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Posted

2) Other than my character and zakura's Mizuki, every other female player character in this game has dark brown hair. A little variety wouldn't hurt.

A bit of nitpicking here, but Namyrra is a redhead, and Nyx and Erdathcath have black hair. :wink:

Posted

A bit of nitpicking here, but Namyrra is a redhead, and Nyx and Erdathcath have black hair. :wink:

Ah, I knew I spoke too soon! :laugh: Well, many of the female characters have dark brown hair, anyway. :tongue:

IMPORTANT NOTICE (Especially to CallMePie)!

With the recent introduction of the jinxed-effect (that has now been added to the list of effects), the Witch's battle skill JINX has been changed to SPECIAL MIRROR that has a slightly different effect. Now the witch is struck by the opponent’s special skill, but reflects it back to cause the same effect on the opponent.

Hope you are okay with this change!

PS. I've totally forgotten that I was supposed to open up an artefact shop into the Marketplace! I'm now creating the list of items to be sold there, so if you have any suggestions to be added there, please post them here.

Posted (edited)

Artefact sugestion:

Tarok's Shield --- SP: 3

Tarok's shield doesn't absorb blows: it counters them! When an enemy hits a player carrying Tarok's Shield, damage will not be reduced, but instead the assaulter will take damage equal to the shield's SP. Sentinel remains the same.

Cost: 250 gold

Edited by Endgame
Posted

QM Note: I just noticed a slight problem with Alexis' flute, Masked Builder. The sleep-effect works on enemies in a different way than it does on heroes; sleeping enemies will be inactive for three rounds unless woken up by an attack. However, how the fast asleep -effect works on enemies has not been defined. I can always extend the number of rounds the effect stays, but in a weapon that's pretty futile, so the simplest solution would be to change your flute to only causing the normal sleep-effect. Would that be alright with you?

I guess I didn't take that into account when creating the item, sorry. Still, though, if Alexis were to fight another PC the "Fast Asleep" effect would occur instead of the "Asleep" effect. Then there would be a difference, so why not leave it as "Fast Asleep"? Then again I would be okay with changing it if it made things easier.

Hm...Yeah I guess I'd be fine with that Sandy.

Ah, I knew I spoke too soon! :laugh: Well, many of the female characters have dark brown hair, anyway. :tongue:

PS. I've totally forgotten that I was supposed to open up an artefact shop into the Marketplace! I'm now creating the list of items to be sold there, so if you have any suggestions to be added there, please post them here.

Oh I want a dread hat! :drool:

Oh and Sisco, I could help you with a new Jess picture if you want it. :wink:

Posted

Artefact sugestion:

Tarok's Shield --- SP: 3

Tarok's shield doesn't absorb blows: it counters them! When an enemy hits a player carrying Tarok's Shield, damage will not be reduced, but instead the assaulter will take damage equal to the shield's SP. Sentinel remains the same.

Cost: 250 gold

An interesting suggestion, but in that case the description shouldn't say "SP", but a fixed amount of damage. However, shields are not artefacts, and some Advanced Classes already have counterstrike skills, so I don't think this will be included. Thank you, anyway!

Posted

Although if I may make a suggestion, I think she'd look really nice with Hawkeye's legs. It's a minor change, and Hawkeye's legs don't have a lot of detail, but I have a feeling it'd work really well. :wink:

Oh no! I am not taking another picture! :tongue:

Posted

PS. I've totally forgotten that I was supposed to open up an artefact shop into the Marketplace! I'm now creating the list of items to be sold there, so if you have any suggestions to be added there, please post them here.

Grounding Boots - SP: 3 Lightning Immunity

Spiked Armour - Sp: 4 Any physical contact with an enemy (e.g. melee attacks, enemy melee based attacks) cause the enemy to take 4 damage.

Tome of Wizards - Causes a Mage's Magic Burst, a Battlemage's Spellblade, Mystic Knight's Spellspin or Sage's Magical Vortex to use the element they use to attack, instead of the usual random element.

Black Silken Gloves - Every succesful hit or critical hit gains the user 5 gold.

Posted

Tome of Wizards - Causes a Mage's Magic Burst, a Battlemage's Spellblade, Mystic Knight's Spellspin or Sage's Magical Vortex to use the element they use to attack, instead of the usual random element.

What if they aren't casting a spell? That's the main reason why the Shield-skills use a random element in the first place.

Posted

What if they aren't casting a spell? That's the main reason why the Shield-skills use a random element in the first place.

You mean if they melee attack? It could either not count for then, or it could be the gem that was used last?

Posted

I actually personally think it'd be really cool if there were upgrades to weapons and/or other artefacts. Say it'd be like Guram's where you can poison a blade forever a set price. I think selling belts from quest 24 would be a cool idea also, and maybe even some pets.

Posted

Oh and Sisco, I could help you with a new Jess picture if you want it. :wink:

Yeah, that'd be great. Thanks for the help K-Nut! I'll PM you, Masked.

Posted

Amulet of Erosion: This Sapphire coin harnesses the power of time to let Wind chip away at stone. (Allows Wind to damage Rock foes)

Stone Amulet: This coin, carved from Garnet, allows spires of rock to shoot into the air to damage airborne opponents. Two birds with one stone, as they say. (Allows Earth to damage Flying foes)

Melting Point Amulet: This coin, made from a Ruby, superheats Fire attacks to the point they can melt stone into slag. (Allows Fire to damage Rock foes)

Rat Poison Amulet: This Emerald coin contains a natural insecticide that makes Wood based attacks harmful to vermin. (Allows Wood to damage Vermin foes)

Those would be nice, especially for elementally restricted Mages like me. :grin:

Posted

Here is my idea list (WIP, will post new updates with full list.):

QP = Quest points

Upgrades:

permanently poison - Permanently poisons weapon. Costs 50 gold and 1 QP.

