduo
subject: >>>>lich guild
date: Mon Nov 13 07:14:05 2006

On Mon Nov 13 15:07:24 2006 Ixtlilton wrote post #13:
> On Mon Nov 13 14:37:07 2006 Maduo wrote post #12 in guild.necromancer:

> > On Mon Nov 13 14:35:08 2006 Ixtlilton wrote post #11:

> > > On Mon Nov 13 14:11:14 2006 Maduo wrote post #10 in guild.necromancer:

> 

> > > > i think it would make lords of undeath a bit more appealing if it

> 

> > > > has some kind of ress/rev spell instead of being completely useless

> 

> > > > after you've already made your fams all high..

> 

> > > tl;dr

> > GUILD! NEED! RESS!

> > =)

> nahh

> as always, i'm more likely to tune DOWN than UP. :D
unless ress now gives mint condition equipment to the player that
did the ress, i wouldn't really consider ress an uptune as alot of
necros don't join big parties anyways..
besides, most downtunes can easily be avoided by joining a secondary
guild with more power than yours =)
((

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

poster: Uno
subject: >>>>>lich guild
date: Mon Nov 13 07:20:32 2006

On Mon Nov 13 15:14:05 2006 Maduo wrote post #14:
> > > GUILD! NEED! RESS!

> > > =)

> > nahh

> > as always, i'm more likely to tune DOWN than UP. :D
> unless ress now gives mint condition equipment to the player that
> did the ress, i wouldn't really consider ress an uptune as alot of
> necros don't join big parties anyways..
> besides, most downtunes can easily be avoided by joining a secondary
> guild with more power than yours =)
> ((

bump for quality

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

poster: Ixtlilton
subject: >>>>>lich guild
date: Mon Nov 13 07:21:40 2006

Do as you wish for as long as you're able.

I don't intend to make any changes that improves high 

level necros no matter how little that improvement may be.



People are free to join secondary guilds instead of primary

if they choose, just as they are free to reinc out of the guild

if they choose.




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

poster: Ixtlilton
subject: repair undead
date: Sun Nov 19 11:19:43 2006

Did some minor adjustments to repair undead.

I must've forgotten that there are people w/o masteries when i made it :) It's probably a minor uptune to the skill for everyone concerne, but mostly for the smallest ones.

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

poster: Ixtlilton
subject: LoD, bravos and masteries
date: Thu Nov 23 16:36:31 2006

So i've made some changes. The bravo level masteries, anatomy, mastery of mummification and mind power, are now capped at 75% at bravo level. You get the final 25% in the lords of undeath guild. 



-Ixtlilton


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

poster: Ixtlilton
subject: repair undead
date: Fri Nov 24 11:19:14 2006

Another day, another tune.

Made some changes to repair undead. It is now more dependant on the affecting skills and less dependant on guild masteries. The reason behind this change as well as the moving of some of the bravo masteries to the LoD guild is to have more of the necromancers power lie within the necromancer itself.



I didn't just switch some numbers, but rather re-made the formula for healing so it might be that there needs to be some fine-tuning before it's just right. Keep in mind that the point of this change is to discourage 'inflating' and actually make it worthwhile to spend your exp in the guild rather than outside of it.



-Ixtlilton



ps. It is possible that there will changes to other skills and spells too.

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

poster: Ixtlilton
subject: leech
date: Sun Nov 26 03:43:51 2006

soulleech should notice an increase in exp leeched by his undeads

should not affect anyone else afaik

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

poster: Ixtlilton
subject: further tunes
date: Mon Nov 27 03:13:21 2006

Undeads now have a lower chance of getting specials from eq than players do.

Will probably make the chance depend on skills and such later on, but for now it's just lowered for all types of eq.



-Ixtlilton

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

poster: Ixtlilton
subject: mummy, vamp and abom
date: Fri Dec  1 15:40:37 2006

Adjusted some of their stats.

Guess you could say i downtuned them some.

-Ixtlilton

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

poster: Ixtlilton
subject: >mummy, vamp and abom
date: Fri Dec  1 18:10:32 2006

Changed my tune.

It should no longer affect lower level undeads.

Might be more adjustments to come, want to see how this turns out first though.

-Ixtlilton

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

poster: Ixtlilton
subject: Tuning...
date: Sun Dec  3 17:40:14 2006

First off, no, I haven't tuned anything this time.

