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1121
General Discussion / Character attitudes towards each other
« on: October 31, 2006, 08:03:43 pm »
Well it hasn't been all that long RPing my new Corathite and as usual I'm already getting the typical metagaming issues I used to get a while back.

I would just like to remind people to rethink their characters attitude towards others whom we all know OOC worship an evil or unliked god yet IG have no idea.  Many of you may argue this but I promise you it happens all to often.  

This not only occurs to me but other friends I RP with on our Time zone. Each of them have also commented on similar issues. I'm not wishing to single anyone out, nor am I angry, I'm simply a little disappointed when people metagame to give their characters an edge or buff their ego's.

Now dont get me wrong, I'm all for people hating my characters. Thats the fun part.
I just don't like when I meet someone for the first time whom has no idea about my char, yet seems to already hate me because in reality they've seen under server status 'Corath' as my Deity.

Additioanlly even though you might hate a person's dry attitude, sarcasm or unwillingness to aid others, it does not mean you've learnt their Deity or allegiencs.

Hate for the right reasons and we'll all have some fun.

Cheers,
Polak76
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1122
Roleplaying / Roleplaying Attributes
« on: October 13, 2006, 01:59:43 pm »
Roleplaying Attributes (a/k/a Faldred's Essay Time, again)

In D&D, and by extension, Neverwinter Nights, there are six basic attribute types that define the basic "shell" of a character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.  These attributes are used for a variety of purposes -- to apply bonuses or penalties to certain tasks, or as qualifications for certain classes, abilities, or feats.

But there really are two different types of abilities represented here: physical abilities (Strength, Dexterity, Constitution) and mental abilities (Intelligence, Wisdom, and Charisma -- yes, I'm classifying Charisma as a mental ability, stick with me here).  From a role-playing perspective, physical abilities are very easy to deal with -- how strong is the character?  How nimble?  How tough?

Mental abilities, on the other hand, are a bit different.  Take Intelligence... how smart is the character?  Well, unlike sheer physical strength or endurance, "smart" is harder to quantify and represent in-character.  Ditto for how wise or how charismatic the character is.  To make matters more difficult, it can be quite easy playing a character with radically different physical abilities than you possess, but in some ways, it can be quite hard playing characters with very different mental abilities, especially if they are higher than your own.


Intelligence

A high intelligence does not necessarily imply having a great deal of knowledge.  That is, a character with an INT of 25+ doesn't simply "know" everything.  In real-life, there are many highly intelligent people who are relatively ignorant because they have not had the opportunity to access information or to learn how to use their natural abilities.  On the flip side, many intelligent people who have had the opportunity know a great deal about certain areas, but still know very little about others.  (E.g., a PhD is often characterized as someone who knows a great deal about a very narrow subject and very little about everything else.)

Intelligence is, rather, a measure of how capable the character is of critically analyzing, synthesizing, and correlating information.  Or more simply, how well he or she is able to learn and to use logic.  In game terms, this is expressed in puzzle-solving, number of languages allowed (not necessarily granted), and as a skill modifier for skills requiring the use of learning, critical analysis, and/or problem-solving.  For example, a high intelligence helps the Search skill because the character can analyze the environment for clues as to where hidden devices may be located, and indications that one actually exists.

Roleplaying intelligence requires acting in accordance with your abilities when faced with a problem that requires thought and analysis.  This is a perfect example of why it is much easier to play "dumber" than it is to play "smarter".  That is to say, if you're playing a half-orc barbarian, you can very well play him as if he couldn't figure out the puzzle you the player saw through in an instant.  On the other hand how do you roleplay your elven wizard's ability to solve the riddle if you personally have no clue?


Wisdom

Wisdom is a dual-purpose ability.  It represents common sense, but more importantly, force of will -- mind over body, if you like.  On the first point, unlike Intelligence, a high Wisdom leads to a more intuitive approach to knowledge or problem solving -- certain things just make sense... well, because.  The character simply knows something to be true (even if it isn't).  Skills like Listen and Spot highlight this type of intuition.

On the second point, Wisdom acts as will power.  How strong is the mind against external attack or distraction?  In mechanics, this shows up as adjustments to Will saves, but in roleplaying, it is about staying focused on-task and avoiding temptations.

