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Borg

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Everything posted by Borg

  1. The melee Slayer Weapons that come as monster loot are readily usable by everyone. But there's a special group of Slayer Weapons for archers that come as loot on Juka Lords. Those Juka Slayer Bows have these properties: When looted from a Juka Lord, they first have to be modified by a GM Bowyer before they can be equiped. A GM Bowyer modifies these bows by double clicking the bow and then targeting a gear (made by tinkers). A modified bow changes its color to a dark greyish tone. The bows may only be equiped with chars of at least 80 DEX and 80 STR. This refers to the unmodified stat, so you can still wear an armout that will drop the DEX below 80. Besides these special properties, the Juka Slayer Bows behave exactly the same way as other Slayer Weapons (such as dealing additional damage etc.). Wind = double damage against Air Elementals Blood Draining = double damage against Blood Elementals Blood Sucking = double damage against Blood Elementals Blood Stealing = double damage against Blood Elementals Earth Crushing = double damage against Earth Elementals Earth Trashing = double damage against Earth Elementals Elemental's Bane = double damage against all elementals Elemental Destroying = double damage against all elementals Water Dissociation = double damage against Water Elementals Blood Thirsty = double damage against Blood Elementals* Eagle's Peak = double damage against Harpies Daemon Dispellation = double damage against Daemons Gargoyle's Bane = double damage against Gargoyles Gargoyle's Health = double damage against Gargoyles Orc's Bane double = damage against Orcs Of the Spider = double damage against Ophidians Balron Damnation = double damage against Balrons OK say you want to FIND some other nice weapons? BELOW Found on: Terathan Avengers, Terathan Matriarchs Super Slayer: Reptilian Death - double damage against Alligators, Snakes, Lizardman, Dragons, Drakes, Wyrms and Ophidians Other Slayers: Dragon Slaying - double damage against Dragons Lizardman Slaughter - double damage against Lizardmen Snake's Bane - double damage against Snakes Terathan (melee only) / Ophidian Slaying (bow only) - double damage against Ophidians BELOW Found on: Ancient Wyrms, Dragons, Ophidian Matriarchs, Shadow Wyrms Super Slayer: Arachnid Doom - double damage against giant spiders and Terathans Other Slayers: Scorpion's Bane - double damage against Scorpions Spider's Death - double damage against giant spiders (Terathans excluded) Ophidian (melee only) / Terathan Slaying (bow only) - double damage against Terathans BELOW Found on: Blood Elementals, Ore Elementals Super Slayer: Exorcism - double damage against Daemons and Gargoyles Other Slayers: Daemon Dismissal - double damage against daemons Gargoyle's Foe - double damage against Gargoyles BELOW Found on: Balrons, Daemons Super Slayer: Elemental Ban - double damage against all elementals Other Slayers: Blood Drinking - double damage against Blood Elementals Earth Shatter - double damage against Earth Elementals Elemental Health - double damaga against Poison Elementals Flame Dousing - double damage against Fire Elementals Summer Wind - doubled damage against Snow Elementals Vacuum - double damage against Air Elementals Water Dissipation - double damage against Water Elementals BELOW Found on: Bone Knights, Liches, Lich Lords Super Slayer: Repond - double damage against Ogres, Orcs, Trolls, Cyclopses and Titans* Other Slayers: Ogre Trashing - double damage against Ogres Orc Slaying - double damage against Orcs Troll Slaughter - double damage against Trolls SILVER Weapons that do double damage against all Undead Evil are found on every type of monster....just have to be lucky.
  2. Borg

    Plant Gardens

    Additional comments from Augur Three things real quick : 1) If a plant is locked down, only the person that locked it down can interract with it in any way. 2) If a plant inside a player has been "logged out" for a day or more, it will still grow 1 day when the player logs back in with it. But it will only grow a maximum of 1 day, no matter how long its been logged out. So yes, you could theoretically log out with your plants in your pack to avoid losing them if you cannot log in for many days. 3) Actually you have 250 item slots you can "log out with", since you can fill your backpack with 125 and your bank with 125. 4)Partially grown plants (those still in their bowl, not yet "fully grown") will not block movement. 5)Fully grown plants will block movement, based upon the type of plant they are. That is, we have not changed the properties of the art for any of the plants, so if they block movement in the game map, they'll block movement when grown through the plant system. An example of a blocking plant is a cactus. An example of non-blocking plants would be the various flower types. 6)Plants are normal items in terms of lockdowns. You carry around a bowl, say, then drop it on the ground. Then target it for lockdown with the standard "I wish to lock this down." 7)You can lock down a plant anywhere you can lock down anything else. It's important to remember that since plant bowls (which can be walked through) have the ability to grow into certain plants which cannot be walked through (say, a cactus), that you won't be able to lock them down near stairs or a door, just like any other blocking object. 8)Seeds will indeed be unstackable : but there's actually a reason for it this time. Each seed has a variety of information stored on it that makes it different from other seeds. So, even if you had 18 red seeds, they might actually be completely different Types of seeds (that is, they produce different red plants). Since stacks of items aren't great at storing multiple pieces of information about the singular items within them, seeds will not be stackable. [We thought about allowing seeds of the exact same type (that is, same color, same type, same brightness) stack, but thought it might be confusing as to why some seeds stacked and others didn't, when there was no visible difference (plant type cannot be discerned in the seed stage).] A few ideas have been tossed around (seed bags that act much like potion kegs), but none of them worked satisfactorily enough for the first pass - so seeds will be singular for now Auguroooooo! NOTE: Someone in the Empire can show you what a Bloody Red Palm looks like.....hmmm wonder who that could be?
