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*''Notes: L=Lockers, |
*''Notes: L=Lockers, N=News, T=Trashcan, F=Fireplace, B=Bar, S=Seating'' |
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==Annexes Table (Example 1)== |
==Annexes Table (Example 1)== |
Revision as of 08:55, 28 November 2019
Just a place for me to 'speriment.
Silvergate Locker Table
Annexes Table New
Location | Building Name House Annex Name |
Building Lich ID House Annex Lich ID |
Enter Locker Exit Locker |
Notes* |
---|---|---|---|---|
Icemule Trace | Silvermule Gaming Hall: | 20015 | in: lean t book, go cur out: go cur, pull lev |
1L, N, T |
Cloudberry Room | 20015, go cloudberry arch | |||
Kharam Dzu (Teras Isle) |
Adventurer's Rest: | 1934 | in: pull tome, go cur out: go cur, pull lev |
1L, N, T |
Opal Lounge | 27389 | |||
Mist Harbor | Hale Hall: | 3652 | in: go cur out: go cur |
1L, T |
Annex, Silvergate Inn Lobby | 27634 | |||
River's Rest | Timor's Storage: | 10952 | in: W, go cur out: go cur, E |
1L, N |
Silvergate Inn Annex | 27903 | |||
Solhaven | Solhaven Warehouse: | 5689 | in: go open out: go open |
2L, N, T |
Lockers, Antechamber | 5689, e, go stair, w, w, n, n, n, go door | |||
Ta'Illistim | The Lost Home: | 13255 | in: pull scon, go open out: go open, pull ring |
1L, N, T, F |
The Hunting Lounge | 24495 | |||
Ta'Vaalor | Dancing Dahcre: | 10398 | in: pull stat, go open out: go cur, pull ring |
1L, N, T, F, B |
Mana Sword Dahcre Chamber | 10413, go silver arch | |||
Wehnimer's Landing | Silvergate Inn: | 3735 | in: go boar, D, go cur out: go cur, go sta, out |
6L, N, T, B, S |
Silvergate, Hallway | 21250 | |||
Zul Logoth | Rockslinger's: | 9494 | in: go cur out: go cur |
1L, N, T, S |
Silvergate Annex | 9499, go silver arch |
- Notes: L=Lockers, N=News, T=Trashcan, F=Fireplace, B=Bar, S=Seating
Annexes Table (Example 1)
Location | Building Name House Annex Name |
Building Lich # Annex Lich # |
Enter Locker Exit Locker |
Notes |
---|---|---|---|---|
Icemule Trace | Silvermule Gaming Hall: | 20015 | in: lean tart book, go curtain out: go curtain, pull lever |
1 locker stall, blackboard (inn news), wastebasket (trash) |
Cloudberry Room | 20015, then: go cloudberry arch | |||
Kharam Dzu (Teras Isle) | Adventurer's Rest: | 1934 | in: pull tome, go curtain out: go curtain, pull lever |
1 locker stall, blackboard (inn news), wastebasket (trash) |
Opal Lounge | 27389 | |||
Mist Harbor | Hale Hall: | 3652 | in: go curtain out: go curtain |
1 locker stall, bin (trash), no inn news yet |
Annex, Silvergate Inn Lobby | 27634 | |||
River's Rest | Timor's Storage: | 10952 | in: W, go curtain out: go curtain, E |
1 locker stall, blackboard (inn news), no trash can yet |
Silvergate Inn Annex | 27903 | |||
Solhaven | Solhaven Warehouse: | 5689 | in: go opening out: go opening |
2 locker stalls, blackboard (inn news), wastebasket (trash) |
Lockers, Antechamber | 5689, then: E, go stair, W, W, N, N, N, go door | |||
Ta'Illistim | The Lost Home: | 13255 | in: pull sconce, go opening out: go opening, pull ring |
1 locker stall, blackboard (inn news), wastebasket (trash), fireplace |
The Hunting Lounge | 24495 | |||
Ta'Vaalor | Dancing Dahcre: | 10398 | in: pull statue, go opening out: go curtain, pull ring |
1 locker stall, blackboard (inn news), wastebasket (trash), fireplace, bar with refreshments |
Mana Sword Dahcre Chamber | 10413, then: go silver arch | |||
Wehnimer's Landing | Silvergate Inn: | 3735 | in: go boar, D, go curtain out: go curtain, go stair, out |
6 locker stalls, welcome home! |
Silvergate, Hallway | 21250 | |||
Zul Logoth | Rockslinger's: | 9494 | in: go curtain out: go curtain |
1 locker stall, blackboard (inn news), wastebasket (trash), bench (seat) |
Silvergate Annex | 9499, then: go silvergate arch |
Annexes Table (Example 2)
Location | Building Name House Annex Name |
Building Lich ID House Annex Lich ID |
Enter Locker Exit Locker |
---|---|---|---|
Icemule Trace | Silvermule Gaming Hall: | 20015 | enter: lean tart book, go curtain exit: go curtain, pull lever |
