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Author Topic: D&D Online: Domas Nazushòm!  (Read 44288 times)

RAM

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Re: D&D Online: Domas Nazushòm!
« Reply #450 on: July 06, 2012, 07:19:28 pm »

quests get much much longer, if you do not have gob-wads of cash for healing, or the gear to be nigh-invulnerable, bring a healer, rent a slave if need be...
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Matz05

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Re: D&D Online: Domas Nazushòm!
« Reply #451 on: July 06, 2012, 08:06:14 pm »

Which pack gets the Canith favour quests? I want my repeater/armcannon guys!
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ductape

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Re: D&D Online: Domas Nazushòm!
« Reply #452 on: July 06, 2012, 09:49:06 pm »

toss me an invite, Garph McDwarf
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Duuvian

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Re: D&D Online: Domas Nazushòm!
« Reply #453 on: July 07, 2012, 12:40:04 am »

Invited Seriyu, Beldan, and Garph
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Leonon

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Re: D&D Online: Domas Nazushòm!
« Reply #454 on: July 07, 2012, 12:50:45 am »

Which pack gets the Canith favour quests? I want my repeater/armcannon guys!
I was wrong about only needing 650 TP to get the packs. You need Secrets of the Artificers for 650TP AND Vaults of the Artificers for 1495TP. So 2145TP for both. If you just want to unlock Artificer on all servers and don't care about the quests it's probably best to just get the class for 995TP
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Kadzar

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Re: D&D Online: Domas Nazushòm!
« Reply #455 on: July 07, 2012, 03:55:52 am »

Can I get an invite for Kadzar McDwarf? I wouldn't mind one for Zrallin either, but Kadzar is the character I've been playing right now.
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Duuvian

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Re: D&D Online: Domas Nazushòm!
« Reply #456 on: July 07, 2012, 11:12:56 am »

Both sent

EDIT: Also there isn't a penalty to putting all your characters in a guild or so I hear. I don't know if there is a cap on max members but I would assume not as that would be a silly limitation (unless they can charge to have more somehow which I haven't noticed yet)

I only say this because the last time I was playing  before burning out I thought putting all my characters into the guild reduced the small guild bonus. From what I've heard (from one knowledgeable person) this isn't the case anymore.
« Last Edit: July 07, 2012, 11:25:22 am by Duuvian »
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

palsch

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Re: D&D Online: Domas Nazushòm!
« Reply #457 on: July 07, 2012, 12:07:07 pm »

Both sent

EDIT: Also there isn't a penalty to putting all your characters in a guild or so I hear. I don't know if there is a cap on max members but I would assume not as that would be a silly limitation (unless they can charge to have more somehow which I haven't noticed yet)

I only say this because the last time I was playing  before burning out I thought putting all my characters into the guild reduced the small guild bonus. From what I've heard (from one knowledgeable person) this isn't the case anymore.
The small guild bonus is only based on active accounts, so yeah, bringing in any alts doesn't hurt anything. Similarly any characters from an account that has been inactive for more than 30 days don't count at all. It does have to be the whole account that's inactive though, so if they play another character on the same account they will still count.

Also it's worth noting that kicking out the last character from any given account will count as a recent departure for two weeks, counting as an active account even if they were inactive before they were kicked. So it's actually worth leaving any old characters in the guild even if they are just cluttering up the members list. Removing characters also removes some of the renown they brought the guild, 10% if they leave on good terms, 25% on bad terms or being kicked. Deleting characters (say, favour farming alts) doesn't remove any renown so is recommended, so long as you still have another character in the guild so it doesn't count as a recent departure.
« Last Edit: July 07, 2012, 12:11:19 pm by palsch »
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Frumple

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Re: D&D Online: Domas Nazushòm!
« Reply #458 on: July 07, 2012, 02:50:22 pm »

Giving this a go as Thejil One Eye and Dhoorm Pinkmane, a dwarf sorcerer and fighter, respectively. S'pretty doubtful I'll be very active, though, after... well, today. Bleh. Have got further with the fighter so far... can't seem to find that omnispell dust stuff on the k-whatever island, so sorcerer critter-spam has been... curtailed.

