Noola2008-03-19 12:43:22
QUOTE(Saran @ Mar 19 2008, 03:12 AM) 494435
Archways
Archways are only good if your manse is one whole area (otherwise, you're hearing/seeing things that don't make sense - ocean breeze in a cave, bat guano and dripping stalagittes in the beach, etc.)
I support the one room ambiance thingie!
I'd also like for a manse artifact that let you put up signs in your manse that people could read! Like how shops have signs? Or the direction signs at the Ring of Portals. Or the roadsigns along the highway. Only hese signs could say anything. Say your manse has a road running throuth it and it comes to a fork. Well, if the visitor goes to the northeast, they'll end up at a nifty cliff overlooking a lava pit. If they go northwest, they'll wind up at the beach. You could put up the sign there and use it to tell people that! Or you could use your signs to put up the laws of your manse or something. Or just whatever.
Unknown2008-03-19 23:21:10
I'd pay credits for a magic chalkboard that you can write messages on and place somewhere for x time.
Shuyin is here. He is wielding a small chalkboard that reads, "Xenthos smells!" in his left hand.
Shuyin is here. He is wielding a small chalkboard that reads, "Xenthos smells!" in his left hand.
Xenthos2008-03-20 00:06:40
QUOTE(Sojiro @ Mar 19 2008, 07:21 PM) 494563
I'd pay credits for a magic chalkboard that you can write messages on and place somewhere for x time.
Shuyin is here. He is wielding a small chalkboard that reads, "Xenthos smells!" in his left hand.
Shuyin is here. He is wielding a small chalkboard that reads, "Xenthos smells!" in his left hand.
Oh, wait. Wrong smiley!
Jigan2008-03-20 00:25:32
QUOTE(Xenthos @ Mar 19 2008, 07:06 PM) 494565
Oh, wait. Wrong smiley!
Fixed.
Re: Signs
It would be nice to have little signs, at least for a manse. Or at least something that gives directions somewhere. Either chalkboard (with a keg like tapping ability and a stand so it can't be moved), or something other than a flamed letter. Maybe something like a little illusion rune? A set illusionry graffitti?
Lendren2008-03-20 13:04:17
QUOTE(Sojiro @ Mar 19 2008, 07:21 PM) 494563
I'd pay credits for a magic chalkboard that you can write messages on and place somewhere for x time.
If the value of x is small enough, just ask your local friendly Spiritsinger to post a programmed illusion, magic mouth, or concealment illusion, and you're all set. But I think the longest-lasting of those is only 10 minutes. (I've tried a half-dozen times to get an improved conceal spell envoyed, which would last an hour for a 2p cost, but it never gets submitted.)
Noola2008-03-20 14:30:20
QUOTE(Lendren @ Mar 20 2008, 08:04 AM) 494635
If the value of x is small enough, just ask your local friendly Spiritsinger to post a programmed illusion, magic mouth, or concealment illusion, and you're all set. But I think the longest-lasting of those is only 10 minutes. (I've tried a half-dozen times to get an improved conceal spell envoyed, which would last an hour for a 2p cost, but it never gets submitted.)
Yeah, illusions don't last long enough to make effective road signs in a manse.
Zynna2008-03-20 16:33:37
How often do auctions or new artifacts show up?
Nerra2008-03-20 16:35:50
Grafeti Paintbrush - 250 credits
Allows the owner to write a message (250 characters) on any urban or indoor environment. This will last until any player uses the elemental Cleanse spell or the Nature Rain spell to remove it.
Writing a message consumes 1 paint pallete
Allows the owner to write a message (250 characters) on any urban or indoor environment. This will last until any player uses the elemental Cleanse spell or the Nature Rain spell to remove it.
Writing a message consumes 1 paint pallete
Ssaliss2008-03-20 16:41:56
Two artifacts that I've been thinking about for a while now (an interesting coincidence that this thread started, don't you think?). They're both related to plants and replanting.
Miniature greenhouse (25-50 credits?):
You can PLANT a plant in it, and it won't be affected by hibernation. It won't grow, so you can't use it to harvest from. Perhaps only allow 5 plants to be planted in it, or even a single one? Mainly to avoid hibernation so that you always have something to replant from in the case of small areas (i.e. waterplane) in case you forget to guard the location. Sure, you can get an Environmentalist (I think it was?) to make the plant grow again, but this would save you the hassle. Could also be used to replant over a longer distance than you can run before the plant goes bad and can't find someone who's willing to allow you to teleport to them.
Spike of guarding (name sucks, I know. Someone think of a better one?) (150-200 credits?):
Makes a room permanently under the influence of Nature Guard. Useful for preventing strip-harvestings and complete loss of plants in an area from hibernation.
