besides the staff of teh 4 being augmented... what other (wizard) items that got augmented?
We have yet another expanson, now lets hope it dont crashTo much hehe. Anyway just a reminder, submit new items to the Graffe.com websight, to get points for it, make sure your logged in with an account.
I must say alot of the things promised within LDON look very nice![]()
besides the staff of teh 4 being augmented... what other (wizard) items that got augmented?
Seems that every single piece of equipment is augmentable (Slot 1 Type 1 most commonly).
I'm still at work, so I haven't been able to log on yet.. but I have some questions for the people that are/have logged on.
Do the wayfarers sell books that show all the possible augments? Or can you look at them vendor style?
How do you tell what type of an augment an item will take?
Whizbang said type 4 so I assume that type 4 is some type of spell augment, where as type 1 is a stat augment or something?
Thanks
Last edited by Trippil; September 9th, 2003 at 02:52 PM.
largely compiled from this thead over at the mages compendium....
There are 5 new dungeons....
Deepest Guk
Rujarkian Hills
Miragul's Menagerie
Mistmoore's Catacombs
Takish-Hiz
each of these has 10 layouts, except for Deepest Guk, which only has 8.
The entrance to each of these places will consist of a "wayfarers" camp. This camp is NPCs who will assign missions to groups or raids. Once your group or raid is assigned a mission, you will enter the dungeon entrance, and be greeted by your own private instance of the dungeon. Most missions will have a 90 minute time limit.
Characters must be within a certain level range in a group in order to get a mission together. It is believed that you must be level 58 to do a mission with a level 65. A minimum of 4 players must be in a group to get an "adventure".
Missions consist of several different types... rescue and assasination for instance. For a rescue mission, you must find the captured NPC and lead them back to the zone-in. For an assasination mission, you must slay a particular npc.
Completing (and appearantly sometimes failing as well) a mission will net you points with the wayfarers guild. A full group of 65s doing a "normal" difficulty mission will net each group member 51 points. The same group doing a "hard" mission will get 71 points. Mission difficulty can be specified by the player who triggers the mission.
Spells, augments, and other items may be purchased at the wayfarers camps using adventure points. Low level spells cost 28 points, high level spells several hundred. Players will not be able to see all items that a wayfarer vendor has for sale. Points gained at any camp may be spent at any other camp. However, the selection of items available to you depends on the number of quests you have done for a particular camp.
For example, if you earn 5082 points, all from Miraguls Menagerie, you will have a *huge* selection of items to choose from if you are shopping at the wayfarers vendors at the Miraguls menagerie camp. However, if you go to the deepest guk camp, there will only be a handful of low cost items available to buy there (though you certainly could buy them repeatedly with 5082 points). The more expensive items will generally not be available until you have completed a number of missions for a camp.
Additionally, the wayfarers camps have npcs who can teleport you to other wayfarers camps. However, in order to do so, you must have completed a few missions for the destination camp. Thus you cannot be transported *to* the deepest guk camp, until you have done a few missions for them.
Raids are available as LDoN instances. The initial information is that they are primarily targeted at Vex Thal and higher capable guilds. Raids involve many dynamic scripts, and will require a solid mix of classes to complete (whereas single groups may succeed in non-traditional combos).
The amount of XP given in a dungeon was upped slightly during beta, as beta testers earned as many as 2 AAs per 90 minute dungeon. It is expected that this number will go down, but the dungeons should still be quite good experience.
Another new feature with LDoN is augmentations. Almost every item will have one or more "slots" which can have augmentations put into them. The types of augmentations are as follows:
Type 1 - Single stat enhancements (+5 intelligence, or whatnot)
Type 2 - Multiple stat enhancements (+15HP/Mana, +3 sv FR/MR/CR, etc.)
Type 3 - Worn effects (Haste, Regeneration, FT)
Type 4 - Weapon Procs
Type 5 - Weapon Damage adds
Type 8 - Unknown (This type is on Time loot, I've never seen a Type 8 augment)
Most existing items will have a Type 1 slot added to them. Augmentations can be found in LDoN dungeons, and purchased off wayfarers. Many augments will be nodrop (I dont believe all of them will be). If a no drop augmentation is put into a droppable item, the item becomes nodrop unless the augmentation is removed. Augmentations may be removed without damaging the original item, the augmenation itself is lost if removed. It is unclear whether items with multiple slots can have a single augmentation removed or if all augmentations are removed together.
