Re: Ascension 03/05/2020 01:41 PM CST
Elemental EchoRaises the floor on crits of the damage type that matches your elemental attunement. Doesn't stack with Fire Elementalist or other similar skills, nor Sacred Synchronicity.
Sacred SynchronicityRaises the floor on crits of the damage type that matches your deity's holy critical. Doesn't stack with Fire Elementalist or other similar skills, nor Elemental Echo.




https://gswiki.play.net/Leafiara
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Re: Ascension 03/05/2020 05:32 PM CST
The True Hand of Kai

Common: truehand acquires a duration rather than being a single strike
Elite: truehand becomes available as a martial stance
Legendary: truehand can make open rolls
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Re: Ascension 03/05/2020 06:45 PM CST


Elite Skill

Form over function: Each spell a pure caster casts when standing still without being incapacitated or cced within 5 seconds creates a stacking buff that will make the caster appear more powerful, with each stack further improving the appearance of the caster. can tier up only once per 5 seconds. going without casting for 5 seconds lets all stacks expire and you start back at 1.
examples:
1 stack: tiny traces of energy flicker around hands
2 stacks: eyes glow
3 stacks: air warps around caster
4 stacks: super saiyan glow
5 stacks: hair turns gold
6 stacks: begins levitating (cosmetic only, still susceptible to all ground-based attacks)
7 stacks: lightning surrounds caster
8 stacks: ground around caster becomes charred, etc.


Function matters too: each stack now also increases CS/AS/casting DF by 5% and mana cost by 10%. each stack now adds 1% chance of suffering mana backlash, resulting in loss of all mana and a mana explosion (like a song of power clash).

(If anyone's played Age of Conan, they should recognize this...)
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Re: Ascension 03/05/2020 09:57 PM CST
Perfect Stats - Prereq: Level 100. Bring one stat up to 100 base, permanently. This is not an enhancive. Costs 1 ATP for each base stat point gained this way. Can be taken multiple times (for different stats).
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Re: Ascension 03/05/2020 10:12 PM CST


Supercharged Wand
--Gives Song of Unraveling (1013) an alternative mode that allows the caster to use their own mana to fuel wands.

Mana Battery
--Gives Song of Power (1018) an alternative mode that allows the caster to charge an orb gem with mana for later use. The gem is only usable by the creator.

Song of Enhanced Shield/Weapon/Armor (1009, 1012, 1014)
--Alternative modes for equipment creation spells. Instead of creating an item, the spell enhances existing gear, increasing their usefulness. Shields block more? Weapons have more weighting? Armor has more padding?

Spell Storing Item
--Allows the caster to create a wand for personal use. Can store one known attack spell in wand up to level X (rank). Only one wand can be created at a time and it can only be used by the creator. Has some kinda formula to give it lots of charges per day. Or unlimited charges. The intent is a low level spell that can be used *a lot*.

Magic-item/Scroll Adept
--Gives +AS, CS, or duration based on rank and training. Ex. rank 5 gives some sort of bonus, if 1x trained in MIU, it also has a 1x multiplier. 2x in MIU has a 2x multiplier.

Addictive Crystal
--Adds more charges of spirit strike per white crystal rub. +1 additional attack per rank.

Endless Ammo
--Using the fire verb creates ammo. Ammo is +2 per rank (+10 at rank 5) and dissolves after impact/miss.

Returning Bond
--Allows user to bond to a weapon that will cause it to return once thrown. Max enchantment of bonded weapon is 1x * rank (max 5x weapon).
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Re: Ascension 03/05/2020 10:19 PM CST
Finally took a look at this. Handful of bard ideas:

Harmonic Dissonance
Prerequisites: ability to cast 1015 or 1030
Song of Depression and Song of Sonic Disruption no longer affect players, but cost X mana per player that would have been affected. Additional ranks reduce X (to a minimum of zero)

Sonic Duet
Prerequisite: ability to cast 1009 and 1014
Sonic Shield can now summon weapons in addition to shields to allow dual-wielding sonic weaponry.

Conductor
Reduces spell hindrance for bard songs provided that your hands are empty or holding nothing but a runestaff, wand, instrument, or something similar. [Though bard hindrance is kind of a joke currently...]

These are all mutually exclusive:
Song of Storm and Sky
Sonic flares have a chance to do lightning damage in addition to their sonic damage. Increases the resistance to electrical attacks provided by Sonic Armor. Increases the duration of Song of Tonis.

Songs of Home and Hearth
Sonic flares have a chance to do fire damage in addition to their sonic damage. Increases the resistance to fire attacks provided by Sonic Armor. Increases the success rate of Traveler's Song.

