(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
|
Post by (,,,) Syn Kitten (,,,) on Jun 1, 2010 14:32:22 GMT -5
A medium based metal between copper and tin
Essence costs be shown on their ability discs. Many of us Baught paralyse and it costs to much for us to use. hence 150 wasted.
A description list in the metal/engineering area's that explains what the manufactured item is/does. Unless the intent was to create a gentle cash sink, for trial and error.
Was it meant, for the small shield to offer +1 ac with no problems, and the large shield to offer all sorts of problems but add on the 1/5 soak?
Unless the new dungeon has fixed this ( ignore if it has) a area between the little critters in the burrows and the starter area.
Possible armor additions. IE: Copper harness + Bullette harness + X materials, to create a Copper Bullette Harness. Perhaps to create another crafting manufacturing skill - Combine. The benifit of this is, added effect of the current gear, as well as the wieghts. The downside, is if failed you will lose one of your equips. After spending three hours and MANY deaths trying to hunt ONLY robot spiders ( the cutters are brutal, and getting shot by the protectors while running through a door is just plain rude) loseing my junkmetal, while trying to fuse it with a bullette harness would just be plain gahh lol.
A fix to some of the Black Ether not giving exp as it should.
A fix that black ether gives exp, based on the weapon/s equiped when enemy is killed. - I used Wind to kill and enemy, Black ether exp gain was 0, but rifle exp was 90, did not shoot rifle once.
An alchemy or Medic profession to create hp/essence potions/Stim-packs
More to come.
|
|
|
Post by zunath on Jun 1, 2010 15:18:02 GMT -5
Thanks for the suggestions Syn... I'll run through each of your points and try to address them. A medium based metal between copper and tin I won't add another metal in between those two but I may adjust the skill requirements for mining tin. We'll have to see on that one. These two issues are sort of related. I'm in the process of adjusting blueprints and ability discs. Each time I modify them I need to make a change in the database or in-game to reflect that new change. I've got a working description updater in already but it needs some further tweaks to make it perfect. You can look forward to descriptions getting more detailed in a future update. No, it wasn't. I'm pretty sure I changed the large shield back to just give +2 AC after I saw damage soak didn't stack. I'll check on it again. The jump from the jungles to Blacklake is intended. The game is supposed to be fairly group focused. That doesn't mean there won't be solo content, but the goal is to focus on parties more. We've tested that dungeon with 2-3 people and were able to complete it so I feel it's perfectly fine. You may want to try out a different tactic with your friends if you're struggling. I like the combine idea but I don't think I'm going to split up manufacturing further. I will, however, introduce new blueprints for you all to make. The Copper Bulette Harness is pretty cool. I'll see what I can do with it. Now, the next thing you mention is having trouble killing the robots in the Ancient Solarian Facility. This, again, boils down to preparation. If you're struggling, see if you can rework your party's composition. Have someone set up to be your dedicated healer. Get another person to focus on damage soak equipment to be your protector. Play around with the various combinations and you'll find a set up that works. You mentioned it in game. I've got it down to be fixed. Thanks Okay, I'll work on that one too. There are blueprints to make better stim and essence packs. They utilize the Mechanical Engineering skill. Cool! Keep them coming.
|
|
(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
|
Post by (,,,) Syn Kitten (,,,) on Jun 2, 2010 8:51:26 GMT -5
OKAY - ROUND TWO!!
Additional Leatherworking Recipes Boots, Cloak (real cloak/cape), gloves
Rentable hover loot carrier thingy? one of the biggest issues I run into is, I am out mineing and with the 10 str, even 12 with the bullette harness, copper gets realy heavy REALY fast. Would there be a way we can rent or buy a one time use weight reduction. Feel free to make it expensive.
Example would be on use item, that creates a bag of holding for 1 in game day. After that it goes poof.
Or would present issues like it did on RoTD with the crafting not seeing the items in the bag? If so please ignore.
Sprint/OMG Git tha FFF out
A normal ability, or a ability disk that is the equivlant to exibitious retreat? I found myself wanting to run the hell away so bad last night when Garrant died and me and Cyn were all alone.
