
[98-11-30][ Toth ]potions and stuff...
potions and stuff...
Potions Shops!
An extract from 54's board!
The Labrinty Apothecary
1. Magenta - Lvl 13 - cure light, armor
2. Neon Blue - lvl 30 - Blindness, Curse, Harm
3. Sparking Yellow - lvl 15 - Detect Invisibility
4. Orange - lvl 20 - Sense Life
5. Black - lvl 15 - Cure Critic
6. Misty - lvl 16 - Detect Invisibility, Detect Evil, Detect Magic
7. Green - lvl 20 - Cure Critic
8. Clear - lvl 20 - Teleport
Sendaria's Apothecary (northeast corner of Merchant Circle in Trellor)
1. Swirling Blue and White - lvl 15 - Word of Recall
2. Menthol - lvl 14 - Teleport
3. Crystal - lvl 15 - Detect Invisibility
4. Sulferous - lvl 13 - Armor, Cure Light
5. Amber - lvl 20 - Sense Life
6. Cloudy White - lvl 13 - Strength, Invisibility
7. Opaline - lvl 16 - Detect Evil, Detect Invisibility, Detect Magic
8. Tan - lvl 14 - Cure Critic
9. Golden Seal - lvl 21 - Cure Critic
Beldarin's Magic Shop (Next to Potion Shop in Trellor)
1. Staff of Sleep - lvl 12 - 4 charges of Sleep spell
2. Metal Wand - lvl 12 - Energy Drain
3. Wand of Invisibilty - lvl 12 - Invisibility
*** Press return or Q to abort ***5. Scroll of Identify - lvl 12 � Identify
Mages Workshop (Up from cloud in great tree)
1. Orange - lvl 20 - Sense Life
2. Sparkling Yellow - lvl 15 - Detect Invisibility
3. Swirling Blue and White - lvl 15 - Word of Recall
4. Scroll of Identify - lvl 12 - Identify
5. Staff of Sleep - lvl 12 - 4 charges of Sleep spell
6. Magenta - lvl 13 - Cure Light, Armor
7. Wand of Invisibility - lvl 12 - Invisibility
Wanda's Wands (Northwest Corner of City Hall Square in New Ashton)
1. Silvery Blue Wand - lvl 9 - 5 charges of Lightning Bolt
*** Press return or Q to abort ***
2. Wand of Fireballs - lvl 15 - 5 charges of Fireball
3. Wand of Invisibilty - lvl 12 - 2 charges of Invisibility
Dimly Lit Mages Shop (Stone City in Mystical)
1. Bright Green Parchment - lvl 25 - Create Food
2. Clear Glass Wand - lvl 25 - 3 charges of Invisibilty
3. Mystical Scroll - lvl 20 - Identify
4. Sparking White Paper - lvl 20 - Invisibility
5. Pitch Black Scroll - lvl 20 - Remove Curse
6.
Mixer of Potions (Near Wanda's Wands)
1. Green - lvl 20 - Cure Critic
2. Misty - lvl 16 - Detect Invisibility, Detect Evil, Detect Magic
3. Sparkling Yellow - lvl 15 - Detect Invisibility
4. Scroll of Identify - lvl 12 - Identify
*** Press return or Q to abort ***
5. Swirling Blue and White - lvl 15 - Word of Recall
6. Orange - lvl 20 - Sense Life
Small Alchemist Shop (Stone City)
1. Deep Blue - lvl 25 - Remove Poison, Remove Curse
2. Glowing - lvl 25 - Word of Recall
3. Truesight - lvl 25 - Sense Life, Detect Invisibilty, Detect Evil
4. Blood Red - lvl 20 - Cure Critic
5. Shimmering - lvl 25 - Strength
6. Bright Pink - lvl 35 - Dispel Evil, Cure Critic
Dimly Lit House (Eblis Court in New Genesia, unmarked behind a closed door)
1. Shimmering Liquid - lvl 25 - Strength
2. Crystal Poition - lvl 15 - Detect Invisibility
3. 3. Heavy Oak Staff - lvl 22 - !G, 8 charges of Harm (room spell)
4. 4. Rod of Tentacles - lvl 25 - !G, 10 charges of Blindness
5. 5. Rod of Lightning - lvl 18 - 7 charges of Lightning
6. 6. Bright green Parchment - lvl 25 - Create food
7.
