Malarious2007-08-17 09:14:21
Here is the WHOLE HELP ARTIFACTS DEFENSIVE.
19.10.2 Defensive Artifacts
(see also HELP ARTIFACTS, HELP ARTIFACT_TRADEINS, HELP ARTIFACT_TRANSFERS)
Artifacts are special items that can be purchased only with credits.
Unless otherwise stated, artifacts can be purchased in the Museum of
Curious Relics and Miraculous Marvels on Avechna's Peak. They will reset
into your inventory frequently, which means they cannot be loaned out, or
stolen(!), for very long. Some only work for the owner. They never decay.
They cannot be changed to reset to anyone else's inventory, so do not buy
artifacts of any kind if you intend to sell them.
-------------------
DEFENSIVE ARTIFACTS
-------------------
Powerplex Jewels: 250 credits
- These amazing jewels bestow 5% to the energy reserves of its owner at
the start of every month.
- If the power reserves are at 100%, it will increase the power beyond
even this amount (to a maximum of 125%).
- These jewels _are_ stackable, i.e., owning more than one will have a
cumulative effect.
Gem of Cloaking: 400 credits
- Removes you from the who, clwho, and bw/qw lists.
Note: it does not remove you from gwho or cwho.
(see also HELP ARTIFACTS, HELP ARTIFACT_TRADEINS, HELP ARTIFACT_TRANSFERS)
Someone must have ideas to add to that...
19.10.2 Defensive Artifacts
(see also HELP ARTIFACTS, HELP ARTIFACT_TRADEINS, HELP ARTIFACT_TRANSFERS)
Artifacts are special items that can be purchased only with credits.
Unless otherwise stated, artifacts can be purchased in the Museum of
Curious Relics and Miraculous Marvels on Avechna's Peak. They will reset
into your inventory frequently, which means they cannot be loaned out, or
stolen(!), for very long. Some only work for the owner. They never decay.
They cannot be changed to reset to anyone else's inventory, so do not buy
artifacts of any kind if you intend to sell them.
-------------------
DEFENSIVE ARTIFACTS
-------------------
Powerplex Jewels: 250 credits
- These amazing jewels bestow 5% to the energy reserves of its owner at
the start of every month.
- If the power reserves are at 100%, it will increase the power beyond
even this amount (to a maximum of 125%).
- These jewels _are_ stackable, i.e., owning more than one will have a
cumulative effect.
Gem of Cloaking: 400 credits
- Removes you from the who, clwho, and bw/qw lists.
Note: it does not remove you from gwho or cwho.
(see also HELP ARTIFACTS, HELP ARTIFACT_TRADEINS, HELP ARTIFACT_TRANSFERS)
Someone must have ideas to add to that...
Unknown2007-08-17 10:32:41
There are actually quite a few defensive artifacts listed under HELP ARTIFACTS RUNES. They are likely not under that particular help file because they are runes rather than gems, jewels, etc. Off the top of my head there is the Great Rune of Shielding and the Great Rune of Absorption that are defensive but not listed on the file you reference.
Malarious2007-08-20 01:01:45
I meant defensive items, not runes.
Simimi2007-08-20 01:26:58
All of my ideas are overpowered, like a defensive emblem to make my great robes non-decay, or to change the damage of my symbol (not defensive).
Also note all of our 'defensive' items are for running/traveling...
How about ...
Gift of the Slime: 250 credits (or whatever is reasonable)
Just as the slimes can give of their bodies for the good of themselves, now so to can you!
-BECOME OOZE turns you into a puddle of slime for a few seconds (maybe 10?). While a slime you can not be targetted by mobs (but players can still hit you). To prevent slime form from unbalancing pvp, let a slime take more damage from a certain attack (I think blank note would make sense, vibrations effecting a slime).
- As a slime you can move without the restriction of balance(zlime around really fast, for ten seconds)
- At the end of the 10 seconds (or whatever) you are returned to your normal form, off balance.
-SLIMELEECH FOR
The act of giving of yourself to gain is a skill that the slimes excel in. By giving of a percentage of your total hp, mana, or ego, you can grant yourself a partial defense against a certain element ( cutting/blunt/magic etc). I was thinking it would be fair if like... SLIMELEECH 30% health, gives you 10% defense against blah. This would last 1 lusternian month, and could not be reversed.
Yay, Nay, Boo?
Also note all of our 'defensive' items are for running/traveling...
How about ...
Gift of the Slime: 250 credits (or whatever is reasonable)
Just as the slimes can give of their bodies for the good of themselves, now so to can you!