Anyway to have the NPC's in the town be perm persistant, it might bring a itty bit of lag to the server, but when i walk into a shop and NWN acts like it's crashing it is kinda scary
Possibly a slightly longer respawn time in the burrow. Harvesting the copper is dangerous, which i understand, but I had one spawn out on me while i was harvesting, while wearing my harvesting tunic and it almost got mean. The harvesting does not have a OMG RUN feature like spell casting does. Once you start, your stuck.
A scanner item that allows us to see an enemies weakness to dmg or elements. It can be a one use or a constant. Hell even a white ability disk like the Final Fantasy Scan/Libra ability
The Light pillar thats on its own little island... If you run around eventually you will see it (At work so cannot get on the check right now) But its all by itself. Is it actually accessible or is it apart of landscape and history?
On To-Do list (I know you mentioned them but to stop others from asking)
a: Crafting tailor b: adjustment to the ammo of the rifles to 1d8 not 2d8 c: adjustments to the various ability discs in regards to the rifle d: adjustments to the ability disc, wasp sting e: adjustments to the white ether granting exp ONLY if the caster is injured. f: Adjustments in voice sets... All the people sound the same g: The woman in the lodge who needs feathers for HER WIFE lol
Would it be possible to cultivate a area of land at some point and have our own little base/settlement?
What are your thoughts on persistant player shops?
More to come lol. didn't find many issues last night.
|
|
|
Post by zunath on Jun 2, 2010 10:52:02 GMT -5
Whew, Syn. You like to keep me busy. OKAY - ROUND TWO!! Additional Leatherworking Recipes Boots, Cloak (real cloak/cape), gloves Definitely. Expect a lot of new blueprints in the next update. I've heard players ask for this before. I have no problem with bags but there is the issue of dealing with packrats. Too many items may cause lag on the server and that's something I'm worried about. It's worth investigating and hopefully we'll come up with something that works. Sprint I and Sprint II are abilities that are on the list but not actually implemented yet. They don't work like you think but I understand where you're coming from. I'll keep it in mind but it's not top priority at the moment. I can increase the despawn time but at some point the NPCs will need to despawn to conserve server resources. I get the lag too and it's annoying but you just have to bear through it. Pretty sure it's something on CEP's or D20's end. Good idea. I'll extend the minimum respawn delay. Maybe. See, part of the resistances idea is to force players to do trial and error. It's not interesting if players know right off the bat how to kill an enemy. Some limited information might be a good idea but it's not a huge issue for now. One of the missions in the game deals with another set of towers. That one has significance but the mission isn't in game yet. Stay tuned Thanks... helps if everyone knows what's going on with these issues. a.) Item appearance crafting is coming in the future. There's a lot of bugs with the system so it needs a lot of work. Because it doesn't have a whole lot of bearing on actual gameplay it's not top priority. b.) Fixed in the last update c.) On the to-do list. Seems like all ranged weapons have this issue. d.) What adjustments? e.) Fixed in the last update f.) But it's so funny! XD Yeah, yeah... fine I'll fix it! g.) Wasn't what I intended... but I think it's fine nonetheless. No need to change it. Like the structure system from ROTD? Maybe... Eventually there will be player houses (and even further down the road spaceships) which you will be able to decorate however you wish. SOO is so different from how ROTD was set up though that I don't think the structure system will fit in well to the server. It just wouldn't be as cohesive as I'd like it. It is a good idea though and I'll keep it on the back burner for now. I have plans to introduce a market system where players can buy and sell items from/to each other. I sound like a broken record... but this is coming later. I'm glad
|
|
|
Post by MrWarMage on Jun 3, 2010 0:17:55 GMT -5
Sprint/OMG Git tha FFF out A normal ability, or a ability disk that is the equivlant to exibitious retreat? I found myself wanting to run the hell away so bad last night when Garrant died and me and Cyn were all alone. LOL Blueprint: Ninja Capsule ;D
|
|
|
Post by Xan on Jun 3, 2010 4:53:47 GMT -5
I've heard players ask for this before. I have no problem with bags but there is the issue of dealing with packrats. Too many items may cause lag on the server and that's something I'm worried about. It's worth investigating and hopefully we'll come up with something that works. Syn had a good idea, I think, using an NPC to carry goods instead of an item. Wouldn't that solve whatever coding problems you were having with the ether bags? If you need to design the "transport" quality in varying degrees, you can modify the weight limit. That might actually work better than restricting a player by size, as a bag can do sometimes, though I understand the weight reduction from the bag can help. Here's a crazy idea. What about a cargo capsule? Craft the item. Deploy. It becomes a placeable container with a convo. You access its inventory, dump your stuff up to a weight and/or size limit, close the capsule, and launch. Your stuff is rocket powered back to the city. You might even consider, as other