Elizabeth Gold
Grandmaster
Sadis-Lem
(translated: Crafting darkroom/hell)
The overall idea is to attract crafters and gatherers to this dungeon that brings additional/unique benefits to them and require a more active/challenging playstyle. They face a large amount of exposure to other players in there and are encouraged to bring a lot of resources with them considering you can't restock once the entrance is gone.
The entrance to this crafter dungeon is protected by Gargish magic and is not fixed in place. It will only open for a brief time (1 minute?) when the magical balance across all planes is disturbed by the dead of a great champion (RDA/Champion spawn/Dungeon boss). Inside Sadis-Lem, there is no recall, gating, marking, polymorphing, invisibility, mounting, hiding allowed and all characters are flagged grey/attackable (no young allowed). There are two ways to exit Sadis-Lem: Log out (and you will find yourself teleported to a random town) or walk into the exit vortex, which will root you in place for a solid minute before teleporting to a random town (just like a stuck call). So it's limited available, you are freely attackable and it will be challanging to get out alive.
The layout of the dungeon exists of a single level. In the center there is a little Gargish village with basic crafting accomodations. A few (invunrable) Gargoyle Merchants and Artisians inhabit this village. The outskirts of this village consists of a small network of tunnels and open spaces.
Gathering idea's:
The tunnels are limited minable, the open spaces have several trees and there are a few fishable ponds too. The idea is that these limited resource nodes are harvestable and have a chance to yield something rare crafting goods (existing ones or newly introduced). Alternatively, these rare crafting items are loot from monsters spawned due to harvesting (incentive to bring gargoyle pickaxes!). The resources only respawn once a new gate is opened to Sadis-Lem, to avoid idling until respawn.
Crafting idea's:
Inside the village you can craft with an increased material cost (20%ish?) and you have a chance to trigger better crafting goods (similar to the slayer crafting in Britain Crafting area):
NPC idea's:
These will only respawn once a new gate is opened to Sadis-Lem, to avoid idling until respawn.
This dungeon can integrate a lot of different crafting related idea's (talisman? new craftables? new features?).
(translated: Crafting darkroom/hell)
The overall idea is to attract crafters and gatherers to this dungeon that brings additional/unique benefits to them and require a more active/challenging playstyle. They face a large amount of exposure to other players in there and are encouraged to bring a lot of resources with them considering you can't restock once the entrance is gone.
The entrance to this crafter dungeon is protected by Gargish magic and is not fixed in place. It will only open for a brief time (1 minute?) when the magical balance across all planes is disturbed by the dead of a great champion (RDA/Champion spawn/Dungeon boss). Inside Sadis-Lem, there is no recall, gating, marking, polymorphing, invisibility, mounting, hiding allowed and all characters are flagged grey/attackable (no young allowed). There are two ways to exit Sadis-Lem: Log out (and you will find yourself teleported to a random town) or walk into the exit vortex, which will root you in place for a solid minute before teleporting to a random town (just like a stuck call). So it's limited available, you are freely attackable and it will be challanging to get out alive.
The layout of the dungeon exists of a single level. In the center there is a little Gargish village with basic crafting accomodations. A few (invunrable) Gargoyle Merchants and Artisians inhabit this village. The outskirts of this village consists of a small network of tunnels and open spaces.
Gathering idea's:
The tunnels are limited minable, the open spaces have several trees and there are a few fishable ponds too. The idea is that these limited resource nodes are harvestable and have a chance to yield something rare crafting goods (existing ones or newly introduced). Alternatively, these rare crafting items are loot from monsters spawned due to harvesting (incentive to bring gargoyle pickaxes!). The resources only respawn once a new gate is opened to Sadis-Lem, to avoid idling until respawn.
Crafting idea's:
Inside the village you can craft with an increased material cost (20%ish?) and you have a chance to trigger better crafting goods (similar to the slayer crafting in Britain Crafting area):
- Instrumental/weapon/spellbook crafting: Whenever you craft a slayer weapon, you get an additional random super slayer property added to it but not overlapping. Example: [Earth Shatter] weapon can become [Earth Shatter / Silver] but not [Earth Shatter / Elemental Ban]. Example [Fey] weapon can become [Fey / Arachnid Doom] but not [Fey / Fey].
- Armor crafting: You have a chance to (similar to weapons) craft an armor with a random minor/super slayer armor property but without having to resort to glowing runes.
- Using runics (hammers/kits) will also have an increased chance for crafting a slayer.
- Alchemy: Chance to upgrade a deadly poison potion into an eternal poison potion (when applied to a weapon: you get a low level poison with endless charges but every poison application will have a chance to decrease weapon durability). Chance to upgrade a greater explosion into a conflageration potion (creates a large fire field upon impact). Chance to upgrade total refreshment potion into revivification potion (restoring stamina for all controled pets). Chance to upgrade night sight potion into aninvisibility potion (which (only?) works in Sadis-Lem, and is the only way to hide there for 2 minutes)
- Repairs at legendary skill are always succesful and will never decrease maximum durability.
NPC idea's:
- Resources are a scare commodity within Sadis-Lem, therefor the NPC's sell/buy iron/wood/leather/reagents/bottles/scrolls at an increased price. Crafters can extend their crafting sessions at a price and thieves/pkers can cash in the loot.
- The NPC's hand out new BODS to miners, lumberjackers and fishermen(?). The BODs are blessed, on a timer (like perks) and therefor can't be stored in bodbooks. Upon turning them in with the Gargoyle NPC, you get a new currency as a reward. BOD's are to be filled with stackable resources (ingots/granite, logs/boards, fish/leather/scales(?)) and reward will scale with the required quantity and rarity/color.
- The NPC's will sell rare crafting goods (existing ones or newly introduced), tools, consumables, crafter relics(?) and/or recipies with a new currency.
These will only respawn once a new gate is opened to Sadis-Lem, to avoid idling until respawn.
- Domesticated dragons: Like normal dragons, except they don't attack unless attacked first. Serves as a source of leather and/or rare crafting goods (existing ones or newly introduced).
- Seasoned Pack Horse: Like normal packhorses but with a browish hue and a much larger health pool.
- Nightpack: A rare spawn that acts like a normal packhorse but with a black hue, a much larger healthpool and pack instinct 'Equine' (making them a more formittable foe when trained and accompanied by a pack).
- All players are polymorphed into a gargoyle when inside.
- All player names/titles are replaced with 'a gargoyle'.
- All pets names are replaced with 'a pet'.
- All chat is replaced with *Incomprehensible Gargish*.
This dungeon can integrate a lot of different crafting related idea's (talisman? new craftables? new features?).