Let's have some fun during this downtime. What would your character's personal own Reckoning area/s look like, were they chosen for the top 5 and given a bash zone in the current event?
What mobs would you have, what area would it be in, what would be the boss, what would your staff look like? Go wild with it! Don't forget to tier the mobs a bit, and have somewhere between 4 and 10, so the more that die the tougher ones come out.
Full descs and intended mechanics optional. Feel free to explain your choices.
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Area:
Mob/s:
Boss:
Staff appearance:
Planar echoes on -
Area renew:
Area reinforcement:
Boss arrival:
Boss death:
Reckoning victory:
Explanatory:
0
Comments
Mobs: Small camels, large camels, racing camels, fighting camels, limping camels, fat camels, pretty camels, murderous camels, hungry camels, sick camels, joyful camels, were camels, old camels, energetic camels, lewd camels, zealous camels, wise camels, playful camels, monstrous camels, fiendish camels, daring camels, strong camels, sad camels, unexperienced camels, ponderous camels, athletic camels, ghost camels, majestic camels, normal camels, poetic camels, powerful camels, flying camels, pestilent camels, raiding camels, helpful camels, oblong camels, humorous camels, allegorical camels, armored camels, inconspicuous camels, godlike camels, wet camels, hairy camels, holy camels, xenophobic camels, inquisitive camels, pontificating camels, visiting camels, annoying camels, brutal camels, tainted camels, prehistoric camels, erroneous camels, slanting camels, militant camels, ninja camels.
→My Mudlet Scripts
→My Mudlet Scripts
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Ictinus, The Architect
... @Proficy would have been the boss
and rage ponies. lots of angry equestrians.
Mobs: orphans, various named Shallamese denizens (city/guilds/houses/church)
Boss: Pericles, Captain of the Royal Shallamese Guard
Area renew:
The most cramped corners are illuminated as the domes of Shallam glow brightly for a moment, and then return to their steady, hazy light.
Area reinforcement:
Glittering with enchanted light, the domes of the surrounding buildings illuminate the city in a pleasing aura of soft light.
Boss arrival:
The slamming of doors are heard as the Royal Shallamese Guard rushes out defend the city.
Boss mechanics
When Pericles gets summoned, the different Shallamese guards are also summoned thorough the city, the players would have to kill those guards before Pericles walks by and picks them up (You'd be able to use the various battlerage abilities to slow him down, but he'd be immune to damage in this phase). When he's gotten all guards still alive, they will all rush the invaders and basically whack em down with them having the mechanics they had back in 2008.
Mobs: artefacts, a pile of credits, and bottled tears from gambling losses - which have all come to life.
Boss: An old man whose head is extremely inflated from past accomplishments.
Boss mechanics: the boss doesn't actually physically attack you, there's just a tornado of artefacts around him and when you get close they hit you hard. You have to figure out how to dodge the huge damage. Once you do all it takes is getting past the layer of artefacts, and then a couple newbie kicks should do it. Also, if Proficy is logged in this boss is 3x stronger and there are two tornadoes of artefacts. Boss may also randomly decide to stop mid fight and return quickly to a stack of guards and ignore your tells because they had to answer a work call.
Denizens: sentient paperwork
The soul of Ashmond says, "Always with the sniping."
(Clan): Ictinus says, "Stop it Jiraishin, you're making me like you."
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Mob/s:
- Ex-girlfriends and working girls that roam and aggro if you don't custom emote them at least 1/15sec (regular emotes don't do it. Better figure out that $name emote tag stuff quick!). If they enter the same room, they instantly aggro and grow 3x stronger. They hit you with cheap shots that prone you and stun and if you're prone, they deal more damage.
- Politicians that roam and ask you to justify your existence. If your answer is unsatisfactory, you get a demoralized debuff that disables one of your entire skills.
-Philosophers that require you keep feeding them drinks and talk to them or they grow tired of you and walk away. But if you repeat 3 words in a sentence, they grow weary and walk away anyways. This happens even when you're killing them.
Boss: Dr. Kortoxian. His attacks' damage scales with the number of mental afflictions on the target: He attacks the room with syringes that cause relapsing mental afflictions and focusing in his presence will convert each focused affliction into two mental afflictions given to someone else in the room at random. If someone has 5 or more mental afflictions, Dr. Kortoxian can take them away, disappearing from the area and they will true-die. The deathsight will say something about an experiment gone horrifically wrong. No body, no burst. You just die. Then the Dr. reappears in the area in a random location.
He will occasionally dose the entire room with gleam in a cloud of gleam (breathing prevents). Anyone dosed will be affected by his passive: which makes the adventurer with no gleam in their system (or the fewest mental afflictions) suspicious, and then all attacks directed at Dr. Kortoxian will go toward the suspicious individual instead.
Anyone with gleam withdrawal symptoms in the area will wander involuntarily toward Dr. Kortoxian.
If he offers you gleam, you must snort it or he'll call the bouncer to kick you out of the casino. You're not cool enough to hang.
Also, the area effect will be damage based on the number of mental afflictions you have. It would be written as you mind picking up on the impossible details of your surroundings, rejecting this false projection of your world. And it would randomly do 2 effects from the list:
1. Aeon
2. Increased balance recovery time until the next area-attack
3. Increased equilibrium recovery time until the next area-attack.
4. Retardation
5. Gleam Dusting
6. Randomly teleport everyone to a different location in the casino.
7. Target one player with suspicion
8. Prismatic barriers for everybody and everything!
9. Chaos Rays
Intermittently the area will whisper a question spoken in a randomly selected racial language and if you respond to it in kind you get a minute buff (nonstacking) against the reckoning denizens of that area.
