Sorcerer's gear? on 03/08/2014 10:54 PM CST
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I've been away for a long time, but just thought of a handy piece of gear that all sorcerers may enjoy. It is a leather bag with an enruned flap or buckle. They are inherently phaseable like a locking container, without the lock. Additional, when phased, the enruned flap/buckle thingie does not phase, meaning the sorcerer can access goods within it.

They would have one other special property - act like the gem jar for a sorcerer's components, reducing small items like paint brushes, runestones, chalks, inks, salts, etc. to a single item. Each bag may have several areas, one large and several small, so that you can look at your paint brush or your runestone and know how many and what kind you have.

For style purposes, there should be several varieties of bags:
one for scrolls and 714 components,
one demon themed bag for runestones and gems,
one used for chalks and books,
and the last for animation gear.

All should be available within the guild store.

Other types of adventures could have access to the scroll style bags, with a different, non-sorcerer themed description for alchemy. The large storage area should hold a small cauldron instead of scrolls as the sorcerer's bag does. It would also be phasable, but without being a sorcerer, the point is moot.

A second suggested item is a wide bandoleer for holding heavy quartz orbs. Again, it should be phaseable and have a chance of genning with a new sorcerer character.

One last idea, sorcerer's should have a teleport themed title under various title headings. One should be granted for each teleport themed ability. The choice should be awarded for 704 and 740, 130, and one for each society skill that allows teleportation. If sarcastic titles can be allowed, perhaps 720 and 712 should have a particularly off color title, in reference to the way you can die from these spells.
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Re: Sorcerer's gear? on 03/09/2014 11:27 AM CDT
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All of these ideas would make a sorcerer's life less annoying, and therefore will never be implemented. That is all.

Player of Kilshaar
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Re: Sorcerer's gear? on 03/20/2014 05:14 AM CDT
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The idea of selling straight up phasing containers that just work is definitely a good one. I think the best bet here is arguing for ones with locking clasps that you just turn with your fingers. I'd even go so far as to argue guilds in different cities should use different nouns to give a variety of them, and perhaps worn in a few different places (shoulder, belt, leg, etc). Given that there are weight-reducing containers that sell for quite a lot, making a direct item for sorcerers which are the same (or better) sounds unlikely, so probably we cannot get into it while it is phased. Still, I will fully support some off-the-shelf container with a simple locking clasp; sounds quick, easy, and painless.

Even as a sorcerer who carries a ton of stuff, a few of these points seem over the top though or irrelevant. Why would you be carrying more than one runestone with the same rune on it other than by mistake? Wouldn't you pour your ink from one ink into another, and all your potions of the same name up to 7 doses, rather than carrying multiple inks around etc? (I think that works with ink, though I forget right now.) Chalk also can be phased and bundled, so you only ever need two sticks of chalk on you.

I'm not up to snuff on how salts work right now to comment, since I'd probably say something erroneous.

I'm not sure what you'd really gain with a bandoleer for quartz orbs. A sorcerer with no demonology can only phase 10 pounds, and orbs weigh 7, so phasing a bandoleer with more than one orb is impossible anyway without a fair bit of lore. Just phase each orb or get a 1712 scroll and charge it. One thing that would be nice is if phase could somehow last longer. I'd even settle for something like a bard song where the duration per mana is the same, but the stuff re-phases itself with some option enabled. It's kind of annoying when I have to stop and re-phase like 4 items each 20 minutes when the message of my cloak feeling heavier and remember which one I phased first (have to look in cloak for top-most item).

I'm all in favor of the "Master of Space and Time" skill title, or anything similar that's more in character.

~daid (player of the temporally-challenged Harvest-Moon clan)
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Re: Sorcerer's gear? on 03/20/2014 08:26 AM CDT
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<< I think the best bet here is arguing for ones with locking clasps that you just turn with your fingers. >>

Good idea!
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Re: Sorcerer's gear? on 03/20/2014 02:06 PM CDT
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<Chalk also can be phased and bundled,>

I didn't know these could be bundled.... this will help out a ton since I like to keep a healthy supply of both kinds on me (never know when it'll be needed).

Starchitin

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Re: Sorcerer's gear? on 03/20/2014 02:13 PM CDT
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>this will help out a ton

don't get too excited, I think you can only bundle two fresh intra-realm chalks before it maxes.
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Re: Sorcerer's gear? on 03/20/2014 08:50 PM CDT
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Inner realm chalk comes with quite a few uses off the shelf and for the cross realms chalk you can bundle up to 40 uses. Probably the same limit on both but you'd only use two sticks of the cheap stuff to cap that out I think. I don't see that any one said how, but you just phase each piece of chalk then bundle.
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Re: Sorcerer's gear? on 03/21/2014 05:41 AM CDT
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>I don't see that any one said how, but you just phase each piece of chalk then bundle.

Forget who told me about that trick, but kudos; it seems poorly advertised and I love it. KP does tell you how to do it, since I put it there awhile ago: http://www.krakiipedia.org/wiki/704#Chalk

~daid (player of the temporally-challenged Harvest-Moon clan)
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Re: Sorcerer's gear? on 03/24/2014 07:18 PM CDT
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I was under the impression you needed three runestones to infuse and at least one for demon summoning.

