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Gaddy

Member Since 21 Feb 2004
Offline Last Active Sep 05 2026 11:11 AM
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Topics I've Started

Crafting Area Weapons - Area Mastery

24 January 2026 - 07:40 PM

I brought up the concept of area mastery in a recent post, and it has me thinking about how nice it would be to have multiplier weapons crafted from area-specific monsters and bosses.

 

An example came to mind with a weapon that I introduced: Viper Claws.

Currently and historically, Viper Claws are just about pointless. It was a fun idea - but they're just not useful compared to other druid weapons.

 

Example: Viper Claws - 10 Fangs is a lot of kills on Sand Vipers, Anacondas, Desert Snake, and Giant Water Snake (possibly more that I am forgetting).

I would like to suggest giving Viper Claws (or Maul of Fangs) a damage table against desert predators:

2: Spider, Scorpion, Marauder, Lion, and Wurm

1.5: Viper, Anaconda, Snake, Goblin

 

The problem here is that it is a druid only weapon, and creating a lot of this kind of specific class-area-monster stuff seems like overkill. Perhaps they could be equip by druids, fighters, thieves, paladins, and berserkers?

That might be a bit too overpowered for the ease of crafting Viper Claws though. Maybe Viper Claws stay druid only and a new weapon for other classes...

 

Alternatively, without boosting base to be better than other druid gear, Viper Claws could be combined with area drops to make a new, more versatile weapon?

 

Viper Claws + Goblin Gold + 2 Dagger of Spirits + 2 Sand Wurm Hide + Blade of TIme = Maul of Fangs

 

Library info for Maul of Fangs:

Base damage: 20
Can be used by: druids, fighters, paladins, thieves, berserkers
Description: A rugged training weapon melded of blades, wurm hide, and the serpentine fangs of Viper Claws. After harvesting and shaping the razor‑edged fangs, the Guardian Druid discovered that binding them into a heavier, reinforced head created a far more adaptable tool for experts honing their combat skills against desert predators. The resulting maul retains the venomous aesthetic of its origins but trades poison and finesse for reliability and a satisfying heft.
Level needed to equip it: 24
Magical: No, Vamparic: No, Armor: -5, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 1, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 1, Poison chance: 0, Poison/30s damage: 0, Monster damage table: 
2: Spider, Scorpion, Marauder, Lion, and Wurm

1.5: Viper, Anaconda, Snake, Goblin

 

 

I could see a similar upgrade concept for Jungle Bow or using a Bow to create a Desert Bow that matches to the Maul of Fangs somewhat. It would be nice not to exclude rangers with how much they're already in an odd spot for training.

 

 

 

 


Halloween Quest - Ongoing

31 October 2025 - 03:22 AM

Stig announced on Discord that Halloween Quests have been opened on both servers!

 

On Main, the Halloween Hill area has been opened. That is the one with Werewolf, Jack o' Lantern, and Witch in the prelude area and the castle with the larger boss.

The area opens on the northern edge of the Pine Grove (west of Grassy Meadow).


Experience Updates - Testing And Tracking

03 September 2025 - 05:46 PM

I'm testing where I can and updating the Nightmist Wiki where I find changes to monsters' experience per damage point. 

 

Monster - previous XPD --> updated XPD

Balrog - 98 --> 108

Dvergar Shadowcaller - 100 --> 125

Giant Chameleon - 100 --> 117

Gothmog, Lord of the Balrogs - 125 --> 170

Initiate Inquisitor - 95 --> 103

Inquisitor - 100 --> 114

Inquisitor Enforcer - 99 --> 106

Kyranchian Broodmare - ?? --> 125  (does not exist on Wiki and I didn't capture the lookover)

Paladin of the Inquisition - 100 --> 111

Resca - 89 --> 130

Waldren - 85 --> 95