Hollow Weapon - Allows user to store a consumable in end, so that it may be used in battle using no turn.

Items:

Loaded Die - Suitable for anyone, permanent lucky-effect to the owner, allowing them to roll the battle die twice and get the better result of the two, accessory. Costs 150 gold and 2 QP

Fire Amulet - Suitable for anyone, each attack causes double damage to enemies weak against fire, accessory. Costs 100 gold and 1 QP.

Water Amulet - Suitable for anyone, each attack causes double damage to enemies weak against water, accessory. Costs 100 gold and 1 QP.

Earth Amulet - Suitable for anyone, each attack causes double damage to enemies weak against earth, accessory. Costs 100 gold and 1 QP.

Wind Amulet - Suitable for anyone, each attack causes double damage to enemies weak against wind, accessory. Costs 100 gold and 1 QP.

Ice Amulet - Suitable for anyone, each attack causes double damage to enemies weak against ice, accessory. Costs 100 gold and 1 QP.

Lightning Amulet - Suitable for anyone, each attack causes double damage to enemies weak against lightning, accessory. Costs 100 gold and 1 QP.

Wood Amulet - Suitable for anyone, each attack causes double damage to enemies weak against wood, accessory. Costs 100 gold and 1 QP.

Light Amulet - Suitable for anyone, each attack causes double damage to enemies weak against light, accessory. Costs 125 gold and 1 QP.

Darkness Amulet - Suitable for anyone, each attack causes double damage to enemies weak against darkness, accessory. Costs 150 gold and 2 QP.

Belt - Suitable for anyone, allows to hero to wear up to 3 artifacts, although restrictions still apply on where the artifact is worn, accessory. Costs 150 gold and 2 QP.

Posted

I think that you should comb previous quests and pick a few artefacts from them. I also like the idea of the Black Silken Gloves. There are ways for the other classes to hop on to each other a little (other classes, for example, have SP at this point), so a way for people to make money with hits (albeit a low amount) would be much appreciated!

Posted

Fair enough. I've only gotten to use Jinx like twice already anyway. :cry_sad::tongue:

Well, the Witch's Talisman probably should, though it might break my heart for not having it unique. It's really important for the Witch class to be useful.

Maybe something like Ennoc's Helm - Permanent Blessed effect, -8 maximum health to balance it?

Posted

My suggestion for the artifact store is that it's very expensive (300+ gold) and that each artifact only gets sold once, so there are limitations to be aware off, sure there will be people that are going to heavily disagree with me, but I think artifacts should be something unique, and special.

Posted

There are ways for the other classes to hop on to each other a little (other classes, for example, have SP at this point), so a way for people to make money with hits (albeit a low amount) would be much appreciated!

Agreed. Potions, healing staves, and lifestealers already imitate Clerics, there are a lot of artifacts with SP, and I included a weapon that allows Barbarians the Aim ability, basically, in my quest. The Black Silk Gloves would be great for other classes to imitate Rogues. As for Barbarians, maybe an artifact that heals outside of battle (but wouldn't be as strong as Natural Respite) could be designed, and for Mages all other classes can already imbue gems into weapons.

I do think that these artifacts should be nerfed, extremely pricey, rare enemy drops, or otherwise limited. Having every character running around with these type of artifacts would almost defeat the purpose of having different classes. Even with the two-artifact limit.

Posted

Maybe, for around 500 gold or so, scrolls can be imbued like gems into a weapon, allowing it to deal whatever effect the scroll would?

Posted (edited)

PS. I've totally forgotten that I was supposed to open up an artefact shop into the Marketplace! I'm now creating the list of items to be sold there, so if you have any suggestions to be added there, please post them here.

Just throwing out a bunch of ideas I've come up with that I haven't found a place for.

Wool Trousers - User regenerates 2 HP at the end of each turn.

Great Force - Doubles the damage the user gives--AND takes!

Greed Wallet - Add 1% of user's current gold to attack. (Possibly unsuitable for Rogues, for balance?)

Adhesive Glove - 1 in 6 chance of stealing 1 loot item from targetted foe. If the foe drops no items, the roll is not made. Effect may only be used once per battle.

Bracelet of Heroism - User gains SP equal to 1/4 their level, but must always attack the strongest opponent in battle.

Boots of Evasion - User takes half damage from a successful area attack, 50/50 chance of dodging it completely. (Does not apply if user triggers said area attack).

Belt of Heroism - User designates a target of protection at the start of the (battle/round, whichever is best for balance). User will take all damage (including status effects) for that target.

Amulet of Resurrection - If an attack would normally Knock Out the target in one hit, target is left with 1 HP instead. Breaks upon successful use. Costs 1150 Gold.

*Note: I have a permanent (i.e. non-breaking) version of this artifact (called the Lucky Ribbon) planned for use in a Quest, I think for balance purposes the permanent version should stay unique. :wink:

Edited by Flipz
Posted

Am I alone in my thinking?

I'm not sure if we should keep adding all these artifacts so quickly now. Does any one else feel Heroica is becoming too "complicated?" I think some artifacts (I'm guilty of this too, once) unbalance the game, like other classes having SP. Only knights should have it.

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