-BECOME OOZE turns you into a puddle of slime for a few seconds (maybe 10?). While a slime you can not be targetted by mobs (but players can still hit you). To prevent slime form from unbalancing pvp, let a slime take more damage from a certain attack (I think blank note would make sense, vibrations effecting a slime).
- As a slime you can move without the restriction of balance(zlime around really fast, for ten seconds)
- At the end of the 10 seconds (or whatever) you are returned to your normal form, off balance.
-SLIMELEECH
The act of giving of yourself to gain is a skill that the slimes excel in. By giving of a percentage of your total hp, mana, or ego, you can grant yourself a partial defense against a certain element ( cutting/blunt/magic etc). I was thinking it would be fair if like... SLIMELEECH 30% health, gives you 10% defense against blah. This would last 1 lusternian month, and could not be reversed.
Yay, Nay, Boo?
Okin2007-08-20 03:31:28
The non-balance restriction makes becoming a slime equivalent to instant travel anywhere, within the limits of how fast you can spam directions. Have an alias that enters all the directions from Ravenwood to Mother in one command, BECOME OOZE;GOMOTHER, and you're there. OP.
Mirk2007-08-20 04:24:39
QUOTE(Okin @ Aug 19 2007, 10:31 PM) 434798
The non-balance restriction makes becoming a slime equivalent to instant travel anywhere, within the limits of how fast you can spam directions. Have an alias that enters all the directions from Ravenwood to Mother in one command, BECOME OOZE;GOMOTHER, and you're there. OP.
I think she meant not having to worry about balance or equilibrium move. That's the way I interpreted it.
Simimi2007-08-20 14:36:22
Yeah, what Mirk said...
I fail to see how reforming on balance or eq loss would be OP, as the guards would rape you as soon as you popped up. I just think those slimes in glomdoring are super cool, and I want to become a puddle. So sue me.
Come on people, bring on constructive ideas!
I fail to see how reforming on balance or eq loss would be OP, as the guards would rape you as soon as you popped up. I just think those slimes in glomdoring are super cool, and I want to become a puddle. So sue me.
Come on people, bring on constructive ideas!
Gwylifar2007-08-20 18:55:58
QUOTE(Simimi @ Aug 19 2007, 09:26 PM) 434773
let a slime take more damage from a certain attack (I think blank note would make sense, vibrations effecting a slime).
I think you mean minor second, not blank note. For my money, I'd've thought cold would be their greatest vulnerability.
Unknown2007-08-20 18:57:52
QUOTE(Gwylifar @ Aug 20 2007, 01:55 PM) 434896
I think you mean minor second, not blank note. For my money, I'd've thought cold would be their greatest vulnerability.
Nope. Kleenex.
Gwylifar2007-08-20 19:01:09
Tell that to Steve McQueen!
Unknown2007-08-20 20:09:41
QUOTE(Simimi @ Aug 19 2007, 08:26 PM) 434773
Simimi's ooooooze
Sounds a lot like ghost. I doubt the admins would go for it. A lot of artifacts have defensive utilities. Nydekion and I were playing with his pyramid. That thing is damn useful and is really fast for getting away. Rune of absorp is also a neat little toy. I don't know what other defensive artis we could add that wouldn't be unbalancing. Utility artis ftw
Maelvin2007-08-20 22:53:32
Something that allows someone to enemy an entire org, even if only temp.
Simimi2007-08-21 00:15:22
I would love a way to store hermits long enough to actually use them...
Think defensive, Think defensive...
How about an artie patch to attach to great robes (but not splendour) to make them;
-no decay
-20% resist to one thing
- no other proofs possible.
?
Think defensive, Think defensive...
How about an artie patch to attach to great robes (but not splendour) to make them;
-no decay
-20% resist to one thing
- no other proofs possible.
?
Krellan2007-08-21 01:54:51
QUOTE(Simimi @ Aug 20 2007, 07:15 PM) 434948
I would love a way to store hermits long enough to actually use them...
Think defensive, Think defensive...
How about an artie patch to attach to great robes (but not splendour) to make them;
-no decay
-20% resist to one thing
- no other proofs possible.
?
Think defensive, Think defensive...
How about an artie patch to attach to great robes (but not splendour) to make them;
-no decay
-20% resist to one thing
- no other proofs possible.
?
with the amount of credits you're likely to spend on that. minimally i'd guess 250. You can get splendour robes for cheaper 20% resist all magic/elements and better stats and lengthier decay time.
Simimi2007-08-21 03:12:28
True... and I guess you could just learn tailoring for splendours, wear them, have someone mend them when the time comes, and forget tailor while keeping the robes and move on... meh.