I recently made another thread that introduced a new game mechanic. This would have been a massive change to the game, adding a lot of new content and potential play time for post-vanguard players. However, I was convinced to alter that idea slightly into what I will post here. The other thread will stay up and continue to be updated, and you may choose which you prefer (I will not accept both being added to the game).
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This idea is about adding a new item type Augments. The first Augment you will come into contact with is called Unprocessed Gremlonium Core that will be attached to pieces of gear that level up, evolve and add abilities to gameplay. Pieces of gear that the cores can be attached to: Armor, helmet, weapon, shield, and battle sprite. Each gear piece will get a new ability when fitted with a core. Cores will become their own type of item, called Augments (my reason for this is because I may consider making a new set of cores later, that give gear a new set of abilities. But for now, Gremlonium cores are the only kind).
Table of Contents
- Augment Descriptions
- Variations of Augments
- List of Gear and Their Augments
- Visual Designs
- Acquiring/Upgrading Augments
- Boss/Missions
- Augmentation Lore/Background
Augment Descriptions
All Augments start as a 3* Unprocessed Gremlonium Core that give slight stat boosts depending on the piece of gear they are attached to. Upgrading a core to 4* gives the Augment a special ability , and these abilities further branch off in their 5* final forms. Stats and abilities are retained when upgrading Augments.
To use an Augment, you must first attach the core. The core must be attached to one of the 5 gear categories: Armor, helmet, weapon, shield, or battle sprite. Once the core is attached, it is permanently bound to that category, and cannot be removed. The core is heated along with the equipment it is attached to, gaining the same amount of heat (it is not like you wore an additional equipment slot and the heat is divided up. The Augment does not count towards the amount of gear that is heated, and simply gains a duplicate amount of heat as the equipment it is attached to), but it has it's own heat level. When the core has reached the appropriate level, it can be upgraded in the Lab at the new alchemy machine.
Cores, once attached, may be activated/deactivated to turn on or off the abilities they produce. A core cannot receive heat if it is not activated. Multiple cores cannot be activated at the same time; if a core attached to weapon is active, all other cores must be de-active. Activating another core will deactivate the previous one (cores are highly unstable forms of energy and react to each other in unpredictable, and combustive ways remember, this is Gremlin tech. Therefore it is unsafe to use multiple cores at the same time). Additionally, multiple cores cannot be attached to the same gear type. I.E, you cannot have 2 cores attached to shields (cores in close proximity automatically react to each other, even if not active(does not apply to cores of different type for future core suggestions)). This means that you can only have 5 attached Gremlonium cores at any time, but as long as they are not attached you may be in possession of as many as you want (this goes out to those people who like to sell things on AH).
A core can be used with any piece of gear that is of higher star level then itself, meaning that a 5* core cannot be used in a 3* piece of gear; it also means that no piece of gear under 3* may be used. Using a piece of gear that is lower than the star level of the activated core will cause the piece of gear to only exhibit abilities of it's star level, not the core's (Because cores produce such a high amount of energy, it would be unsafe to use them in a device that could not contain the output of the core at full operating capacity). Cores also adhere to the equipment restrictions, meaning that only a defender-elite rank knight and up may equip a 5* core, and that you also must be at least of knight rank to equip a core of any kind.
Variations of Augments
Weapon Charms:
~3* Core Form~
-Body Charm: Connecting with a weapon attack imbues monsters with a single charge of energy. As long as a charged enemy is nearby, the player receives a slight attack bonus (equal to an attack bonus low). Charges last for 5 seconds, and then dissipate. An additional charge cannot be added to a discharged enemy for 5 seconds. ~OR~ Adds damage bonus low passive
-Mind Charm: Connecting with a weapon attack imbues monsters with a single charge of energy. As long as a charged enemy is nearby, the player receives a slight charge time reduction (equal to a charge time reduction low). Charges last for 5 seconds, and then dissipate. An additional charge cannot be added to a discharged enemy for 5 seconds. ~OR~ Adds CTR low passive
-Nature Charm: Connecting with a weapon attack imbues monsters with a single charge of energy. As long as a charged enemy is nearby, the player receives a slight attack speed bonus (equal to an attack speed increase low). Charges last for 5 seconds, and then dissipate. An additional charge cannot be added to a discharged enemy for 5 seconds. ~OR~ Adds ASI low passive
~4* Basic Form~
-Wind Charm: Monsters charged with energy from this charm receive increased knock back. Charges stack up to 3 times, with increasing knock back with each charge.
-Fire Charm: Monsters charged with energy from this charm are dealt additional damage whenever they receive damage. Charges stack up to 3 times, with increasing damage per charge.
-Shadow Charm: Monsters charged with energy from this charm deal less damage to players. Charges stack up to 3 times, with incrementing damage decreases per charge.
