Razenth2009-06-03 22:17:47
Would be nice if Chainmail had better physical stats than robes but, as expected, couldn't be proofed. Then there would be a tradeoff.
Kelysa2009-06-03 22:24:32
It would be nice of leather armor had comparable stats so that freaking batting wasn't utterly useless too >_>
Syntax: BATT
Cost: silk 100
On any leather vest, you can batt it with silk, making it a much more expensive
and desirable item. Batted vests can be proofed just like greatrobes (but do not
stack with greatrobes).
edit: but mind you, I don't really necessarily want more competition for selling armor to casters, but still would be nice if batting had some purpose >_>
Syntax: BATT
Cost: silk 100
On any leather vest, you can batt it with silk, making it a much more expensive
and desirable item. Batted vests can be proofed just like greatrobes (but do not
stack with greatrobes).
edit: but mind you, I don't really necessarily want more competition for selling armor to casters, but still would be nice if batting had some purpose >_>
Unknown2009-06-04 00:18:01
QUOTE (Kelysa @ Jun 3 2009, 06:24 PM) <{POST_SNAPBACK}>
It would be nice of leather armor had comparable stats so that freaking batting wasn't utterly useless too >_>
Syntax: BATT
Cost: silk 100
On any leather vest, you can batt it with silk, making it a much more expensive
and desirable item. Batted vests can be proofed just like greatrobes (but do not
stack with greatrobes).
edit: but mind you, I don't really necessarily want more competition for selling armor to casters, but still would be nice if batting had some purpose >_>
Syntax: BATT
Cost: silk 100
On any leather vest, you can batt it with silk, making it a much more expensive
and desirable item. Batted vests can be proofed just like greatrobes (but do not
stack with greatrobes).
edit: but mind you, I don't really necessarily want more competition for selling armor to casters, but still would be nice if batting had some purpose >_>
It would be very awesome if leather was just as usable as great robes.
Particularly monk, bards, and even druids. It's just silly that they wear robes, especially the first two.
Ryll2009-06-04 04:19:09
Monks wearing robes is silly ? When I think of the word "monk" (in relation to martial arts), robes are usually in the picture
Malarious2009-06-04 05:00:40
Personally I think the great house was a good idea but not one that can be done well due to how families have been massively mobbed up, it just gives an extra advantage in influence, thats all.
Ascendants I wont touch. But can we give the Demigods something to do? please?
Streamlining combat maybe, if you remove some useless affs (like pox or somethin) and maybe improve anywhere those actually did something (if that exists, like loneliness maybe?) then that would help a little.
As for races.... Most are fairly decent, only a couple really seem to need anymore help (although you could do a rerebalance on any race that was overcompensated... like the all but unusable mugwump).
P.S. Can we not have a million ascendants please? Make them cost more and more or limit how many an org may have with the ability for the org to unascend someone to recoup some power and create a new one.
Ascendants I wont touch. But can we give the Demigods something to do? please?
Streamlining combat maybe, if you remove some useless affs (like pox or somethin) and maybe improve anywhere those actually did something (if that exists, like loneliness maybe?) then that would help a little.
As for races.... Most are fairly decent, only a couple really seem to need anymore help (although you could do a rerebalance on any race that was overcompensated... like the all but unusable mugwump).
P.S. Can we not have a million ascendants please? Make them cost more and more or limit how many an org may have with the ability for the org to unascend someone to recoup some power and create a new one.
Thicadril2009-06-04 06:12:33
Forging.
Unknown2009-06-04 13:01:34
QUOTE (Ryll @ Jun 4 2009, 12:19 AM) <{POST_SNAPBACK}>
Monks wearing robes is silly ? When I think of the word "monk" (in relation to martial arts), robes are usually in the picture
I always imagined something more like this:
And less like this:
Maybe what you're thinking of is a 'gi', which are almost robe-like, but the last time I heard of someone trying to make robes that looked like a gi, the design was rejected for not being robes.
Ryll2009-06-04 13:12:52
...I dunno, the latter picture looks like a guy you don't want to mess with.