  3. Titles for the units that are not your Legion units you may ask for them to be changed to a more 'descriptive' title for linkage to roleplaying matters ie Hephestos was changed to Master of Metal from the Trades Olympian title Anfalas now is Dr Codene's Apprentice to show he will be RP working with Dr on matters of Vampires/Books decryption The NON Combat units used to be titled in a hierarchy manner......which for all intense purposes was impossible to understand for the public......the ranking titles will still exist and remain part of the method in Codex BUT Titles will be changed at the request of the player on a case by case basis. This should help you explain WHAT or WHO your character is more easily to the public. Also....a reminder for you is that you can put some data in the paperdoll PROFILE.....then for some interactions RP wise I will say.......... Look upon me closely and you will know the way. or Look into my eyes and you can see my intent
  4. A Welcome to our following new members and thier family members (Some alternates not listed for rp matters and mystery as you meet your new brother/sisters) Tiorik ICQ: 52593817 Legionnaire questing for virtues and understanding SPONSOR=Borg Mysty ICQ: 54178509 Emmisary of Dalmatia Angel will be her Legionnaire unit Devilish female fatale SPONSOR=Galanor Selenna ICQ: 137693373 Legionnaire opposite of Angel's demeanor SPONSOR=Galanor Smithminer ICQ: 158577471 Legionnaire (splits account with cousin likes to bash things) SPONSOR=Galanor Lady Lora De Blood ICQ: 99630541 Heran Phalynx SPONSOR=SerBrightblade Anfalas ICQ: 100652115 Apprentice of Dr Codene is a lost soul who was a Vampire and struggles now with it.
  5. How To Log In To MyUO You must now be logged in in order to read the official MyUO Forums, with the exception of the New Player Haven board and this FAQ board. This means that in order to read the main forums, you’ll need to be a UO account holder, and have signed up for a MyUO account. This helps us in two major ways – one, it gives us real numbers on how much visibility we get on information and assets that are posted to our boards. Two, we hope it encourages more people reading the boards to actually contribute – people who have very legitimate concerns or thoughts, but who may not have been driven before to actually register to post. If you don't have an active MyUO account, you can create one HERE with your current UO username and password. (This is a secure site. If you feel uneasy about entering your UO information through a link, you can access this same page by using the navigation bar to the left on the Official UO Homepage, going to MyUO, and clicking on "Log In/Personalization" at the top right, then selecting "Create MyUO".) Tip: Try not to make your MyUO account name the same as your UO account name. It’s better for your security. Once you have your MyUO account, you can create a board account HERE. (Note: You need to be logged into MyUO to create this message board account, but only the first time. Later, you’ll be able to log straight into the boards, without having to log into MyUO first.) Enter in the new message board username and password that you’d like. Try not to make this name the same as your UO account name, or your MyUO name, also for your security. It's important to keep in mind that every time you post, this is the name that will appear, and it can't be changed once it's created. So choose carefully, and check your spelling! Also, make sure to NOT create a message board name with an apostrophe ( ' ) as our message board script won’t recognize this symbol. If you have problems logging in to the boards, the forgotten password option doesn't work, or you have other board-related difficulties, you can send an email to boardhelp@uo.com
  6. Augur on Where Plants Will Grow Posted on Friday, April 26, 2002, 6:25 PM EDT by Joshua Rowan (Stratics General News) It is widely speculated that a new Plant Growing System will become active beginning with next week's chapter of Scenario 4. Augur posted the following in the UO.com Scenario Forum in a discussion about where plants will be able to grow: Just a quick clarification, since I've seen this issue pop up alot, and it's not exactly spoilerriffic : Plants can do their daily growth check : 1) If they are locked down in a house (and not in a container) 2) If they are in a container, and if - and only if - that container is inside a player (so a player's backpack or their bank vault). A caveat of this is that if the container is inside a player, the plant will only do its daily growth check if the player logs in that day. The reason for this is based off of the way in which objects are loaded if they are inside a player (that is, they are realistically "outside the game world" when the player is logged out). It would be too server intensive to have a plant do all its days of growth at once when the player finally logs back in. (Think of running the growth check for the 8 days you were logged out, for all 200 plants inside your pack). So while you'll be able to grow plants in your backpack and bank box, you'll need to attend them more often (by logging in each day), as opposed to plants locked down in a house, which have a chance to grow once a day, whether you're online or not. Hope that makes sense, Augur Plant Growing Using special seeds harvested from slain monsters, you may grow uniquely colored plants to use as house decorations or to produce hybrid seeds and resources. As your plant grows from a seed to a full-grown plant, it will need watering and alchemical care in order to protect if from insect infestations and harmful fungi. Through the process of cross-pollination, you may even be the first person to grow a unique new hybrid plant type! Plant Bowl In order to plant a seed, you first need a special bowl. Plant bowls can be purchased from a provisioner for a small price. Once you have an empty plant bowl, you’ll need to fill it with dirt before you can plant a seed in it. To fill a plant bowl with dirt, double-click the bowl to use it, and then target a source of nice soft brown dirt. If you’ve targeted an appropriate patch of dirt, you’ll now have a bowl full of dirt. Add in enough water to soften the dirt, and you’ll have a perfect spot for planting a seed! Plant Seeds Plant seeds come in many different colors. When planted in a bowl of dirt and carefully tended to over time, plant seeds will grow into full-grown plants. These plants can be used for decorative purposes only, or as a source of new hybrid plant seeds and specially grown resources. While you can tell what color of plant the seed will grow into by the color of the seed itself, the type of plant that results from a particular seed remains a mystery until the plant is fully-grown! The first step in growing a seed into a plant is planting it in a bowl of soft dirt. In order to plant a