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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Artifacts
Thread: Artifacts This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Lexxan
Lexxan


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Undefeatable Hero
Unimpressed by your logic
posted September 07, 2008 02:17 PM
Edited by Lexxan at 16:29, 07 Sep 2008.

Arteficier 2.0, Lex's Way! (Long post ahead)

Alchemy: Racial Skill of the Alchemist (Might Hero Academy Proposal)

Idea: The Alchemist has the ability to create Trinkets (I dislike the term "mini-arties" ) and Brew Potions, which can be Equipped or Drunk by the units in the Alchemist Army. Trinkets and Potions cost a defined amount of resources. The Trinkets and Potions only work in the Army of an Alchemist (Other Hero Classes don't know how to use those, and though they are equipped, they can't be used.) However, every kind of unit can use Trinkets, as their effect is Passive, not active (which mean it works on Gremlins and Golems, but also on Skeletons, Fire Elementals, Griffins, and Black Dragons, to give an example).  Potions are something different; they need to be activated and drunk before they can be used. This means that Elementals, Constructs and Undead can't use potions, as these can't drink.  

Trinkets
There are three kinds of Trinkets:

-Amulets
-Rings
-Badges

Trinkets grant Statt Increasements and Protections to anyone who wears them. Each kind of Trinket can grant up to 3 three (passive) abilities to the unit who wears them. The Alchemist chooses which Bonusses the Trinket will grant and the amount of Bonusses give to Trinkets depend on the Alchemist mastery of the Alchemy Racial Skill. The Effect of the bonusses depend on the Alchemist Knowledge (see below) The more bonusses the Trinket has, the more it will cost. Each kind of Trinket has a basic cost. This is 10 Wood for Amulets, 10 Ore for Badges and 1500 Gold for Rings. The Bonusses cost 5 rare Resources each.

Amulet Bonusses: Extra Defence (5 gems), Increased Magical Protection (5 Mercury), Increased Magical Resistance(5 Crystal) , Dodge Chances (5 Sulphur)(=Chance to evade Ranged Attacks)

Ring Bonusses: Extra Attack (5 Sulphur), Extra Damage (5 Mercury), Armor Crush (5 Gems), Block Chances (5 Chrystal)(= Chance to evade Melee Attacks)

Badge Bonusses Extra Morale (5 Chrystal), Extra Luck (5 gems) , Extra Speed(5 Sulphur), Extra Initiative (5 Mercury)

It goes without Saying that multiples of one kind of Trinket (Amulet, Ring or Badge) can't be equipped by a single creature stack (this is, the same stack can have a badge and an amulet, but not two Amulets on it)

Knowledge Modifiers for Trinkets:
The effect of the Trinkets can increase or decrease, depending on the Alchemists knowledge. The Knowledge of the Alchemist who equips the Trinkets counts, not of the one who created them. The effect is increased as the Alchemist's Knowledge increases. The Trinkets are at their maximal power  when the Alchemist reaches Knowledge 25. They can't become stronger. The effect of Trinkets Increase with every five knowledge gained. Basically It goes like this:

Amulet Modifiers:

0 Know: +2 Defence, +15% magic Proof, +7% magic resistance, 10% Dodge
5 Know:  +3 Defence, +20% Magic Proof, +10% Magic Resistance, 15% Dodge
10 Know: +5 Defence, +25% Magic Proof, +15% Magic Resistance, 20% Dodge
15 Know: +7 Defence, +30% Magic Proof, +20% Magic Resistance, 25% Dodge
20 Know: +10 Defence, +40% Magic Proof, +23% Magic Resistance, 30% Dodge
25 Know: +15 Defence, +50% Magic Proof, +25% Magic Resistance, 40% Dodge

Ring Modifiers:

0 Know: +2 Attack, +1 Maximal Damage, -1 Armour Crush, 15% Block
5 Know: +3 Attack, +1 Minimal +1 Maximal Damage, -1.5 Armour Crush, 20% Block
10 Know: +5 Attack, +1 Minimal & +2 Maximal Damage, -2 Armour Crush, 25% Block
15 Know: +7 Attack, +2 Minimal & +2 Maximal Damage, -2.5 Armour Crush, 30 Block
20 Know: + 10 Attack, + 2 Minimal & + 3 Maximal Damage, -3 Armour Crush, 35% Block
25 Know: + 15 Attack, + 3 Minimal & + 3 Maximal Damage, - 4 Armour Crush, 40% Block

Badge Modifiers

0 Know: + 1 Morale, + 1 Luck, + 10% Initiative, + 1 Speed
5 Know: + 1 Morale, + 1 Luck, + 15% Initiative, + 1 Speed
10 Know: + 2 Morale, + 2 Luck, +20% Initiative, + 2 Speed
15 Know: + 2 Morale, + 2 Luck, + 23% Initiative, + 2 Speed
20 Know: + 3 Morale, + 3 Luck, + 25% Initiative, + 3 Speed
25 Know: +3 Morale, + 3 Luck, + 30% Initiative, + 3 Speed

