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preserved squares (monstalogy)
Replies: 50   Pages: 4   Most recent reply posted by: Calhoun21 (Nov 27, 2009 8:43 PM)
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jason_kroeker

Posts: 2,050
Registered: May, 2005

preserved squares (monstalogy) Posted: Jan 16, 2008 4:33 AM
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i will probably miss a few, so others can add what i miss. and also, add when new squares are created.
let's try to keep an easy-to-find list of squares not to populate anything on (don't drop anything except first release on them).
copy the list below, and add or subtract as needed in each new post (that way we don't have to look through each reply and see what has been removed from the list, as well as new squares not to drop monsters on).

1N of telegate: imagebox (pictubes)
2N of telegate: oniongolem (weapon skills higher char's)
2N of pub/fort: currently empty (preserve for new needs)
1N,1W of pub/fort: earthmagictome (weapon skills lower char's, money)
2N,2W of pub/fort: old flamedragon (dragon horns... goldenhead already there, but no more)

any other squares are fair game for dropping and populating (including those in the northern part of the island) until specified otherwise.

--jason


flossyintn

Posts: 351
Registered: Aug, 2005

Re: preserved squares (monstalogy) Posted: Jan 16, 2008 5:43 AM
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I added the Old Granitedragon to the dragon horn square.It should make attacks quicker for the horns to be harvested.

Flossy

Subprime

Posts: 172
Registered: Jul, 2007

Re: preserved squares (monstalogy) Posted: Feb 28, 2008 6:39 PM
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Perhaps it is time for an update. 2N of pub/fort (5N of SW port) is now infested with vampires. I must have missed that discussion. Good to have a harvest square that benefits lower level characters for a change. I don't recall one since the diamond nail thieving spot (teleport gate) was desecrated. Indeed, the next time preserve spaces are allocated, I submit that they should be assigned without neglecting the 30-40 levels. All such preserves can exist only with the cooperation of all levels of monstologists. Personally, I am unusually cooperative. Those that come later will have to be provided an answer to the question "what's in it for me?". Darn kids.

Subprime

flossyintn

Posts: 351
Registered: Aug, 2005

Re: preserved squares (monstalogy) Posted: Feb 29, 2008 4:47 AM
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Sorry that i forgot to post on this thread. The square 2 steps above the pub/fortress in the forest now has the 200 year old vampire,400 year old vampire,600 year old vampire,800 year old vampire,and the vamp lord all on this one square.It is a complete vampire square now.I posted it on the guide but forgot to post it on here.

And your welcome Subprime
Flossy

flossyintn

Posts: 351
Registered: Aug, 2005

Re: preserved squares (monstalogy) Posted: Mar 1, 2008 7:51 AM
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The north teleport gate now has a bastiongolem populated on it now since the price of breathing cornerstones have soared lately

Flossy

Nyin

Posts: 50
Registered: May, 2007

Re: preserved squares (monstalogy) Posted: Jun 9, 2008 1:23 PM
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Let's discuss what we want to do with the two new blocks (Casino and Palace on north side). There's been some discussion in chat, but no clear decision.

Options discussed:
1. Do not preserve them - use for general monstalogy.
2. Magosaur Rex - for wizardrobes.
3. Sphere - for membraneplasms.

Any other ideas? Keymaster? State your ideas/opinions here.

Nyin

Mombassa

Posts: 191
Registered: May, 2005

Re: preserved squares (monstalogy) Posted: Jun 9, 2008 2:15 PM
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Alien civilization scientists - I think almost everyone above level 36 would be happy with those there

chia1781

Posts: 148
Registered: May, 2004

Re: preserved squares (monstalogy) Posted: Jun 9, 2008 2:43 PM
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Scientists no longer drop what's its on Thord Artin, so no point in repopulating them.

Subprime

Posts: 172
Registered: Jul, 2007

Re: preserved squares (monstalogy) Posted: Jun 9, 2008 2:53 PM
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Perhaps a Titan for Dragongrass could be co-located with Sphere.

Subprime

flossyintn

Posts: 351
Registered: Aug, 2005

Re: preserved squares (monstalogy) Posted: Jun 9, 2008 10:10 PM
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Now to decide what to populate on 1 of the new squares.The Titan and the Sphere would be great for items.I would also like to see the Magosaur Rex added since wizardrobes are needed instead of having to buy them since they are 40k a piece and they also make a good way to make silvers fast.

Flossy

jason_kroeker

Posts: 2,050
Registered: May, 2005

Re: preserved squares (monstalogy) Posted: Jun 10, 2008 1:58 AM
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any of sphere, titan, magosaur, etc sound like decent ideas. there isn't much point to the keymaster, if you want him for universal keys, as he won't drop any... but if you want him for a high-hp monster, it could work.

as for other thoughts... we're a long ways from clearing another square. i wouldn't mind if we left one square unpopulated, in case we come up with a monster we want to repop in a few weeks (i doubt we will, but y'never know).

--jason

Nyin

Posts: 50
Registered: May, 2007

Re: preserved squares (monstalogy) Posted: Jun 10, 2008 3:33 AM
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OK - so it sounds like Titan, Sphere, and Magosaur Rex on... let's say the Casino square? And leave the Palace square unpopulated for now?

Chime in if you have other opinions/ideas. Speak now or forever hold it.

Nyin

RalphTheDog

Posts: 327
Registered: Jul, 2005

Re: preserved squares (monstalogy) Posted: Jun 10, 2008 4:36 AM
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I'll try not to be too mean >

Mombassa

Posts: 191
Registered: May, 2005

Re: preserved squares (monstalogy) Posted: Jun 10, 2008 5:32 AM
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I'm still years away from levels in the 60s but is it too optimistic to suggest populating the square with Chronobooks and Chronoscrolls for the tenses?

jason_kroeker

Posts: 2,050
Registered: May, 2005

Re: preserved squares (monstalogy) Posted: Jun 10, 2008 10:03 AM
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just like the whatsitsnames, universal keys, and other non-marketable items, monsters on TA do not drop tense. before we had a square to drop monsters in the north city, it was only the non-marketable items that were dropped on TA. now it's the opposite.
--jason

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