seed, simply double-click the seed to use it, and then target a bowl of soft dirt. Freshly dug dirt isn’t soft enough for a seed to be planted in, so you’ll need to pour water into your bowl of dirt before attempting to place a seed in it. Plant Growth Plants take time to grow through their various stages. A plant has nine main stages of growth, from seed, to sapling, to fully grown plant. Plants will not grow in containers, unless the container is in a player’s backpack. If a plant is healthy and well-tended, it will grow one “stage” of its life-cycle in about a day’s time. If a plant is not healthy because it has not been well taken care of, then it will not grow. You must keep your plant in a healthy state by curing it of any maladies that might be affecting it, and then letting it heal naturally or help it along through alchemical means. Plant Health Plants have hit points much like your character. A plant loses hit points when it is affected by various maladies. If a plant has insects eating at it, then it will lose hit points each day. Other maladies that can affect a plant’s health include under or over-watering the plant, harmful fungi, poison, and disease. Heal potions and a plant’s natural healing will raise the plant’s hit points back up to its maximum, but only if the plant has been cured of all maladies first. If a plant loses all its hit points, it will die. As a plant grows, its maximum health increases. Seeds and saplings are very weak, and can easily be killed if neglected for even a short while. Full-grown plants, on the other hand, could survive for several days without any help. Infestation As a plant grows, it has a chance of being infested by insects. These insects will slowly eat at a plant, causing it to lose health and eventually die. Different plants have different chances of being infested. Flowery plants, over-watered plants, and bright plants all have a greater chance of attracting hungry insects, so they’ll need even more attention from their owner. You can use poison potions on your plant in order to kill off the insects that have infested it. Be sure that you do not use too much poison, however, or your plant will soak up the poison, which can cause it to wither and die! You can view your plant’s current Infestation Level in the Plant Health menu. Infestation Level The Infestation Level meter (grey bug image) shows the relative amount of insects that are currently attacking your plant. A yellow + sign means the plant has a small infestation. A red + sign indicates a severe infestation. Fungus As a plant grows, it has a chance of being infected with harmful fungi. Fungi sap the plant of its health, which will cause it to wither and die. It is important to remember that fungi love moist areas, so over-watering your plant increases the chance that it will become infected by harmful fungi. You may cure your plant of fungus by using cure potions. You can view your plant’s current Fungus Level in the Plant Health menu. Fungus Level The Fungus Level meter (mushroom image) shows the amount of fungi that are currently sapping health from your plant A yellow + sign means the plant has a small fungus infection. A red + sign indicates a severe fungus infection. Poison (Plants) You may apply poison potions to your plant to kill insects infesting it. If you apply too many poison potions, however, or apply poison potions when there are no insects on the plant, then your plant will soak up the poison and become sick. When you apply poison potions, they will not take effect until the next growth check your plant performs (approximately once a day). Don’t worry, however, as insects only harm your plant during a growth check as well, so any insects will be killed off by your poison potions before they can harm your plant. If you accidentally poison your plant, you can cure the plant of poison by using heal potions to counteract the poison. You can view your plant’s current Poison Level in the Plant Health menu. Poison Level The Poison Level meter (skull image) shows the amount of poison that your plant has soaked up. A yellow + sign means the plant is slightly poisoned. A red + sign indicates that the plant is severely poisoned. Curing (Plants) You may apply cure potions to a plant in order to cure it of harmful fungi. If you apply too many cure potions, however, or apply cure potions when the plant is not infected by fungi, you will infect your plant with a deadly disease which will cause it to wither and die. When you apply cure potions, they will not take effect until the next growth check your plant performs (approximately once a day). Don’t worry, however, as fungi only harm your plant during a growth check as well, so any harmful fungi will be cured by your cure potions before they can harm your plant. If you accidentally infect your plant with a disease by over-curing it, you can use heal potions to counteract the disease. You may view your plant’s current Disease Level in the Plant Health menu. Disease Level The Disease Level meter (purple goo image) shows the strength of the disease affecting your plant. A yellow + sign means the plant is slightly infected. A red + sign indicates that the plant is severely infected. Watering In order to keep your plant healthy, you must water it regularly. An under-watered plant will wither and die if left unattended. However, it is important to remember that over-watering your plant is also unhealthy. Over-watered plants become waterlogged and lose health, in addition to becoming perfect breeding grounds for insects and fungi. Each time a plant performs its growth check (approximately once a day), the plant will soak up one dose of water, so you’ll need to keep a constant eye on your plant to make sure it has not dried out. You can view your plant’s current Water Level in the Plant Health menu. Water Level The Water Level meter (water pitcher image) shows the amount of water in your plant bowl. Unlike other state meters, the Water Level meter displays both negative (under-watered) and positive (over-watered) levels A yellow – sign indicates the plant is slightly under-watered. A red – sign indicates a severely under-watered. A yellow + sign indicates the plant has been slightly over-watered. A red + sign indicates the plant has been severely over-watered. Potions (Plants) You may apply various potions to a plant in order to cure it of various maladies, help it to heal back up to maximum health, or strengthen it against infestations. Potions are applied through the Water button on the Main Menu. The following potions may be used on plants: Heal Potions Cure Potions Poison Potions Strength Potions Heal Potions (Plants) You may apply heal potions to a plant in order to cure it of poison or disease. Heal potions are applied during a plant’s normal growth check, so you will need to apply new heal potions each day if you want the plant to