I just wanted to say a few things about the recent tunes i've made and also about tunes I am likely to make in the not so distant future.



If you haven't noticed, Necromancers are a little bit different than other guilds in that the 'power' of the Necromancer is divided between him and his undeads. Since a large part of their power is within their pets, it requires some time in the guild, playing as a Necromancer before you can expect to be a 'real' and 'good' Necromancer. 



I believe most of you think that with the amount of time you need to spend to get your undeads nice and big, you deserve to do good once you've done that. I agree with you, but then again, the guild also needs to be "in tune" with the rest of the game.



One problem that i knew about from the beginning with this guild is that until players actually get those big undeads, i won't be able to know just how good they are. Sure i could have done some testing with my own undeads to see how good they are, but there are two problems with that. The first one being that i am very lazy. The second one is that when playing 'for real' you try so much harder to do good and so find better ways of doing things than when just testing something with a test character.



Because of this tuning will be done on all levels, both up and down, until i see that there is a working balance. Since Soulleech is pretty close to maxxing out his undeads, and so will not, or should not, gain much more from advancing them further, i decided this to be a good time to look at how the guild looks so far, balance wise.



Hopefully you'll have more understanding for the tuning being done after having read this post. There is likely to be more tunes to come fairly soon, but remember, a tune isn't necessarily a downtune.



First I will try to figure out just how 'good' a 'top' necro should be. This does not only mean how high of an xprate he should keep, but how big monsters he should kill - should he be able to solo eq monster? If so, how big? How much damage do i want his undeads to make? How well should they tank? At the same time as i'm thinking about this, I have started collecting some data about your undeads. The more i know about your undeads, the easier it will be for me to tune correctly. 



Anyhow, this post is becoming longer than i originally intended, so will not say much more. Just wanted to share some of the reasons behind the recent tunes. 



-Ixtlilton



ps. This post doesn't mean that i don't take a perverse joy in tormenting mortals by tuning them to oblivion. All wizards are evil, though some refuse to admit it.

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

poster: Baer
subject: >Tuning...
date: Tue Dec  5 01:30:26 2006

Does it really matter how big your undeads are, or is it more how
you use them?

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

poster: Ixtlilton
subject: >>Tuning...
date: Tue Dec  5 01:43:29 2006

On Tue Dec  5 09:30:26 2006 Baer wrote post #25 in guild.necromancer:

> Does it really matter how big your undeads are, or is it more how

> you use them?

Usually, it's only those with small undeads that claim that their size doesn't matter.

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

poster: Taliph
subject: >>>Tuning...
date: Tue Dec  5 03:03:03 2006

On Tue Dec  5 09:43:29 2006 Ixtlilton wrote post #26:
> Usually, it's only those with small undeads that claim that their size
doesn't matter.


I resemble that remark.

:: Taliph ::

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

poster: Highpriest
subject: >>>>Tuning...
date: Tue Dec  5 03:07:00 2006

On Tue Dec  5 11:03:03 2006 Taliph wrote post #27:
> On Tue Dec  5 09:43:29 2006 Ixtlilton wrote post #26:
> > Usually, it's only those with small undeads that claim that their size
> doesn't matter.
> 
> 
> I resemble that remark.
> 
> :: Taliph ::
Legend that people find that it's important to have big undead fams
when their fams reaches lvl 45 =P

Well I kind of got to that point, but for my mummy only.... and I
liked my mummy's melee...

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

poster: Maduo
subject: >>>>>Tuning...
date: Tue Dec  5 06:19:21 2006

On Tue Dec  5 11:07:00 2006 Highpriest wrote post #28:
> On Tue Dec  5 11:03:03 2006 Taliph wrote post #27:
> > On Tue Dec  5 09:43:29 2006 Ixtlilton wrote post #26:
> > > Usually, it's only those with small undeads that claim that their size
> > doesn't matter.
> > 
> > 
> > I resemble that remark.
> > 
> > :: Taliph ::
> Legend that people find that it's important to have big undead fams
> when their fams reaches lvl 45 =P
> 
> Well I kind of got to that point, but for my mummy only.... and I
> liked my mummy's melee...
my mummy has 118% deliver criticals ^_^
bitch still rarely hits about a 30 though.. (tune up necro)

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

poster: Ixtlilton
subject: >>>>>>Tuning...
date: Tue Dec  5 09:57:40 2006

> my mummy has 118% deliver criticals ^_^

> bitch still rarely hits about a 30 though.. (tune up necro)

help skill deliver criticals

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

poster: Uno
subject: thing
date: Thu Dec  7 09:18:13 2006


Could it be allowed for us to be able to order minions to emote?