-Light Charm: Charges from this charm imbue the monster with light energy, which produces a visible field surrounding the monster. Players inside this field receive additional defense. The size of the field increases with additional charges, stacking up to 3 times.
~5* Final Forms~
-Backdraft Charm: After receiving 3 charges, energy within the combusts rapidly,knocking the monster back and leaving a trail of fire behind them. Any enemy passing through the trail of fire receives damage. All charges on the monster are then reset to 0. The explosion can interrupt enemy attacks
-Zero Gravity Charm: After receiving 3 charges, the monster is put into a state of weightlessness. Monsters in this state receive a slight movement speed decrease, lasting 5 seconds. All charges on the monster are then reset to 0
-Ignis Charm: After receiving 3 charges, the monster becomes possessed by an evil fire spirit, rapidly dealing damage over 2 seconds. Afterwards, the spirit attempts to spread to up to 3 surrounding enemies within a short radius. Any enemies caught will be charged with 1 charge. All charges on the original monster are then reset to 0. Damage from this charm does not deal knock back or interrupts attacks
-Lightning Charm: After receiving 3 charges, the monster becomes enveloped in holy fire that rains down on all surrounding monsters, dealing a small amount of damage in the area for 3 seconds and increasing the number of charges of any hit monster by 1. Monsters that reach 3 charges in this manner are also showered by holy fire. Any monster that is showered will have their charges reset to 0. Damage from this charm does not deal knock back or interrupts attacks.
-Zephyrus Charm: After receiving 3 charges, the monster is struck with a powerful gale force , blowing all surrounding enemies away. All charges are then reset to 0
-Helios Charm: After receiving 3 charges, the monster is struck with the power of the sun, receiving considerable damage. All charges on the monster are then reset to 0. The explosion deals no knock back, but can interrupt attacks and have a chance to set surrounding monsters ablaze
-Hades Charm: After receiving 3 charges, a debilitating field of darkness is placed onto the floor under the monsters that reduces the attack and defense of any monster inside it. The field lasts for 5 seconds before dissipating, and the charges on the original monster are reset to 0 upon the creation of the field. The field absorbs the energy of any charged monster within it to increase its duration
-Aether Charm: After receiving 3 charges, a protective field of light is placed onto the floor under the monsters that increases the attack and defense of any player inside it. The field last for 3 seconds before dissipating, an the charges on the original monster are reset to 0 upon the creation of the field. The field absorbs the energy of any charged monster within it to increase its duration
Shield Modifiers:
~3* Core Form~
-Field Amplifier: Increases Shield health by 5%
~4* Basic Form~
-Energy Regenerator: Increase shield regeneration rate
-EMP Generator: Increase shield bash area of effect
~5* Final Forms~
-Scutum's Force: Applies Inertia to shield bash. Enemies that have been knocked back from the bash transfer kinetic energy, meaning that any enemy that they collide with will also be knock back
-Parma's Grace: Shield bash now only consumes 25% of the shield bar
-Umbo's Wit: Blocking a projectile attack with the shield now reflects the projectile back along the same trajectory, damaging any monster hit by it. Projectiles affected by this include gun puppy attacks (not including Red Rovers or Rocket Puppies), Polyp spikes, Kat bullets, Greaver Bullets, Mecha Knights bullets etc. Reflecting projectiles still damages the shield.
-Templar's Glory: A raised shield now has an over shield that receives damage before your actual shield. Over shields are equal to half the max health of your current shield
, and do not regenerate until fully broken.
