Re: thinking of going to Nelemar 06/01/2011 07:11 PM CDT
Hey there, I'm curious now too!

As a general rule I never use electricity on the second anymore. For awhile the muck was going crazy, to the point where it once followed me back to town and stayed in a couple spots for days. I was actually able to swim from under the bridge, to in front of the inn, and into the inn.

I know the muck is much more stable these days, so it would be fun to do some testing. I always use to assume that the muck was created when someone died and their disk poofed, cause that's how it followed me back to town, but I know for a fact that the first two rooms after the northeastern swim, up the stairs, and to the east, have been muck free for as long as I can remember. Seeing as the muck that followed me to town caused me to be able to swim in rooms I shouldn't, I bet your onto something with the muck meaning your in water. Pretty cool!


Isle Snack Muncher
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Re: thinking of going to Nelemar 06/01/2011 07:18 PM CDT
Heh. I heard some of the jokes about that one -- 'how big a puddle does a halfling need to swim in?', and 'what do you get when you pull Raggler out from under the bridge?' Good times!

There was a time of -- fluidity? -- with muck placement. But my last year hunting there it seemed like they didn't move. Very curious to know the results! Might even trundle my way there just to play in the water some more. . .

Doug
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Re: thinking of going to Nelemar 06/06/2011 10:19 AM CDT
It was nice having my own private bath under the bridge! I just went out there and did a little messing around. I agree that the placement of the muck hasn't changed since it settled down. What I've found is that your almost right. If there is muck present, then there is water. However, that doesn't always hold true for the rooms that don't have muck. There are 3 rooms on the northeast side, not including the dias when you swim in. All 3 of those muck free rooms are safe and have no water. However, on the northwest side, there are 5 rooms without muck, and one of them isn't safe. The room with the stairs leading up to the third floor on the west side, has no muck, but does have water. Also, there is no muck at either of the dias when you swim in, but both of those rooms also have water. So there ya have it!

Isle Snack Muncher
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Re: thinking of going to Nelemar 06/19/2011 12:47 PM CDT
A bit late but another thing to watch out for are puddles, if one is in the room you can get shocked. And if you haven't noticed killing water elementals creates puddles.
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Nelemar 01/29/2011 11:03 PM CST
Out of the corner of your eye, you notice a young giantman child watching you fight. He scurries up to you and cries, "Please help me, I wanna go home!" This must be the child you've been sent to rescue.
go arch
[Ruined Temple, Third Floor]
Numerous tiles from the toppled roof lie scattered around the floor. Only a single statue remains in the area, the rest having been flung out to the sea through holes in the walls. Splintered pieces of wood have been gathered into a heap in one corner of the room. You also see a triton combatant and a crumbling arch.
Obvious paths: southwest, west
>
An impish tropical spirit floats in, following you.
>
Your disk arrives, following you dutifully.
>
A young giantman child just came through a crumbling arch, following you.
>
A triton executioner leaps from hiding to attack!
A triton executioner swings a coral-hilted sharply tapered longsword at a young giantman child!
AS: +433 vs DS: +73 with AvD: +41 + d100 roll: +71 = +472
... and hits for 183 points of damage!
Crossing slash to chest catches the giantman child's attention!
The child falls to the ground, dead!

[You have failed your current Adventurer's Guild task.]


This is complete BS. That is all.
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Re: Nelemar 01/30/2011 06:49 AM CST
I've had several children ambushed and killed by triton executioners within seconds of coming out of hiding. I blame the parents for not properly teaching their children about the dangers of the temple but otherwise agree it can be rather frustrating. It would be nice if the executioners were a bit more concerned with the person escorting the child.

-- Faulkil
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Re: Nelemar 01/30/2011 10:40 AM CST
I've done a lot of child rescues out of Nelemar and I find it pretty rare, or at least uncommon, that the executioners go for the child first thing. Most the time they go for the escortee. But it could very well be a bad roll of the dice and it went for your child that time.


-Adam


"You guys took all the pretty places." ~Anonymous
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Re: Nelemar 01/30/2011 12:58 PM CST
I'd say 10 percent of the time -- since I have 320 plus rescues and 32 or 33 failures, most at the hands of the executioner.

Doug
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Re: Nelemar 01/30/2011 01:10 PM CST
10% isn't bad at all then. Having a 90% completion rate on any bounty sounds very good to me.


-Adam


"You guys took all the pretty places." ~Anonymous
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Re: Nelemar 01/30/2011 02:07 PM CST
Yep, no complaints here.

I suspect, though, that anyone moving from any bounty (other than escorts) would initially disagree. You see, I'm pretty sure that all bounties can be completed successfully (zero chance of failure), with the exception of rescues and escorts from the AdG.

It doesn't matter how many times you die, you can finish it. Not so, with these.

It can be a bit of a shock to see your recently found child axed right in front of you, though. :)

Doug
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Re: Nelemar 01/30/2011 03:16 PM CST
True, you can always finish a bounty no matter how many times you die. But I personally count it as a failure if I die while trying to finish. It just doesn't mechanically count in the bounty system.


-Adam


"You guys took all the pretty places." ~Anonymous
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Re: Nelemar 01/30/2011 05:04 PM CST
>I'd say 10 percent of the time -- since I have 320 plus rescues and 32 or 33 failures, most at the hands of the executioner.

That's not a valid statistic at all for this phenomenon. What would be valid is comparing the number of times you've been ambushed by an executioner with a child in the room with you. I'd be willing to bet that the ratio of attacks on your person versus attacks on the child is 50/50. That's why child rescues in the temple are all about taking preventative measures. Move slowly while looking for the kid and remove the right arms of every executioner you see, but don't kill them. That'll keep existing excutioners disabled and make sure no new undisabled ones spawn.