Some augmentations can go in multiple slots. These augs will go in the lowest numbered slot available to them. For example, if you have a Type 1 aug with +10 hp, and a Type all aug with STR+5, and your weapon has one type 1 and one type 2 slot, put the Type1 aug in first, or else you will fill the type 1 slot, leaving you without a type 2 aug to fill the 2nd slot.
Augmentations can have just about any effect in the game. Some of the best ones are as follows:
FT2
+5 sv all (Any slot, fits in any item)
+40 Mana (Any slot, fits in any item)
+40 HP
+35AC
Augmentations are added using a special forge that is available at wayfarers camps. I do not know the process for removing an augmentation.
Casters (int/wis) are getting 8 new spells each, while Hybrids are getting 5. Many of these spells will have to do with a new type of item in LDoN dungeons.
LDoN dungeons can have traps and interactive NPCs and objects. For example, a treasure chest that actually opens when it is unlocked. Traps come in 3 different types, magical, mechanical, and ?cursed? . Rogues and Bards can disarm mechanical traps, wizards (and I think one other) can disarm magical traps, and clerics (and shaman maybe?) can disarm cursed traps. Objects can also be opened using brute force, but doing so may set off the trap, and can destroy the item within.
NPCs within the dungeon can be helpful or detrimental. You may find a wounded adventurer on the ground. Interacting with them may result in other aggro npcs spawning, or may result in the npc becoming a "pet" per se, and can also result in AE heals or traps going off. Not all non-npc traps are detrimental either. Though in a dungeon for 65s, the traps are often 500/tick DoTs... i.e. very nasty.
also from this thread
The Wayfarers Brotherhood have many interesting adventures for you. You can find them in North Ro, South Ro, Everfrost Peaks, the Butcherblock Mountains and East Commons. To get an adventure, form a group and seek out the Wayfarers. The group leader must Right-click on the Adventure Recruiter or the Raid Recruiter to be given an adventure.
These adventures take place in dungeon "instances". This means that a copy of the dungeon is created just for your group, and no others can enter it. You will have a limited time to complete your task, so keep moving. Here are some other tips about the adventure window.
- Only the group or raid leader can start an adventure for your group or raid.
- Your group or raid must be complete before the group or raid leader accepts the adventure. Only characters in your group or raid when the adventure is requested will be able to enter the dungeon.
- If you decline an adventure, you will have to wait a short while before another will become available.
- The group or raid leader can choose a Normal or Hard risk for the adventure. If the group or raid leader chooses Hard the adventure will be more difficult but will also yield greater reward.
- Once you accept an adventure, a waypoint represented by a blue line will appear on your compass to help guide you to the entrance of the dungeon when you are in the appropriate zone.
- The Time to Enter shows you how long you have to locate and enter the dungeon portal. If you do not enter the portal before the timer expires, your adventure will end.
- Once you enter, the Time to Complete shows you how long you have to reach your objective. If you do not complete your adventure by then, the adventure will close down.
- If at any point you leave, complete, or fail your adventure you can still enter the dungeon and retrieve your corpse, as long as the dungeon is still open.
- Any time that a dungeon instance shuts down, all PC corpses and any living PCs will be placed outside the dungeon at the portal used to enter the dungeon.
- The View Stats button will show you your adventure statistics, and from the Stats window you can access the adventure Leaderboard.
Here are some tips about group adventures:
- You must be in a group of at least 4 members to get an adventure.
- Your group members must all be of a similar level (within about 6 or 7 levels of each other).
Here are some tips about raid adventures:
- You must be in a raid group of at least 18 members to get a raid adventure, up to a maximum of 36.
- Your raid members must all be at least level 60, with a required level average of 63.
- Each member of your raid must complete at least two adventures in the theme you wish to raid in.
- Once you have successfully completed or failed a raid adventure, you will need to wait five real-life days to do the same raid adventure again. For example, if you take on the raid in Deepest Guk, when you fail or succeed on that raid, you will have to wait five days to try again.
and from the rangers glade
we have....
The different zones are Mistmoore Catacombs, Rujarkian Hills, Deepest Guk, Takish, and Miragul's Menagerie.
The Mistmoore adventures start from butcherblock and then you run to lfay for the zone ins.
