Aebrin2005-07-02 13:26:43
Y'know what? I reckon other Guild/city leaders should get some kinda artifact. It won't have the same effects of the champion arties, but something to recognise their good work, after all they don't get
So maybe the head honcho for the communities: Prince/King, Emperor, Dark Marshall, Marshall should get something that reflects it, plus the GA and GM. Here's what I think:
Prince/King of Celest & Emperor:
Artifact: Scepter of Light/Twisted Orb of Nil
Effects: The ability to bestow a favour of Celestia/Nil on one citizen per month. It effectively increases all their stats by one for that month. After that month is over, the citizen cannot be favoured again for the year. It costs 10p to favour. Basically it'll give him the power to have a special favour above the other CR6.
Dark Marshall & Marshall:
Artifact: Golden Goblet of Glinshari/Spider Amulet of Glomdoring
Effects: The ability to bestow a favour of Stag/Crow which gives commune members the ability to be invisible and undetectable even to thirdeye within their own commune and a level 3 health regen. It'll last for a month and the commune member cannot be favoured again for a year. It costs 10p to favour.
GM of Nihilists/Celestines:
Artifact: Ring of Darkness/Amulet of Light
Effects: Increase Intelligence +2 and regen mana and willpower. While in Celestia/Nil, they get an extra +1 on all stats and level 2 regen in mana and level 1 regen in health.
GM of Aquamancers/Geomancers/Blacktalon:
Artifact: A special turtle/taint wyrm/crow
Effects: Not only will every new GM be able to customize theirs (e.g. like a pet customization, but can't do the custom emotes like a pet - just some basic reactions and enter and exit messages and their description) but also a slightly increased stat.
GM of Paladins/Ur'Guard/Serenguard/what the heck is Glomdoring's called again:
Artifact: Badge of Honour/Runic Badge of Urlachmar/Etching of Glinshari/Feather of Crow
ATTACH BADGE/ETCHING/FEATHER TO ARMOUR
Effects: Basically while wearing the armour with the badge on it, the armour becomes unremovable except by the GM himself (something like curse, but removable, but still not affected by vestiphobia), has reduced weight contrary to normal full plate (if they have full plate, or field plate if not) and increases strength by 2 and dexterity by 1.
GM of Shadowdancers/Moondancers:
Artifact: Cloak of Shadows/Lunar Cloak
Effects: Under the cloaks, the GM would be able to merge with their commune environment, becoming undetectable even by thirdeye. It also raises their intelligence by 2 and their charisma by 1. The cloak itself is fire/magic/electricity/cold proof.
GM of Hartstone:
Artifact: Gloves of Forestal Spirits
Effects: While wearing the gloves, the GM may have one room unclearable of their demesne, regardless of anchoring - the room where they are, and the ability to raise a earth giant/golem to aide them while in that room. Should the GM move, the effects are gone. Also increases int by 1.
I can't think of what the GA would get, but here are some ideas to throw out.
So maybe the head honcho for the communities: Prince/King, Emperor, Dark Marshall, Marshall should get something that reflects it, plus the GA and GM. Here's what I think:
Prince/King of Celest & Emperor:
Artifact: Scepter of Light/Twisted Orb of Nil
Effects: The ability to bestow a favour of Celestia/Nil on one citizen per month. It effectively increases all their stats by one for that month. After that month is over, the citizen cannot be favoured again for the year. It costs 10p to favour. Basically it'll give him the power to have a special favour above the other CR6.
Dark Marshall & Marshall:
Artifact: Golden Goblet of Glinshari/Spider Amulet of Glomdoring
Effects: The ability to bestow a favour of Stag/Crow which gives commune members the ability to be invisible and undetectable even to thirdeye within their own commune and a level 3 health regen. It'll last for a month and the commune member cannot be favoured again for a year. It costs 10p to favour.
GM of Nihilists/Celestines:
Artifact: Ring of Darkness/Amulet of Light
Effects: Increase Intelligence +2 and regen mana and willpower. While in Celestia/Nil, they get an extra +1 on all stats and level 2 regen in mana and level 1 regen in health.
GM of Aquamancers/Geomancers/Blacktalon:
Artifact: A special turtle/taint wyrm/crow
Effects: Not only will every new GM be able to customize theirs (e.g. like a pet customization, but can't do the custom emotes like a pet - just some basic reactions and enter and exit messages and their description) but also a slightly increased stat.
