Forum Settings
       
Reply To Thread

round three questionsFollow

#1 Jul 28 2013 at 12:38 PM Rating: Decent
*
160 posts
Round three. Just so you guys know, I have a ton of questions and I do research them and try to find out the answers myself, but there are these others that I just can't get info on so here is where I come to find out the elusive stuff. These 4 questions have popped up for me (feel free to respond to all/some/none, of course):

1. Containers: Working on tailoring and was tailoring containers trying to keep my character as light as possible. I was looking at the stats for tailored pristine backpack and tailored pack and they are the same except the backpack weighs 5 and the pack 4 so was going with the pack because I thought, why not it weighs 1 less and is otherwise the same; then noticed another difference, the backpack is container:CLOSED while the pack is container:OPEN (may have that reversed but the thought is the same) but I can find no info on what this difference actually means. What do OPEN/CLOSED mean in relation to containers?

Also, quick side question: try to keep my weight around 40/120 just so I can move fast when necessary. Was wondering, does weight have any cumulative effect? Do I move a bit slower the more weight? Or does everything move the same speed until becoming encumbered? If I keep gathering while encumbered, will I eventually not be able to move? What is the effect of being encumbered?

2. Info: Was doing work in the Bixie slavefarms and ended up with a tome called "The Bixie Evolution" (or, something very close to that- there was another book with it called something similar, but was a magic item): this other book is tagged as a quest item but when I search it on the site it says "quest unknown"- which caused me to wonder- where does the info for the game come from? Does Sony make an EQ book that lists everything in the game? Or is all of the info on the game coming only from players who have figured it out? Half and half? Apparently there is stuff in the game no one knows about (this tome for example)- just wondering how much has been revealed by the designers, how much has been discovered, how much still hidden? <- not looking for exact ratios here, just some mpossible musings based on the info that is available.

3. Invisibility: When I cast invisibility, my name appears in parenthesis; is this how it appears to other players, or does my character actually vanish from their screen? Also, never really worried about it, but my merc, she will also be considered invisible if I am? Or can the NPCs still see the merc if I am invisible?

4. Spells: Two spells I really enjoy (for some odd reason) but both seem a little lame and was wondering if there was some "better way" in using them: the spell Yonder and the Call/Sword of Xuzl. Yonder I like because it is so fast, and back in the olden times of yore (level 20s) it saved my life a bunch of times (while a bunch of times it merely teleported me from the right claw of the enemy, to the left claw /you have been slain!) but I have always kept it in my memorized spells because I just never know when I'll need to try to bail real fast. I was wondering if there were a trick to using this spell that I may not be aware of? Does the spell become better the more I advance in the spell class (alteration maybe?); sometimes I try to face my character in a certain direction with an object in the distance to see if I can "guide" the Yonder spell with my eyes and sometimes it seems to work, but I'm not sure if I'm just noticing a kind of, random proximity that seems to match what I may be trying to do.

The Xuzl spells- I just love the idea of calling the swords but damn if those things aren't weak. I picked this spell up at level 60 thinking "This is going to be cool" but then was really disappointed when I sent the sword out the first time and it just, dead. It seems a good spell for maybe, 20-30 level character but this is a level 60 spell I thought it would be a little cooler. It's easier for me to just lightning bolt whatever it is I'm sending the sword after. I even picked up the Xuzl AA because I thought surely this has to be better- and it is better, but just, still weak. I say to myself there must be a use for this spell type that I'm just not picking up on. I love the idea of the spell but what is it really good for? And should I continue putting AA into the ability as I go up in levels?

Thanks all.
#2 Jul 28 2013 at 1:39 PM Rating: Good
***
2,689 posts
1: OPEN / CLOSED is whether you have the container opened (can see it's contents) or closed, is all.

Run Speed is the same until you become encumbered, or low health (<20% cuts you to 50%, <10% cuts you to 25% of normal (unbuffed)). Encumbering does the same thing, but applies to a buffed speed. Each mutliple of encumberance decreases your speed by that factor, so unencumbered = 0 change, encumbered (100%-199%) = 1/2 speed, encumbered 200%-299% = 1/3 speed, etc. EDIT: I may be off there and it may be 1/2, 1/4, 1/8th, etc. progression, since it seems around 4x Encumbered is when you stop moving without run speed buff. If you weigh enough, you'll start taking falling damage from steps and the like without a levitation. Seen many bazaar mules (8x 25.5 stones for the Trader's Satchels + contents and worn equipment at low level / Strength = tons of encumberance) that get kicked to bind or PoK or whatever and can't really move without a run speed buff and levi to get back a few feet to the door.