continue applying their beneficial effects. If heal potions are applied to a plant that is not poisoned or diseased, and the plant has no other maladies currently affecting it, then the heal potions will be used to help increase the plant’s current hit points (in addition to the natural healing a plant performs if it is not currently infected by any maladies). Strength Potions (Plants) You may apply strength potions to a plant in order to help it resist insect infestations and fungus growth. Each strength potion applied will lower the chance of infestation by harmful maladies. Strength potions are soaked up by a plant during its normal growth check, so you will need to apply new strength potions each day if you want the plant to continue applying their beneficial effects. Cross-Pollination When a plant first reaches its full-grown state, it will sprout its full foliage, no longer contained within the plant bowl. At this stage of the plant’s growth, it will begin to produce pollen. You can view your plant’s current Pollination State in the Plant Resources Menu. The plant will eventually self-pollinate if left unattended, and the plant will begin to produce seeds. Seeds produced by a self-pollinated plant will grow up into an exact duplicate of the ”parent” plant. Another method of pollination is called ”cross-pollination”. Once a plant reaches the pollen-producing stage, its pollen may be gathered by the owner by using the Cross-Pollination button. Gathered pollen may be used on another full-grown plant. When you pollinate one plant with pollen from another plant, the targeted plant will produce seeds that will grow into a hybrid of the two plants. The color and type of each ”parent” plant are combined to produce a new type of seed that will grow from the targeted plant. While you may continue to gather pollen from a plant throughout its entire life cycle, once a plant has been pollinated (either by itself, through natural pollination, or through manual cross-pollination from another plant), no further combinations may be performed. The seed type that the plant will produce is determined the first time the plant is pollinized, and cannot be changed afterwards. In very rare circumstances, cross-pollination may result in a ”mutation”. If mutation occurs, the targeted plant will not produce seeds that are a combination of the two ”parent” plants, but will instead produce ”mutated” seeds that grow into mutant plant varieties. Pollination State The Pollination State indicator displays the current pollination state of a plant. A yellow – symbol indicates that the plant has not yet produced any pollen, as it has not reached full-grown level. A red ! symbol indicates that the plant has entered its pollen producing state, and can have pollen gathered from it, or be cross-pollinated to. A green + symbol indicates that the plant has been pollinated (either by itself, through natural self-pollination, or by the pollen of another plant). While you can still gather pollen from a plant in this state, the plant can no longer be the target of cross-pollination. Seed Production When a plant reaches its maximum growth level, it will no longer grow in size, but will instead produce seeds any time a growth check is performed. The type of seed that a plant produces is determined by whether it pollinated itself, or if pollen from another plant was applied to it during the cross-pollination process. A plant will produce once seed per day, up to a maximum of eight seeds. A plant will only produce a seed if it is healthy. You may gather seeds from a plant by using the Gather Seeds button on the Resources menu. You will pick all available seeds from the plant and place them in your backpack, if there is room. The number of seeds available is displayed next to the Seed # indicator (seed image in an empty box). A red X symbol indicates that the plant has been set to decorative mode, or has produced its maximum amount. Resource Production Certain plant type and color combinations result in a plant that can produce unique resources. A plant will begin producing resources at the same time it produces seeds, when it reaches its maximum growth level. One resource is produced per day, up to a maximum of eight resources. A plant will only produce resources if it is healthy. You may gather resources from a plant by using the Gather Resources button on the Resources menu. You will pick all available resources from the plant and place them in your backpack, if there is room. The number of resources available is displayed next to the Resource # indicator (petal image in an empty box). A red X symbol indicates that the plant has been set to decorative mode, or has produced its maximum amount. Resources produced by unique plant combinations have special properties dependant on the resource type and color. Decorative Mode When a plant reaches its maximum growth level, a Decorative Mode symbol will appear in the Resources Menu. This symbol is displayed as a leafy plant with a red / symbol through it. Pressing this button (and clicking Yes to apply) will set the plant to Decorative Mode. A plant set to Decorative Mode will not produce seeds or resources, and cannot be used for cross-pollination. A Decorative Plant does not need upkeep, however, and is always in a healthy state. Decorative Mode should be activated if you simply want your plant to be used as a house decoration, and therefore do not want to have to water it or keep it healthy. A Decorative Plant will have the tag [decorative] displayed above it when single-clicked. IMPORTANT NOTE : Once a plant is set to Decorative Mode, it cannot be set back to its normal state. A Decorative Plant will never produce seeds or resources again. Emptying the Bowl If you would like to empty your plant bowl of the plant or seed and start over again, you may use the Empty Bowl button on the Main Menu. If the plant in the bowl is in the seed or sapling stage, emptying the bowl will result in a bowl and the seed placed in your backpack. If the bowl only had dirt in it, or the plant had grown beyond the sapling phase, emptying the bowl will destroy the plant, returning only the plant bowl to your backpack.
  7. Borg

    Goofy Challenge

    Okees......here is the challenge Write a short story using each of the clickable smiles available here (shown to the LEFT during posting)...at the same time try to use the LEAST words along with them Example sentence(not using all of them) Bob, the evil brother , planned mean attacks on his sleeping silly brother that would wake him up dazed and confused
  8. But you do have your ethereal Lama!!!!!!!! makes you really look like your floating on air now bud!!!!! Keep reading the NEWS section of the PGoH section....I have been keeping it CHOCK FULL OF NEWS hmm sounds like coffee.......... Been up for 20 hrs now..... need caffine...ehehe soon be bouncing again.
