Water stops ghost? That's just bizarre thematically.
Also, how much of an EQ loss is on ghosting, and what sort of hinders stop it?
Estarra has made it clear several times that it is meant to be this way and wont be changing any time soon. I suppose there is some deeper meaning to it.
Yes...because obviously this is such an important priority right now...
I mean, obviously such a decision, if taken, would not be fueled by any random contempt that was suddenly inspired here. You can be so emotional sometimes..
SORRY I FORGOT MY /SARCASM TAGS
I'M NOT REALLY GOING TO ENVOY IT, SO DON'T WORRY
That said, there really isn't a lot of stuff to envoy at the moment, not until things with the overhaul are a bit more finalized
Undead/spirits/ghosts/faeries being unable to cross water is old lore. OLD old lore. Like, Grimm old. Older, even. Water is a purifying element, and has been associated with cleansing of energy for so long that nearly every culture on the planet considers water sacred in some form or another. That's why Bram Stoker's Dracula had to put himself in a coffin with dirt from his native country in it, and then had to put that on a boat to get to England (and again to reverse it) and why he died the way he did.
Now back on topic:
Cartellier's Catalogue: INSCRIBE CATALOGUE <cartel> once to permanently link one tome to the CARTEL <cartel> CATALOGUE output. Alternately, INSCRIBE CATALOGUE <trade> to link it instead to public designs in that trade, separated by skill. You still must be a tradesperson in the cartel to see the design itself, or to make it.
(Though if that second function can instead be put into the Hall of Records I'd be a very happy abomination unto Nuggin)
A more widespread way to counter ghost might be a good idea, though, regardless of whether we make it into an artifact. Especially since there're more orgs than celest vs mag nowadays than back when the ghost/water mechanic was first implemented and balanced. And if we do make it into an artifact for everyone, then it becomes fairly urgently needed for some kind of general counter.
Eye sigils probably last too long to be reasonable as a blanket counter to ghosting. Hrm, I'll think of something, maybe. Ideas welcome!
You can't ghost if you're prone, or have broken arms. You can't cure as a ghost. Anything that stops you moving as a person will also stop you moving as a ghost
EG, Illuminati sludge will trip you when you try to move rooms. As a ghost. And then you can't stand, because you can't cure as a ghost.
That certainly is good information. The sludge thing seems like a bug - my understanding is that things out of phase, like ghost or dreambody, shouldn't be affected by things like sludge trip.
Ghosting in combat certainly has plenty enough counters, I agree. But if we're talking about the above context where ghost is being used to "...bypass statues and totems and loyal stacks..." which apparently will "end badly" if given to everyone for some reason, then a way to counter it in that context without nerfing its combat usage and application even further will probably be required, especially if we want to see it become viable as an artifact idea. Besides, as it is, letting only one org have access to it as a tool to "bypass statues and totems and loyal stacks" is perfectly fine - though it still is reasonable to give orgs other than Celest a means like Celest has to counter it.
I'd suggest envoying ghost to not be effected by anything that causes it to trip, not be hindered by eye sigils (not entirely even sure why it hinders dreamweavers, but those two are not the same skills).
Ghosts are knocked out of ghost by distort, so in full combat encounters you may need to assign you can't maintain it. It should still be able to work to infiltrate a location though, so slowing ghosts seems a bad idea.
I still suggest against majorly influencing combat with new artys if possible, as we do not want to keep pushing up the list of "required" artys.
For the earrings that I see highly fought about. We can make them work, just treat them as both bixes and magic movement and add safeties.
- They cannot pull you OUT of enemy territory.
- Act as a bix for restrictions (need be able to move, cant have mental affs,etc).
- Stopped by anything that stops magic movement (monolith, distort STOPS leaving with it, but not entering)
- Make it channeled to avoid using it to leave abruptly, 12s? 15s?
We can put the proper limitations on things to make them viable. The earrings are utility, and as long as they don't jump huge gaps of planes, they should be fine.
Came here to post about ghosts and water being real old folklore, but @Luce has me covered.
So instead, more PvE artifact ideas, brought to you by Finkish Pirate Coalition:
*Unreliable Muckleblaster - Made infamous by fink pirates, this badly made sidearm is cobbled together from broken gnome tech. When wielded alongside a whip, each time the whip is used, there is a 10% chance the muckleblaster will blast the target with lightning.
*Unnecessarily Loud Raiding Horn - Increases the chance that denizens in non-player orgs will call guards, and when they do they will always call three.
*Cloak of Scurrying - Decreases the chance that denizens in non-player orgs will call guards, and when they do they will only call one.
*Jaunty Pirate Hat - Who needs constructs of Harmony? This hat gives you 25% xp boost on Aetherbubbles.
*Damaged Transplanar Contrivance (100 dingbats) - Teleports you to a random Aetherbubble. Can only be used one per Lusternian month.
I'd suggest envoying ghost to not be effected by anything that causes it to trip, not be hindered by eye sigils (not entirely even sure why it hinders dreamweavers, but those two are not the same skills).
Because that's what the eye sigils are for. Stopping dead people is a cute little flavour thing, but they're there to give people the ability to kether/violet dreamweavers/ghosts who're poking their noses where they don't belong.
Actually not. For the vast majority of the game's length, eye sigils have had two effects: To block spirits from walking into a room, and to stop dreamweavers from using coalesce or envelop, and that's it. This is a dramatically more important restriction on mage dreamweavers than it is on druids, as mages can be enchanters and if able to coalesce into locked areas would then disenchant all of the monolith sigils. Only relatively recently was the dreamweaver rubble added. It doesn't enhance someone's ability to violet dreamweavers or make them easier to kill really, it just makes it somewhat annoying to move around a fully sigiled area.
