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The Relic System

Discussion in 'Design Discussions' started by MWTaylor, Jun 9, 2018.

  1. kilrain

    kilrain Oak Lord
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  2. Sero

    Sero Fire Giant
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    Powerful relics like legendary things and such should be acquired through multiple game interactions. For instance:

    - Rare Drop of some broken relic, or talisman or something, when used, gives you a quest.
    - The quest leads you down a chain or something rather that in the end gives you the relic.
     
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  3. WithoutShame

    WithoutShame Wildtribe Mage
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    I'd love it if some of the "base" style, something like "starter relics" had this same idea implemented. High % drop from newbie mobs, takes you on a quest to go to different parts of the world, and ends with getting a bound "starter" tier relic. Would be a great way to get noobies out into the world and see all the cool stuff.
     
  4. Sero

    Sero Fire Giant
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    It would be cool, but practically, it'd be a lot to implement I think :(
     
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  5. Sorrow Avaritia

    Sorrow Avaritia Obsidian Golem
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    It would be nice if some relics had unique effects rather than just straight stat buffs. Some ideas:

    Make it so all spells you cast look like you are casting the same type of spell or a random type of spells. (So all spells look like fire magic for example).

    Necro provides health leech, Arcane provides mana leech, Air provides stamina leech, Fire applies burn damage (a DoT), water magic can be cast under water, Earth provides short defensive bonuses.

    Double the effect of spell extensions, double speed, double jump.

    Add the effects of some spells to other spells (maybe at a reduced %), for example make a spell work like magma (travel fast with an arc, not a knock back), add debuffs to other spells at a reduced rate.

    Add a relic that makes whirlwind follow you instead of be planted when used.

    A relic that lowers the damage of a skill / spell at all times, but makes it go through parry.

    A relic that makes a higher % of damage go through parry.

    A relic that makes the parry more reactive. A similar system to DND you parry faster, drains a lot of stamina and gets less effective over time.

    A relic that makes you parry to the back instead of the front (you put your shield on your back).

    A relic that makes you shoot multiple arrows for less damage (they could all shoot in a straight line or in a cone).

    Make it so each spell you cast gives you a short duration bonus to them spells (each element has its on cd which is longer than the effect this would encourage using multiple schools), Could be range bonus, knock up bonus, damage bonus, protection bonus, stam/mana damage bonus and so on.

    Make it so a spell / arrow returns to you if it misses its target (Would have to lower the range of some spells), would make it so you have an extra chance to hit your target at the cost of possibly hitting yourself.

    Reverse the effect of some spells, begone could pull, come hither could push, stormblast could pull, magma could knock back towards you instead of up.

    Please don't remove spell extensions though, they are fine as is, removing these to put on relics seems like a bad choice.