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Old 10-14-2018, 12:35 AM
Pringles Pringles is offline
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Default Small Manisi Plant

Quote:
Originally Posted by Pringles
I don't know if you have any more information than I on this item. I know it underwent several changes.

https://web.archive.org/web/20041125...tml?item=10570

Quote:
The Small Manisi Plant is not used for the Necro Epic. A different drop off the same mob is used for the Necro Epic - Manisi Herb.

The Small Manisi Plant is a great item for Soloing. It summons stacks of bandages (20) that are only 0.1 wt.

This item has been through a number of revisions.
Originally, the item dropped and had no effect.
The next day, harvest leaves was added, and you could get bandages that were tradable.
Then it was nerfed (to powerful I guess) and the leaves (bandages were made No Drop.

I was pretty lucky to get one when it originally dropped. I tossed it in the sack and then saw the upgrade (effect added) on Allakhazam two days later. I was a happy monk.

Grats to anyone else that got one. I know after the bandages went no drop that people were camping the mobs pretty hard to no effect. As far as I know, I have the only plant on Lanys.

Eloela - L60 Monk - Retired
Cidric - L65 Ench - Vita Infinita
Chardok dropped Oct 8 and according to this person they had no effect at first then added a Harvest Leaves click a day or maybe a bit longer after chardok patch. Seems unlikely that he would be able to acquire the item very quickly. The summoned leaves were tradable up until a certain point but I'm having trouble tracking down exactly when they were made no trade.

https://web.archive.org/web/20041127...html?item=6884

What little I can find is somewhat conflicting.
Quote:
Oct 24th 5:20 PM 2001
By: Jooneau
The leaves are NO RENT bandages.
Quote:
Wed, Oct 24th 8:23 PM 2001
By: Grixx
It's No Drop.
Quote:
Thu, Oct 25th 1:12 PM 2001
By: madcherub
I know the Plant is No Drop, and the summoned Leaves/Bandages are No Rent,...
...but are the summoned Leaves/Bandages No Drop as well?

RE: Leaves No Drop? Reply...
Posted @ Sat, Oct 27th 10:34 AM 2001
By: Gello

They're tradable. A nec handed me a stack of Manisi leaves the other day. It looks like a clover/shamrock with the name "Manisi Leaf" or something like that.
Can't go back any further but the last update on that archived page was October 24th. So perhaps they did not retroactively nerf the summoned items hence a necro being able to hand some off on the 27th.

Anyways just curious about this and if you have any further info. Monkly business being down really puts a damper on finding out more about this and thesafehouse has not much on it either.

Thanks
Most of monkly business can still be accessed through tapatalk after i sent this off but I found little info.
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Old 10-14-2018, 01:34 AM
Pringles Pringles is offline
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Actually can this be merged into a mega chardok 2.0 thread I'm sure there is a ton of stuff still need researching.
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Old 10-14-2018, 11:32 AM
Pringles Pringles is offline
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https://groups.google.com/d/msg/alt....8/4Ce2Yo5qczsJ
Quote:
Quote:
jaZZmanian Devil

10/23/01


DaFox wrote:
> October 23rd, 3:00 am
> ------------------------------
>
> *Patch Day*
>
> This patch primarily addresses item fixes in regard to the Chardok revamp, as well as
> some minor other quest and item fixes. There's also been some talk of something
> called the Green Mist.
That's the whole fucking patch message? I'm curious.... why would they
waste the time to even type one?
https://groups.google.com/d/msg/alt....o/7QauuKeKIcMJ

Quote:
10/12/01


On Fri, 12 Oct 2001 14:32:55 GMT, "Dan Harmon" <deha...@bigfoot.com>
(if that IS his real name) disgorged:
>
>"Kenthadeus Soulbryte" <NoneL...@takeahike.com> wrote in message
>news:iSAx7.56164$Pr1.16631861@news1.rdc1.tn.home. com...
>
>I believe Verant has said that SoL is going to offer you what you're looking
>for.
>
>But as for single xp groups, you just don't know Norrath at all if you can't
>find places to take a single group. These are just off the top of my head!
>
>Kedge Keep
Only Phin's room would be worth it.


