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 Post subject: Flying mounts.
PostPosted: Wed Apr 29, 2020 12:57 pm 
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Joined: Mon Sep 02, 2019 12:11 pm
Posts: 9
Okay so i was wondering a few things. The only easy to get flying mounts are in Ayamao. Others you have to gate to or fly. Now i know they redid the mounts in the Empire and they got rid of the ones in losache. The ones in seawatch you needed a pass to get in which you cannot get because kytar got removed. There are no mounts you can buy in Menegroth, Unless your a Hellion and you can get the Nightmare. The guards in Centaur village were removed so you cannot find them. Seaside never had any mounts but thats been closed off. I am just wondering if there is any plans to add anything?



Side Note : can a darkie city get herbs like the wastelands petal. That would be really nice. having flying, detect, invis, herbs. Thanks!


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 Post subject: Re: Flying mounts.
PostPosted: Wed Apr 29, 2020 3:31 pm 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Yeah but not the empire. Preferably Ebor or Krychire.


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 Post subject: Re: Flying mounts.
PostPosted: Thu Apr 30, 2020 7:11 pm 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
You can 100% still get the pass for seawatch mounts, fyi.


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 Post subject: Re: Flying mounts.
PostPosted: Fri May 01, 2020 9:28 am 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Honestly, we should be looking at ways to make the game more accessible in general with a smaller player base, and I'm not sure why anyone would be against it. Each starting city, not Sith'a'niel or Krychire or C'hzzrym but Teron, Nerina, Exile, and Menegroth, since those are the only livable areas, should have utilities like detect/fly herbs/flying mounts for sale, stat jewelries in Teron and Nerina since they're already in Exile and Menegroth, and ways to gate/teleport/rift, even if it's purchase or wands/staves for those things. That should be considered apropos for the course for any "adventurer" -- a basic thing like priests who offer heal prayers for everyone in every town, or the astral guides in every town, or shovels/lights/flasks/sextants available at adventuring shops in every major city.

You a.) still have to interact with others or travel for utility spells like haste/giant strength, locate object, identify, enchant, etc. Resurrect/raise dead/oracle would still be the same too. It's not going to change the game dramatically except to make it easier for people to get around, do quests, and discover the game without undue hardship. It'd be especially helpful for noobs since they get kicked out of the academy and straight into mass murder via imps, spiders, tigers, osquips, whatever.

-imagining the transport sorc in every town, hopefully right in every "recall" inn-
sitting right next to astral guides, or maybe even just using the astral guides as transport guides!-
transport
An astral guide says, "I offer the following spells:"
transport gate (NPCs/portal stones only) - casts gate for 4 platinum, 2 gold
transport rift (portal stones only, no random) - if you wanted, maybe we don't even need or want rift?? - casts rift for 6 platinum, 3 goold
transport teleport (portal stones only, no random) - casts teleport for 2 platinum, 1 gold


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 Post subject: Re: Flying mounts.
PostPosted: Fri May 01, 2020 11:31 am 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
There is a great stat jeweler in Nerina, but it does need to be tweaked a bit, but I agree.


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 Post subject: Re: Flying mounts.
PostPosted: Mon Jun 22, 2020 6:24 am 
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Joined: Thu Apr 28, 2011 8:39 am
Posts: 240
I've been gone for quite awhile, but the flying carpet in Menegroth is still there. It's not much but it is still a flying mount.


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 Post subject: Re: Flying mounts.
PostPosted: Mon Jun 22, 2020 6:45 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Guild petshop would be $$$


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 Post subject: Re: Flying mounts.
PostPosted: Mon Jun 22, 2020 8:59 am 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
ladyjennbo wrote:
Honestly, we should be looking at ways to make the game more accessible in general with a smaller player base, and I'm not sure why anyone would be against it. Each starting city, not Sith'a'niel or Krychire or C'hzzrym but Teron, Nerina, Exile, and Menegroth, since those are the only livable areas, should have utilities like detect/fly herbs/flying mounts for sale, stat jewelries in Teron and Nerina since they're already in Exile and Menegroth, and ways to gate/teleport/rift, even if it's purchase or wands/staves for those things. That should be considered apropos for the course for any "adventurer" -- a basic thing like priests who offer heal prayers for everyone in every town, or the astral guides in every town, or shovels/lights/flasks/sextants available at adventuring shops in every major city.

You a.) still have to interact with others or travel for utility spells like haste/giant strength, locate object, identify, enchant, etc. Resurrect/raise dead/oracle would still be the same too. It's not going to change the game dramatically except to make it easier for people to get around, do quests, and discover the game without undue hardship. It'd be especially helpful for noobs since they get kicked out of the academy and straight into mass murder via imps, spiders, tigers, osquips, whatever.

-imagining the transport sorc in every town, hopefully right in every "recall" inn-
sitting right next to astral guides, or maybe even just using the astral guides as transport guides!-
transport
An astral guide says, "I offer the following spells:"
transport gate (NPCs/portal stones only) - casts gate for 4 platinum, 2 gold
transport rift (portal stones only, no random) - if you wanted, maybe we don't even need or want rift?? - casts rift for 6 platinum, 3 goold
transport teleport (portal stones only, no random) - casts teleport for 2 platinum, 1 gold



thuban
algorab
dulrik

THIS IS A GOOD IDEA


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 Post subject: Re: Flying mounts.
PostPosted: Mon Jun 22, 2020 9:41 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Yes, removing those nasty imps from around the Chaos Caves (an area listed as Jman to Expert) is a good idea, given that anything in cloth or light armor Expert and below gets totally sh*tstomped by them. Oh and they track. Oh and they see invis.


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