Point taken though, gi were indeed what I had in mind.
Point taken though, gi were indeed what I had in mind.
Unknown2009-06-04 13:25:07
QUOTE (Ryll @ Jun 4 2009, 09:12 AM) <{POST_SNAPBACK}>
...I dunno, the latter picture looks like a guy you don't want to mess with.
Point taken though, gi were indeed what I had in mind.
Point taken though, gi were indeed what I had in mind.
The latter picture looks like if I messed with him he'd scream "THE POWER OF CHRIST COMPELLS YE!" at me and run away.
Krackenor2009-06-04 13:37:26
QUOTE (Dakkhan @ Jun 3 2009, 05:53 PM) <{POST_SNAPBACK}>
- Cross trade items. Forgers make components for watches and musicboxes for tinkerers and hinges/knobs/whatever for artisans. Forgers need spellcraft or lorecraft components to attach their magic runes.
This wouldn't be a good idea right now. With the amount of people around, it takes a decent amount of time to just get help from ONE trade. If cross-tradeskill items became the norm, it would become a pain in the ass.
Daganev2009-06-04 16:40:45
QUOTE (Ryll @ Jun 4 2009, 06:12 AM) <{POST_SNAPBACK}>
...I dunno, the latter picture looks like a guy you don't want to mess with.
Point taken though, gi were indeed what I had in mind.
Point taken though, gi were indeed what I had in mind.
I sort of have this image in mind when the monks try to fireproof thier leather armor with batting
Re Mallets: Actually, Mallets currently do have an affect on forging stats. It not only takes less time, but you are also more likely to get a 180 damage weapon with a mallet than without one.
Mallets have to be worth it, and they also can't break the system. Having mallets decrease the amount of comms used, or increase the amount of comms you get when you smelt something(system breaking) would be the most obvious thing for them to do.
Just like not every jewler needs a hammer, not every forger will require a mallet.
What the mallet does is really the least of the issues inregard to fixing forging.
Richter2009-06-05 00:56:01
Some have expressed concern over the number of ascendents. What if they cost more and more, for each active ascendant? That way ones that disappear don't count against you, and the ones that do are theoretically active and helping?
Rodngar2009-06-05 02:04:55
If there's one thing that could be looked at, it is, in fact, forging.
Also, maybe places to bash/influence to 'even out' the fact that after a certain level, there's nowhere new to go? It's just one big circuit of the same places over and over and over?
I hate being in this grey area where it is 'influence or attempt to bash stuff too hard or not yielding enough exp'.
EDIT: Also, there are no useless afflictions - only slightly less creative people who do not know how to make use of said afflictions. Have you ever stopped to think that perhaps afflictions of a 'useless' nature prevent the curing of afflictions of a 'useful' nature by virtue of stacking up on the same balance or better, same herb or purgative or salve? IIRC, curing is randomized in IRE's engine - you will only heal a handful of afflictions over all others, and that's simply for pure balance's sake. Otherwise, it is entirely randomized upon applying, eating, or sipping a cure. This statement, however, is purely anecdotal - governed by testing I've done across all 4 IRE games. YMMV obviously, and the truth is subject to change, but I've never regarded any affliction as 'useless'.
EDIT2: Edited for civility's sake, because I don't want to go back to Trolling Anonymous Meetings every Tuesday and Thursday
Also, maybe places to bash/influence to 'even out' the fact that after a certain level, there's nowhere new to go? It's just one big circuit of the same places over and over and over?
I hate being in this grey area where it is 'influence or attempt to bash stuff too hard or not yielding enough exp'.
EDIT: Also, there are no useless afflictions - only slightly less creative people who do not know how to make use of said afflictions. Have you ever stopped to think that perhaps afflictions of a 'useless' nature prevent the curing of afflictions of a 'useful' nature by virtue of stacking up on the same balance or better, same herb or purgative or salve? IIRC, curing is randomized in IRE's engine - you will only heal a handful of afflictions over all others, and that's simply for pure balance's sake. Otherwise, it is entirely randomized upon applying, eating, or sipping a cure. This statement, however, is purely anecdotal - governed by testing I've done across all 4 IRE games. YMMV obviously, and the truth is subject to change, but I've never regarded any affliction as 'useless'.