Droit the Hero
You have succeeded at the Rescue Child task 549 times and failed 45 times, at least 300 of which have been done in Nelemar.


Speaking to you, the ghostly voice of Kaedra asks, "Have I ever told you, I think you're crazy?"
>
The ghostly voice of Kaedra says, "That was an insane rescue."
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Re: Nelemar 01/31/2011 08:30 AM CST
I agree with the preventative measures, and it works well -- if one has the patience for it. I do, from time to time, search out each room I enter, for just this reason. I rarely catch an executioner on the way, but it may have skewed the results a bit.

I'm also OK with suggesting that the ratio is 50 / 50 me versus the child. That doesn't bother me at all.

But, I get lost when you say 10 percent failure isn't possibly viable because of these factors. I see yours is less than 10 percent, and I think that's great! I suspect it's because you're diligent, and you leave a mess behind you. ;)

For my part, though -- how you reduce it is relevant, but I'm not sure that it doesn't mean as a base that 10% is a fair eyeball measurement.

Let's modify it a bit with this information, though. On a given run, you can expect something approaching 20% of the time you'll get attacked by an executioner. Of that percentage, half will likely be directed at you personally, and half at the child. That means that -- taking no other actions -- about 10% of the time, you can fail this task. You can reduce that 10% to something approaching 7% (here, 7.5%) by taking a few additional steps, if you wish.

Nothing wrong with that! :)

Doug
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Re: Nelemar 01/31/2011 08:45 AM CST
I should add, I guess, that having a party of four traveling with you would reduce the chances of attack on the child, as well. There would then be 5 potential targets, with an appropriate spread of the possibility of the child bearing the brunt of the attack.

That is, if you believe the curve is evenly distributed. :)

(Note, four chosen just for the sake of example.)

Doug
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Re: Nelemar 01/31/2011 11:45 AM CST
>But, I get lost when you say 10 percent failure isn't possibly viable because of these factors.

That's because that isn't what I said. Adam said that it's rare for executioners to go for the kid first.

>I've done a lot of child rescues out of Nelemar and I find it pretty rare, or at least uncommon, that the executioners go for the child first thing. Most the time they go for the escortee. But it could very well be a bad roll of the dice and it went for your child that time. -Adam

You said they only seem to go for the kid 10% of the time.

>I'd say 10 percent of the time -- since I have 320 plus rescues and 32 or 33 failures, most at the hands of the executioner. -Doug

Your description of overall completion rate was irrelevant to Adam's original assertion, i.e. that executioner ambushes are weighted towards the PC rather than the child (when both are in the room). I think a 90% completion rate is perfectly viable for the task. I was just pointing out that the ambush rate on children is much higher than originally stated as a way to highlight the importance of taking preventative measures.


Droit


Speaking to you, the ghostly voice of Kaedra asks, "Have I ever told you, I think you're crazy?"
>
The ghostly voice of Kaedra says, "That was an insane rescue."
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Re: Nelemar 01/31/2011 12:09 PM CST
Ahh, I think I see -- thanks, Droit. You're right, of course -- I applied an overall statistic in response to a comment that was far more limited.

Got it, thanks again!

Doug
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Re: Nelemar 01/31/2011 12:37 PM CST
It would be nice if you could GUARD/PROTECT the child. Warriors, who can already do this could do so with the standard penalties. Everyone else would have access as well, but with substancial penalties to their defenses.
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thinking of going to Nelemar 05/31/2011 01:16 PM CDT
I haven't been to Nelemar since the first days the Temple opened (I drowned on the swim in!). Ok, I am up to 70 ranks of swimming now, so should be OK. I know some rooms have water, and I should avoid lightning spells there. My questions are:

1) Do the critters there loot your body if you die, the way they do in OTF?

2)Is there spell burst in that area?


"So, what does that green line on the graph represent?"

"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
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Re: thinking of going to Nelemar 05/31/2011 01:54 PM CDT
1) No.

2) Yes.

Doug
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Re: thinking of going to Nelemar 05/31/2011 02:43 PM CDT
Also, only some of the rooms on the second floor have water, and your safe to use electricity anywhere on the third floor. If your in a room on the second and you type swim, if you paddle around, no dice, but if you can't swim there, it's also safe to use electricity in that room. While no critters loot you, plenty do disarm, so be wary of that. Good Luck!


Isle Snack Muncher
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Re: thinking of going to Nelemar 05/31/2011 02:54 PM CDT
Hey, Raggler, quick question for you.

I've always relied on the presence of muck to determine if a room was safe for shock-based spells, and it hasn't really done me wrong. The one exception of course is the nexus.

It might have just been my luck, though. So I'm curious -- have you found a room other than the nexus where there is no muck, yet it is possible to swim? I suspect there must be a couple (the entrances east and west are possible prime examples, I'm not looking at logs presently.) But I wonder if there are a significant number.

Doug
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Re: thinking of going to Nelemar 05/31/2011 03:11 PM CDT
Splash also works to test for water.

AIM: GS4Menos

>Here lies the formless world we´re living in
>Gravity is finally giving in
>High altitudes and still upward we go
>I was never meant to lead but to follow
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Re: thinking of going to Nelemar 09/30/2011 05:49 AM CDT


Feel free to use lightning spells on the third floor.
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Re: thinking of going to Nelemar 10/05/2011 01:14 PM CDT
A few days late but if you kill a water elemental it leaves a puddle not muck(someone is getting old), you can drink from the puddle but they will also cause the room to be watery if it isn't already.
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