Bringing Back The Magic

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Etherdrifter
Posts: 38
Joined: Sun Jan 15, 2012 12:00 am

Bringing Back The Magic

Post by Etherdrifter »

A few small suggestions to give a little more magic to the game :


The following require no skill at all:

Using a beautiful dream on a bed gives the bed a single use buff that increases learning rate by 10% (additive not multiplicative) while a player is asleep in it. (Requires hearth magic)

When a dryad walks through a dream catch it produces a new curio (dream of the forest, 2500lp, 4 hours), this has a cooldown (dryads may only do this if they have not done it 120 seconds before)

Beautiful dreams can be used as very weak curios (500 lp over 24 hours).


The following all require hearth magic:

Nature ritual (For land): when built on a resource node increases the quality of that node based on the quality of the ritual. (+ Ritual Q/10) Requires 2 beautiful dreams, 1 ruby dragonfly, 5 chiming bluebells and one strange crystal. Decays within 2 weeks, regardless of claim.

Purification ritual : Increases the quality of all water and wells within its radius (10 tiles), if two rituals overlap only the strongest one will have effect (no stacking!). (+Ritual Q/10) Requires 2 beautiful dreams, 1prince charming, 5 river pearls and one strange crystal. Decays within 2 weeks, regardless of claim.

Call of the forest : Turns tiles in a (Quality) radius of the ritual into forest tiles (spawning trees based on the seeds used). Requires 20 tree seeds (pine or deciduous decided on seed balance used), 6 beautiful dreams, 4 blood sterns and a tangled bramble. Number of trees spawned is (Quality/5).
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borka
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Joined: Thu Feb 03, 2011 7:47 pm
Location: World of Sprucecap

Re: Bringing Back The Magic

Post by borka »

Read the rules again!

also: viewtopic.php?f=5&t=30860&start=10#p398673

i don't lock this yet ...
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fanit937
Posts: 667
Joined: Fri Jan 29, 2010 9:23 am
Location: Smithy

Re: Bringing Back The Magic

Post by fanit937 »

*Found a tree farm*
*Call of the forest*
*Found a lake*
*Call of the forest*
*Found a house*
*Call of the forest*
*Found a mountain*
*Call of the forest x99*
*Found a clay node*
*Nature ritual*
*Dig dig dig*
*Call of the forest*

10/10.
People are capable of kindness angels can only dream of, yet can commit sins that put demons to shame.
Etherdrifter
Posts: 38
Joined: Sun Jan 15, 2012 12:00 am

Re: Bringing Back The Magic

Post by Etherdrifter »

Yeh, should probably have thought our the notion on nature ritual.

Clarification : Converts only grassland, heath and moor.
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NOOBY93
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Joined: Tue Aug 09, 2011 1:12 pm

Re: Bringing Back The Magic

Post by NOOBY93 »

Ugh. High Q tree seed. Forest something spell. Bunch of high Q trees.
Rinse and repeat.
Knock wood out of the market.
Knock higher Q metals out of the market (charcoal is too high Q and easy to get.)
Knock weaps out of the market.
What else... That's it I think. But yeah, not good. Seems fine but think of the imbalance it would bring. And I was just stating the market... Think about the other stuff.
Jalpha wrote:I believe in my interpretation of things.
Etherdrifter
Posts: 38
Joined: Sun Jan 15, 2012 12:00 am

Re: Bringing Back The Magic

Post by Etherdrifter »

Good point. Would a quality lowering factor (Trees are all half average seed quality) fix that particular bump?
Bodomfreak
Posts: 130
Joined: Thu Sep 29, 2011 5:09 am

Re: Bringing Back The Magic

Post by Bodomfreak »

I like the rituals Ideas. They seem balanced, playable and a lot of fun. This is the kind of stuff I want to see added.
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Arcanist
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Joined: Mon Mar 19, 2012 2:01 pm

Re: Bringing Back The Magic

Post by Arcanist »

how about instead of tree seeds using dreams + LP to make the ritual.

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