List of Gear and Their Augments
~Swords~:
3*:
-Tempered Calibur-Body Charm
-Tempered Honor Blade-Body Charm
-Fireburst Brandish-Body Charm
-Iceburst Brandish-Body Charm
-Shockburst Brandish-Body Charm
-Nightblade-Body Charm
-Cautery Sword-Nature Charm
-Striker-Nature Charm
-Swift Flourish-Nature Charm
-Rigadoon-Nature Charm
-Flamberge-Nature Charm
-Twisted Snarble Barb-Mind Charm
-Arc Razor-Nature Charm
-Kamarin-Body Charm
-Grintovec-Body Charm
-Sealed Sword-Mind Charm
-Stable Rocket Hammer-Body Charm
4*:
-Ascended Calibur-Wind Charm
-Ascended Honor Blade-Wind Charm
-Cold Iron Carver-Shadow Charm
-Blazebrand-Fire Charm
-Blizzbrand-Fire Charm
-Boltbrand-Fire Charm
-Silent Nightblade-Shadow Charm
-Hunting Blade-Fire Charm
-Vile Striker-Shadow Charm
-Grand Flourish-Fire Charm
-Daring Rigadoon-Fire Charm
-Fierce Flamberge-Fire Charm
-Dark Thorn Blade-Shadow Charm
-Winmillion-Wind Charm
-Jalovec-Wind Charm
-Khorovod-Wind Charm
-Avenger-Light Charm
-Faust-Shadow Charm
5*:
-Leviathan Blade-Zephyrus Charm
-Lionheart Honor Blade-Zephyrus Charm
-Scissors Blade-Zephyrus Charm
-Cold Iron Vanquisher-Hades Charm
-Glacius-Zero Gravity Charm
-Combustor-Helios Charm
-Voltedge-Lightning Charm
-Acheron-Ignis Charm
-Obsidian Edge-Hades Charm
-Wild Hunting Blade-Lightning Charm
-Dread Venom Striker-Ignus Charm
-Final Flourish-Lightning Charm
-Deadly Candy Poker-Lightning Charm
-Fearless Rigadoon-Hades Charm
-Furious Flamberge-Backdraft Charm
-Barbarous Thorn Blade-Hades Charm
-Divine Avenger-Aether Charm
-Gran Faust-Ignus Charm
-Sudaruska-Zephyrus Charm
-Triglav-Zero Gravity Charm
-Warmaster Rocket Hammer-Backdraft Charm
-Fang of Vog-Helios Charm
-Mighty Great Cleaver-Zephyrus Charm
-Frozen Great Cleaver-Zero Gravity Charm
~Guns~:
3*:
-Super Blaster-Body Charm
-Needle Shot-Nature Charm
-Toxic Needle-Nature Charm
-Pepperbox-Body Charm
-Firotech Alchemer Mk II-Mind Charm
-Cryotech Alchemer Mk II-Mind Charm
-Voltech Alchemer Mk II-Mind Charm
-Prismatech Alchemer Mk II-Mind Charm
-Shadowtech Alchemer Mk II-Mind Charm
-Industrial Catalyzer-Body Charm
-Toxic Catalyzer-Mind Charm
-Heavy Pulsar-Body Charm
-Kilowatt Pulsar-Nature Charm
-Antigua-Nature Charm
-Magnus-Body Charm
4*:
-Master Blaster-Wind Charm
-Strike Needle-Fire Charm
-Blight Needle-Shadow Charm
-Fiery Pepperbox-Fire Charm
-Firo Driver-Fire Charm
-Cryo Driver-Fire Charm
-Volt Driver-Fire Charm
-Prisma Driver-Light Charm
-Shadow Driver-Shadow Charm
-Volatile Catalyzer-Wind Charm
-Virulent Catalyzer-Shadow Charm
-Radiant Pulsar-Wind Charm
-Gigawatt Pulsar-Fire Charm
-Silversix-Light Charm
-Blackhawk-Shadow Charm
-Mega Magnus-Fire Charm
5*:
-Valiance-Zephyrus Charm
-Blitz Needle-Lightning Charm
-Plague Needle-Hades Charm
-Volcanic Pepperbox-Backdraft Charm
-Magma Driver-Helios Charm
-Hail Driver-Zero Gravity Charm
-Storm Driver-Lightning Charm
-Nova Driver-Aether Charm
-Nog Blaster-Aether Charm
-Umbra Driver-Ignis Charm
-Neutralizer-Zephyrus Charm
-biohazard-Hades Charm
-Supernova-Zephyrus Charm
-Polaris-Zero Gravity Charm
-Argent Peacemaker-Aether Charm
-Sentenza-Ignis Charm
-Obsidian Carbine-Hades Charm
-Iron Slug-Backdraft Charm
-Callahan-Zero Gravity Charm
~Bombs~:
3*:
-Super Blast Bomb-Body Charm
-Deconstructor-Body Charm
-Fiery Vaporizer Mk II-Mind Charm
-Freezing Vaporizer MkII-Mind Charm
-Haze Bomb Mk II-Mind Charm
-Toxic Vaporizer Mk II-Mind Charm
-Lightning Capacitor-Mind Charm
-Super Shard Bomb-Mind Charm
-Super Crystal Bomb-Mind Charm
-Super Dark Matter Bomb-Mind Charm
-Super Splinter Bomb-Mind Charm
-Rock Salt Bomb-Body Charm
-Sun Shards-Body Charm
-Twisted Spine Cone-Body Charm
-Graviton Charge-Mind Charm
-Electron Charge-Mind Charm
-Dark Reprisal Mk II-Mind Charm
4*:
-Master Blast Bomb-Wind Charm
-Irontech Bomb-Fire Charm
-Heavy Deconstructor-Fire Charm
-Graviton Bomb-Wind Charm
-Electron Bomb-Wind Charm
-Fiery Atomizer-Shadow Charm
-Freezing Atomizer-Shadow Charm
-Haze Burst-Shadow Charm
-Toxic Atomizer-Shadow Charm
-Plasma Capacitor-Shadow Charm
-Heavy Shard Bomb-Wind Charm
-Heavy Crystal Bomb-Light Charm
-Heavy Dark Matter Bomb-Shadow Charm
-Heavy Splinter Bomb-Fire Charm
-Ionized Salt Bomb-Shadow Charm
-Radiant Sun Shards-Fire Charm
-Spike Shower-Fire Charm
5*:
-Nitronome-Zephyrus Charm
