Re:Ascension 03/02/2020 04:11 AM CST
Thoughts on some elite/legendary items:

For rogues, you could do something that lets them 'become a shadow' for a period of time - basically just re-skin ranger camouflage, which every rogue is jealous of.

For clerics, they could have a skill that lets them transcend their body into beings of pure light (like Stargate SG1 ascension) - basically just turn them into noncorporeal undead for a period of time

Sorcerers could have the same skill but skinned involving necromancy and literally becoming noncorporeal undead for a time. Could even make critter weapons useless if they're not blessed.

Monks could have the same thing but skinned as 'astral projection'

For Wizards - any chance to extend your weekly essence max would be cool. Making familiars able to pick stuff up or fight would be cool. An option to be able to put an alchemy workshop in a premium home would be cool.


If you want something every profession could want - have an option to put a locker in your player's home or player shop so the janitor doesn't take everything when ya leave
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Re:Ascension 03/02/2020 06:08 AM CST
I think figuring out what these will ultimately be for is important. If it is just for more fun abilities against creatures we are currently facing then a lot of this stuff is fine cause we can faceroll most of it already at a certain point. If you want to create creatures that are more powerful then that's another thing as a lot of this may not help with that.

Things like 919 and 140 being able to cast at others with a longer duration. Warriors able to guard/protect a group. These are a couple things that come to mind.

~Sabotage
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Re:Ascension 03/02/2020 07:15 AM CST
-Skilled forger 1% higher chance for best results per rank

I see this and raise you

Skilled crafter: 1% higher chance for best results per rank

Not everyone who wants that extra 1% does forging!

Cloth-of-eonake: for when you absolutely, positively need to have zombie-impenetrable underwear. - Denil

When my scripts are acting up, I take Modrian with Coding. After a few hours, they feel like new! - MAXMANJ
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Re:Ascension 03/02/2020 07:41 AM CST
Cholen's Breath (hunting while under the influence)
If the character is drunk, any attack on them is liable to cause the attacker to become drunk from alcoholic haze surrounding the character.
If the character is under the influence of death rum, this is a certainty.
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Re:Ascension 03/02/2020 12:04 PM CST
Perk ideas:

-Self raise ability
-Ability to learn one spell from any circle outside your class
-Miracle: a hit that would have killed you is re-directed to the critter (idea courtesy of Sabotage)
-Stat and skill increases: I would personally opt for these to replace enhancives instead of stacking with them.
-Aelotoi perk: Fast travel - aelotoi can fly to AND FROM any city once a day. This is followed by a cooldown period where the aelotoi becomes real angsty and depressed, lamenting their home world and forcing them to cry once every 20 minutes for the duration of the cooldown.


Empath perks:
-Ability to transfer your wounds to a critter
-Better AOE capabilities. Melivn had the following idea: Empathic blast ~ drawing on your pain from healing others, you release a blast of mental energy that effects all targets in the room with a lowsteel like flare. T1 roll 1d3, and 1d11 first roll being wound level second roll being areas effected you take a wound in that area of that level as a physical side effect. T2 reduce rolls to a 1d2 and 1d6, T3 no damage taken.
-Ability to cast while heavily wounded
-Blood overflow: You transfer your blood into a critter until they explode (idea courtesy of Nodyre).
-I like the general concept of high risk/high reward perks wherein empaths wound themselves for increased power or other capabilities.
-Bolstered 225 and 116 capabilities for easier rescues - remove blackout zones for these spells.



~Land Pirate Maylan~
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Re:Ascension 03/02/2020 12:20 PM CST
Rogue ideas!




Bandit Unique Line

Requirements: Must be a rogue, must not have points in the Assassin tree or the Swashbuckler tree

Elite Tier:

Keep em flat footed: 20/30/40/50% to interrupt an enemies spell cast, striking out with a free RT melee attack which, if it connects, stops the enemy from casting.

Catch em off guard: When you leave hiding or are pulled out of hiding, there is a 5/10/15/20% chance to put each enemy in the room in 5s of RT in stance offensive.

Legendary Tier:

Never know what hit em: Any successful melee attack you make in the next minute automatically puts you back into hiding with +100 skill bonus for S&H. Usable once every 10m




Swashbuckler Unique Line

Requirements: Must be a rogue. Must not have points in the Bandit or Assassin trees.

