The Seven Artifacts

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Llama
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The Seven Artifacts

Post by Llama »

This is one of my weirder ideas, but it would add a certain new aspect to the game. Half this proposal is going to be incharacter...

The gods created seven artifacts, one representing each of them, and two swords which would bring balance. These weapons were lost, and most of them are just legends... however

There shall be 7 weapons, 5 of them representing the gods, and 2 of them 'good' and 'evil'. These weapons will be very special, there are only 7 of them, they do not EVER degrade during combat, and they have an excessivly large rot time (1 hour). Moreover, if the character wielding them is killed, they are ALWAYS dropped.

The weapons shall be described in more detail below, and they can either be obtained through a very rare and very dangerious treasurehunt, or perhaps as part of a quest. The server tracks these 7 items, there can be NO doubles of them, and each artifact may be found only if the previous one rotted.

There shall also be 7 books in the library, each with Roleplay text regarding the items. At the end there should also be 'variable' text. If the item is in circulation "This item has been found recently", if the item was rotted "This item has been lost to the mysteries of time"

The seven artifacts are listed below.

Staff of the Earth (Ushara): This staff is said to be composed of the first tree which Ushara placed on the earth. It is intricately designed, and has a pattern of thorns around the edge/ The staff does 50% more damage then an excellent battlestaff, and also grants the user 25% resistance against poisons.

Hammer of Fire (Bragon): This warhammer was forged by bragon in the depts of a volcano. It glows red with power, and feels slightly hot to the touch / This warhammer does 50% more damage then an excellent warhammer, makes the user have a red glow around him, and gives him 25% spell resistance against spells with the RA component in them.

Bow of Spirit (Eldan): This strange bow glows slightly white when wielded, it is not made of a material which is recognisable. Firign this bow requires focus, and as long as there is focus, there always seems to be one arrow left in its quiver / This bow does 50% more damage then the most damaging bow (don't know what it is :P), and doesn't require arrows to fire (all arrows are considered wind arrows for the purpose of damage).

Claws of Tanora (Tanora): These are a pair of metal claws which are meant to be strapped to the arm and used as a weapon. There is something strangely sharp about their design, and something more flowing about their motion / These claws do 35% more damage then an excellent greatsword, and are 25% faster.

Sword of Air (Findari): This short sword is as light as a feather, and while wielding it, you can almost feel as light as air yourself / Does as much damage as an excellent serinjah-sword, and is 50% faster. In addition it gives a +3 agility to the bearer.

Sword of Good (Good): This sword shines with a bright white glow... it was forged during the creation of the world, composed of strange metals and infused with great power / Does 200% damage to undead and 'evil' beings (drow, necromancers for example).

Sword of Darkness (Evil): This sword was created during an accident with the sword of good and the darkest evils / Does 200% damage to 'good' creatures (When they are scripted :P)

Well that was long, I hope you like it. They are MEANT to be very powerful, so they are contested for, collected, fought over and are symbols of a guild's power.
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AlexRose
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Post by AlexRose »

How would they come into the game? Quests?

I think the claws should work with wrestling.

At first, upon reading the title, I thought "Grooan" but, actually, it doesn't seem like a bad idea.
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Julius
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Post by Julius »

People will get mad (including me) if their fighter isn't able to get a hold of one of these swords. Also, no one will yield it if it falls when clouded everytime if their not a tank.

On a side note, why the hell would such great swords and artifacts be in a small isle of all places?
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pharse
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Post by pharse »

global variables ftw! Yes, could work (With this "always-drop-thing" I don't know). But I recommend that the sword plus its quest is resetted every IG year or the current owner doesn´t log in once in 3 IG months. That would give it a sort of continuity.
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Post by Juliana D'cheyne »

pharse wrote:global variables ftw! Yes, could work (With this "always-drop-thing" I don't know). But I recommend that the sword plus its quest is resetted every IG year or the current owner doesn´t log in once in 3 IG months. That would give it a sort of continuity.
I like the idea also, my only concern is making as they say, an "uber" fighter and how this would affect the game, however there are fighters now much stronger the others.


On a side note but added to this, mages were reduced in their ability to be fairly equal to fighters. There seems to be a difference of opinion on whether that has happened or not, but if this is developed for fighters, I see no reason why something similar can't be done for mages, and even craftsmen.


