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 Post subject: Immunity effects
PostPosted: Sat Feb 12, 2005 11:41 pm 
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since there's a item that gives immunity to bloodpurge, i was thinking of a few more useful(to me at least) immunity effects.

Helm: Immune to farsight (x's Clouded Vision)
Boots: Immune to astral walk (x's Astral Escape)
Eyes: Immune to deem (x's Mystery)
Cloak: Immune to Spot skill (X's Element Of Surprise) (this one is for the hide skill, perhaps the effect too strong, but spot has hide too weak)

The names are just suggestions.


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 Post subject:
PostPosted: Sun Feb 13, 2005 5:45 am 
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Joined: Wed Sep 15, 2004 2:06 am
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Location: Ontario, Canada
immune to farsight - exists just like immune to bloodpurge

immune to spot, would never happen, never, never


the rest, not sure if they are covered by #1, but if not, they sound fine to me


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 Post subject: just any idea
PostPosted: Mon Feb 14, 2005 6:42 pm 
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Joined: Tue Nov 16, 2004 6:30 pm
Posts: 560
Location: florida
maybe we should have more effect or maybe make them drainable to craft eq but make a catch like enchantment space has to be use up from 0 (new craft eq only). This means you can drain a effect to a craft eq but take all the enchantment space

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Dr. Zidane of The Forsaken


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 Post subject:
PostPosted: Mon Feb 14, 2005 7:48 pm 
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Zidane, the equipment that effects are put on were chosen for good reasons. You can use them, but you're giving up an appropriate equipment slot. Although triggers let you any way, elemental band is a ring because by gaining the power of its affect, you also lose the equipment slot with the most enchant. If you choose to go for the weaker affect, (which is pretty pointless, at least in my opinion) you only need to give up earrings.

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Quintos Aelon, Progenitor of the Aelon line


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 Post subject:
PostPosted: Mon Feb 14, 2005 9:49 pm 
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Joined: Wed Sep 15, 2004 2:06 am
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Location: Ontario, Canada
the real, real real reason we put effects on equipment? And, the reason we chose the pieces we did?

to have players re-explore areas that were being neglected, at the time, there were many nicely written areas, but nobody visited them, so we gave people a reason to explore areas again.

there is pretty much 1 effect in every area :) some are hidden, some are hard to come by, some can only be found by reading the area room descriptions, and reading the areas theme.

some require just dumb luck


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