Dumihru2005-01-29 23:21:14
Druids have definitely broken the demesne, both at Southguard (just outside the gates) and in Dairuchi, at least until Ravin avengered Athana and had her peaced.
So it's not unbreakable. Breaking, melding, breaking, melding, for days on end does get kind of repetitive though.
So it's not unbreakable. Breaking, melding, breaking, melding, for days on end does get kind of repetitive though.
Elryn2005-01-29 23:42:08
Hmm, I wasn't involved in the influencing here, but I agree that it shouldn't be easy to have control of an entire village when it is free of influence. Can people set up sanctuaries that prevent all the demesne effects? If so, then I suppose there is no problem. If not, then the influencing appears to have returned to a state of combat dependence.
As a side question to the divine, why is it demesne's and their runes do not disappear on death, but our entourages do? It is fairly easy to slay our fae (not as much the angels/demons, but they're still similar)... so what is the reason they disappear?
As a side question to the divine, why is it demesne's and their runes do not disappear on death, but our entourages do? It is fairly easy to slay our fae (not as much the angels/demons, but they're still similar)... so what is the reason they disappear?
Silvanus2005-01-29 23:43:13
QUOTE(Elryn @ Jan 29 2005, 05:42 PM)
Hmm, I wasn't involved in the influencing here, but I agree that it shouldn't be easy to have control of an entire village when it is free of influence. Can people set up sanctuaries that prevent all the demesne effects? If so, then I suppose there is no problem. If not, then the influencing appears to have returned to a state of combat dependence.
As a side question to the divine, why is it demesne's and their runes do not disappear on death, but our entourages do? It is fairly easy to slay our fae (not as much the angels/demons, but they're still similar)... so what is the reason they disappear?
As a side question to the divine, why is it demesne's and their runes do not disappear on death, but our entourages do? It is fairly easy to slay our fae (not as much the angels/demons, but they're still similar)... so what is the reason they disappear?
38724
Yes, they did set up sanctuaries that negated demesne effects. And they don't disappear when they die, they just kill them (well, angels/demons).
Elryn2005-01-29 23:48:22
Actually, our fae disappear. I wonder why that is different... but I'll start a new topic to avoid hijacking this one.
Ceres2005-01-29 23:53:02
I'm sorry, I've just been around Ravin's demesne. One end of the highway goes into Magnagora, where there are statues and guards, and one goes into Dairuchi, where there are statues and guards. Show me how to break it?
Dairuchi> 0---|---0---0---0---|---0 < Magnagora
           ^          ^
         Can't get past either
CODE
Dairuchi> 0---|---0---0---0---|---0 < Magnagora
           ^          ^
         Can't get past either
Unknown2005-01-30 00:06:31
Actually it's more like this:
It goes from Mag along the highway to Grand Junction, then down to Dairuchi, as well as going across the southern mountains and into the Glomdoring.
However Ravin reports that for some reason it can be broke at the Grand Junction. What gives?
It goes from Mag along the highway to Grand Junction, then down to Dairuchi, as well as going across the southern mountains and into the Glomdoring.
However Ravin reports that for some reason it can be broke at the Grand Junction. What gives?
Ceres2005-01-30 00:13:26
Grand Junction. (road).
The corrosiveness of the taint sickens the land. Filling the firmament is a
lattice of heavy grey clouds. The fossilized remains of Silimaur are here.
You see exits leading east, south, and northwest.
1752h, 2736m, 2232e, 10p ex-
Despite your best efforts, your magics are unable to break the existing
demesne.
Archthron2005-01-30 00:21:04
Isn't the way to break it if you have a room of your room type next to it, like if you had already forcewatered the room to the northwest then it could be broken at the junction?
Kaileigh2005-01-30 00:42:43
QUOTE(Estarra @ Jan 29 2005, 04:32 PM)
A 400 room demesne is huge and it begs the question: Didn't anyone notice this demesne if it had been there for days and covered large sections of road? Isn't it a little irresponsible to allow any mage to control large sections of roads or passes for long periods of time? Maybe no one had thought this through but, yes, if a mage has a demesne on a road, they are controlling that road. Though I sympathize with those who had to deal with the demesne during influencing, I'm really not inclined to change mages because of it.
38666
I asked the same thing when he got into Delport and I died at least 6 times trying to unmeld it. He kept killing me with no conequences. I finally gave up after losing 3 levels.
Ceres2005-01-30 00:46:28
Okay, look. THE RING OF DEWM, circled here (ineptly) in red. The road to the northwest of the X is a highway to Magnagora, and so will always have 2 or more rooms linked, making it unbreakable. The ring is all tainted and demesned, and as you can see, it will always have 2 or more rooms connecting to each. With the highway into Magnagora, and that ring, it is IMPOSSIBLE to break the demesne, unless I'm misunderstanding something.
Dumihru2005-01-30 01:03:29
It's not impossible. Having 2 adjacent demesne rooms doesn't always prevent forceflood/forceforest. Try breaking it just outside Southguard. Munsia broke it in Dairuchi as well, but you'd have to ask her how she did it..
Yrael2005-01-30 01:32:25
Out of curiousity, am I supposed to be able to be hit by demesne effects while flying, and ghosted? Was trying to get into Celest, find a shop I had the key for, so halfway to Delport, I fly, ghost.. an Aquamancer wave comes to take a shot at me. Then jellyfish. I left, after that. Flying jellyfish!