While not as difficult to play the extremes with wisdom as it is with intelligence, if you're personally borderline ADD, it might not be easy to play a character who can maintain a tough mental discipline.


Charisma

Ah yes... Charisma.  A mental ability?  Am I serious?  Absolutely.  Physical attractiveness is not the end-all and be-all of Charisma.  In fact, I would strongly consider dissociating the two a great deal, though not completely altogether.  A "beautiful" person can have the Charisma of a stick, and an "ugly" person can rule an empire by sheer will.  This is, of course, extreme, and human (or demi-human) nature leads us to naturally perceive those with what be believe to be positive physical traits as more charismatic, so it has some place.

But much more so than that, Charisma is the couter-point to Wisdom.  Whereas the latter is about force of will focused inward on one's self, Charisma is about the ability to impose one's will on others, hence its inclusion as a "mental" ability.  Leadership, to be slightly cynical, is about getting people to do what you think they should be doing, or, in other words, manipulating them.  This is not necessarily a bad thing -- the Paladin may believe that she is showing people the True Path and helping them focus their energies.  Of course, the same ability can be used by the dark side to dominate or (mentally) oppress others.  In any case, the abilities come from some combination of physical appearance, force of personality, leadership skill, smooth talking, and apparent moral authority.

In game mechanics, Charisma is expressed in two ways: spell-like abilities and diplomacy.  For "spontaneous" arcane casters (Bards and Sorcerers), it is the ability to manifest one's force of will in physical form as a spell; for Clerics, Paladins, and the like, it has an effect on their power over the undead, and as a "force multiplier" to certain spells and abilities.  Even the Use Magic Device skill works in this first regard -- the Bard or Rogue manages to bend the item to their use by force of will.  Diplomatic skills, specifically, Bluff, Intimidate, Persuade, and Taunt, are impacted by Charisma, in terms of imposing your will on someone else.  

Charisma, from a role-playing standpoint, offers probably a wider set of options than Wisdom or intelligence do.  A middle-of-the-road Charisma could be a slick-talking attractive person who just has no leadership skills or could just as well be an excellent managerial type who faints at the thought of public speaking.


Mixing and Matching

From a character definition standpoint, what makes the three "mental" abilities even more interesting is how they work together to create a personality.  The stereotypical absent-minded professor (or Wizard) can be represented as having a high intelligence and a low wisdom -- with a high Charisma, perhaps he becomes a great mentor, with a low one, a stuttering recluse.

But in short, just bear in mind the traits (or variety of traits) associated with each skill, and mix and match them together to come up with one logical approach for the character.  Above all, just avoid the lazy stereotypes of high-INT = "know it all", high-WIS = "sage who speaks in cryptic riddles", and high-CHA = "Faldred in a tux".

Edit: typo fixes
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1123
Histories and Content / Currency
« on: September 10, 2006, 01:40:57 pm »
Find the information about Layonara's currencies here:

