Discussion in 'Era Discussion' started by andreus, Jul 8, 2017.
I'm pretty sure magic rings, bracelets, and staves were part of the Renaissance era. Where are they?
I believe there was an intentional decision to omit them. It's been a subject of much debate. Some people love them, others think they are excessive and make pvp even more item dependent.
Personally I like the idea of offering them only for a specific purpose such as:
1) Factioners (perhaps only in faction towns)
2) Order/Chaos (could also be only in towns)
3) Reds in (full?) stat-loss
4) Thieves guild members (This is kind of an interesting one because of the restriction on giving or taking counts)
5) In t2a or a specific dungeon only, or only on Bucs Den, or some combination of the above etc.
Could also have them only farmable by people who would be able to wear them or in places where they could be worn...
I don't know why there aren't any magic staves. Magic charged gnarled staffs would be nice and pretty balanced here.
Invis/Teleport though, no thanks. There is basically no solution to making these balanced. A single charge of either of these is basically a "free 100% escape" chance. Not to mention all the nasty things you can do in pvp with them that are offensive. None of @One solutions would be reasonable, they are simply too powerful. If you add these, my rare deaths will become non-exist and you open up the doors to a whole new level of trickery in pvp you wouldn't believe.
...Using these only in a single dungeon would be "too powerful?" Seriously?
Since I was tagged I'll go even further off the deep end:
Introduce the full spread of magic items but only as loot in Khaldun. Such items would be branded as such, i.e.
"a Khaldun staff of lightning with 10 charges"
"a Khaldun ring of teleportation with 7 charges"
"a Khaldun deer mask of invisibility with 3 charges"
These would all share some so far unused hue and would only be equippable in Khaldun.
I think these would be a cool trade-off for disabling gate/recall into/out of Khaldun (add a couple more teleporters within Khaldun to other parts of the world to make it harder for people to camp the entrance).
Even better if pets weren't prohibited within the dungeon.
Result: People get fresh new content and a new play experience without messing up the rest of Sosaria.
Don't like it? Stay out of Khaldun? I think it'd be cool though.
I don't know about all the really useful things like the charges of Magic Reflect + teleport + Invis as these would make PVP more item based.. I remember being a real pain on my thief in Buccs with teleport, invis and the use of boat planks... but I would like a ring with charges of Night Sight and stuff like that!
That's a good compromise idea. Limit them to some random spells like:
Or what would also be really awesome would be:
Wall of stone
these are very random choices @One and were not used and deffo Wall of Stone would be OP!
the original magic properties were: : Agility; Bless; Invisibility; Magic Reflection; Paralyze; Protection; and Teleport.
If I remember correctly it was ring slot, neck slot, earring slot, head slot (magic hats, eg straw hat) body sash slot and footwear slot!
WTB straw hat with Night Sight!
Yeah wall of stone might be OP.
Most of the original choices would affect PvP too much so people generally don't want them, and I agree.
I chose mostly spells that would have no impact on PvP balance.
Create food - Helps recovery
Night sight - Useless except nostalgia
Magic trap - Need those pouches
Magic unlock - For dungeon/camp spawn chests
Telekinesis - As above
Summon creature - Never use this really.
Then Wall of Stone and Incognito for thieves.
I agree Wall of Stone might be abused, I was just throwing it out there but you're probably right.
Incognito would be amazing though.
gnarled staves have charges of repond like damaging spells that do significant damage to the "pest" category of creatures including: slimes, corpsers, rats, giant rats, mongbats, ratmen, lizardmen ; these damaging spells will do little to no damage to creatures outside of this category.
(debating with self: spells no activated as an actual damaging spell but put the staff into a melee situation acting as a repond with %chance to hit depending on begging/spirit speak skill as modifier)
gnarled staves have a 2nd line of charges for one utility spell including; heal over time, teleport, cure, invisibility, recall,
Players with the appropriate level of begging and/or spirit speak spell may use the staff on the corpse of a recently defeated creature for a x% chance to recover "stolen goods".
"stolen goods" to be a new minor rare loot table for example, "npcname's" ruby ring, "npcname's" strongbox, "npcname's" sweet roll, etc They may be kept or dropped on the associated NPC's name for a large chunk of Humility, karma/fame, and a gold reward.
These spells will come in various levels to promote a progressionary path
The user must have the appropriate level of begging and/or spirit speak to use them
This puts the karma/fame table of begging on the table as a workable item for the player to strive for (begging doesn't work well with negative fame).
Defeating an creature in the "pest" category using a damaging spell from a gnarled staff increases the user's Humility virtue level.
With high enough Humility the user is able to recharge one staff once per day.
To summarize, this puts players who chose begging and/or spirit speak skills on a path of "Humility" should they choose. In a roleplaying sense they may use these staves as a means to combat low level "pests" in the sewers and dungeons of Britannia as a janitorial service to it's citizens for minor rewards and an associated level of fame, loot, leather, and a small chance at named minor rares.
I would actually enjoy Incognito!
These items stopped spawning on OSI when Renaissance came out. Anything you saw after Ren released was old inventory.
gimmie glacial staffs and intel charge clothing.....in corp del, bitches!!
I LOVED the glacial staves...had a bag full of them. Thought they looked sweet!
Yeah, I liked arcane clothing too.
Two words: Teleport rings.
Edit, Three words: Razor; Teleport Rings
forgot to mention the magic effect from weps:
Silver Double Damage vs. Undead (no charges)
Suffix Spell Effect
Burning Magic Arrow
Daemon's Breath Fireball
Dragon's Breath Fireball
Ghoul's Touch Paralyze
Mage's Bane Mana Drain
Spell Reflection Magic Reflection (Will use up charges fast while being worn)
Cursed Magic Items
No. This would be a horrible addition. If you don’t know why it’s because you don’t understand the mechanics of this era very well and how crippling it would be. You lack understanding if you don’t know why and I don’t mean this to be insulting.
During second age rules reflect was only good for a single charge meaning: you could remove a persons reflect with a single magic arrow. Under renaissance mechanics it takes a minimum of 8 circles to remove. In other words, imagine being in a fight and as soon as your hp is low you equip a reflect item and now you have 8 circles to reflect. That’s OP.
Also imagine, you’re farming in a dungeon and a pk runs in, you turn to run away and possibly recall, but the pk teleport rings right on top of you and stuns you. Or, I start casting a big spell as you run, and teleport right behind you as I wait for my spell cursor to come up, and completely close the distance on a killing spell that you would have otherwise outran.
I don’t think I even need to address invis items.
These are merely fractions of the way these items can be used and I promise you they will only add a negative element to pvp/pking. It doesn’t matter how you try to script around them. The players that possess these items will have a distinct advantage. Eventually, the server will turn into what became of UOSA. A server that was once scarce in said items, then became overly saturated with them to the point where combat became overly heavily item based.
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