towns/cities/outposts are implemented, allowing the player to select a destination for the capsule, restricted by the character's knowledge of the coordinates and the capsule's range. Probably want to have the capsule transport to places only planetside or to ships/facilities in orbit. Idk about using it in space, but now I'm getting ahead of myself. Also, if you want to make sure the capsule isn't abused in dungeons (i.e. sending off a dead party member's stuff back to them after they respawn), just make it required that the character be in an exterior area before the capsule can be launched. Problem is, where do the items end up when they make it back to the city? The bank? What if you don't have the room? Maybe there should be a capsule docking facility, for players to meet their waiting capsules when they make it back to the city. The capsule with the items became a placeable, right? Have several stations available, each with a terminal which players can access to call their capsules. When the capsules are called, they appear in the stations (moved from the launch area, to limbo or something, then to the station... or however you thinks it's best to handle it). The players can then access their cargo. Players can then package up their capsule and reuse it, or, if you want to promote consumerism in your economy, make the station dispose of the capsule after the player has removed all the items, selected to dispose of it at the terminal, or a set period of time has passed after the capsule was called (say... 5-15 minutes? in case something goes boom with the client or server and the player gets knocked off before he/she can complete the interaction with the capsule). Also, to conserve server resources, you may set a duration of 12-24 hours before destruction on each capsule that docks at the facility and has not been called into a station. Sorry if I ramble... just, one idea sparks another. Like I said, crazy, but hopefully this leads to a workable idea. Afterthought: For varying grades of cargo capsules, you can increase the weight and size capacities. Also, capsules are probably going to be expensive as F***, knowing you Zunath... no offense. So one-shot use might not be the best idea, and I know you don't want there to be too many of the capsules building up in the game. So how about this too. The higher the quality of the capsule, the greater reuse you get out of it. Tier one is one-shot. But tier five might have 3 or 4, mby 5 uses before it craps out. Anyway, I'm done now.
|
|
(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
|
Post by (,,,) Syn Kitten (,,,) on Jun 3, 2010 12:55:55 GMT -5
ROUND THREE!!! The adjustment of the shops items to relate in real terms to the real items. We discussed this last night in relation to the harvesting gloves. ( LVL 14 HURRAY). Now an issue with this. Do you mean to allow a character to gain 1 bar per one mine? At lvl 13 I was getting enough Harvesting exp to get a full bar per mine. Is the harvesting exp steady for the level up are is it a curve? The fix of the AMP BP store. this one is just a reminder. Two Wep Fighting in the weapon store, you said after update, just a reminder. Okay, now suggestions based off of others post. Skipper laid the foundation of alot of great ideas. BUT... As much as I love Haste... Haste should not be in any of the tier 1-3 spells or items. Its far to powerful. If we are to use it, it must be a dumbed down version. perhaps just the one extra atk per round. Or the speed. Granting an additional +4 ac on top of the available options would be broken right now. Bets with Carbonum armor will have a 18 ac. Dual wielding as a dmg spec, if you cast haste on her her AC is now a +12 meaning the burrows just became a walk in the part, and the solarian are just became 75% easier. I am for haste LIKE functions not for full fledge haste. - Exploit use - even if you make Haste a much higher level spell, vets can cast on newbies, thus over powering them for their area.... Implimentation of an actual bar or such, for RP purposes. Now the bank. Xan had an issue with the bank... and I have issues walking in waiting for the d**n NPC's to spawn... Lets remove the NPCs and make the whole process automated. Two more terminals. One terminal for Bank expansion. One terminal for depositing money. I am sure there is an object that you can drop in the bank that looks rather gunnish to represent security. Having the two different terminals will fix the issues with the people who click too fast ^.^ CON based items can be replaced with fort/HP items. The quest reward for gremshaw. Is it possible to make that an multiple reward event. As in a choice. So not to ruin it for everyone, can you offer choice in the conversation for a "Thing" from each of the different mmanufacturing areas? Not everyone is a metal worker. Or is it expected for a person to sell the "thing" if they already have it or don't plan on specc'ing in metal working. If you are going to impliment Skippers Potion idea, please make them one use. As well as raise the cost, by at least 100 gold each. Great idea, but at those prices its highly spammable. I like the idea of dmg shield spells. But agreed they should be CASTER only... High dmg dealing spec, with a shield that harms every time he is hit, thrown on with a healer can be VERY uber... I see it as being a protect for the caster. The capsul idea could be effecient. have it be a box that opens the bank conversation. Have the size of the capsul be totally related to the amoutn of bank space you have. This way players are still paying for their pack ratting, and it essentially still forces a player to carry shtuff if their bank is not very large. This could work out as, there could be a gentle increase of the bank price. Would there be a way, we can impliment persistant map Pins... The little ticks that we can enter information on about the map. I do remember seeing that in another module, and it was a data base entry/Script. nwvault.ign.com/View.php?view=Scripts.Detail&id=2749See if that accomplishes it. I don't know about everyone else but I would LOVE this... Also, when will the 2da update be in that we have to download the new haks for? I'd rather Dl them here at work than at home. FASTER connection
