Xiel2009-12-26 10:41:02
QUOTE (Raeri @ Dec 26 2009, 12:24 AM) <{POST_SNAPBACK}>
A few quickish questions:
1. Ecology's Soft/Precious/HardCharms. Are they always made from 20 comms, and if you does it automatically provide extra DMP (from 20->30->40) when you learn the newer skill, or do you need to remake it? Does it have to be worn/wielded, and does it stack with other things (like say, proofings, robes)
2. Bat/Herb/SnakeBane, can you have more than one afflicting someone at the same time?
3. Familiars - Where do you find say, a badger, fox, or owl, and can you ever change familiars?
4. Familiarshield - Does it block denizen or player attacks? (Xiel's site says the AB is "Your armoured familiar will attempt to protect you." with the indepth desc. as "If you have this skill, your armoured familiar will automatically attempt to protect you from venoms. Your familiar must be in the same room as you and must be armoured." - Does it block damage or venoms? Or what does it do?)
1. Ecology's Soft/Precious/HardCharms. Are they always made from 20 comms, and if you does it automatically provide extra DMP (from 20->30->40) when you learn the newer skill, or do you need to remake it? Does it have to be worn/wielded, and does it stack with other things (like say, proofings, robes)
2. Bat/Herb/SnakeBane, can you have more than one afflicting someone at the same time?
3. Familiars - Where do you find say, a badger, fox, or owl, and can you ever change familiars?
4. Familiarshield - Does it block denizen or player attacks? (Xiel's site says the AB is "Your armoured familiar will attempt to protect you." with the indepth desc. as "If you have this skill, your armoured familiar will automatically attempt to protect you from venoms. Your familiar must be in the same room as you and must be armoured." - Does it block damage or venoms? Or what does it do?)
1. They're always made from 20 comms, yes, and yes, they automatically upgrade. You need to wear them and yes, they stack.
2. Yes, you can have all three on a person at the same time.
3. Yes, you can change familiars, but the process is painful. Rebirthing a corpse yields you a random animal out of three (male Ecologists get foxes/tarantula and female Ecologists get vixens/widows), and if you want to change the familiar, you'll need to kill it, which hurts a lot. Even more so if you've deepbonded with the familiar and you then reach suicide territory.
4. It blocks poisons no matter what the source. Denizens or players afflicting you, if your familiar is armoured and with you, it'll have the chance of blocking the affliction.
Raeri2009-12-26 11:22:23
Thanks!
To clarify, when you say it hurts, is that in terms of damage, or exp loss like dying? And what kind of chance to block would it be (roughly)? Also, only when it's a poison, or any poison effects at all (i.e. hexes/runes which do poison afflicts)?
QUOTE (Xiel @ Dec 26 2009, 09:41 PM) <{POST_SNAPBACK}>
3. Yes, you can change familiars, but the process is painful. Rebirthing a corpse yields you a random animal out of three (male Ecologists get foxes/tarantula and female Ecologists get vixens/widows), and if you want to change the familiar, you'll need to kill it, which hurts a lot. Even more so if you've deepbonded with the familiar and you then reach suicide territory.
4. It blocks poisons no matter what the source. Denizens or players afflicting you, if your familiar is armoured and with you, it'll have the chance of blocking the affliction.
4. It blocks poisons no matter what the source. Denizens or players afflicting you, if your familiar is armoured and with you, it'll have the chance of blocking the affliction.
To clarify, when you say it hurts, is that in terms of damage, or exp loss like dying? And what kind of chance to block would it be (roughly)? Also, only when it's a poison, or any poison effects at all (i.e. hexes/runes which do poison afflicts)?
Ssaliss2009-12-26 16:05:09
A quick question, but with potential to explode:
Are room numbers considered IC? I'm referring to the ones that show up on MAP and that can be used to walk to.
Are room numbers considered IC? I'm referring to the ones that show up on MAP and that can be used to walk to.
Unknown2009-12-26 16:06:14
I would say yes, since they seem comparable to longitude and latitude degrees we use IRL.
