-Focus takes 2.0s, internal cooldown of 7 seconds (means every third focus is 2.0s instead of the usual 2.5s). -While at >90% endurance and willpower, gain 5% resist all. -Denizens who normally run on hit, don't run when you hit them. -Chance to dodge denizen afflictions -Reveal denizen loki. -Take 10% reduced limb damage (would have to show up on ASSESS for this to not be horrible).
-paragon of the sphinx: let's you locate people with veils but not be veiled yourself -paragon that let's you completely ignore the effects of worldburn -paragon that boosts softfocus to 50% or just gives passive softfocus -paragon that makes you immune to guards that have entered your room via call for help (or at least makes it where only 1 of those guards can hit you at a time) -paragon that makes your armour super penetrable (removes all of its resistances) but reflects the damage it would have mitigated back to the attacker -paragon that shifts to a new resistance type every time it is hit with the current resistance type
A paragon that can hold a few adventurers in a special pocket dimension (which they can leave at any time, putting them in your room), letting you carry them around with you.
A paragon that can give resistance to every type of damage, but only after it builds up by taking several hits of the same damage type. For example, getting hit by cutting damage adds 0.1% to your cutting resistance (up to some cap) and subtracts 0.5% from any other resistances it's built up.
-Reduces the proc rate of mental afflictions (less stupidity procs, less fear ticks from phobias, more time between epilepsy ticks, less chance of dizziness proning you, etc). -While > 90% mana, take 10% mana damage instead of clumsiness, lethargy, or confusion affecting your abilities.
A paragon that grants extreme speed when submerged in water (in a water room without waterwalking, or underwater), making SWIM complete instantly and giving +2 moves per second.
A paragon that reduces the armour's stats to 0 but gives you the cutting and blunt resistance of a horkval.
A paragon that can hold a few adventurers in a special pocket dimension (which they can leave at any time, putting them in your room), letting you carry them around with you.
A paragon that can give resistance to every type of damage, but only after it builds up by taking several hits of the same damage type. For example, getting hit by cutting damage adds 0.1% to your cutting resistance (up to some cap) and subtracts 0.5% from any other resistances it's built up.
A paragon that allows you to turn into a statue at will. Being a statue makes you entirely untargetable and unharmable, but you can't do any actions (even things like checking score) other than changing back to normal. Basically like journaling and meant for the same purposes, except it leaves you visible in the room. Alternatively, it could make you appear in the room as an item rather than a player, offering a sort of stealth (you're still perfectly visible, but maybe less likely to be noticed).
A paragon that acts like your own personal bank. You can be a piggy bank. Could keep a smaller transaction fee on this to still help get rid of some gold in circulation.
A paragon that has a chance to replinish the herbs you eat. Like a 10% chance for that moss you just ate heal your health but you not actually eat the whole thing.
Increased battlerage timer before rage fades. Increased avoidance Increased projectile dodging Arrow-catching chance Lessened limb damage Touch armour to cure 1 random affliction (2nd tree tat on long cooldown) Touch armour for 1 balanceless/eqless RESTORE (cooldown) Touch armour to create a prismatic barrier Humgii armour- put things in armour to have it destroyed. (not forceable, cannot be put on armour with pockets) Increased action speed in Aeon/Retardation Touch armour to gain vitality (normal vitality cooldown) Critical hits deal more damage Increased chance of critical hits Critical hits restore a portion of health FEED GOLD TO ARMOUR increases the effects of the armour's resistances temporarily. (Armour must be fed to sustain these increased resistances frequently or the bonus resistances fade. And the increased resistance amount is based on the amount of total gold fed this way) Of course it would have to have a cap and diminishing returns. Decreased bleed damage TOUCH ARMOUR fears all players in the room.
These are paragons for non-comms -- so they will allow civilian and
commercial purposes to be inserted into cloth armor/whatever the person
chooses to wear.
- One that strengthens all quantifiable numerical effects of tradeskills by 15%, be it smithing, making jewelry, making clothing, etc. If this is too powerful, lower the 15% to 10% or even 5%. There will be crafters that'll want this.
- One that reduces the amount of commodities necessary to make things via weaponsmithing, armoursmithing, making jewelry, etc., by 10% or 5%, if 10% is too powerful.
- One that decreases the cost of repairing repairable things by 15% and increases the durability of things repaired by 15%, stacks with the relevant trait.
- One that triples the amount of lessons one may gain by teaching things to others.