So, instead of 7 things a fighter can try to find, these super rare items. Have two for fighters, two for craftsmen (possibly a powerful tool or the ability with this one tool to extend the life of something made etc.) and two for mages (the staff of earth could be changed for this, and the bow of earth could have the same results as a wand for instance, with added bonus for mages, possibly an increased mana supply). Possibly even adding two that would help bards and priests with their duties.
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AlexRose
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Post by AlexRose »

Juliana D'cheyne wrote:
pharse wrote:global variables ftw! Yes, could work (With this "always-drop-thing" I don't know). But I recommend that the sword plus its quest is resetted every IG year or the current owner doesn´t log in once in 3 IG months. That would give it a sort of continuity.
I like the idea also, my only concern is making as they say, an "uber" fighter and how this would affect the game, however there are fighters now much stronger the others.


On a side note but added to this, mages were reduced in their ability to be fairly equal to fighters. There seems to be a difference of opinion on whether that has happened or not, but if this is developed for fighters, I see no reason why something similar can't be done for mages, and even craftsmen.


So, instead of 7 things a fighter can try to find, these super rare items. Have two for fighters, two for craftsmen (possibly a powerful tool or the ability with this one tool to extend the life of something made etc.) and two for mages (the staff of earth could be changed for this, and the bow of earth could have the same results as a wand for instance, with added bonus for mages, possibly an increased mana supply). Possibly even adding two that would help bards and priests with their duties.
Or you could make it so there's 7 swords and 3 staffs.

AND ONE RING TO RULE THEM ALL!

However.. I'd say probably not 7. Cos.. well.. due to the lack of mages compared to fighters, I'd say like 2/3. Wand of Protection: Boosts magic defense, Wand of Spirit: Boosts mana, Wand of Power: Boosts magic attack.

Or you could have like.. a wand which boosts commotio, one which boosts decisio and one which boosts pervestigatio or something.

Like: Wand of destruction, , Wand of control, Wand of creation.
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Post by maryday »

I think you speak of individually crafted higher ranked artifacts, not of unique things, we hear about in tales and stories.

IMO..
A druid with herblore 95 alchemy 85 and a WIL of 12+ would be able to let this -Staff of Earth- grow from any plant by touch with a drop of his true hearts blood..and not carry it around all time..

A Zhambra/Malachin believer with a WIL14+ would enchant his personal sword to a -Sword of Good- for a single strike / day..

A Malachin/Moshran believer with a WIL of14+ would en..
..i will stop spoiling now, and add a proposal.


There should be god related factions, as soon the factions gynk/al/sal have been throughoutly implemented.
((Anyone spoil me now, and tell me how i get to know my karma-stat?))
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Llama
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Post by Llama »

maryday your suggestion sounds a lot like 'priest' magic and 'druid' magic more then anything.

My idea is for REAL artifacts... A specific weapon which keeps popping up in strange places throughout history.
People will get mad (including me) if their fighter isn't able to get a hold of one of these swords.
Again, these are NOT normal weapons, these are artifacts... There are ONLY 7, not 7 types, 7 SINGLE items. If your fighter wants one... it'll add an extra dimension to the game... do I loot it from a person I know has one? Do I buy it? Does he have an 'accident' during a training session?
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Nitram
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Post by Nitram »

And then the ones who has those weapons fall inactive...
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Post by Retlak »

To be honest all i can see from this is Salathe / Arameh collecting all these items and then never using them jsut because they like rare things.
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Llama
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Post by Llama »

Nitram wrote:And then the ones who has those weapons fall inactive...
Is it possible to check how long an item has been in a depot? If yes, then after X hours of logged in time, it magically disappears...
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Post by Nitram »

No its not possible to check this.
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Kevin Lightdot
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Post by Kevin Lightdot »

Nitram and Matt have a point, plus indeed it would be a bit overpowering I think.

I don't think it's too good an idea.
Though to bring up another problem, crafters eventually become able to make all items, and noone will be too rare.
To stop this one would need such weapons, but just less bonus and perhaps more of them.

There will always be a few chars who want them all, and this would be a bit crap.

Though for the loss of them, make them all corroded(And still uber)?
Last edited by Kevin Lightdot on Thu Oct 25, 2007 6:54 pm, edited 1 time in total.
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Post by Wyrda »

*grabs the weapons and runs*
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Post by nmaguire »

I think this is an awesome idea, and you should have to fight something preeetty big to get them, e.g a greater demon..
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Post by Salathe »

Retlak wrote:To be honest all i can see from this is Salathe / Arameh collecting all these items and then never using them jsut because they like rare things.
whens this implemented?

