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Messages - Kymus

#1
3-5:
Ants

6-10:
Goblin cave


11-15:
Witchlords Keep


16-18:
Deeprock Dwarven Tomb

I've never had a PC past lvl 18 so that's that. My choices are based on the risk/reward, whether I find any parts of the dungeon irritating (glares with vengeance at those deadly traps in Tower of Ruin), and the ability of multiple characters of mine to complete it (since I primarily fly solo because #sointerverted)
#2
Edge Avatar
The things that have currently already been planned for UD:

1. Giving Stance more uses, especially early on in the class. Not sure we're going to go as far as "at will" and we definitely don't want to move it to later than 1st level. But giving it more uses is certainly on the list.
2. Changing Stance's bonuses to be flat bonuses and temp HP rather than stat buffs, so they don't have to deal with running against the +12 stat buff limit. Similar to how Barbarian rage was changed.
3. Possibly giving them AC bonuses when in heavy armor, basically the Barbarian AC buff in reverse.
I like that!
#3
sciolist Avatar
As a new player to the server I really enjoy the slog from 3-10. It gives you the chance to fiddle with your character and work out how they handle in a fight - but also lets you tweak character and so on, as they grow.

Understandable. I don't mind the first few levels, but I really dislike the later end of the early levels. Of course, I've run those dungeons hundreds of thousands of times so it's possible that I grow weary of them much faster.

I like the timed XP fairy drops and the rationing that so far I've only experienced on the way to L13. One day, I hope to see some sort of DM eventing, but that's not clear to a newcomer how that happens.
Maybe I need to write an engaging quest hook, or just have friends who invite me along.

The forum announcements feel a bit like "Some people who are not you are going on an adventure" - So I may have missed the 'idiots guide to how to get along in CD'.

That said - I'm really enjoying the feel of the server, the prettiness of the server, the elegance of the automated loot and spawning and item tiering.
And the people seem to be good people too.

As Lady said, check the announced quests board. They tend to fill up fast though. If it's intended for certain characters, it'll obviously be spelled out. Protip: DM's hate it when you don't listen and keep moving after they say stop, so if you have a suicidal character, there's a great opportunity to get them killed.
#4
Everyone's favorite topic! Yay!! Okay not really, but I feel that I bring a perspective that hasn't really been expressed much, if ever.

So, I first joined this server in late December of 2005. I go through phases of steady play and long hiatuses lasting up to 6 months and I was likely on a hiatus for a good few years at one point (~'09 - '12). Since I was here from pretty much v1.0 of CD, that really colors my perspective of what we have now. *grabs a rocking chair* Kids these days don't know how good they have it! Back in my day, you capped at level 6 and if you wanted more XP then you had to earn it by RPing with a group when a DM was on. Back then, a DM would run around the server and bukake everyone with an XP wand after they were done doing... whatever it is that DM's do.. (point and laugh at all the PCs falling to their deaths from traps and monsters is my guess). That seems archaic by today's standards with a cap starting at 11 and there's the xp fairy that comes to bless you for so much as sneezing and giggling every few minutes.

As I've expressed some elsewhere, I'm quite an introvert. I have social anxiety, I don't do well with small talk, and while on the discord or forum it's much easier for me to get around that personal limitation, once I'm in character, all of that really comes out strong and I just clam the hell up. Back in the day I had a very extroverted friend that I played with on here (doubtful if anyone remembers Sylvan. That's another story whooo boy) and so he'd just introduce me to all his friends that he made in the course of an hour because he loved talking and roleplaying every little thing. Back in the day, partying up was the only reliable way to move forward. You party, you get XP, you do the "I got 150xp today woo!" dance (more like "I got 500xp this whole week! AWESOME!!"). Despite how this XP system has a strong conflict with my own personal limitations, I'm stubborn and after becoming familiar with CD I felt that I'd rather stay here than try to find some other server based in some other region of Faerun, etc. Needless to say, the XP fairy is a godsend for me all things considered. Maybe CD isn't the most ideal server for me, but I don't like action servers and I know so much about Cormyr from playing here that I can't imagine playing somewhere else.