>Chardok

This is what I really wanted to respond to. They've said they're
redoing this zone to make it friendlier (its a hellhole atm that no
one wants to exp hunt in other than near the entrance). The loot table
is also being redone. Hopefully that should put it on par with
Charasis at least.


Ben Sisson

"You've got to remember that these are just simple farmers. These are people
of the land. The common clay of the new West. You know... morons."
>called the Green Mist.
The Iksar SK epic sword is in?!? Cool! Can't wait to see the stats... so
far the Iksar SK quests have been very engaging, once fixed. It'll be
interesting to see what this one entails.

James
Based on the earliest Chardok update of the 24th on alla will assume that it got nerfed then.

Seems greenmist was added at the same time.

https://groups.google.com/d/msg/alt....o/vOWtkGDrFY8J

Quote:
Kenthadeus Soulbryte

10/12/01


"Ben Sisson" <ilkhanikeDIESPAM@DIESPAMyahoo.ca> wrote in message
news:uc1estkl4n8s3ivcb2geu7d4knsen8pe08@4ax.com...

> On Fri, 12 Oct 2001 14:32:55 GMT, "Dan Harmon" <deha...@bigfoot.com>
> (if that IS his real name) disgorged:
> >"Kenthadeus Soulbryte" <NoneL...@takeahike.com> wrote in message
> >news:iSAx7.56164$Pr1.16631861@news1.rdc1.tn.home. com...
> >Kedge Keep
>
> Only Phin's room would be worth it.
>
Thats a good note too..more an amplifying point. There are many zones that
you CAN hunt in, but only in part. Either most of the zones is too low, so
you are forced to sit in one to a few rooms or the opposite is true and you
can only hunt at the zone line.

> >Chardok
>
> This is what I really wanted to respond to. They've said they're
> redoing this zone to make it friendlier (its a hellhole atm that no
> one wants to exp hunt in other than near the entrance). The loot table
> is also being redone. Hopefully that should put it on par with
> Charasis at least.
>
>
From what I have seen, the Chardok changes are for the better. I must
admit I was a little peeved though, the old way noone bothered our group
there. Now its like Karnors/Seb/LGuk. Veks is good as is Charasis. Cobalt
Scar was sorta of a letdown. Atmittedly, I havent been back to Sirens since
they changed it way back when. But at level 50-51 (2 groups) it took a
significant effort just to zone in and take the three entrance mobs
https://groups.google.com/d/msg/alt....0/PrctNcHA0PYJ

Now this leads me to believe the reasoning for Chardok becoming so popular. Yeah new loot and such but!

Quote:
Lance

10/8/01


DaFox wrote:

> October 8th, 3:00 am
>
> *** Miscellaneous Changes ***
>
> - The last language used by your character will be stored in your eqclient.ini file
> when you log out. This means that if the last character you were playing was
> speaking Elvish, then when you log back in with any character, that character will be
> speaking Elvish if he can, otherwise it will be set to a default language (most often
> Common).
>

A little annoying, actually, but we so rarely use any language but common that
it won't have much affect on blue servers. I imagine this was done for the Zeks
and for FV?