EDIT2: Edited for civility's sake, because I don't want to go back to Trolling Anonymous Meetings every Tuesday and Thursday
Razenth2009-06-05 02:44:36
Bleeding. From angels. Gives 40 bleeding and haemophilia. How in Nil is that useful?
Enero2009-06-05 03:01:08
QUOTE (Razenth @ Jun 5 2009, 03:44 AM) <{POST_SNAPBACK}>
Bleeding. From angels. Gives 40 bleeding and haemophilia. How in Nil is that useful?
Pretty much straight forward actually... you put a Great Rune of Bleeding on your symbol and then use it to jab your opponent. Invest angel with bleeding/paralysis... and just imagine the insane mana drain from clotting + focus mind... Absolve in absolutely no time!
Razenth2009-06-05 03:02:49
Insane... riggggggght.
Daganev2009-06-05 03:30:53
There has got to be something on this list that is a duplicate of something else, or doesn't actually help.
CODE
Help:
13.7.4 AFFLICTIONS AND WHAT CURES THEM
Healing is an art in and of itself. Note that some purgatives heal similar
ailments as herbs.
Ailment (Herb)
-------------
ARNICA:Â Â Â Â Â Â (apply) broken chest, broken nose, crushed foot, crushed
                      windpipe, fractured arms, fractured skull, snapped ribs
                     Â
CALAMUS:Â Â Â Â Â Â (eat)Â Â slickness
                     Â
CHERVILÂ Â Â Â Â Â (eat)Â Â clots blood
                     Â
COLTSFOOT:Â Â Â Â (smoke) anorexia, impatience, insomnia, loneliness, masochism,
                      shyness
                     Â
EARWORT:Â Â Â Â Â Â (eat)Â Â deafness (Special: earwort cures deafness if you have it,
                      otherwise it  gives truehearing)
                     Â
FAELEAF:Â Â Â Â Â Â (smoke) aura of rebounding
FAELEAF:Â Â Â Â Â Â (eat)Â Â blindness, sixth sense (Special: faeleaf cures blindess
                      if you have it, otherwise it gives sixth sense)
                     Â
GALINGALE:Â Â Â Â (eat)Â Â addiction, generosity, gluttony, lover's curse
                     Â
HOREHOUND:Â Â Â Â (eat)Â Â achromatic aura, egovice, healthleech, manabarbs,
                      powerspikes, reckless
                     Â
KAFE:Â Â Â Â Â Â Â Â (eat)Â Â daydreaming, narcolepsy (special: Kafe cures daydreaming
                      and narcolepsy if you have it, otherwise it gives
                      alertness)
                     Â
KOMBU:Â Â Â Â Â Â Â Â (eat)Â Â clumsiness, deadening, dizziness, epilepsy, omniphobia,
                      vapors
                     Â
MARJORAM:Â Â Â Â (eat)Â Â dislocated arms/legs, gashed cheek, mangled tongue,
                      punctured chest, rigormortis, severed ears, sliced
                      open biceps/chest/gut/thighs, weakness
                     Â
MERBLOOM:Â Â Â Â (eat)Â Â gives insomnia
MYRTLE:Â Â Â Â Â Â (eat)Â Â blindness, deafness, sensitivity, vertigo
MYRTLE:Â Â Â Â Â Â (smoke) crushed windpipe, hemiplegy, pierced nerves
                      (arms/legs), severphrenic
                     Â
PENNYROYAL:Â Â (eat)Â Â confusion, dementia, hallucinations, paranoia, scrambled
                      brain, stupidity
                     Â
REISHI:Â Â Â Â Â Â (eat)Â Â aeon, justice, pacified, peace, powersink, punctured
                      aura, succumb, jinx
                     Â
SPARKLEBERRY: (eat)Â Â burst vessels, restores health, mana and ego
WORMWOOD:Â Â Â Â (eat)Â Â agoraphobia, claustrophobia, hypochondria, vestiphobia
                     Â
YARROW:Â Â Â Â Â Â (eat)Â Â cut arteries (arms/legs),
                      haemophilia, hip clotting, lacerated arms/legs,
                      lethargy, malignant blood clots, relapsing, shoulder
                      clotting, sliced open forehead.
