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Gaddy

Member Since 21 Feb 2004
Offline Last Active Today, 04:48 AM
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Topics I've Started

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.


Main Training Weapons & Damage Tables

18 December 2024 - 10:27 PM

I'd like to see more training weapons introduced to Main (still). I think Torch, Machete, and Dwarven Pickaxe still kind of rule the game, even for end-game training. That seems odd to me.

 

Anyway, I'd like more damage modifiers to be considered for class-specific or area incentivization type of adjustments. I like having seen more done in this direction with Dragonclaw Scythe and Dragon's Breath, and more spread of classes and/or areas seems like it would be great!

For example, I've got this kind of huge advantage on Banshee because I got a lot of Chains of Krampus, and I think there may be similar advantages if I explored Kiss of the North and such a bit more. I think those types of area-specific or training-focused weapons should be available outside of quests.

 

For example, 

  • Ilythiiri Keeshe - Drow up to 1.5 or 1.75, add Armor 1.5, Drider 1.5, Bandit 1.5, Thief 1.5, and Marauder 1.5
  • Har'oloth Velve - same changes as Keeshe
    • This would make Thieves have a huge advantage in Tirantek, without harming any other classes, and their tables would look much more like other end-game weapon tables.
  • Rangers - Ummm...anything?! Jungle Bow is a nod in this direction, but that is pretty brutal considering it still won't boost rangers the way Torch and Machete gives other classes huge leaps. Regardless, rangers sit in the dusty-sad-land compared to changes brought about for all other attacking classes (except maybe Paladins?)

 

 

Then either the shop weapons similar to 1-Alt's myriad of training weapon options or doing similar but requiring them to be crafted on Main. I think shop would be easier to implement and more evenly spread since some of us have stockpiles while others do not, but I'd love to see the weapons with damage tables able to be worked with on the Main server.

 

 

In general, I am talking about Main, but I want to toss this opinion out to both playerbases:
The only real OP for modern Nightmist is getting higher quantities of characters in a party, and it is kind of impossible to address how big of an advantage folks who share or have long-time duos (like me, twice over) have over those who do not. With PKing being largely a thing of the past, the PvM game can absorb more high-damage and neat stat-mod type stuff - though high armor becomes a bit of a risk, I think. 

In short, boosting non-quest gear levels out the playing field and opens up more options for more players across the realm. I think that heavily outweighs the potential "it's OP" downsides.

 

Does that feel true to others?