Sure, the effects of both artifacts can be gotten from various guilds. They're mostly convenience-artifacts, really.
Miniature greenhouse (25-50 credits?):
You can PLANT a plant in it, and it won't be affected by hibernation. It won't grow, so you can't use it to harvest from. Perhaps only allow 5 plants to be planted in it, or even a single one? Mainly to avoid hibernation so that you always have something to replant from in the case of small areas (i.e. waterplane) in case you forget to guard the location. Sure, you can get an Environmentalist (I think it was?) to make the plant grow again, but this would save you the hassle. Could also be used to replant over a longer distance than you can run before the plant goes bad and can't find someone who's willing to allow you to teleport to them.
Spike of guarding (name sucks, I know. Someone think of a better one?) (150-200 credits?):
Makes a room permanently under the influence of Nature Guard. Useful for preventing strip-harvestings and complete loss of plants in an area from hibernation.
Sure, the effects of both artifacts can be gotten from various guilds. They're mostly convenience-artifacts, really.
Zalandrus2008-03-20 17:05:29
Hm...the greenhouse is a cool concept. But as for the second one, would any individual ever be motivated to buy that?
Ssaliss2008-03-20 17:30:46
Those of us that are tired of running between areas to replant a single room. Not to mention everyone who is tired of stripharvesters stripping entire areas.
Although yeah, I'm guessing it'll be mainly orgs buying them to protect some of their interests. For instance, Celest to guard the Water plane, Glomdoring to guard the underground and wastelands and small swamp, et cetera. Or at least one can hope, so I don't have to buy them to put them there
Although yeah, I'm guessing it'll be mainly orgs buying them to protect some of their interests. For instance, Celest to guard the Water plane, Glomdoring to guard the underground and wastelands and small swamp, et cetera. Or at least one can hope, so I don't have to buy them to put them there
Unknown2008-03-20 19:50:16
The greenhouse seems much more feasible, though the need isn't really -that- great given the variables involved with herbs. Sure, it's frustrating and/or tedious to plant an area, but it's not really bad enough to justify an artifact just for the purpose.
The guarding item is impractical at best.
And, it's Ecologists who can grow a random herb in a room.
Personally, I'd still like to be able to plant a few herbs in a manse. My own private garden would be useful, though really only limited in how much it could hold. Hey, we have a fountain that produces random potions, poisons, and beverages, so why not a garden that produces bunches of random herbs each month?
The guarding item is impractical at best.
And, it's Ecologists who can grow a random herb in a room.
Personally, I'd still like to be able to plant a few herbs in a manse. My own private garden would be useful, though really only limited in how much it could hold. Hey, we have a fountain that produces random potions, poisons, and beverages, so why not a garden that produces bunches of random herbs each month?
Unknown2008-03-26 17:47:38
Gnomish Wagon - A mobile shop with limited inventory (acts as a loyal), follows the user, stays in one place after they log out or order it to stay still, and has a nice little sign or loud-mouthed creature to attract attention.
Rune of Ruggedness - Attaches to armor. After a particular form of elemental or magic damage has been done to the wearer, they gain a resistance to that damage for a small period of time. Attacking with another type of damage overrides the first, and attacks with multiple damage types will change the rune to whatever form of damage is predominant.
Rune of Repulsion - Attaches to armor. Occasionally acts as rebounding against physical damage, but more commonly will propel either the attacker or the attacked into an adjacent room (depending on size) when a physical attack is made.
Rune of Abamageny - Attaches to armor. Allows the user to regain 75% of health, mana, or ego, at a 50% cost to the two others. Requires the two other stats to be above the 50% mark.
Rune of Retribution (too much consonance, I feel?) - Doing damage to health, mana, or ego, when the target is below 25% of that stat will take (but not leech) 5% of that stat from the attacker. Applies to mixed attacks and multiple forms of damage at once. Can kill people. Doesn't take effect if the target dies or burns out from the initial attack.
Runes of Heartache - A pair, both placed on armor. When the two people who wear the suits of armor are in the same local area, 25% of health damage done to one is doubled and returned to the other. The transfered damage is unaffected by further resistances.
Chaotic Rubber Bludgeon - BOP people to afflict them, you, or other people in the room (but usually them) with amnesia, transfixion, a large amount of insanity, or rare temporary transmogrification into a hamster, halving all their stats.
Menacingly Vibrating Heart Bed - Appears at your nexus when you are online. Newbies who make lewd comments are promptly devoured by the bed, providing a funny deathsight and some karma for you.
Pendant of Magnetism - When worn, will have the same effect as aquisitio, but on a shorter timer and only on riftable items and gold. The riftable items will also automatically be placed in your rift, as well.
Dwarven Keg - At the end of each month, will turn anything left inside it into health potion with a slight alcoholic effect.
