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Gaddy

Member Since 21 Feb 2004
Offline Last Active Yesterday, 12:28 PM
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Posts I've Made

In Topic: Weapon Damage Tables - Monster Table

06 March 2026 - 11:01 PM

It sounds like changes have been made a couple of times. I wasn't aware of a multiplier on Hedge for Torch or Machete, but the recent update says they were reduced.

I am not sure how that applied between Main and 1-Alt, and damage multipliers really do not seem like they can be evaluated very well though testing. Hidden descriptions without more detailed information is really rough if staff want players to actually explore uses and try things. Expecting players to whack hundreds of monsters hundreds or thousands of times is not very fair to gameplay, in my opinion.

 

Can we please move past the unwillingness to share game information openly on the Forum or Wiki?

It is really unfair when a small subset of players have insider knowledge --- and I really do not think it has often been more legitimate testing compared to insider knowledge. We got the okay to add much of this to the Wiki, but there is no way to validate or understand changes...


In Topic: Main Xp Token Request

06 March 2026 - 10:56 PM

Kashtil's Key has been a really nice update. This expansive system would be a wildly larger concept.

Bandits do not seem designed for training (low XP, low gold, low spawn rate, and spread oddly), so it is a bit awkward to go for them on Main other than specifically grinding out Kashtil's Key.

 

I've done it pretty decently over the past few months. It works and is a nice addition, especially for helping boost characters from level 17 to level 18-20ish.

That said, this more expansive system would be really nice for Main.


In Topic: Training Weapons, 1A

24 January 2026 - 01:17 PM

I agree.

 

Area Mastery and Area-Weapons:

Area-specific gear seems like the next step in making it to where the game has longevity, and crafting would be a route to force that to be a mastery topic. (e.g. - You've beaten the area and bosses enough to craft gear they drop into gear to kill them more quickly.)

 

Torch:

Rangers and mages would benefit greatly from a "Torch" replacement since Flaming Arrow and Flame do not have the modifiers they would in a more sophisticated system. Sadly, it seems very doubtful since rangers get a lot of bias against them since old times had them OP and PK-focused. 

 

Mana:

I think another concept would be to have more monsters drop mana. The sprinkling of gold-swap drops around the game has been a nice innovation, and I think players have gotten used to them enough for it not to be making tons of litter, but Short Swords, Spider Venom, and some others still seem too frequent for the low value and inventory space. I'd rather see large mana drops off training monsters so that mages and clerics could have more sustainable training.

This would better balance mana-users in training, especially in areas that require keys or longer trips to reach. It doesn't boost their damage or speed - just ability to participate by having mana be less of a constraint.

Mana drop recommendations: Pygmy Statues, Torturers, Modern Art Sculpture, Demonic Soldiers, Tomb Spirits, Skeleton, etc.

 

 

Of these, I think the area-specific weapons would be the best addition. In my opinion, more multipliers make things more fun to make, and I think more crafted gear extends the game well.

You can also adjust which classes can use the weapons as a way to support class diversity, training, etc.


In Topic: Training Weapons, 1A

22 January 2026 - 11:54 PM

Yea, damage multipliers are way more powerful than base damage or stat mods. It definitely makes many boss drops feel pretty pointless in comparison.
On Main, thats kind of balanced with crafting and coin trades, but it would make it harder if it took a group to get the drops rather than being a quick solo run like it is on Main.

In Topic: Training Weapons, 1A

21 January 2026 - 02:50 AM

Looking at the other post, it seems like you think I requested the Erebus Lance nerf. Thats a complete misunderstanding of the situation.
I pointed out Boo to staff as a crit that appeared to have too much XP for the game time. I was saying that I thought staff or someone may have cheated. I flagged similar concerns with staff behavior earlier on 1-Alt and Main.

As I said in that post, I am in favor of faster training, and I didnt ask or bring up nerfing the Erebus Lance. I disagree with making training even more of a grind.

However, Stig said he thinks it is good for leveling to be such a long task in that post. And even though it seems like he is the only one with that opinion, hes the one who decides about updates. So, we are all out of luck on the topic unless he feels differently one day