  9. PGoH has 3 listed LIVE EVENTS on UO.com main board for SATURDAY 4/27/2002 Provincial Offices accepting applications for Non Combat Roles (Catskills Apr 27 2002 10:00AM) Legion of HONOR Recruitment Drive (NAVAL) (Catskills Apr 27 2002 12:00PM) Legion of HONOR Recruitment Drive (Catskills Apr 27 2002 2:00PM) UO.com MY UO Mainpage
  10. I ordered my copy thru our website link today.
  11. Borg

    Dungeon Siege

    Nifty.....Hoth I hope the guys here are pickin your brain on your experiences so far.....to the limit that you are allowed to talk about i
  12. Lead Graphics designer Wolf is in the editing room working on a new movie...NO RELEASE DATE SET OR PLANNED but........watch out Star Wars.....and run and hide Lord of the Rings........Academy. get ready to hand over the OSCAR early.
  13. Report from IGNATZ on Armored Pets Seemed for a moment they were SUPA SWAMPIES....hehhe ya could have meleed an ANCIENT WYRM by the looks of that bug they think they have now fixed. Wolfy you missed that chance......though you would have had to ride one ehehhee
  14. NOTE FROM AUGUR Just a quick clarification, since I've seen this issue pop up alot, and it's not exactly spoilerriffic : Plants can do their daily growth check : 1) If they are locked down in a house (and not in a container) 2) If they are in a container, and if - and only if - that container is inside a player (so a player's backpack or their bank vault). A caveat of this is that if the container is inside a player, the plant will only do its daily growth check if the player logs in that day. The reason for this is based off of the way in which objects are loaded if they are inside a player (that is, they are realistically "outside the game world" when the player is logged out). It would be too server intensive to have a plant do all its days of growth at once when the player finally logs back in. (Think of running the growth check for the 8 days you were logged out, for all 200 plants inside your pack). So while you'll be able to grow plants in your backpack and bank box, you'll need to attend them more often (by logging in each day), as opposed to plants locked down in a house, which have a chance to grow once a day, whether you're online or not. Hope that makes sense, Augur
  15. Sounds like a nifty little wrinkle......now if we can get to NAME that monstrosity of foliage.....ehhehe I can almost hear the inside jokes already
  16. Visit the PGoH section and you will see on COMMUNITY NEWS the story SEEDS This looks to be the precursor to the group of new monsters I like to call the BOG Family group (Rotten Vegitation group) From these killed you will find your SEEDS you will need to grow your new plants and make the new potions etc with. Happy hunting......one would think FIRE spells would BURN up such rotten vegitation....melee may only CREATE more of them.....but that is a guess........I think I will ask our Ancient Wolf to find out.......he likes to poke into the unknown head first usually with blade in hand.....ehehehe aye buddie? Mages explore the spell combos on them I hope to have a nice map on website soon (sent it to Bal)...it will be in a new MAP location hopefully (maybe a temp area first bal?) The map is called Ilshenar Champion Zones....and at the bottom of it are the groupings (as Colin Mor categorized them so far)
  17. And you CANNOT use BOLAS against them
  18. Here is a Few cut n pastes out of 1998 thru 2000 that Colin Mor had put up as ideas at UO.com and Stratics...justs a few. Any sound familiar? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Craftables Additions to Ultima Online (small list...appetizers) Hanging banners-Tailoring, Carpentry and Tinkering + Cloth Hanging Armor-Smithing, Tailoring and Tinkering + armor Hanging Weapons-Smithing, Arms Lore and Tinkering + weapons Hanging Shields-Smithing, Parry and Tinkering + Sheild Hanging Carcass-Cooking, Animal Lore, Taste Id + Targeted dead (Bull, Cow, Sheep, Goat,) Hanging Skeleton-Anatomy, Lockpicking, Tinkering + Targeted defeated Skeleton Prison Door-Smithing, Carpentry, Lockpicking, Tinkering + ingots Horse Armor-Smithing, Animal Lore and Tinkering + Ingots + Leather Horse Armor Decoration-Smithing, Animal Lore and Tinkering + Ingots + Leather + Wood Dragon Armor- Smithing, Animal Lore and Tinkering + Ingots + Scales Archery Butte-Carpentry, Archery and Tinkering + Wheatbundles and Wood Catapult-Carpentry, Tinkering, Archery and Tactics + Wood and Ore(not ingots) Cannon-Smithing, Carpentry, Tinkering, Alchemy, Archery and Tactics + Ingots and Wood Rugs-Tailoring, Inscription + a lot of Yarn Full Bookcases-Carpentry, Inscription and Tinkering + Books Chest of Drawers-Carpentry, Tailoring and Tinkering + Wood Stone Furniture-Smithing, Carpentry, Tinkering + Rocks Arcane Brazier-Smithing, Tinkering, Carpentry, Magic + Ingots Fireplace-Smithing, Carpentry, Camping + Wood Other points..... cook makes a platter or basket of something (pig/dounuts/fruit) alchemist creates a set of vials, or something magical oriented farmer can grow reagents thru plants sculptor could create statues artist could create paintings scribe creates a stacked or open book bowyer creates fletchings, or stack or arrows lumberjack could make a pyramid of wood or chop some kind of special wood ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HITCHING POST To enhance the roleplay and area control of a house location with respect to pets. Placeable one tile from South face of building or wall. Hitching post would keep pets from wandering but if the pet became wild it would break the bind with the Hitching post. Skills needed to produce: GM Carpentry GM Tinkering GM Herding GM Animal Lore Resources needed to produce: 10 Ingots 5 Leather 5 Logs 5 Key Rings Graphics to utilize.....black guildstone with a few black necklaces attached to it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PEARLS Fishermen currently fish up sea shells from shipwrecks....soo ADD oyster shell as a named seashell that is FISHED up or NETTED up. Utilize the existing graphics for some shells Use skinning knife on them Randomly hold a white pearl (black pearl graphic..but white) Tinker skill to make necklace. Necklace grahic for pearl necklace is white strand not gold. tis a little thing but would be a nice reward over shoes or sandals...hehe ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FORENSIC SKILL Forensic skill is the study of a corpse. In this currently we learn only who has desicrated the corpse. Allow Forensic skill to FIND either a treasure map on a Monster Corpse(hidden somewhere on a corpse....yuck) OR a parchment ticket on a NPC Corpse(given to an NPC listed on ticket results in reward....ie notifying next of kin hehhe) Then...being a detective may provide a living more than just a view of who killed and looted the corpse. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LOST SOULS With all the escorts that ask to be taken to Dungeons and those that give up waiting and go off on foot into the wilds....most are never seen again. Well, Mages are the way to escort current NPC adventurers who will then reward quite handily the Mage that does thier bidding. For the NON Mage here is a way to do some equal good and provide a nice reward to ones coffers. LOST SOULS.....visible ghosts that wander the wilderness or dungeons and can be ressurected ONLY by bandages. Yes this is targeting the footsoldiers and the wandering healers (note wandering.....travel on foot...not gate...so along that line....that such person would not be able to cast gate) ADDED AND MODIFIED SECTION of LOST SOULS (Apr 2002) This would gain you progression toward COMPASSION Virtue path OR The reward from the LOST SOUL once ressurected with bandages would be a map and key to a chest in a city or dungeon they were seeking to travel to. This chest would appear once they were ressurected and be on a 15 minute timer. OR Perhaps....IF the RESSER DECLINED the map/key through some accept/decline popup (like putting a bounty on someone) then they would receive COMPASSION VIRTUE progression....if they accepted it....they received the map/key but NO COMPASSION VIRTUE progression. OR They get BOTH progression AND the key/map gifty from the ghost they rescued. (NOTE-Lost Souls would be within the server that the chest would appear...thus allowing travel by foot to be able to reach chest before it vanished in 15 minutes) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GUILD GM RANKING Ok.....now given that Veteran status is able to be bought with gold. I offer to the realm and powers to be a method for ranking of guilds in a fashion more reflective of character/members efforts to achieve the highest performance and abilities. GRANDMASTER SKILLS Simply put.....a tally of all the Grandmaster skills that have been achieved by the membership. These skill achievements would be displayed in a list similar to the AVG Skills list. Grandmaster Skills is the most reflective of TIME spent by the member toward his profession. A guilds power is in numbers and ability of those numbers.....Grandmasters are the top performers of skills.....let us see who has the most and the most of which skills do they possess the Grandmastery of. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PEACEMAKING The life of a minstrel is tied directly to the current attention of the player base, which is overwhelmingly attached to gold gathering, rare sales and reagent/resource economics. Peacemaking currently gives one an escape window, but in Trammel that is simply a measurment of how much dexterity one has to outrun the adversaries. Imagine if you will a minstrel that walks the city playing his tunes and as in the effect radius that peacemaking works on...a success or failure in pleasing the NPCs (possibly PCs) within the radius occurs. If successful the reward is given like the beggars reward currently in terms of gold between 1 and 20 gold pieces. Effect per minstrel would be tied to the system loop/save and not allow repeat success until after this loop or time. Yes....one can still set up performances near a large group of players.....this would be a means for the minstrel to work outside the requirement of combat or PC generosity....the common folk NPC instead. NOTE: IF PCs are additionally effected the gold reward could either be calculated into the reward factor and not come directly from the PC or the NPC but from the heavens.....pennies from heaven....opps gold from heaven. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TINKERING/BOWCRAFT Tinkering is the use of gears, hinges, fine tuning instruments and mechanics.....one weapon is built on this principal....the Crossbow. I propose a bonus addition that improves the crossbow along the lines as the magic modifiers currently do. JOURNEYMAN TINKER/GM BOWCRAFT Durable +10 to item HP AND Accurate +4.6 to Archery EXPERT TINKER/GM BOWCRAFT Substantial +20 to item HP AND Accurate, Surpassingly +9.3 to Archery ADEPT TINKER/GM BOWCRAFT Massive +30 to item HP AND Accurate, Eminently +14.0 to Archery MASTER TINKER/GM BOWCRAFT Fortified +40 to item HP AND Accurate, Exceedingly +18.7 to Archery GRANDMASTER TINKER/GM BOWCRAFT Indestructible +50 to item HP AND Accurate, Supremely +23.3 to Archery This same principal could then be utilized also with SMITHS and ARMSLORE for the melee weapons. and even dare I say......SMITHS with ARMSLORE, MAGIC, INSCRIPT and (ANATOMY or ANIMAL LORE)to produce various magic weapons potent against certain things. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ARMOR STAND This item would be a modification of the current Dress stand...only this would work as a container but SHOW pieces of armor on it externally. Helm, chest, legs, arms, gloves and gorget. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KEG/VAT/BARREL for Bar This would be built as the potion kegs are currently but with a required TASTE ID tie in as well as COOKING. Since the Keg itself would need curing to make sure the contents later placed in it would not spoil(yuck). Same requirements of supplies to build but the graphic would be like a keg on is side with the tap coming out of the bottom...like a traditional keg would be in a bar. These kegs could be filled with ale, wine, liquor, water, milk....and yes they would be tagged with the creators namesake. ie....Keg of ale crafted by XXXXXXXX or Barrel of Wine crafted by XXXXXXXX or Vat of liquor crafted by XXXXXX etc etc.