                     Â
Purgatives
------------
CHOLERIC:Â Â Â Â (drink) dysentery, hypersomnia, love potion, vomiting, vomiting
                    blood, worms
MELANCHOLIC: (apply) (to chest) asthma, black lung, punctured lung, shortness
                                of breath, trembling
                    (to head)  dizziness, sensitivity, vapors
PHLEGMATIC:Â Â (drink) aeon curse, generosity, powersink, shyness, weakness
SANGUINE:Â Â Â Â (drink) confusion, furrowed brow, haemophelia, healthleech,
                    scalping
Potions/Salves
--------------
ANTIDOTE:Â Â Â Â (drink) cures certain extremely toxic poisons
                      (crotamine and escozul)
BROMIDE:Â Â Â Â Â Â (drink) restores ego
LINIMENT:Â Â Â Â (apply) pox, scabies, sunallergy
FIRE:Â Â Â Â Â Â Â Â (drink) chills, frozen, cold resistance (Special: fire cures
                      chills if you have it, otherwise it also gives cold
                      resistance)
FROST:Â Â Â Â Â Â Â Â (drink) burning, fire resistance (Special: frost cures burning
                      if you have it, otherwise it also gives fire resistance)
HEALTH:Â Â Â Â Â Â (drink) restores health, cures 1 burst vessel / sip
HEALTH:Â Â Â Â Â Â (apply) heals deep wounds, cures 1 rupture / application
LOVE:Â Â Â Â Â Â Â Â (drink) any disloyalty (Warning: possible side effects if you
                      are not under a disloyalty ailment)
MANA:Â Â Â Â Â Â Â Â (drink) restores mana
MENDING:Â Â Â Â Â Â (apply) broken arms/jaw/legs/wrists, twisted arms/legs, slit
                      throat
REGENERATION: (apply) (to arms)Â Â amputated arms, cracked elbows, mangled arms,
                                collapsed nerves
                      (to chest) chest pain, collapsed lung, crushed chest
                      (to gut)  burst organs, ruptured stomach, severed spine,
                                disembowel
                      (to head)  concussion, partially damaged head, pecked
                                eyes, shattered jaw
                      (to legs)  amputated legs,  cracked kneecaps, mangled
                                legs, severed tendons, shattered ankles
Special
-------
SCRUB:Â Â Â Â Â Â Â Â ectoplasm, mud, sap
COMPOSE:Â Â Â Â Â Â fear
CONCENTRATE:Â Â no equilibrium
FOCUS*Â Â Â Â Â Â Â Â (body)Â Â locked legs, locked throat, paralysed
              (mind)  addiction, agoraphobia, anorexia, claustrophobia,
                      confusion, deathmark level, dizziness, epilepsy,
                      fear, hallucinations, impatience, loneliness, lovers,
                      masochism, pacified, reckless, shyness, stupidity,
                      vertigo, weakness
              (spirit) omen, treebane, faeriefire, luminous,
                      darkmoon (targeted), illuminated, sickening,
                      punctured aura.
WAKE:Â Â Â Â Â Â Â Â asleep
WRITHE:Â Â Â Â Â Â crucified, grappled, impaled, pinned leg, ropes, shackled,
              transfix, vined, web
* Focus abilities only become available after lessons have been spent
in the Discipline common skill.
See also: HELP HEALINGYOURSELF, HELP WRITHE
© Copyright 2009 Lusternia LLC
Privacy Policy
13.7.4 AFFLICTIONS AND WHAT CURES THEM
Healing is an art in and of itself. Note that some purgatives heal similar
ailments as herbs.
