W00t! post 1800
Where Are Limpwurt Roots? I've looked all over :(
#16
Posted 16 November 2003 - 06:28 PM
Hobgoblin mine is chock full of them 
W00t! post 1800
W00t! post 1800
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<B>DarkStorm Character Information</B>
Money: 1240 UniCreds
Items for Use: 3 boom stones, 3 runes of blasting, 47 Vesuul, 1 bricken, 1 Mythrite Pick, 1 skyrite pick, One Class 1 Energy Field Generator, 1 Ruby
Mining Level: 5 (1600 EXP)
Smithing Level: 1
<B>Character Stats:</B>
Total Posts:3681
Total Stat Points: 83
Strength: 1 = 0 stat point used
Intelligence: 35= 19 stat points used + Staff + Race power bonus
Hit Points: 2220 Hp= 74 stat points used
EP Reduction: 35 X 15 =-525 EP
DP UP : + 2
Banana Boy- Familiar
Alignment: Light
Xanthor Drathos - Sorceror
Class info:
Sorcerer: Like wizards, but bound to darkness. Sorcerers practice spells of destruction and darkness. Like wizards, they are physically weak, though can do massive damage if given the chance to cast a spell.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
Hometown: Shral Valeron
Race: Dark Elves: Diverging into the path of Darkness at an undetermined date during the Second Age, Dark Elves have become one of the few true evil races in Earthia. They consider Undead to be below them, and scowl at all races and classes not allied with Darkness. While they are not known to hide in the shadows like other Dark races, they are probably one of the most capable of directly harnessing the dark powers of the world to do their bidding.
- For Dark classes: Intelligence + 10; At a post count of 4000, Intelligence + 20 instead
Me Spells
Sorcerer:
- Dark Grip (0): EC=5; DP=4: Surrounds the target with a dark mist, doing minor damage.
- Choke (0): EC=7; DP=5: The Sorcerer holds out his/her hand and chokes the target, doing minor damage.
- Stun Target (0): EC=7; DP=0; Effect = Stun: Target cannot take any actions or move: Prevents target from taking any actions for 20 seconds. Will not take away the target's next turn in battle.
- Blast of Darkness (150): EC=50; DP=35: A conjured wave of darkness slams the target.
- Dimensional Ripple (200): EC=70; DP= 40; Effect = Stun: Target cannot take any actions or move: Attack spell that also stuns the target for 20 seconds. Will not take away the target's next turn in battle.
- DarkForce (300): EC=120; DP=75: Darkness crushes the target from all directions.
- Levitate (350): EC=200; Effect = Levitate: Prevents damage from ground based attacks as long as the target (anyone) is in the region.
- Suffocate (450): EC=200; DP=50 Each Turn For Following 3 Turns: The air is removed around the target, suffocating him/her. Does minor damage for three turns (along with additional attacks for the following two).
- Ground Shock (600): EC=250; DP=110: Will not affect levitated targets
- Dimensional Wave (800): EC=400; DP=160: The dimension is warped around the target, causing a large amount of damage.
- Evil Cyclone (1200): EC=500; DP=180: A temporary portal to the dark world opens, consuming the target in a cyclone of shadows, ultimately crushing him/her.
- Death's Warning (1200): EC=100; DP=0: Will cause great fear to the target and cause him/her to leave the location and go back into the general region. Will not affect Wizards.
-> Storm of Darkness (1500): EC=750; DP=260: The powers of the ancient sorcerer are summoned, showering the target in flames and consuming him/her in darkness.
- Summon Familiar (2000): EC=500; Effect = Summon a Familiar to travel/ Can do anything except attack or use abilities: Allows you to summon a familiar and send it to other areas. It cannot attack and will come back to you if attacked.
-> Dimensional Crack (2000): EC=1000; DP=400: A local form of Dimensional Storm targeting one character. The target temporarily experiences the effects of being caught between dimensions in this destructive spell.
- Destroy Light (2500): EC=2000; DP=HP of the summoned target (if the summoner is below your post count): Will defeat any summoned being of light which is under the control of someone of a lesser post count.
- Summoning of Destruction (3000): EC=2300; DP=750: The Sorcerer uses the powers of the ancients to conjure a local cataclysm.
- Dark Gate (3200): EC=800; DP=0: Will send a friendly target back to his/her hometown as an evacuation.
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<td style="filter:dropshadow(color=black, strength=1)"><font color=white><marquee style="color: FFFFFFF" scrollamount=1 width=351 height=80 direction=up><center>
<B>DarkStorm Character Information</B>
Money: 1240 UniCreds
Items for Use: 3 boom stones, 3 runes of blasting, 47 Vesuul, 1 bricken, 1 Mythrite Pick, 1 skyrite pick, One Class 1 Energy Field Generator, 1 Ruby
Mining Level: 5 (1600 EXP)
Smithing Level: 1
<B>Character Stats:</B>
Total Posts:3681
Total Stat Points: 83
Strength: 1 = 0 stat point used
Intelligence: 35= 19 stat points used + Staff + Race power bonus
Hit Points: 2220 Hp= 74 stat points used
EP Reduction: 35 X 15 =-525 EP
DP UP : + 2
Banana Boy- Familiar
Alignment: Light
Xanthor Drathos - Sorceror
Class info:
Sorcerer: Like wizards, but bound to darkness. Sorcerers practice spells of destruction and darkness. Like wizards, they are physically weak, though can do massive damage if given the chance to cast a spell.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
Hometown: Shral Valeron
Race: Dark Elves: Diverging into the path of Darkness at an undetermined date during the Second Age, Dark Elves have become one of the few true evil races in Earthia. They consider Undead to be below them, and scowl at all races and classes not allied with Darkness. While they are not known to hide in the shadows like other Dark races, they are probably one of the most capable of directly harnessing the dark powers of the world to do their bidding.