8. Magic Shop of Tear (Self-Explanatory)
9. 1. Silvery Blue Wand - lvl 9 - 5 charges of Lightning Bolt
10. 2. Wand of Fireballs - lvl 15 - 5 charges of Fireball
11. 3. Platinum Wand - lvl 30 - 10 charges of Magic Missile
12. 4. Prism Wand - lvl 11 - 5 charges of Prism Spray
13. 5. Scroll of Identify - lvl 12 - Identify
14. 6. Swirling Blue and White - lvl 15 - Word of Recall
15.
16. The Magic Shoppe (Opal Alley in Riverton)
17. 2. Heavy Oak Staff - lvl 22 - !G, 8 charges of Harm (room spell)
18. 3. Staff of Sleep - lvl 12 - 4 charges of the Sleep spell
19. 4. Wand of Fireballs - lvl 15 - 5 charges of Fireball
20. 5. Prism Wand - lvl 11 - 5 charges of Prism spray
21. 6. Clear Glass Wand - lvl 25 - 3 charges of Invisibility
[98-11-30][ Faraday ]REPOST: Luchu's rules on combin mut
REPOST: Luchu's rules on combin mutter:
1) always invis and keep levitated
2) upon seeing a room exit which leads to "strange formations" remove light
3) never use mass attack unless u see leader do so
4) never phase else mist mephit pops out - only to res is this acceptable
5) to check if a mob has >=1 egg try to steal egg mob
6) note that if mob has egg an u try an steal mob will attack
7) when stuck in a reaper sit back for the ride (watch fer strange formations)
8) dream girls teleport you randomly within combs when your whole form
sleeps next to it
9) mobs u can charm: weed, lichen, old man, (sprites follow automatically),
(never tried eels)
10) mobs listed above do not attack you
11) mobs that are aggro but do not detect invis: mud man,fire wolf,octopus
serpent,mist,bear,centipede,blackness,spider
12) mobs that are aggro and detect invis: sludge mephit, maelbreth,tornado
golem,banshee,chimera,drow,mindflayer
13) when you come across a huge slug do nothing besides move thru - any
action results in damage
14) when u see wind, sit! or move away quick - best to sit unless you are
fighting
15) wind damages eggs if you are not sitting
16) whirlwinds bring you up a level - cave rays down one
17) breathe water in an underwater tunnel
18) I dont know if the metamorph or crystal dragons are aggro but dont try them
98-12- 2][ Faraday ]Clantowns, Money and Expansion, oh
Clantowns, Money and Expansion, oh my!
Alot of people have been asking me to expand the clantown
recently in the quest for improving clan rankings and hp bonus.
I want to explain that yes i do want to expand the clantown BUT
i am not going to do it over night. First of all, we have to
improve the clan finances - it is as simple as that. Building
costs alot of money. Maintaining the ct also costs money. This
means that we need to donate to the clan
My aims atm are to:
1) get the clan balance up to 150 mil - then start building. I
would like to expand to 60 rooms, have money left over for
taxes, get the balance back up to 150 mil, build more rooms etc.
Harn worked out a formula for us to work off of but i am too tired
atm to understand it much less explain it here. Hopefully he will
post an explanation on the board :). I know this is slow - but i
certainly do not want to be known as a co who bankrupted the
clan :P. We also have to allow for the fact some rooms may not
be approved.
2) Keep the base clan balance at a 100 mil - and to eventually
build on this also
So what do we need to do? To donate i guess whenever you
can afford it - the only way the clan will grow is with a group
effort. Thanks all for the good work so far (especially b4 the
crash - pity we had to loose that cash *sniffles*)
In the meantime if you want to discuss this with me or have
written some rooms that you would like to see go in sometime
email me at: [email protected]
Group snuggles, Fara :)
Clan Economics
Ok, her's the mentioned formula (see Faraday's note) as well as some general
explanations as to the reasoning behind it.
