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  1. 2 points
    This is EXACTLY why I posted this thread. These are some amazing and creative ideas and I will see about making some, if not all of them happen. I advise everyone to keep stuff like this coming.
  2. 1 point
    Guide to treating Injuries, from the simplest to permanent. Injuries are gained based on damage received: Slashing may give you cuts, crushing bruises, fire singed, and so on! Trivial injuries may progress to Minor injuries if stacked, and minor may progress to Major! Relevant Skills: Field Medical Treatment: Costs 1 essence, after 15 minutes removes all Trivial injuries and 2 Light injuries and all its stacks, Can not be used in combat, Must be within 10 Yards of the target if not self cast, Learning Field Medical Treatment Requires the use of a Book of Medicine. Surgery: Costs 2 essence, after 40 minutes removes one Major Injury from the Target, Requires and consumes a Medical Kit, Can not be used in combat, Can not cast on self, Must be within 10 Yards of the target, Learning Surgery Requires the use two Books of Medicine. Relevant Objects: Item - Bandage: Heals 1d3 cuts. Cannot be used in combat. Item - Book of Medicine: Can be consumed for the same effect of the Field Medical Treatment ability. Item - Medical Kit: Consumed by the Surgery skill. Gameobject - Bedroll: Reduces the duration of Grave Wounds, Bruises, Fatigued, and Fractures over time. Gameobject - Campfire: Reduces fatigue over duration. Injury list: Trivial Injuries: Cuts - Periodically loses health, might progress to infected if untreated! Bruises - Fatigue gain increased. Singed - Health maximum reduced. Chilled - Damage dealt reduced. Minor Injuries: Fatigued - Damage taken increased. Fractures - Damage taken increased, damage dealt reduced. Infected Wounds - Constitution reduced, may get worse if left untreated! Major Injuries: Burns - Fatigue gain increased. Frostbite - Damage dealt reduced. Drained - Energy regeneration reduced Broken Bones - Strength, Dexterity, and Constitution reduced. Grave Wounds - All stats decreased, may permanently die to NPCs. Permanent player injuries are part of the Adventurer's life. However, with enough work and healing magic, even those can be mended or brought back in check. The following list includes a list of prices that one must undergo for such effort. You can only have one person treat you at a time for a single treatment. Multiple treatments at the same time must be done by separate people. Discounted prices are applicable when the limb has been recently removed and preserved properly. Your own limb, unless you're undead. Issue a discord ticket for a paybox when this roleplay begins, so you can deposit your payment as it goes. Basic Regrowth - (Missing Eye / Missing Tongue / Maimed) - Requires Surgery Ability, Trained Medicine Skill From scratch: 14 Essence, 2x Lesser Healing Potion, 1x Book of Medicine Eye/Tongue freshly provided: 6 Essence, 1x Book of Medicine Medium Regrowth - (Missing Hand) - Requires Surgery Ability, Expert Medicine Skill From scratch: 20 Essence, 10x Lesser Healing Potion, 2x Book of Medicine Hand freshly provided: 16 Essence, 4x Lesser Healing Potion, 1x Book of Medicine Advanced Regrowth - (Missing Leg / Withered / Severe Burns) - Requires Surgery Ability, Master Medicine Skill or Trained Medicine + Master Preservation skills From scratch: 64 Essence, 4x Medical Kit, 3x Book of Medicine Leg freshly provided: 40 essence, 2x Medical Kit, 2x Book of Medicine Reinnervation - (Paralyzed) - Requires Surgery Ability, Master Medicine Skill 64 Essence, 4x Medical Kit, 4x Healing Potion, 4x Book of Medicine
  3. 1 point
    I think having many more midway (not mundane but also not world eclipsing) events happening constantly that neutral players (this is very important) and guilds can see and join would help; just give a simple idea to a keeper and let him go with it. Have an announcement or a quest that anybody can join, or a guild can pledge their support towards. How about having more random npc groups arriving to Dondrums with their own goals and ideologies asking for help? Say, a couple who got tarnished by the reefs and now the man is carrying the head of his wife and asking everyone to find the rest of her body so he could bury her properly but in reality he wishes to resurrect her. Or a group of tuskarr fishermen, now spirits, who once tried to capture a mythical fish-like beast and got cursed to follow it forever until they ended up in Dondrums – now seeking help of others to capture it and finally be able to rest. Or a sudden crashed ship that was transporting some sort of weed that suddenly begins overtaking the jungle.