On the other side of the XP pendulum, we have the other server I played on (Engliton, circa '04). The first, and only, server I've played on other than CD. On that server, there were no XP caps, just a level cap at 20. After about a month I hit level 20 and.... my character got boring. I just didn't feel like I had much reason to keep playing him. Right now, I really love my swordmage (Lina). I love the class. I love the character. If there was no XP cap, I easily would have maxed her out by now. A month or two is just too short of a time frame for me to really spend with a character, I think. This is of course one of the reasons for the XP system we do have: it lets you spend more time focusing on character development.

Our XP system has gone through a number of changes over the years: level 6 cap went to level 8, and then 11, and the XP fairy used to give out smaller increments. Personally, I feel like things are perfect where they're at right now. Given, I of course base this on my own experiences and a perspective of what used to be and such, but it's hard for me to imagine an improvement to our current system. I know how I am (I really do, I swear), and I know that without the XP caps and daily limits, I'd be on all day with the same character, killing things over and over and over and over. Having a daily limit actually helps me with my own time management and it keeps me from spending too much time in game. I can play for 2 - 3 hours, meet my daily XP limit, and feel satisfied like I've played for a long enough time and still work/study/etc.

In regards to the level 11 vs lvl 8 vs lvl 6 starting point for XP caps, I feel that 6 is too early, but 8 makes some sense. Personally though, I really like that we've moved it to lvl 11 because I just find the lower levels to be painful. So many of my characters very quickly find themselves too strong for the low levels but not strong enough for the mid levels. Stuck in a limbo of pain! The horror! So sad! Such torment!! Erhm.. sorry.. Anyway, I find the early levels to be painful and I just want them to be over with. Level 11 can never come soon enough after I get past level 8 or so. Maybe it's because we don't have any dungeons that are like a bridge between the low and mid levels sorta like how the - IMO - Drow Treehouse or Behemoth Cavern are for the stronger lvl 13 - 14 PCs. But given how short of a time you spend in the lower levels, and that dungeon building is a time consuming process, it's likely not even worth creating such an area.

So yeah, I don't think there's been a "I like the system just the way it is" post, so here's one, because I like it the way it is :) . I am very thankful to our staff for the changes made (including doing what would have seemed unthinkable ages ago) and I feel that they've made the right call each time. I really like it here, and I plan on staying forever (sorry for your lots :P); the changes that have been made over the many years really ensure that I do stay and I'm quite glad of that.
#5
There are two kinds of people: those who make tarballs, and those that don't. I know which side of this I'm on.
#6
Suggestions Archive / Updated dungeon list
May 03, 2019, 03:10 PM
((Ky's notes:

   1. Blue text indicates that I have moved it either higher or lower on the list so that dungeons are listed closer to an ascending order from easiest to hardest (based on suggested level)
   2. Red text indicates where I have taken the liberty to raise or lower a dungeon's listed level from the original list.
   3. I have no knowledge of CD's epic dungeons and as such have not touched them
   4. I have made some notes "((Ky: ABC123))", so please keep an eye out for that
   5. If staff would like, after my revision is approved I can clean up my notes and rewrite it with BB code so it can be copy and pasted easily))


"Hello Traveler!"

Due to the size of the module, it's easy to miss several dungeons while you're adventuring. Here is a list of "dungeons" with their approximate location and difficulty. Please keep in mind that the difficulty is set at a party of the level listed. Some will find different dungeons easier than others, due to party composition, and may complete them earlier than the suggested levels.

Note that High and Epic level dungeons have minimum level requirements to enter. If your party includes lower level characters, you should see about going somewhere more suited to their level.

To keep things interesting, this list does NOT include what you can expect to find in the dungeons. That's what exploring is for!

Low-level dungeons:

Sewers (Arabel) lvl: 1-5
Infested Warehouse (Arabel) lvl: 3-6
Beetle Hive (Sschindylryn) lvl: 3-6 ((Ky: is Sschindylryn still borked?))
Refuse Pit (Sschindylryn Outskirts) lvl: 3-6
Sewer Smuggler's Den (Arabel) lvl: 4-6 **The Eyes and Ears of Arabel will offer a bounty (and quest XP) for bringing the Smuggler Leader's head to them.
Deserted Farmhouse (Arabel Outskirts) lvl: 4-7
Gnoll Pass (East of the Moonsea Ride Past Castle Crag) lvl: 4-7
Goblin Caves & Dwarven Bolthole (Hullack Forest) lvl: 6-9
Bandit Cave (The Stormhorns) lvl: 6-9
The Mushroom Fields (Sschindylryn Outskirts) lvl: 6-9
The Haunted Halls of Eveningstar lvl: 6-9 **A patron of the Dancing Dragon will offer a reward for fetching a painting from the Haunted Halls.
Caverns of the Claws (The Stormhorns) lvl: 7-9
Orc Caves (The Stormhorns) lvl: 7-11
Kobold Caves (Hullack Forest) lvl: 6-11
Goblin Log (Deepingdale) lvl: 6-11 **A druid in the Semberholme will offer a reward for bringing some rare eggs that the goblins have back to him.
Murky Swamp Ruin (Deepingdale) lvl: 7-11
Strange Cavern (Hullack Forest) lvl: 8-10
The Dragonmere Pirate Island (Suzail) lvl: 8-12

((Ky: There is an orc dungeon I found in the Stormhorns (Ascent, I think?) that seemed to me to be low-level. I'd prefer to leave it up to the staff to pin a level range on it rather than guess based on my run through with a high level character))

Mid-level Dungeons:

Wizard's Tower (Immersea) lvl: 8-11 **The wizard will offer a reward for clearing out his tower. (Reward offered only on first successful completion.)
Ancient Halls (Semberholme) lvl: 9-12
Bandit Hideout (Semberholme) lvl: 10-14 **A waitress in Highmoon will offer a reward for bringing her a mirror found within the bandit's home.
Orc Caves (Thunder Gap) lvl: 10-14
Malarite Lair (Semberholme) lvl: 10-14
King's Wood Orc Camp and Caverns lvl: 11-14 ((Ky: I decided to change the name from King's Wood and Orc Cave since there's not a lot of Orcs running around the woods; this is more descriptive as there's just the camp and the cave. I, personally, wouldn't suggest it for most chars lower than lvl 11)
Bat Cave (Calantar's Way/Suzail) lvl: 11-14
Cyric Tower (Deepingdale) lvl: 11-14  ((Ky: dungeon removed for story/plot reasons according to Edge))
Keep of the Witch Lords (Immersea) lvl: 11-14
Khazar Ruins (Thunder Peaks) lvl: 11-14
Rustic Goblin Village (The Stonelands) lvl: 11-15
Bandit Camp (The Moonsea Ride) lvl: 11-14
Green Valley Caves (Semberholme) lvl: 12-15
Minotaur Maze/Labyrinth (Semberholme) lvl: 12-16 ((Ky: this was originally lumped in with the high level dungeons. Ignoring the fact that it's in need of being remade, I think that if Mountain Home is listed as 12-16 on medium, then this should be considered medium as well if it's the same level range))
Mountain Home Cavern (The Stonelands) lvl: 12-16


High-level Dungeons: (Minimum level of 12 required to enter)

Western Foothills Dark Tunnels (Thunder Peaks)
lvl: 13-17
Behemoth Cavern (The Moonsea Ride) lvl: 13-17
Warrior's Crypt (The Stonelands) lvl: 13-17
Drow Treehouse (Semberholme) lvl: 14-18
Har'ol d'Solen (Underdark) lvl: 14-19 (Access currently blocked)
Deep Old Woods Cave (Semberholme) lvl: 15-18
Solitary Spire (Semberholme) lvl: 15-18 **A witch in the woods will offer a reward for fetching a gem of life to return a loved one to life.
Deep Rock Dwarven Tomb (The Stormhorns) lvl: 14-19
Caves of Whisper (The Stormhorns) lvl: 14-19
Tower of Ruin (The Moonsea Ride) lvl: 14-18
Ogre Lord's Redoubt (The Stonelands) lvl: 14-18
Twilight's Edge Tower (Shadows, Dead Magic) lvl: 15-20
Deepgrave (Assorted Undead) lvl: 15-20 ((Ky: didn't a recent update mention something about changing the area description? Either way "Assorted Undead" isn't helpful for players wanting to find it. Can this be changed, please?))
Lightning Peak (The Stormhorns) lvl: 17-20
Varyxia's Lair (Thunder Peaks) lvl: 17-20
The Bloodhorn Depths (Thunder Peaks) lvl: 17-20+
Caverns of Death (The Stonelands) lvl: 16-21+
The Nether Archives (Halfhap) lvl: 17-20
Valley of Broken Sky (The Stormhorns) lvl: 17-21+
Wyvernspur Crypt (Immersea) lvl: 18-20