As questions go, how does the per day stuff work? M'fire wand wuzzit on the sorcerer said 50/day, but I managed to recharge a lot more than fifty charges in a 24 hour period...
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Aklyon

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Re: D&D Online: Domas Nazushòm!
« Reply #459 on: July 07, 2012, 02:55:31 pm »

You do not need omnispell dust.
I don't know how many times I've had to tell that to partypeople. You only need one of the ingredients,unless it say you need all of them. It is only a skip ingredients option, and you have to use turbine points on it so its far more useful to just get the normal ingredients.
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

palsch

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Re: D&D Online: Domas Nazushòm!
« Reply #460 on: July 07, 2012, 03:31:13 pm »

As questions go, how does the per day stuff work? M'fire wand wuzzit on the sorcerer said 50/day, but I managed to recharge a lot more than fifty charges in a 24 hour period...
Uses per day are in reference to in game rests. So if you use a rest shrine, hang out in a bar for a while or complete a quest they will recharge.
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Frumple

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Re: D&D Online: Domas Nazushòm!
« Reply #461 on: July 07, 2012, 04:28:08 pm »

You do not need omnispell dust.
I don't know how many times I've had to tell that to partypeople. You only need one of the ingredients,unless it say you need all of them. It is only a skip ingredients option, and you have to use turbine points on it so its far more useful to just get the normal ingredients.
Yeah, that's what I thought, what the tooltip implied... except trying to cast SMI continuously does jack. Thinking on it... are... are you supposed to put the specific creature in your hot bar or something? I guess the better question is just "How blazes do use summon monster?" Squishy sorc could use meat shield between it and whatever spewing fire wand at, at moment.

As questions go, how does the per day stuff work? M'fire wand wuzzit on the sorcerer said 50/day, but I managed to recharge a lot more than fifty charges in a 24 hour period...
Uses per day are in reference to in game rests. So if you use a rest shrine, hang out in a bar for a while or complete a quest they will recharge.
Ah, the actual D&D way of doing it... cooee. That's terribly useful, heh.

Next step: Figuring out how to get awesome staff from fighter to sorc :P
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Aklyon

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Re: D&D Online: Domas Nazushòm!
« Reply #462 on: July 07, 2012, 05:08:22 pm »

Mail it. Mail uses first name only as far as I can tell. You need to be in Stormreach harbor first though, Korthos has no mailbox.

Also, on Summon Monster: YOu click it, and it gives you a chioce of three usually. Hotbar the one you want (or all three), then cast that one. Can't make an army of them though.
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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Kadzar

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Re: D&D Online: Domas Nazushòm!
« Reply #463 on: July 07, 2012, 08:43:13 pm »

Both sent

EDIT: Also there isn't a penalty to putting all your characters in a guild or so I hear. I don't know if there is a cap on max members but I would assume not as that would be a silly limitation (unless they can charge to have more somehow which I haven't noticed yet)

I only say this because the last time I was playing  before burning out I thought putting all my characters into the guild reduced the small guild bonus. From what I've heard (from one knowledgeable person) this isn't the case anymore.
Ah, thank you. And, yeah, I didn't really know for sure if there was any reason having two of your characters in the same guild was bad, so I figured it'd be better to be safe and give a preference for guildship.
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RAM

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Re: D&D Online: Domas Nazushòm!
« Reply #464 on: July 07, 2012, 10:37:56 pm »

Yes, renown impediments are based upon the number of active accounts only, and renown is gathered from activity, and is actually lost over time once a guild hits a certain level, so focusing all your characters into a single guild is the best way to develop renown.

You need spell components to cast most spells. There is a feat that can negate most of this, but it has significant costs. There is the omnispell dust, which seems to be a universal spell component, but I imagine it costs turbine points, which I would rather spend on many other things. Spell components can be bought from various places, I forget if they can be gotten on korthos, but there is an arcane shop in the harbour that sells spell components for level one and two spells.

Summon monster I, along with most of the summoning spells, and a few others, such as fire shield and teleport, have dialogue boxes that appear when you click on the spell. You can then click on the subspell in the dialogue box to cast that subspell, or drag the subspell onto the quick-bar to use like a normal spell. Summon monster has a limit of one monster at a time, if you cast the spell while a monster from a previous casting is still active, then the previous one will disappear and the new one will appear.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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