Are enchantments still incompatible with nondecay/resetting ? For example, if I get a fire resistance ring and make it nondecay, or I get a nondecay ring and try to get it enchanted with fire resistance, what happens ?
All my enchantments are on non-decay rings (artefacts, even!)
That said, the enchantments can fade randomly (though the chance is low). So you might still have to replace them in a while - but it's totally doable.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
If you want permanent resists, you'll have to buy the artie specifically for that, otherwise you can make your rings non-decay and re-enchant them when they run out
Edit: dyac
I am retired and log into the forums maybe once every 2 months. It was a good 20 years, live your best lives, friends.
the tutorial is irritatingly tedious. i would really love it if there was a way for experienced players to skip it -- which would help admins know exactly how many of new characters are NEW players and how many are existing players simply making alts.
another plus: it would allow for said player's would-be house/mentor/city/etc to save their breath explaining things they already know, etc etc
It's much less a pain in the ass now that you can buy the enchantment and just recite it over the item yourself, as opposed to having to have someone do it, like before. Enchantments also show up in II WORN, iirc, so you can keep track if something fades, just check each time you log in!
What areas do Dragon talisman pieces drop? I know about Tir, Istar, and Grukai, but I know I've gotten some in other areas of Meropis on times I've been brought there to hunt. I tried searching the forums and haven't had much luck finding anything specific.
Also Annwyn and (when it was open, presumably it will be again) UW, plus some other places as well.
It's really something you should ask about in-game, though.
- (Eleusis): Ellodin says, "The Fissure of Echoes is Sarathai's happy place." - With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely." - (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")." - Makarios says, "Serve well and perish." - Xaden says, "Xaden confirmed scrub 2017."
the tutorial is irritatingly tedious. i would really love it if there was a way for experienced players to skip it -- which would help admins know exactly how many of new characters are NEW players and how many are existing players simply making alts.
another plus: it would allow for said player's would-be house/mentor/city/etc to save their breath explaining things they already know, etc etc
I disagree with this. All new characters should be treated exactly as such, they are NEW. This is a roleplay environment, where 18 year olds escape the pygmies and have to begin learning. I don't buy into the old soul/experienced soul crap that want to pull. If you want to start a new character, play it appropriately.
the tutorial is irritatingly tedious. i would really love it if there was a way for experienced players to skip it -- which would help admins know exactly how many of new characters are NEW players and how many are existing players simply making alts.
another plus: it would allow for said player's would-be house/mentor/city/etc to save their breath explaining things they already know, etc etc
I disagree with this. All new characters should be treated exactly as such, they are NEW. This is a roleplay environment, where 18 year olds escape the pygmies and have to begin learning. I don't buy into the old soul/experienced soul crap that want to pull. If you want to start a new character, play it appropriately.
I agree. It isn't like it's all that hard to figure out who is "an old soul" anyway. And if someone makes an alt, it doesn't mean they necessarily know what they need to about your org anyway. Or even that class. Or an area like combat if they didn't get into it on their other(s).
It's been said before that the ability to opt out of the intro is terrible for retention as true newbs may opt out, find themselves in a big bad world and not know the basic commands (which may be slightly different from games they come from)
the tutorial is irritatingly tedious. i would really love it if there was a way for experienced players to skip it -- which would help admins know exactly how many of new characters are NEW players and how many are existing players simply making alts.
another plus: it would allow for said player's would-be house/mentor/city/etc to save their breath explaining things they already know, etc etc
I disagree with this. All new characters should be treated exactly as such, they are NEW. This is a roleplay environment, where 18 year olds escape the pygmies and have to begin learning. I don't buy into the old soul/experienced soul crap that want to pull. If you want to start a new character, play it appropriately.
While I agree opting out of the tutorial entirely is probably not a good idea for retention because the option to opt out of tutorials usually tempt people to do so (or at least thats how it work for me), I very strongly disagree with the idea of pretending I don't know the basics of stuff just because I am creating a new character. Of course, the trade-in is that people will know you are an alt, but at least to me that is better than having to sit through the same old explanations of stuff.
Something like what @Carmain suggested would be awesome.
And you won't understand the cause of your grief...
Is there any way to deal with enemies that heal off of some of their attacks besides "HIT IT HARDER" ?