I guess that adjustment could be made for pets in all guilds...it's
just a minor
role-playing thing...

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

poster: Ixtlilton
subject: >thing
date: Thu Dec  7 19:23:14 2006

I don't think so.

It's probably too much trouble to be worth it. I can also see how then players hide behind their dirty familiars doing silly emotes.



From a roleplaying perspective: Your familiars are UNDEAD...you can hardly expect them to be able to properly express their feelings...




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

poster: Ixtlilton
subject: LoD, Mastery of Mummification
date: Sun Feb 25 21:47:08 2007

Fixed a typo in lords of undeath. 

Now you get 5% to MoM every 2 levels.

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

poster: Ixtlilton
subject: blister skin
date: Tue Oct 16 01:02:11 2007

Blister skin is now somewhat affected by voodooism.

A slight boost for those who have that skill trained, no difference for those without it.

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

poster: Ixtlilton
subject: undead plaque
date: Sat Oct 27 12:42:23 2007

changed it slightly

should now show (and save) the insanely big undeads too



requires him to log on first tho (to get them added)



-Ixtlilton

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

poster: Ixtlilton
subject: Undead save/restore
date: Fri Nov  2 17:24:14 2007

Guess i should make a note here for those who weren't on (and actually do read news).

I made a change to how undeads are saved and restored today to deal with an issue with really huge undeads. As far as i could see there were no problems with it, but incase i'm wrong i did take a backup before i did the changes. If you notice anything out of the ordinary with saving/restoring your undeads notify me.

-Ixtlilton

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

poster: Ixtlilton
subject: recall minion
date: Thu Nov 22 06:00:04 2007

changed some in the formula for summoning/recalling undeads

being at temple should now matter less and other stuf matter more

until i know it works as it should i've made it so undeads don't die

when you fail, they simply dest (that is, you don't lose anything)



-ixtlilton



ps. you still get hurt/die tho if you fail

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

poster: Wraith
subject: >recall minion
date: Thu Nov 22 16:27:13 2007

On Thu Nov 22 13:00:04 2007 Ixtlilton wrote post #37:
> changed some in the formula for summoning/recalling undeads

> being at temple should now matter less and other stuf matter more

> until i know it works as it should i've made it so undeads don't die

> when you fail, they simply dest (that is, you don't lose anything)

> 

> -ixtlilton

> 

> ps. you still get hurt/die tho if you fail
this change is dumb.  please turn it back.

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

poster: Zifnab
subject: >>recall minion
date: Fri Nov 23 06:12:18 2007

On Thu Nov 22 23:27:13 2007 Wraith wrote post #38:
> On Thu Nov 22 13:00:04 2007 Ixtlilton wrote post #37:
> > changed some in the formula for summoning/recalling undeads

> > being at temple should now matter less and other stuf matter more

> > until i know it works as it should i've made it so undeads don't die

> > when you fail, they simply dest (that is, you don't lose anything)

> > 

> > -ixtlilton

> > 

> > ps. you still get hurt/die tho if you fail
> this change is dumb.  please turn it back.

Good way to get things changed. Just claim its dumb
with nothing else to back it up.

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

poster: Janri
subject: >>>recall minion
date: Fri Nov 23 12:21:30 2007

On Fri Nov 23 13:12:18 2007 Zifnab wrote post #39 in guild.necromancer:

> On Thu Nov 22 23:27:13 2007 Wraith wrote post #38:

> > On Thu Nov 22 13:00:04 2007 Ixtlilton wrote post #37:

> > > changed some in the formula for summoning/recalling undeads



> > > being at temple should now matter less and other stuf matter more



> > > until i know it works as it should i've made it so undeads don't die



> > > when you fail, they simply dest (that is, you don't lose anything)



> > > 



> > > -ixtlilton



> > > 



> > > ps. you still get hurt/die tho if you fail

> > this change is dumb.  please turn it back.

> 

> Good way to get things changed. Just claim its dumb

> with nothing else to back it up.