Ailment (Herb)
-------------
ARNICA:Â Â Â Â Â Â (apply) broken chest, broken nose, crushed foot, crushed
                      windpipe, fractured arms, fractured skull, snapped ribs
                     Â
CALAMUS:Â Â Â Â Â Â (eat)Â Â slickness
                     Â
CHERVILÂ Â Â Â Â Â (eat)Â Â clots blood
                     Â
COLTSFOOT:Â Â Â Â (smoke) anorexia, impatience, insomnia, loneliness, masochism,
                      shyness
                     Â
EARWORT:Â Â Â Â Â Â (eat)Â Â deafness (Special: earwort cures deafness if you have it,
                      otherwise it  gives truehearing)
                     Â
FAELEAF:Â Â Â Â Â Â (smoke) aura of rebounding
FAELEAF:Â Â Â Â Â Â (eat)Â Â blindness, sixth sense (Special: faeleaf cures blindess
                      if you have it, otherwise it gives sixth sense)
                     Â
GALINGALE:Â Â Â Â (eat)Â Â addiction, generosity, gluttony, lover's curse
                     Â
HOREHOUND:Â Â Â Â (eat)Â Â achromatic aura, egovice, healthleech, manabarbs,
                      powerspikes, reckless
                     Â
KAFE:Â Â Â Â Â Â Â Â (eat)Â Â daydreaming, narcolepsy (special: Kafe cures daydreaming
                      and narcolepsy if you have it, otherwise it gives
                      alertness)
                     Â
KOMBU:Â Â Â Â Â Â Â Â (eat)Â Â clumsiness, deadening, dizziness, epilepsy, omniphobia,
                      vapors
                     Â
MARJORAM:Â Â Â Â (eat)Â Â dislocated arms/legs, gashed cheek, mangled tongue,
                      punctured chest, rigormortis, severed ears, sliced
                      open biceps/chest/gut/thighs, weakness
                     Â
MERBLOOM:Â Â Â Â (eat)Â Â gives insomnia
MYRTLE:Â Â Â Â Â Â (eat)Â Â blindness, deafness, sensitivity, vertigo
MYRTLE:Â Â Â Â Â Â (smoke) crushed windpipe, hemiplegy, pierced nerves
                      (arms/legs), severphrenic
                     Â
PENNYROYAL:Â Â (eat)Â Â confusion, dementia, hallucinations, paranoia, scrambled
                      brain, stupidity
                     Â
REISHI:Â Â Â Â Â Â (eat)Â Â aeon, justice, pacified, peace, powersink, punctured
                      aura, succumb, jinx
                     Â
SPARKLEBERRY: (eat)Â Â burst vessels, restores health, mana and ego
WORMWOOD:Â Â Â Â (eat)Â Â agoraphobia, claustrophobia, hypochondria, vestiphobia
                     Â
YARROW:Â Â Â Â Â Â (eat)Â Â cut arteries (arms/legs),
                      haemophilia, hip clotting, lacerated arms/legs,
                      lethargy, malignant blood clots, relapsing, shoulder
                      clotting, sliced open forehead.