Potions: : The Alchemist can brew potions as well. Potions work like Trinkets, but need to be Activated by the creature if you want them to work. Potions can only be used once, but they are a lot cheaper than Trinkets. Unlike Trinkets, who modify Statts, Potions add Creature Abilities (Like Agility and No retaliation) to the drinker. Potions can be combined, creating another potion, bearing the two Abilities. Note that all abilities gotten by a potions are PASSIVE abilities and don't need to be activated. if you combine Potions, you'll have to pay a small amount of money to create the new potion. Each potions works for three turns

the Six Basic Potions (can be brewed at basic Mastery of Alchemy)

Pixie Prickelings: Creature Gains "No enemy Retaliation" costs  2 gems and 2 crystal
Bladewind Beverage: Creature gains "War Dance Combo" costs 2 Crystal and 2 Mercury
Potion of Projective Protection: Creature gains "Large shield" costs 2 Sulphur and  2 Gems
Draught of the Living Dead: Creature becomes "Undead" costs 2 Sulphur and 2 Mercury
Champion Wine: Creature Gains "Jousting" costs 2 crystal and 2 Sulphur
Regeneration Draft: Creature gains "Regeneration" costs 2 gems and 2 Mercury

the four Advanced Potions:
Giovanni's Bloody Mary (Draught of the Living Dead + Regeneration Draft): the creature become "Undead" and gains "Life drain" costs 500 gold, 2 Sulphur, 2 gems, and 4 Mercury
Leafwind Ale: (Champion Wine + Potion of Projective Protection): creature gains "Agility" and "Jousting" costs 500 gold, , 2 crystal, , 2 gems and 4 Sulphur
Berserker Beer: (Pixie Prickelings + Champion Wine): Creature gains "Berserker Charge" and Battle "Frenzy" costs 500 gold, 2 gems, 2 sulphur and 4 Crystal
Oil of Tankiness: (Potion of Projective Protection + Draught of the Living Dead) Creature become "Mechanical" and gains "Armoured" costs 500 gold, 2 gems, 2 Mercury, 4 Sulphur



the two Expert Potions:
Hydra's Hiccup (Bladewind Beverage + Pixie Prickelings + Regeneration Draft) creature gains "No enemy Retaliation", "War Dance" Combo and "Regeneration" costs 1000 gold, 6 gems, 6 crystal and 6 Mercury
Elemental Ointment (Potion of Projective Protection + Draught of the Living Dead + Champion Wine) Creature Becomes “Elemental” and gains  “Jousting” and “Large Shield” costs 1000 gold,  2 gems, 2 crystal, 2 Mercury and 6 Sulphur


Alchemy Skill:
Basic Alchemy: The Alchemist can Create Trinkets and Potions of the first level. Units in the Alchemist level can carry one Trinket or two potions each (excluded Combined Potions)

Advanced Alchemy: The Alchemist can create Trinkets and potions of the Second Level. Units in the Alchemist army can carry  up to Two trinkets or three potions each. Potions can be combined.

Expert Alchemy: the Alchemist can create Trinkets and Potions of the Third Level. Units in the Alchemist Army can carry up to three Trinkets or four Potions each.

So… What do you think?

EDIT: I'll repeat that Question: What do you think? No improvement without Feedback


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Coincidence? I think not!!!!

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Adrius
Adrius


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posted September 07, 2008 04:24 PM
Edited by Adrius at 16:24, 07 Sep 2008.

Sorry for the late post... anyway.

Kinda interesting, but too much like the old Academy racial (But I guess that's the point, since it's an Academy hero's special)

If both my own and your system were in the same game, things would become kinda repetive, creating potions, trinkets, artifacts etc...

Now, these are just suggestions of ours, so it doesn't really matter, but anyway.

I say skip the potion thingy and keep the trinket stuff, both trinkets and potions feels a bit weird, and the player would have a lot on his mind...
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Lexxan
Lexxan


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Unimpressed by your logic
posted September 07, 2008 04:28 PM

or we could split them.

We can give the Trinkets of the Alchemist and the Potions to another Hero (a Lizard WitchDoctor/Healer, perhaps?)
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Adrius
Adrius


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posted September 07, 2008 04:33 PM
Edited by Adrius at 16:34, 07 Sep 2008.

Nah... they're quite similar in some aspects, I'd rather see some versatility between the factions' racials.