It might not be dumb, but some advance warning would have been nice. Yeah Ok Maybe I should have rtfn, but I didn't do it before I summoned my undeads. Why would have some warning have been nice? So that I could have trained the skills/spells I need to counteract the changes. For now I don't have the xp to do it and little inclination to log on again and try to get it

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

poster: Zifnab
subject: >>>>recall minion
date: Fri Nov 23 15:26:47 2007

On Fri Nov 23 19:21:30 2007 Janri wrote post #40:
> On Fri Nov 23 13:12:18 2007 Zifnab wrote post #39 in guild.necromancer:

> > On Thu Nov 22 23:27:13 2007 Wraith wrote post #38:

> > > On Thu Nov 22 13:00:04 2007 Ixtlilton wrote post #37:

> > > > changed some in the formula for summoning/recalling undeads

> 

> > > > being at temple should now matter less and other stuf matter more

> 

> > > > until i know it works as it should i've made it so undeads don't die

> 

> > > > when you fail, they simply dest (that is, you don't lose anything)

> 

> > > > 

> 

> > > > -ixtlilton

> 

> > > > 

> 

> > > > ps. you still get hurt/die tho if you fail

> > > this change is dumb.  please turn it back.

> > 

> > Good way to get things changed. Just claim its dumb

> > with nothing else to back it up.

> 

> It might not be dumb, but some advance warning would have been nice. Yeah
Ok Maybe I should have rtfn, but I didn't do it before I summoned my
undeads. Why would have some warning have been nice? So that I could have
trained the skills/spells I need to counteract the changes. For now I don't
have the xp to do it and little inclination to log on again and try to get
it

Help me with this since I am confused.

You want warning.. yet it was in news... Every player is expected to read news
and be up to date on issues within the mud. Most days it takes less than 30
seconds.

I am really not sure what you expected here. We do not have the resources
or time to individually contact every player that might or might
not be affected by a change. That is why we put those messages
in news.

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

poster: Wagro
subject: >>>>>recall minion
date: Fri Nov 23 18:46:57 2007

On Fri Nov 23 22:26:47 2007 Zifnab wrote post #41:
> On Fri Nov 23 19:21:30 2007 Janri wrote post #40:
> > On Fri Nov 23 13:12:18 2007 Zifnab wrote post #39 in guild.necromancer:

> > > On Thu Nov 22 23:27:13 2007 Wraith wrote post #38:

> > > > On Thu Nov 22 13:00:04 2007 Ixtlilton wrote post #37:

> > > > > changed some in the formula for summoning/recalling undeads

> > 

> > > > > being at temple should now matter less and other stuf matter more

> > 

> > > > > until i know it works as it should i've made it so undeads don't
die

> > 

> > > > > when you fail, they simply dest (that is, you don't lose anything)

> > 

> > > > > 

> > 

> > > > > -ixtlilton

> > 

> > > > > 

> > 

> > > > > ps. you still get hurt/die tho if you fail

> > > > this change is dumb.  please turn it back.

> > > 

> > > Good way to get things changed. Just claim its dumb

> > > with nothing else to back it up.

> > 

> > It might not be dumb, but some advance warning would have been nice. Yeah
> Ok Maybe I should have rtfn, but I didn't do it before I summoned my
> undeads. Why would have some warning have been nice? So that I could have
> trained the skills/spells I need to counteract the changes. For now I don't
> have the xp to do it and little inclination to log on again and try to get
> it
> 
> Help me with this since I am confused.
> 
> You want warning.. yet it was in news... Every player is expected to read
news
> and be up to date on issues within the mud. Most days it takes less than 30
> seconds.
> 
> I am really not sure what you expected here. We do not have the resources
> or time to individually contact every player that might or might
> not be affected by a change. That is why we put those messages
> in news.


I think what he means is that he didn't have enough time to train
the necessary skills up, so now he is left dead in the water with no
ability to summon his undeads hence no ability to gather exp to
train the skills.