As far as the orb bandoleer goes, it would be a low level sorcerer stock item for heavy orbs. Lord know you need some punch if you are hunting with only a handful of mana disrupts. I’d be the first to admit that it is a fluff item, an oddity that sorcerers may have.
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Re: Sorcerer's gear? on 03/24/2014 11:45 PM CDT
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>I was under the impression you needed three runestones to infuse and at least one for demon summoning.

That's true. But combining different runestones somehow seems counter-intuitive to me. There's already RUMMAGE :CONTAINTER: RUNESTONE :RUNE: to get the one you need so isn't this just an added step? And you can use any gem with the noun "stone" after using an aish'vrak potion on it, and I forget the weight of gems but it's something utterly trivial like 1/20th of a pound. Not bothered to do testing to confirm smooth stones and over-the-counter runestones follow this same scheme, but more often than not I use things like turquoise stones. As far as reducing runestones somehow, I think one of the most popular suggestions along these lines is to ditch the odeir'cos in favor of Elemental Detection.

Don't misunderstand me, all the runestones, ink, the water cup, aish'vrak potion -- it's a pain in the butt. How to actually reduce it though is a long-standing issue. Too bad sorcerers don't have a water bolt spell -- I bet that could wash the ink off a brush!

>As far as the orb bandoleer goes, it would be a low level sorcerer stock item for heavy orbs.

Definitely! I'm just saying they weigh 7 pounds each. So you want multiples of them to be stored and take up the mass of only one? Even jars don't work that way, they just reduce it to one item but the same total mass (actually more since the jar's weight is included). And with no demonology a sorcerer can only phase 10 pounds, which is less than the sum of two orbs. I guess finally this would be related to wizards, wands, and recharging. It's not that I'm actually opposed to this, I just don't see it happening. I think in this case here, I'd try to go with the argument, "Do the orbs need to be that heavy?" Come on, they are so heavy some people leave them at the hunting grounds when at least they could donate or sell them to the pawnshop. 7 pounds is a bit much for something with typically 1 to 2 charges that lasts 5 minutes each. Even if they were 2-3 pounds each they'd still be pretty heavy in my opinion. If they were 2 pounds, then a first level sorcerer could phase a sack or something holding 4 of them -- once they found someone with lock mastery to put a lock on the sack...

~daid (player of the temporally-challenged Harvest-Moon clan)
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Re: Sorcerer's gear? on 03/25/2014 12:18 AM CDT
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>7 pounds is a bit much for something with typically 1 to 2 charges that lasts 5 minutes each. Even if they were 2-3 pounds each they'd still be pretty heavy in my opinion. If they were 2 pounds, then a first level sorcerer could phase a sack or something holding 4 of them -- once they found someone with lock mastery to put a lock on the sack...

you can buy 30 charge orbs in Twilight Hall's shops in the Landing (Fortress west room, 3rd block of spinewood (lich #355)) and Teras (Whorten's, one of the stores (lich #1976)). They cost less than 1k per charge. My demons usually carry my orb. When I find excess orbs beyond what the demon can carry, I toss it in my disk.

Even better, you can get scrolls with 1711 (mystic focus). this is the spell in the orb. You can get those infused. Scrolls weigh 1/2 lb. Weight issue gone.
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Re: Sorcerer's gear? on 03/25/2014 08:34 AM CDT
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Merchants have also been selling crystals that contain the spell 1711 which will work with the crystal holding jewelry. I believe there's a cart in Briarstone Court in Illistim selling them for 20k for 10 rubs.



>>Yeah, we've crossed into lalaland now. That's a crazy idea, and you know it! -Wyrom, SGM
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Re: Sorcerer's gear? on 03/26/2014 01:20 AM CDT
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>Even better, you can get scrolls with 1711 (mystic focus). this is the spell in the orb. You can get those infused. Scrolls weigh 1/2 lb. Weight issue gone.

Yeah, I mentioned that in my first post (although I used the wrong spell number). That's what I usually do when I bother with the spell at all.

~daid (player of the temporally-challenged Harvest-Moon clan)
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Re: Sorcerer's gear? on 04/02/2014 12:07 AM CDT
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>turn my belt
You turn the leather rope belt around concealing the pocket.
>remo belt
>prep 704
You remove a braided leather rope belt with an ink-black ribbon woven into the braids from around your waist.
You begin drawing a faint, twisting symbol while softly intoning the words for Phase...
Your spell is ready.
>cast at my belt
You gesture at a braided leather rope belt with an ink-black ribbon woven into the braids.
The belt becomes momentarily insubstantial and appears lighter.
Cast Roundtime 3 Seconds.

Something as simple as this, only not an epic deep belt over the counter.

The part where the hidden pocket (opened and closed with TURN) counts as it being locked for phasing the contents weightless. Why even have a step like turning the clasp and opening it, if the thing can be opened and closed with a single script? I found a use for hidden pockets!!

k thx



daid (player of the temporally-challenged Harvest-Moon clan)

>Out of no where, a ki-lin gallops in.
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