Cloudberry Room | 20015, then: go cloudberry arch | ||
Kharam Dzu (Teras Isle) |
Adventurer's Rest: | 1934 | enter: pull tome, go curtain exit: go curtain, pull lever |
Opal Lounge | 27389 | ||
Mist Harbor | Hale Hall: | 3652 | enter: go curtain exit: go curtain |
Annex, Silvergate Inn Lobby | 27634 | ||
River's Rest | Timor's Storage: | 10952 | enter: W, go curtain exit: go curtain, E |
Silvergate Inn Annex | 27903 | ||
Solhaven | Solhaven Warehouse: | 5689 | enter: go opening exit: go opening |
Lockers, Antechamber | 5689, then: E, go stair, W, W, N, N, N, go door | ||
Ta'Illistim | The Lost Home: | 13255 | enter: pull sconce, go opening exit: go opening, pull ring |
The Hunting Lounge | 24495 | ||
Ta'Vaalor | Dancing Dahcre: | 10398 | enter: pull statue, go opening exit: go curtain, pull ring |
Mana Sword Dahcre Chamber | 10413, then: go silver arch | ||
Wehnimer's Landing | Silvergate Inn: | 3735 | enter: go boar, D, go curtain exit: go curtain, go stair, out |
Silvergate, Hallway | 21250 | ||
Zul Logoth | Rockslinger's: | 9494 | enter: go curtain exit: go curtain |
Silvergate Annex | 9499, then: go silvergate arch |
Annexes Table (Example 3)
Location | Building | House Annex Name (RNUM) | Lockers | Inn News? | Trash? |
---|---|---|---|---|---|
Icemule Trace | Silvermule Gaming Hall (20015) | Cloudberry Room (20015, then: Cloudberry Arch) | 1 | blackboard | wastebasket |
Kharam Dzu (Teras Isle) |
Adventurer's Rest (1934) | Opal Lounge (27389) | 1 | blackboard | wastebasket |
Mist Harbor | Hale Hall {3652) | Annex, Silvergate Inn Lobby (27634) | 1 | no | bin |
River's Rest | Timor's Storage (10952) | Silvergate Inn Annex (27903) | 1 | blackboard | N/A |
Solhaven | Solhaven Warehouse (5689) | Lockers, Antechamber (5689, then: E, Go Stair, W, W, N, N, N, Go Door) | 2 | blackboard | wastebasket |
Ta'Illistim | The Hunting Lounge | ||||
Ta'Vaalor | Dancing Dahcre, Hallway (10413) | ||||
Zul Logoth | Rockslinger Relocation Services | Silvergate Annex | 1 | blackboard |
Annexes Table (Example 4)
Location | Building House Annex Name |
RNUM | Enter Locker Exit Locker |
---|---|---|---|
Icemule Trace | Silvermule Gaming Hall: Cloudberry Room |
20015 20015, then: Cloudberry Arch |
enter: lean tart book, go curtain exit: go curtain, pull lever |
Kharam Dzu (Teras Isle) |
Adventurer's Rest: Opal Lounge |
1934 27389 |
enter: pull tome, go curtain exit: go curtain, pull lever |
Mist Harbor | Hale Hall: Annex, Silvergate Inn Lobby |
3652 27634 |
enter: go curtain exit: go curtain |
River's Rest | Timor's Storage: Silvergate Inn Annex |
10952 27903 |
enter: W, Go Curtain exit: Go Curtain, E |
Solhaven | Solhaven Warehouse: Lockers, Antechamber |
5689 5689, then: E, Go Stair, W, W, N, N, N, Go Door |
enter: go opening exit: go opening |
Ta'Illistim | The Lost Home: The Hunting Lounge |
24495 | enter: pull sconce, go opening exit: go opening, pull ring |
Ta'Vaalor | ________: Dancing Dahcre, Hallway |
10413 | |
Zul Logoth | Rockslinger's: Silvergate Annex |
Annexes Table (Example 5)
Location | Building | House Annex Name (RNUM) | Lockers | Inn News? |
---|---|---|---|---|
Icemule Trace | Cloudberry Room | |||
Kharam Dzu | Adventurers' Rest (1934) | Opal Lounge (27389) | ||
Mist Harbor | Annex, Silvergate Inn Lobby | |||
River's Rest | Timor's Storage | Silvergate Inn Annex (27903) | 1 | blackboard |
Solhaven | Lockers, Antechamber | |||
Ta'Illistim | The Hunting Lounge | |||
Ta'Vaalor | ||||
Zul Logoth | Rockslinger Relocation Services | Silvergate Annex | 1 | blackboard |
Annexes Table (Example 6)
Location | Building House Annex Name |
RNUM | Enter Locker Exit Locker |
---|---|---|---|
Icemule Trace | Silvermule Gaming Hall: Cloudberry Room |
||
Teras Isle | ________: ________ |
||
Mist Harbor | ________: Annex, Silvergate Inn Lobby |
||
River's Rest | Timor's Storage: Silvergate Inn Annex |
27903 | |
Solhaven | ________: Lockers, Antechamber |
||
Ta'Illistim | The Lost Home: The Hunting Lounge |
24495 | enter: pull sconce, go opening exit: go opening, pull ring |