First off the base amount we'd want in the clan account before devolpment
costs is 2 million x DesiredRooms. Example, we want 60 rooms, so we'd want
120 million gold before costs. Add to the base amount 5 mil per room (the
cost of building the rooms). In our current example, we have 54 rooms, we
want 60, so to the 120 mil base we add 30 mil (5x(60-54)).
Simple enough, but why you ask so much gold?
To support a clantown taxes alone for 2 RL months of 31 days each, the cost
is 1.55 mil. 2 months may seem like a long time to you, but I've seen the
mud go more than 4 weeks without a decent trade reset, and then when trade
is restablished, people need to get out of debt, buy new eq, refill their
coffers, get dragon cash, and are generallly real sick of trading after
they do enough to do all of the above mentioned things. So even tho I'm
*** Press return or Q to abort ***
sure some of you are thinking we can just start adding rooms and you alone
can trade enough to pay the taxes, trust me, in the long run this is safer.
Ok, so hopefully you see the reason for 2 months of taxes, the next logical
question is why 2 mil instead of 1.6 per room or whatnot. The answer, other
clan costs. But what does the clan account pay for you ask?
*Enrollment costs based on total level of the enrollee.. heros top 3 mil.
*Clantalks, 10 each may seem low.. but that's 10 mil to add 1 mil..
*Loans to clannies when needed (yes some of us hate seeing clan money go to
this, me among them, but sometimes it *IS* needed).
*Clanhall portals or additional rooms. (Portals are an exit from the
clanhall to say the post office, for those really lazy heros (like me.)).
*Change of leader (doesn't come up often, but it's 75 mil clan cash)
*Clantown room rejections (yes I know we're perfect, but the gods ain't)
*Any changes in sister clan, or moving clantown at 1 billion each.
*** Press return or Q to abort ***
*And lastly, any new things the game throws at us.. having a safe buffer is
nice, if you weren't around for the trading frenzy when clantown code was
first added, you're very lucky, me, I had to raise 22 mil in 2 days. And
we keep getting vague hints (threats) of MF armies attacknig cts..
Just think how much our fun loving gods may charge us to repair after an
attack by this charming new code..
-Harn
CT Portals
Locations of CT Portals:
All dirs are from the road outside the entrance to the CT:
---------------------------------------------------
CT 6 - 16w (Room name:Courtyard of the Saphet)
CT 16 - s (Room name: Entrance to WolfGuard Township)
CT 7 - 4s,d (Room name:A Strange Crack in the Street)
CT 10 - 2e,3n,6e,3s,w (Room name: A misty portal)
CT 25 - n,2w,2n, 2e,5n,4w (Room name: Defenders Way (A
Shimmering Portal)
CT 27 - 5n, e,2n (Room name: Northeastern Hendges)
CT 40 -2s (Room name: A swampy cavern portal)
CT 33 -4s,2w,4n (Room name:A Curtain Beaded with
Water Droplets)
CT 51 -w,d,s,2w,n,u (Room name: The Nexus of The Black Conclave)
CT 2 - 2w,2u,s,e,s (Room name: A massive stone portal surrounded
by a glowing blue mist)
CT 9 - 2n,w (Room name: A Waystation)
CT 46 - n (Hard one! :p - Room name The Grand Entrance)
CT 21 - 2e (Room name: The Launching Field)
CT 69 - 5s,4w,n (Room name: A Mystical Alcove)
CT 11 - 10 s, 2 u (Room name: Atop the Ramparts)
CT 31 - 5e,n,e,2u (Room name: The Mystical Focus)
CT 53 - 2w,n,w,n,u,n,w (Room name: A Mysterious Alcove)
CT 1 - 4s, 2d (Room name: In a Cubbyhole)
CT 66 - s (Room name: Before the Ancient Tree of Mylansi)
CT 20 - n (Room name: The Gates of Aradhal, the Last
Bastion of Discipline)
CT 45 - s (Room name: A Rusted Iron Gate)
*** Press return or Q to abort ***
CT 3 - 7w,s,w,s,d (Room name: Before A Shimmering Portal)
CT 54 - 2w,s (Room name: Monument of Performance)
CT 19 - 9e (Room name - A Large Stone Inscribed with Symbols)
CT 23 - n,d (Room name - In the Heart of the Shadow)