|
|
|
Post by zunath on Jun 3, 2010 15:04:14 GMT -5
I'll get to the rest of your post a little later, but the hak updates won't be very big. The biggest download will be the optional music package which is only 37MB. I'm hoping to have it done within the hour but it may take longer. We'll see.
|
|
(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
|
Post by (,,,) Syn Kitten (,,,) on Jun 4, 2010 12:21:32 GMT -5
Okay.. lets try this agian.. I had a huge post... and i had a DNS error -.- thus i got pissed off at it and forgot half of what i was gonna say.... So... ROUND 4!!!!! Since we will be implimenting a crafting dummy at some point, can we also include some form of Dye works. Reason for it would be my next suggestion. Guild/Clan implimentation Can there be a way to set up a guild? Perhaps a terminal that lets a player register for a guild for X cost. That guild is Player ran and maintained. I feel that this would offer a basic start to the whole factions aspect. Along with the Guild, perhaps a Guild hall or at least a guild room. Inside said room, there would be two items. Item one, would be a notice board similiar to the ones you had on RoTD, so members can communicate with one another if they get on during different times of the day. As well as a Guild Vault. A bank like item that allows guild members ONLY to access the same vault for storage. You can even go about making it so any guild member can upgrade it, for a fee. 500 gold per 5 items or something cash sinky like that. Cyn's Reload The implimentation of a party chat, when the reload feature is used to notify other players in the party that the player is reloading. Upside, healer and melee specs will slow the hell down... downside is if we are all in one party just hanging out.. we will see reloading alot. Perhaps make it a Talk feature instead of a party feature. Road to no-where. In the jungle there is a transition that is broken. I am sure you haev been told about it in game but i figured we get it somewhere so you can remember. I will try to figure out its exact location when i have a chance. a Katty Katana.... The copper Katana was not dispaying its recipe for me last night When i examined it... I don't know if it was an issue with my end, or something that happened for others as well. You posted that you were going to fix the issue with having to stand just right to harvest. Just a reminder No Fancy fighting? A question regarding the heavier armors removing essence. Now, since the special atks, use essence why is a melee spec, stuck with less chances to use their special atk due to wearing armor that was built for a melee spec? My proposal is to make White and Black ethers unable to be used while in the heavy armors. This would eliminate those Meele specs from spamming heal and such on themseves, but allow for them to have their full allotment of essence. Perhaps make ethers make you have a 1 or higher B/W ether ability. Make the heavy armors cause the user to have a 0 ether ability thus making them unable to cast. Are the quests in the lodge, and Jenny, the only quests/missions that are doable that do not involve the crash site or the solarian area? Thats enough for now. Look forward to see what your responses are on both posts ^.^
|
|
|
Post by zunath on Jun 4, 2010 12:45:21 GMT -5
ROUND THREE!!! The adjustment of the shops items to relate in real terms to the real items. We discussed this last night in relation to the harvesting gloves. ( LVL 14 HURRAY). Now an issue with this. Do you mean to allow a character to gain 1 bar per one mine? At lvl 13 I was getting enough Harvesting exp to get a full bar per mine. Is the harvesting exp steady for the level up are is it a curve? The descriptions have been fixed already. The EXP for a level up is a curve. If this is what I think it is - it's been fixed. Been fixed already. Haste won't be in the game. Period. The closest you'll get is the increased attack speed for certain guns and even those may be removed because I think they're a little overpowered. How can I make the Hunter's Lodge better for your RPing? I'll work on a fix. Copy that, ghost leader. Multiple rewards is a good idea. I'll add it to the long list of things to do. As for that particular reward, you also get money for completing the quest. If you don't want the item you can sell it for another 200+ credits. Ether packs and stim packs cover his suggestion. Potions would be too overpowered, I agree. At best, they'll come from quest rewards. I still need to run over that stuff. Love the idea but need to work on the implementation. I like the capsule idea. It's probably the most feasible way to get what you guys are asking. That said, it's low priority (Yeah yeah, send me your hate mail I've got other crap to do ) I'll to-do it.
