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#152 Jan 06 2008 at 8:04 PM Rating: Excellent
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Did you know...

...that the bard songs "Song of Highsun" and "Song of Midnight" were originally castable during daylight and nighttime hours, respectively? In 2002, SOE decided to remove the restrictions and allow each to be sung at any time. I don't know of any other spells that had a time of day restriction.
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#153 Jan 07 2008 at 7:06 AM Rating: Excellent
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Aside from Bard Songs...

Innate invis is the only spell I've found that I could cast while on the move. Any others?
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#154 Jan 07 2008 at 1:43 PM Rating: Excellent
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Elinda, Star Breaker wrote:
Aside from Bard Songs...

Innate invis is the only spell I've found that I could cast while on the move. Any others?


Any spell or effect with a zero casting time can be cast while moving. This is really handy when using cloudy potions while running on a mount.
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#155 Jan 07 2008 at 8:47 PM Rating: Excellent
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Did you know...

...that the bard songs "Song of Highsun" and "Song of Midnight" were originally castable during daylight and nighttime hours, respectively? In 2002, SOE decided to remove the restrictions and allow each to be sung at any time. I don't know of any other spells that had a time of day restriction.


I believe Quivering Veil of Xarn also was only able to be cast at certain times; night if I recall. Thankfully that restriction was lifted several years ago as well.

Edited, Jan 7th 2008 11:49pm by Lovejoy
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#156 Jan 09 2008 at 10:15 AM Rating: Excellent
In my opinion, this is one of the best thread I have ever read on the internets.
My contributions are silly, but I hope you like them.


DID YOU KNOW
------------

You can bank through the walls of PoK w/ a mount.

If you use the port into Shadowrest from the Toxxulia representive, when you click on the Shadowrest Book you will be ported to your bind point & not to the Tox rep. At one point, every Shadowrest Rep did that (sans the PoK one) for a cheap & sleazy bind point translocate.

You can E-break with a mount if you remove your illusion (nec mana conversion spell), or dismount (obviously).

Enduring Breath items can be shared between two characters to refill their underwater timer.

Moving backwards with your mount will move your mount down on the Z axis

If you are sitting & shrunk w/ a mana conversion spell you can look through walls.

If you ride your mount through certain parts of the small culvert at the entrance of Grobb, it will trampoline you up into the air.

If you take a robo-boar into the lower section of the river in Nedaria, your boar will run as fast as a high level Selo's.

Melee Aug vendors are on a neutral faction and will sell to anyone (and will show up on the Ctrl-F 'Find' command).

Shift-T (default setting?) will bring up your 'Title' window, which can be useful/fun while kiting and you need a rear-view mirror.

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WOULD LIKE TO KNOW:

Who's names are on the gravestones in Shadowrest & Mistmoore Castle?

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Thank you again for this thread!

Edited, Jan 9th 2008 10:31am by Ebelch
#157 Jan 09 2008 at 1:01 PM Rating: Excellent
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Elinda, Star Breaker wrote:
shadowrelm wrote:
did you know.....

the absolute best spot to level from 13 to 18 is eurids island? even today, you can sit on the shore and cast on the sharks, they all gather in one spot, and kill them without being attacked? perfect for anyone with a ranged attack/.
Don't you have to be underwater with the sharks to cast on them?

I can not state if true in Eruds Island, but I know its true in the Barren Coast where I have done it with my 56 necro killing red con sharks by pulling them to a spot on the land. However there is a wandering skelly that paths to close to that spot, so I prefer to just kite the sharks by running above the water with DMF on as I can cast on them fine while floating above water and they can hit me if they catch me. The sharks as spaced very far apart and most of the water is mob free plus if you do have a problem you can just run to a safe part of the shore. Also there is a quest givne at the main camp for looting and handing in the notrade shark teeth they drop.

I know there is an ingame command to turn off autoinspect with the mouse, but I do not remember what it is anymore and I do not see it on list with /help. anyone?
#158 Jan 09 2008 at 7:55 PM Rating: Good
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fhrugby the Sly wrote:
but I know its true in the Barren Coast where I have done it with my 56 necro killing red con sharks by pulling them to a spot on the land. However there is a wandering skelly that paths to close to that spot, so I prefer to just kite the sharks by running above the water with DMF on as I can cast on them fine while floating above water and they can hit me if they catch me. The sharks as spaced very far apart and most of the water is mob free plus if you do have a problem you can just run to a safe part of the shore. Also there is a quest givne at the main camp for looting and handing in the notrade shark teeth they drop.
I've killed them sharks. They're all fubared. They get stuck in the scenery if you pull them to land and then no spells land on them. I couldn't even get a charmed pet to stay on 'attack' on them. (these were the deadbone sharks off Deadbone island)

Edit: Ugh, nevermind. i'm in a whole different zone. Smiley: tongue

Edited, Jan 10th 2008 4:57am by Elinda
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#159 Jan 09 2008 at 9:34 PM Rating: Excellent
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I know there is an ingame command to turn off autoinspect with the mouse, but I do not remember what it is anymore and I do not see it on list with /help. anyone?