- For Dark classes: Intelligence + 10; At a post count of 4000, Intelligence + 20 instead
Me Spells
Sorcerer:
- Dark Grip (0): EC=5; DP=4: Surrounds the target with a dark mist, doing minor damage.
- Choke (0): EC=7; DP=5: The Sorcerer holds out his/her hand and chokes the target, doing minor damage.
- Stun Target (0): EC=7; DP=0; Effect = Stun: Target cannot take any actions or move: Prevents target from taking any actions for 20 seconds. Will not take away the target's next turn in battle.
- Blast of Darkness (150): EC=50; DP=35: A conjured wave of darkness slams the target.
- Dimensional Ripple (200): EC=70; DP= 40; Effect = Stun: Target cannot take any actions or move: Attack spell that also stuns the target for 20 seconds. Will not take away the target's next turn in battle.
- DarkForce (300): EC=120; DP=75: Darkness crushes the target from all directions.
- Levitate (350): EC=200; Effect = Levitate: Prevents damage from ground based attacks as long as the target (anyone) is in the region.
- Suffocate (450): EC=200; DP=50 Each Turn For Following 3 Turns: The air is removed around the target, suffocating him/her. Does minor damage for three turns (along with additional attacks for the following two).
- Ground Shock (600): EC=250; DP=110: Will not affect levitated targets
- Dimensional Wave (800): EC=400; DP=160: The dimension is warped around the target, causing a large amount of damage.
- Evil Cyclone (1200): EC=500; DP=180: A temporary portal to the dark world opens, consuming the target in a cyclone of shadows, ultimately crushing him/her.
- Death's Warning (1200): EC=100; DP=0: Will cause great fear to the target and cause him/her to leave the location and go back into the general region. Will not affect Wizards.
-> Storm of Darkness (1500): EC=750; DP=260: The powers of the ancient sorcerer are summoned, showering the target in flames and consuming him/her in darkness.
- Summon Familiar (2000): EC=500; Effect = Summon a Familiar to travel/ Can do anything except attack or use abilities: Allows you to summon a familiar and send it to other areas. It cannot attack and will come back to you if attacked.
-> Dimensional Crack (2000): EC=1000; DP=400: A local form of Dimensional Storm targeting one character. The target temporarily experiences the effects of being caught between dimensions in this destructive spell.
- Destroy Light (2500): EC=2000; DP=HP of the summoned target (if the summoner is below your post count): Will defeat any summoned being of light which is under the control of someone of a lesser post count.
- Summoning of Destruction (3000): EC=2300; DP=750: The Sorcerer uses the powers of the ancients to conjure a local cataclysm.
- Dark Gate (3200): EC=800; DP=0: Will send a friendly target back to his/her hometown as an evacuation.
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#18
Posted 16 November 2003 - 07:22 PM
limpwurt root is only as hard as you make it.
there are several ways of getting root from the hobgoblin penensula,
1. kill hobgoblins: this works well, becaue you get the loot imediately, however, when you are ready to leave, it can be chalengeing because hobgoblins love to fight injured people aparently.
2. pick it up: A fairly efectivetactic is to run away from goblins an pick up the stuff other players don't keep. lots of people train on hobgoblins and do not pick up any of the loot.
3. pick it up from afar: you can telegrab from most of the hobgoblin penensula, so unless you are afrade of cows, there is one risk free method of getting root of the penensula, telegrab ignored loot.
there are several ways of getting root from the hobgoblin penensula,
1. kill hobgoblins: this works well, becaue you get the loot imediately, however, when you are ready to leave, it can be chalengeing because hobgoblins love to fight injured people aparently.
2. pick it up: A fairly efectivetactic is to run away from goblins an pick up the stuff other players don't keep. lots of people train on hobgoblins and do not pick up any of the loot.
3. pick it up from afar: you can telegrab from most of the hobgoblin penensula, so unless you are afrade of cows, there is one risk free method of getting root of the penensula, telegrab ignored loot.
#20
Posted 21 November 2003 - 04:01 AM
what do limpwurt roots do neway?
.. i get my roots from pirates in the dungeon south of port sarim.. near the special quest dwarf....not so fast loot but pirates drop stuf... 10-80 coins. chaos and nature runes... yeh.. so u can get the roots from them too
seyas!
.. i get my roots from pirates in the dungeon south of port sarim.. near the special quest dwarf....not so fast loot but pirates drop stuf... 10-80 coins. chaos and nature runes... yeh.. so u can get the roots from them too
seyas!
#22
Posted 21 November 2003 - 10:56 AM
| QUOTE |
| In p2p you can get deadly red eggs from the wilderness area inside edgeville dungeon (3 respawns i think), but that doesn't help you at all. I go to volcano, not as many people collect them there. Just server jump to get them. |
It's 4 respawns, and if you fancy server-jumping, you'll get spider eggs extremely fast down there.
#23
Posted 23 November 2003 - 10:40 PM
thanks for the help guys, i will server jump later on. i say about 2 or 3 trips, and then i will make a lot of strength potions.
D3Vil-Hunta: they are combined with red spiders eggs to make strength potions. there are also P2P uses too (i think, but im not sure)
D3Vil-Hunta: they are combined with red spiders eggs to make strength potions. there are also P2P uses too (i think, but im not sure)
Sam's gay
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