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Gaddy

Member Since 21 Feb 2004
Offline Last Active Today, 03:16 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


Main Clan House Teleporters

14 April 2025 - 09:15 PM

It has been a long time since I last recall anything about clan house teleporters, and I hoped some clarity could be provided for the Main server on options.

I saw a post from Eilonwy regarding 1-Alt teleporters here (1-Alt New Clan House Rooms - Announcements and Info - Nightmist Online Forum). So, I am only asking about Main.

 

When can a clan get teleporters?

How do they get requested?

Is there a way to estimate cost, and how does the clan pay?

What are the allowable destinations?

 

Any other information that should be standardized or clarified for everyone?


Main Xp Token Request

11 April 2025 - 07:20 PM

A few of us were talking about how nice it would be to have an XP token system on Main. This could be similar to 1-Alt or it could be adjusted for norms on Main.
The group talked about gold for tokens, but a couple of us also liked the idea of Platinum Coins and Gold Sovereigns converting to XP tokens as well. That would allow a variety of playstyles and stockpiles to be useful, much like the introduction of the coin and sov systems did right away.

 

From what I've heard, Main players would largely like to play the game, rather than doing the low-level grind. We would also like to be able to token up a single crit without hamstringing a whole party. Finally, it would be really nice to have a way to catch-up crits that are just slightly behind the rest of a given party due to kill shots or class differences.

This is simply a quality of play option that could greatly adjust how folks can approach playing and leveling.

 

 

Concepts to consider:

 

Trade options and XP prize amounts:

  1. Gold - 1m gold for 10m XP or 10m for 100m XP
  2. Platinum Coins - 1 PC for 2.5m XP or 10 for 25m XP
  3. Gold Sovereigns - 1 GS for 500k XP or 10 for 5m XP

This could have duplicates of the Kashtil Key type setup on 1-Alt. I propose the x10 option to allow for unloading larger stockpiles (without stockpiling being beneficial per se).

 

 

Location and clarity:

I would suggest these be placed in Nightmist by the gambling hall near Boar's Tusk Inn. You use regular key to go north to the regular XP prize and south to the 10x XP prize. Keeping this all as direct and clear as possible for everyone to understand and use.

Grid 1 - NPC taking gold with a Gold Prize Key and a Huge Gold Prize Key. 

Grid 2 - NPC taking PCs with a Platinum Prize Key and a Huge Platinum Prize Key.

Grid 3 - NPC taking GS with a Sovereign Prize Key and a Huge Sovereign Prize Key.

 

I don't think this needs to have a lot of lore or backstory, which is why I suggest it be by the gambling hall -- gambling, account vaults, and such do not have backstory or much explanation, but they make for fun options and practical game additions. That is all this needs to be, in my opinion.

 

 

Discussions:

  1. First, does anyone see risks or problems with the general concept?
  2. Any ideas for improvement, expansion, or alternatives?
  3. Input on the trades and XP prizes?
  4. Of course, everything is up for discussion.

 

I do not see a downside to more XP. More XP means more crits leveling and/or higher-level characters around. More leveling of characters just expands the general need for gear and gold on Main. It does not cause problems or conflicts. If anything, I think it helps extend the demand and value of gold/items as players cap out.

I also don't think the trade amounts make it feasible for someone to massively bypass gameplay. A single crit would require 25m or 100 PCs to hit level 30 --- and even more dramatic scaling for 31+, before leveling costs, etc. So, this is not paving a way for folks to grind gold to avoid training higher level crits, unless I have a blind spot.

Thoughts?

 

I also think the XP amounts are worth discussing. This is where I landed with conceptual baselines, but a lot of variances could be inserted there.