Songs of Winter's Embrace
Sonic flares have a chance to do ice damage in addition to their sonic damage. Increases the resistance of ice attacks provided by Sonic Armor. Increases the dodge bonus provided by Song of Mirrors.

OR, instead of the above:

In Tune With Attunment
Sonic flares have a chance to flare an additional time doing damage equivalent to your attuned element. Increases the resistance of attacks from that your attuned element provided by Sonic Armor.
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Re: Ascension 03/05/2020 11:06 PM CST


Master Artificer - Allows you go gain an additional charge out of an item. Can be learned multiple times, but cost increases each time. Ideal for x/day items.

Scribe: Lets you scribe a spell that you can cast onto a scroll. Some restrictions apply.
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Re: Ascension 03/06/2020 01:58 AM CST
Question about General Training -- Is anything changing with DF Redux? I mean… being able to pump-up the primary skill beyond the cap is going to do some interesting things to that calculation.

Also, a few more ideas…

Mid-Tier (Elite)–

* Like a Rock (5 Ranks) -- 10% chance/rank to negate a successful knockdown attack/effect.

* Epic Health – Each time this option is taken, it increases a character’s max hit point cap by 5 points. It does not increase the character’s actual maximum hp; it only increases the hard limit by 5 points allowing for other training, effects, or enhancives to work beyond normal limitations.

* Iron Fortitude – Each time this option is taken, it provides an innate reduction of 3 points per cycle of recurring damage from poison or disease.

Top-Tier (Legendary)–

* Extradimensional Storage – ability can be activated a number of times per day in a safe space (i.e. in town) to access an extradimensional space that contains a standard locker. Functions just like a standard locker found in any town.

* Mad Dash – ability can be activated to increase a character’s type ahead lines by three for 1 minute. Requires 5 minute cool-down.

* Logistics Expert (3 Ranks) – each rank reduces a character’s encumbrance by 15%. Always active.
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Re: Ascension 03/06/2020 03:38 AM CST
Instinctive MotionGives a +X% chance per rank to treat your one-handed weapon or weapons as if they were -1 base RT for determining mstrike RT, down to a minimum of 3. If they were already at 3 or less base RT, increase the DF during mstrikes by Y% for each base RT below 4.
Clobbering TimeGives a +X% chance per rank to treat your two-handed weapon or polearm as if it were -1 base RT for determining mstrike RT, down to a minimum of 7. If it was at 6 or less base RT, increase the DF during mstrikes by Y% for each base RT below 7.


A sort of bandaid in lieu of a full weapon base review. Restricted to mstrikes because I don't want to get in the way of an actual, more comprehensive weapon base review later!



https://gswiki.play.net/Leafiara
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Re: Ascension 03/06/2020 12:56 PM CST


Greater animate dead: Animate dead when cast on a player body acts like Divine Word, fully raising the person back to "life" with full spells, mana, health and spirit. Furthermore, the person is undead, and able to ignore existing injuries to an extent (all injuries count as if they were one level lower). Immune to mind-affecting spells, fear, bleeding, disease and poison, non-holy weapons, but vulnerable to undead-specific abilities and spells. Lasts 20 minutes. During the 20 minutes, like Divine Word, the body can go around hunting and doing anything it wishes, but it must get a true raise before duration expires. At the end of the duration, if the person has not gotten a raise, he loses his sanity and becomes a mindless undead, attacking nearby people and npcs until put down, at which point he decays immediately.
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Re: Ascension 03/06/2020 01:57 PM CST
Animate chimera

(elite)
The sorcerer gains the power to fuse part of a new body into an existing animate, transfering some ability or power from the old animate to the new one. e.g. animating a daggerbeak then a bandit might result in a winged bandit that could fly. Animating a wight and then a bandit might result in a two headed bandit that could cast EF. A third arm would allow the use of THW and a shield.

(legendary)
Allows a two part chimera (a.k.a. Beeblebrox) to be fused with a third body to make a genuine three part chimera and opens up opportunities such as the creation of 4 armed bandits dual wielding claidhs.
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Re: Ascension 03/06/2020 09:25 PM CST
As I shamelessly glance over the list of abilities in Pokemon and convert a few...