>
> *** Magic System Changes ***
>
> There is a more detailed explanation of these changes posted on our Developer's
> Corner. Please visit there for more details (either at www.everquest.com or
> http://boards.station.sony.com/ubb/e...n/Ultimate.cgi). Here is a
> summary of the changes:
>
> - The level-based spell resistance bonus inherent in super-high level NPCs has been
> reduced significantly.
>
> - Several NPCs have had their resistances reduced. Each of them was examined
> carefully, and resistances changed as seemed appropriate. For some of these NPCs
> other things were changed as well to compensate for their increased susceptibility to
> spells, such as armor improvements or perhaps greater hit points, if needed for that
> NPC.
>
> - NPCs that were highly magic resistant in order to make them immune to certain
> spells can now be given specific immunity to those spells. This means that they can
> be made immune to critical spells, as intended, and still be generally less resistant
> to magic. Players will receive a message similar to the one that is already given
> for Mesmerization spells when they cast a spell on an NPC that it is specifically
> immune to.
>
> IMPORTANT NOTE: It is very important to note that we have not made any NPCs immune
> to spells that they were not already immune to. Many NPCs that were previously
> immune to spells due to their high innate resistance to magic have had that
> resistance reduced and specific immunities added. So if you see an immunity message
> after attempting to cast a spell on an NPC that you hadn't seen such a message from
> before, understand that the NPC was already immune to that spell before due to high
> resistances, and the only difference is that it now has lower resistances in general
> and specific spell immunity (which is why you are seeing the message).
>


Despite them saying later that they haven't yet addressed the spell classes, this looks
like a big fix for the end game casters. Course it -might- be a nerf, if those supposed
immunities were previously capable of being overcome via high level Tash/Malo combo
resist debuffs... but it looks like it was aimed at Uber mobs that really weren't
castable on whether this was attempted or not.
On bridge traps. Based on what I've read I don't believe there were any until the second revamp of Chardok. The slightly out of era post mentions no traps whatsoever while the LDoN era one mentions they had trouble with them. My theory is they took out those 1.0 knockback sarnaks and just did away with traps in 2.0. and added them again with the Chardok B revamp.

Quote:
Overking in Chardok - How to kill him
13 posts by 10 authors

https://groups.google.com/d/msg/alt....I/7EcKgGAhiwwJ



Richard Lawson

2/25/02


Hiya. =)
Being a 55 Cleric in a guild that has a buncha mid-50's people but no epics
and a little light on "uber" raids, I asked to go along on someone else's
Chardok Royals raid. They managed to kill the Overking twice, then got
wiped when they tried to clear the Queen room and managed to aggro Her Royal
Highness herself. Goodbye Royals, Hello Coffins.

Anyway, with that experience under my belt, I'd like to lead my own Chardok
Overking raid so I can get the scroll I need for my epic. This is the
strategy I've developed, based on my observations and the questions I asked
during the raid. I don't know how complete it is, or what I'm overlooking,
so if any of y'all would care to comment, I'd love to hear what you have to
say. =)

Ok, here's what I learned about taking down the Overking.

First, besides the usual assortment of healers, tanks, and damage dealers,
the following people are make-or-break for the raid:

High-level chanter (58+, preferably 60). Someone who can reliably mezz the
high-level mobs we'll be facing.

Rogue with max lockpick. There's a locked door down there. Also, sneak/hide
will be useful for retrieving the bodies of them that die whilst pulling
(see below).

Monk with max Feign Death. This will be essential in order to break the
Overking's room. Even with max FD, the monk should expect to die a time or
two until we get it right.

Paladin. We need a Paladin to engage the Overking and cast Divine Aura and
then pull the Overking out of the pit. More on this below.

Mage with CotH. Because we'll have people coming and going, probably.

Necro. For DMF and to help recover corpses after the wipeout. =)

Most importantly, any raid will need to be focus and organized. Mobs need to
be taken down quickly and efficiently, while leaving mana to deal with the
next one.

Here's what happens:

Groups are made at the zone-in. NO PETS ALLOWED; too many potential aggro
problems. We begin clearing our way to the palace, going through the fort
and over the bridges, taking down the mobs along the way. This should be
easy.

Once we get to the palace and have cleared the mobs in front, the fun
*really* begins. Inside the palace gates are up to ten high-level Sarnaks.
Pulling them singly is a logistical nightmare, and virtually impossible to
do before you get repops from all around. So their are two strategies
involved:

A) Rush inside, have the Main Tank pick a target, and start eliminating the
Sarnaks one by one while the enchanters mezz the others. This puts a burden
on the healers to *keep the chanters alive*, even above keeping the tanks
alive. And, again, taking down each mob *quickly and efficiently* is
important.