- one (expensive) one that allows teleportation through a facsimile room of the Room of Portals BUT does not allow passage onto any place where you are enemied.
- One that allows instant teleportation to your given City's central room (Rally Point, Centre Crossing, etc.) but does not work within 10 minutes of being in combat, targetted by theft, activating phase/evade, etc.
- One that makes all food and drink that comes out of artefact containers you own 15% more effective, be it the filling of food from a Horn of Plenty, the intoxication of drinking horns, etc. Increases the decay time of food from such containers by 15%. These containers refill 15% faster than normal.
Paragons offer a unique opportunity relative to artefacts in that we are guaranteed only three can be active at one time.
Prismatic Paragon 800cr: Automatically places up a prismatic barrier when the owner takes damage from a denizen that places the owner under 25% health, stealing 0.5 seconds of balance and equilibrium in the process. 1 minute cooldown. Paragon of lag protection, really.
Paragon of the Culling: User takes 5% less damage from denizens.
Paragon of Reckoning: Denizens take damage when hitting the owner of this paragon.
Paragon of Revelation: Concealed Afflictions given by denizens are revealed with this paragon.
FEED CORPSE TO ARMOUR decreases damage taken from that type of creature until another creature is fed to it. TOUCH ARMOUR burrows the wearer in the ground Allows the user to use the GRIP ability Chance of showing the wrong direction to everyone in the room when you leave a room. Reduces the effects of stupidity Prevents the user from ingesting poison or getting drunk. Reduces damage taken from rebounded attacks and/or justice affliction. Allows the user to HIDE, as long as they do not move.
-Paragon that, when activated, destroys all starbusts for everyone in the room (inked and touched alike). Some cooldown for use, maybe once per irl day?
-Paragon that reduces your herb balance by 10% for an hour
-Paragon that reduces your sip balance by 10% for an hour
-Paragon that allows you to WALKTO any person that is on the same plane as you
-Paragon that gives you the Vitality defense, activated once per irl day
-Paragon that gives you Mog/Cage defense once per irl day.
-Paragon that removes all movement penalties from walking for an hour (lets you walk like a soul).
-Paragon that acts as a bomb, you can activate it in a room for 3 minutes. Active detonation inside the 3 minutes, exploding at 3 minutes. Usable once per day
-Paragon that acts like the Vengeance defense, but much more potent.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
A paragon that gives you a more detailed report of your XP. Instead of just 1.1% make it 1.152%.
Will not happen because of Penwize's XP total. (Literally.)
Also, uh, my idea, not sure if it was said already or not (I woke up, saw the news post, thought "ooh, sure" and then came here to see four pages, so I'm pretty sure I lose the idea race):
- A paragon that works similarly to the endurance regen paragon, in that with each denizen kill you get a brief burst of health regeneration (preferably small to keep it from being too unbalancing). This paragon could also have variants that do the same for mana and willpower.
- (Eleusis): Ellodin says, "The Fissure of Echoes is Sarathai's happy place." - With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely." - (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")." - Makarios says, "Serve well and perish." - Xaden says, "Xaden confirmed scrub 2017."
Comments
-While at >90% endurance and willpower, gain 5% resist all.
-Denizens who normally run on hit, don't run when you hit them.
-Chance to dodge denizen afflictions
-Reveal denizen loki.
-Take 10% reduced limb damage (would have to show up on ASSESS for this to not be horrible).
-paragon that let's you completely ignore the effects of worldburn
-paragon that boosts softfocus to 50% or just gives passive softfocus
-paragon that makes you immune to guards that have entered your room via call for help (or at least makes it where only 1 of those guards can hit you at a time)
-paragon that makes your armour super penetrable (removes all of its resistances) but reflects the damage it would have mitigated back to the attacker
-paragon that shifts to a new resistance type every time it is hit with the current resistance type
- paragon of giddy up - functions as spurs
- paragon of the eagle - touch to duanathara and can't be forced
A paragon that can give resistance to every type of damage, but only after it builds up by taking several hits of the same damage type. For example, getting hit by cutting damage adds 0.1% to your cutting resistance (up to some cap) and subtracts 0.5% from any other resistances it's built up.
-While > 90% mana, take 10% mana damage instead of clumsiness, lethargy, or confusion affecting your abilities.
A paragon that reduces the armour's stats to 0 but gives you the cutting and blunt resistance of a horkval.
A paragon that allows credits to convert to double the normal lessons (or like more)
A paragon that lets you see wormholes without having to look for them, they just show up in the exits.