Ta'Vaalor | ________: ________ |
||
Zul Logoth | Rockslinger's: Silvergate Annex |
Mirrors of Elanthia
Cysaegir:
- [Rhyaesdid Hall, Second Floor - 17132] (upper level)
- [Rhyaesdid Hall, Locker Annex - 9681] (lower level)
- [Rhyaesdid Hall, Locker Annex - 9682] (lower level)
Wehnimer's Landing
- Elaraeyn's Boutique - 4051
- Elaraeyn's Boutique - 4052
- Temple Wedding Room
Shields Section for Loresinging Article
Young bards (and some of us older ones) need this information.
Shields
Shields yield special messaging which reveals the ________ in the ________ verse. The loresong will also reveal the fact that the item is/was/has ________, though this information is already available via the ________.
Loresinging will never discover the type (small, medium, large, tower) of shield; to find that information, INSPECT the shield.
A standard shield made from magical materials (such as mithril or vultite) with no enhancives will yield the following messaging:
- First verse (reveals standard information about weight, value, material):
- The first thing that strikes you about the aegis is the weight, which is about 7 pounds. In your best estimation, it's worth about 17,000 silvers. You can also tell that the imflass aegis is predominantly crafted of imflass.
- Second verse (reveals purpose, faint aura of magic alludes to magic material):
- You sense a faint aura of magic surrounding the aegis. From the pitch of the vibration you determine that the purpose of the aegis is as a shield.
- Third verse (reveals enchant, alludes to a defensive purpose):
- It has a bonus of +12 from a normal aegis, and the way it vibrates in tune with your voice tells you that it serves some type of defensive purpose, different from that of normal armor.
- Fourth verse (reveals sanctification/bless and defensive purpose):
- The magical harmonics reveal that this is an item which serves as a shield when held in the left hand.
- You feel that you have reached the end of the aegis's song.
Examples of special messaging for shields:
- spikes
- ensorcell
- cleric blessed
- sanctified
- Verse 2: You sense that this is some type of holy item.
- Verse 4: The harmonics generated tell you that the shield has been sanctified for use by a Cleric or Paladin in the fight against the undead.
Tiers Table Examples
Example 1: Wing Status
TIER | VERB | WING STATUS |
FIRST | THIRD |
---|---|---|---|---|
Locked (Tier 1) |
VERB | Retracted | Message1 | Message3 |
Extended | Message1 | Message3 | ||
VERB | Retracted | Message1 | Message3 | |
Extended | Message1 | Message3 | ||
VERB | Retracted | Message1 | Message3 | |
Extended | Message1 | Message3 | ||
VERB | Retracted | Message1 | Message3 | |
Extended | Message1 | Message3 | ||
Unlocked (Tier 2) |
VERB | Retracted | Message1 | Message3 |
Extended | Message1 | Message3 | ||
VERB | Retracted | Message1 | Message3 | |
Extended | Message1 | Message3 | ||
VERB | Retracted | Message1 | Message3 | |
Extended | Message1 | Message3 | ||
VERB | Retracted | Message1 | Message3 | |
Extended | Message1 | Message3 | ||
VERB | Retracted | Message1 | Message3 | |
Extended | Message1 | Message3 | ||
VERB | Retracted | Message1 | Message3 | |
Extended | Message1 | Message3 | ||
VERB | Retracted | Message1 | Message3 | |
Extended | Message1 | Message3 | ||
VERB | Retracted | Message1 | Message3 | |
Extended | Message1 | Message3 |
Example 2: Conditional Verbs
TIER | VERB | FIRST | THIRD |
---|---|---|---|
Tier 1 | VERB | CONDITION Message1 | Message3 |
CONDITION Message1 | Message3 | ||
CONDITION Message1 | Message3 | ||
CONDITION Message1 | Message3 | ||
CONDITION Message1 | Message3 | ||
VERB | CONDITION Message1 | Message3 | |
CONDITION Message1 | Message3 | ||
CONDITION Message1 | Message3 | ||
CONDITION Message1 | Message3 | ||
CONDITION Message1 | Message3 | ||
VERB | Message1 | Message3 | |
Tier 2 | VERB | CONDITION Message1 | Message3 |
CONDITION Message1 | Message3 | ||
CONDITION Message1 | Message3 | ||
(situation) Message1 | Message2 |
Shopping in Elanthia
Does a page like this already exist?