LORE: Currency
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1124
LORE Ideas, Suggestions and Requests / "Tavern Status" pages
« on: April 26, 2006, 12:34:12 pm »
Below is an IRC conversation discussing the idea of having a Tavern Status page. I envision a page whose format is the same as the current server status page. Instead of the servers, though, the world's taverns would be listed along with their occupants. (Something like this would need the approval of Leanthar.)
  The pros:
[list=1]
  • Players not online could see where groups of players-ready-to-play-with were congregated. Hopefully this would encourage them to login and head to the tavern for some RP and adventure.
  • The same would benefit players already online, assuming they could check the server status page while in NWN (alt-tab, windowed mode, etc.).
  • By showing the players by name (just like the server status page), players could also see where their friends and acquaintances are. This would make coordinating the meeting of PCs easier.
 The cons:
[list=1]
  • Some players may have PCs that would not want to be spotted in a tavern. (I find this argument weak, as the status pages are entirely OOC.)
 Design spec suggestions:
[list=1]
  • All of the taverns across all of the servers would be candidates for listing. In addition, player-run taverns could "opt in" to be on the list.
  • Each tavern would have a listing exactly like the current server status page.
  • For brevity, empty taverns could be left off of the list. (Though having a list of them available somewhere on LORE for reference would be nice. "Meet me at the Flying Monkey Alehouse on the Dragon Isles.")
  • On the premise that something is better than nothing, a minimalist design is welcome.
 The conversation:
[INDENT]  [14:26] * Weeblie mutters about the lack of GPS system in Layo... [14:35] that's not a bad idea... perhaps a server status entry for the various taverns [14:35] it would show who was in the tavern [14:35] this would encourage players looking for players to party up with to visit the tavern [14:35] * Reventage has quit IRC ("Education is a sexual disease, it makes you unsuitable for a lot of jobs and then you have the urge to pass it on.") [14:36] * Weeblie snickers. [14:36] seriously, that's a good idea [14:36] Are you Freelancer's PR manager? :P [14:36] i supposed the hlint benches could be added as well if they -must- [14:36] bunch of water-drinkers there, though *rolls eyes* [14:37] Well, they are more popular than the Inns... [14:37] come on, though, that's a good idea [14:37] Mmm... well, it's not a bad one... [14:38] you're trying to decide if you should login or not... check the server status page and see five PCs in the wild surge [14:38] But, I don't think the position is stored in RT... [14:38] you know three are RPers, you jump on and get your fix [14:38] i'm sure it is saved with each "save" [14:38] It's probably only stored when you are using the orb... [14:38] that's a rest or remembering orb [14:38] Yes, or that... [14:38] so players would know to punch the button when they get into the inn [14:39] sure it would be off by a couple of newbies, but they'd figure it out eventually [14:39] * Weeblie snickers. [14:40] i'm now waiting for orth or OneST8 to say, "it is in the works already" [14:40] they do that with all my self-proclaimed brilliant ideas [14:41] * OneST8 is back (gone 66:21:53) [14:41] not a bad idea actually.... [14:41] Heh! [14:41] well here's what's in store but will probably end up being an NWN2 thing [14:41] we of course have location available to GMs, but a filter could be applied [14:41] That's a long away, OneST8... :) [14:41] wait 'till you hear [14:41] so everyone who is logged in could see Tavern only locations [14:42] And death void... *nods* [14:42] :P [14:42] Alright, won't disturb you anymore with my weird sense of humor... Hm... See you later! :) [14:43] * Weeblie has quit IRC ("Home...") [14:43] the plan is to integrate a sort of google maps page into LORE where your PC is flagged on the map (but with no indicators of who's who or anything like "in a tavern", just a dot on a high-view map)... now... [14:45] if you're logged in to LORE... that's a totally different story... you will get to A) zoom in down to the relative area-level and B) everyone that's marked you friendly (and vice versa) will get a little hover-over tooltip with info and their pins on the map would be a different colour [14:46] pretty fancy [14:46] now, we were also pondering the scope of one more layer of coolness...... when you're logged into the game and to LORE at the same time you'd get to see more info about the people in your current area [14:46] the "tavern status" page sounds simpler... what's the chance of getting that? [14:47] I really can't say [14:47] * OneST8 glances to vgn [14:49] i'd offer to help but... i'm really just an ideas man [14:49] I'm personally swamped but something like that (with approval from Leanthar) wouldn't be difficult to setup [14:49] :-) [14:50] problem is of the 5 in the wild surge, maybe two are in a room smooching and don't want it known where they are [14:50] then they would use remembering orb outside [14:51] no  [14:51] it's a heartbeat check [14:51] or maybe it's a specific area inside the tavern map? [14:51] the player tracking is independant of the saving [14:52] we're not going to map co-ords between external and internal maps... way to complex for little pay-out [14:53] i don't know... if the couple wanted that much privacy they'd go to a more secluded location [14:53] even knowing they're both in the tavern doesn't mean they are sharing a room [14:53] Why not just do it the analog way and walk into the Inn? I see your point about stimulating some RP but I see very little activity in the Inns. Most people sit on the benches in Hlint to RP. [14:53] i'm looking for ways to encourage people to go in Regnus [14:53] the point is to attract more people to the inns before people even login [14:54] exactly [14:54] sort of advertising [14:54] which I totally respect [14:54] a simple LORE page for a listing of the inns is doable but requires approval and that's a sticky-type policy so it'd need a lot of support from the community... precisely for the player privacy reasons [14:54] or even, something as simple as an addition to the server status page "X people in Leilon Arms"... no specifics [14:55] but solicit approval through a feature request for it as I can't make that call [14:58] you want it on the LORE request forum, or the NWN ideas, or where? [14:59] would be cool to go into the north point tavern, sit down for an ale (on the floor as there are no chairs :-), and then see a few other folks show up [15:00] like right now, i just reflected for two hours in north point and didn't see a soul come by [15:01] with this i could check the tavern status page, see a group of "idle" adventurers that my pc perhaps knew, and send them a lore bird [15:01] LORE request but ask for Leanthar's approval [15:01] birds don't work underground or in buildings though [15:02] lol... i guess i'd still be waiting then [15:02] * OneST8 nods with asmile [15:03] err a smile *sighs*
[/INDENT]
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1125
LORE Ideas, Suggestions and Requests / Friendly setting
« on: March 22, 2006, 07:00:27 pm »
Stephen[Relaxing: I still say I'd like an option on LORE to allow EVERYONE as Friendly. I can't remember if that was said to be possible or not.
orth: there is a forum for lore suggestions