No idea about a champ though.
Location: Some void-touched / plague-ridden tower. The first minute or two of the video is what I'm thinking of. Shrines are immediately blown up because they shouldn't have any place in an event like this. Attempting to make them will still take resources, they just get destroyed as soon as they're placed.
Mobs: See below 'mechanics'.
Boss: Some sort of supercharged Chaos Lord/Elemental. Chaos beings have names mortals can't possibly pronounce, so we'll call him Billy. I envision him as looking something like this.
Area renews: Your vision becomes distorted by chaotic energies as the land changes before your very eyes.
Area reinforcement: Unholy cries ring out as eldritch horrors pour forth from the ether.
Admittedly I haven't logged in to see how these work, so I might be thinking differently... But it's -my- Reckoning! - As the above suggests, the tower has forced levels to it. The entire area changes as you progress, though the layout remains the same (just room descriptions and such grow steadily more void-like), and the mobs all change.
Something like imps/gremlins/lesser void elementals -> thralls/ void-warped versions of Achaea races / greater void elementals -> void-crazed lunatics / void lords / chaos lords -> boss (dunno how many 'waves' the current areas have; can split them up into more I guess.)
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Boss arrival: Your psyche becomes overwhelmed as reality itself breaks apart around you, twisting and warping your surroundings into something anew.
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At this point, the whole previous 'area' gets collapsed and replaced by a portal that leads you to where the boss is. A simple little 'platform' comprised of 4 rooms surrounding a central room (where the boss stands). Look at ~3:00 in the video for what I'm imagining. The 'pillars' on the edges are what I'm thinking of, for the 2nd mechanic.
Now for the fun part! Mechanics... Admittedly Achaea's engine might not be capable of some of these things. I don't know!
--Explanation: If 5 Ashtani join and 3 Hashani, then join he's immune. If 3 more Hashani joins, the 5 Ashtani are slain. Hashan is now the attacking party for the next 30-60min. The city siding with him, will not be able to be a party, nor can the previous city who tried killing him (thus they cannot enter his portal).
--An event where cities work together is cool and all, but being able to actually work out big bad bosses, without annoying twattles trying to fuck you over all the time, is also pretty enjoyable as it turns out.
2) Each room branching off the platform has a symbol in it. Best to figure these out before engaging him! Every so often 2 people get marked: go to the room that matches your mark, and kill the mob there. Only you can damage it. If they don't die in time (takes roughly 5 hits; lasts about 16-17 seconds) your group gets incurable sensitivity which stacks. (He doesn't hit very hard at the start; quick, but not hard). You can still survive his damage relatively safely with 2-3 stacks. There will definitely be times where you won't kill them both, after all.
--These rooms CAN change when this mechanic is completed; best to keep an eye out after killing the mobs.
--Occasionally walls pop up to block the rooms, best have 1-2 people to get rid of them before it happens.
3) Occasionally he'll trap someone in a void prison, that does increasing amounts of damage to that person (starts low, ramps up rather quickly. They can't do anything, including heal, while inside of it- you have about 10 seconds, maybe a little longer if artied, before it kills them). Damage it to break them free. Won't bypass burst, but if they do die it'll explode and add another stack of that sensitivity to your group.
4) A windup AOE, with two mechanics. a) two people get marked, they have to stay with boss. Anyone else present true-dies when it goes off. b) there needs to be at least 1 person in each of the outside rooms, if there isn't when the AOE goes off, everyone true-dies.
--Yes, this does mean you'll need at least 6 people. I don't see this as a negative, though I appreciate some might.
5) No other mechanic will happen while this is going on, for obvious reasons... Roughly every minute he will possess someone, and become unattackable himself. The possession supercharges them, and makes them attack much quicker (not harder) + have much more health... Except a) They can't control their actions or their targets, and b) They start attacking your party. So you have to either subdue them until it runs out, or kill them. They will still cure as per normal (no you can't turn curing off to cheese the mechanic, or just not have cures), and at roughly 1.5-2x the speed, including writhes/stuns.
--Deaths don't bypass starbursts, so you'll want to have one! You'll likely have time to reink it before mechanics start happening again, though unlucky timing might occur. Who knows! Hail Chaos!
--If the person dies, the boss will be stunned for a few seconds as his consciousness transfers back. If they don't, their stats are lowered temporarily and the mechanics start happening a little faster.
6) Just for fun: When he 'dies' a collapsing rift opens in a random room. You have about 10 seconds to find which one, and escape through it, before the entire platform implodes up and kills anyone left on it.
If the admin want to use it, they have my full permission. Only thing I'd ask would be to be part of the creative process on it if possible.
i'm a rebel
The bosses themselves are solid, a very welcome change from the previous runs of honours mobs. My favourite is definitely the Aerinewild one from a mechanics standpoint. Honestly a bit longer for the pre-reckoning part to stew, perhaps voting to 9 candidates, then some other stuff to break it down to 3 and then the reckoning are ways IMO to improve it for future use. A lot of good things with a few bad that sour it a bit. Overall, this+some changes to either make it a FFA or force more inter-city relations or such would be pretty cool. I know things like UW war has shown some cities don't exactly take to that (coughmhaldorcoughcough), but I'd be up for it on the whole.
That's how leyline majors work, and it's pretty solid. Open PK until you get enough objectives, then a portal opens only your 'side' can enter, to fight the boss. Only issue you run into there is everyone camping the portal.