:wink: :wink:
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Kevin Lightdot
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Post by Kevin Lightdot »

nmaguire wrote:I think this is an awesome idea, and you should have to fight something preeetty big to get them, e.g a greater demon..
You and your greater demon.. :P
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Post by nmaguire »

Kevin Lightdot wrote:
nmaguire wrote:I think this is an awesome idea, and you should have to fight something preeetty big to get them, e.g a greater demon..
You and your greater demon.. :P
I know where to find one, but it's impossible to get there right now..
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Post by Lrmy »

You could always watch the players that have the items. If they don't log in for a week, they loose it. If they are unable to log in for a time under a month or so, they should say so and maybe be granted a longer period based on their circumstance.

I say making them work like a treasure would be good. The books should say where this treasure is so everyone can find them if they want to. You dig the spot the item is in, maybe some monsters appear, very difficult ones to beat. Depending on the item, different monsters would appear. This would also be way to hard for a single character to do. So the Salathes and Aramehs would need a group of people to help them find them. Which they likely wont find, knowing these people won't give them up ever :P .

Examples-
Staff of the Earth: A few golems, rot worms, and wolves appear.
Hammer of Fire: A dragon and multiple fire elementals appear.
Sword of Good: Large amount of strong human mages appear(like priests or paladins and what not).
Sword of Darkness: A few liches perhaps?

Can't thin of much for the others, but you get the general idea. Also, I think the items should always drop when the character holding them is clouded. They should rot at a slower rate if possible, but they always should go back to the map site. Maybe other items relating to the artifacts should drop? Potions a plenty, and silversteel with good. Poison and maybe a shadow plate/drow armor with Dark, fire stuff with hammer, ect...
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Post by abcfantasy »

I think this will encourage PGing and PKing.
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Senrin der Ältere
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Post by Senrin der Ältere »

abcfantasy wrote:I think this will encourage PGing and PKing.
Indeed.
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Post by Lrmy »

abcfantasy wrote:I think this will encourage PGing and PKing.
Great argument.......... -_-

Considering you have powergamed your main character more than I have any of mine. I don't think this is a good point for you to stand on.
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Post by abcfantasy »

I did? What says that?

I don't spend ridiculous hours training. Maybe in the very earliest days of my illarion life.

I don't make my char spend hours of fishing for treasures. Actually, he doesn't fish at all.

I stopped him from training any craft.

I did zero training when he was blind and such stuff, and now rarely do I train, around once a week.

Besides, I don't pgame any other char of mine, or maybe one of them, and I do it once every month you could say.

And yes, I still insist that this idea encourages PGing and PKing,
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Post by pharse »

Hm well, there are of course advantages and disadvantages. But perhaps we should limit uber-weapons to the priest system. That way it is much easier to script and especially to control the whole thing.
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Post by nmaguire »

abcfantasy wrote:I did? What says that?

I don't spend ridiculous hours training. Maybe in the very earliest days of my illarion life.

I don't make my char spend hours of fishing for treasures. Actually, he doesn't fish at all.

I stopped him from training any craft.

I did zero training when he was blind and such stuff, and now rarely do I train, around once a week.

Besides, I don't pgame any other char of mine, or maybe one of them, and I do it once every month you could say.

And yes, I still insist that this idea encourages PGing and PKing,
You beat Salathe, Mr. I don't PG :P Then again, you did have magic swords xD
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Post by abcfantasy »

@Pharse: What do you mean we limit the weapons to the priest system? :?

@nathan: The first time Salathe barely took any damage against Joro. The second time was pure luck as the "magic" of the swords worked often. But then again, I think I did pgame in the first few months of illa, but...I was a n00b. :P
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pharse
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Post by pharse »

I think that there should only be temporal power-weapons, you might agree.

To accomplish that with a static quest is quite difficult. In the priest system the priest can bless a follower when it is needed and give him a power-weapon for x minutes. This can be easily solved with a LTE.
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Post by maryday »

Possibly the way i was pointing.

I think, earlier or later, any char would have a stat concerning every single faction, every single god...
making it quite simple to evolve enough possibilities of use for priest magic(gods)..bard magic(factions).

Power / Count of priest magical "spells" or -miracles- would rise with the ammount of collected ...say..gratitudes done for each single god.
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Post by Lrmy »

abcfantasy wrote:I did? What says that?

I don't spend ridiculous hours training. Maybe in the very earliest days of my illarion life.

I don't make my char spend hours of fishing for treasures. Actually, he doesn't fish at all.

I stopped him from training any craft.

I did zero training when he was blind and such stuff, and now rarely do I train, around once a week.

Besides, I don't pgame any other char of mine, or maybe one of them, and I do it once every month you could say.

And yes, I still insist that this idea encourages PGing and PKing,
My point wasn't that you are a powergamer, but it was that no one is. You HAVE trained your character more than I have, take a look at their skills and see. I simply meant we have almost no fighting power gaming in game.
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