See https://everquest.allakhazam.com/wiki/EQ:Items_Containers for some lists of containers to help you figure out what's what.

2: On this particular site, it's all user submitted or collected information. Some things are available from books you can read in-game and some from talking to NPCs, but most of it is from doing it and figuring it out. Especially true of the old world quests without a Quest Journal to tell you what to do. There's alot of stuff in game that either was working originally and then they removed the quest for some reason or the quest never got finished and put in the game. An example is Unrest requires no keys now, but they're still rare drops from when it originally required them (was that only in beta or was it part of the original release?) Then there are the unsolved quests, that actually exist (or did at some point) but were never figured out.

3: I think everyone sees other players now, except for Shroud of Stealth Sneak+Hide Rogues without a see Invis(2) buff, so they they see your name in paranthesis to show you are invis. EDIT: If you're grouped with a SoS rogue, the group will be able to see the rogue. It's useful when boxing if you don't have audio triggers set up for invis fading to be able to see their names to know when they become visible. Audio triggers are better though as they worn you 6 seconds before it drops so you can recast an instant-cast potion without ever becoming visible.

Mercs other than Rogue mercs are always visible, but always indifferent to others, so they get ignored until you aggro something and they start helping you out. Then they're still indifferent to additional mobs, even social ones. Only you can aggro more.

4: Not too up on the specifics of those two spells, but all shadowstep like spells like Yonder are random direction and distance, but they almost never change elevation much, so if in a dungeon or castle or something, you're going to stay on the same level. Don't really know much about the swords, other than they look cool. Swords are probably better used with a tank merc and sent in from behind so they don't die to mob ripostes. They are very weak as many pets are and are only meant to add a little dps.

Yther Ore.

Edited, Jul 28th 2013 4:30pm by Yther

Edited, Jul 28th 2013 6:05pm by Yther
#3 Jul 28 2013 at 3:45 PM Rating: Good
GBATE!! Never saw it coming
Avatar
****
9,972 posts
broonsbane wrote:
1. Just so you guys know, I have a ton of questions and I do research them and try to find out the answers myself, but there are these others that I just can't get info on so here is where I come to find out the elusive stuff.

2. Info: Was doing work in the Bixie slavefarms and ended up with a tome called "The Bixie Evolution" (or, something very close to that- there was another book with it called something similar, but was a magic item): this other book is tagged as a quest item but when I search it on the site it says "quest unknown"-


2.The Bixie Evolution Do you see the "This item is a result of a quest" link to the right? That takes you to the quest page. If you dont see it...something borked.

1.Ask away. This community likes and wants to help.
____________________________
remorajunbao wrote:
One day I'm going to fly to Canada and open the curtains in your office.

#4 Jul 29 2013 at 10:52 AM Rating: Decent
*
160 posts
Yther wrote:
1: OPEN / CLOSED is whether you have the container opened (can see it's contents) or closed, is all


Okay that is what I originally thought, but when I was comparing container stats the site had backpack listed as container:OPEN and the pack as container:CLOSED so I thought there was a difference I didn't understand.

Quote:
2: On this particular site, it's all user submitted or collected information.


Sure, I was meaning, information all in all. Wondering how much of the game is still hidden waiting to be found. I'd like to do at least one thing no one else has done. This Bixie Evolution tome for instance- do you know of any "unsolved" quest lists somewhere?

Quote:
3: I think everyone sees other players now


Okay, I was wondering if invisibility would have any role in a PvP situation but not so.

Quote:
4: Not too up on the specifics of those two spells, but all shadowstep like spells like Yonder are random direction and distance, but they almost never change elevation much, so if in a dungeon or castle or something, you're going to stay on the same level. Don't really know much about the swords, other than they look cool. Swords are probably better used with a tank merc and sent in from behind so they don't die to mob ripostes. They are very weak as many pets are and are only meant to add a little dps.


Apparently so. I have determined the swords seem about 20th level. It will keep creatures from running away I have noted; so this is the only practical use I currently find for the spell- even though it's not all too useful for a level 60ish spell.