/toggleinspect (on or off)

Allows you to inspect what armor another person is wearing by right clicking on them.

If you prefer these settings for all toons you can put the following line in your eqclient.ini:

InspectOthers=FALSE


If you don't want to see the inspect message that happens when people inspect you then the only way I know how to do that is to put the following line in your eqclient.ini:

ShowInspectMessage=FALSE

Hope this helps.
#160 Jan 09 2008 at 11:08 PM Rating: Excellent
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Did you know your bow can proc without any arrows?

It happened to me just a few weeks ago. I didn't realize I was out of arrows until I tried to pull and nothing happened. I looked at my inventory and confirmed there were no arrows. Forgetting to turn autofire off, I was preparing to charge when the proc fired and the mob came.
#161 Jan 10 2008 at 9:11 AM Rating: Excellent
If you ride your mount through certain parts of the small culvert at the entrance of Grobb, it will trampoline you up into the air.

This used to work in one of the pools in unrest too. Not sure if it still does.
#162 Jan 10 2008 at 10:43 AM Rating: Excellent
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rehogan wrote:
If you ride your mount through certain parts of the small culvert at the entrance of Grobb, it will trampoline you up into the air.

This used to work in one of the pools in unrest too. Not sure if it still does.


Also seen it work in the fishing pool in Pok, with varying results. A friend with the fastest purchasable drog got a nice, fun looking slingshot up into the air when they tried it.

My attempts on a Holy Steed merely forced some sort of LD, and then when I logged back in I was always inevitably stuck under the world. Not quite as fun.
#163 Jan 10 2008 at 3:26 PM Rating: Excellent
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Quote:
Quote:
Did you know...

...that the bard songs "Song of Highsun" and "Song of Midnight" were originally castable during daylight and nighttime hours, respectively? In 2002, SOE decided to remove the restrictions and allow each to be sung at any time. I don't know of any other spells that had a time of day restriction.


I believe Quivering Veil of Xarn also was only able to be cast at certain times; night if I recall. Thankfully that restriction was lifted several years ago as well.

Edited, Jan 7th 2008 11:49pm by Lovejoy


Actually the druid lvl 1 spell Dance of the Fireflies is still only castable at night time
#164 Jan 15 2008 at 12:26 PM Rating: Excellent
Quote:
Actually the druid lvl 1 spell Dance of the Fireflies is still only castable at night time


Yep.

Found that out waiting for people to come help kill VS's remains in KC.

Fortunately it took them a while, and it became night by the time we fought our way back to the old lizard. And I didn't end up looking like an idiot (sorry guys, gotta wait...). Heh.
#165 Jan 16 2008 at 10:43 AM Rating: Excellent
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Fascinating thread. Haven't had time to read it all but I will!

Dunno if in the unread part anyone mentioned this piece of trivia: the reason for the halfling XP bonus. What I heard was that originally humans were supposed to get the +5% racial XP bonus. Cuz humans were otherwise completely "average", having NO advantages in any areas. So the +5% was supposed to even them out with other races which all had some kind of advantage or other. But supposedly whatever programmer was supposed to implement this bonus mixed up the abbreviations for halfling and human and applied it to halflings. (Don't ask me how you mix up HFL and HUM but that's the tale I heard!) The bonus went live and by the time anybody discovered it the powers-that-be decided it would be too much work, or require too much explaining (not to mention admitting an embarassing mistake) to fix it.
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#166 Jan 16 2008 at 11:52 AM Rating: Excellent
The first two years of the game, 90% of players or more SWORE that humans had an experience bonus.

I actually made a human and a non human, grouped them, and leveled them together - aand they dinged the SAME TIME for several levels - that or the non human dinged EARLIER than the human (maybe it was a halflink, I forgot).

Many did not believe me.

Why? THe power of the printed word.