B) Rush inside, have the Main Tank pick a target, wait until all the adds
gather around, then have everyone start casting AoE damage spells. With
enough people casting these spells, the mobs should drop pretty quickly - of
course, at the cost of most of the raiding party's mana, but that's okay.

Once all the mobs in the entrance area have been taken care of, the party
moves down the hallway. We take care of a couple of other mobs plus a
roamer, then we get to rest. We get about twenty minutes to rez our dead,
recover mana, and rebuff. Then we move again.

Rogue lockpicks a door, and we move to the library. We may get as many as
three mobs at a time, but we should be able to handle that. The library has
a set of stairs going down to the lower level; we go down those stairs and
take out two more mobs.

At this point the necro DMF's *everyone*. Why? Because there's a pit trap
near the door that leads directly to the Overking's lair, and we do NOT want
to drop down that. DMF, because of its fixed duration, is the best way to
avoid that trap. At this point, all familiars must be killed; if they hit
the Overking's AoE, they'll aggro the Overking to the party. After everyone
is DMF'd, we go down the hallway and take care of a roamer.

Then the tricky part:

The monk puller (maybe working with a tag-team partner) begins clearing the
Overking's room. There are eight mobs plus the Overking in the room, and we
want to get that down to two or three. So the monks begin to pull the mobs,
bringing them to the raid party that's sitting in the hallway. We do *not*
pull the Overking. If the Overking aggros the raiding parties, we retreat
back to the library and *camp* to clear aggro. This shouldn't be a problem
if the pullers are careful. On the raid I went on, the monks were able to
successfully clear the entire room except for the Overking.

Now for the paladin.

The pally has DA up, of course. The pally rushes in, aggros the Overking,
DA's, pulls the Overking out of the small pit in the back of the room and as
far forward as possible without going up the stairs and into the hallway.
Then the Pally yells "CHARGE" and the raiding party comes charging in to
attack. DO NOT GO INTO THE PIT FOR ANY REASON WHATSOEVER. The Overking casts
Gravity Flux, and if you are in the pit, you'll hit the ceiling and aggro
*the entire library*. Eight adds while we're fighting the Overking is
something we do *not* need.

Once the Overking is dead the rest is easy. We set up camp in the Overking's
room (again keeping out of the pit). The Overking is on a two-hour spawn
timer, the rest of the mobs are on thirty-minute timers. We keep the room
clean of mobs and, two hours later, we again pull back out into the hallway,
leaving behind our Pally to wait for the Overking to pop. We repeat the
strategy above.

That is the strategy I'd like to use. There is an alternative strategy of
getting a CotH mage, a rogue, and a cleric to max their faction with Chardok
by killing Gobs in Nurga and farming them for salts and skins. Then the
rogue and mage merrily wander the palace until the get to the hallway
leading to the Overking's room. They then summon a monk or four who
immediately FD. Then they begin summoning tanks who begin engaging the
roamer in the hallway, with the support of the monks and others who are
there. Once the roamer's dead, the mage summons the rest of the raid. I
hesitate to suggest this because it would mean that the rogue, cleric, and
mage would have to spend many tedious, XP-less hours in Nurga. That's asking
a bit much. I'd rather focus our discussion on what I suggested above.

Thoughts/comments?

-Richard
Monual Lifegiver - 55th Human Cleric on Drinal
https://www.tapatalk.com/groups/monk...09.html#p34908

Quote:
Hi there,

I dont post a lot but when I saw this very irritating subject matter I cant quiet myself. I am approaching 60 some odd hours on camping this blessed piece. The dungeon itself is challenging and can be fun if you have a competent group( hehe kinda like LDoN) but it has all the inherent dangers of a good old fashioned dungeon. I have tried many group makeups and as strange as it is the easiest group was the smallest. I took a 65 chanter, 57 cleric, me 57 monk and 57 bard. In my opinion the biggest danger of crawling to the camp...roamers. Before we got our groove down and can do it pretty quick now the biggest problem was the unexpected roamer coming around the corner. Even worse is that occasionally it can be a named. Granted they are not PoP mobs but when you have just pulled and gotten 4 mobs and not all mezzed yet and a named rounds the corner. Trust me its deadly lol.

Once you enter Chardok you do the buff up thing and prepare. Now some people say invisible run over to the levitation tunnell and start there. Well I learned the hard way that the random dog(chokidai) can see invis. That is a bad thing and ALL undead of course see invis. So we begin clearing down to the fort. Then clear the front 2 guards. Long as you stay far to the left as you run by the other mobs in the fort wont agro. You clear halfway up the exit tunnell and then do the levitation thing and run into the tunnell. There will be a mob there waiting. Then you start clearing the various mobs on the way down. You can FD pull or pacify pull or if you have a good enchanter just pull 2 or 3 at a time. We have a great enchanter hehe. Just remember to watch for roamers. There are 2 or 3 mobs that path the entire tunnell and can suprise you if you arent looking for them. The rest are static mobs and are easy to Feign pull.

Now you can Feign split the Captains room but it has always had casters and we all know how hard that can be. You can also try to pacify but be very careful. They have pretty good agro radius. We have gotten it down to just clear the surrounding mobs and agro the whole room and bring into tunnel and let chanter mez. The one time that didnt work is one of those roamers came around the corner. Chanter got off Mez ok and we started the beat down on the roamer but wouldnt you know it it gated. Trust me when I tell you it had a spawn point with many mobs around it because a train of 14 mobs commenced training including the bridgekeeper. Yes I counted them once I got to 5 percent and FD and just watched the rest of my party drop like flies as they tried running.

Corpse run was ok with a banzai run down and hoping FD would work but lootts of casters on the way down and its luck of the draw to get through them in time. Can do it if you dont get perma stunned. Only died once on CR when stupid bard hadn't consented.

But all in all Chardok is a very challenging dungeon and requires patience and some strategy. I will agree with once you get there to the camp to not pull from to far away cause you want to be able to kill re pops quickly once they pop. Keeping the captains room clear is a necessity and we pull/camp right next to the betrayers spawn point. Boring as hell once you get to camp. But persistence will pay off.
Oh yeah I forgot one thing. We got a taste of a trap, I think that was the pattern for LDoN traps, once while first starting the camp. We ran across the bridge once and came back. Looked up and cleric was levitating, or at least we thought she was but when asked, "Who levitated the cleric" No one responded. She said she had a DoT on her screen and her health bar was going down reeeeaaalll quick which we can attest to. She had to use 3/4 of her mana bar to keep herself alive. We were running around looking for what mob was doing that and finally bard stops at bridge and says, "Doh. Trap has been disarmed". So Im not sure if its randomly or what but the bridge can be trapped with a nasty DoT that can kill ya quick so either dont go across it or bring bard/rogue to disarm it. Only improvement you could probably make is to bring an evac'er for emergencies.
Getting out is no problem as that is what god(Sony) made Thurgadin Gate potions for for those that cant gate!


Anyways I apologize for grammatical errors and for the rambling this might seem like. Some say Raster is our bane. I disagree. The 30 hours I spent on Raster is nothing compared to this.

See ya all in Chardok or hell, whichever comes first.
https://groups.google.com/d/msg/alt....4/UMdaPDZ8I0sJ

Quote:
TwoHead

4/25/03


Zymyool wrote:
> The last raid, we took the right side entrance via Lev and climbing the
> wall to the east of it. If there's no real reason to ( like avoiding the
> trap which doesn't seem possible ), then we'll go up the gut if we fight
> in.
If you are going to give martin all our uber secrets we will have to
blindfold you next time <g>.

