View Full Version : Resist Nature and Other Changes
Halfsilver
08-26-2003, 02:43 PM
So this morning, I log into the test instance to try out 620. Get a set of regular brig armor and cast.
>prep 620
You make a simple motion, quietly invoking the Resist Nature spell...
Your spell is ready.
>cast my armor
You gesture at some brigandine armor.
A vibrant white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to soften in your hands and you can sense rather than see a change in its organic material, as if thousands of tiny hands have opened and await something to grasp.
After a few moments the aura subsides, leaving the armor feeling a bit more supple and pourous than it once was.
Roundtime: 10 secs.
Cast Roundtime 3 Seconds.
Ok, the little grasping hands seemed to suggest that something further was needed, and when i assessed the armor, it said it was empty.
>assess my armor
You assess the armor for structural weaknesses and strengths.
Careful examination indicates the brigandine armor has a strength of 0 and a durability of 0. You determine the current state of the brigandine armor to be at 100% integrity.
You examine the brigandine armor closely, lightly running your fingers over the material.
You sense that the armor is imbued with the magic of nature, but the magic is pourous and holds no hint as to its purpose.
An emptiness permeates the material of the armor.
My question is what else is required? or was this an unsuccessful cast? I dunno...maybe it's obvious to someone else, but not to me! Would be my luck that it's not even fully implemented yet.
Secondly.
Has there been any documentation released on how Combat Maneuvers skills will work?
Will there be points given for every certain amount of ranks that one trains in CM and then distributed among the different skills? I thought I heard somewhere that this would be the case...maybe it's just a rumor.
Also, I'm still a little unclear on how the Lores will work. I know Taernath suggested against training too heavily in them. Before I asked earlier, I thought that Summoning was the only spiritual lore that would affect our profession. Apparantly that's wrong. So. How will Lores (blessing and summoning) affect us?
Will there be usable skills associated with them?
Trying to find out as much as I can about reallocating my ranger before I actually have to, and the play.net website is not very helpful at all.
-grays
edited to add: any and all information regarding changes to the profession would be appreciated, not just the questions i've asked here.
[Edited on 8-26-2003 by Halfsilver]
Artha
08-26-2003, 02:51 PM
Has there been any documentation released on how Combat Maneuvers skills will work?
Will there be points given for every certain amount of ranks that one trains in CM and then distributed among the different skills? I thought I heard somewhere that this would be the case...maybe it's just a rumor.
When you get a certain amount of CM ranks, you'll learn a new skill...some have prerequisites, like shield bash needs a certain amount of shield training.
Taernath
08-26-2003, 03:17 PM
You need to buy potions available from either the guildmasters or the trackers outside the maze to use 620.
Halfsilver
08-26-2003, 03:27 PM
Are the potions available yet, Taernath?
I went to the guild and found nothing.
-grays
Halfsilver
09-01-2003, 03:25 PM
Alright...after a bit of research...
I've found that one must forage for necessary plants that constitute the ingredients of a potion that can be made by an herbalist near the pool to darkstone. With this potion, one is able to complete the Resist Nature process.
So far i've found Murkweed.
I have yet to find out what the other 3 plants are, but will post when i have found them.
-grays
Gsgeek
09-01-2003, 05:24 PM
May also want to post what terrain and climate they were found in. Also what area too. Thanks
Me
Halfsilver
09-01-2003, 05:36 PM
the four plants are---
Murkweed- Found in the immediate Wehnimer's Exterior area, Ta'Illistim, and River's Rest. (damp climate)
Mistweed- found in River's Rest and Ta'Vaalor (damp climate)
Drakefern- Teras Isle (hot climates)
Frostflower- Icemule and Pinefar (cold climate)
Now... I'm still trying to figure out if each plant represents a different element when used on an armor or if they all provide the same benefit.
I've tested one pour of Murkweed. Doesn't seem to provide any added protection that I can see, but the armor still appears empty when assessed, so I'm going to try another bottle of potion.
If results are good, I will post further.
-grays
Dinara
09-02-2003, 09:12 AM
Frostflower can be found on the tundra on the way to Mule. I haven't tried any other places but I am sure its found other places in Mule.
Dinara
09-02-2003, 09:14 AM
You got the herbalist to hand you the potions? I have tried all weekend. He has a potion of murkweed (I found this south of the West Gate) And he won't give it to me. Can you post what you are doing to get it as I am obviously doing something wrong.
Halfsilver
09-02-2003, 05:30 PM
Originally posted by Dinara
You got the herbalist to hand you the potions? I have tried all weekend. He has a potion of murkweed (I found this south of the West Gate) And he won't give it to me. Can you post what you are doing to get it as I am obviously doing something wrong.
1.You give him the 5 murkweed stalks needed to complete the potion.
2.You wait the alotted time given to you by the herbalist(1 hour)
3.With 3000 silvers in your pocket(NO NOTE) you ASK HERBALIST ABOUT POTION.
note that he says 'you must be quick, these potions don't keep long' If you're too slow to get the money, you're potion might go bad and you'll have to gather plants for a new one.
I'm still working on the murkweed process...nothing yet after 2 potions. I'll post when I find something out.
-grays
Halfsilver
09-02-2003, 05:44 PM
Make that 3 potions.
