PDA

View Full Version : Anchor Portal spell. Is this spell for real or not?


Mennovh
03-19-2009, 02:22 PM
I know i have heard it is sold by a teir two mage shop in guild cities. Is this really true? DO we have any idea what the pre reqs are for this spell? I have heard 75 LM and 50 GM.

Do we have any concrete proof of where this spell is sold or any reliable information other then word of mouth?

I sure would love to use my rune stones..

Zunk
03-19-2009, 02:24 PM
I know i have heard it is sold by a teir two mage shop in guild cities. Is this really true? DO we have any idea what the pre reqs are for this spell? I have heard 75 LM and 50 GM.

Do we have any concrete proof of where this spell is sold or any reliable information other then word of mouth?

I sure would love to use my rune stones..

Tier 2 mage tower does not sell it, it unlocks tier 3 mage tower tho.

Mennovh
03-19-2009, 02:27 PM
Tier 2 mage tower does not sell it, it unlocks tier 3 mage tower tho.

Hehe well maybe the teir 3 mage tower sells it....

In Nox
03-19-2009, 03:07 PM
What? Is this some sort of mythical Gate spell?

Abremalist
03-19-2009, 03:37 PM
Yes. You'll need the horribly brutal versions of guild built mage-guild. Thousands and thousands of stone, wood and gold later?

Erroneous
03-19-2009, 03:43 PM
Right now this kind of seems like a pain, but if its true I think this is great. It creates an incentive to base yourselves in a player run town rather than one run by NPC's. Ideally I would love some clan cities to open themselves up to the public, for this to happen I think they need to go the additional mile and allow the clan to caputre their rents through setting a surcharge on merchant activity in town, or allowing them to set up npc merchants where they have control over the selection and price.

Azzerhoden
03-19-2009, 05:54 PM
So, let me guess. The idea of an Anchor Portal is that players can use a runestone to bind to the portal and teleport back to the portal?

Tannim Manx
03-22-2009, 05:57 PM
Right now this kind of seems like a pain, but if its true I think this is great. It creates an incentive to base yourselves in a player run town rather than one run by NPC's. Ideally I would love some clan cities to open themselves up to the public, for this to happen I think they need to go the additional mile and allow the clan to caputre their rents through setting a surcharge on merchant activity in town, or allowing them to set up npc merchants where they have control over the selection and price.

This will not happen under the current system. If you let outsiders wander around your town, the next thing you know, 100 people are beating your bank or your fortress.

OvanOf Twilight
03-22-2009, 06:07 PM
This will not happen under the current system. If you let outsiders wander around your town, the next thing you know, 100 people are beating your bank or your fortress.

Which is why you have a city guard and a mage who have either Arcane or Necromany. Open fire on the crowd immediately and go for large AoE massacre.
Some towns have many cannon towers which could be used for crowd control, seeing as they blast for ~22-27 damage per hit and have a huge AoE and range.
But yes, it is admittedly a problem for cities because people are more interested in burning them down than being peaceful and letting a player city form.

Tannim Manx
03-22-2009, 06:35 PM
Which is why you have a city guard and a mage who have either Arcane or Necromany. Open fire on the crowd immediately and go for large AoE massacre.
Some towns have many cannon towers which could be used for crowd control, seeing as they blast for ~22-27 damage per hit and have a huge AoE and range.
But yes, it is admittedly a problem for cities because people are more interested in burning them down than being peaceful and letting a player city form.

You assume the attackers will not have the ability to go after your gaurds and can't keep you from the target they are hitting. The Mercenary city seige showed how a group of hammer bangers can stand on a clan keep and be protected by blockers.

15 minutes and Poof: only 10 bind spots on the clan stone.

The hard part is getting into an alerted system. Anyone dumb enough to open the city has already given up this advantage.

Let random people in at your own risk.

Kaylis13
03-22-2009, 06:38 PM
Right now this kind of seems like a pain, but if its true I think this is great. It creates an incentive to base yourselves in a player run town rather than one run by NPC's. Ideally I would love some clan cities to open themselves up to the public, for this to happen I think they need to go the additional mile and allow the clan to capture their rents through setting a surcharge on merchant activity in town, or allowing them to set up npc merchants where they have control over the selection and price.

This is one of the most well thought post on Clan Cities I have seen in a long time.

This would actually make the Clan Cities a viable trade hub.

Tannim Manx
03-22-2009, 06:40 PM
This is one of the most well thought post on Clan Cities I have seen in a long time.

This would actually make the Clan Cities a viable trade hub.


They already are. within an alliance.

Zunk
03-23-2009, 07:53 AM
I am saying it is NOT ingame atm. :eek: