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  • Why 16

    Ok, I was wanting to do some tinkering with my gnome pally, so I came here to look at the sticky for skilling up. It says that I need to get to level 16 before begining. I tried looking elsewhere, to find out why this was the required level to start tinkering, but came up with no answers. Would someone out there be kind enough to enlighten me as to why I have to be level 16 before starting tinkering?

    Thanks in advance.
    Rewde
    Halfling Druid of 61 seasons
    Povar


  • #2
    Why do snakes kick?
    Splunge the Insane - Former Test Server Inmate
    Splunge (Reborn) - Hunter of Lightbringer

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    • #3
      Re: Why 16

      Originally posted by Rewde
      Ok, I was wanting to do some tinkering with my gnome pally, so I came here to look at the sticky for skilling up. It says that I need to get to level 16 before begining. I tried looking elsewhere, to find out why this was the required level to start tinkering, but came up with no answers. Would someone out there be kind enough to enlighten me as to why I have to be level 16 before starting tinkering?

      Thanks in advance.
      You can tinker any time you want, but you cannot gain any skill till 16+.

      Are you asking why 16, as opposed to 20? Or 8? Then I refer you to the other response, "Why do snakes kick?"

      Why can a level 16 gnome become a GM, but shaman's alchemy skill is level-limited? I'd love to have a 16 shaman to make all the fun potions. Or at least do the same with tinkering so there aren't any tinker-bots, which will make my level 65 GM Tinker mean more.


      -- C.
      Last edited by Cerpicio; 03-17-2004, 11:32 AM.

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      • #4
        Be glad you're not a shaman attempting to master Alchemy.

        A shaman can't start Alchemy until 25th level. And they're limited to a skill level of 5 at 25th level with a 5 point gain every level.

        So a shaman who wants to reach 200 Alchemy (maximum skill) has to wait until they reach 64th level.

        (And I think there's some kind of rule saying that they have to wear bear heads all the time.)

        Scapa Orkney, 64th level Wood Elf Druid of Tunare
        Master Potter, Journeyman Artisan
        Cnoc Sixovus, 56th level Halfling Cleric of Bristlebane
        Master Baker, Journeyman Brewer
        Jura Sixovus, 40th level Gnome Enchanter
        Master Jeweler, Expert Tinker (284)
        Bertoxxulous - Tholuxe Paells
        BrindleWood

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        • #5
          Re: Re: Why 16

          Originally posted by Cerpicio
          You can tinker any time you want, but you cannot gain any skill till 16+.

          Are you asking why 16, as opposed to 20? Or 8? Then I refer you to the other response, "Why do snakes kick?"
          Basically wondering why you can't gain skill until level 16. And same with alchemy and shamans being level restricted. Does the same apply to rogues?
          Rewde
          Halfling Druid of 61 seasons
          Povar

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          • #6
            Yes rogues are level capped also though they get poison making much earlier than 25 so they can max out somewhere in their mid 50's.

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            • #7
              Why can't WIS casters Specialize until level 30, when INT casters can at 20? Why do Bards and Rangers both get Dual Wield at 17, but Bards have to wait until 53 to Parry, while Rangers can at 18? Why is Warrior Piercing capped at 240, when their other weapon skills can reach 250?

              Them's the rules. Might as well ask why the rose blooms, why the jasmine gives its scent, or why the bird flies.
              Nichola Smith
              Archon of Erollisi Marr
              Tunare

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              • #8
                Gnomes START at level 1 with TINKERING=50. Therefore, they added the (artificial) level 16 requirement for opening up the ability to raise skill. Its there. Accept it for what it is.

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                • #9
                  back in the old days

                  sit down son

                  back in the old days people used to keep lvl one characters as their money makers. some races were just better at tradeskilling because they had high cha and were smart so they learned faster. Thier main character might have been a melee...

                  and so you can see where im going.

                  anyway, god saw these lvl 1 200 skill characters and perceived it as bad. Alas he thus put a stop to it.





                  hope that apeases your young curious mind.

                  have a nice day!
                  Last edited by rzmonk76; 03-23-2004, 04:23 PM.

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                  • #10
                    Originally posted by eqNichola
                    Why can't WIS casters Specialize until level 30, when INT casters can at 20? Why do Bards and Rangers both get Dual Wield at 17, but Bards have to wait until 53 to Parry, while Rangers can at 18? Why is Warrior Piercing capped at 240, when their other weapon skills can reach 250?

                    Them's the rules. Might as well ask why the rose blooms, why the jasmine gives its scent, or why the bird flies.

                    How hard would it be to nail jell-o to the wall?

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                    • #11
                      Depends...is it regular jello or jigglers?!

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                      • #12
                        less hard than you'd think, given the use of a nailgun that's been tweaked just right to allow firing from a distance, and maybe had the air pressure raised just a bit.

                        Um.... I never lived on a construction site... no, really!

                        Rerashyaka

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                        • #13
                          Freeze the jello so it's in a semi-solid state, hard enough to hold the Jello & nail.

                          BTW - What color Jello?

                          Or, you could just nail the box (full) to the wall, that would work, too. You didn't say it had to be made.
                          Draggar De'Vir
                          92 Assassin - Povar




                          Xzorsh
                          57 Druid of Tunare - Povar
                          47 Druid of Tunare - Lockjaw

                          Hark! Who is that, prowling along the fields! It is Draggar De'VIr, hands clutching two hardened pitas! He cries gutterally: "In the name of Thor the Mighty, I hereby void your warranty, and send you back to God!!!"

                          "No one can predict the future, so we all should eat our desserts first!" - Gaye from 'The Maelstorm's Eye" (Cloakmaster's Cycle book 3)

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                          • #14
                            Re: Why 16

                            Originally posted by Rewde
                            Ok, I was wanting to do some tinkering with my gnome pally, so I came here to look at the sticky for skilling up. It says that I need to get to level 16 before begining. I tried looking elsewhere, to find out why this was the required level to start tinkering, but came up with no answers. Would someone out there be kind enough to enlighten me as to why I have to be level 16 before starting tinkering?

                            Thanks in advance.
                            Very easy & simple answer,

                            Why not?
                            Draggar De'Vir
                            92 Assassin - Povar




                            Xzorsh
                            57 Druid of Tunare - Povar
                            47 Druid of Tunare - Lockjaw

                            Hark! Who is that, prowling along the fields! It is Draggar De'VIr, hands clutching two hardened pitas! He cries gutterally: "In the name of Thor the Mighty, I hereby void your warranty, and send you back to God!!!"

                            "No one can predict the future, so we all should eat our desserts first!" - Gaye from 'The Maelstorm's Eye" (Cloakmaster's Cycle book 3)

                            Comment


                            • #15
                              Originally posted by Draggar
                              Freeze the jello so it's in a semi-solid state, hard enough to hold the Jello & nail.

                              Oooooh...... OK, I can't resist.

                              You can't just nail frozen Jello either.

                              In it's frozen form it would be too brittle and would shatter on the first blow. You need to drill a hole in the frozen jello then drive the nail (or preferably a wood screw) through the hole to prevent the Jello breaking into a thousand pieces. Remember not to put too much pressure on the drill bit as that too could cause a fracture. It's not neccesary to put pressure on the drill anyway since the heat generated melts the jello and the bit just slides through if you use a bit of patience.

                              For my money, frozen nitrogen is the best freezing medium, none of this shove it the freezer overnight malarky. Of course that does mean you have to take extra precautions like wearing gauntlets. Try explaining why you have a block of supercooled jello stuck to your hands down the hospital.

                              Ahhhhh the pleasure of tangental threads - you never know where they will end up.

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