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Smelly Cat!

A forum to discuss our favorite game features we do not want to forget.

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4 posts • Page 1 of 1
Sile
Posts: 61
Joined: Sat Jul 25, 2015 10:35 pm
Smelly Cat!
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Post by Sile » Thu Aug 13, 2015 10:23 pm

Triggers based on items in your inventory was such a sparsely-used mechanic. For those who don't remember or didn't play specifically for the animal abuse, the Smelly Cat would wander Ahgram and be unattackable until someone with a Fresh Fish in their bags got close enough causing it to aggro.

I feel it would add an interesting dynamic to basic overland content if taken farther. That dungeon getting a bit too crowded? Take your group to the fields and farm 4 dot wisps until you get that Bright Lightstone, then move from gravesite to gravesite spawning undead until you trigger a named. If you're lucky the named might even drop a rare item that will allow you to cause the giant shambler in the woods to uproot for a chance at a legendary ring.
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Glenzig
Posts: 67
Joined: Fri Jul 24, 2015 5:07 pm
Re: Smelly Cat!
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Post by Glenzig » Fri Aug 14, 2015 4:43 am

Pretty cool idea. I like it.
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Jakkal
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Posts: 3098
Joined: Tue May 20, 2014 1:59 am
Location: Raleigh, NC
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Re: Smelly Cat!
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Post by Jakkal » Fri Aug 14, 2015 8:36 am

I really loved that 'fresh fish' was one of the rewards on the IOD, that so many people forgot they even had it in their bags. One trip to ahgram to continue the crafting and diplo, and bam, smelly cat was on them like white on rice. So funny.
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Ratief
Developer
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Posts: 393
Joined: Thu Feb 06, 2014 8:21 am
Re: Smelly Cat!
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Post by Ratief » Fri Aug 14, 2015 2:58 pm

I think we should make smelly cat randomly spawn as a lvl 55 6 dot that kills every PC in Ahgram! Smelly cat actually reminds me of the giant is eat commonlands back in EQ. You have to keep those noobs on their toes!
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