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

poster: Janri
subject: >>>>>>recall minion
date: Sat Nov 24 01:45:38 2007

On Sat Nov 24 01:46:57 2007 Wagro wrote post #42 in guild.necromancer:

> On Fri Nov 23 22:26:47 2007 Zifnab wrote post #41:

> > On Fri Nov 23 19:21:30 2007 Janri wrote post #40:

> > > On Fri Nov 23 13:12:18 2007 Zifnab wrote post #39 in guild.necromancer:



> > > > On Thu Nov 22 23:27:13 2007 Wraith wrote post #38:



> > > > > On Thu Nov 22 13:00:04 2007 Ixtlilton wrote post #37:



> > > > > > changed some in the formula for summoning/recalling undeads



> > > 



> > > > > > being at temple should now matter less and other stuf matter more



> > > 



> > > > > > until i know it works as it should i've made it so undeads don't

> die



> > > 



> > > > > > when you fail, they simply dest (that is, you don't lose anything)



> > > 



> > > > > > 



> > > 



> > > > > > -ixtlilton



> > > 



> > > > > > 



> > > 



> > > > > > ps. you still get hurt/die tho if you fail



> > > > > this change is dumb.  please turn it back.



> > > > 



> > > > Good way to get things changed. Just claim its dumb



> > > > with nothing else to back it up.



> > > 



> > > It might not be dumb, but some advance warning would have been nice. Yeah

> > Ok Maybe I should have rtfn, but I didn't do it before I summoned my

> > undeads. Why would have some warning have been nice? So that I could have

> > trained the skills/spells I need to counteract the changes. For now I don't

> > have the xp to do it and little inclination to log on again and try to get

> > it

> > 

> > Help me with this since I am confused.

> > 

> > You want warning.. yet it was in news... Every player is expected to read

> news

> > and be up to date on issues within the mud. Most days it takes less than 30

> > seconds.

> > 

> > I am really not sure what you expected here. We do not have the resources

> > or time to individually contact every player that might or might

> > not be affected by a change. That is why we put those messages

> > in news.

> 

> 

> I think what he means is that he didn't have enough time to train

> the necessary skills up, so now he is left dead in the water with no

> ability to summon his undeads hence no ability to gather exp to

> train the skills.



Wagro put it better than I did. That's the problem exactly.

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

poster: Janri
subject: >>>>>>recall minion
date: Sat Nov 24 01:57:42 2007

On Sat Nov 24 01:46:57 2007 Wagro wrote post #42 in guild.necromancer:

> On Fri Nov 23 22:26:47 2007 Zifnab wrote post #41:

> > On Fri Nov 23 19:21:30 2007 Janri wrote post #40:

> > > On Fri Nov 23 13:12:18 2007 Zifnab wrote post #39 in guild.necromancer:



> > > > On Thu Nov 22 23:27:13 2007 Wraith wrote post #38:



> > > > > On Thu Nov 22 13:00:04 2007 Ixtlilton wrote post #37:



> > > > > > changed some in the formula for summoning/recalling undeads



> > > 



> > > > > > being at temple should now matter less and other stuf matter more



> > > 



> > > > > > until i know it works as it should i've made it so undeads don't

> die



> > > 



> > > > > > when you fail, they simply dest (that is, you don't lose anything)



> > > 



> > > > > > 



> > > 



> > > > > > -ixtlilton



> > > 



> > > > > > 



> > > 



> > > > > > ps. you still get hurt/die tho if you fail



> > > > > this change is dumb.  please turn it back.



> > > > 



> > > > Good way to get things changed. Just claim its dumb



> > > > with nothing else to back it up.



> > > 



> > > It might not be dumb, but some advance warning would have been nice. Yeah

> > Ok Maybe I should have rtfn, but I didn't do it before I summoned my

> > undeads. Why would have some warning have been nice? So that I could have

> > trained the skills/spells I need to counteract the changes. For now I don't

> > have the xp to do it and little inclination to log on again and try to get

> > it

> > 

> > Help me with this since I am confused.

> > 

> > You want warning.. yet it was in news... Every player is expected to read

> news

> > and be up to date on issues within the mud. Most days it takes less than 30

> > seconds.

> > 

> > I am really not sure what you expected here. We do not have the resources

> > or time to individually contact every player that might or might

> > not be affected by a change. That is why we put those messages

> > in news.

> 

> 

> I think what he means is that he didn't have enough time to train

> the necessary skills up, so now he is left dead in the water with no

> ability to summon his undeads hence no ability to gather exp to

> train the skills.



Wagro put it better than I did. That's the problem exactly.

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

poster: Ixtlilton
subject: >>>>>>>recall minion
date: Sun Nov 25 00:36:08 2007

> > I think what he means is that he didn't have enough time to train

> 

> > the necessary skills up, so now he is left dead in the water with no

> 

> > ability to summon his undeads hence no ability to gather exp to

> 

> > train the skills.

