06 Mar 21, 01:59 am » Welcome, Guest. Please login or register.
Did you miss your activation email?

Netheril : Age of Magic

Please login or register.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - sharkinajar

Pages: [1]
Announcements / DM and EM Activity Thread
« on: December 16, 2018, 05:19:59 pm »
Here's the list of active DM's and their general timezone, and their main specialisations.

Tinker - AUS - Head DM and Servermom - SEMI-ACTIVE
- Currently focused on new content for the server

ElvenStarr - AUS - DM - ACTIVE

Gmork - AUS - Lead Content/DM - SEMI-ACTIVE
- Currently focused on Blender for making models for NWN

Rainman - AUS - Head Builder/DM - ACTIVE

Thurgood - US - Tech background stuff - NOT APPLICABLE

ToxicWrench - AUS - Head Lore Master/DM - ACTIVE

Here's the list of active EM's and their general timezone

TheMightyGorga - Central US

Snacks (Arkelos) - PST

Xaerien - EST US


deltaTime - US - Head Script Master/DM - INACTIVE

UOAbigail - US - Script Master - INACTIVE


Nomos - EU - DM - INACTIVE

Netherese Library / Re: Research: Inquires upon the nature of shadows
« on: December 08, 2018, 05:47:51 pm »
The paladin does find some information on a few different types of shadows. The shadows that bleed out from the Plane of Shadow, a strong intent that remains behind when the owner dies and the soul passes, and those conjured by mages using a link to the Plane of Shadow. The shadows are usually unintelligent and mindless, only filled with the longing left behind. Those naturally from the Plane of Shadow show more intelligence, but they are quite rare and do not have the longing the others hold. Banishment of shadow is almost always simply destroying the shadow, but sometimes it can be bound to an object and will vanish when the object is destroyed.

There is little to no information on the actual beings from planes... at least with that vague of a request, the librarians could not help you.

General Discussion / Re: Death penalties
« on: December 02, 2018, 05:45:05 am »
Not suggesting this or anything, just another option that might be a thing...

What if instead of "losing XP mechanically and making people waste time" etc... there was a different form of penalty? Hard to do this without focusing on mechanics, but here's a couple. A (semi?)permanent "madness/RPpenalty" for getting raised/coming back from the dead, where your characters get assigned a random new quirk. Like let's say a PC dies, when he gets raised, because something didn't quite go right when his head got bopped, he's now a kleptomaniac.

Or, if it's a mechanics thing, make it say... drain CON or all stats for some duration that can't be removed by spells and stuff.

However, 15%/10%/5% REALLY isn't much numberswise. Perhaps the server should look towards treating the cause of the high-level XP struggle than the symptom? Leveling here is kinda weird, and I personally think it needs a complete tweaking overall. But that's a different topic.

Area/Quest name: The Long Walk (6-12)
Location: Sullivan's Jungle -> ZQA The Long Walk (i think)
NPC name: Signboard Called the Long Walk
Issue: When the boss dies, it adds a blank journal entry, instead of changing the original one.
Fix: Change it so when you kill the boss it changes the journal entry for the quest.

V2 Beta Feedback and Bugs / Exceptional Wooden Club has no stats
« on: October 02, 2018, 04:08:02 am »
Exceptional quality club crafted through carpentry has no stats.

V2 Beta Feedback and Bugs / Re: Potion Brewing
« on: October 01, 2018, 01:16:38 am »
Protection from the Elements is also unbrewable.

V2 Beta Feedback and Bugs / Cleric Circle 5 labeled as Circle 6
« on: September 29, 2018, 05:35:30 am »
Cleric spell-list, Summon Monster 5 is labeled as 6. Still summons Monster 5 properly, though.

V2 Beta Feedback and Bugs / Sullivan QoL for Monsters Suggestion List
« on: September 28, 2018, 03:22:26 pm »
Here's a bunch of the stuff I told Gmork about what I think Sullivan area needs to make it more interesting for monsters and QoL stuff.

1. More map pins - there are basically none

2. Danger sign outside of Dark Forest transition - New spawns are very difficult, and if a new player wanders in they are for sure in for a bad time. Should add something to say "hey its dangerous in here! Only the veteran should enter."

3. More XP for Dark Forest+Crystalline cavern loop - For how dangerous this place is, the xp reward from hunting the monsters are really low. Notably the Medium sized Crystals, Fireball Elementals, and some of the Yuan-Ti spawns. Could be fixed by upping the xp on those spawns, or by upping the exploring XP marker to 500 or something.

4. Better Normalized Levelscaled Areas - I personally like the idea that as you get more proficient/gain more levels you brave more dangerous stuff and venture further. I feel that is what you guys are going for, but notably the Sullivan's Jungle: Outskirts and the Lava Caves are whacked. Outskirts in my opinion should be aimed at levels 8-10, while the Lava Caves should be 10-12.
Outskirts- My big issue here is that you have a bunch of weak mobs and rarely a few absurdly strong mobs like goblin chieftan. Remove those guys or their stackable electricity aura and bump the strength of the normal mobs so its a smoother area to travel in.
Lava Cave- For an area that is supposed to be difficult with a scary boss, the basic monsters here are a joke. Fire beetles and mephits.

4. Chest Exploration Rewards - Much like how Sauros has chest rewards, there should be some at the end of exploring areas. At the end of the second floor of the crystal caverns, by the boss of the Lava Cave, by the boss of the Umberhulk Cavern. Just a way to reward those that brave the dangers.

5. New 8-12 Hunting Area - This level range is kind of awkward, as places are either too hard to hunt in, or too low to bother. Much like my suggestion above to normalize Jungle/Lava Cave to this range, I would probably add another, such as a second level to the Sullivan's Crypt. Some harder spawns, couple more chests, would be lovely.

6. More Shops/class gear - Right now there aren't a whole lot of shops, and only really fighter gear is present, and oub evil cleric weakstuff. Maybe put some in for tribal clerics/sorcerers and barbarians, as those would be quite prevalent in monsterland.

7. More Quests - Not a ton of quests available, could be more maybe.

8. Notice on Umberhulk Cavern Place - Had no idea this place existed till Gmork pointed it out. Maybe a bulletin board requesting help to slay umberhulks in the cave southeast of the Old Wharf dock and any other similar places new people like me might not know about.

That's all I have for now, other people feel free to comment/add onto the list!

V2 Beta Feedback and Bugs / Potion Brewing
« on: September 26, 2018, 11:49:38 pm »
Area/Quest name:N/A
Location: N/A
NPC name: N/A
Issue: Potion brewing prices are too high. Also, PfE is unbrewable. What I have seen so far for prices:

Bottle Price: 9 gp (price at Sullivan's Port)
Cure Serious Wounds: 60 gp, with 4 xp cost. You can buy CSW for 80 gp each, which isn't enough to make any kind of profit selling plus xp loss.
Bless (cl 2): 50 gp
Divine Favor (cl 5) 50 gp

Fix: Lower potion brewing costs by at least 20 gp overall

General Discussion / Re: Introduce yourself!
« on: April 27, 2018, 01:05:44 am »

I'm sharkinajar. I can't play yet, stupid bugs. Hopefully soon I'll be around.

I'm totally not a troll, nope.

Pages: [1]