GM of Paladins/Ur'Guard/Serenguard/what the heck is Glomdoring's called again:
Artifact: Badge of Honour/Runic Badge of Urlachmar/Etching of Glinshari/Feather of Crow
ATTACH BADGE/ETCHING/FEATHER TO ARMOUR
Effects: Basically while wearing the armour with the badge on it, the armour becomes unremovable except by the GM himself (something like curse, but removable, but still not affected by vestiphobia), has reduced weight contrary to normal full plate (if they have full plate, or field plate if not) and increases strength by 2 and dexterity by 1.
GM of Shadowdancers/Moondancers:
Artifact: Cloak of Shadows/Lunar Cloak
Effects: Under the cloaks, the GM would be able to merge with their commune environment, becoming undetectable even by thirdeye. It also raises their intelligence by 2 and their charisma by 1. The cloak itself is fire/magic/electricity/cold proof.
GM of Hartstone:
Artifact: Gloves of Forestal Spirits
Effects: While wearing the gloves, the GM may have one room unclearable of their demesne, regardless of anchoring - the room where they are, and the ability to raise a earth giant/golem to aide them while in that room. Should the GM move, the effects are gone. Also increases int by 1.
I can't think of what the GA would get, but here are some ideas to throw out.
Gwylifar2005-07-02 13:48:19
I think that badge you're giving the knight GMs is better than the champion helm. (Etching of Glinshari??) Nice idea in general, not sure about some of the specifics, but I doubt it'll happen.
Ceres2005-07-02 13:50:03
QUOTE(Aebrin @ Jul 2 2005, 01:26 PM)
GM of Paladins/Ur'Guard/Serenguard/what the heck is Glomdoring's called again:
Artifact: Badge of Honour/Runic Badge of Urlachmar/Etching of Glinshari/Feather of Crow
ATTACH BADGE/ETCHING/FEATHER TO ARMOUR
Effects: Basically while wearing the armour with the badge on it, the armour becomes unremovable except by the GM himself (something like curse, but removable, but still not affected by vestiphobia), has reduced weight contrary to normal full plate (if they have full plate, or field plate if not) and increases strength by 2 and dexterity by 1.
Artifact: Badge of Honour/Runic Badge of Urlachmar/Etching of Glinshari/Feather of Crow
ATTACH BADGE/ETCHING/FEATHER TO ARMOUR
Effects: Basically while wearing the armour with the badge on it, the armour becomes unremovable except by the GM himself (something like curse, but removable, but still not affected by vestiphobia), has reduced weight contrary to normal full plate (if they have full plate, or field plate if not) and increases strength by 2 and dexterity by 1.
148230
Yeah, this should be a champion thing if it's introduced at all.
Sylphas2005-07-02 17:54:10
Why did you seperate out Hartstone from the other druids and mages?
Aebrin2005-07-03 01:11:23
QUOTE(Sylphas @ Jul 2 2005, 07:54 PM)
Why did you seperate out Hartstone from the other druids and mages?
148280
Because I was sure that Hartstone didn't have a loyal like the others (I could be wrong).
As for the other comments, well those are just ideas I thought up when I was dead tired, so I could've been over generous.
Aebrin2005-07-03 01:14:58
Thinking of some GA ones is perhaps...
well you know how GC can substitute themselves with another guildmember in battle? Well perhaps, have it so the GA artifacts can summon any novice of the Guild to their side if the GA is on friendly ground (ie main city/commune and villages).
well you know how GC can substitute themselves with another guildmember in battle? Well perhaps, have it so the GA artifacts can summon any novice of the Guild to their side if the GA is on friendly ground (ie main city/commune and villages).
Xenthos2005-07-03 01:20:40
The Hartstone get those little stag thingies.
Murphy2005-07-03 01:44:33
If you give guildmasters +2 str and +1 dex, while leaving the CHAMPION helm as useless as it is, I will go insane.
The current champion artifact balance is rediculous, amaru's pet is the most overpowered artifact in the game, yet mine does nothing.
Please balance the champions out BEFORE you do anything to the other guildmembers!
The current champion artifact balance is rediculous, amaru's pet is the most overpowered artifact in the game, yet mine does nothing.
Please balance the champions out BEFORE you do anything to the other guildmembers!
Shiri2005-07-03 01:46:38
That's actually a nice idea, although maybe they shouldn't be quite as combat-related as you say.