The literature on the game said humans had an exp bonus. They believed.
#167 Jan 17 2008 at 8:22 PM Rating: Excellent
Did you know ..

About beer muscles.

Alcohol Tolerance has a place in the game, but for now I just want to discuss the effects of drinking and getting drunk. When your character drinks in-game alcohol it alters your stats. All of your primary stats get altered except for Charisma.

Every drink will lower your Wisdom and Intelligence, also lowering your mana pool if you have one. As you drink more, other stats will be altered, depending on the strength of the drink and your alcohol tolerance.

You will start weaving when you walk.

The second things to be altered will be your Armor Class and Attack rating. Before your melee stats change even, your AC will take a big hit, and your attack rating will drop too. I think it lowers by a percentage of your stats, not a set number, but I haven't tested it that far.

You will be forced into first person view if you are not already. Sounds will start to reverberate. You will start weaving from side to side even when not walking.

Finally your melee stats will start changing. Strength and Stamina actually go up. The increased STA will boost your HP, but the increased STR does not even begin to make up for the drop in ATK. Your Agility and Dexterity will drop, further lowering the AC and ATK.

Your vision decreases into tunnel vision where you only see clearly what is directly in front of you and very close.

So, if your STA isn't maxed you can gain more HP by getting plastered, but in any sort of combat your crippled AC will mean you take more damage anyway. Also, while the warpy wavy sounds are kinda cool when drunk, the tunnel vision and stumbling from side to side get annoying quick. Although I do love watching a drunk monk pull Smiley: laugh

The beer muscles are the most potentially useful part of in-game alcohol. If you are encumbered you can chugalug to carry more stuff temporarily. If you are doing smithing you may get more skillups if you are drunk.
#168 Jan 19 2008 at 11:24 AM Rating: Excellent
Did you know ..

About in-game maps.

The BACKSPACE button in EQ opens the in-game Atlas. Some zones don’t have maps for them by default and some lack important details you may be looking for. You can replace the game map files with customized maps if you know where to get them.

The one I use is http://eq.mapfiend.net/ which you have to register for, but it’s free. Under the Maps section in left margin, you can get individual maps or bundles based on expansion. Select your downloads and it should give you a .zip file. You have to extract the maps from the .zip file and put them in your game’s map folder.

C:\Program Files\Sony\EverQuest\maps is the default location.

You should be able to do this even if you are running EQ but you won’t see the changes until you exit and reload it I think.

Customizing the maps yourself is another story and not something I'm comfortable enough with to give instructions about.
#169 Jan 20 2008 at 8:03 PM Rating: Excellent
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The map tool is worth messing with. For example, many downloaded Kurns Tower maps are one-height (so height filter does nothing). If Kurn's wasn't so familiar to me I would probably take the time to redraw the map.

If you click on the layer buttons you can figure out which layer the map is mostly on (most downloaded maps only use a layer or two... and often the 2nd layer is that doubled text and lines (like my pok map).

If you have an empty layer, make it active and experiment away. Automap is handy as long as you can safely travel without aggro (i.e., invis). Just remember to shut it off when you leave a wall or river feature you are mapping or you will keep drawing your line of travel.

When adding labels, remember that you can change size and color of the text. Nowadays I pretty much only use the label feature for quest spawns I want to find again on alts. The newer downloaded maps tend to be excellent from what I have seen.

Beware some older downloaded maps have odd PoK books marked on them. I guess either this means someone was joking around or they had some PoK books on test that never went live (Lake of Ill Omen is one I noted among my maps).
#170 Jan 22 2008 at 8:51 AM Rating: Good
did you know

to get to the mephit caves in PoN you can ride up onto the elevated plain if you are gnome sized and on a mount, bypassing the hobgoblins.

it only takes 6 rabbits to go from lvl 1 to lvl 2 in Crescent Reach as a Troll or Iksar shadowknight, but it takes 11 as a halfling warrior. Most race/classes take 10.

Cyndereela was a super fast spawn, easy kill female necro near the Fear portal that pple used to camp for levels

Edited, Jan 22nd 2008 12:08pm by Crockett
#171 Jan 22 2008 at 9:17 AM Rating: Excellent
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Until last night I thought this was common knowledge;

Many of the little fishing type boats are useable. In the Ocean of Tears, Lake Rathe, The Buried Sea, and likely other places, you'll find boats lying around on shore. Jump on board and right click the deck and...."You're now at the Helm, Captain". You'll control them until with your directionals just like you'd control your character.