Ssaliss2009-12-26 16:09:35
Just to make sure we're referring to the same thing, I'm referring to the v1337 (which is the Master Ravenwood, coincidentally) and not the coords.
Lawliet2009-12-26 16:39:23
As a general rule of thumb anything you can find out from help scrolls or whilst in char is IC, differant people will accept differant levels, though, so know who you're talking to, there are a few people that refuse to use numbers when referring to damage and whatnot but a lot of others do when talking IC, it's bad RP but just about acceptable.
Rika2009-12-26 19:26:56
It's like saying is referring to the map at all IC, because I'm pretty sure our characters aren't all carrying maps as we wander around. It's not really possible to be strictly RP without making things too complicated so it's not fun. You sometimes just have to accept these things.
Riluna2009-12-26 22:14:51
How do I remove "feeling anxious in a debate?" The wiki says cures are ATTITUDE SAINTLY and RUB FOCUS. The first, iirc, is something about dramatics, but I've never heard of RUB FOCUS, nor can I find any info about what, exactly that is. Will there be any way besides spending lessons to remove this?
Saran2009-12-26 22:26:13
QUOTE (Riluna @ Dec 27 2009, 09:14 AM) <{POST_SNAPBACK}>
How do I remove "feeling anxious in a debate?" The wiki says cures are ATTITUDE SAINTLY and RUB FOCUS. The first, iirc, is something about dramatics, but I've never heard of RUB FOCUS, nor can I find any info about what, exactly that is. Will there be any way besides spending lessons to remove this?
Focus is an enchantment
Kiradawea2009-12-26 22:28:24
However, it is referred to as the "Powerful Mind" enchantment. Look for beads and baubles in the enchantment section of shops. Also, these enchantments decay by one every day, not one every use.
Unknown2009-12-27 05:25:24
Great Rune of Mind Shielding - Halves psionic burnout time as well, or no?
Dynami2009-12-27 05:37:39
How long does a full feedbag last a beast?
Esano2009-12-27 05:38:47
QUOTE (AllergictoSabres @ Dec 27 2009, 04:25 PM) <{POST_SNAPBACK}>
Great Rune of Mind Shielding - Halves psionic burnout time as well, or no?
Yes.
To clarify, standard burnout time is 45 minutes (according to observation), with the Rune it's 22.5.
Shaddus2009-12-27 05:43:03
QUOTE (Dynami @ Dec 26 2009, 11:37 PM) <{POST_SNAPBACK}>
How long does a full feedbag last a beast?
I think 5 days IC, or five hours or so.
Unknown2009-12-27 06:05:51
QUOTE (Esano @ Dec 27 2009, 06:38 AM) <{POST_SNAPBACK}>
Yes.
To clarify, standard burnout time is 45 minutes (according to observation), with the Rune it's 22.5.
To clarify, standard burnout time is 45 minutes (according to observation), with the Rune it's 22.5.
Thank you, Mr. Esano.
Rael2009-12-27 09:22:04
What kind of privileges do the guildmaster, champion, and administrator get?
Esano2009-12-27 09:37:40
QUOTE (Rael @ Dec 27 2009, 08:22 PM) <{POST_SNAPBACK}>
What kind of privileges do the guildmaster, champion, and administrator get?
Beyond just the privileges associated with gr20, they also get :
Guildmaster:
Guild artifact, which allows for guild rites
Appoints security and secretaries from protectors and undersecretaries
CR7
Champion:
Guild artifact, which does different things for different guilds, and allows for rescue of guildmembers
Appoints protectors
Administrator:
Guild artifact, which allows for a few neat things to be done (you'll need an Administrator to give you precise details) primarily regarding information-gathering of other guildmembers
Appoints undersecretaries and archivists
Fairly sure they're the Guild Library's Librarian as well
Lendren2009-12-27 14:55:25
QUOTE (Esano @ Dec 27 2009, 04:37 AM) <{POST_SNAPBACK}>
Guild artifact, which allows for a few neat things to be done (you'll need an Administrator to give you precise details) primarily regarding information-gathering of other guildmembers
There's a list of all members with their race, level, lastlogin, and guildrank, and a summary that shows how your guild ranks are distributed, and that's it. The main purpose is being able to handle deeded clans and manses with it.
