Jump to content
Eternal Lands Official Forums

Mochajava

Members
  • Content count

    11
  • Joined

  • Last visited

Posts posted by Mochajava


  1. For the next week, the Bad day removal stone is available from shop, for 60 bucks.

    It can remove the days of Murphy, Fasting, Solar Flares, Green Day, Acid Rain, Labor Day, Day of the brave.

     

    If you want to share the purchase price with someone, I will accept 3 payments of 21 bucks each, and the stone will go to the person that make the payments designate.

     

    I am unclear if this offering is a removal of all of these bad days, one of these bad days; for only one day, for life... etc.


  2. I don't like the idea of multiple perks per item. There is a reason why people can get perks permanently.

    I am however open to discussion about high level tailoring items that can give you some sort of advantage.

     

    I see alot of opportunities.

     

    Gloves, colored gloves, in shades to match the various cloaks and garments.

     

    Boots and shoes. Nothing says that a good tailor cannot branch out into cobbling, right? These too could be available with color choice.

     

    A number of the garments that tailors are making already could perhaps be reworked to add a magical (beneficial) element to them later; Either with metallic threads, intricate embroidery, or encrusted with jewels. I'm thinking a manufacturing process would be similar to converting a leather torso armor into an augmented leather torso armor wherein the original item is used as a component of the improved item.

     

    After the above items are implemented (positive thinking), yet another tier of expertise could be added whereby these items could again be augmented to include a magical/beneficial property.

     

    That would be two steps up the tailoring ladder :pickaxe: I'm not even a tailor, but I know that they pay dearly in both time and money to hone their skills.

     

    I'll keep chewing on the idea and hope to contribute an idea that is usable.


  3. Even hill giants, cockatrices or yetis won't attack you wearing that cloak and I really don't think those are low level monsters really :pickaxe:

     

    Point taken, however I see no reason to reduce the effectiveness since it will actually require an actual MM cloak and Excavator cloak in the manufacturing process.

     

    I'm certain that Radu will figure out how to balance the cloak to perfection, if he finds any merit in the idea.

     

    As for me, I'm hoping to be wearing one someday :pickaxe:


  4. . . .

    Maybe combo cloaks that contain an exc cloak would have a chance to break while harvesting. Maybe combo cloaks that contain an MM cloak would only protect against low level monsters. . .

     

    I think having the cloak break due to mother nature, like the medallions would be much too costly.

     

    MM cloak already only protects against low level monsters.

     

    I agree that they should break just as easily if worn while fighting as any other item.

     

     

    An additional thought:

     

    No More Warlock is great for the fighting types? What about us POOR harvesters? We work our fingers to the bone to supply the wealthy warriors, and whatda we get? Bony fingers I tell ya! Bony fingers ;P


  5. I was harvesting and chatting with my friend CanCowgirl in a high level area. As I watched her slip into her monster magnetism cloak when danger approached and then slide her excavator cloak on when the danger had passed an idea came to me.

     

    Below is a rough draft of that idea, and I hope that something like this may someday be implemented.

     

    I'd like to see high level tailors be able to embroider a secondary protection (perk) into a perk enhanced cloak.

    As an example, a monster magnetism cloak with perhaps gold thread (as an example) that could become an enhanced cloak of MM & excavator.

     

    Required reading might include Enhanced Items and perhaps a new book specifically designed for this skill.

     

    Perhaps make the type of thread indicitave of the secondary attribute. It's quite likely that not all cloaks that are available with a perk will have the ability to be combined.

     

    Silver thread, gold thread, bronze thread...

    Titanium, steel, iron?

     

    Perhaps you could tell what the secondary perk on the cloak is by looking at the clasp at the neck of the cloak.

     

    It would require that BOTH cloaks and the ingredients are in the mix window and will still have a chance to fail while combining them, of course.

     

    I think it should require either a binding stone or an EME, perhaps both, to create it. This would enhance its value and encourage those that wear it to carry a rostogol stone while at the same time discourage people from giving one to every new player that enters the game on their first day.

     

    The finished cloak would weigh as much as both cloaks combined.

     

    Wearing the cloak would require a bit more HUMAN nexus because it weighs more and due to the metal structure of the embroidery thread.

×