Elder Treant - Null
Red Dragon - Dragonstone
Genevieve - Brilliant Crystal Shard
A Blackguard Burton dropped a Chapel Key.
Purity got the Zealot Blade.
An Ethereal Confine dropped a Pendant of Light.
05 February 2025 - 09:42 PM
Elder Treant - Null
Red Dragon - Dragonstone
Genevieve - Brilliant Crystal Shard
A Blackguard Burton dropped a Chapel Key.
Purity got the Zealot Blade.
An Ethereal Confine dropped a Pendant of Light.
09 January 2025 - 08:35 PM
23 December 2024 - 08:50 PM
Thank you for laying out the playing field so that I can better follow the trends and norms y'all are experiencing.
Similar to Main as a basis, but different in several ways - particularly the gold bottleneck on leveling.
23 December 2024 - 08:39 PM
Well, as I review the training weapons more closely, I see better what Stig means.
Most of those monsters would be toast on Main without multipliers, and so the multipliers would be pointless for bear, bandit, wolf, and such would really only work for a party of 5 or less, I guess. So, duplicating most of the weapons does not make sense for Main.
However, I still request consideration of the concept. Better Main-specific training weapons and possibilities of x2 damage on certain Main monsters/areas:
In the current system, a big party is best off running in a big square killing Sand Spiders, Museum monsters, or things near pubs. Alternatively, they can power train on Maneaters with Machete if they move fast, or a smaller party can absolutely-uber-train on Pygmy Statues using Torches. So boosted training already exists outside of the GM-crafted weapons.
In my mind, these additions would expand what areas are good for training, and they may encourage folks to use the wider range of areas rather than grinding the same old squares. I also love how these weapons are available to all (for a price) and have visible damage tables for folks to consider.
23 December 2024 - 07:22 PM
That is all true, but an alternative benefit of the training weapons is that they open lots of other monsters up for training/farming.
I like the idea of being able to gear up a party that could train on Marauders or Tirantek with efficiency, rather than being limited to Dragonclaw Scythe classes and areas or being highly inefficient.
That is why I suggested an even simpler option of the possible Drow and Drider multiplier additional benefits on Keeshe and Har'oloth Velve.
Totally agree that paladins lag the most unless they get Sword of Light and focus train those, and then fighters are second most limited until they get Dragon's Breath and kind of outscale even clickers.
Rangers are missed entirely for damage multipliers, aside from the odd Jungle Bow...
But regardless, thank you for reading and considering!