  4. 1 point
    The Balance chat/team is still a mess, 2 months after the thing started. We have about a meeting a month during which Mers tells us why he's right and we're wrong, then he nerfs casters a bit more. There have been no buffs towards caster damage after their ranged advantage went to piss ( HP was doubled ), there are no spells planned to make up for the innate advantage of 3 spells melees have ( Quick/Basic Attack/Fullattack ), which allows a melee with 4 willpower to have as many utility spells ( Purge, Scorned, Battlecry and so on ) as an actual caster. Playing a caster is already miserable due to melee DPS doing 50% more damage, but to see casters nerfed 3 patches in a row is laughable.
  5. 1 point
    Caid answered this question more or less but this is a progressive server. The people who have been here the longest and only have one goal are going to be the most progressed. It really is that simple. If you have questions about how Menhirs got to where it is, I would be more than happy to answer them as I (as a player) made most of that possible. Staff hiring I agree on, however, one thing to note is that it is not a position given lightly. With great power comes great responsibility, and I understand the team for questioning people's ability to handle said responsibility. I believe what Varen meant can be explained in my ^ post up there. Perfectly qualified in this case is about keeping a level head when things get rough and having the patience to hear everyone out. My own two cents. One thing to note is that being stuck in the past will accomplish us nothing. Why don't we look to improve the future instead? Dragging old complaints, old things done, yeah it can be done to make a point. But we're all human, we all make mistakes. Live and let live. As can be seen from the threads I am posting I am trying hard to get that "concerns being dismissed as crying etc" factor removed, so we can all sit down and have a nice conversation about the things that bother us. I don't think bringing it up again will be constructive. I am not here to point fingers or blame, but there are two factors in the case you pointed out. The first being that it wasn't due to an unlogged event, it was due to a lore secret. Only certain members of the staff are privy to certain information, such as the nature and Origin of the core and so on. Could it have been better explained? Yes. Should there be more lore available for keepers so they can run content? Yes and I am working on that. Should the Keeper in question have asked said loremasters before running the event it is alright? Also yes. When I became staff I did nothing for a few days other than get informed on stuff and go through old logs because I wanted to avoid exactly something like that. There's two sides to every coin and story. This one is no different. Caid answered this concern pretty well. Legacy used to have up to 200 players at a time online at peak hours. Its older incarnations at least 50. We have half of that at the best of times. Its also demotivating to lay out a story for everyone else why you stick to the sidelines. I for one have not seen a single staff character that has been overtuned, overpowered or overdone. If anything, other players have taken the spotlight numerous times, which is how things should be. If you have examples of what you are saying, I would be glad to hear it. Be concrete and give names and examples and I would happily go over them. Otherwise it's hearsay. I think people skimmed over this part of Varen's reply so I will just put it out there again. Personally I liked your proposals when I read them and I thought the server could benefit from it. I know we've had our differences but I've always talked about you as someone who is great at creating his own content and gettings things going. I was really frustrated when you left because you were one of the few players left remaining who had done so. I can not give an answer to this as I was not staff at a time, but I personally disagree with what has been decided. I believe the main issue is "attitude problems", and I will refer to my ^ post about staff being cautious about whom they allow to have power in the game. Just my take on the matter.
  6. 1 point
    Sotoras needs to be accessible again... it's not unknown shoreS if you can only RP on 2 isles, out of which you'll get kicked out of one by elves. As for plots I want to see more stuff like Wolfram. There aren't really random, believable characters out in the world. Some wizard that's doing X thing, this explorer, that hunter, apart from I'kuylan it feels like no NPC is important.