Elite Tier:

Mocking Blow: When you hit an enemy with a melee attack, you mock them and enrage them, preventing them from stancing down from offensive for the next 30s.

Cut upon Cut: Every consecutive successful melee attack reduces the RT of the next successful melee attack by -1 second. This resets if you miss for any reason, take a non move action or do not make any attack within 20s.

Legendary Tier:

Daring Do: For the next 30s you cannot hide. However, all your attacks/abilities are reduced by 1s and you receive a much higher chance to dodge and evade any attacks. Your DF is increased and you gain natural Crit Weighting during this time. Usable once ever 10m.




Assassin Unique Line

Requirements: Must be a rogue. May not have ascension perks in Bandit or Swashbuckler tees.

Elite Tier:

Prepared Ground: For 5s RT, you can set up traps in a room. Any enemy that enters or attacks you within this room has a X% chance of triggering the trap, dealing damage and status effects. The trap remains in the room as long as you do. This ability does not draw you out of RT. The trap may be set off by multiple enemies.

Wait and Watch: For every 30/25/20/15s you are outside of town and not attacking, you gain phantom crit weighting equal to X. This bonus is lost as soon as you make an offensive action, but begins to renew automatically.

Legendary Tier:

Nothing can save them: You automatically fatally crit on your next successful melee attack. If the enemy cannot be crit killed, you do 50% of their Health Pool in damage. This ability can only go off every 1m/50s/40s/30s





GM Naionna at 11:41 PM
Whick is so pretty. it's a shame he has to talk.
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Re:Ascension 03/02/2020 12:47 PM CST
Although I am sure it is not a novel idea, it would be nice if post-cap development allowed for permanent gear improvements by all professions similar to the success of enchant and more recently ensorcell.

For instance, rather than being able to gain combat resistances for oneself, allow a warrior/rogue to add this permanently to gear, and even damage (warrior)/ critical (rogue) padding/weighting for higher ascension tiers. The same could be true for ranger elemental resistance on gear, as well as sighting.

In this way all characters could feel they were participating in some meaningful way in the larger GS service economy.
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Re:Ascension 03/02/2020 01:02 PM CST
Ranger idea: Jungle Fever

Function: Mass-casts 610 on every target in the room with enhanced poison effect.

Ranger idea: Field of Thorns

Function: Mass-casts 616 on every target in the room.

~ Nuadjha, the Briar Fox

You inhale deeply upon your pipe, puckering your lips as you send out three rings of smoke before you, then puff out a small vine of smoke that darts right through all three which causes them to disperse in a hazy shroud!
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Re:Ascension 03/02/2020 01:02 PM CST
Ranger Idea: Phoen's Light

Function: Converts 609 into a single-target direct-damage CS spell with enhanced CS.

~ Nuadjha, the Briar Fox

You inhale deeply upon your pipe, puckering your lips as you send out three rings of smoke before you, then puff out a small vine of smoke that darts right through all three which causes them to disperse in a hazy shroud!
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Re:Ascension 03/02/2020 01:11 PM CST
Soviet Russia Healing:

Transfer your injuries from yourself to the target.

~ Methais
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Re:Ascension 03/02/2020 01:19 PM CST
Perhaps some hunting area specific ascension ideas. Here's one for the rift.

Booting the Rift
Common:
Instant transport to Rift entrance within inner-realm with non spirit loss on entrance

Rift Rembrance
Elite:
Prevent spellburst on entry and prevent random spell stripping while inside the rift.

Rift Toughness
Legendary:
Ice patches & Phylacteries can be destroyed with no limit on usage.
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Re:Ascension 03/02/2020 01:27 PM CST
>Perhaps some hunting area specific ascension ideas. Here's one for the rift.

>Booting the Rift
>Common:
>Instant transport to Rift entrance within inner-realm with non spirit loss on entrance

>Rift Rembrance
>Elite:
>Prevent spellburst on entry and prevent random spell stripping while inside the rift.

>Rift Toughness
>Legendary:
>Ice patches & Phylacteries can be destroyed with no limit on usage.

Total cost: 28,000 ATP...

~ Methais
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Re:Ascension 03/02/2020 01:48 PM CST
Blood Rage Warrior Specialization

Bloodrage
Drives a unit into a bloodthirsty rage during which a unit deals, and takes, increased damage. Units affected by Bloodrage will be healed for a percentage of their max health from units they kill. If you do not get the last hit, but have done damage, you will take 50% of the heal.

