Hearth Magic suggestion thread

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Hearth Magic suggestion thread

Postby ricky » Fri Jul 29, 2016 1:01 am

well, now that the developers have implemented hearth magic, this opens up a whole new world of ideas that could feasibly be implemented.

there's loads of ideas that can be used, here are a few off the top of my head:

please note, all of these ideas are basic concepts, and are very flexible and can be changed if needed

mining:
- make one tile that can potentially have a cavein safe to mine. costs large amounts of XP + mining reagant, such as cats gold or prism
- have mining cost no stamina for 1 ingame hour/ halve stamina cost for 3 ingame hours (can easily be changed to be more balanced). medium XP + mining reagant
foraging:
- increase chance to find fate items for 6 ingame hours
- 15% chance for double foragables for 3 ingame hours
farming:
- automatically till 3x3 to 10x10 plot of earth. - costs large amounts of stamina, xp + farming reagant, such as 5 poppy flowers
- automatically plant 3x3 to 10x10 plot of earth - costs large amounts of stamina, xp + farming regant, such as 5 flax
industries:
- silk: automatically make male + female silkmoths mate
- trees: increase tree growth rate 25%
- metal: increase metal yield 3-5%


these are all very simple ideas, but the gist is there are a LOT of options for hearth magic, we just need to think of well balanced costs and rewards that could feasbily be used as magic.

please feel free to suggest more ideas.
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Re: Hearth Magic suggestion thread

Postby pinheadslim » Fri Jul 29, 2016 9:06 am

Maybe allow a character to run at any speed without draining stamina for a set amount of time?

I'm not good at balancing, but what about 500XP for 120 seconds? Could help hunting and escaping from danger.
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Re: Hearth Magic suggestion thread

Postby Teleskop » Fri Jul 29, 2016 2:34 pm

what about adding a new resource bar instead of using the exp? it could be earned when you earn exp
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Re: Hearth Magic suggestion thread

Postby pinheadslim » Fri Jul 29, 2016 2:39 pm

Teleskop wrote:what about adding a new resource bar instead of using the exp? it could be earned when you earn exp


I like this, and maybe Psyche could increase the maximum capacity of this bar.
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Re: Hearth Magic suggestion thread

Postby Teleskop » Fri Jul 29, 2016 3:01 pm

what about a spell that would increase quality of the next sword you forge :|
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Re: Hearth Magic suggestion thread

Postby shubla » Fri Jul 29, 2016 3:15 pm

ricky wrote: - make one tile that can potentially have a cavein safe to mine.

This would actually be quite nice.
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Re: Hearth Magic suggestion thread

Postby vatas » Fri Jul 29, 2016 3:16 pm

Nice ideas +1
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Re: Hearth Magic suggestion thread

Postby Ysh » Fri Jul 29, 2016 4:01 pm

Remote Transport Spells
  • Telekenetic Take - Allows user to take item from floor remotely, through wall and object.
  • Teleportation Stop - Prevent player target from teleport for 5 minute.

Profane Spells
  • Confusion - Reduce opponent chance to hit by 5%.
  • Weaken - Reduce opponent strength by 5%.
  • Hex - Reduce opponent AC by 5%.
  • Bound - Opponent can not move for 5 second.
  • Ensnare - Opponent can not move for 10 second.
  • Make Vulnerable - Reduce opponent AC by 10%.
  • Make Feeble - Reduce opponent strength by 10%.
  • Tangle Up - Opponent can not move for 15 second.
  • Daze - Reduce opponent chance to hit by 10%.

Transmute Spells
  • Bones to Blueberries - Convert all bone in bag to blueberries.
  • Minor Alchemist - Convert item to silver.
  • Make Very Hot - Smelt ore without smelter.
  • Major Alchemist - Convert item to gold.

Enchantment Spells
  • Sapphire Enchantment - Enchants sapphire jewelry.
  • Emerald Enchantment - Enchants emerald jewelry.
  • Ruby Enchantment - Enchants ruby jewelry.
  • Diamond Enchantment - Enchants diamond jewelry.

Jewelry works as:
  • Ring (gold + gem)
  • Necklace (gold + gem + string)
  • Amulet (gold + gem)

Enchantment effects:
    Ruby
  • Ring of the Smith - Boost smelt chance on ores.
  • Necklace of Diggers - Increase chance for getting good dig items: tuber, strange root.
  • Amulet of Muscle - Increases strength.
    Emerald
  • Ring of Mutual Combat - Allows to go to valhalla.
  • Necklace of Enchantment - Lowers chance for enchant to fail.
  • Amulet of Shield - Increases AC.
    Sapphire
  • Ring of Rebound - Wearer will deal damages back to attacking enemy when wearer takes the damage.
  • Necklace of Fun - Player can use to play some games with other players: checkers, connect four, othello.
  • Amulet of Occult - Gives some intelligence and perception buffs.
    Diamond
  • Ring of Living - Player dropping below 10% hitpoints will teleport to hearthfires immediately.
  • Necklace of Heals - Heals player for 30% hitpoints if hitpoints falls below 20%.
  • Amulet of Might - Increase strength, MC, and UA.
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Re: Hearth Magic suggestion thread

Postby shubla » Fri Jul 29, 2016 4:25 pm

Ysh wrote:Remote Transport Spells
  • Telekenetic Take - Allows user to take item from floor remotely, through wall and object.
  • Teleportation Stop - Prevent player target from teleport for 5 minute.

