Shattered Kingdoms

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PostPosted: Wed Oct 04, 2006 1:38 pm 
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news is a wonderful command it is a little disapointing it still is not updated with code updates.


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PostPosted: Wed Oct 04, 2006 1:53 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
News gets updated with every major code update. There haven't been any major updates lately - just bug fixes and tweaks to various systems.

Regarding constitution: other MUDs penalize you for not training con at low levels. SK has its own system that gives you the same amount regardless of when you train it. Also, I think I've been misquoted about what my statement was regarding con. I believe what I said was that if all you want is HP, then a HP train is a better deal. However, training con gives you other benefits besides HP.


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PostPosted: Wed Oct 04, 2006 2:04 pm 
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Joined: Thu Sep 28, 2006 6:07 am
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Location: Canada
I've been doing hp recently, figured after some extra testing that with an army of 6+ skels I can take out strong enough NPCs to make the low exp worth the trouble. So my main focus is more durability for my skels (and hopefully soon enough zombies), which meens more hp trains (afaik). Would con trains give my animates the same extra benefits it would give me though? I assume more con meens less damage and faster hp regen. Would be nice if it worked that way, although I'm starting to get the hang of figuring out what magic items do, so Alls I really need is con boosting items :P


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PostPosted: Wed Oct 04, 2006 2:35 pm 
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Joined: Mon May 02, 2005 3:49 pm
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Location: Florida Atlantic University, Jupiter
these other benefits come from your increased fortitude (fort) save.
Quote:
Fortitude is used against abilities that primarily attempt to impede or
corrupt the body. Examples of spells of this type include blindness,
deafness, energy drain, finger of death, petrification, plague, and slow.


con increases your hp just like an hp train (but as he just said, hp is a better deal for your hp pool) but it also helps your saves, which you dont need much while training until you get to NPCs that blind you all the time... damn torrum...


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PostPosted: Thu Oct 05, 2006 4:46 pm 
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Joined: Mon Jun 20, 2005 2:43 pm
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Just some things to make clear:

Drewbag wrote:
Should you lose a level do to fleeing or energy drain or curses from imms, a random att point will return if the last level gained a stat point, which may make a stat that was just maxed go down one.

If you lose a level and a stat point, it will always be taken from your main stat. This is done to discourage twinks from using edrain (or death) to their advantage.
Drewbag wrote:
3) Animate life grows with level I guess, since my wraiths seem to last a longass time.
I don't believe this is true at all. I believe that skeletons just have the shortest time period. I believe that all undead's lengths of time are based on their type (wraith, wight, etc...) Oh, and wights last much, much, much longer than wraiths.


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PostPosted: Thu Oct 05, 2006 4:54 pm 
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Joined: Wed Jun 25, 2003 3:00 pm
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I think it's based on both level and type. I seem to remember my zombies only lasting about an hour when I first got them, and then about three hours at GM.


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PostPosted: Thu Oct 05, 2006 5:24 pm 
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Quote:
If you lose a level and a stat point, it will always be taken from your main stat. This is done to discourage twinks from using edrain (or death) to their advantage.


This is not always the case. I've had several priests, with main stat wisdom, lose intelligence instead.

What I think happens is that you lose a point from your highest ability. (Excluding hp/mana/art, which are never lost.) In case of a tie, it'll the one listed first on "score". But that is a guess. Best way to find out is to try training your supposedly maxed attributes, using your shiny new attribute point from regaining the lost level.


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PostPosted: Fri Oct 06, 2006 5:51 am 
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Joined: Thu Sep 28, 2006 6:07 am
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Location: Canada
Well if that's the case I'll have terribly int/wisdom and great hp soon... I think I've died about 10 times so far... lol, I'mah own joe and pawn all PKzers :roll:

I can confirm that level does have some effect on animate times though, my skels are going for about 30 minutes+ now (they used to be about 10-15).

Ohh, well I'm here, is there some way to bank items? like a vault? I'd love to start suiting up my skels with decent armor and actually being able to save the armor for the next log-on. I've managed to hide armor on occassion, in either a random lowbie NPC or on the ground near some undertraveled area. It just be nice if there was some sort of protection against losing said items.


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PostPosted: Fri Oct 06, 2006 6:44 am 
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Mortal Contributor

Joined: Thu Feb 02, 2006 3:43 pm
Posts: 611
Location: CMU
Know what's a great way to not loose exp while dying? Ask for rezzes from priests. :D

And no there aren't any vaults or anything in SK. You can put money in the banks and that's it. Best way to do it is leave it somewhere and hope for the best.


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PostPosted: Fri Oct 06, 2006 10:20 am 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
Jada told a fib! There ARE "safes" in sk. However, they're not in a bank type installation, and are frequently perused for people looking for lewt/vials.


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