Rujarkian hills starts in ec by shady and takes place in either north ro, oasis or south ro.
Takish starts in the north ro camp but takes place mostly in oasis.
Miragul adventures start in everfrost and all the zones are entered from everfrost as well.
The guk adventures start in south ro in the grassy area and start mostly in upper guk.
*edited to fix URLs*
Last edited by seaotter; September 9th, 2003 at 03:14 PM.
Cool, thank you very much
does anyone know what exactly some of the new spells do, i know some are for traps, and the used to be named slush ball!![]()
Xalirilan's Greater Appraisal
WIZ/34
Attempts to sense the presence of a trap on the targeted object.
Wuggan's Greater Appraisal
NEC/34 MAG/34 ENC/34
Attempts to sense the presence of a trap on the targeted object.
Iony's Greater Augury
CLR/34
Attempts to sense the presence of a cursed trap on the targeted object.
Reebo's Greater Augury
DRU/34 SHM/34 NEC/34 MAG/34
Attempts to sense the presence of a cursed trap on the targeted object.
Xalirilan's Greater Discombobula
WIZ/34
Attempts to disarm a trap on the targeted object. Consumes a greater scrying stone when cast.
Wuggan's Greater Discombobulatio
NEC/34 MAG/34 ENC/34
Attempts to disarm a trap on the targeted object. Consumes a greater scrying stone when cast
Iony's Greater Exorcism
CLR/34
Attempts to disarm a cursed trap on the targeted object. Consumes a greater scrying stone when cast.
Reebo's Greater Exorcism
DRU/34 SHM/34 NEC/34 MAG/34
Attempts to disarm a cursed trap on the targeted object. Consumes a greater scrying stone when cast.
Xalirilan's Greater Extrication
WIZ/34
Attempts to destroy any lock present on the targeted object.
Wuggan's Greater Extrication
NEC/34 MAG/34 ENC/34
Attempts to destroy any lock present on the targeted object.
Iony's Greater Cleansing
CLR/34
Attempts to destroy any cursed lock present on the targeted object.
Reebo's Greater Cleansing
DRU/34 SHM/34 NEC/34 MAG/34
Attempts to destroy any cursed lock present on the targeted object.
missing the non-dungeon oriented ones... but its a start
<a href="http://www.magelo.com/eq_view_profile.html?num=269910"><img src="http://www.geocities.com/jeremy_moffitt/images/seasignature.jpg"></a>
In that case a Di`zok Escape Staff is also an epic substitudeBlood Runed Battle Wand is reportedly Type 4 as well, making it clear they intend it as a possible epic substitute.
All weapons I've seen so far are Slot 1 / Type 4.
Crystal tipped onyxwood staff is also slot 1 type 4.
my understanding is all weapons got type 4, all non-weapons got type 1. The exception to this being PoTime loot, which got type 8.
That's the staff with the gorgeous blue glow, yes?
Bah to many people are playing and not posting, I'm still stuck at work and won't be home for about another 3 hours. GIMMIE THE INFO BEFORE I GO CRAZY LIKE DMITRY!!!!!!!
Ice Meteor (64) should be on vendor too, no? Anyone have enough points to see it yet? If so, how many points does it cost and which wayfarer camp is it on?
Anyone have a link to a list of the NPCs you talk to in the various home city's to get adventure system started?
When you zone into PoK you will get a message that looks a bit like the MOTD. It will tell you about going back to your starting cities to join the wayfarers.
When you zone into any of the appropriate starting city zones, you will get another message outlining the location and name of the person you need to talk to. eg. For a Wood Elf Ranger zoning into Greater Faydark I was told to meet this chick in a bar near Trueshot's Bows in Kelethin.
From there it's pretty much follow the bouncing ball.
Hmm. I checked all three zones in Freeport and got no message.
go to east commons
<code><br />Twink <br />
<select name="Skillls"><br />
<option>Pottery 250 +5% Trophy=252<br />
<option>Jewelry 250 +5% geerlok=252<br />
<option>Fletching 240 +5% geerlok=252<br />
<option>Smithing 220 +15% hammer=252<br />
<option>Tailoring 240 +5% geerlok=252<br />
<option>Brewing 250 +5% geerlock=252<br />
<option>Baking 250<br />
<option>Fishing 200 +3%<br />
<option>Research 200<br />
</select> <br />
</code><br />
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