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Hello all, As you may have read from the Sparkle Board, today I've implemented a method for acquiring resistance to every form of elemental magic that exists in the game. I'd like to outline the way in which this design has been created to pair as the opposite side of the coin from armour class. There is not absolute parity and equality due to the very different ways in which magic and melee exist in the realm, and function thematically. However, the goal is to have equal opportunity for useful protection available for pvp and other scenareos. So, some information to consider: - Armour class (AC) reduces damage from melee (physical) attacks. Elemental resistance (ER) reduces damage from elemental (often magic) attacks. - Physical damage and physical armour are extremely common forms, found throughout the game in countless variety. Elemental magic is, relatively, much rarer, and does not occur naturally outside of magical creatures who may attack with it. - AC is extremely easy to acquire via the countless array of armour pieces that can be purchased in stores or won in battle. ER has been hard to come by in the past, existing only on select items for those who have knowledge of them, or who have spells they can cast on themselves to grant it. While still (thematically) rare, ER is now no longer difficult to acquire if you are willing and able to spend the money. This is a much-needed change for pvp between melee and spellcaster guilds to have any chance at parity. - AC is difficult to assemble completely, due to the fact that there are multiple hit-locations each of which need (often separate) armour pieces to cover them. Elemental resistance, once acquired, covers the entire body and all hit-locations with equal and effortless measure. - In the case of herbs and potions, ER messages are now provided to let you know that something interesting has happened when you <quaff> or <eat> them. The above is true for all elemental resistance that can be gained using any items/spells/whatnot in the game. Now, I will discuss specifics that are true only to the new potions that have become available. - ER, once acquired, weighs nothing and covers all hitlocations. To balance this against armours, the ER potions themselves are fairly weighty to prevent mass-stockpiling for endless use. Once quaffed, the weight disappears with the potion. - Potions save upon quit, and armours do not. For balance, potions are designed to be "use or lose" within 24 hours. They will still save over quit, but will "expire" 24 hours after being mixed. - Potions come in three levels. The low level (dull) potions give ER equal to the damage reduction a low-grade, easily-acquired armour would produce. However, because ER protects across all hit-locations, price for low-grade ER is 5 plats per potion. Mid-grade (shiny) potions give damage-reduction equal to decent armour's AC - things you would need to fight to acquire or find in a reasonable guild droproom. Price is 25 platinum coins. High-grade (luminous) potions are very powerful, and are meant to serve a similar role as elite AC armour that is found on the more difficult npcs in the realm. They are priced at 100 pc. - Unlike physical damage, elemental damage is not the norm in combat unless you select to fight exclusively magical opponents. Magic is meant to be rare and not mundane. As such, the duration of the ER will wear off roughly 20 minutes after the potion is quaffed. - Potions of the same ER type cannot be stacked, but you can quaff potions of different ER types to stack different ER. So, you could quaff a fire and cold resistance potion one right after the other, but you could not quaff two fire resistance potions one right after the other. A cooldown of 30 minutes is put in place upon quaffing, such that a period of 10 minutes will need to elapse after a given ER has worn off before it can be acquired (through a potion) again. - ER of the same type *can* stack outside of potions. For example, if you have an amulet that gives water ER, and quaff a water resistance potion, the two ER values will stack nicely. A few of you have already begun experimenting with these potions, and reports have come in of use against various magical foes in the realms being quite helpful. I would very much like to hear reports like this, so if you use the potions please share with me your experiences via mail or on the forum. As always, please report any bugs you find. G. p.s. We are looking at implementing ways to see what types of ER are currently active for you. Stay tuned.