There you have it.
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1126
General Discussion / A Reminder about tells...
« on: January 16, 2006, 06:42:50 am »
Tells are a great tool for having OOC conversations while in-game. In fact we encourage that if you are going to have an OOC conversation in-game, please use tells.
  However, please also be reminded that tells can also be very disruptive to someone's RP time. A friendly greeting to a player you know or have RPed with is fine, as long as it's OK with the other player, however, there are a few things one should not be using tells to do. Among them:
  * Don't send "random" tells to players/characters who you/your character does not know for the purpose of selling items. (e.g. "Hey, do you want to buy an ExceptionalRing of Über-ness?")
  * Don't send "random" tells to players/characters who you/your character does not know for the purpose of buying items. (e.g. "Hey, can you make me an Exceptional Ring of Über-ness?"). An exception to this might be to coordinate a meeting between two people who have recently agreed to a business deal.
  In general, use some discretion and have some respect for the other players. We have a really slick system for sending IC messages in-game now through the LORE site. Make use of that. An IC request to buy/sell goods is going to be received a lot better than an OOC one through tells. Besides that, there's the Trade and Market Hall forum, which is where such types of things truly belong.
  Also...there used to be a posting on in-game disruptions to the Content, Project and GM Teams when they are playing their characters. I believe it has gotten deleted since it wasn't updated in a while, however. So as a reminder on that front...
  GMs and Team members are also players, and when they are playing their characters they are doing so for enjoyment and recreation. Unless there is a serious/urgent issue AND no GMs are online to assist at the time, please do not interrupt their play time with problems. They may be in the middle of a quest, or a battle or some other situation that would make it difficult or impossible to stop and help you even if they were willing to do so. Generally, we don't mind helping or answering questions, but before you start sending tells to GMs in-game as their characters, please consider the following things first:
  * Always try the DM channel first. Try a few times, because we see a lot of spam in that chat window, and we may not catch you the first time. Try to be patient. GMs are often busy when logged in.
  * If that fails, and it's something that can be handled on the forums (bug reports, etc.) or through PMs (exploits, reports of abuse, etc.), then please, please, please go that route.
  * Utilize IRC...we have an IRCserver for Layonara. There are frequently several GMs online and able to answer questions, jump in and assist, etc.
  * If it is too urgent to wait (and I don't necessarily include being stuck on a ledge or behind a wall as being "too urgent") and all other methods have failed, and a GM is in-game as his/her character, then it's probably OK to contact that GM for assistance. Again, only as a last resort.
  One last note....Do not request CDQs from GMs logged in as players via tells.There is already a system on the forums for doing this. It's simply inconsiderate of the GMs who are playing their characters to be assaulted with such requests. Over the weekend there were several GMs on a particular quest as their characters and at least two of them received tells fromthe sameplayer making this kind of request. The proper place for those requests are in the Character Development Questsforum.
  Thank you for your understanding.
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1127
Poetic License / A Warrior Born, A Warrior Made
« on: October 12, 2005, 01:48:00 pm »
The bold Wo-rick of Tar-a-mon had learned the dwarven trade.
 His mighty arms had worked the iron for many a dwarven blade.
 And yet, he found that blades once wrought came ready to his hand,
 And joy came best with blades hard fought with all his warrior band.
 
 But as he ranged throughout the land and championed his kin,
 A babe abandoned, pity brought and then his heart did win.
 He raised the child, a dusky elf, and kept him by his side.
 He taught the child of gods and war and took him far and wide.
 
 Young Thrwe'guayy spurned the arts of war, preferring magic's call.
 Apprenticed then to Te-an-nos, he did astonish all.
 With magic armed, he crossed the land, and more he sought to learn.
 'Til finding that still not enough, he did to warcraft turn.
 
 Then Thrwe'guayy sought his childhood muse, Wo-rick, the warrior bold,
 And found him deep in black despair, and this the tale he told.
 The dwarf had lost his warrior band, to death or capture foul
 At Bloody Gate, as hard they fought to stop the Bloodstone's prowl.
 
 In ale sought he oblivion, but Thrwe'guayy pulled him back.
 With taunt and gibe he bulled the dwarf, though sorrow did him rack.
 Then roared Wo-rick, "I'll show ye fight, 'til fight ye wish no more,"
 And trundled forth a fell machine that none had seen before.
 
 With clouds of smoke and fearsome noise, it spawned a golem dread.
 Wo-rick advanced with swords both drawn and smote the monster dead.
 Again the thing spat forth a shape, another minodon,
 Wo-rick did roar, "Your turn, me lad" and spurred the golem on.
 
 Then Thrwe'guayy fought most valiantly against this awesome foe,
 'Til wounded sore and cornered well, his chances seemed quite low.
 Then forward rushed his cleric friend and healed him with a spell.
 New heart he took and slew the beast, then said, "Bring on your hell!"
 
 From clouds of smoke with fearsome noise, a golem then arose,
 One made of flesh impervious to swords or spears or bows.
 So Thrwe'guayy called his panther friend, and they with claw and steel
 Attacked the fiend and hurt it sore, but then it death did deal.
 
 Then Thrwe'guayy fought the Thing alone, his cat dead on the floor,
 No mark on golem flesh he made, yet he was wounded sore.
 Wo-rick then yelled, "Enchantments, son! Use yer enchantments now!"
 So Thrwe'guayy backed and then attacked, a fireball spell, I vow!
 
 As fire clouds cleared one thing appeared, the fell machine aflame.
 Wo-rick did scream, "Me great machine! Ye've ruin't it; ye'r ta blame!
 Ten thousand coins for that I paid! Ten thousand coins ye owe!
 And NOW I want me money, lad! Before ye turn ta go!"
 
 Poor Thrwe'guayy stared at him, aghast, "You said to use a spell!"
 "Enchantments, boy, that ain't a spell." Wo-rick did to him tell.
 "That's ice on arrers or fire on sword, not blowin' up th' inn!
 I want me money now, me lad. Ten thousand coins, ye ken?"
 
 Then Thrwe'guayy thought and offered up the dearest thing he knew,
 "I'll give you now my spellbook, sir, until I've paid what's due."
 "Agreed!" the wily dwarf did say. "Without it ye must fight,
 Until ye've paid me all that's due. Agreed, ye'll do what's right."
 
 Wo-rick did know that warriors true must taste and master fear.
 Both minds and bodies honed to fight, their weapons they hold dear.
 Now Thrwe'guayy learns the warriors' way; his life hangs on his skill.
 True warrior and true mage he'll be, if he wins through...He WILL.
 
 And when the test is done and won, Wo-rick might call his son
 To battle side by side with him 'til freedom they have won
 For dwarves still held in durance vile, in chains since Bloody Gate.
 We cannot know; he cannot know. With bated breath we wait.
 