Not that your alchemy idea is bad ofcourse, the combination thing was especially good.
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Lexxan
Lexxan


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posted September 07, 2008 04:40 PM

Thanks. Yours was nice. Congrats for becoming Promising btw ^^
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Adrius
Adrius


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posted September 07, 2008 04:42 PM

Yeah thanks... feels kinda strange without that postlimit
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Lexxan
Lexxan


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posted September 07, 2008 05:02 PM

Free, eh? ^^
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Adrius
Adrius


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posted September 07, 2008 05:04 PM

Maybe, feels like HC lost a bit of its value too... I don't value my posts as much as before, have to watch or I'll turn out spamming too much

Anyway, let's not derail William's excellent thread.
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GenieLord
GenieLord


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posted September 07, 2008 05:25 PM

Lexxan, this is a complex version of the H5 artificer skill. Personally, I always liked the idea of the potions, but it's a bit confusing for this faction, if you also have the artificer. I would give it to Dungeon for example (making potions out of rare mushrooms that grow in the dark caves... )

Anyway, there should be a magic skill and might skill. The Might hero, Alchemist, should have a might skill with his own proffesion: Alchemy, the ability to turn objects into gold. With Basic Alchemy, the amount of gold should be 50% of the artifact's value at the Artifact Market, with Advanced Alchemy the amount will be 75% of the artifact's value, and with expert it will be 100% of the value.

How does it sound to you?

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Lexxan
Lexxan


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posted September 07, 2008 05:32 PM

Doesn't sound bad, it's like a Walking Goldmine ^^

Anyway, I have my Idea, you have yours. This is not a joint Project but, a thread in the Altar after all
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Coincidence? I think not!!!!

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Adrius
Adrius


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posted September 07, 2008 05:42 PM
Edited by Adrius at 17:43, 07 Sep 2008.

Nice idea Gl, but I'd suggest a new name for the Alchemy thingy, alchemy imo, is when you mix plants and stuff into potions (I know creating gold is part of the alchemy myth, but anyway)

New name: Refinement

Sounds good? I think it goes well with gold-creation thing.
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Daystar
Daystar


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posted September 08, 2008 07:45 AM

Has anyone suggested spoils from creatures?  Eg, if you defeat X amount of dragons you can get a Dragon's Eye or Wing or Talon or something, which adds XYZ effect to something.
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How exactly is luck a skill?

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william
william


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LummoxLewis
posted September 08, 2008 08:03 AM

Nice post Lexxan.

And Daystar, some others and myself included, have mentioned that there could be some things where you get from random treasure chests etc. I guess we could include fighting creatures as well.

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GenieLord
GenieLord


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posted September 08, 2008 04:27 PM

Quote:
Nice idea Gl, but I'd suggest a new name for the Alchemy thingy, alchemy imo, is when you mix plants and stuff into potions (I know creating gold is part of the alchemy myth, but anyway)

New name: Refinement

Sounds good? I think it goes well with gold-creation thing.


Nah, Refinement is shaping diamonds in a pretty way. There's only one name for turning regular materials (it's supposed to be metals) to pure gold and that's Alchemy.

Daystar mentioned a whole new topic, and a new thread should be opened for that. Let's continue the discussion here.

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william
william


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LummoxLewis
posted September 09, 2008 07:25 AM
Edited by william at 07:51, 09 Sep 2008.

I don't think he mentioned a whole new topic since it can come under this as well. I really wouldn't see a need for another thread when his idea ties into this.

NVM, I see it has been made.

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Adrius
Adrius


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posted September 11, 2008 08:41 PM

Hmm... no one replied to this, might have been because of Lexxan's alchemy system... anyway. I'd like some feedback on this idea for the artifacts system: (Quoted myself)

Quote:
Hmm... maybe, but I'd rather see:

3 normal materials can be forged into one Unusual Core.

3 unusual materials can be forged into one Rare Core.

Let's make a new rule here: Enchantments can't be more powerful than the core used in the Artifact. That means that you must have a Relic Core to use Relic Enchantments in it.

With the forge system above, you'd be able to get those cores that you need for your more powerful enchantments by sacrifing your weaker materials!

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shadowfury
shadowfury


Hired Hero
Blade of Vengeance
posted September 11, 2008 09:03 PM

it would be fun to maybe get 4 or 5 fire protection/damage artifacts, and then when you put them all together you could get the ring of  Armageddon Immunity

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Lexxan
Lexxan


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posted September 11, 2008 10:32 PM

Wow! This thread is great! Wow, William I'm impressed. QP that man, will you?

<*turns around*>

William... Now please don't send me that Trojan Virus... Please?
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Coincidence? I think not!!!!

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Adrius
Adrius


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posted September 11, 2008 10:39 PM
Edited by Adrius at 22:39, 11 Sep 2008.

What was that about?
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Lexxan
Lexxan


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Unimpressed by your logic
posted September 11, 2008 10:40 PM

Quote:
What was that about?


What do you think it means? It speaks for itself lol ;P
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Coincidence? I think not!!!!

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