Crusade against the ElementsX% chance for a bonus against dodging Earthen Fury (917), Elemental Wave (410), or Major Elemental Wave (435).
Crusade against the MentalX% chance for a banshee-flare-like TD boost against bard or empath spells.
Crusade against the NaturalX% chance for a bonus against dodging Spike Thorn (616) or a banshee-flare-like TD boost against Nature's Fury (635).
Crusade against the SacredX% chance for a banshee-flare-like TD boost against cleric or paladin spells.
Crusade against the SorcerousX% chance for a banshee-flare-like TD boost against sorcerer spells.
Desperate MeasuresPowers up your spells when below 25% health.
Dispel ResilienceWhen dispelled, gives an X% chance to recast that spell if you natively know it.
Dispel RetaliationWhen dispelled, gives an X% chance for your next attack to have Y increased AS or Z increased CS.
Elemental ConsolidationBolts in Wizard Base now have X% higher DF in exchange for doing pure health damage with no chance of a crit kill, splashes, or elemental advantage (nor disadvantage).
Escape ArtistX% chance to reroll to avoid immobilizing spells like Web (118) and Bind (214).
Intimidating RoarWhen ROARing at an enemy that can be affected by it, there's an X% chance of lowering its physical and bolt AS by Y.
Locked in BattleAn enemy you've injured can't leave the room while you're in it.
On GuardNegates any advantages from bandits' ambushes.
Raw PowerYour offensive CS-based spells gain an increased DF but have no lore benefits. The DF improvement is relative to how much lore benefit they would have had, given your training. (If they have no lore benefits, the spell is unchanged.)
Steady StanceImproves resistance to any knockdown effect such as Elemental Wave (410), Force Projection (1207), or Tackle.
Treasure HunterWhen an enemy is carrying a treasure-system-generated weapon or shield, you automatically LOOK at it when you walk into its room or it walks into yours.
Weathered VeteranWeather effects like the cold in Icemule and heat of the Sanctum desert take twice as long to affect you.
Zelia's TouchWhen in a hunting ground, randomly raises and lowers your AS, DS, CS, TD, and maneuver defense within a range of X to Y every Z minutes.




https://gswiki.play.net/Leafiara
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Re: Ascension 03/07/2020 01:38 AM CST


<Animate chimera

<(elite)
<The sorcerer gains the power to fuse part of a new body into an existing animate, transfering some ability or power from the old animate to the new one. e.g. animating a daggerbeak then a bandit might result in a winged bandit that could fly. Animating a wight and then a bandit might result in a two headed bandit that could cast EF. A third arm would allow the use of THW and a shield.

<(legendary)
<Allows a two part chimera (a.k.a. Beeblebrox) to be fused with a third body to make a genuine three part chimera and opens up opportunities such as the creation of 4 armed bandits dual wielding claidhs.

You wouldn't happen to have a dog named Alexander and a daughter named Nina would you...?
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Re: Ascension 03/07/2020 01:48 AM CST


blessed animate: animate gains ability to hit undead regardless of what weapon it is wielding, including barehanded
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Re: Ascension 03/07/2020 02:53 AM CST
Elite Bard ability - Gate of Babylon; replaces animated weapon
Self Explanatory for anyone who's seen Fate. Summons hundreds of swords all at once, shooting them at target and dissipating afterwards

Legendary Bard ability - Unlimited Blade Works
Lets you control the hundreds of swords that are summoned, making them persistent (shows up in room as a flock of swords or something), and making them attack your targets over and over again.
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Re: Ascension 03/07/2020 07:23 AM CST
>You wouldn't happen to have a dog named Alexander and a daughter named Nina would you...?

No dogs, not even one called Kerberos, and no daughters, not even one called Trillian.
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Re: Ascension 03/07/2020 03:49 PM CST
I believe someone may have mentioned this waaaay earlier in this thread but, as a wizard, I think it would be awesome if there was a way to spend Ascension points to work ones way into the lower ranks of the Chronomages.

Perks can include titles, improved use of gold rings, ability to cross realm transport, etc.

-- Robert

>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
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Re: Ascension 03/07/2020 04:02 PM CST
"You wouldn't happen to have a dog named Alexander and a daughter named Nina would you...?" -- DALARAN34




This will forever be "too soon" ;)
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Re: Ascension 03/07/2020 06:04 PM CST
Man, I absolutely love the idea of using Warcries while using berserk. There's a lot of really cool fluff (YELL, EAT, CRY, etc.) stuff. I can't imagine a better mechanism for channeling a berserker's rage into Warcries.