The OoT boats used to go pretty slow, the TBS ones are pretty fast comparatively. They'll keep you out of shark-infested waters, eh.
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#172 Jan 22 2008 at 12:48 PM Rating: Excellent
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Did you know, when you cast spells and move in any direction that they are interrupted? Of course you did, but did you know if you get back to the exact spot where you started casting it wont be interupted. Give it a shot..find a corner and mash yourself into it real good. Cast a spell with a very long casting time, run around like a maniac and go back to the corner before the spell is finished casting and stand still.
#173 Jan 22 2008 at 12:51 PM Rating: Excellent
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greblok wrote:
Did you know, when you cast spells and move in any direction that they are interrupted? Of course you did, but did you know if you get back to the exact spot where you started casting it wont be interupted. Give it a shot..find a corner and mash yourself into it real good. Cast a spell with a very long casting time, run around like a maniac and go back to the corner before the spell is finished casting and stand still.


Just tested this, now thats funny.
#174 Jan 30 2008 at 9:42 PM Rating: Excellent
There is one SMALL benefit to doing the Crescent Reach tradeskill quests that the Abysmal Sea ones dont... faction. You do gain Cirlce of Crystalwing faction each time you finish one of the little miniquests while raising your skills.

How helpful the benefit....who knows...
#175 Feb 04 2008 at 8:02 AM Rating: Good
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Vhalen lives in South Karana.

He is a Bard.
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#176 Feb 04 2008 at 7:08 PM Rating: Excellent
Another thread had me looking up the manuals in my EQ directory and I found the answer to one of my questions.

Here is a list of chat channel commands, including moderator:

Chat System Command List

/chat set <channel-list> --- Makes you a member of all of the channels listed. You will be joined to those channels in the order listed (see /join below for details on what 'joining' a channel means). This will remove you from all previously joined channels. If you just want to join a new channel, use the /join command

/join <channel-list> --- Allows you to join the channel or channels listed. If the channel does not yet exist it will create the channel and you will be added as a moderator for the channel (see below for moderator commands). Note: You may use spaces when creating a channel. But when the channel is created those spaces will be removed. So if you "/join fluffy bunny" the channel created will be "fluffybunny"

/leave <channel> --- This will remove you from the channel. Note: You must specify a channel, either by name or by number, or the command will fail

/leaveall --- Removes you from all channels

/list [channel] --- Using this command without the [channel] parameter will list all of the channels that you are joined to, the channel number, and will give a numeric value for the number of people in that channel. The channel number is specific to individual users, so two people in the same channel may not have the same channel number for that channel. Using the command with a [channel] parameter will list the members of the channel by name

/announce [on | off] --- Toggles on and off the announcements heard when people join or leave channels. This is set OFF by default

/chat #<channel-name> <message> --- Sends the message to the channel named. You must have the # symbol, that is not a hint to use a number

/<1..10> <message> --- Sends the message to the chat channel number listed. You can discover the number of the channels you are joined to by using /list. If no channel number is specified the message will be sent to you first chat channel (whichever is your channel number 1)

/chat help --- Displays a list of chat channel commands


Channel Moderator Command List

/chat invite <character-name> [channel] --- Sends an invitation to the specified character to join a the chat channel. If no channel is specified the character will be invited to join your first channel (whichever channel is your channel number 1). The invitation arrives as a text message. If the channel is password protected, the invited person can enter the channel only once without a password

/chat grant <character-name> [channel] --- Grants moderator privileges in the channel specified to the character named. If no channel is specified the character will be given moderator privileges to your first channel (whichever channel is your channel number 1)

/chat password <password> [channel] --- Sets the password for the channel specified. If no channel is specified the password will be applied to your first channel (whichever channel is your channel number 1). Note: A password protected channel is the only type of channel that is semi-permanent. Such a channel will disappear after it has been empty for 24 hours. All other channels cease to exist once they are empty

/chat kick <character-name> [channel] --- Kicks the character named off of the chat channel listed. If no channel is specified the character will be kicked our of your first channel (whichever channel is your channel number 1)

/chat moderate [channel] --- Sets the specified channel to 'moderated' mode. This means that only those given 'voice' in the channel will be able to speak in that channel. If no channel is specified your first channel (whichever channel is your channel number 1) will be set into moderated mode. This is a toggle command, so if you execute this command a second time the channel will return to unmoderated status.

/chat voice <character-name> [channel] --- Give the named character the ability to speak in a moderated channel. If no channel is specified the character will be allowed voice in your first channel (whichever channel is your channel number 1)
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