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 Post subject: Tower Of Necromancy
PostPosted: Wed Feb 15, 2012 6:08 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
First, this area directly goes against the "no safe zones in SK" idea, since there's no way for non-necros, non-black hand members to get into it. It also is in fact being used as a safe area by certain players.

Second, the NPCs inside are completely jacked, and they repop multiples if the NPCs aren't in the room but are still alive. Those multiples then group with the originals when the originals go back.

This area really needs to be looked at closely.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Wed Feb 15, 2012 6:12 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
It would be fitting to put a key on a nearby NPC, although if so I'd also like the same to be done for the mercenaries' guild and rogue's guild as well.

The NPCs maybe should also have a limit set on them if that's possible, but considering that so many necro controls got the nerfbat in recent history, I don't think the NPCs themselves should be tweaked much.


Last edited by Edoras on Wed Feb 15, 2012 6:14 pm, edited 1 time in total.

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 Post subject: Re: Tower Of Necromancy
PostPosted: Wed Feb 15, 2012 6:13 pm 
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Joined: Thu Nov 03, 2011 8:09 am
Posts: 95
Just to put it in context: Someone died (^) and then brought 10 folks to sit outside the tower to get their things back.

You can get into the tower without being hand (hand can't get in anymore) and without being a necromancer.

It's not a 'safe' zone. It's less safe then a cabal HQ, that's for sure.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Wed Feb 15, 2012 6:15 pm 
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Location: Canada
SK Character: Karsh
Edoras wrote:
It would be fitting to put a key on a nearby NPC, although if so I'd also like the same to be done for the mercenaries' guild and rogue's guild as well.


Yes.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Wed Feb 15, 2012 6:17 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
skivg2011 wrote:
You can get into the tower without being hand (hand can't get in anymore) and without being a necromancer.


No you can't.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Wed Feb 15, 2012 6:28 pm 
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Joined: Wed Oct 07, 2009 5:04 am
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SK Character: RAWR!
It's much easier to get into a CB headquarters.

You're clearly smoking crack.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Wed Feb 15, 2012 9:17 pm 
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Joined: Sat Feb 23, 2008 5:38 pm
Posts: 381
The rogue and mercenary guilds don't have scripts that teleport you in to a level 50 giant barb diamond scale demon NPC instantly upon entering the area as well. This place does need to be looked at as no other area has !alignment powerful scrolls of certain transportation spells as well as blank scrolls that are also dark aura online.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Wed Feb 15, 2012 9:27 pm 
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Joined: Mon Jul 30, 2007 6:28 pm
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Auto teleport/[REDACTED] damage output from multiple demons/NPC with 10X the HP it should have/All NPCs having true seeing/only accessible by a certain class who can grief literally half the mud at the SAME time is quite ridiculous though.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Wed Feb 15, 2012 9:40 pm 
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Joined: Thu Nov 03, 2011 8:09 am
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Revel wrote:
Auto teleport/[REDACTED] damage output from multiple demons/NPC with 10X the HP it should have/All NPCs having true seeing/only accessible by a certain class who can grief literally half the mud at the SAME time is quite ridiculous though.


That's only if you enter the tower without actually doing the quest.

But hey, whatever. Not like any of you actually know what you're talking about.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Wed Feb 15, 2012 10:01 pm 
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Joined: Wed Oct 07, 2009 5:04 am
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Yeah. Okay. Maybe, then, the quest should sort of . . . you know . . . have a [REDACTED] starting point that's not hidden.


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