I'd suggest envoying ghost to not be effected by anything that causes it to trip, not be hindered by eye sigils (not entirely even sure why it hinders dreamweavers, but those two are not the same skills).
Because that's what the eye sigils are for. Stopping dead people is a cute little flavour thing, but they're there to give people the ability to kether/violet dreamweavers/ghosts who're poking their noses where they don't belong.
How about an artifact that allows you to SURVEY to tell how much of an area, in a percentage, that you've explored. Or just make it an ability in Environment. Either one.
That's why Bram Stoker's Dracula had to put himself in a coffin with dirt from his native country in it, and then had to put that on a boat to get to England (and again to reverse it) and why he died the way he did.
Um, he got his throat slit because water is a purifying element?
I'd rather see some flavor artifacts at this point. Minor stuff like changing your pentagram/circle message to something custom like:
Nienla brings a finger into the air and begins to draw a five-pointed star, leaving flames in its wake. Bursting to life, the fiery pentagram projects an aura of protection about Nienla.
Raising her hands at her sides, Nienla spins in a counter-clockwise circle. As if answering a summons, vines erupt from the ground and form a protective circle about her.
With a retching motion, Nienla vomits forth a swarm of insidiously large locusts. As she regains composure, the locusts circle about her form in a protective cocoon.
I'd rather see some flavor artifacts at this point. Minor stuff like changing your pentagram/circle message to something custom like:
Nienla brings a finger into the air and begins to draw a five-pointed star, leaving flames in its wake. Bursting to life, the fiery pentagram projects an aura of protection about Nienla.
Raising her hands at her sides, Nienla spins in a counter-clockwise circle. As if answering a summons, vines erupt from the ground and form a protective circle about her.
With a retching motion, Nienla vomits forth a swarm of insidiously large locusts. As she regains composure, the locusts circle about her form in a protective cocoon.
This would be horrible for anyone who wants to use highlighting to catch these actions in a fight.
I'd rather see some flavor artifacts at this point. Minor stuff like changing your pentagram/circle message to something custom like:
Nienla brings a finger into the air and begins to draw a five-pointed star, leaving flames in its wake. Bursting to life, the fiery pentagram projects an aura of protection about Nienla.
Raising her hands at her sides, Nienla spins in a counter-clockwise circle. As if answering a summons, vines erupt from the ground and form a protective circle about her.
With a retching motion, Nienla vomits forth a swarm of insidiously large locusts. As she regains composure, the locusts circle about her form in a protective cocoon.
This would be horrible for anyone who wants to use highlighting to catch these actions in a fight.
There wouldn't be too terribly many of them. I don't see an issue if the messages are provided to folks in the HELP file for them as well.
It's easy to solve by adding a common following line:
Eg.
Nienla brings a finger into the air and begins to draw a five-pointed star, leaving flames in its wake. Bursting to life, the fiery pentagram projects an aura of protection about Nienla.
You perceive a faint shield of protection around Nienla.
Something like that. I'm no writer.
I'd actually love to customize more things, so long as there's a way to not have us have to add a million new lines.
Okay, so. Variations of this have been suggested before, but now I have something that is better conceived.
In addition to being something I really want, it will partially revive a now retired and obsolete item! Nostalgic for anyone who was an herbalist or alchemist in the days of yesteryear.
Presenting...
The Extra-Dimensional Pocketbelt - 300cr
POCKETBELT ADD <artifact>
POCKETBELT REMOVE <artifact>
All artifacts stored in the pocketbelt still behave as though you are wearing them, or in your inventory. Artifacts that require wielding still need to be removed so you can wield them. Jewelry/clothing with artifact runes will not be able to be stored, for the sake of simplicity (assuming that is easier to code. Otherwise, I'd be cool with them being addable too). Stores up to 100 artifacts.
I don't know, at this point I'm throwing out ideas and seeing what will stick. I seriously just want an artifact to store other artifacts and allow direct access to them - that's all! The more I think about artifacts I'd still want, this is the only one coming to mind.
Comments
SORRY I FORGOT MY /SARCASM TAGS I'M NOT REALLY GOING TO ENVOY IT, SO DON'T WORRY That said, there really isn't a lot of stuff to envoy at the moment, not until things with the overhaul are a bit more finalized
So instead, more PvE artifact ideas, brought to you by Finkish Pirate Coalition:
*Unreliable Muckleblaster - Made infamous by fink pirates, this badly made sidearm is cobbled together from broken gnome tech. When wielded alongside a whip, each time the whip is used, there is a 10% chance the muckleblaster will blast the target with lightning.
*Unnecessarily Loud Raiding Horn - Increases the chance that denizens in non-player orgs will call guards, and when they do they will always call three.
*Cloak of Scurrying - Decreases the chance that denizens in non-player orgs will call guards, and when they do they will only call one.
*Jaunty Pirate Hat - Who needs constructs of Harmony? This hat gives you 25% xp boost on Aetherbubbles.
*Damaged Transplanar Contrivance (100 dingbats) - Teleports you to a random Aetherbubble. Can only be used one per Lusternian month.
Edit: The above is dated, but that's what it was there for, yes.
Nienla brings a finger into the air and begins to draw a five-pointed star, leaving flames in its wake. Bursting to life, the fiery pentagram projects an aura of protection about Nienla.
Raising her hands at her sides, Nienla spins in a counter-clockwise circle. As if answering a summons, vines erupt from the ground and form a protective circle about her.
With a retching motion, Nienla vomits forth a swarm of insidiously large locusts. As she regains composure, the locusts circle about her form in a protective cocoon.
There wouldn't be too terribly many of them. I don't see an issue if the messages are provided to folks in the HELP file for them as well.