A paragon that works as a Spidey sense and alerts you when someone is preparing to backstab you.
A paragon that decreases the damage taken to a single limb or works as a second form of parry
A paragon that lessens bleeding.
A paragon that has a chance to replinish the herbs you eat. Like a 10% chance for that moss you just ate heal your health but you not actually eat the whole thing.
Increased avoidance
Increased projectile dodging
Arrow-catching chance
Lessened limb damage
Touch armour to cure 1 random affliction (2nd tree tat on long cooldown)
Touch armour for 1 balanceless/eqless RESTORE (cooldown)
Touch armour to create a prismatic barrier
Humgii armour- put things in armour to have it destroyed. (not forceable, cannot be put on armour with pockets)
Increased action speed in Aeon/Retardation
Touch armour to gain vitality (normal vitality cooldown)
Critical hits deal more damage
Increased chance of critical hits
Critical hits restore a portion of health
FEED GOLD TO ARMOUR increases the effects of the armour's resistances temporarily. (Armour must be fed to sustain these increased resistances frequently or the bonus resistances fade. And the increased resistance amount is based on the amount of total gold fed this way) Of course it would have to have a cap and diminishing returns.
Decreased bleed damage
TOUCH ARMOUR fears all players in the room.
- One that strengthens all quantifiable numerical effects of tradeskills by 15%, be it smithing, making jewelry, making clothing, etc. If this is too powerful, lower the 15% to 10% or even 5%. There will be crafters that'll want this.
- One that reduces the amount of commodities necessary to make things via weaponsmithing, armoursmithing, making jewelry, etc., by 10% or 5%, if 10% is too powerful.
- One that decreases the cost of repairing repairable things by 15% and increases the durability of things repaired by 15%, stacks with the relevant trait.
- One that triples the amount of lessons one may gain by teaching things to others.
- one (expensive) one that allows teleportation through a facsimile room of the Room of Portals BUT does not allow passage onto any place where you are enemied.
- One that allows instant teleportation to your given City's central room (Rally Point, Centre Crossing, etc.) but does not work within 10 minutes of being in combat, targetted by theft, activating phase/evade, etc.
- One that makes all food and drink that comes out of artefact containers you own 15% more effective, be it the filling of food from a Horn of Plenty, the intoxication of drinking horns, etc. Increases the decay time of food from such containers by 15%. These containers refill 15% faster than normal.
Prismatic Paragon 800cr: Automatically places up a prismatic barrier when the owner takes damage from a denizen that places the owner under 25% health, stealing 0.5 seconds of balance and equilibrium in the process. 1 minute cooldown. Paragon of lag protection, really.
Paragon of the Culling: User takes 5% less damage from denizens.
Paragon of Reckoning: Denizens take damage when hitting the owner of this paragon.
Paragon of Revelation: Concealed Afflictions given by denizens are revealed with this paragon.
TOUCH ARMOUR burrows the wearer in the ground
Allows the user to use the GRIP ability
Chance of showing the wrong direction to everyone in the room when you leave a room.
Reduces the effects of stupidity
Prevents the user from ingesting poison or getting drunk.
Reduces damage taken from rebounded attacks and/or justice affliction.
Allows the user to HIDE, as long as they do not move.
-Paragon that reduces your herb balance by 10% for an hour
-Paragon that reduces your sip balance by 10% for an hour
-Paragon that allows you to WALKTO any person that is on the same plane as you
-Paragon that gives you the Vitality defense, activated once per irl day
-Paragon that gives you Mog/Cage defense once per irl day.
-Paragon that removes all movement penalties from walking for an hour (lets you walk like a soul).
-Paragon that acts as a bomb, you can activate it in a room for 3 minutes. Active detonation inside the 3 minutes, exploding at 3 minutes. Usable once per day
-Paragon that acts like the Vengeance defense, but much more potent.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Also, uh, my idea, not sure if it was said already or not (I woke up, saw the news post, thought "ooh, sure" and then came here to see four pages, so I'm pretty sure I lose the idea race):
- A paragon that works similarly to the endurance regen paragon, in that with each denizen kill you get a brief burst of health regeneration (preferably small to keep it from being too unbalancing). This paragon could also have variants that do the same for mana and willpower.
- With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely."
- (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")."
- Makarios says, "Serve well and perish."
- Xaden says, "Xaden confirmed scrub 2017."
Gives you access to any battlerage affliction (except the two that boost your conditional battlerage) on its own cooldown
Reduce stun duration by 50%