Items:
- Totem of defence:
Craftable with tinkering + chivalry.
This item can be placed in an area and prevents to everyone to get inside except the one who placed it. The area depends on the crafter skill level: 3 to 8 tiles radius.
Once placed can't be moved and will still active for 10-60 seconds (based on the crafter skill level)
If there are NPCs inside the area they flee away, other players will be teleported outside the area.
Can be used only once per hour and you can have only 1 totem active at time.
- Hatred Dummy:
Craftable with tinkering + necromancy.
This item can be placed in an area and every NPC that entering the area (or already inside) will be forced to stop whatever they are doing to attack the dummy. Any mobile focused on the dummy are unable to attack anyone else.
The area depends on the crafter skill level: 3 to 8 tiles radius.
Once placed can't be moved and will still active for 1-5 minutes (based on the crafter skill level) or until don't "die". It can have from 100 to 500 hit points.
Can be used only once per hour and you can have only 1 totem active at time.
- Ancient Imbuing Recipe:
This recipe allows you to imbue special properties not commonly imbueable (like fey slayer, damage eaters, etc...)
The recipe can be used once then will disappears (no matter if you have success or fail).
The property intensity is specified by the recipe, you can only choose where to imbue it.
This items should be extremely rare.
Properties:
- Repulsive:
Weapon property.
Imbueable.
A weapon with this property have a chance to push back of 2 tiles the target (only if the path behind the target is viable).
- Hatred:
Armor property.
Cause the item became cursed.
An armor with this property cause the wearer to be targeted by every npcs in the area, and they can't be distracted or lured away until the wearer is alive.
Remove the armor piece will stop the effect.
- Scare:
Weapon property.
A weapon with this ability have a chance to make the target flee for a time that vary on your karma vs the target karma, the big is the difference, the more will last (up to 5 minutes).
- Elemental Damage Increase:
Weapons/shields property.
Increase the damage of a specific element example: "Fire damage increase".
Works with spells and weapon area damage abilities.
Should not be stackable.
- Totem of defence:
Craftable with tinkering + chivalry.
This item can be placed in an area and prevents to everyone to get inside except the one who placed it. The area depends on the crafter skill level: 3 to 8 tiles radius.
Once placed can't be moved and will still active for 10-60 seconds (based on the crafter skill level)
If there are NPCs inside the area they flee away, other players will be teleported outside the area.
Can be used only once per hour and you can have only 1 totem active at time.
- Hatred Dummy:
Craftable with tinkering + necromancy.
This item can be placed in an area and every NPC that entering the area (or already inside) will be forced to stop whatever they are doing to attack the dummy. Any mobile focused on the dummy are unable to attack anyone else.
The area depends on the crafter skill level: 3 to 8 tiles radius.
Once placed can't be moved and will still active for 1-5 minutes (based on the crafter skill level) or until don't "die". It can have from 100 to 500 hit points.
Can be used only once per hour and you can have only 1 totem active at time.
- Ancient Imbuing Recipe:
This recipe allows you to imbue special properties not commonly imbueable (like fey slayer, damage eaters, etc...)
The recipe can be used once then will disappears (no matter if you have success or fail).
The property intensity is specified by the recipe, you can only choose where to imbue it.
This items should be extremely rare.
Properties:
- Repulsive:
Weapon property.
Imbueable.
A weapon with this property have a chance to push back of 2 tiles the target (only if the path behind the target is viable).
- Hatred:
Armor property.
Cause the item became cursed.
An armor with this property cause the wearer to be targeted by every npcs in the area, and they can't be distracted or lured away until the wearer is alive.
Remove the armor piece will stop the effect.
- Scare:
Weapon property.
A weapon with this ability have a chance to make the target flee for a time that vary on your karma vs the target karma, the big is the difference, the more will last (up to 5 minutes).
- Elemental Damage Increase:
Weapons/shields property.
Increase the damage of a specific element example: "Fire damage increase".
Works with spells and weapon area damage abilities.
Should not be stackable.