> 

> 

> 

> Wagro put it better than I did. That's the problem exactly.



You died when you summoned the forth undead. It's sad that you are completely

unable to exp with only three undeads summoned. It must be hard for someone

new to necro to exp since they don't have any undeads at all. I should probably

add some kind of blasting spell for the guild so that the necro themselves can

do some damage without having to rely on the power of their undeads. 



help spell circle of protection

"With this spell the caster can create a circle of protective runes that enables to caster to raise more powerful undeads without risk of getting attacked by them."

I wonder what that means...probably "i should skip this spell and level inflate because that's the cool thing to do", or maybe, just maybe, the spell is actually of some importance? 



If the help for an ability says something, that's usually true. If it seems like

it isn't working like the help says it should, then maybe something is wrong. 



As a general piece of advice: When you level inflate, be careful what you skip.






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

poster: Ixtlilton
subject: >>>>>>>>recall minion
date: Sun Nov 25 00:37:59 2007

Oh...and changed circle of protection some more.



and also...please learn to trim the posts when replying.

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

poster: Ixtlilton
subject: circle of protection
date: Sun Nov 25 21:26:59 2007

You now get your own circle.

You can no longer use other peoples circles.

-Ixtlilton

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

poster: Ixtlilton
subject: Sorkhan
date: Sun Nov 25 23:23:19 2007

Sorkhan got some new stuf.

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

poster: Vor
subject: necroscope
date: Mon Nov 26 07:25:13 2007

You actually have to talk to the guild masters to get your
spells/skills. You won't get them when you join the guild. I'd
explain why, but it should be obvious when you get there.

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

poster: Vor
subject: undead trainer
date: Mon Nov 26 07:25:53 2007

There is no solitary undead trainer. To train your undeads, go to
the corresponding guild master and train there. more footwork for
you :)

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

poster: Taliph
subject: wtf
date: Mon Nov 26 11:05:15 2007

I was gone like 10 hours ... wtf happened?!?


:: Taliph wants to know where to send donations for Snoop's beer
fund to prevent this from occuring again. ::

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

poster: Wraith
subject: new guild layout
date: Mon Nov 26 16:14:09 2007

I like the little riddles for each guild master,
but the doors are not the greatest
considering that everyone has access to all doors it seems kinda
pointless to me

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

poster: Ixtlilton
subject: guild board
date: Tue Nov 27 23:49:48 2007

guild board is available in news archive

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

poster: Wraith
subject: circles
date: Wed Nov 28 18:47:11 2007

might want to personalize the CoP drop so we know whos dropped.

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

poster: Einar
subject: Hitters Plaque
date: Thu Nov 29 03:33:09 2007

Did we lose the undead hitters plaque with our new guildhall?
Could we please have it back?

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

poster: Vor
subject: >Hitters Plaque
date: Thu Nov 29 20:14:09 2007

On Thu Nov 29 10:33:09 2007 Einar wrote post #56:
> Did we lose the undead hitters plaque with our new guildhall?
> Could we please have it back?

i'm sorry, i didn't know where the plaque was. i honestly thought it
had been a temporarily removed. i will try to think of an
appropriate place to put it in the new hall.

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

poster: Wraith
subject: bone mage guild
date: Mon Dec  3 04:53:53 2007

I would appreciate if like the other guilds we could enter a room
with our guild master
training through the menu system is quite annoying

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

poster: Vor
subject: >bone mage guild
date: Mon Dec  3 20:34:08 2007

On Mon Dec  3 04:53:53 2007 Wraith wrote post #58:
> I would appreciate if like the other guilds we could enter a room
> with our guild master
> training through the menu system is quite annoying

i coded it that way intentionally. no change is needed.

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

poster: Wraith
subject: >>bone mage guild
date: Mon Dec  3 21:57:26 2007

I like how you find him, but can you please explain the why?

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

poster: Monkey
subject: >>>bone mage guild
date: Mon Dec  3 21:59:17 2007

On Mon Dec  3 21:57:26 2007 Wraith wrote post #60:
> I like how you find him, but can you please explain the why?
Because it's a Snoop area.
Just channeled through a code slave.