As for the trap, we did avoid it going that way but I don't think thats
the primary reason we used that route. The puller was hit by the trap
when someone not with our raid repeatedly triggered it as I recall,
Ziggy may be monitoring this and can perhaps recall this detail better
since I think he gave the guy some crap for doing it so many times.
Last edited by Pringles; 10-14-2018 at 11:57 AM..
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  #4  
Old 10-19-2018, 06:24 PM
Pringles Pringles is offline
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bump. wondering if the info you asked for some months back on the bridge traps is still needed along with anything else?
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  #5  
Old 10-20-2018, 11:43 AM
Telin Telin is offline
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Currently the small manisi plant is no drop. The summoned withered manisi leaves act as bandages and are no rent but are tradeable. Is that your understanding of how it should be?

The bridge traps will be in at launch unless there's definitive proof otherwise. Traps are mentioned in a May 2002 post on Korocust's Zam comments. That is well before the Chardok B patch.
http://everquest.allakhazam.com/db/n...10213815469457
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Old 10-20-2018, 11:54 AM
Pringles Pringles is offline
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Quote:
Originally Posted by Telin [You must be logged in to view images. Log in or Register.]
Currently the small manisi plant is no drop. The summoned withered manisi leaves act as bandages and are no rent but are tradeable. Is that your understanding of how it should be?

The bridge traps will be in at launch unless there's definitive proof otherwise. Traps are mentioned in a May 2002 post on Korocust's Zam comments. That is well before the Chardok B patch.
http://everquest.allakhazam.com/db/n...10213815469457
Yes to the first.

Thanks for the clarification on the second. Although that account from February 2002 doesn't mention any traps but that isn't definitive by any means.

edit:
I see where I got mixed up I was looking at this bridge.
http://everquest.allakhazam.com/db/z...00263636232160
Quote:
The 'Bridge of Death' has changed. For those who've hunted in old Chardok remember the Sarnaks who enjoyed blasting you off the double bridges just beyond the first castle. The new Sarnaks who spawn on the bridge no longer cast this knock back spell . .at least they didn't last night.

All the mobs have new names. There are more static spawns. For instance, between zone in and the Gatehouse are three sets of two static spawns. In the smallish room past the first door are three spawns. And more in other spots.
Spawn time appears to be 20 minutes or slightly less.

Updated info:
Chokidai Mangler blue to 52, Chokidai Bloodhound 53rd, Chokidai Bonesnapper, Chokidai Whelp, Chokidai Sniffer, Chokidai Growler, Sarnak Recruit blue to 52, Sarnak Slavedriver blue to 52, Sarnak Underboss 55th, Enslaved Iksar Miner 55th undead procs Heartflutter -21str -8ac debuff, Shai'din Soultrapper necro gated, Di'zok Partisan, Shai'din Conscipt SK or War, Di'zok Underling, Di'zok Channeler gated, Di'zok Recruit, Di'zok Invoker, Sarnak Overseer, Shai'din Nightfear, Di'zok Serjeant, Reanimated Partisan (undead), Reanimated Conscript (undead), Sarnak Hemlock.

Also were the Bridge Keeper (?) golem conned yellow at 56, and Foreman Mirtakk 56th down in the mines. He dropped Vial of Rolling Gas (10 charges of levitate) once and the Girdle of Flayed Iksar the second time. He has a static Sarnak Underboss PH. Watch Seajeant Riz'oul, blue to 56, appeared around the Gatehouse. He dropped Nathasar Vambraces.

All mobs at zone in, zone out and the gatehouse were blue to 56 and some green to 59th. The 55th mobs were down in the mines. Not one mob summoned, even the 55th and named.

Other mobs we saw casting but never fought are off duty Accountant, Physician, off duty Researcher, and Apprentice Herbalist.

Uugoo, ogre warrior
Nexus of Souls
Tarew Marr
Last edited by Pringles; 10-20-2018 at 12:03 PM..
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