 ---by Ayla Bineau, bard and servant of Aeridin
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1128
Just for Fun / Rules for Dating my Daughter
« on: September 12, 2005, 10:38:00 am »
For you fathers out there with daughters here is a good 10 rules to go by.  My daughter is 4 but hey...  gotta plan early... and guns will only get more expensive with time... =P

Haha  Enjoy =)


10 Rules For Dating My Daughter

Rule One:
If you pull into my driveway and honk you'd better be delivering a
package, because you're sure not picking anything up.

Rule Two:
You do not touch my daughter in front of me. You may glance at her, so
long as you do not peer at anything below her neck. If you cannot keep
your eyes or hands off of my daughter's body, I will remove them.

Rule Three:
I am aware that it is considered fashionable for boys of your age to
wear their trousers so loosely that they appear to be falling off their
hips. Please don't take this as an insult, but you and all of your
friends are complete idiots. Still, I want to be fair and open minded
about this issue, so I propose this compromise: You may come to the door
with your underwear showing and your pants ten sizes too big, and I will
not object. However, in order to ensure that your clothes do not, in
fact, come off during the course of your date with my daughter, I will
take my electric nail gun and fasten your trousers securely in place to
your waist.

Rule Four:
I'm sure you've been told that in today's world, sex without utilising a
"barrier method" of some kind can kill you. Let me elaborate, when it
comes to sex, I am the barrier, and I will kill you.

Rule Five:
It is usually understood that in order for us to get to know each other,
we should talk about sports, politics, and other issues of the day.
Please do not do this. The only information I require from you is an
indication of when you expect to have my daughter safely back at my
house, and the only word I need from you on this subject is "early."

Rule Six:
I have no doubt you are a popular fellow, with many opportunities to
date other girls. This is fine with me as long as it is okay with my
daughter. Otherwise, once you have gone out with my little girl, you
will continue to date no one but her until she is finished with you. If
you make her cry, I will make you cry.

Rule Seven:
As you stand in my front hallway, waiting for my daughter to appear, and
more than an hour goes by, do not sigh and fidget. If you want to be on
time for the movie, you should not be dating. My daughter is putting on
her makeup, a process that can take longer than painting the Golden Gate
Bridge. Instead of just standing there, why don't
you do something useful, like changing the oil in my car?

Rule Eight:
The following places are not appropriate for a date with my daughter:
Places where there are beds, sofas, or anything softer than a wooden
stool. Places where there are no parents, policemen, or nuns within
eyesight. Places where there is darkness. Places where there is dancing,
holding hands, or happiness. Places where the ambient temperature is
warm enough to induce my daughter to wear shorts, tank tops, midriff
T-shirts, or anything other than overalls, a sweater, and a goose down
parka - zipped up to her throat. Movies with a strong romantic or sexual
theme are to be avoided; movies which features chain saws are okay.
Hockey games are okay. Old folks homes are better.

Rule Nine:
Do not lie to me. I may appear to be a pot-bellied, balding,
middle-aged, dim-witted has-been. But on issues relating to my daughter,
I am the all-knowing, merciless god of your universe. If I ask you where
you are going and with whom, you have one chance to tell me the truth,
the whole truth and nothing but the truth. I have a shotgun, a shovel,
and five acres behind the house. Do not trifle with me.

Rule Ten:
Be afraid. Be very afraid. It takes very little for me to mistake the
sound of your car in the driveway for a chopper coming in over a rice
paddy near Hanoi. When my Agent Orange starts acting up, the voices in
my head frequently tell me to clean the guns as I wait for you to bring
my daughter home. As soon as you pull into the driveway you should exit
your car with both hands in plain sight. Speak the perimeter
password, announce in a clear voice that you have brought my daughter home safely
and early, then return to your car - there is no need for you to come
inside. The camouflaged face at the window is mine.
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1129
Just for Fun / Games that are too real...
« on: August 13, 2005, 06:36:00 pm »
I had this moemen in my life that well... yeah.... look at the link...http://cstwilightzone.ytmnd.com/
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1130
Wild Surge Inn / Just a few sayings penned down by a dwarf
« on: July 31, 2005, 03:21:00 pm »
-Never trust a beardless dwarf. They have something to hide along with their beards.

-Don't put all your nuggets in the forge at once.

