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nkuvu

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  • All time best video game ever played
    Guild Wars
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  1. The Forest Guardian may respawn, I think I've seen mention of that (but haven't verified for myself). I don't think the other bosses respawn. But what you can do is start a "multiplayer" game. Choose "Multiplayer LAN," select the character you want to play, then Enter Lobby. Create a game (I usually do Free Play just to start on Start Island) then go find the mini-boss you want to kill. You can repeat this as often as you like, the game state isn't saved (but your character is saved, so any gold, experience, or loot you get will remain). For the record, the Start Island has a cave with a bunch of portals that will allow you to go to a lot of different areas -- so you can get pretty close to a lot of bosses. Note that the "multiplayer" in this instance isn't necessarily multiplayer at all. It's being hosted on your local computer, so you won't have things like lag, and no one will be able to join your game unless they're on your local network (most people aren't on a LAN at all).
  2. The ghost warriors in the jungle are glitched, from what I've read. They're not supposed to stay invisible forever (but obviously they do). You can still use Area of Effect skills to kill them, but that's no good if your character isn't set up for it. For example, if you're playing a Seraphim based on Revered Technology, you can use Flaring Nova to kill the invisible ghost warriors. If you're playing a Seraphim based on Celestial Magic, you can use Radiant Pillar. If you're playing a Seraphim based on Exalted Warrior... run away. Well, you can still kill them with armor and items that reflect damage, so running away may not be necessary. But you'd still have to stand around and wait for them to kill themselves, rather than being able to target them. There's a dragon on one of the islands near Dryad Island that does the same permanent-invisibility thing. Really annoying. And yes, undead resurrect. Sometimes a bunch. But that's what the potions of undead death are for (the purple potions).
  3. No, I've found a ton of sound files that I have no idea what they're for. For example, the energy pistol has a number of "miss" sounds that I've never heard in game. There are also a ton of NPC faction-based quotes, no idea what those are for. And the heroes have quotes like "my fire based weapon isn't very effective here." They also have a few "busy" quotes ("no time for that") that I've never heard. Tons of stuff that I haven't encountered in game. Note that I have heard my Seraphim say "This area seems peaceful" -- but that Seraphim hadn't done all quests in the area, and I don't remember what level she was (but it happened when she zoned into Sloeford). Random note about the sound files: I'm amused that the Kobolds are referred to as Gnomes in the sound file titles. But it seems like some details changed at some point, so it doesn't surprise me that some sound files aren't used.
  4. I should also mention that the characters say slightly different things depending on the campaign. But again, not a huge difference. I checked out the crypts, and as far as I can tell, they're not explorable areas in any way. I get the standard "no entry" cursor when I move the cursor over the crypt gates.
  5. Not sure which crypts you mean, and wouldn't know if they're open-able anyway. All I know about the Shadowy Catacombs is that the Shadow Warrior starts there. /helpful The Shadow and Light campaigns are both pretty similar. You fight Gar'Colossus, Octagolamus, a dragon (which dragon depends on the campaign, but it's still a dragon), Carnach, the Fog (Shadow campaign fights the Fog once, Light campaign fights it three times), Garganthropod, the winged demon thing, Facetteleon, and the Nameless Guardians. The motivation for fighting each boss is slightly different. That's just speaking to the main quest line, of course. Side quests are at least a little different in what's offered (there's a quest in Thylysium that my Shadow characters can take that isn't in the Light campaign, but haven't explored all differences so don't know how extensive those differences are). But if the same quest is offered, both campaigns do the same thing. In other words, if my Light character takes the Kobold Chieftain quest, it will be the same quest as the Kobold Chieftain quest that my Shadow character takes. In short, I'd say no, they're not very different. My Shadow characters still can't kill NPCs, and still auto-accepts things like the Holdup quest (which makes zero sense to me, let her die, I'm evil and don't care).
  6. I think that's a different mine. There's one in the north east corner of the Elven lands, near Bluestonbury, that has a few quests in and out of the mine. The Kidnapped quest is in human lands near Artamark's Gate. There have been several people posting about glitches with the Kidnapped quest on the official forums, with no clear resolution. The Kidnapped quest should have you kill the foreman and two guards, then escort the miners back where you got the quest. But lots of people say that only the foreman was available to kill.
  7. I've picked up a few Ring of the Winds when messing around with the balance.txt file.* Unique rings that give bonuses to attack and run speed. Obviously not highly beneficial to multiplayer games where you can't edit balance.txt, just saying that there are rings out there. The ones I found were level 6 and level 24, but don't remember the exact number of the bonus offhand. * side note: Editing balance.txt file for lots of rare drops makes the game very boring. Just in case anyone was wondering. I've reverted those changes.
  8. bhj

    welcome to darkmatters Wonder Tortoise ;)

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