Thirst
Decreases RT for melee weapons by 1s for every 20% health, on a creature you're attacking, that is missing.

Blood Rite
Can bath in the blood of their victim decreasing damage taken for set amount of hits, possibly negating damage all together.

~Sabotage
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Re:Ascension 03/02/2020 02:16 PM CST
Sorcerer Specialization

Fatal Bonds - Hits all monsters in the room with a TD pushdown similar to 703. If you cast a spell at anyone who failed the warding every other creature that failed is subjected to the same spell.

Chaotic Offering - Sacrifice your summoned demon to unleash a Golem from another plane, stunning everything (group friendly) for 2 rounds. Attacks and has fire flares on every hit. Lasts for 60 seconds.

Necrotic Pulse - Creates a Necrotic Pulse that works similar to 435 but without the knockdown, will continue to pulse every 3s until stopped. Only the initial cast creates cast RT. Group Friendly.

~Sabotage
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Re:Ascension 03/02/2020 02:57 PM CST
I hear you can set, such was suggested, how much of your exp goes towards ATP.

If, for example, a level 50 character set normal exp absorption to 75% and 25% to ATP, what haapens if you use a double experiece boost or an instant mind clear?
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Re:Ascension 03/02/2020 08:07 PM CST
640 Augment:
Change the spell from defensive to offensive. Works like tier 3 briar flares.
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Re:Ascension 03/02/2020 08:26 PM CST
Lone Wolf:
+5 bonus to Survival, FA, S&H per rank (to 5) for the companionless.
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Re:Ascension 03/03/2020 04:19 PM CST
Champion of the Light
- Precludes taking Champion of the Dark.
- Heroic theme music accompanies as you travel throughout the lands (similar to the music boxes).

Champion of the Dark
- Precludes taking Champion of the Light.
- Dark theme music accompanies you as you travel throughout the lands.

-- Robert

>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
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Re:Ascension 03/03/2020 04:27 PM CST
True Nobility
- Ability to select a noble title (some may be race dependent).
- NPC shopkeepers throughout the land will address you by title when interacting with you.
- Unlocks access to additional Nobility Ascension perks.

-- Robert

>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
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Re:Ascension 03/03/2020 04:43 PM CST
This one is for Bremerial:

MASTER CICERONE
- Grants increased resistance to the effects of alcohol.
- Grants restricted access to limited edition ales and beers at select inns.
- Grants access and use of the brewery (this would need to be created in order to support this).

-- Robert

>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
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Re:Ascension 03/03/2020 04:51 PM CST
ROSHAMBO MASTER
- Grants insight into a Roshambo opponents mind such that if the Roshambo Master has chosen a losing option, there is a chance that they will change their selection to a Draw or Winning option at the last second.
- Counter's this ability in other ROSHAMBO MASTERs.

-- Robert

>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
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Re:Ascension 03/03/2020 04:54 PM CST
TASTES LIKE [RACE]
- Grants racial flavor messaging for the selected race food and drink in addition to one's own race.

-- Robert

>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
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Re:Ascension 03/03/2020 05:01 PM CST
[Racial] SAVANT
- Grants access to the racial verbs of the selected race.

[Racial] SCHOLAR
- Grants the ability to speak and understand an additional Racial language.

-- Robert

>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
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Re:Ascension 03/03/2020 06:28 PM CST
>>Soviet Russia Healing:

>>Transfer your injuries from yourself to the target.


I'm not sure how, but that happens already. Clunk was hit by it once coming back from Illistim to Zul, then as best I can tell, again a few nights ago while trying to get to the bowels of Thanatoph.



Clunk

(Buy your swords at CBD weapons in Zul Logoth.)
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Re:Ascension 03/03/2020 11:07 PM CST
Voice Mastery - Bards who use Song of Sonic Disruption in an area song can prevent it from hitting any other adventurers in the room who are not joined to them while still affecting all the eligible unfriendly targets in the area.

---
;tune towncrier
Rohese: "... the TownCrier (tune in if you haven’t, it’s without doubt the best thing to ever happen on LNet)"
Xanith: "It's flat out amazing"
Doug: "100.times ^"
Lawronius: The stuff ... the TownCrier team does is incredible.
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