-Don't put all your ore in one cart.

-Don't count all your ingots before they're smelted.

-Leave gnomes' work in gnomes' hands.

-You don't put a medal on a dwarf before the war is over.

-Even a failure at a forge has it's reason. Otherwise Dorand would have recycled the Gray Dwarves.

-The stone can sit in one place for centuries and will never complain. Be as the stone, and learn its patience.
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1131
Original thanks to vgn and Harloff for putting these altogether.  Thanks now to Faldred for putting this in BBCODE.

Simple is good, it looks fine and works great.


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Leather

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+1

Iron/Oak

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+2

Adamantium/Mahogony

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Malar

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Mithril

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The following users thanked this post: Hellblazer

1132
CNR Suggestions/Discussion / Basic Beginners Guide to Crafting
« on: May 26, 2005, 12:49:00 pm »
***Initially posted by Twidget658***
  How to make an arrow: CRFTNG/104   Collect feathers from various areas around Hlint. Raven and falcon are close. To the west, north and east of Hlint is where you can find them. (Must have skinning knife.)   Smelting  -Collect copper or other metal (Goblin’s cave and will need a heavy pick)  -Put nugget into public furnace at the smith’s  You now have an ingot.   Tinkering  -Collect clay (Lake Alon and need a shovel)  -Put in Tinkering Furnace to make a small mold (need tinkering tools)  -Put small mold and an ingot of copper or other metal into tinkering machine.  You may now have arrowheads.   Wood crafting  -Collect hickory or other wood (Hlint North Outskirts and need a woodcutting axe)  -Put into the carpenter’s bench (need carpenter’s tools)  -Make the shaft for missile weapons  You now have arrow shafts.   Wood crafting  -Put feather, wooden missile shafts, and arrowhead on Fletcher’s bench.  You now have arrows.   Easy! Oh, by the way, anywhere in this process you can fail and lose everything. It is not a perfect world.
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1133
General Discussion / Where are all tha dwarf lasses at?
« on: May 09, 2005, 01:01:00 am »
SERIOUSLY!

How we dwarves gonna repopulate da globe iffn dey ain any lasses wit wide stocky child bearin hips an whiskers?  Ah still've yet ter meet me first REAL woman since movin ter Mistone....  Ahm gonna go bloody INSANE!!!  Kinnah make young uns wit em elf lasses, dey snaps loike hickory!

Please please please, dwarf lasses, visit da submission forum, an coome ter Hlint.  Ye gots a Bjorn, Gloin, Gulnyr, Harg, Breunor, and so many more foine rich stocky lads dat needs lovin too.  Layonara needin more dwarven wimmins!

-Bjornigar Ironguts
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1134
General Discussion / Stupidest death ever!
« on: May 01, 2005, 01:16:00 pm »
Kobal was mining iron today in the Haven mines. It seemed tedious though, and there was something on TV that he wanted to watch, so he decided to do both at the same time. It seemed to work out well enough, but after some time his pick shattered, but Kobal kept pounding without noticing, which resulted in bloody hands... bloody enough that it finally killed him. (kept hitting the powerattack and attack keys on the iron vein without watching the screen, heh)

The lesson of this -> TV is a killer!

Harlas
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1135
Just for Fun / The Milk in Canada
« on: March 13, 2005, 06:42:00 am »
I miss it.  I haven't visited in a while and I forget what real milk tastes like.

In Canada, they sell milk in airtight sealed bags that lock in freshness from the dairy to your doorstep.  Here in America, it gets poured into a plastic jug and stopped off with a little ringed plastic twist cap that continually leaks, dries and crustifies in transit.  The bacteria formed from milk spoiling in the cap makes the rest of the batch taste like watered down soy in comparison.  Drinking milk in Canada tastes about as good as drinking it fresh from the farm here.

Unfortunately I live in Florida, notorious for having the highest pus per liter ratio in the entire country. (and possibly world, as this is a byproduct of bovine growth hormone)

Maybe Gunky can smuggle me some Canadian milk and Aero bars.  I also miss those Hostess ketchup and pickle potato chips....  oooh, and some President's Choice cola.  Just got a huge Canuk craving.
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