This is an addendum to the previous relic thread here: http://forums.imperian.com/discussion/390/relics/p1
Relics
- Relics will be drops from bosses and major mobs. (Why would normal mobs have powerful relics?)
- Relic drops will be rare.
- Relics can be sold in shops and traded for gold.
- Shrines can hold up to 3 relics.
- Each relic power has 3 item variants. Such as a scepter, crown, and robe of teleportation.
- A shrine can only hold 1 variant. So it could have the scepter and the crown, but not a crown and a crown.
- The more variants in the same shrine with the same power, the more powerful the effects.
- A shrine can have 1 very powerful power, 3 different powers, or a level 2 and level 1 power.
- Multiples of each relic can exist.
Relic Powers
- Powers will not be simple stat bonuses as players are bored with that.
- Cooldown and effects are based on the level of the power. (level 1, 2, or 3)
Working Power List
- Teleport to the altar or other shrines in the web.
- Altar shielding
- Shrine shielding
- Command to knock people from room
- Command to catch people on fire
- Command to refresh the health and mana of everyone in the room
- Command to cure all the afflictions of the people in the room.
- Fullsense ability that bypasses phase
- Straight damage to people in the room
- No one in the room can die for X minutes (constant starbust)
- No teleportation/escape skills the room radius
- Only a 2 people can be in the room at a time. (different circles)
- Can do a ritual on the shrine
- Spawns hostile monsters.
Note:
- We will be adding more powers, but we need a place to start.
- Code work has not started on this, but we will soon, so feedback is good.
Comments
Powers:
1. The Null Ring idea - 30 second nullification of all artifacts in-room
2. Equilibrium - For 30 seconds, everyone in the room has the same HP and MP
3. Unburst - This power strips the starburst and redemption effect, and places it in an internal cool down for 5 minutes
5. Trequartista - as a channeled ability, the wielder decreases equilibrium costs of circle member by 20%
6. Ovation - relapsing abilities trigger 20% faster
7. Resistance is Futile - Strip a single person's resistance in entirety for 4 seconds
For example, things like Track Pets/Lyres are amazing at creating 'surprise' for new-ish combatants, and can, in the right circumstances, swing favorably towards the underdog team.
As it stands right now, a non-Aspect helping with this system is going to cripple their experience gain and "I can help my sect with this system but only if I'm willing to give up personal progression to Aspect" is sort of a shitty feeling and making non-Aspects feel conflicted between personal progression and sect progression is pretty crappy, imo.
The people with the most reason to hunt are the people who can't afford to help the sect hunt? Meh, I say. Meh.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Could the "You gain 0 experience. You need 43,457,712 more for level 110." message go to something more like..."You put #### experience towards a drop of blood (24% of the way to a new drop)" or the like?
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
(And if you think drop logs would be spammy, you clearly have not seen a belief log where someone offers -each individual corpse- one at a time.... )
As in, the 20k experience I contribute from killing, say, an ebonmarrow, is actually 200k experience for someone below 100. It appears that the conversion happens before it's applied towards drops, making sub-aspects by far the most efficient way of generating these things.