This idea is about adding a new equipment slot that would augment the abilities of other pre-existing actions in-game. The slot would not be required to be unlocked like a trinket slot, but would instead be unlocked at the start. Augmentations must be crafted from a special alchemy machine inside the Lab in the Garrison. Augmentations start at 3* and can be upgraded to 5*. There are multiple categories of augmentations, each category having 2 variations. Only one augmentation can be worn at a time. No Augmentation can be used in Lock Down
Table of Contents
- Augment Descriptions
- Augment Visual Designs
- Acquiring/Upgrading Augments
- Augmentation Boss
- Augmentation Lore/Background
Augmentation Descriptions
All Augmentations start as a 3* Unprocessed Gremlonium core that offer no abilities. Augmentations do not acquire unique abilities until they reach their 4* versions, and these abilities further branch off in their 5* final forms. The 4* ability is retained when upgrading to the final forms.
Power Shoes: Require a Valestone charged core
-Energy Souls: Decreases cool down time for dash by 1 second
~Final Forms~
-Hermes Boots:Require a Valestone/Luminite charged shoe ~ Increase the distance your knights travels with a dash command by 1 block
-Pulsing Treads:Require a Valestone/Moonstone charged shoe ~ Further decreases the cool down time for the dash command by 2 seconds
Shield Generators:Require a Moonstone charged core
-Energy Converter: Increase shield health by 10%
~Final Forms~
-EMP Generator:Require a Moonstone/Dark Matter charged Generator ~ Increases the are of effect for the shield bash
-Energy Regenerator:Require a Moonstone/Luminite charged Generator ~ Decreases the shield bar consumption of the shield bash to 25%
Weapon Charms:Require a Dark Matter charged core
-Gaia Charm: Connecting with a weapon attack imbues the monster with a charge of energy. Monsters charged with energy receive increased knock back. Charges stack up to 3 times, with increasing knock back with each charge. If a monster does not receive damage from this charm within 5 seconds, all charges are lost.
~Final Forms~
-Combustion Charm:Require a Dark matter/Crimsonite charged Charm ~ After receiving 3 charges, energy within the monster reacts and explodes, dealing damage. All charges on the monster are then reset to 0. The explosion does not deal knock back, and cannot interrupt enemy attacks
-Shadow Charm (or Gravity Charm):Require a Dark Matter/Valestone charged Charm ~ After receiving 3 charges, the monster is Gravity Bound. Monsters that are inflicted with Gravity Bound receive a slight movement speed decrease, lasting 2 seconds. All charges on the monster are then reset to 0
Armor Coatings:Require a Crimsonite charged core
-Steel Coating: Reduces damage received from specialized damage types (does not apply to normal damage)
~Final Forms~
-Adamantine Coating:Require a Crimsonite/Moonstone charged Coating ~ Slightly increases the defense rating of the overall defense of the knights (applies to trinket, pet perk and UV defense as well. Defense only, no status resists)
-Mythril Coating:Require a Crimsonite/Valestone charged Coating ~ Receiving an attack converts 10% of the damage to an overshield that blocks damage from the next incoming attack
Sprite Communication Amplifier:Require a Luminite charged core
-Gamma Emitter: Increases the base damage of all Sprite attacks
~Final Forms~
-Concentration Ring:Require a Luminite/Dark Matter charged Amplifier ~ Decrease the cool down of all sprite skills by a percentage (up to debate)
-Wave Amplifier:Require a Luminite/Crimsonite charged Amplifier ~ Increases the potency the third skill for all Sprites. Firestorm gets increased area of effect, Angelic aura gets increased shield health, and Hexing Haze has increased duration.
Augment Visual Designs
Augmentations would be visible on the player, unlike trinkets. Exact designs are up for debate
Power Shoes:
-Shoes.. What more can I say?
Shield Generators:
-A special device attached to the shield
Weapon Charms:
-A charm bracelet hanging from the knight's wrist.
-Possibly a green pulsing rock for the Gaia Charm, a chunk rock slowly melting into lava for the Combustion Charm, and a piece of dark anti-matter for the Gravity Charm
Armor Coatings:
-An alteration of the color scheme of the armor set the knight is currently wearing (every piece of armor/helmet has a preset color that would be change to for each of the 3 versions of Armor Coating)
Sprite Communication Amplifier:
-Some kind of device attached to the Battle Sprite, possibly to the harness.
Acquiring/Upgrading Augments
There will be a new T2 mini-boss mission that players must complete to earn the 3* form of Augmentations: raw, Unprocessed Gremlonium. This Unprocessed Gremlonium can be worn by the player, however it offers no bonuses of any kind (however it does make the player glow faintly up for debate as it may clash with auras). Upon the first completion of this mission, the player is directly given an Unprocessed Gremlonium piece as a mission reward. Further pieces must be purchased from the supply depot.
Minerals must be smelted into the Augment to "heat up" or level it up to be crafted into it's 4* or 5* version. This can only be done at a special smelter located in the Lab (can be accessed from anywhere in haven or at arsenal stations). Minerals of a certain color must be applied to upgrade the Augment into the desired variation; any mineral may be used to "heat" the Augment, but the mineral with the highest value will determine which variation will be resulted.