-Big Angry Bomb-Backdraft Charm
-Irontech Destroyer-Helios Charm
-Graviton Vortex-Zero Gravity Charm
-Electron Vortex-Lightning Charm
-Obsidian Crusher-Hades Charm
-Ash of Agni-Helios Charm
-Scalding Hot Cocoa-Helios Charm
-Shivermist Buster-Hades Charm
-Jack Froster-Hades Charm
-Stagger Storm-Aether Charm
-Venom Veiler-Zero Gravity Charm
-Humbug Hazer-Zero Gravity Charm
-Voltaic Tempest-Lightning Charm
-Deadly Shard Bomb-Lightning Charm
-Deadly Crystal Bomb-Aether Charm
-Deadly Dark Matter Bomb-Ignis Charm
-Deadly Splinter Bomb-Helios Charm
-Shocking Salt Bomb-Ignis Charm
-Scintillating Sun Shards-Helios Charm
-Dark Briar Barrage-Ignis Charm
-Dark Retribution-Zero Gravity Charm
~Helmets~:
3*:
4*:
5*:
~Armors~:
3*:
4*:
5*:
~Shields~:
3*:
-Blazebreak Shield-Field Amplifier
-Blizzbreaker Shield-Field Amplifier
-Boosted Plate Shield-Field Amplifier
-Brute Jelly Shield-Field Amplifier
-Drake Scale Shield-Field Amplifier
-Great Defender-Field Amplifier
-Great Honor Guard-Field Amplifier
-Horned Owlite Shield-Field Amplifier
-Scarlet Shield-Field Amplifier
-Scary Skelly Shield-Field Amplifier
-Surge Breaker Shield-Field Amplifier
-Swiftstrike Buckler-Field Amplifier
-Twisted Targe-Field Amplifier
4*:
-Blackened Crest-Energy Regenerator
-Darkfang Shield-Energy Regenerator
-Dark Thorn Shield-Energy Regenerator
-Heavy Plate Shield-EMP Generator
-Mighty Defender-Energy Regenerator
-Might Honor Guard-Energy Regenerator
-Rock Jelly Shield-EMP Generator
-Sinister Skelly Shield-Energy Regenerator
-Stone Tortoise Shield-EMP Generator
-Wise Owlite Shield-Energy Regenerator
-Wyvern Scale Shield-EMP Generator
5*:
-Aegis-Templar's Glory
-Exalted Honor Guard-Templar's Glory
-Ancient Plate Shield-Scutum's Force
-Barbarous Thorn Shield-Umbo's Wit
-Crest of Almire-Templar's Glory
-Dragon Scale Shield-Umbo's Wit
-Dread Skelly Shield-Parma's Grace
-Grey Owlite Shield-Parma's Grace
-The Bitter End-Parma's Grace
-Heater Shield-Parma's Grace
-Ironmight Plate Shield-Scutum's Force
-Omega Shell-Templar's Glory
-Royal Jelly Shield-Umbo's Wit
-Volcanic Plate Shield-Scutum's Force
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 Cores. This Unprocessed Gremlonium Core must be inserted into a gear piece. Upon the first completion of this mission, the player is directly given an Unprocessed Gremlonium Core as a mission reward. Further cores must be purchased from the supply depot (initially you are only able to have one, but they will go on sale at a later date similar to the Battle Sprites).
Heat Crystals must be forged into the Augment to "heat up" or level it up to be crafted into it's 4* or 5* version.
A Gremlonium Core heat bar has 5 sections to it that must all be heated separately. Each section must be filled with heat from the clockworks.
As there is no bonus for going beyond the heat level needed craft up, the 3* core 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.
The crafting machine requires a fully heated Augment to craft up to the next version. This means the the core 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.
Cores may be unbound by Vise, for the same price as any normal gear star-level: 600 CE for 3*, 1800 CE for 4*, and 4000 for 5* (unbound cores are still attached to their last attached gear type). However, all heat levels will be lost upon unbinding, down to the bare minimum required for the star level of the core (1 for 3*, 5 for 4* and 20 for 5*). A new gremlin vendor, named Torque, Can un-attach a core from its gear type, allowing the player to attach the core to another gear type. Un-attaching a core does not reset it's heat levels.
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. Unprocessed Gremlonium 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.
Some things will be either copy/pasted or linked from the old thread for now, just for convenience since much of it will be the same. However, when I am done with this thread it should be completely independent and unique. Text in code
is subject to change and may not apply directly to this idea. It is mainly place holder until I figure out how to configure it to work with this version of Augments.
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