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

poster: Ixtlilton
subject: food
date: Wed Dec  5 17:18:24 2007

once you're a lich you'll no longer be able to consume the various body parts.

no more demon brain etc for you

effective once you get a new body

-ix

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

poster: Ixtlilton
subject: uptune, wtf?
date: Sat Dec  8 14:46:45 2007

made it so specials from weapons are more frequent if you have the correct weapon skill trained. so a blunt weapon will special more if you have weapon skill blunt, and more if you have it trained high. for armor specials chance increases with level, so a high level undead has higher chance getting specials than a lower one.





chances are either higher or unchanged, that is, this is effectively an uptune, wtf?

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

poster: Vor
subject: bone mage
date: Tue Dec 18 10:28:25 2007

fixed the way the bone mage guild thingy works. the way i had it
originally made it impossible to train skeletons.

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

poster: Vor
subject: keys/gems
date: Tue Dec 18 12:28:39 2007

i have changed the way these work a little. you can use them the way
they used to work just fine, but there's a new use for them. the
plaque in the room with the tray should explain things.

as a side note, i added a room before the lords of undeath guild
hall. the omicrons now require keys, but the alpha and temple do
not.

bug me if something breaks.

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

poster: Vor
subject: undead hits plaque
date: Wed Jan  9 22:27:57 2008

it's on the mausoleum, if you want to see it.

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

poster: Flamekrayt
subject: Curious and wondering
date: Sat Mar  8 06:21:01 2008

Hi



just curious and wondering if there are plans to retune necro again so that our fams output slightly more damage.



thanks. ^^



flamey

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

poster: Vor
subject: vampiric touch
date: Sun Mar 23 07:51:34 2008

that spell was whack. it was terribly ineffective.

i uptuned it quite a bit, so it's more useful now, but it still has the same
skills and spells etc involved in the power of the effects... it is
just significantly
better at some points and unnoticeably better at others (soulleech
probably wouldn't
see an uptune, i think the rest of you will)

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

poster: Ixtlilton
subject: touch of decay
date: Tue Jul 22 09:57:50 2008

changed the spell.

read the help.

have fun!

-ixtlilton

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

poster: Ixtlilton
subject: >touch of decay
date: Tue Jul 22 10:01:34 2008

On Tue Jul 22 09:57:50 2008 Ixtlilton wrote post #69 in guild.necromancer:

> changed the spell.

> read the help.

> have fun!

> -ixtlilton

Might as well say why.

It's supposed to help necros do eq.

So eq mobs (or generally mobs with high resistances) will be easier and exp mobs (or mobs with lower resistances) will stay about the same.

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

poster: Vor
subject: necro gems/keys
date: Thu Aug 14 15:49:21 2008

they don't use that stupid insert verb nonsense. there was no way it
was gonna work, that verb is just too stupid.

new syntax:
touch  with  gem

it will not even try to use the typical gems. in theory, the 'touch'
verb will not let you attempt to touch something unless it's in the
room or it's in your inventory. if you have more than one key, you
should be able to target the one of your choice (touch my key, touch
my 1st key, touch my bronze key).

lemme know if the desc shows up somewhere saying that you're meant to insert.

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

poster: Vor
subject: >necro gems/keys
date: Thu Aug 14 18:00:36 2008

alright, i am so sick of the parser right now. my jaw hurts too much
to even try to find a fix for this codewise, not that the code is
being regularly stupid enough to track down waht's what.

you want to use a key and a gem.
touch my bronze and silver key with my  gem
you want to use a staff and a gem
touch my necromancer staff with my  gem

if you can't do that, don't complain that it doesn't work.

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

poster: Vor
subject: >>necro gems/keys
date: Thu Aug 14 18:01:00 2008

by that i mean if you can't use that syntax because you're lazy or
it's too much work. it will work. it had better or i will set fire
to the parser.

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

poster: Rockman
subject: >>>necro gems/keys
date: Sat Aug 30 05:40:12 2008

On Thu Aug 14 18:01:00 2008 Vor wrote post #73:
> by that i mean if you can't use that syntax because you're lazy or
> it's too much work. it will work. it had better or i will set fire
> to the parser.
But what about all the well documented.... wait nevermind

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

poster: Ixtlilton
subject: TUNETUNETUNE
date: Mon Jan 12 04:22:48 2009

Changed it so only tanking undeads will go into a room before the necromancer regardless of undead bravery. 