I would love to see some really awesomely gruesome fluff -- or perhaps mechanical benefits of a devour/bloodthirst benefit, where slain critters could be feasted upon to regain stamina, health, and so on.
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Re: Ascension 03/07/2020 07:19 PM CST
Empaths

Heartbeat Overdrive
Empaths are able to increase their heart rate in order to enhance their physical combat abilities. Strength, dexterity, and agility are all increased by +20 bonus (above enhancive limits) and at a cost of losing (x) amount of blood per second(s). Empath's heart will explode resulting in death if used for a duration of 10 minutes.

Permanent Imprint
Empaths are able to choose to permanently imprint one player and heal them from any realm with the restriction of not being able to imprint any other players.

Empathic Barrage
Empathic Assault(1110) becomes a true ball spell and is able to splash other targets.

Brawn Over Brains
Empaths sacrifice 100 CS from all spell circles in exchange for 100 AS.

Adrenaline Fountain
Adrenal Surge(1107) becomes a stackable buff and replenishes an additional 15, 35, 65 stamina each stamina pulse.

Prediction
Your knowledge of anatomy and acute perception allows you to predict the movements of enemies and defend against their actions. Requires 100 empath circle and 200 ranks of perception. The caster's effective Combat Maneuvers rank is increased by +100 for purposes of the Combat Maneuver List (CML) and Attack Strength (AS).


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

A squeaky halfling nearby asks, "Why you playing with orcs heads and troll rearends?!"

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Re: Ascension 03/08/2020 12:10 AM CST
Plenty of combat suggestions, so here are some electives for getting you into said combat.

Rogues get to have all the fun these days!

jingle jangle! (with rogue gambits): you are able to GAZE/WATCH a mark to see items that can be stolen in containers (along with traps/cursed) and approximate mark silver wealth.

don't touch me! (with rogue gambits and lock mastery): you avoid cursed gems/items and traps to clean them out; demons also negated if shadow dance active (but maybe not this second part so much because i play a sorc).

open sesame! (gambits + lock mastery): open closed containers and pickpocket them (or jingle jangle them first).

It wasn't me! (gambits + rank 5 divert): When active, and caught red handed, another character in the same room with the lowest influence takes the blame (is seen as the one stealing by the mark, and subject to possible JUSTICE mechanics), or RNG lotto time for the patsy.
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Re: Ascension 03/08/2020 12:45 PM CDT


Hmmmmm ... I must be missing the actual desire here. I constantly use Warcrys with Berserk.

Goldstr
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Re: Ascension 03/08/2020 04:48 PM CDT
You do it before initiating berserk, as a setup right?

The proposed ability is to be able to use war cries During berserk.
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Re: Ascension 03/08/2020 06:20 PM CDT
Physical Fitness now adds an additional +1 health per rank in addition to its normal health gains.

~Sabotage
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Re: Ascension 03/08/2020 06:28 PM CDT
Using warcries, certain cmans and the ability to choose between focused and open mstrikes during berserk are definitely on the top of my list. So much versatility and synergy possible.

Now all we need is another legendary ability: Greed of the berserker - automatically loots slain creatures and does a loot room after each berserk round.
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Re: Ascension 03/09/2020 08:22 PM CDT


Elite skill

Gather your party...

Creates a temporary room (can be altered/customized like major sanc) with portals to each of the major cities. Portals will be unique to each such room in case there are multiple cast at the same time. Room is sancted, noded, and has tables. Stays open for 1 hour. Can only leave through portal that you entered (cannot be used to travel cross-realm). Automatically ejects everyone after 1 hour. All items left inside are lost.

Costs 50k to cast. Each person using portal must pay 5k.



Legendary skill
...and venture forth

Lets you exit through any portal of your choice. Costs 50k when exiting a portal to a different town (will automatically deduct from that town's bank or you will be in debt).
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Re: Ascension 03/10/2020 12:40 AM CDT
Elemental PuristGrants a chance to pierce through up to X bolt DS and elemental TD granted by spells. Must be a wizard. (Similar to Dragonclaw, but only against elemental buffs.)
Healing SymmetryWhen healing an arm, hand, or leg, you have a chance to heal an equal or lesser rank wound/scar on the opposite arm, hand, or leg at the same time at no additional mana cost. Blessings lore to heal scars simultaneously with a rank 1 wound applies separately to each.
Mental GameGrants a chance, on all attacks against an enemy but your first, to anticipate their movements and strike against them with reduced DS, TD, and maneuver defense. Must be a mentalist (monk, bard, empath). A Spirit Slayer recast counts as a second attack.
Spirit MultistrikeSpirit Strike (117) loses its Blessings lore benefit on single strikes., but persists through (Spiritual Mana Control ranks/30) attacks of an mstrike.
Spiritual PuristGrants a chance to pierce through up to X spiritual TD granted by spells. Must be a cleric, paladin, or ranger. (Similar to Dragonclaw, but only against spiritual buffs.)
Spiritual TiesAdds a chance to flare a cast of Bind (214) right before a physical attack. Works with Hybrid Offense. Only works if you know Bind permanently or temporarily (SK items and SK scrolls).
Transcendent Mana ControlNegate the built-in 5% loss from sending mana. (Sending, not receiving... so in your Dreavening, charging session, etc., it's not enough for just one person to have this skill. (Assuming that's possible to code. If not, the ability idea is no good! :D))




https://gswiki.play.net/Leafiara
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Re: Ascension 03/11/2020 12:13 AM CDT