  19. SCULPTOR PROFESSION (March 1999 revised April 2002) Colin Mor Now that Boulders exist and tools for stonework can be utilized........it is even closer to the day a Sculptor comes to be a new profession. I am revisiting this 1999 Idea and retweeking using existing new wrinkles that have been made available to us. Sculptor is the tradesman who has the combined abilites of Mining, Tinkering, Carpentry, Animal Lore, Anatomy, Item Identification and Inscription. Mining=ability to work with rock Tinkering=detailed ability with hands Carpentry=understanding of structure and size relationships Animal Lore=understanding of Animal/Beast form Anatomy=understanding of Humanoid form Inscription and Item Identification=ability to write name onto base of sculpture Resources are Boulders Tools are Chisel set Utilizing a targeting cursor......sculptor could then have name of target transferred onto the sculpture. This creates the ability to have a STUDIO for the Roleplay activity. OR more daring sculptors could seek wild beasts or monsters and attempt to capture thier image in stone.....before they get eaten or pummeled heheh Pop up screen would have options of various sculptures (many forms of these exist already in busts small, large, minatures etc) THESE would NOT BE COLORED like minature vet rewards......these would only be color of boulders they came from....some only smalls made but some perhaps could be made LARGE for use in a guild hall or great room. Perhaps in time more forms or poses of statues could be designed...but for now....one could have thier own BUST or that of thier guild founders or leader(s) made or a statue of thier great hunt (NOT all Evil can be made into trophys.....this would allow such to occur).... Cyclops Statue or Juka warrior for example Imagine an evil roleplaying guild that worshipped a giant spider (perhaps the Champion Mephitis for example)......it would be large and take up say 8 tiles....Imagine them hiring this sculptor to get it....well he would need to get a visual of it first....and then the fun starts for everyone in making that happen. Some namesakes could be coded as not possible to inscribe I guess to deal with naugty or illegal yada yada yada. Below added Apr 2002 Colin Mor ARTIST would be similar to SCULPTOR but he/she would not use ROCK but a Painting easle and would NOT have Mining but Alchemy to mix paints (look like decorating tool but called oilpaint) which he/she makes from Oilflask and Flower petals (clored nightshades) which are cut (scissors) from Flowers like kinlin is shave off trees now Alchemy would create ink(looks like decorating tool) to then use on the easle....success would yeild a choice of paintings and then the similar targeting thing could be utilized....etc etc the fun of what to paint goes on an on an on.....heheh take care...enjoy the wonders possible!!!!!!!
  20. Arcane Brazier (Aug 2000) Colin Mor & SerBrightblade GRAPHIC=common arbitor that exists with game with burning embers in it. RESOURCES=Item to be enchanted/embued or recharged along with various of the reagents unused now.....pig iron, volcanic ash, blackmoor, dead wood....etc depending on WHAT was to be the magical property. (SEE NECROMANCY Section or THAURMATURGY) OPERATION-Opens like a container where an item of metal can be placed within it along with gems required to charge or recharge it. INFO and MISC Gems in combination, like reagents, would be required for various enchantments or varieties of charges AND/OR the gems and an existing magical weapon or armor could then be recharged to a determined level not to unbalance the weapon...ie 1000 charges is way too high.....should need to upkeep the weapon. Leathers, cloth and wood would be recharged in the same manner in another shade of Arcane Brazier Any item recharged would automatically lose ONE level of its strength interms of melee power or defense along lines of current repair losses...BUT the magical prowess would remain..ie fireball, lightning etc Benefits would be gems become more utilized and this system lends itself GREATLY to the roleplay aspect and skill tie in abilities that will continue to spread out and eliminate the jack of all trades capabilities. This offers new professions on many levels taking advantage of skill tie ins. To make the Arcane Brazier the crafter would need Smithing, Tinkering, Carpentry, Magic and (Armslore or Tailoring depending on which one made) To use the Arcane Brazier the Enchanter would need Item Identification, Magic, Aclhemy, Resist, and (Tinkering-metals or Tailoring-cloths or Carptentry-wooden) Graphic lightning bolt would occur then a flamestrike followed by an explosion onto the Brazier (and damage the user REGARDLESS of distace if they tried to run from blast) NOTE: think of the almost humorous old magic man who seems to blow himself up alot in his experiments but then.......he finallly gets it right.....hehehe high resist is needed to survive.....if user dies.......ITEM IS DESTROYED *wiping soot and and ash from his face the blackened Enchanter smiles....only his eyes and teeth are white....but proud he is....he has done it.....magic restored to his staff......watch out world.* He then trips walking down his laboratory steps heheheh
  21. Psst..........Martok........Psst another Lamb coming to the slaughter