|
|
|
Post by zunath on Jun 4, 2010 12:52:06 GMT -5
Okay.. lets try this agian.. I had a huge post... and i had a DNS error -.- thus i got pissed off at it and forgot half of what i was gonna say.... So... ROUND 4!!!!! Since we will be implimenting a crafting dummy at some point, can we also include some form of Dye works. Reason for it would be my next suggestion. When I get armor/weapon appearance crafting fixed, I'll also add in the universal dye kit. I'm working on the plan for guilds right now. Stay tuned. Included in the next update. It's in Eastern Gildonnu and will eventually lead to the Savannah
|
|
(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
|
Post by (,,,) Syn Kitten (,,,) on Jun 7, 2010 8:52:12 GMT -5
double post -.-
|
|
(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
|
Post by (,,,) Syn Kitten (,,,) on Jun 7, 2010 8:56:48 GMT -5
Round Five!
Skins on the critters are causing the issue concerning soak. After testing it on my end, If it is necessary to keep the soak dmg, one of the easiest fixes would be to universally remove the soak, and give the critters a ring with the soak on it. This does not cause the issue and a ring is easily modified to be plot or un-droppable.
I hope it is not just me but in the leather working store I am not seeing the windray or the sorococo cloaks for sale anymore. Is this a issue or is it intentional.
Anyway to increase the sale price of weapons just a little bit. I can sell a copper ring of health which takes 3 coppers/1 sheet and a mold – 12 gold + 6 gold for 13 gold. but a copper katana or larger which takes much more to create sells for around the same. I realize that crafting should not be a financial solution in comparison to grinding but A small profit for the time and effort would be appreciated.
Currently there is no true reason to start investing in organic harvesting. Will more woods be added to the game and more BPs that require the wood? Right now there is some small metal working weapons, a couple leatherworking, and very few mech. engineering that requires wood.
The guild options must be stacked. Currently if a player is given Co-Leader it is just a title, in the case of Maka for her to accept other guild members I had to give her. Co-Leader, Recruiter. We mentioned this in game, but this is a FYI for remembrance.
Still capable, of harvesting and reloading at the same time.
If trivial BPs are going to not give exp anymore, can more in depth tier 2 BPs be put in. IE – something that requires copper sheets, wood, and such, that might actually be usefull?
If eventually copper is going to net us no exp, can more tin be put in to supplement. Or will we be capping out skills soon until the continent expands?
For those of us that frequent the burrows killing crushmaw has become a normal thing – He’s still freaking hard since he is still broken- But is still a frequent occurrence. Is there a way to create a conversation that allows the communication orb to be changed into junk parts/calculator/mechanical analyzer? This would give those of us that get these a place to use them and not sell them to a store, which allows new people to purchase them.
Alternate to the above. Create a BP that uses the ORB as a material. Since getting it is rare and requires a team effort, I think it would be a great harvestable material.
Will armor be getting AC bonuses or are we sticking to the dmg soak?
CARBONUM WEAPONS!!! – Just to make these a-bit more of a sink, require the tin equivalent as part of the BP requirement.