I can't feasibly fight the Vertani Priestess, and the wights/Ulgase in Azdun just... Ulgase is next to unkillable for me, simply because sometimes she decides it'll be a good idea to spam her healing moving that heals her for 30-40% of her health. Wights are the same way.
I've had a wight go from
2% > 40% > 35% > 82% on me in the span of two attacks from it. It's just.. really not an interesting mechanic and battlerage Inhibit is still god-damn useless and doesn't effect it. Level 94 monk with 9955 health and 15 strength (w/ runes)
Is there any way to deal with enemies that heal off of some of their attacks besides "HIT IT HARDER" ?
I can't feasibly fight the Vertani Priestess, and the wights/Ulgase in Azdun just... Ulgase is next to unkillable for me, simply because sometimes she decides it'll be a good idea to spam her healing moving that heals her for 30-40% of her health. Wights are the same way.
I've had a wight go from
2% > 40% > 35% > 82% on me in the span of two attacks from it. It's just.. really not an interesting mechanic and battlerage Inhibit is still god-damn useless and doesn't effect it. Level 94 monk with 9955 health and 15 strength (w/ runes)
Hit harder? Naw. Crit harder, baby!
He is a coward who has to bring two friends as backup to jump people hunting.
No advice other than hit it harder, get more crits. They're meant to be hard to kill. Look at it the other way, mobs hit you, and you sip health / eat moss (or potash) / transmute, why shouldn't they?
Tharos, the Announcer of Delos shouts, "It's near the end of the egghunt and I still haven't figured out how to pronounce Clean-dat-hoo."
There's a difference between "hard to kill" and being an annoyance. Having to hit them for 2-3 minutes because they spam heal themself isn't really.. fun? It's not even really interesting. Them ceasing my ability to heal for a second or two would be more of a 'hard to kill' than that.
Denizen lifesteal abilities are based on your maximum health, so the more health you have the more they heal (and the harder they are to kill). You don't need 9.5k health to do the graveyard or Ulgase's level of the Catacombs, though, so if you don't have the damage and/or crit rate to deal with it in a decent amount of time, lower your maximum health so they don't heal as much.
Unfortunately my attempts to get the mechanics changed (so that they heal a set percentage of their maximum) was just met with "We'll be more considerate of where we use this in the future." without going back and considering all of the existing denizens that already make use of it. Hopefully the new and improved UW will come with DKs that don't have lifesteal any more, because it really is a bullshit mechanic outside of boss fights.
Like. Whenever I was fighting Zsarachnor, it wasn't even bullshit. Because he used his other moves a LOT MORE. (Admitedly, I got him to 15% and he healed back up to 30% quickly but... I got him back down).
It really should just be used less often or Inhibit actually have a damn purpose in what it does because NO ONE USES IT BECAUSE IT'S USELESS.
Comments
That said, the enchantments can fade randomly (though the chance is low). So you might still have to replace them in a while - but it's totally doable.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
Edit: dyac
another plus: it would allow for said player's would-be house/mentor/city/etc to save their breath explaining things they already know, etc etc
It's really something you should ask about in-game, though.
- With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely."
- (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")."
- Makarios says, "Serve well and perish."
- Xaden says, "Xaden confirmed scrub 2017."
-
One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
Something like what @Carmain suggested would be awesome.
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
I can't feasibly fight the Vertani Priestess, and the wights/Ulgase in Azdun just... Ulgase is next to unkillable for me, simply because sometimes she decides it'll be a good idea to spam her healing moving that heals her for 30-40% of her health. Wights are the same way.
I've had a wight go from
2% > 40% > 35% > 82% on me in the span of two attacks from it. It's just.. really not an interesting mechanic and battlerage Inhibit is still god-damn useless and doesn't effect it. Level 94 monk with 9955 health and 15 strength (w/ runes)
Unfortunately my attempts to get the mechanics changed (so that they heal a set percentage of their maximum) was just met with "We'll be more considerate of where we use this in the future." without going back and considering all of the existing denizens that already make use of it. Hopefully the new and improved UW will come with DKs that don't have lifesteal any more, because it really is a bullshit mechanic outside of boss fights.
Results of disembowel testing | Knight limb counter | GMCP AB files
It really should just be used less often or Inhibit actually have a damn purpose in what it does because NO ONE USES IT BECAUSE IT'S USELESS.