Crafting lines for mineral colors are as follow:
Power Shoes - Valestone
~Hermes Boots - Valestone/Luminite
~Pulsing Treads - Valestone/Moonstone
Shield Generators - Moonstone
~EMP Generator - Moonstone/Dark Matter
~Energy Regenorator - Moonstone/Luminite
Weapon Charms - Dark Matter
~Combustion Charm - Dark Matter/Crimsonite
~Gravity Charm - Dark Matter/Valestone
Armor Coatings -Crimsonite
~Adamantine Coating - Crimsonite/Moonstone
~Mythril Coating - Crimsonite/Valestone
Sprite Communication Amplifiers - Luminite
~Concentration Ring - Luminite/Dark Matter
~Wave Amplifier - Luminite/Crimsonite
The Gremlonium's glow (as well as the color of each Augment) will reflect the color that is most prevalent in terms of mineral stores, but this number will also be shown with exact accuracy at the Augment Smelter.
An Augmentation heat bar has 5 sections to it that must all be heated separately. Each section must be filled with heat from the clockworks, and requires minerals to be smelted into it to proceed to the next section. The first section requires 10 minerals of a single (of your choice), and each subsequent section requires 10 additional minerals. I.E the first section takes 10 minerals, the second takes 20, the third takes 30 etc. For the 4* Augments, the mineral smelting rate starts at 20, then increases by 20 each section. This means that for the Gremlonium core to reach level 5, it requires 150 minerals per level and 750 minerals total. For the 4* to reach level 20, it takes 300 minerals per level and 4,500 minerals total. Upon reaching the final section of a level, smelting the Augment automatically levels it up, and the rate at which minerals are required to heat it up is reset.
This Augmentation Smelter does not function like the current forge system; there are 5 options to upgrade with corresponding to each mineral type, as opposed to the 3 options of the current forge with varying success rates. An Augmentation Smelter will always succeed, so no worries about wasting minerals. Heat must still be gather in the clockworks to level up the Augment, but once the heating bar is full it must be smelted to proceed to the next level. As there is no bonus for going beyond the heat level needed craft up, the 3* ore stops leveling up at level 5. 4* Augments must be heated to level 20 to be crafted up into their final forms, and 5* Augments cannot be heated (note that heat levels do not affect the performance of Augments in anyway, and only serve to slow the process of acquiring high level Augments)
Augment heat levels are retained after each craft, similar to how the level of a Battle Sprite is continuous after each appearance upgrade. The max level for an Augment is level 20, which must be obtained to reach the 5* version. Mineral count is also retained.
The crafting machine requires a fully heated Augment to craft up to the next version. This means the the initial ore must be level 5, and the 4* Augment must be level 20. To craft up your Augment, you will need crowns and and a new rarity called Supplement Elixir, which can be earned from missions or bought from the supply depot. Crafting into the 4* version requires 1,000 Crowns and 1 Supplement Elixir. Crafting into the final forms costs 5,000 crowns and an Elite Supplement Elixir.
Augmentation Boss
To be completed later.
Augmentation Lore/Background
Augmentations were originally a gremlin invention, intended to be used against the Spiral Order. However, the Gremlin techies could never get it to work with their current machinery (it didn't explode enough for their liking), so it was a scrapped idea and the production facility was left stranded in the clockworks. Desna's Recon Squad recently found this facility and detected an energy source inside, and Spiral HQ ordered her to investigate. Inside they found the raw, Unprocessed Gremlonium cores and intended to recover them and return to HQ. However, the squad was ambushed by the massive construct that was manufacturing these cores, so HQ has asked for your assistance in rescuing the bogged down squad and retrieving the cores.
Well that's pretty much the description for the mission, more or less. Augmentation cores are Gremlin tech that have been modified by the Spiral Order to work with our gear. Because of this, even though the cores are a massive source of energy they are not compatible with the Skylark engine so they cannot be used to power the ship. They can only be used to power special devices that are created specifically for them, which is where Augmentations come in.
Now I know what you may be saying:
"These items would make the game WAY too easy, and would make the game too boring."
And I agree. Which is why I don't want this to be added to the game until the difficulty is increase in some way, whether it be new floors or another tier, what-have-you. I.E, it may not be added for another year or so, giving OOO time to make the game harder with the arcade Redux.
P.S my idea is not finished, I'll be back later to complete the thread.
-Hermes Boots: These shoes increase the distance your knights travels with a dash command (1/2 block for 4* and 1 block for 5*)
erm, terraria refrence?
-Power Treads: Decreases the cool down time for the dash command (1 second for 4* and 2 seconds for 5*)
Idk about this one, probally too op
-EMP Generator: Increases the are of effect for the shield bash
I don't think sheild bash has a area of effect :P
-Energy Regenerator: Decreases the shield bar consumption of the shield bash
sure, although no one uses shield bash
-Wind Charm: Increases the attack range of weapon attacks (1/2 block for 4*, 1 block for 5*. Works for all 3 weapon types, converting to an area unit for bombs)
too OP
-Adamantine Coating: Increases the defense rating of the overall defense of the knights (applies to trinket, pet perk and UV defense as well)
no
-Concentration Ring: Decrease the cool down of all sprite skills by a percentage (up to debate)
erm, 5% for 4 star and 10% for 5 star