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Posts posted by caladina

    • Is the black horn a weapon? an item? : Item
    • is the black horn consumed?  : no/maybe (depends how rare we want this weapon to be)
    • is it a 100% drop? : yes
    • is killing the black unicorn killed in some special way or just #day? j: ust day if its as rare as manu day its going to be  very rare
    • Where is black unicorn? How hard?  :  black unicorn will be a wanderer like novacs rabbit, can be anywhere on the day
    • How hard is the white? : wont be that hard,
    • Can you kill white on non#day? : no only killable  on the day of black unicorn
    • What skill mixes? Level? Other ings? : magic and manu i'm thinking, it depends what this super rare weapon will be
    • What weapon stats? : undecided as yet, something magical as its related to the unicorn/s maybe a weapon that is good and bad? nothing overpowering, maybe something like the SOP with some attacking force ? maybe it has a random chance to heal and a random chance to replenish a % of your mana (nothing crazy) with a random chance to do some magical damage. hmmm what if the magical damage was a random selection from the  magic aggressive  spells, poison or harm etc,

  1. Would it be possible to program in for a new quest a rare drop from a regular creature triggering the achievement for that section of a quest.


    ie the player is sent to obtain a book drop from a snake, the quest would specifically require the player to get the drop rather than just buying one or handing in a previously acquired  one.


    this would be a small part of a longer quest


    i'm leaning towards this being quite tricky as i know rare drops are put on mobs as they spawn so there is probably no identification for regulare mobs, although i do see 'drop' messages for invasion ones so maybe its possible without a huge re write?

  2. Are there any links or descriptive writings of the origin of swords/weapons and Armour in eternallands, wither any are based on real weapons or if they are all just 'made up' from scratch.

    Though its fairly easy to guess what most of the blade material is made from in the items description/recopies in most cases is here any material (fantasy or real) info available that's not mentioned in game?






  3. the idea i came up with for simalar was to include a meteor strike in the giws, a random outside loc is picked and 12 or so drop bags appear, the giws would only give you a very vague idea where it was going to strike, if you happen to be in the vicinity you might see a bright flash in the distance .

    the bags would poof as per normal so maybe they never get found

  4. obviously you can limit it to exclude invasion mobs/ bosses.

    as for casting distance between the creatures i would say within 12 steps of each other as per normal range, so no inter map casting.


    as for the coding thats always going to be the make or break hurdle any new idea has to get past first (ie: is doable it in the current game frame)


    as for how its cast, similar to heal or harm, when you cast you are prompted for you first target, then prompted for the second.

    a cast against a creature thats excluded would return the same prompt as trying to cast on the unicorn in ws


    giving the creatures ability to disengage from the spell or for the cast to have a timed duration might be a way to stop over powering it if you used it on some invasion stuff.


    as in ranging you could have a chance for both the mobs to attack you instead after the second cast as a negative fail







  5. Magic level 100 required, ability to cast 'fight' spell, casting on two creatures causes them to fight each other.

    Duration between casting on 1st and 2nd creature would be no more than 2-3 secs,  only 2 creatures can be cast on at one time.


    there is some good strategy possibilities in this and of course some silly fun to be had pitting various creatures against each other


  6. something i thought about adding to the raptors, the ability for them to self heal if disengaged from combat, not from a training point of view but in the situation where a player is mobbed by three of them, and they are forced to disengage, ( three multi should have the power to take down the highest players)

    that way disengaging has a disadvantage as you now lost the gain you made on them.




  7. @Darrock quick question save starting a new thread or bothering you in game, when asking rraisa buy day of magic stone for eg, is there a way to ask her to look for just day of magic stone because she returns search for day, magic, stone, items


    rraisa sell day_of_magic returns no buyers when there are some so that not work

    rraisa buy 'day of magic' returns same as with out ' ...'


    (first time i've used rraisa )





    and thank you Vino for the fix and stuff you do too



  8. my view on rostos (not that anyone will care :P)

    the shop prices are fine, i have been fortunate enough to buy from shop in the past,  due to personal events over the last year i cant afford to,


    as for the ingame price players that are able to do the invasions can afford to buy them at the current prices, or should be able to use thier skills to afford them, yes they are too high in my opinion (currently 110k upwards, i think they should be around the 90k mark)


    i'm down to my last two bricks, i know that if i need to, i can go do quests, make stuff to sell ingame (only a small percent of players have bots so i dont count that here) that means a fair bit of harvesting and a fair bit of mixing or indeed farming trolls or other rosto droppers.

    but its very much so possible to 'Do Work' in game to go get your bricks


    alot of you will say but i dont want to spend three or four days 'working' to go have fun' well why not, its an alround game, maybe there have been too many back to back invasions over the last few months, too much catering for instant gratification


    That being said there is the argument that the increase in invasions is to keep more new/players intreased/happy so they stay around?


    either way shop prices are fine, radu needs some income from/for the game and i dont mind spending money inshop when i can to help on that front.


    if your charater/s cant make money skill wise then skill up learn to do so, there are much more quicker ways to make gc in farming low end mobs these days from when i started, some tokens sell for more than a few hours worth of furs.



    as for the subject of keeping rosto prices down? its just game economics, the demand has gone up because the there are more invasions of late and more rosto needed good for shop bad for instant gratification.


    cant afford a rosto?, go level up skills or go farm stuff sell to players/bots .


    or the flip side of all that, if players are forced to do invasions without bricks maybe more players can turn to savaging invasions  as a skill :P





  9. Raptors in RoT past

    using the cockatrice model/imagery to reduce art/graphics work this creature would be permanently speed haxed possibly have the same health, a/d build etc as invadrag without the invisibility of course, not sure on drops.


    the question is does it ignore mm perk/cape?

    i choose Rot past as its a decent enough size to have 6+ spawns there and its a map you don't have to use, rot past if it is not already should be made multi for these mobs to work best.


    its worth a test see how the speed haxed attacking mobs behave, ie would the incoming mobs be able to swarm a player before they see them coming.


    I don't know if speed hax would reduce the ability of a mob to grab/engage combat?


    another after thought, if these mobs had no ignore level, how would that effect an invasion on this map? a re-spawning high aggressive natural mob in an invasion situation, rather than just using a high invasion mob thats gone when killed