Basic Combat Formations - Common Skill

A person with this skill who is the party leader can organize the group into a basic combat formation (melee front/ranged back).
In this formation, the front row has a high chance of taking melee hits intended for the back row. Back row cannot use melee weapons, but has speed bonus to spells and ranged attacks. For each fewer person in the front line than the backline in the formation, the benefits of the formation are reduced by 33%.


Advanced Combat Formations - Elite Skill

Allows the leader to organize the group into more advanced formations. The front line has a greater chance of completely blocking/negating any melee attack and a chance of intercepting bolt and ranged attacks too. Ambushing melee professions will now be considered to flank enemies, gaining significantly increased attack and evade and giving the entire party bonuses against the flanked mob, and also count as part of the frontline. For each party member that also has trained basic combat formations or above, the entire party gains a small boost to all stats. There is no longer a penalty for having an unbalance formation.

In addition, there could be 6-10 of sub-skills under this one where you could choose the specific formation you want depending on your group composition, and each would give different stat bonuses, though only one could be active at any one time. (e.g. one formation could have people surrounding casters to negate any chances of ambushing, one formation could focus heavily on defense (outer line would all need to be wielding shields), one formation would involve the first person in front be wielding a lance or polearm, etc.
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Re: Ascension 03/11/2020 01:46 AM CDT
Soul Link

Allows you to live vicariously through a target of equal or lower level than you (with their consent), seeing, hearing and experiencing everything they do. If they get hurt, you take the same damage in the same location (and if you get hurt, they do as well). If they die, you die, and vice versa. While in the soul link state, you cannot move or speak, and can only see what the target sees (you cannot see your own surroundings). Multiple people can soul link a single target. Mana and stamina regen increases for each person linked to the target. Critters will gen as if only the soul link target is in the zone (unless you're in the zone too, in which case you'd probably die since you can't interact with anything in your own room).


Each person linked to the target gains field experience when the target gains field experience (capped at fried), but for each linked person, the field experience gained is reduced by 5% for both the target and all linked characters. So if 3 people are linked to a person killing a same level critter, all four of them will only gain 85 exp for the kill. Each character uses his or her own experience stats and modifiers when calculating field experience pool size and absorption speed.

Essentially, the skill is intended to be used in two situations -
(a) if one character for some reason is much less efficient at hunting than another, and you don't want to hunt both of them at the same time, you can link one to the more efficient one.
(b) if you have like 10 accounts and don't want to generate huge swarms that disrupt other people, you can link all together to one or two characters and all your characters still get exp without disrupting other people.
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Re: Ascension 03/11/2020 02:57 AM CDT
Big EaterGOBBLE +1 bite of food per rank.
Caster's Last StandAllows you to set one of your known spells to be castable for free up to X times per Y minutes via INCANT FINAL, which can only be used when below Z mana. Some spells are disallowed.
Guardians' Dedication of BaneIncreases duration of Sigil of Major Bane.
Guardians' Dedication of MagicIncreases amount of mana restored by Sigil of Power.
Guardians' Dedication of ResilienceIncreases duration of Sigil of Major Protection.
Order's Devotion to KoarImproves amount of mana restored by Symbol of Mana.
Order's Devotion to OleaniImproves bonuses granted by Symbol of Supremacy.
Order's Devotion to RonanImproves effectiveness of Symbol of Sleep and further speeds up recovery time from Symbol of Dreams.
Transcending BoundariesRemoves X% of racial trading penalties per rank. (Not quite the same as increasing trading bonus, since no number of ranks will push it into a positive figure.)
Winter GraceNever trip on the Icemule trail.


I tried to do a "Council's Obsession with [XYZ]" line, but backed out because the abilities were just too narrow for me to plan a set of three. I knew I was in trouble when reducing the cost and increasing the duration of Sign of Madness was my best idea.



https://gswiki.play.net/Leafiara
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Re: Ascension 03/11/2020 05:41 AM CDT
A collection of various Elite level ideas. Most have no requirements, except where noted. If some of these have been mentioned before, apologies. I'm just listing the ideas that come to me as they come!