Shiri2009-12-27 15:21:21
We can also teleport to our novices for no power!
Xenthos2009-12-27 15:24:27
QUOTE (Rael @ Dec 27 2009, 04:22 AM) <{POST_SNAPBACK}>
What kind of privileges do the guildmaster, champion, and administrator get?
I think what you're looking for is the list of privs associated with GR20, here, if I'm guessing correctly from that recent conversation.
You have the following guild privileges:
GUILD STATUS
- Check the novice status of a guildmember.
GUILDTELL
- Send a message to all on-line guild members with the guild channel on.
GTS
- Can speak on the guild secret tell channel.
GWHO
- List all guild members currently on-line.
GWHO FULL
- List all non-novice guild members currently on-line.
GMEMBERS
- List the active members of your guild.
GUILDFAVOUR
- Help increase a guild member's guild rank.
GUILDDISFAVOUR
- Help decrease a guild member's guild rank.
GMEMBERS DORMANT
- List inactive guild members.
READLOG EBONGUARD
- See a log of recent guild activity. See HELP GUILDLOGS also.
WRITELOG EBONGUARD
- Can write to the guild log.
INGUILD
- Add a player to the guild.
NEWSGROUP
- Can read/write to the guild news group.
GUILD ADVANCE
- Advances a novice's graduation by five hours. (Note: collegium teachers can advance collegium students; undersecretaries and GAs can advance guild novices.)
GUILD HOLDBACK
- Holds back a novice's graduation by one hour.
GUILDHELP
- Can edit the guild help files.
GUILD AIDES
- See a list of aides for your guild.
GUILD BANKACCOUNTS
- See a listing of the guild's bank accounts.
GUILD LASTLOGIN
- Tells you when a fellow guild member was last online.
GUILD SKILLS
- See the skills of a guild member.
GUILD INVENTORY
- See a full list of a guild member's inventory.
GUILD SCORE
- See the 'score' of a guild member.
PREFIX
- Set the prefixes of guild members.
SUFFIX
- Set the suffixes of guild members.
OUTGUILD
- Eject a player from your guild.
GUILD ENEMY/UNENEMY
- Change the guild enemy status of someone.
DIPLOMACY
- Manage enemyings and fines.
GUILD ENEMIES
- See the list of current guild enemies.
GUILD APPOINT
- Appoint someone as a guild secretary or guild security.
- Only undersecretaries may be promoted to secretaries.
- Only protectors may be promoted to security.
- The position names are 'secretary' or 'security".
GUILD OUST
- Remove someone from their guild secretary, security or envoy position.
GUILD PATRON
- Choose a Divine Patron to watch over your guild.
GUILD CREDITS TRANSFER
- Transfer guild credits to someone.
GUILD CREDITS
- See how many guild credits are available.
GHELP EDIT
- Edit guild help scrolls.
GHELP DELETE
- Delete guild help scrolls.
GUILD COMPOSE NOVICES
- Compose the guild's novicehelp file.
GUILD HONOUR
- Honor a guildmember for exceptional service.
GUILD RITE
- Conclude a guild ritual or celebration.
GUILD DISGRACE
- Shows any pending movement to strip a guild honour.
GUILD DISGRACE
- Initiate a guild disgrace; other leaders must agree.
GUILD DISGRACE CANCEL
- Cancel a pending guild disgrace.
The leader-specific ones are things like COMPOSE NOVICES, RITE (GM only), DISGRACE / DISGRACE CANCEL, GUILD APPOINT (I get to appoint secretary / security, Champion appoints protector, GA appoints undersec), CREDITS TRANSFER (GM only), OUST, PATRON (GM only). I think that's most of the leader-specific ones, and the rest of the list you can get as you are appointed / get guildranks.