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

poster: Flamekrayt
subject: >TUNETUNETUNE
date: Tue Jan 13 04:17:45 2009

On Mon Jan 12 04:22:48 2009 Ixtlilton wrote post #75 in guild.necromancer:

> Changed it so only tanking undeads will go into a room before the necromancer regardless of undead bravery.



Is this tune supposed to make the undeads move slower?  I can move 1 room, and only 1 random fam will follow and go into room first.

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

poster: Flamekrayt
subject: >>TUNETUNETUNE
date: Tue Jan 13 07:18:15 2009

On Tue Jan 13 04:17:45 2009 Flamekrayt wrote post #76 in guild.necromancer:

> On Mon Jan 12 04:22:48 2009 Ixtlilton wrote post #75 in guild.necromancer:



> > Changed it so only tanking undeads will go into a room before the necromancer regardless of undead bravery.





> Is this tune supposed to make the undeads move slower?  I can move 1 room, and only 1 random fam will follow and go into room first.



Note: If tanking fam is supposed to move into room before the necromancer, that is not happening.  I can get my wraith tanking the mob (if aggro) before abomination gets into the room.



I also find that fams are moving much slower, as if they are debating with each other who should move first. (not sure if this is the intention)

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

poster: Ixtlilton
subject: >>>TUNETUNETUNE
date: Wed Jan 14 00:29:04 2009

>Note: If tanking fam is supposed to move into room before the 

>necromancer, that is not happening.  I can get my wraith tanking 

>the mob (if aggro) before abomination gets into the room.  



The undeads set to tank by the necromancer will, if they have 

enough undead bravery, go into the room before the necromancer. 

Undeads who are not set to tank will go into the room after the tank.

Did some basic testing and from what i could see it worked as intended.



>I also find that fams are moving much slower, as if they are 

>debating with each other who should move first. (not sure if 

>this is the intention)



If earlier your undeads entered a room _before_ you and now enter 

it _after_ you it is quite logical that the entire move of you and 

your undead woul be slower.



I would like to note that part of the reason i've made this change 

is to lessen the effect of large walk macros that necromancers have. 

I've been told that these are possibly the cause of some mudlag. 






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

poster: Flamekrayt
subject: >>>>TUNETUNETUNE
date: Wed Jan 14 04:19:33 2009

>The undeads set to tank by the necromancer will, if they have 

>enough undead bravery, go into the room before the necromancer. 

>Undeads who are not set to tank will go into the room after the tank.

>Did some basic testing and from what i could see it worked as intended.



So, say I am moving to room 1 to room 2, and all five familiars have undead bravery trained high enough, so they all decide to go into room 2 before the necromancer, those who are tanking (fam wise), will enter before those who are not tanking (e.g. abo before any other fam)?



Another question that I would like to bring up is: was the undead bravery skill altered?  I having fams _not_ moving into a room before me at a _much_ higher frequency now, as compared to before this tune.  (All fams have 115% bravery.  Comparing my fams now and the time before the tune, to move from room 1 to room 2 now, my fams (one or more of them) are staying behind more than 70%-80% of the time.)



Thanks

flamey

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

poster: Ixtlilton
subject: >>>>>TUNETUNETUNE
date: Wed Jan 14 04:55:14 2009

>So, say I am moving to room 1 to room 2, and all five familiars have undead

>bravery trained high enough, so they all decide to go into room 2 before the

>necromancer, those who are tanking (fam wise), will enter before those who are

>not tanking (e.g. abo before any other fam)?



If a fam is not set to tank, it will not enter before the necromancer no matter how high undead bravery it has. 



>Another question that I would like to bring up is: was the undead bravery

>skill altered?  I having fams _not_ moving into a room before me at a _much_ 

>higher frequency now, as compared to before this tune.  (All fams have 115% 

>bravery.  Comparing my fams now and the time before the tune, to move from 

>room 1 to room 2 now, my fams (one or more of them) are staying behind more

>than 70%-80% of the time.)



If one or more is set not to tank it should be closer to 100%. If they are set

to tank the success rate (of entering befor the caster) should be unchanged.


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

poster: Flamekrayt
subject: >>>>>>TUNETUNETUNE
date: Wed Jan 14 04:58:09 2009

Ah, ok.  Now I understand.  Thanks for explaining and sorry for being so slow.



Flamey