EDIT: With regards to herbs: Botanist's Satchel - Plants may be planted in the satchel, and will grow up to a maximum of 20. The satchel is carried with, any type of herb may be placed within and will not hibernate or experience peaks. More useful for replanting, but could be used with those couple of hard to find herbs.
Rune of Ruggedness - Attaches to armor. After a particular form of elemental or magic damage has been done to the wearer, they gain a resistance to that damage for a small period of time. Attacking with another type of damage overrides the first, and attacks with multiple damage types will change the rune to whatever form of damage is predominant.
Rune of Repulsion - Attaches to armor. Occasionally acts as rebounding against physical damage, but more commonly will propel either the attacker or the attacked into an adjacent room (depending on size) when a physical attack is made.
Rune of Abamageny - Attaches to armor. Allows the user to regain 75% of health, mana, or ego, at a 50% cost to the two others. Requires the two other stats to be above the 50% mark.
Rune of Retribution (too much consonance, I feel?) - Doing damage to health, mana, or ego, when the target is below 25% of that stat will take (but not leech) 5% of that stat from the attacker. Applies to mixed attacks and multiple forms of damage at once. Can kill people. Doesn't take effect if the target dies or burns out from the initial attack.
Runes of Heartache - A pair, both placed on armor. When the two people who wear the suits of armor are in the same local area, 25% of health damage done to one is doubled and returned to the other. The transfered damage is unaffected by further resistances.
Chaotic Rubber Bludgeon - BOP people to afflict them, you, or other people in the room (but usually them) with amnesia, transfixion, a large amount of insanity, or rare temporary transmogrification into a hamster, halving all their stats.
Menacingly Vibrating Heart Bed - Appears at your nexus when you are online. Newbies who make lewd comments are promptly devoured by the bed, providing a funny deathsight and some karma for you.
Pendant of Magnetism - When worn, will have the same effect as aquisitio, but on a shorter timer and only on riftable items and gold. The riftable items will also automatically be placed in your rift, as well.
Dwarven Keg - At the end of each month, will turn anything left inside it into health potion with a slight alcoholic effect.
EDIT: With regards to herbs: Botanist's Satchel - Plants may be planted in the satchel, and will grow up to a maximum of 20. The satchel is carried with, any type of herb may be placed within and will not hibernate or experience peaks. More useful for replanting, but could be used with those couple of hard to find herbs.
Noola2008-03-26 17:53:23
I want a gnomish wagon!!!!!
Tael2008-03-26 18:53:34
Medallion of the Domoth (50 cr)- Allows someone to see the status of Domoth seals without having to touch the Seal of Knowledge.
Bangle of Chaos (250 cr) - Conceals what the person is wielding.
Ring of the Manse (500 cr) - Allows an individual to create a manse illusion. (kinda iffy on that one)
Manse Alembics and Enchantment Circles. >.>
Archway of Terramorph? (250 cr?) - Allows you to change the terrain in specific rooms of your manse. (makes for some good realistic elements.)
Bangle of Chaos (250 cr) - Conceals what the person is wielding.
Ring of the Manse (500 cr) - Allows an individual to create a manse illusion. (kinda iffy on that one)
Manse Alembics and Enchantment Circles. >.>
Archway of Terramorph? (250 cr?) - Allows you to change the terrain in specific rooms of your manse. (makes for some good realistic elements.)
Xiel2008-03-26 20:11:48
Why is it people keep trying to make arties for my poor little bard flavour skills? From changeself and scripts to manses now? Instead of spending so much on arties, you should just take the cheaper route and go bard! Come2Spiritsingers, as folk say.
Unknown2008-03-26 20:52:27
QUOTE(Folkien @ Mar 26 2008, 05:47 PM) 496144
Gnomish Wagon - A mobile shop with limited inventory (acts as a loyal), follows the user, stays in one place after they log out or order it to stay still, and has a nice little sign or loud-mouthed creature to attract attention.
I can see like, an orc-runt with a poorly drawn sign, or a pigwidgeon or something. That would be fun!
QUOTE
Rune of Repulsion - Attaches to armor. Occasionally acts as rebounding against physical damage, but more commonly will propel either the attacker or the attacked into an adjacent room (depending on size) when a physical attack is made.
I have a hard enough time watching for rebounding without being flung into other rooms! No more crazy anti-physical stuff!
Malarious2008-03-26 21:26:21
QUOTE(Folkien @ Mar 26 2008, 01:47 PM) 496144
EDIT: With regards to herbs: Botanist's Satchel - Plants may be planted in the satchel, and will grow up to a maximum of 20. The satchel is carried with, any type of herb may be placed within and will not hibernate or experience peaks. More useful for replanting, but could be used with those couple of hard to find herbs.
