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Ok, here's an idea for a new relic: the Relic of Valor. What does it do? It gives the church that has been acknowledged for finding it a comparable boost in Quest Point gains as the other relics give in their respective bonuses. The only difference with this relic is that it has to be taken to the questmaster that is assigned to the church's hall.
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That's not a bad idea. Any other ideas for relics? perhaps more interesting than just adding to the amt of something you earn. Relic of pneuma I thought was pretty interesting, for example.
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**Relic of Bloodlust** (__Amulet of Bloodlust__)
An amulet which I came up with many moons ago. It is an individual relic (meaning it's for individual players, not a church) that is used in summoning a reckoning (requiring a catalyst and with a reduced xp boost). It has other side affects, if they were coded in that is, such as the bloodlust spell itself which would cause the player that wears it to gain a super frenzy affect BUT become aggressive.
**Relic of Protection** (__Light of Protection__, __Aura of Protection__)
A sacred light that counteracts the affects of PK rooms. CPK downgrades to NPK. NPK and Arena downgrade to normal. During a reckoning, this power cancels out the affects of the reckoning induced PKness, meaning that normal PK rules apply (ie, it depends on the room).
**Relic of Incarnation**
A relic that makes any death instant resurrection, regardless of manner of death. This is church wide. The only way to counter this (such as you NEED to be dead) would be to touch the relic in the treasure room. Your next timered death will be normal. Arena deaths do not bother with this (as they are instant repop deaths already).
Speaking of relics, I think that whenever group effort can be accounted for when pulling cart objects, all church relics need to be modified to require at least two (or three) people with sufficient COMBINED strength to pull them, thus instilling a need for teamwork.