And how would you know which one to teleport to? It could give you
the dungeon name, but what if you had cast 3 different anchors in the
same dungeon?
No, it's not a bug. Only 1 anchor (even if you have 40 different
teleport spells, you only get 1 anchor...)
--
Jason
E...@DarkElf.reno.nv.us
>Has anyone else tried making a few teleport spells and anchoring at different
>places (say, one in town and one at the current spot in the dungeon)?
>Well, it doesn't work. You can only have ONE anchor, regardless of the number
>of teleport-type spells you make. Is this a bug?
>--
>===========================================================================
>Foo, Chik Yau
>f0...@ms1.hinet.net
According to the explanation given a couple of months ago by Don
Nalezyty (of Bethesda), the Recall anchor is a small piece of your
soul left behind at some location to draw your body back when you so
desire. It would be very confusing to have many small bits of your
soul all calling out to you at the same time. Not to mention what
would happen when you ran out of soul.
sandra
--
Martin Boer, Phone: +3150 5855568, Email: M.M....@PTT-Telecom.nl
DISCLAIMER : This Statement is not an official statement from,
nor does it represent an official position of, PTT Telecom B.V.
Tin will not rust or give in but melts directly when heated =B-)
: And how would you know which one to teleport to? It could give you
: the dungeon name, but what if you had cast 3 different anchors in the
: same dungeon?
Okay, how about this. You go to the spellmaker and make say, five
teleport type spells.
Name them: Dungeon Exit Anchor
Latest Dungeon Location Anchor
Temple of Kynareth, Newcester, Anchor
Quest giver Anchor
etc.
You then anchor the various teleport spells at where the name suggests,
and whenever you need to get to your wagon in a jiffy, anchor a Latest
Dungeon Location spell and then teleport to the Dungeon Exit (where
you've had the foresight to anchor your Dungeon Exit Anchor spell).
You then dump all your stuff into your wagon, anchor another Dungeon Exit
spell, rest up a bit, and teleport back via your Latest Dungeon Location
spell.
I think the rest of the spell names explain how to use the teleport spells.
: No, it's not a bug. Only 1 anchor (even if you have 40 different
: teleport spells, you only get 1 anchor...)
Then why allow us the option of making 40 different teleport spells via the
spell maker? Makes no sense. Why not use limitations like Chance of
success (5% + 5%/level, else the spell fizzles), Maximum Weight (Body weight
+ 10 kg/level) or teleport errors (like teleporting a certain number of feet
ABOVE your target or something)?
And why not teleport TARGETS somewhere? Teleport that pesky Ancient Vampire
outside, where its bright and sunny, that sort of thing.
: According to the explanation given a couple of months ago by Don
: Nalezyty (of Bethesda), the Recall anchor is a small piece of your
: soul left behind at some location to draw your body back when you so
: desire. It would be very confusing to have many small bits of your
: soul all calling out to you at the same time. Not to mention what
: would happen when you ran out of soul.
Soul shmoul. Gimme a break! I think we're not allowed multiple teleports is
because it's too troublesome to apply. But then again, one anchor per spell,
it can't be too bad.
>According to the explanation given a couple of months ago by Don
>Nalezyty (of Bethesda), the Recall anchor is a small piece of your
>soul left behind at some location to draw your body back when you so
>desire. It would be very confusing to have many small bits of your
>soul all calling out to you at the same time. Not to mention what
>would happen when you ran out of soul.
Run out of soul? You mean you would become...
Pat Boone?
AAAAARRRRRRRRGGGGHHHH!!!!