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 Post subject: Healing Stuffs
PostPosted: Sat Feb 09, 2008 7:05 am 
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Why isn't there ever any potions or kits in the treasure other than on a few mobs remains such as those over around Blood Gorge? Once in a while a single potion or kit in a barrel or chest could be like a blessing from above or below depending on your worship style. =D


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PostPosted: Sat Feb 09, 2008 8:32 am 
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Potions and kits aren't dispensed by the treasure system. I could potentially add them to the "create garbage" routines, which creates the lowest form of treasure (the one you find in "trash", "pile of rocks" etcetera). Thoughts on that, O mighty GM? :P


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PostPosted: Sat Feb 09, 2008 9:58 am 
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NOOOOO.. it'll cut down on the quartz :P


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PostPosted: Sat Feb 09, 2008 11:24 am 
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Seconded. I also feel that all empty bottles, ale steins, and rags should be replaced with yummy quartz. This way there would be fewer pages of trash in the stores, too! ;D


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PostPosted: Sat Feb 09, 2008 12:51 pm 
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Go look in the moonwell :lol:


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PostPosted: Sat Feb 09, 2008 2:17 pm 
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There are plenty of places to buy bones. There isn't a single place to buy quartz. That's why. =D


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 Post subject:
PostPosted: Sat Feb 09, 2008 3:43 pm 
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I'm not sure why healing potions and such would be needed in the treasure when it can be bought, can't it?

I'm not adverse to adding it to the treasure, especially low level heals in low level treasure to help out the low level PC's, but just curious as to why for upper level areas.


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 Post subject:
PostPosted: Sat Feb 09, 2008 5:10 pm 
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I think that if it makes sense for something to be in the treasure then it should be, for example, in the bandits keep finding healing items would be "realistic" since intellegent creatures would store such things. Just my 0.5 cents :)


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 Post subject:
PostPosted: Sat Feb 09, 2008 6:36 pm 
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Treasure isn't area based Stone: There's a few "levels" of treasure that are tied to the individual containers. Theres:
"Garbage (nonmagical)" (barrels, rubble, loose stones etc).
"Low magic (nonmagical with a small chance at m0)" (typical chests and crates)
"Mid magic (m1 with a small chance at m2)" (at the end of some areas, there's one chest or object that spawns higher treasure)
"High Magic (m2 with a small chance at m3)" (we don't have any of these, but I'd say underdark areas might need some of these at particulary difficult locations)

The (current!) treasure system can handle up to m5, but we don't have treasure defined beyond m2.
Heal kits for instance, we could add a single Healkit +1 in the garbage treasure tables. That'd help the lower levels out as they tend to loot everything, whereas the higher level players usually don't give the garbage spawns a second look. I can add the skeleton knuckle there as well if you guys are so intent on having negative traps :P

As for the mobs in the blood gorge, the templates of those critters show those potions as droppable inventory, that's why they stay behind. If that is an oops, I can mark them as undroppable.


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 Post subject:
PostPosted: Sat Feb 09, 2008 8:02 pm 
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Sounds good. Let's put some low level kits and such in for low level areas trash and treasure.


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 Post subject:
PostPosted: Sat Feb 09, 2008 9:29 pm 
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Just thought I'd mention this.

I know that a low lvl healing item can be found among the loot in Rivermoot... in that one guy's cellar with the rats. The item looks like a food ration (says it's a Chicken Leg), but it does cure minor wounds for you. Drops every once in a while. I think I've found 3 there since playing on the server.

Also, healing kits in that area would be extra helpful for beginners since the Dire Rats cause disease.


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