Athana2005-01-30 01:34:59
Ravin's demesne is not unbreakable...just difficult, especially when i have to dispell his illusions, recover equilibrium, forceforest, and pray that he doesn't demesne summon me into the statue he likes so much
as for the whole issue with whether demesnes should dissolve after the owner dies i say it shouldnt....it takes alot of power and time not to mention runes that burn holes in my pockets but i do think that demesnes should have a limited number of rooms...its getting absolutely crazy
as for the whole issue with whether demesnes should dissolve after the owner dies i say it shouldnt....it takes alot of power and time not to mention runes that burn holes in my pockets but i do think that demesnes should have a limited number of rooms...its getting absolutely crazy
Yrael2005-01-30 01:47:20
Demesnes do have a limit - 400 rooms.
Aebrin2005-01-30 02:08:49
Personally in accordance to the Poll: Should Demesne be eradicated when dead?
I say no. Which means I am going to get all kinds of crap from people who were trying to break Ravin's demesne during the last revolt. Fantastic, another list of people hating me.
However, I do think Demesne should be broken up on D/C. Why? All of other Guild's loyal go when D/C - bar the Fae who goes when dead (but I voted against that). To empower the effects of a Mage's demesne however, make Flood flood/taint/forest up to 5 rooms in accordance to effectability. Force flood/taint/forest can stay the same, to break demesne one room at a time. Melding doesn't take power, so that's peachy.
Demesne is extremely difficult to break, especially Geomancers (not sure with the Hartstoners because they haven't demesned like mad) have two fantastic tainted anchors - their own city and Glomdoring. When Melding to already Tainted Ground, the demesne is invisible. Trying to break it up after that is extremely hard. Aquamancers only can do that in ocean which limits them to the Inner Sea and the Sea of Despair. Sea of Despair is dangerous, and besides there's nothing much there next to it bar Spectre Isle and Magnagora. And on one end of the Inner Sea is Serenwilde, and the Celestians are on good terms with the Serenwilde which means no demesning their lands, then the other end is Celest, but no reason to Demesne out from Celest. Then the third point is Stewartsville and Delport. Those are the best vantage points, yet nobody in Aquamancers have done that yet. Guess we've been trying to break Ravin's demesne too much to be far to busy to start our own massive demesne.
Hmm my two cents worth...
I say no. Which means I am going to get all kinds of crap from people who were trying to break Ravin's demesne during the last revolt. Fantastic, another list of people hating me.
However, I do think Demesne should be broken up on D/C. Why? All of other Guild's loyal go when D/C - bar the Fae who goes when dead (but I voted against that). To empower the effects of a Mage's demesne however, make Flood flood/taint/forest up to 5 rooms in accordance to effectability. Force flood/taint/forest can stay the same, to break demesne one room at a time. Melding doesn't take power, so that's peachy.
Demesne is extremely difficult to break, especially Geomancers (not sure with the Hartstoners because they haven't demesned like mad) have two fantastic tainted anchors - their own city and Glomdoring. When Melding to already Tainted Ground, the demesne is invisible. Trying to break it up after that is extremely hard. Aquamancers only can do that in ocean which limits them to the Inner Sea and the Sea of Despair. Sea of Despair is dangerous, and besides there's nothing much there next to it bar Spectre Isle and Magnagora. And on one end of the Inner Sea is Serenwilde, and the Celestians are on good terms with the Serenwilde which means no demesning their lands, then the other end is Celest, but no reason to Demesne out from Celest. Then the third point is Stewartsville and Delport. Those are the best vantage points, yet nobody in Aquamancers have done that yet. Guess we've been trying to break Ravin's demesne too much to be far to busy to start our own massive demesne.
Hmm my two cents worth...
Ceres2005-01-30 02:43:31
I cleared out Dairuchi, then a group of 11 came and killed me, and retainted it.
Demesnes.
Demesnes.
Silvanus2005-01-30 02:46:06
QUOTE(Ceres @ Jan 29 2005, 08:43 PM)
I cleared out Dairuchi, then a group of 11 came and killed me, and retainted it.
Demesnes.
Demesnes.
38804
You miscounted. It was Tavon and me that broke your demesne and killed you, then you came back to re do it, with 6 other people. So I got a more people. Fun!
Unknown2005-01-30 03:03:46
The trick to breaking demesnes is that you can't really 'break' the demesne fully...I mean, you cannot remove the meld from a room if it would in turn cut the demesne in half. A demesne always has to be fully connected in a whole... For example, if there there 5 rooms adjacent to each other, something like this..
- - - -
Numbers 2, 3, or 4 cannot be broken, NOT because they are connected to two rooms, but because it'd 'cut' the demesne in half.
Now that that's out of the way, Ravin's demesne is very breakable in Dairuchi. I won't give too much detail because that wouldn't be fair, but just use the above idea to help you. Work outward then progress inward, eventually enough will be cleared so that the roads can be cleared as well.
Edit: Posted this after reading just last few posts...ignore it since you all already know!
- - - -
Numbers 2, 3, or 4 cannot be broken, NOT because they are connected to two rooms, but because it'd 'cut' the demesne in half.
Now that that's out of the way, Ravin's demesne is very breakable in Dairuchi. I won't give too much detail because that wouldn't be fair, but just use the above idea to help you. Work outward then progress inward, eventually enough will be cleared so that the roads can be cleared as well.
Edit: Posted this after reading just last few posts...ignore it since you all already know!
Silvanus2005-01-30 03:06:45
Ravin's demesne was broken.
Aebrin2005-01-30 03:06:50
Yes, Ravin's room is breakable. No doubt about it. The weakness is down in the mines. However the problem still stands, big demesne breaking takes time. When you have 30 Magnagorans running around, half of them influencing, the other half trying to kill you... there's no way.