Thanks again.
#5 Jul 29 2013 at 10:57 AM Rating: Good
*
160 posts
Friar Bijou wrote:
broonsbane wrote:
1. Just so you guys know, I have a ton of questions and I do research them and try to find out the answers myself, but there are these others that I just can't get info on so here is where I come to find out the elusive stuff.

2. Info: Was doing work in the Bixie slavefarms and ended up with a tome called "The Bixie Evolution" (or, something very close to that- there was another book with it called something similar, but was a magic item): this other book is tagged as a quest item but when I search it on the site it says "quest unknown"-


2.The Bixie Evolution Do you see the "This item is a result of a quest" link to the right? That takes you to the quest page. If you dont see it...something borked.


Again my misunderstanding of the terms, I was thinking a quest-tagged item was one used in a quest. The tome was one of two which I got for completing a quest that made a complete Tome of the Bixie Evolution (along with a magical tome of bixie). Then I was like, okay, I have made the tome- now what do I do with it? This is where the proverbial path just up and ended. No one knows what it's for. Are there items in this game that are just, red herrings or something? Something with no real purpose but to act as a kind of "foil" for the "real" quest items (if you follow what I am meaning). Is there any way in an EQ database to search out the "unknowns"?
#6 Jul 29 2013 at 11:25 AM Rating: Good
Scholar
***
1,156 posts
Here is some discussion about unsolved quests - https://forums.station.sony.com/eq/index.php?threads/unsolved-quests.1948/

They mention the Old Unsolved Quests in Everquest community, which hasn't been very active for years http://oldunsolvedquestsineverquest.yuku.com/

I do know that the Developers have said for years that a great many quests go unsolved.

I do not believe there is anyway to search for unknown items or quests.. that data is not local to the client.
#7 Jul 30 2013 at 7:48 PM Rating: Decent
Encyclopedia
******
35,568 posts
broonsbane wrote:

Quote:
3: I think everyone sees other players now


Okay, I was wondering if invisibility would have any role in a PvP situation but not so.


Not sure either way. Since see invis gear is pretty much everywhere, it hasn't been an issue in awhile. Never even occurred to me that they might have just made it so PCs are always visible to other PCs. I know it used to not be that way. I remember the targeting ring being a huge deal because it meant you could target PCs (especially group members) and see where they were. Nothing quite like a group of invis people trying to go somewhere and half the group can't see anyone.

Quote:
Quote:
4: Not too up on the specifics of those two spells, but all shadowstep like spells like Yonder are random direction and distance, but they almost never change elevation much, so if in a dungeon or castle or something, you're going to stay on the same level. Don't really know much about the swords, other than they look cool. Swords are probably better used with a tank merc and sent in from behind so they don't die to mob ripostes. They are very weak as many pets are and are only meant to add a little dps.


Apparently so. I have determined the swords seem about 20th level. It will keep creatures from running away I have noted; so this is the only practical use I currently find for the spell- even though it's not all too useful for a level 60ish spell.


As said, the summoned swords should really not be thought of as pets, but as a form of DoT (damage over time). Cast it at a mob that's engaged in combat with someone else (like a merc tank), and it'll do damage. The spell summoned ones are very questionable though, since for the same mana you could have just nuked the mob. Only use them on mobs with more HPs, since the longer the mob lives the more likely you'll actually get enough damage done to justify the cost of the spell. The AA is "free" (no mana at least), so by all means drop it when in a tough fight to help reduce the time it takes to kill the mob. An good trick to use (with either) is when fighting multiple mobs (assuming no chanter of course) to target it at one of the mobs the tank *isn't* fighting. That way you can nuke the other mob, and it'll have twice as much time (or three times, or whatever) to do damage. More damage is better.

The shadowstep line works in a very specific way:

1. Direction is random.

2. Distance is always the range of the spell (so yonder goes farther than shadowstep). Except for rule 3.

3. Even though you're teleporting from one point to the other, the route you travel goes along the ground. Not in a straight level path. Your travel will stop as soon as you hit *any* obstacle, no matter how small. This means one pixel of height increase will cause you to stop.