  7. 1 point
    “The world is a well from which we all come to draw a draught of knowledge.” The Votaries are an order of knowledge seekers, secret keepers and sorcerous pioneers. From disparate factions and races, they have come together to create an environment where their pursuit of knowledge can thrive. The Votaries work together, putting aside petty rivalry and factionalism in the name of progress and unraveling the mysteries of the world; and the secrets in the Doldrums. With the Kirin Tor and the Blue Dragonflight being but memories of the outside world, the Votaries of the Well has taken it upon themselves to collect and safeguard artifacts and knowledge of magical nature, be that of the light, shadow, fel, nature or arcane. The Doldrums is a place of convergence, great power is drawn into it and have for millennia. It is for the Votaries of the Well to ensure that this power is handled with care and to the benefit of the islands. The sacred beliefs of the order state that there are no gods, only Powers who use people as their pawns in the games they play with each other. In the eyes of the Votaries the Light and the Burning Legion are not much different from each other, they both offer power in return for submission. Unacceptable terms for the order. They do not forbid the pursuit of knowledge these Powers offer, but the terms must always be favourable to the Votary and never may they offer servitude. Clever deals and contracts are bread and butter for the order, they always seek to extract the last drop of advantage they can before closing a pact. As such, each member has a pact with the order which states the details of their membership, most follow the standard pact but a few members have special considerations taken into account. Studying the Arcane, Demons, the Light, Necromancy, Runes, Artifacts, Alchemy and so on are all encouraged, as long as faith, worship or servitude is not indulged, a Votary is never a pawn. The Votaries of the Well organise around grand projects which all members make their contribution towards. After a project has been completed, as judged by the Curate, a symposium is held to both discuss the next undertaking as well as celebrate the accomplishments of the order. A symposium starts with the Curate officially resigning their position and declaring a moderator for the discussions to be held. The moderator is usually a luminary who does not intend to argue in favour of a proposal. The moderator is then given a list of the projects members want to propose, any member may propose a project and argue in its favour. The moderator then keeps order and ensure that the symposium progress at a reasonable pace. He introduces the proposal and the Votary putting it forward, then allows the Votary in question make their argument in favour of their proposed project. After which any member may make a counter argument. Once all proposals have been made, the moderator will call for an anonymous vote to decide which project the order shall embark on. Once a project is decided, a luminary will be nominated as the Curate to oversee its completion. The Curate is an elected member of the order who oversees the current project the Votaries have decided to pursue. The Curate leads the order as the first among equals until the project is completed, at which point a symposium is organised to discuss the next project and vote on a new Curate. Only Luminaries are eligible for election. A Luminary is a full member of the order who have participated in the completion of at least one project. It is from the luminaries that the Curate is elected and it is they who are entrusted with the knowledge and power that the Votaries secure. Luminaries decide who can join the order and by consensus decide where the order should put their focus next and what their goals will be. Adepts are the new members of the order who have not yet participated in the completion of a project. Adepts have all the rights and privileges of any member of the order except voting on or eligibility for the Curatorship. To become an adept you must have a patron among the luminaries who can sponsor your entry into the order. This person vouches for your trustworthiness and is responsible for the pact between you and the order. Any race or class may join, even those who have no magical expertise. Warriors and such may act as artefact hunters, using magical items and enchantments to secure more knowledge and artefacts for the order. We expect most who join will be spell-casters of some kind however and welcome all kinds. It is important to note that the order does but welcome those of faith, priests and paladins are welcome but should be of the kind we see among the blood knights or Goblins. The light and shadow are tools, just like the arcane or fel and as such should not be worshipped but instead studied and brought under control. Power and knowledge must never come at the price of subjugation. Knowledge and power over the esoteric is dangerous and volatile, it must be in the capable hands of the Votaries of the Well. New discoveries must be documented in the Codex and objects of power turned over to a Luminary of the order or kept in the Vault. The power and knowledge of the order must be used for the greater good of the isles, as judged by the consensus of the Luminaries. “I, ______ ______, agree to enter into this pact sound of mind and body, wholly willing and with full knowledge of who the Votaries of the Well are. I will now and in the future be truthful and faithful to my brothers and sisters of the order, I will uphold the tenets in good faith and without deceit.” Formally form the order in role-play. Settle the rules and tenets. Hold the first symposium, deciding first project and Curate. Write the first edition of the Codex. Decide whether a Vault shall be built, and the details of location, security and access.
  8. 1 point
    We're a good group already, looks like we'll be officially founding the order soon! Anyone who is a member before that becomes a Luminary automatically. 😊
  9. 1 point
    Notes: The Codex will list all spells, rituals and such that we discover or reinvent for the Doldrums. It shall document all artifacts and objects of power we encounter and hopefully secure. We'll need to build a vault to store these, maybe even a library. Dreams to strive for We are trying to form this group ingame, if you are interested feel free to send a pm on discord!
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