Want >.>
Let non herbalists pick herbs from it.. so you could get an herbalist to say harvest a sparkle and grow a tiny pouch that you can draw from later.. (these would be nice for only a couple things... MAJOR harvesting with alot of them, and the more prefered, grow some of the harder herbs).
Anyone notice the sparkleberry numbers got higher when Krellan got leafy?
They felt his absence and tried to compensate for their previous mass murders.
EDIT: I am also all for armour runes that arent really really powerful.
Another suggestion!
Living ore: Make 5 metals a Lusternian Month? yay for metals version.
Unknown2008-03-27 05:17:35
Rune of Haunting - Placed on armor, when the wearer is struck down it curses whoever delivered the killing blow with spirits who deal random mental afflicitons periodically for about five minutes (and stacks), and whispers the current location of the attacker to the victim.
Rune of Immunity - Placed on armor, acts like the Ruggedness Rune above, but against venoms (immunity to the last venom the wearer was hit with, changes when a new venom is used, doesn't work against Charybdon, perhaps)
Berserker's/Apostate's Ring - Gives balance/equilibrium speed bonus, physical/magic damage increase, but greatly increases endurance/willpower drain when worn.
Pendant of Dominion - Allows the user to double their current amount of power at twice the cost to their reserves. Big cooldown necessary, no doubt.
Leprechaun's Coin - When gold is dropped in the same room as someone wielding the coin, causes the gold to disappear and random items to appear. Mostly utility items or comms, with the quantity/value being dependant on the amount dropped, but relatively random.
Rune of Immunity - Placed on armor, acts like the Ruggedness Rune above, but against venoms (immunity to the last venom the wearer was hit with, changes when a new venom is used, doesn't work against Charybdon, perhaps)
Berserker's/Apostate's Ring - Gives balance/equilibrium speed bonus, physical/magic damage increase, but greatly increases endurance/willpower drain when worn.
Pendant of Dominion - Allows the user to double their current amount of power at twice the cost to their reserves. Big cooldown necessary, no doubt.
Leprechaun's Coin - When gold is dropped in the same room as someone wielding the coin, causes the gold to disappear and random items to appear. Mostly utility items or comms, with the quantity/value being dependant on the amount dropped, but relatively random.
Unknown2008-03-27 05:46:59
A Rune of Enrichment - When placed on an item, and worn, corpses which drop gold will have a 50% chance of dropping double the amount of gold. This will only work on the adventurer who has slain the target.
Example: I slay a tosha monk. The monk drops 128 golden sovereigns. There is a 50% chance that the monk will drop 256 golden sovereigns instead. However, if I am bashing with Geb, and Geb gets the blow, the 50% chance will not be in touch, since Geb does not own the rune.
A Rune of Resistance - These runes, when attached to items and worn, will offer 10 DMP worth of resistance to the wearer. These will not stack with the same types of elements, however you are able to wear different types.
Example: I purchase a fire, electric, and poison rune and attach it to a brooch. I now have 10 DMP to fire, eelctric and poison. I purchase 3 fire runes, and attach it to a brooch. I will still only have 10 DMP to fire, even though I have 3 fire runes.
A Rune of Impressive Fortuna- Once a Lusternian day, this will add +1 to any random stat, which will be weighted. Equivilent to the Fortuna skill in Rituals. This is not the defense, so those with fortuna will be able to benefit from this as well.
A Rune of Karma Enrichment- This rune, when placed onto an item and worn, will increase karma gain through quests, offerings and the other various ways there are to gain karma, by 20%.
Example: I offer 100 corpses to Fain, and gain 50 karma. With the Rune of Karma Enrichment, I will gain 10 extra karma, since 20% of 50 is 10.
Example: I slay a tosha monk. The monk drops 128 golden sovereigns. There is a 50% chance that the monk will drop 256 golden sovereigns instead. However, if I am bashing with Geb, and Geb gets the blow, the 50% chance will not be in touch, since Geb does not own the rune.
A Rune of
Example: I purchase a fire, electric, and poison rune and attach it to a brooch. I now have 10 DMP to fire, eelctric and poison. I purchase 3 fire runes, and attach it to a brooch. I will still only have 10 DMP to fire, even though I have 3 fire runes.
A Rune of Impressive Fortuna- Once a Lusternian day, this will add +1 to any random stat, which will be weighted. Equivilent to the Fortuna skill in Rituals. This is not the defense, so those with fortuna will be able to benefit from this as well.
A Rune of Karma Enrichment- This rune, when placed onto an item and worn, will increase karma gain through quests, offerings and the other various ways there are to gain karma, by 20%.
Example: I offer 100 corpses to Fain, and gain 50 karma. With the Rune of Karma Enrichment, I will gain 10 extra karma, since 20% of 50 is 10.