So first it picks a random direction to go. Then it traces a path in a straight line in that direction, starting at the current height of the floor you are standing on. As it traces the path, it checks the height of the floor. If the height changes in a negative direction (down) it reduces the "current height" of your path. If the next spot is higher than that current height, it stops the path trace. Then it moves your character to the spot it traced to. So you will not go over dips in the ground. You'll go down the dip, then stop as soon as the ground starts to go upwards. Similarly, walls will always block you. If you cast the spell over and over, you will eventually end out in a pit and not go anywhere no matter how many times you continue to cast the spell. Note, that water doesn't block this. So if there's a lake nearby, and you cast it over and over, you will end out in the bottom of the lake.


Lots of confusion about these kinds of spells, but once you understand that it traces a path along the ground and not in a direct horizontal direction (ie: staying at your starting height until you hit something), and that it stops as soon as it encounters a ground height increase along the way, it makes complete sense. I'll also point out that later spells (which are directional) still work the same way. You can choose which direction to go (the direction you're facing), but the same "trace the ground" rules apply. I tested this recently with the "leap of faith" AA with my Pally, and confirmed the same behavior.
____________________________
King Nobby wrote:
More words please
#8 Jul 30 2013 at 7:54 PM Rating: Excellent
Avatar
**
320 posts
Actually if I recall correctly, people DO still go invisible if you don't have a see invis item. The only problem with that is that there isn't gear anymore that is missing something either like Faerune, or close to it, so for the most part, invisibility isn't an issue anymore.


AFTER DOING SOME TESTS


Players that are invisible outside of group with no SI buff or items were indeed still invisible.

Players that are invisible inside of group with no SI buff or items were indeed VISIBLE.

Edited, Jul 30th 2013 10:02pm by LuckyPoseidon
____________________________

You're talking to me all wrong... It's the wrong tone. You do it again and I'll stab you in the face with a soldering iron.
#9 Jul 30 2013 at 9:01 PM Rating: Excellent
***
2,689 posts
That's how I thought it was, just hadn't checked for a long time to be sure, as I meant to say in-group all were now visible I thought. I wasn't sure about out of group since it's no time before you get gear to See Invis. Thank Lucky.

Yther Orre.

Edited, Jul 30th 2013 11:03pm by Yther
#10 Jul 30 2013 at 9:12 PM Rating: Excellent
Avatar
**
320 posts
Costs a little plat for donation and a nekkid rogue I had sitting in PoK, so think nothing of it.
____________________________

You're talking to me all wrong... It's the wrong tone. You do it again and I'll stab you in the face with a soldering iron.
#11 Aug 01 2013 at 1:11 PM Rating: Good
*
160 posts
gbaji wrote:
As said, the summoned swords should really not be thought of as pets, but as a form of DoT (damage over time). Cast it at a mob that's engaged in combat with someone else (like a merc tank), and it'll do damage. The spell summoned ones are very questionable though, since for the same mana you could have just nuked the mob. Only use them on mobs with more HPs, since the longer the mob lives the more likely you'll actually get enough damage done to justify the cost of the spell. The AA is "free" (no mana at least), so by all means drop it when in a tough fight to help reduce the time it takes to kill the mob. An good trick to use (with either) is when fighting multiple mobs (assuming no chanter of course) to target it at one of the mobs the tank *isn't* fighting. That way you can nuke the other mob, and it'll have twice as much time (or three times, or whatever) to do damage. More damage is better.


Yeah and the swords have to hit to do damage so their DoT isn't as effective as the garden variety DoT spell which is going to do the damage consistently. They just seem very weak for the mana cost, level of spell, and so forth. Still cool thematic-wise and I'll still put my AA into the ability - just have to figure out if they've got some singularly effective way to be used; some peripheral function in which the spell shines, as it were.

Quote:
The shadowstep line works in a very specific way:

1. Direction is random.

2. Distance is always the range of the spell (so yonder goes farther than shadowstep). Except for rule 3.

3. Even though you're teleporting from one point to the other, the route you travel goes along the ground. Not in a straight level path. Your travel will stop as soon as you hit *any* obstacle, no matter how small. This means one pixel of height increase will cause you to stop.

So first it picks a random direction to go. Then it traces a path in a straight line in that direction, starting at the current height of the floor you are standing on. As it traces the path, it checks the height of the floor. If the height changes in a negative direction (down) it reduces the "current height" of your path. If the next spot is higher than that current height, it stops the path trace. Then it moves your character to the spot it traced to. So you will not go over dips in the ground. You'll go down the dip, then stop as soon as the ground starts to go upwards. Similarly, walls will always block you. If you cast the spell over and over, you will eventually end out in a pit and not go anywhere no matter how many times you continue to cast the spell. Note, that water doesn't block this. So if there's a lake nearby, and you cast it over and over, you will end out in the bottom of the lake.