Epic-level Dungeons:  (Minimum level of 17 required to enter)

Tilverton City lvl: 17-20
Tilverton Catacombs lvl: 18-21+
Tilverton Tower/Shadow Plane lvl: 19-21+
The Bloodhorn Spire (Thunder Peaks) lvl: 19-20+ [Incomplete- work in progress]
Icegloom (Sunset Mountains) lvl: 20+
Bloodfang Gnolls (Sunset Mountains) lvl: 20+
Lava River Caverns (Sunset Mountains) lvl: 20+
Sakkors (Sea of Fallen Stars via Suzail) level: 20+
Well of Dragons (Sunset Mountains) lvl: 22+ [Incomplete- work in progress]
The Weeping Crypt (Beneath Thunderstone) lvl: 22+
#7
General Discussion / Underdarker and Edgier
Aug 18, 2018, 10:06 PM



^^ this is the jerk I was referring to
#8
General Discussion / Underdarker and Edgier
Aug 17, 2018, 07:48 AM
No worries, Lady. I can make him participate in necessary posts ?
#9
General Discussion / Underdarker and Edgier
Aug 16, 2018, 05:31 PM
Yes for myself and another player that doesn't really do forums
#10
Player Announcements / Away again
Aug 13, 2018, 10:16 PM
FaeFae Avatar
Hello, friends!

You've undoubtedly noticed my absence of late and I have been hesitant to make an announcement one way or another, but I think I am going on a break for the forseeable future.



NOOOOOO don't leave Fae Fae you are my favorite person and that says a lot because I'm so antisocial and you have to practically force me to open up and not be antisocial. YOU WERE THE CHOSEN ONE!!

I already miss you bunches. Be well ❤️
#11
General Discussion / Remaking my Spellsword
Jul 20, 2018, 02:57 PM
Misty Avatar
Edge Avatar
Note that the progression is slightly glitches, and you may not receive the Auto Still feats automatically; if not, you can get them added by requesting a leto.
I had to get Toughness leto'd in as well, Kymus. With the feats the class works very well!

Eeek! Good to know that I need to pay attention. I may or may not be bad at that :D :D
#12
General Discussion / Remaking my Spellsword
Jul 20, 2018, 02:56 PM
So as I understand it the biggest difference is that there is no arcane spell failure reduction but instead you get auto still spell?
#13
General Discussion / Remaking my Spellsword
Jul 20, 2018, 02:15 PM
Whew, thanks guys. That makes much more sense. I couldn't wrap my head around how a no-armor no-shield CHA-based class was a replacement and now I realize that I was just being a dummy. Oops?  :D

I'll take more time to look it over and figure this out ^^

#14
General Discussion / Remaking my Spellsword
Jul 20, 2018, 06:51 AM
So given that Vincent has taken the Spellsword class out to the pasture and (heartlessly and mercilessly!) shot it dead, I'm trying to figure out how best to rework my Spellsword. The Arcane Warrior sounds cool and I'd like to try it out, but that build is rather different from what I had for my Spellsword.

The basics (as they are now):

Lvl 13:

Human
Fighter 1/ Wizard 11/ Spellsword 1

Str 16
Dex: 8
Con: 14
Int: 20
Wis: 8
Cha: 8

He is presently wearing (Drow) chainmail and uses a longsword and shield

As I understand it, the Arcane Warrior's abilities require no armor or shield and it's charisma based. This means it would be considerably reworked and would require different stats and likely a Dex-based weapon.

I have no idea where even to begin! Suggestions, please?

#15
Hey guys, I'm two weeks behind now so, this is from the week before last. I'll summarize the others when I get the time ^^.

  • MP3 support will be coming soon
  • There will be more open sourcing of library stuff implemented on the backend going forward
  • There will be a console command to make panoramic screenshots. You can stitch these together to make some pretty cool looking 360 degree photos!
  • Object scaling will be coming in an update next week (now last week)
  • There's a Trello board for suggestions (and as Allatum said, you can use the forum as well)
  • They're looking to add custom race support at character creation
  • Something something Infinity Engine 2.5 and multiplayer is going to be a priory


They had some issues and as such the stream was only 30 mins long, so the list was short this time.