Double Tap: % chance to shoot 2 arrows back to back at the same target, for no additional RT. May only occur once every 30s

Spell Mnemonic Master: You have learned how to cast spells that do not attack others much faster. Buff spells have -2s/-3s cast time.

Mana Matrix Methodology: You can make efficient use from the mana you spend to cast beneficial spells by tying off the flows of mana to increase the spells duration. The duration of all of your beneficial spells is increased by 15%/25/35%

Rend the foe: You know where to hit to make it hurt. All your melee, ranged and bolt attacks treat the enemies armor as 2/4/6 ASG less for AvD calculations and DF calculations, with a minimum of 0 (robes).

Never fail, Never falter: You have grown stubborn and unwilling to yield to any obstacle to prevent you from your goals. Impairing effect duration reduction of 10/20/30%.

Touch of the Patron: One of the Powers has chosen you, and blessed (or cursed) you with their protection. They are a jealous patron, and will suffer none other to aid you. Once/Twice/Thrice a day, when you would die, instead survive with 1 HP and remove all negative status effects and wounds. You are immune from being attacked for 10s, and the powers protecting you unleash a mighty blast against all enemies in the room. However, you can no longer be ressurected and must decay.

Stand Alone: Must be a square. You may no longer wear outside spells or be effected by beneficial effects that do not originate with you. In exchange, anytime a creature swings at you, after the AS vs DS/CS vs TD calculation you have X% to shrug off any blow or spell, and reduce all RT from attacks by 1s. You also have a constant Minor Loot Boost effect and cannot be put into more than 20/10/5s RT from an outside source, which no longer stacks against you.

Born under a Cursed Star: They say the stars caught fire on the eve of your birth. You have always been cursed with ill luck and misfortune. However, you have recently begun to feel a strong power flowing deep within you. You have an intrinsic spell failure rate of +X% and have a small chance on any attack to lose 1 spirit. However, you gain +10 stamina regen, +10 mana regen, and any attack you make has a chance to flare disruption in addition to any other flare.

Poisoned Blood: Your blood grows toxic and caustic. You gain 30/50/70% acid resistance. In addition, anytime an enemy hits you with a melee attack, you have a X% chance to flare a retaliatory acid attack against them.

Wondrous Recall: Your memory is far and above that of most. Gain 1/2/3 instant absorbs a day on log in. This is in addition to any other log in bonus

Treasure hunter: You know just how to make the most silver in a hunt. Gain 1/2/3 major loot boosts every day on log in. This is in addition to any other log in bonus

Chaos Reigns Within: The mystical energies of Elanthia react chaotically to your presence. Each day, gain a random resistance and a random vulnerability. The resistance brings you up to 30/50/70%, and the vulnerability is 20/15/10%. At max rank you may 'reroll' these resistances once per day.

Realm Walker: You have learned to walk the ways between the world. Once a day you may teleport to any major city center. However, doing so drains all your mana and all but 1 of your spirit. Further ranks reduce this degenerate effect. In addition, you may now enter the confluence from any city center once per day as well, but without the negative effects.

Lightning Reflexes: You are quick on your feet, naturally adept at getting out of the way of danger. You no longer suffer from retaliatory effects such as enemy flares, cloak of shadows retribution effects, etc.




GM Naionna at 11:41 PM
Whick is so pretty. it's a shame he has to talk.
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Re: Ascension 03/11/2020 08:28 AM CDT
I'm a big fan of anything that promotes group hunting, so +1 to the 'formation' thinking from Dalaran34's post #201.
- Added benefits if each member of the formation is trained in Side-by-Side. (Maybe even a pre-requisite?)
- Significant benefits if each member has mastered Side-by-Side.
- Possibly three ranks: melee (1-Hand weapons of all types (including Brawling), UAC, and 2-Hand weapons), Pole Arms, and then the ranged/spell folks.
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Re: Ascension 03/11/2020 01:08 PM CDT
Artful DodgerWhen failing to evade, block, or parry an incoming attack, you now have a chance to reroll to try again at a cost of X stamina. Can be toggled off and on with INVOKE STAMINA.
Fighting SpiritYou now have a chance to use 1 spirit when using an attack command, significantly increasing the DF of all attacks in that command. (e.g. if you're mstriking or casting Cone of Elements, you might lose 1 spirit and the bonus applies to every hit.) Can be toggled off and on with INVOKE SPIRIT.
Inner NodeYour mana regeneration always acts as if you're on a node.
Myopic Strength+5 Strength per rank. Must have at least X ranks of Strength Training and 0 ranks of all other [Statistic] Training general ascension skills. (Then have one of these for each.)