Oh okay, yes that's good information to know, thanks for that. I noticed that the spell had an apparent attraction to bodies of water. I also noticed that if I were inside and faced the doorway, I would travel the route to the outside. See I was also thinking that both the direction and the distance were randomly chosen in the area of the spells effect (thus "explaining" why I could use the spell and appear only a few feet from where I started)- but not true at all, and this spell is always going to try to move me to the furthest range possible. This information definitely completely changes the proverbial game as far as the spell is concerned. So by noting the environment I'm in, I should be able to determine a general "perimeter" for where I'll end up- if I'm standing in a pit, then the pit is the perimeter; if I'm standing on a flat surface extending to spell range, then my perimeter of appearance will be somewhere along a circle traced around me at spell range; if I am standing on the side of a grade, then this spell is only going to cause me to move down (possibly sideways?) but never up the grade.

Quote:
Lots of confusion about these kinds of spells, but once you understand that it traces a path along the ground and not in a direct horizontal direction (ie: staying at your starting height until you hit something), and that it stops as soon as it encounters a ground height increase along the way, it makes complete sense. I'll also point out that later spells (which are directional) still work the same way. You can choose which direction to go (the direction you're facing), but the same "trace the ground" rules apply. I tested this recently with the "leap of faith" AA with my Pally, and confirmed the same behavior.


I'd love to have a Yonder that made me go in the direction I'm facing. As long as it's got the same casting time. That would be for me a perfect spell. Does it exist for the Wizard? I should think it does.
#12 Aug 01 2013 at 1:32 PM Rating: Good
*
160 posts
LuckyPoseidon wrote:
Actually if I recall correctly, people DO still go invisible if you don't have a see invis item. The only problem with that is that there isn't gear anymore that is missing something either like Faerune, or close to it, so for the most part, invisibility isn't an issue anymore.

AFTER DOING SOME TESTS

Players that are invisible outside of group with no SI buff or items were indeed still invisible.

Players that are invisible inside of group with no SI buff or items were indeed VISIBLE.


Okay, cool- so is this for Wizards as well? If I'm PvP and I'm invisible, and another player has no SI (I know, very unlikely- but for sake of hypothesis), then I will not be seen on their monitor?

Speaking of PvP let me ask a quick question, because even though I'm only just starting to play my own character, I had a good friend who was was way into it when it first came out and he played for a long while and so I actually have played the game maybe 20 odd times when it was new (plus the guy would be playing and I'd often watch, or hear him exclaiming stuff in the background, etc. Now, right after he started the game he accidentally became PvP by the Discord Priest (no real info existed on the internet like it does now, naturally) and so we eventually learned what he had done, and why his name had mysteriously turned red. Back then, PvP meant any other PvP player could attack you (even if he was level 50 and you were level 20), if they killed you they could loot your body and take all your stuff, and you lost a ****load of XP in the process. He must've spent at least a year before he was finally able to revert from PvP.

I recall him at one point saying they had changed the way PvP worked (I think this change is what allowed him to finally revert from PvP) and that they set level limits for one. I'm thinking of doing PvP at this point, as the mobs are generally always predictable (if even though being tough) and an unpredictable component could make things interesting. What are your experiences with PvP (for those that have done PvP, naturally)? Is it as brutal as it used to be? Most importantly, can my stuff be taken in a PvP scenario because I should expect to be dying from time to time.
#13 Aug 01 2013 at 2:42 PM Rating: Excellent
Avatar
**
320 posts
You answered your question with my post. No one can see anyone invis if they don't have an SI buff and aren't in your group.

Everquest isn't a PVP game anymore. The PVP server is riddled with hackers and cheaters and no one on the Blue servers really goes red, since there isn't a population to fight (other red players I mean, once your PVPflagged via the Priest of Discord, its permanent) with and you'd be stuck soloing.


There is always Arena fighting (sections of cities and a Gladiatoresque style zone that allows PVP fighting)

Edited, Aug 1st 2013 4:43pm by LuckyPoseidon
____________________________

You're talking to me all wrong... It's the wrong tone. You do it again and I'll stab you in the face with a soldering iron.
#14 Aug 01 2013 at 3:17 PM Rating: Good
*
160 posts
LuckyPoseidon wrote:
You answered your question with my post. No one can see anyone invis if they don't have an SI buff and aren't in your group.