As much as I hate to say it -.- I love the hand gun.. its wonderful and I wish for it to never get changed….. BUT.. after playing with it most of the day yesterday I am seeing the same issue with it as I saw with the Rifle. The gun itself does 1d6, and the ammo gives another 1d6. Thus making it a 2d6 tier 1 shooter. Sorry guys -.-
Heavy armor repair kits. Unless you have already changed them to not require junk metal. I really see no sense in it. Can you make another heavy armor repair kit that requires tin? Hell even carbonum sheets for repair.
---BIG ONE--- An adventurer’s lodge journal. Not one to record your quests and the like but one that gives a newbie a chance. We have no issue answering questions, but when a player starts in the lodge and are all WTF do I do… we can give them a start. If needed create a tutorial for training purposes. To be able to leave Avant you must complete the tutorial and become registered as an adventurer for first time players. All others give an option to skip the tutorial.
Have the tutorial give an example of farming materials, equipping amps, installing ability disk, have them try to equip an item that’s to powerful for them. When done with the tutorial, strip them of all that crap and drop them in the lodge.
Implementation of a “network” black market? Perhaps better prices for selling if it is found.
Community dump sites in each workshop. Just spilling crap all over the floor means a lot o crap all over the floor. If we had a chest or barrel we could dump stuff in the server would only see one peaceable with a inventory, versus 38 copper sheets ^.^
That is all for now >…,…,…<
|
|
|
Post by zunath on Jun 7, 2010 11:31:31 GMT -5
Round Five! Skins on the critters are causing the issue concerning soak. After testing it on my end, If it is necessary to keep the soak dmg, one of the easiest fixes would be to universally remove the soak, and give the critters a ring with the soak on it. This does not cause the issue and a ring is easily modified to be plot or un-droppable. Tried that as well but I figured it out. As long as the creature has damage soak on itself, it also gets an enhancement bonus as long as it has a weapon equipped. Funky game mechanic, but I worked around it. It's possible to do ASF now with the correct gear. Not sure what sorococo is but I'll check on the windray cloak. I'll see what I can do. It's beta. Not all of the areas are in game yet so therefore, not all of the resources are in game yet. Just hang tight. Got this fixed, I hope. Which order did you do this in? Kind of goes along with what I said above - It's beta. You guys are at the top of the game right now so I'm trying to catch up with creating content. Just stay tuned. It's a quest item. Nothing more, nothing less. If you don't want it toss it or give it to a new player. Possibly. The main focus is the damage soak. AC comes mainly from shields. That said, some armor might provide AC as well. Just depends on the item itself. See above. I removed the 1d6 damage on it. Is it still there for some reason? Might not make sense with your current level of gear but you'll see how useful they are long term. Another 'just wait' response New players automatically open the FAQ section of their main menu. It should suffice for now but a tutorial will help a lot more, I agree. It's on the to-do list. Maybe. This is something that isn't immediately needed but it's a cool idea nonetheless. Community chests. Got it. Will put it in the next update. Thanks Syn
|
|
(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
|
Post by (,,,) Syn Kitten (,,,) on Jun 7, 2010 12:25:01 GMT -5
hehe I know that we are still in Beta. Thats why I mention this stuff so that you have a reminder All in all you are doing a wonderful job keeping up with the updates and keeping all of us happy!! Just letting you know what we see is all ^.^ And HURRAAAAY we can hunt the spiders tonight ^.^ We are gonna die but still we can hunt them ^.^ Oh aditional suggestion, Is there anyway you can put in hammer based weapons to add to the clubs scheme? Such as light hammer and warhammer? Currently the only Bludgeoning weapon is the quarterstaff, and the club. I would like to see more rounded items. Hell mabye even a rapier to add in some piercing dmg. Currently we are limited to.. Spells, slashing, balistic, and the one club... The sorocococ cloak - i think thats is the name... is the cloak that required the goofy bald eagle dodo looking things feathers. I think it reduced casting time. The windray gave additional essence. These two were two of the best sales items i have seen. Item takes 4 feathers - 2 gold/feather and two leather 4 gold/leather. Decent skill exp and a 2 gold profit ^.^ Its also a great newbie item.
|
|