Unknown2005-01-25 23:29:33
I imagine some of the Serens are a bit peeved that they can't make sigils go 'boom'. My suggestion is a skill for those oft ignored druids, in the Druidry skillset.
Naturalize
Power Cost: 2 (Mother Tree)
(Whatever it is that druids do) NATURALIZE
Call upon the might of nature to destroy sigils enchanted by the greedy hands of city magicians.
Somethin' like that. Basically the same as the enchanter skill, except it won't leave behind any commodities. Only allow it to work in forest, ethereal, and hartstone demensed rooms, or have it work on other rooms for one or two more power.
A number of vines shoot from the ground and grab a monolith sigil. The vines pull the monolith sigil back with them into the earth, leaving behind a small dandelion.
Naturalize
Power Cost: 2 (Mother Tree)
(Whatever it is that druids do) NATURALIZE
Call upon the might of nature to destroy sigils enchanted by the greedy hands of city magicians.
Somethin' like that. Basically the same as the enchanter skill, except it won't leave behind any commodities. Only allow it to work in forest, ethereal, and hartstone demensed rooms, or have it work on other rooms for one or two more power.
A number of vines shoot from the ground and grab a monolith sigil. The vines pull the monolith sigil back with them into the earth, leaving behind a small dandelion.
Shiri2005-01-25 23:39:24
Meh, maybe. I'm not actually that bothered about us losing out on this change, since alchemy is quite a bit more important than enchantments and this helps it out a bit.
Unknown2005-01-25 23:43:18
Making the ability to remove sigils an actual enchantment ability (and not something useable by all) is the equivalent to giving dilute (an Aquamancy ability) to Alchemists.
Rhysus2005-01-25 23:49:54
You could just ask Rhysus or someone. He would gladly accept a power transfer from a Seren and destroy any monoliths you'd like.
Estarra2005-01-25 23:52:32
Anonymous, that is the longest freaking animated gif I ever saw....
Yes, we've designed enchanters to have a "monopoly" on making and destroying runes.... alas, poor communes!
Yes, we've designed enchanters to have a "monopoly" on making and destroying runes.... alas, poor communes!
Unknown2005-01-25 23:57:17
Good, I quite like the idea, of course they should the advantage with enchantments, because we have the advantage with alchemy
Bricriu2005-01-25 23:58:22
QUOTE(Estarra @ Jan 25 2005, 06:52 PM)
Anonymous, that is the longest freaking animated gif I ever saw....
Yes, we've designed enchanters to have a "monopoly" on making and destroying runes.... alas, poor communes!
Yes, we've designed enchanters to have a "monopoly" on making and destroying runes.... alas, poor communes!
36314
Runes, or Sigils?
Unknown2005-01-26 00:16:22
Yay, so this legitimizes OUR monopoly on Alchemy. I expect to hear everyone else cease the complaining about that.
Unknown2005-01-26 00:17:01
QUOTE(Estarra @ Jan 25 2005, 01:52 PM)
Anonymous, that is the longest freaking animated gif I ever saw....
36314
I hope you mean that in a good way. *grin*
Unknown2005-01-26 00:17:50
I made alot of comms by disenchanting the monos on cancer.
Bricriu2005-01-26 00:19:53
QUOTE(Anonymous @ Jan 25 2005, 07:16 PM)
Yay, so this legitimizes OUR monopoly on Alchemy. I expect to hear everyone else cease the complaining about that.
36325
It hardly 'legitimizes' it, since Alchemy is in one place, a TRUE monopoly, and Enchanting is in two places. Not a real monopoly, then. However, it's a nice touch, all the same, and knowing another commune will eventually rise with Alchemy makes it more tolerable.
Shiri2005-01-26 00:20:18
Yes, Tuek's scribbly thing rocks. Better than R&B anyway.
Unknown2005-01-26 00:27:01
QUOTE(Shiri @ Jan 25 2005, 02:20 PM)
Yes, Tuek's scribbly thing rocks. Better than R&B anyway.
36331
RvB not R&B..... meh, Rhythm and Blues.. no thanks. Red Vs Blue.
Shiri2005-01-26 00:31:50
Near enough, whatev.
Narsrim2005-01-26 00:48:09
QUOTE(Estarra @ Jan 25 2005, 07:52 PM)
Yes, we've designed enchanters to have a "monopoly" on making and destroying runes.... alas, poor communes!
36314
On an individual player level, this monopoly isn't so bad, but I do feel that it overpowers cities versus communes on a macro scale.
Consider the following:
- Serenwilde has far more entrances than Magnagora or New Celest
- Whereas as at any given entrance to a city a magical, runed statue can be placed, several entrance to Serenwilde (via waterways or hills) cannot even have Totems
- A single enchanter of a given city could create and enchant -every- statue in a city whereas it could take a MASSIVE amount of Stag users to create an equal amount of active totems
- With the most recent change, Serenwilde can no longer depend upon sigils ensure unwanted teleports, wandering souls (primarily from liches) are kept from an easy retreat or from invading to spy, etc.
Serenwilde cannot match a cities statue defenses with its own totems. Serenwilde cannot effectively regulate entrance into its borders because it has an extreme amount of entrances and is sectioned off into three areas (Northern, Southern, Ethereal). And finally, it cannot depend upon sigils for defense and cannot ensure are not used offensively, even within its own borders.
Give Serenwilde back its totems and make communes again up to par with cities! :beg:
Shiri2005-01-26 00:56:05
Which completely ignores the whole alchemy advantage we have over them. Which is no small thing.
Narsrim2005-01-26 02:16:22
QUOTE(Shiri @ Jan 25 2005, 08:56 PM)
Which completely ignores the whole alchemy advantage we have over them. Which is no small thing.
36374
Umm, I know people in Magnagora who have HUNDREDS of elixirs (and always have) stocked in their shops. The day after the war ended, Titania did 600 health refills for 1 person or something crazy like that. Furthermore, Bob sells elixirs too so even if a city is banned, they can still get certain stuff.
Magnagora was quite effective against Serenwilde with an elixir ban. Every month, Magnagora readily invaded Serenwilde and killed guards because we have so few totems. They basically walked right to White Hart. Our best people died 4-5 times just to rescue 1 colt because of the statues, few exits, etc.
I'm not exactly sure what role you played in the Serenwilde war but alchemy doesn't make up for having an incredibly open ended, unprotected, Commune to defend in times of war.
On a side note, I know of people who have alchemist alts. They log on, brew some potions, sell to their buddies, the vials ultimately filter back to them. It is it legit? No. It does, however, happen.
Summer2005-01-26 02:43:33
QUOTE(Narsrim @ Jan 26 2005, 10:16 AM)
On a side note, I know of people who have alchemist alts. They log on, brew some potions, sell to their buddies, the vials ultimately filter back to them. It is it legit? No. It does, however, happen.
Nothing (more than there is now) stopping the reverse from happening with enchantments either.
Unknown2005-01-26 02:47:29
It'd be rather difficult to stock 100s of potions in a shop. Why? A shop can only hold 255 items .
Laysus2005-01-26 03:15:05
Tuek's claims of how much Titania brewed I think aren't exaggerated that much, although I'm not sure if they were all to the same person. She did literally do hundreds as soon as the ban was up.