Okay I hear you; Yther had mentioned that possibly the rogue stealth made you disappear from the monitor, but not the Wizard invisibility, and I couldn't tell if you were talking about testing of the rogue or just invisibility all in all. So it's all characters- cool. Not that I guess it does matter really, but I've been curious ever since I was in that one crystal labyrinth, was standing on a ledge with nothing in sight, noticed my Plainsight spell had worn off, recast it and *presto!* there's a big old spider standing just down the walkway with his name in parenthesis. Before this I thought invisiblity was just a mechanic that gave some combat benefits; but then I realized things actually were not visible on my screen- so I wondered if that was also the case for players.

Quote:
Everquest isn't a PVP game anymore. The PVP server is riddled with hackers and cheaters and no one on the Blue servers really goes red, since there isn't a population to fight (other red players I mean, once your PVPflagged via the Priest of Discord, its permanent) with and you'd be stuck soloing.


I understand, and suspected this may be the case. I did note I've seen exactly zero red names and wondered if they'd changed that, or what was going on. Thanks for the heads up.
#15 Aug 01 2013 at 5:52 PM Rating: Good
Avatar
****
4,580 posts
I have occasionally flagged a character red on a regular server (last time was all my Trakanon server alts). Aside from my brother, I have seen one mage (about 7 years ago and he was level 55) play red. At times I have seen flagged level 1's in baz, but they aren't being played.

Other players ask you why your name is red and then are confounded that you went playerkiller. Lots of fun :) ...as long as you never need others buffs.

Also, if you are red-flagged an go anon/role (one or both of these I forget)... you name shows as pink. This causes even more questions.

Edit: and when you are flagged red you do collateral damage to your red-flagged group mates. This made for interesting gameplay with my brother as we could roleplay "Oh so this is how it is going to be" (after tagging each other with an AoE or misclicked attack). Not very productive, but entertaining in the moment.



Edited, Aug 1st 2013 7:55pm by snailish
#16 Aug 05 2013 at 2:29 PM Rating: Good
Encyclopedia
******
35,568 posts
broonsbane wrote:
Yeah and the swords have to hit to do damage so their DoT isn't as effective as the garden variety DoT spell which is going to do the damage consistently. They just seem very weak for the mana cost, level of spell, and so forth. Still cool thematic-wise and I'll still put my AA into the ability - just have to figure out if they've got some singularly effective way to be used; some peripheral function in which the spell shines, as it were.


Wizards don't get regular dots, so the summoned swords are the closest thing. Something's better than nothing, right? At higher levels, the spell summoned ones get slightly less craptastic, but it's never going to be more than a bit of extra damage you can put out there on a long fight.

The AA ability is "free" in the sense that it costs you nothing to use at the time (obviously, it costs AA points but that's another story). Free damage is always good.

Quote:
This information definitely completely changes the proverbial game as far as the spell is concerned. So by noting the environment I'm in, I should be able to determine a general "perimeter" for where I'll end up- if I'm standing in a pit, then the pit is the perimeter; if I'm standing on a flat surface extending to spell range, then my perimeter of appearance will be somewhere along a circle traced around me at spell range; if I am standing on the side of a grade, then this spell is only going to cause me to move down (possibly sideways?) but never up the grade.


Yup. Honestly, it's probably not worth the bother to try to put yourself in situations where you can use this spell line. It's something that on occasion can get you out of immediate melee range and then possibly escape. I used to always have a spell slot with this in it as a "just in case" spell. But with all the AA abilities that allow you to escape pretty quickly, it's really not needed (at least I haven't had it loaded for some time). When it works, it's pretty neato. But most of the time, it's not going to work, even if you're in a situation where it *could* work (cause it randomly picks a direction that isn't helpful).

Quote:
I'd love to have a Yonder that made me go in the direction I'm facing. As long as it's got the same casting time. That would be for me a perfect spell. Does it exist for the Wizard? I should think it does.


At level 72, you get impel. Which is directional (it shoots you in the direction you're facing, not in a random direction). So they answer is "yes".
____________________________
King Nobby wrote:
More words please
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 91 All times are in CST
Anonymous Guests (91)