North_LS
About
- Username
- North_LS
- Joined
- Visits
- 366
- Last Active
- Roles
- Member, Active UO Account
- Posts
- 99
- Primary Shard
- Lake Superior
Comments
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Merus said: Focus also serves as the modifier for Mystic (like eval for magery) Oops, forgot that entirely. my fault.
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sure, back when everyone was evenly matched and items didnt have properties. grab 50 of each or a tribal spear and a handful of bandies and go out and compete on the same level as everyone else, at least as far as character capabilities went. i love…
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you're welcome to feel that way - I'm just not willing to give up 100% LRC. reagents are a hassle I'm just not interested in at this point.
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Mervyn said: Warriors have to restock with bandages, Archers have to restock with arrows. Now mages don't have to restock with anything. I think it's fair capping Lower reagent cost even if it's at 95% or even 99% and I only play mages and …
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crunchnasty said: Damn, straight Trammies run this forum too lol. Its like I just put a simple opinion, and I get stopmed on by carebears who think I'm trying to ruin the game for their delicate style of play. lololololol i do everything …
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crunchnasty said: This game has been neutered by all these modifications. Why even have regs in the game then? another useless item to be added to the list of useless things in the game such as all the skills that have fallen by the wayside o…
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i'd drop focus down to 100 and put the 10 points elsewhere - focus only increases mana regeneration in multiples of 20.
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xen with a windows vm on top?
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WHY DO COMMAS LOOK LIKE PERIODS ON THIS FORUM?!
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if i have to go back to using reagents, i'm closing my accounts again. i did it for the first month or two i was back until i could cobble together a decent suit, never again. unbelievably inconvenient given the current state of the game, and someth…
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blasphemy! the leather cap is the paragon of ultima headwear.
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option to hide cape/back slot or at least change its appearance to something not obnoxious would be great too. I'm sick of having to either look ridiculous or forego certain (extremely useful) item slots.
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i think what InLor is getting at is to leave the shard online and fully functional with everything intact for all current residents, but to block creation of new characters there. This would prevent returning or new players from accidentally trying …
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I'd like to see more ridable pets, especially ones there's already ethy graphics for.
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i want it to stay the same because i live on a non-ATL shard and sometimes when i want to do something, others arent around. I dont farm spawns, and i dont go to other shards. I'd like to have the ability to at least have a chance at knocking out a …
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that would be fine if all shards still had the populations they did during original design. as things stand today, if something cant be soloed, its not going to get a lot of use across the majority of the shards.
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i bought sovs yesterday, recieved them instantly, and bought stable tokens from in game store and got those instantly too. weird.
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8 factions would probably be too many with current shard populations, even in their prime you'd usually only see two competitive factions out of the four. if anything i'd say knock it down to two and institute some sort of balancing system that shuf…
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i dont see the allure. i wouldnt mind seeing fel ruleset copies of doom, abyss, underword, ter mur, eodon, etc on the prodo shards, but i think a pure fel shard would have a couple weeks of novelty value then flatline.
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@Petra_Fyde yeah, that sounds pretty good to me. I'd like to see the arena expanded a bit to include a stronghold defend / raid type scenario, and maybe a few other scenarios as well. maybe a capture the flag event or something similar. these scenar…
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thinking about it more, im not sure a fel-only dungeon with high end mobs would entice people to pvp - people would end up needing to bring pvm templates to effectively work it, and they'd be easy pickings for those who showed up with pvp templates.…
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I can 100% guarantee inactive characters were purged at one time early on in the life cycle of the game. I bought the game when it came out in 1997 and created characters on a couple different shards, played off and on for a month or two, then dropp…
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i havent pvp'd in 15 or so years, so im sort of out of the loop on current balance. the shield-disarm was just a quick idea based on what was written here. I do know i'll never ever build a mage with parry. my old pvp templates are pure scribe mage…
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i dont need anything special added just for fel, i'd be very happy with a fel instance of more of the things that are already available though, maybe with a nominally higher drop rate for things. I like fel. i live there, i mine and chop there, i hu…
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Hey @Rock, mule 1 was made long before carp got the extra requirements, otherwise i probably would have adjusted things differently. i have smith and tailor on mule 2 again for BODs only. I need the mining on the gatherer primarily for farming gold …
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Mule1: 120 blacksmith 120 tailor 120 imbuing 100 tinkering 100 carpentry 100 armslore 60 magery Mule2: 100 bowcraft 100 armslore 100 alchemy 100 cooking 100 blacksmith 100 tailor 60 tinker 60 magery Gatherer: 120 swords 120 tactics 100 anatomy …
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The_Higgs_1 said: The issue of pvming on a mage is completely different problem. The fix to mage pvm is actually pretty simple, just add leeching benefits to spellbooks.The 66% block rate doenst include the hci/dci check which can cause them…
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the one that was meant to open on Sunday? I'd be interested in a vendor there too.
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parry would definitely help and is a very popular skill for mages, the downside is with lower than 80 dex, parry rate drops significantly. the result is it can be tough to balance stats on a parry mage so you have sufficient dex, hp, and mana. it's …
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love the wedding hall setup