Nyla2005-07-03 06:25:26
Oooooo my GA artifact
Blacktalon Mantle of STFU
Grants the administrator the power to remove any member of their guild's ability to shout and/or speak on the guild and city channels.
Also grants the Administrator an influencing balance cutting the amount of time it takes to recover equilibrium while using any influence skill in half. And +3 charisma
Blacktalon Mantle of STFU
Grants the administrator the power to remove any member of their guild's ability to shout and/or speak on the guild and city channels.
Also grants the Administrator an influencing balance cutting the amount of time it takes to recover equilibrium while using any influence skill in half. And +3 charisma
Galatae2005-07-08 08:53:00
QUOTE
Blacktalon Mantle of STFU
Ixion2005-07-09 09:21:02
I like the thought of cool effects for city/guild leaders, but as you suggest it, it's not even close to fair and utterly unreasonable. Giving me +2 str or guardians +2 int is insane.
1) Knight artifacts need balancing with respect to guardian/wiccan pets and mage arties before anything is added.
2) Any type of stats gain other than +1 con(maybe) is simply overpowered. Imagine me with 23 str at night, and dont even think about it when get titan.
The city/commune leader powers as suggested is a pretty nice idea, though.
EDIT: Eiru mentioned karma blessings to me, and I think that's a great idea. GMs: one upkeep free karma blessing per month, that cannot be switched and doesn't block curses.
1) Knight artifacts need balancing with respect to guardian/wiccan pets and mage arties before anything is added.
2) Any type of stats gain other than +1 con(maybe) is simply overpowered. Imagine me with 23 str at night, and dont even think about it when get titan.
The city/commune leader powers as suggested is a pretty nice idea, though.
EDIT: Eiru mentioned karma blessings to me, and I think that's a great idea. GMs: one upkeep free karma blessing per month, that cannot be switched and doesn't block curses.
Shiri2005-07-09 09:49:08
QUOTE(Ixion @ Jul 9 2005, 10:21 AM)
2) Any type of stats gain other than +1 con(maybe) is simply overpowered. Imagine me with 23 str at night, and dont even think about it when get titan.
...
EDIT: Eiru mentioned karma blessings to me, and I think that's a great idea. GMs: one upkeep free karma blessing per month, that cannot be switched and doesn't block curses.
...
EDIT: Eiru mentioned karma blessings to me, and I think that's a great idea. GMs: one upkeep free karma blessing per month, that cannot be switched and doesn't block curses.
150754
Karmic blessing of knowledge - +2 INT.
Ixion2005-07-09 09:52:30
QUOTE(Shiri @ Jul 9 2005, 04:49 AM)
Karmic blessing of knowledge - +2 INT.
150759
Correct, but as Aebrin suggested you could get the GM bonus AND karma, which is ridiculous. As I suggested, it would just be a karma blessing and as such there would be no real stacked benefit
Shiri2005-07-09 10:01:28
Ah, right.
...a permanent +2 INT is still overpowered. I don't know why it needs to be a combat artifact (or directly) anyway? For a GM it would actually make sense to have something like be able to carry both sanc and crusade campaigns with them. And switch between them, overriding their own one. Or something.
...a permanent +2 INT is still overpowered. I don't know why it needs to be a combat artifact (or directly) anyway? For a GM it would actually make sense to have something like be able to carry both sanc and crusade campaigns with them. And switch between them, overriding their own one. Or something.
Aebrin2005-07-09 12:43:58
As I said, my ideas were probably over generous.
Perhaps the GMs can summon a loyal which has crap all attack skills, but unkillable. This loyal can be like a mascot for the Guild. So really it's like a pet, more a status symbol more than anything.
The GA can some kind of amulet or sceptre which they can summon a novice to their position. Again more a status symbol, but useful with novices.
Perhaps the GMs can summon a loyal which has crap all attack skills, but unkillable. This loyal can be like a mascot for the Guild. So really it's like a pet, more a status symbol more than anything.
The GA can some kind of amulet or sceptre which they can summon a novice to their position. Again more a status symbol, but useful with novices.
Sylphas2005-07-09 12:51:08
I want an amulet that lets me force people to read news.
Murphy2005-07-09 13:46:34
I want a useful champ artifact!
Gwylifar2005-07-09 14:07:42
QUOTE(Sylphas @ Jul 9 2005, 08:51 AM)
I want an amulet that lets me force people to read news.
150791
And while you're at it, forces them to roleplay!
Unknown2005-07-09 16:17:22
You're my official hero Gwylifar.