The last two are just basic concepts, but the first two are more attempts to make stamina and spirit more relevant to combinations of profession+society that have these stats but never use them. Ideally I'd want health/mana/stamina/spirit to be usable by everyone in some form should they choose! (See also my Manastrike and Staminacast abilities last week.)



https://gswiki.play.net/Leafiara
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Re: Ascension 03/12/2020 07:37 AM CDT
Sorry, I don't have fancy titles for these. And some of them have already been suggested before, either exactly or sort of like what I have below.

- Expanding on my original (which was gain access to any minor spell circle). Gain access to the Arcane spell circle as learnable spells. Learn 1710 as a sorcerer. Learn 1716 as an empath. Learn 1700 as a ranger or warrior (and beyond).

- Be left handed. You hit great with your left hand and are suited for a shield in the right, or you fire a bow while holding it in your right hand and arrow in your left. Alternatively: be ambidextrous, where it doesn't matter which hand is holding what.

- Learn how to hear/speak language, either separately or concurrently with learning to read it. Learn multiple languages. Learn all the languages!

- Have prename titles associated with some of these. If you have access to a pretty epic ascension skillset, it'd be nice to be able to show what you can do via titles - postname and prename.

- Allow attunement to more than one element for mages. While true attunement to hybrids isn't possible except for lightning, it'd certainly allow for someone to better play up that route by attuning to, say, both earth and water. The end result would be that the mage can reap the same benefits as both attunements by selecting which is the 'active' attunement at a given time.

- Allow creation/control of more than one animate for sorcerers. Raise an undead army if you can get your limit high enough! Or have a corpse party with all your dead friends, returned as animates. Pass the tea, please?

- Allow Aelotoi to actually fly with those broken wings, afforded the benefits of flying mobs (melee weapons won't reach). Have grand auction style wings as well? Sure, you should fly, too.

- Access to Deity specific titles, based on attunement but not tied to just Clerics. We've plenty of PCs who are widely known to be basically favored of individual arkati who aren't of a profession that can display that as part of their postname title with enough religious lore ranks. Let's expand that a bit for that mage devoted to Fash'lo'nae, or sorcerer dedicated to Marlu, or rogue sworn to Ronan.

- Be an expert fisherman. Your rod or line never break - or at least work ten times better, because you know all the tricks in reeling in a big catch.

- Be a card-carrying member of the Cobbler's Guild. No longer do you have to pay to rent your workshop. It's included in membership, though you still need to have one available. Heck, let's do the same for Forgemasters, too! Maybe there is an RT reduction component as well because you're so great at your craft. Or better yet, let's combine the two and allow cobblers to finally make UCS compatible footwear so you can look stylish while you shove your stiletto heel through that orc's eye.

- While I'm on artisan skills, fletchers can learn how to forage for magical (or atypical) woods in the appropriate environment, or otherwise use things more readily available to enhance their arrows and bolts. Find some yew twigs and turn them into sighted arrows. Find some faewood and make those naturally +20 arrows. Have a smooth stone? Use it as an arrowhead for crush damage.

- Start all over while retaining core skills. Reset your character to level 0 of a different profession, with 0 exp (let's keep the fame, and all the features/customizations), but now you have access to both professions' skills. Start as a warrior but reset to be a mage? You get access to a maximum of 3x armor use, and still have access still to the 100s. You just have to relearn it all again - and, yes, it uses the mage's cost for scaling to learn those armor ranks.

- Overlord EK

>You now regard Eorgina with a warm demeanor.
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Re: Ascension 03/12/2020 02:12 PM CDT
Burst ConversionWhen in a spellburst hunting ground, if you're under your spellburst limit, a percentage of the difference between your spellburst limit and your current number of spells is applied as a passive bonus to your DF.
Style VersatilityWhen attacking, your DF is improved by X for each weapon skill you have 2x trained (or higher via ATPs and enhancives) that isn't being used for your current weapon. (i.e. if you have OHEs and brawling trained, you'd see a benefit from this ability when using a falchion, but not a katar.)


In essence my attempt at throwing a bone to...

(from Estild)
The goal is that everyone starts off at the exact same point. Up to a certain point, those characters with a lot of post-cap skills are usually more efficient at earning experience/combat, so still retain an advantage due to their total experience earned.


