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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.