  22. Reports coming in of skirmishes with Dragoon Elite Columns have yielded that these Heavily Armored Melee warriors have been said to be using VANQUISHING weapons. Prometheus is designated today as the Swamp Dragon executioner.....he will clean up any Swamp Dragons that the Heran Knights do not wish to tame. Hephestos will be the designated smith to receive all Dragon scales we harvest.....give scales to Praetorian Prefect SerBrightblade to deliver to Safe Haven. I would like to see every member at least get one Vanquishing weapon for themselves and/or thier melee member of thier family if they be a non melee warrior this evening. Gems will be given to Ancient Martok for delivery to Colin Mor and the Imperial treasury in Recap...... Prometheus......Swamppie killer (will not be in a group) SerBrightblade...Scales Martok............Gems (and Asssigned to a group as looter) For every group we create ....assign one Mage to be the primary looter...when he is overburdened....fall back to the bank....Vanquishing weapons the primary looter is responsible to keep track of thier team on who has received one. Lets make sure we appreciate Prometheus being solo and out of group by finding him a very nice Vanquishing weapon. SEE ABOVE DESCRIPTION of OFFICIAL EVENT for further details
  23. Borg

    Grrrr

    Nice Avatar Warlkum I just checked........lost all my characters (3 in the 40s)
  24. I have been up all night so I will TRY to make this short......need sleep bad. I am asking everyone to evaluate your characters...those that are best for battle....lets move them into Legion titles suting them. IF you have a STATE or SENATE role that is a NON COMBAT Roleplayed position and that character is who you regularily use for battle.....lets move him to the Legion lines and title one of your alternates that are Non combat into the role. ONLY if this is possible........some people only have warriors...but it would be stronger for our storylines development if we can fill the Lines with warriors and not tradesmen titles. If anyone has such a case Private message me or post any questions below here. AGAIN......ONLY if you find that the character you prefer to take to battle is titled a SENATE or STATE NON COMBAT ROLE would this be what I am talking about. Thanks......I must sleep now. ahhh the days of 24 hr UO events.......eheheh LEGION TITLES Imperator--------Osta tel'quessir Centurion--------Leads Cohorts (10 units~9 of below units) Phalynx----------Assistant to Centurion Knight-----------Make up the Lines Squire-----------Support Knights Legionnaire------entrylevel NOT in Cohort yet (HUMAN)---------(ELF) Imperator--------Osta tel'quessir Centurion--------Arato tel'Menel OR tel'Keme Phalynx----------Paur tel'Menel OR tel'Kemen Knight-----------Roquen tel'Menel OR tel'Kemen Squire-----------Nessa Osta Legionnaire------Edhel Legionaire (HUMAN)---------(ORC) Imperator--------NOB Centurion--------Orc Lord Phalynx----------XXXXXXXnoneXXXXXXXX Knight-----------Skullcrusher OR Fire-eater Squire-----------XXXXXXXnoneXXXXXXXX Legionnaire------Grunt (HUMAN)--------(GARGOLYE) Imperator--------Templar Centurion--------Nexus Phalynx----------XXXXXXXXnoneXXXXXXXX Knight-----------Locust Squire-----------XXXXXXXXnoneXXXXXXXX Legionnaire------Questor
  25. OFFICIAL RP Realm event will be in Trinsic and under PGoH leadership starting at 7pm EST at the WESTERN GATE of TRINSIC. 4/25/2002 As many PGoH members as physically are possible are asked to arrive at the Trinsic Barracks at 630pm EST READY FOR BATTLE (supplied and ready) and proceed as a group to the Western gates at 7pmEST to meet up with GoL and VK guilds. The plan is a simple one....eliminate the Invaders of the mother city. The city has been broken down into sections for this event and PGoH has its NW Quarter...GoL has the Paladin Island, The East Gate and Honor Bridge and the middle East West Road...VK has the Southern Gate and Industial section of Trinsic. ALL Guilds have West Gate responsibility. PGoH Borgs office------------------Trinsic Barracks |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| West Gate--------------------Arch of Honor Valor Knights South Bank------------------Tailor Shop |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| Southern Gate---------------Trinsic Docks GoL (will also have DWG helping them at Paladin Island) Barracks---------------------Paladin Island |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| |----------------------------------| Keg and Anchor-----------------East Gate At 7pm EST all will assemble at the West Gate area for a massive screenshot....then I will patrol the city viewing our progress. IF sections of Trinsic begin to be lost (ie guilds losing battles) we will pull back into the Barracks area and BUILD a blockade of granite Boulders at the Arch of HONOR location. (ANYONE who has an orc mask please go to the Orc Dungeon and gather up granite boulders and I will show you where to place the bag(s) of them (we will need about 20 boulders). This should be a hell of alot of fun for everyone and I pray the code for the champion spawns will be in effect.....ie spawn builds and builds up heavier and heavier....NO CHAMPION will appear BUT that will give us a mini slowdown period to bank and refit.....before the cycles restart. OFFICIALLY....please Gems go to guildfund Scales go to Hephestos Battle Uniforms are requested The Imperator wears black armor, a black cape, a black kilt, a purple sash, and a purple half apron. Praetorians wear Black everyting with a Blood Red half apron, Blood Red sash. NO CAPE Ancients wear Black everything with a Purple half apron and thier personal choice of sash and cape color The Centurion wears golden armor/leather, a purple cape, a black kilt, a sash of the cohort color, and a purple half apron. The Phalynx wears Bronze armor/leather, black doublet, a black kilt, a purple cape, and a purple half apron. The Knight wears silver armor/leather, black doublet, a black kilt, and a purple half apron. NO CLOAK The Squire wears a black doublet, and a purple kilt. NO CLOAK The Legionnaire wears a black doublet and a purple half apron. NO CLOAK or KILT Everyone should be in their Legion character....this is WAR.
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