...those who are beyond even that certain point, being so far post-cap that we're talking about warriors with every weapon skill mastered including ranged and thrown (while probably not even having a bow or returner), pures maxing lores not natively their own, etc. I know there are the minimal benefits from redux and runestaff DS, but it's not saying much.




https://gswiki.play.net/Leafiara
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Re: Ascension 03/12/2020 03:34 PM CDT
"Style Versatility -- When attacking, your DF is improved by X for each weapon skill you have 2x trained (or higher via ATPs and enhancives) that isn't being used for your current weapon. (i.e. if you have OHEs and brawling trained, you'd see a benefit from this ability when using a falchion, but not a katar.)" -- Leafiara

I was saying that something similar to this should be a basic facet of being "more-than-single-trained" in a weapon style, at the deICE. (Because we didn't have CMans helping Fighters not-suck.)
As I recall, I did it as "if you have ranks of training in the weapon that your OPPONENT is using, then you get defensive benefits." (Because you know what he's likely to do.)
Likewise, if you have XYZ ranks of Armor Use and are only 'using' PQR ranks of them to allow you to wear YOUR armor/be fully trained for it, then the difference between them is what you can apply to knowing how best to hit your opponent for HIS armor.

.

I still think that it would be worth doing, and "long before cap".
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Re: Ascension 03/13/2020 02:04 PM CDT
War TrophiesWhen looting unskinnable enemies, you now have a chance to find "a barely identifiable piece of a [creature]." Some enemies exempt (looking at you, noncorporeal undead and elementals). Sells for 50 silvers at the furrier if you want. LOOT ROOM mechanics will not pick it up; must be manually collected.




https://gswiki.play.net/Leafiara
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Re: Ascension 03/13/2020 02:32 PM CDT
<<Any experience you earn would continue to be field experience (your mind). It's when that field experience is turned into real experience that the experience is reallocated (per your setting) into the Ascension system. So normally, you might absorb 30 experience per pulse, but if you have it to set to divert 50% to ATPs, you would earn 15 normal experience and 15 experience toward

Does "per your setting" mean that that you will be able to divert 100% of your field experience into ATPs?

Wolfloner's player

Steve
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Re: Ascension 03/13/2020 04:23 PM CDT
Yep, sounds like.
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Re: Ascension 03/14/2020 12:23 AM CDT

1. Common ability: Drain Soul

Necrojuice now has additional uses beyond 735.

Accumulated soul energy passively increases the power of all attack and buff spells, mana, health, stamina and spirit regen. The more juice you have, the stronger the buff. Buffs eventually cap at some threshold (but juice can still be accumulated indefinitely).


2. Elite ability; Drain Soul - Spell boost:

Can be used to empower all sorc-based spells, granting different secondary effects depending on the spell, draining energy depending on the level of the spell.
Some examples:
701 - can heal minor wounds too
702 - deals an extra hit
705 - unlocks aoe version
710 - frontloads damage
716 - all curse effects unleash at once
717 - works on non-living
720 - can move void after it's open (to specific critters in the room, to different rooms, etc.)
725 - guaranteed summon of a specific demon
730 - animate is much more powerful



3. Legendary ability: Drain Soul - soul abilities:

Souls can be expended to activate various effects:
(a) reduce channel/cast time, toggled on/off
(b) guarantee flares from magic items, toggled on/off
(c) prevent certain death; passive, automatically activates, drains a lot of souls, can be toggled off
(d) recover from stun/bound/prone, etc.
(d) unleashes wave of souls at everything in room, incapacitating and most likely killing them
(e) instantly recover health, mana, stamina or spirit.

******

There is no longer a cap on necrojuice drained per week, but still a cap on how much of the juice goes towards ensorcell. You can choose whether to let your use of the energy eat into your weekly ensorcel allowance or not. The allocation to ensorcel still resets each week, and you cannot use your excess juice to fill that allocation each week (e.g. you gain enough juice for a T1 on week 1 and hit your cap, but keep hunting and gain 1000000 necrojuice. on week two, you can't apply that excess 100000 to your weekly allocation--you still have to hunt to fill your weekly ensorcel allocation).

-if you turn the spell boost feature off and never use the special abilities, then all the essence you gain goes towards ensorcelling and you will cap that at the same rate as before.
-if you turn the spell boost feature on, you will still gain essence at a net positive so long as you cast no more than 2-3 casts per kill, so you can keep spell boost on indefinitely and still work towards ensorcel (but it'll require more hunting each week)
-if you use the abilities a lot though, they will very quickly eat through your essence.
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