I have the herbalist working on a fourth, but I'm starting to wonder if the 'emptiness' in the armor needs to be filled by something else than murkweed.
Any thoughts?
-grays
Drew2
09-02-2003, 05:47 PM
602? That is what popped into my head.
AnticorRifling
09-02-2003, 06:26 PM
Cast spike thorn at it and fill it with spikes heh. Or some imbued sticks....
Halfsilver
09-02-2003, 09:13 PM
Originally posted by AnticorRifling
Cast spike thorn at it and fill it with spikes heh. Or some imbued sticks....
Those weren't actually the kind of thoughts I was asking for. :no:
-grays (the Ranger)
Halfsilver
09-02-2003, 10:21 PM
OK.
I should of figured this out days ago. :duh:
After pouring the potion onto the armor you have to recast 620 on the armor to seal it in.
I've only been able to do this once so far. Results follow.
>prep 620
You make a simple motion, quietly invoking the Resist Nature spell...
Your spell is ready.
>cast my armor
You gesture at some brigandine armor.
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. Suddenly, the aura wavers and flickers. The material of the armor begins to slowly undulate in your hands as if trying to balance itself somehow. With a sharp crack the aura explodes outward, spraying you with the liquid it once held!
... 20 points of damage!
Scouring steam strips skin from left leg!
You are stunned for 1 round!
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
Yeah, it looks like I messed up, but when assessed it appears differently.
>assess armor
You assess the armor for structural weaknesses and strengths.
Careful examination indicates the brigandine armor has a strength of 0 and a durability of 0. You determine the current state of the brigandine armor to be at 100% integrity.
You examine the brigandine armor closely, lightly running your fingers over the material.
You sense that the armor is imbued with the magic of nature, but the magic is pourous and holds no hint as to its purpose.
The imbued magic in the armor seems to offer some amount of resistance to its targeted element. The aura of the magic is faint. You cannot tell anything more about the brigandine armor.
Successful? or no?
I'm going to try another experiment. Maybe the addition of the four extra potions had something to do with the apparant failure.
I'll post the results.
-grays
Halfsilver
09-02-2003, 10:34 PM
Also, according to what I see when the armor is assessed "The imbued magic in the armor seems to offer some amount of resistance to its targeted element. " I'm assuming that each plant represents a different element. Yay, that's cool. Rangers can make fire armor. Or Lightning armor. :grin:
Also, I was using Brig....the most protective armor that is still able to be 620'd, maybe that had some effect on the outcome...sooo...i'll be using double leather in my next attempt.
Now, to figure out which element belongs to murkweed.
Will post findings as always.
-grays (on the quest for ranger knowledge)
[Edited on 9-3-2003 by Halfsilver]
Originally posted by Halfsilver
Now, to figure out which element belongs to murkweed.
Murkweed sounds like earth to me.
Mistweed sounds like either water or air...
Drakefern sounds like fire.
Frostflower sounds like ice.
-shrug-
Lemme know what you find out!!
Halfsilver
09-03-2003, 12:20 AM
Second experiment went somewhat like the first.
I'm going to give that a rest for a bit and concentrate on finding which plant represents which element.
Shouldn't be too hard to figure out.
-grays
Halfsilver
09-03-2003, 09:03 AM
I am unable to sense all the information from an Imbued peice of armor.
Only gives me that it is imbued. I would like to see what the targeted element is, but am unable to. I'm wondering if this is age based?
I wouldn't think so, because my ranger is a decent age.
Any older rangers wanna jump into beta and assess some armor?
Contact me U2U or by my aim which is available underneath this post.
-grays
Lord Whirlin
09-05-2003, 09:43 AM
Originally posted by Halfsilver
I am unable to sense all the information from an Imbued peice of armor.
Only gives me that it is imbued. I would like to see what the targeted element is, but am unable to. I'm wondering if this is age based?
I wouldn't think so, because my ranger is a decent age.
Any older rangers wanna jump into beta and assess some armor?
Contact me U2U or by my aim which is available underneath this post.
-grays
Not a ranger, but I'll cast every element on you until you die forever in beta.
Ahh... beta
We'll find out what you're better warding aginst
[Edited on 9-5-2003 by Lord Whirlin]
Halfsilver
09-05-2003, 11:12 AM
Murkweed sounds like earth, like Jessa said...soo what spell could you cast that would test the earth element?
Is there even an earth element?
-grays
Drew2
09-05-2003, 01:09 PM
Hurl boulder, boil earth, etc.
Originally posted by Halfsilver
Is there even an earth element?
Vibe crits?
Taernath
09-05-2003, 05:57 PM
You know, I don't even think the spell is fully functioning yet, it's just the creation process that's on.
Halfsilver
12-12-2003, 10:45 AM
Bumping this thread. Sorry.
I forgot completely about my research in this spell when GS4 went live, so I'll see if anyone knows.
Anyone have a list of the plants, where they're forageable and what element they correlate with?
Also, anyone know if 620 is able to be mixed with a wizard enchantment?
Thanks,
- D
Czeska
12-12-2003, 11:04 AM
I'd be happy to loresing to some of these armors after you're done casting and pouring, maybe it'll tell me what element it's resistant to. Let me know.
StrayRogue
12-12-2003, 12:05 PM
Try armor without a wizard enchant or padding. Just some regular old doubles. Be unencumbered. Keep trying.
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