                     Â
Purgatives
------------
CHOLERIC:Â Â Â Â (drink) dysentery, hypersomnia, love potion, vomiting, vomiting
                    blood, worms
MELANCHOLIC: (apply) (to chest) asthma, black lung, punctured lung, shortness
                                of breath, trembling
                    (to head)  dizziness, sensitivity, vapors
PHLEGMATIC:Â Â (drink) aeon curse, generosity, powersink, shyness, weakness
SANGUINE:Â Â Â Â (drink) confusion, furrowed brow, haemophelia, healthleech,
                    scalping
Potions/Salves
--------------
ANTIDOTE:Â Â Â Â (drink) cures certain extremely toxic poisons
                      (crotamine and escozul)
BROMIDE:Â Â Â Â Â Â (drink) restores ego
LINIMENT:Â Â Â Â (apply) pox, scabies, sunallergy
FIRE:Â Â Â Â Â Â Â Â (drink) chills, frozen, cold resistance (Special: fire cures
                      chills if you have it, otherwise it also gives cold
                      resistance)
FROST:Â Â Â Â Â Â Â Â (drink) burning, fire resistance (Special: frost cures burning
                      if you have it, otherwise it also gives fire resistance)
HEALTH:Â Â Â Â Â Â (drink) restores health, cures 1 burst vessel / sip
HEALTH:Â Â Â Â Â Â (apply) heals deep wounds, cures 1 rupture / application
LOVE:Â Â Â Â Â Â Â Â (drink) any disloyalty (Warning: possible side effects if you
                      are not under a disloyalty ailment)
MANA:Â Â Â Â Â Â Â Â (drink) restores mana
MENDING:Â Â Â Â Â Â (apply) broken arms/jaw/legs/wrists, twisted arms/legs, slit
                      throat
REGENERATION: (apply) (to arms)Â Â amputated arms, cracked elbows, mangled arms,
                                collapsed nerves
                      (to chest) chest pain, collapsed lung, crushed chest
                      (to gut)  burst organs, ruptured stomach, severed spine,
                                disembowel
                      (to head)  concussion, partially damaged head, pecked
                                eyes, shattered jaw
                      (to legs)  amputated legs,  cracked kneecaps, mangled
                                legs, severed tendons, shattered ankles
Special
-------
SCRUB:Â Â Â Â Â Â Â Â ectoplasm, mud, sap
COMPOSE:Â Â Â Â Â Â fear
CONCENTRATE:Â Â no equilibrium
FOCUS*Â Â Â Â Â Â Â Â (body)Â Â locked legs, locked throat, paralysed
              (mind)  addiction, agoraphobia, anorexia, claustrophobia,
                      confusion, deathmark level, dizziness, epilepsy,
                      fear, hallucinations, impatience, loneliness, lovers,
                      masochism, pacified, reckless, shyness, stupidity,
                      vertigo, weakness
              (spirit) omen, treebane, faeriefire, luminous,
                      darkmoon (targeted), illuminated, sickening,
                      punctured aura.
WAKE:Â Â Â Â Â Â Â Â asleep
WRITHE:Â Â Â Â Â Â crucified, grappled, impaled, pinned leg, ropes, shackled,
              transfix, vined, web
* Focus abilities only become available after lessons have been spent
in the Discipline common skill.
See also: HELP HEALINGYOURSELF, HELP WRITHE
© Copyright 2009 Lusternia LLC
Privacy Policy
Gero2009-06-05 03:59:40
QUOTE (daganev @ Jun 4 2009, 09:40 AM) <{POST_SNAPBACK}>
Re Mallets: Actually, Mallets currently do have an affect on forging stats. It not only takes less time, but you are also more likely to get a 180 damage weapon with a mallet than without one.
You get more points per hit on the forge, you don't get any more point allocated because of the mallet. It just makes it more likely because you have less strikes so you have less of a chance those strikes will go else where. You don't get extra stats.
Aison2009-06-05 06:07:14
It'd be nice if leather, chainmail, etc, was actually a viable option in lusternia, as intended, instead of robe-wearers vs. warriors. And if forging were given a way to proof everything except fullplate/whatever, that'd be pretty sweet too. Then you could choose between wearing a robe or wearing chainmail, as a roleplaying way of saying 'hey I fight' or 'hey I pray'. Or whatever.
Gero2009-06-05 06:44:34
QUOTE (Aison @ Jun 4 2009, 11:07 PM) <{POST_SNAPBACK}>
It'd be nice if leather, chainmail, etc, was actually a viable option in lusternia, as intended, instead of robe-wearers vs. warriors. And if forging were given a way to proof everything except fullplate/whatever, that'd be pretty sweet too. Then you could choose between wearing a robe or wearing chainmail, as a roleplaying way of saying 'hey I fight' or 'hey I pray'. Or whatever.
Maybe make it so robes could be proofed more, but don't do as much for defense against weapons? Another idea would be give them different proofs so that they would defend in different ways.