I need to first research IF such a guide as this exists, or, is someone else already working on such a thing, in which case, I offer to help contribute instead of making a new page.
Tell about Ways to Shop
I also want to be sure to include a discussion of the various "ways to shop" in Elanthia, because I find that even players for over 20 years sometimes don't know much about some of the shopping options that exist. These include: forum shopping, player shops, backrooms, special event merchants, GALD merchants. Merchant Guide has excellent technical information. Some pages about these various things may already exist, but I have yet to find any general shopping guide that does what I hope to see in Shopping in Elanthia.
Tie together existing info
I want this guide to have links to all pertinent pages concerning shopping and things that affect shopping in various settings.
- Trading
- Citizenship
- Race
- Etc
Explain and Demonstrate
I would also like for it to show a non-researchy and not-too-in-depth comparison of the bonuses and penalties of various shopping modifiers. It does not need to look like a table or chart of information, those exist elsewhere, and are often difficult to understand in terms of "what does this mean for me when i go to buy a heavy backpack from the General Store in Wehnimer's Landing if I am a human?"
Bonuses and Penalty Examples
I hope to add a few examples of what a bonus or penalty ACTUALLY LOOKS LIKE when you are shopping, although this requires more testing or research:
TRADING BONUS kicks in (though other things may be kicking in as well here, including INFLUENCE BONUS/PENALTY and/or RACIAL BONUS/PENALTY, although I'm pretty sure if you are getting a RACIAL PENALTY, you will notice they look at you funny and often mention they don't like "your kind"... need to find examples of that):
You ask about the price of a leather lockpick case. You draw closer to Nerm in a friendly way, sharing a few bits of local gossip to draw him out a bit before getting down to business. Perhaps the tactic worked, for he knocked some off to reach the final price of 2838 silvers.
Then CITIZENSHIP BONUS kicks in:
You ask about the price of a leather lockpick case. Nerm says, "Since you're a citizen of this town, I'll drop the price to 2554."
Slim Jyhm's, Picks 'n Such is the origin of the above examples.
Ways to Save
Include this "tips and tricks" section for young and old folks alike...
"Cheapest Deepest" containers
Because you don't have to spend a million to find a decent looking cloak that holds a significant amount. Etc.
Common Things You Thought Required GALD
Note common shops where you can find really nice-looking or customized stuff... OR mining stuff... OR pirate stuff... OR aelotoi stuff... OR a nice-enough-looking ball gown for a young player.
Lightening/Deepening Notes
These need their own page worked on and linked in to this guide. They seem to be one of the ways people waste a lot of money without realizing they are wasting at all. I see a lot of people wasting millions sometimes because someone else misled them about how these notes work. That's why I want to include a reference to this in Shopping in Elanthia. Let the Buyer Beware!
Pawnshops
Discuss ways to find what you're looking for at the local pawnshops, including highlight strings, aliases for looking at all the tables without typing out all those confounded table names, and TAP/GET/INSPECT before you buy!
Player Shops
Warn about moldy food and drinkables. Warn about shops sometimes overcharging and the value of comparison shopping. Warn about checking gswiki to be sure that 4 million silver item in a player shop is not commonly available in the General Store in Wehnimer's Landing.
Jewelry Shops
Believe it or not, some players still don't know that jewelry shops contain sales tables with clasps, imbeddables, and some interesting jewelry. They need to know!
Helpful Links
To look up that fantastic item you see at the pawnshop but are not sure what it is or does:
- [ps.lichproject.org Search Player Shops]
- [gswiki.play.net Search Gswiki]
- [www.google.com Search Google]
Future Project
Side project for my next two week vacation: Figure out which shops in each town are affected OR UNAFFECTED by citizenship status, racial bonus, level, trading bonus, etc. I have noticed that even in towns with a racial penalty, sometimes it seems that not EVERY merchant gives the penalty, however, I want to check that out in depth to be sure I'm not just wrong. This project would take extensive testing and logging and comparison of various NPC merchant messages for different characters.