Profane Spells
  • Confusion - Reduce opponent chance to hit by 5%.
  • Weaken - Reduce opponent strength by 5%.
  • Hex - Reduce opponent AC by 5%.
  • Bound - Opponent can not move for 5 second.
  • Ensnare - Opponent can not move for 10 second.
  • Make Vulnerable - Reduce opponent AC by 10%.
  • Make Feeble - Reduce opponent strength by 10%.
  • Tangle Up - Opponent can not move for 15 second.
  • Daze - Reduce opponent chance to hit by 10%.

Transmute Spells
  • Bones to Blueberries - Convert all bone in bag to blueberries.
  • Minor Alchemist - Convert item to silver.
  • Make Very Hot - Smelt ore without smelter.
  • Major Alchemist - Convert item to gold.

Enchantment Spells
  • Sapphire Enchantment - Enchants sapphire jewelry.
  • Emerald Enchantment - Enchants emerald jewelry.
  • Ruby Enchantment - Enchants ruby jewelry.
  • Diamond Enchantment - Enchants diamond jewelry.

Jewelry works as:
  • Ring (gold + gem)
  • Necklace (gold + gem + string)
  • Amulet (gold + gem)

Enchantment effects:
    Ruby
  • Ring of the Smith - Boost smelt chance on ores.
  • Necklace of Diggers - Increase chance for getting good dig items: tuber, strange root.
  • Amulet of Muscle - Increases strength.
    Emerald
  • Ring of Mutual Combat - Allows to go to valhalla.
  • Necklace of Enchantment - Lowers chance for enchant to fail.
  • Amulet of Shield - Increases AC.
    Sapphire
  • Ring of Rebound - Wearer will deal damages back to attacking enemy when wearer takes the damage.
  • Necklace of Fun - Player can use to play some games with other players: checkers, connect four, othello.
  • Amulet of Occult - Gives some intelligence and perception buffs.
    Diamond
  • Ring of Living - Player dropping below 10% hitpoints will teleport to hearthfires immediately.
  • Necklace of Heals - Heals player for 30% hitpoints if hitpoints falls below 20%.
  • Amulet of Might - Increase strength, MC, and UA.

All of these are very bad ideas.
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Re: Hearth Magic suggestion thread

Postby Ysh » Fri Jul 29, 2016 4:29 pm

shubla wrote:
Ysh wrote:Remote Transport Spells
  • Telekenetic Take - Allows user to take item from floor remotely, through wall and object.
  • Teleportation Stop - Prevent player target from teleport for 5 minute.

Profane Spells
  • Confusion - Reduce opponent chance to hit by 5%.
  • Weaken - Reduce opponent strength by 5%.
  • Hex - Reduce opponent AC by 5%.
  • Bound - Opponent can not move for 5 second.
  • Ensnare - Opponent can not move for 10 second.
  • Make Vulnerable - Reduce opponent AC by 10%.
  • Make Feeble - Reduce opponent strength by 10%.
  • Tangle Up - Opponent can not move for 15 second.
  • Daze - Reduce opponent chance to hit by 10%.

Transmute Spells
  • Bones to Blueberries - Convert all bone in bag to blueberries.
  • Minor Alchemist - Convert item to silver.
  • Make Very Hot - Smelt ore without smelter.
  • Major Alchemist - Convert item to gold.

Enchantment Spells
  • Sapphire Enchantment - Enchants sapphire jewelry.
  • Emerald Enchantment - Enchants emerald jewelry.
  • Ruby Enchantment - Enchants ruby jewelry.
  • Diamond Enchantment - Enchants diamond jewelry.

Jewelry works as:
  • Ring (gold + gem)
  • Necklace (gold + gem + string)
  • Amulet (gold + gem)

Enchantment effects:
    Ruby
  • Ring of the Smith - Boost smelt chance on ores.
  • Necklace of Diggers - Increase chance for getting good dig items: tuber, strange root.
  • Amulet of Muscle - Increases strength.
    Emerald
  • Ring of Mutual Combat - Allows to go to valhalla.
  • Necklace of Enchantment - Lowers chance for enchant to fail.
  • Amulet of Shield - Increases AC.
    Sapphire
  • Ring of Rebound - Wearer will deal damages back to attacking enemy when wearer takes the damage.
  • Necklace of Fun - Player can use to play some games with other players: checkers, connect four, othello.
  • Amulet of Occult - Gives some intelligence and perception buffs.
    Diamond
  • Ring of Living - Player dropping below 10% hitpoints will teleport to hearthfires immediately.
  • Necklace of Heals - Heals player for 30% hitpoints if hitpoints falls below 20%.
  • Amulet of Might - Increase strength, MC, and UA.

All of these are very bad ideas.

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