It will take you a while to get a tamer leveled up. Then it takes a week to bond pets if you don't use pet bonding deeds. Prov tamers can definitely pull in a lot of cash and I'll probably make one at some point but I wouldn't recommend prov/tamer for someone just getting started because it...
that would be cool if it did have a taming BOD system :)
Maybe the rewards could be things like war paint, and maybe some pet management things like pet summoning balls, etc. It'd be really cool if there was a grouping item that let you take a pack of creatures and store them as 1 slot in...
That sounds about right.
I 4x GM'd a crafter pretty quick using dungeon bonus. I did tailoring in the newbie dungeon because that char was a new player at the time. Then I ran down to lvl 3 orc cave and grabbed an orc mast off the ground (they spawn down there) and GM'd mining and smithing...
If you're still a new player, use the new player dungeon. Granted, if you're still a new player no one will be able to loot you.
I GM'd tailoring in the new player dungeon really fast.
Like Halygon said, there's a tradeoff. The crafting area saves you resources but you gain slower...
I realize you can make hotkeys to steal last target and disarm steal. A script can completely automate it.
I don't think any thief can steal a PS from a pack while running by a target as quickly as a script can. I can snoop/steal a PS while passing a target but I can't do it as fast as a...
Completely automating a task that the operator is physically incapable of doing manually is cheating. Allowing people to cheat like this removes the skill-based aspect of the game and makes the game a script vs script adventure. Back in the day I was a very skilled theif. I stopped playing a...
What they said, make sure you have at least 80 animal lore, make sure you have skill points available to gain.
Then go to a dungeon and ghost a pet. You should gain in well under 2k bandages. You should gain in well under 500 bandages. I just Gm'd Vet from 80 in a dungeon and it only took...
I agree, this is a very abuseable game mechanic and needs to be fixed. It reduces the typical pvp nox fencer build into a click n' stick script. That's not skill-based.
This is a different issue. Some of the large monsters such as bone dragons, dragons, balrons, etc have an aggro line. If you run accross the aggro line (walking doesn't usually cause a problem) it will trigger the monster to aggro on you even though it's provoked. You have to be really...
1. That's not how skill locks work. When you set a skill to go down it means that the points you currently have in that skill are available for other skills that are set to go up. If those points are not yet needed (not at skill cap) then they are not used. At 85% magery, just go to dungeons...
Each creature has a posion immunity level. Any poison above that level can still poison them.
Ex. Scorpions are affected by lvl 4 and up.
Some creatures are completely immune. Ex. Poison Elemental
I saw the thread about legendary crafting updates and understand it to be a system for crafting housing additions.
What other benefits are there for 120 tinkering?
I presume you could make more durable tools, more lethal traps, etc. Is there any other reason to take tinkering to 120?
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