Player Created Legendaries - Orbs of Power
A comment by @Ravudh made in another thread got me thinking about the type of tabula rasa world that we will be provided with in Verra once the game launches and our stories begin.
The comment was around Legendary weapons and having an option for these to be player generated, so we can be the ones who create our own stories and become our own legends, rather than always relying on the great deeds of civilisations long dead.
I thought this was a really good idea and thought it tied in perfectly with Intrepid’s wish for player agency to be the driving force of the story of each realm/server. I still do like the idea of there also being epoch-old legendaries from before the exodus, but to be able to play an active part of the story is even more attractive.
The idea is along these lines: a Master Crafter would have the ability, once they had reached the pinnacle of their own craft, to produce a Legendary item. This would require an additional epic quest line to learn the mystical secrets of imbuing an item with more power than commonly thought possible.
The idea that I thought might be cool was as follows:
The moment the servers are up for release, the world is seeded with magical Orbs. These Orbs are found throughout the world, in far flung, out of the way places and well hidden: at the bottom of a pool deep in a cave, wedged in a crevice at the very top of a mountain, hidden in a hollow log deep in the forest, in the abandoned nest of a seabird clinging precariously to the side of a cliff overhanging the ocean, in an alcove behind a crumbling sarcophagus in an ancient tomb, lying in the weeds between the gnarled roots of an ancient tree, half-buried in the sand-dunes at the top of a beach.
These locations would be scattered throughout the entire world and heavily promote exploration and investigation. These would be very well hidden, not able to be seen by the casual observer.
There would be hundreds of potential places in which these Orbs could be found, but out of say 1000 potential locations, only 50 Orbs are placed within the world upon server start. Then, each subsequent month a random number (low, say 1-6) of new Orbs would be seeded into the world on a random date (eg. Month 1: 1 Orb placed on 4th, Month 2: 3 Orbs placed on the 22nd). These could be placed within any one of the 1000 locations as long as this location had not been seeded within the past three months, and did not currently contain an unfound Orb.
These Orbs would be different colours. Each colour would produce a different legendary effect:
- Light Blue – adds a lightning attack to the main target, which can jump to a further three targets with a reduced damage profile with each jump
- Swamp Green – adds a resource leech to each attack, debilitating the target and enhancing the user
- Beige – provides a damage shield to the user and a lesser shield to each member of their group
- Vermillion – produces a blinding light, disorienting enemies within a certain radius
- Black - adds the chance of a flame breath attack with each normal attack
Once a Master Crafter has an Orb in their possession, they can research the effects of the Orb. This research process will take 10 days, at the end of which the Master Crafter will know the effects the Orb will impart to an item.
It will take a pair of Orbs to be able to imbue an Epic Quality item with the Legendary effect and improve the quality of the item to the final tier. Not sure if the Orbs would just add the additional flavour effect, or whether they would bump up the base stats of the item as well – by something small, say 5% just to elevate the item a little more.
I would envision something like 60 different Orb colours, which would provide a really nice variety of effects for all classes as well as providing a large pool of potential Orb seeds to secure the scarcity of the item. This, coupled with the requirement of a pair of Orbs needed for crafting, would ensure that it would likely be a very long time before one of these items was crafted, and that the rarity would probably be on par with game-generated legendaries.
If there are only two Swamp Green Orbs currently known, I have one, and someone else has the other. Neither one of us is willing to sell ours, so we both wait for another to be found and then starts a massive bidding war for this new Orb so we can complete our pair and create our legendary. But what if the new player doesn’t want to give it up and wants one of ours to complete their pair? As these items would be exceedingly rare, I don’t think anyone likely to give up any Orb they find without a real struggle, or a huge price tag.
As the Orbs would be hidden in out of the way places, in the far-flung reaches of the world and squirrelled away in the most unlikely of places, there is no guarantee that any single Orb will be found. It might take a year for one of the initial Orbs to come to light. Then it must find its way into the hands of a Master Crafter who has completed the final quest line to enable them to craft a Legendary (not a short or easy quest). The Master Crafter must then research the Orb, and then must obtain a second Orb of the same colour.
If anything about the Orbs sounds familiar, you may have read Burning Midnight by Wil McIntosh, from which I have unceremoniously nicked the concept. A pretty enjoyable read and a fun romp, which I would highly recommend.
Not sure if the Legendaries would be able to be named, but I would lean towards no. That might be a step too far for player agency and would no doubt generate a Swordy McSwordface (and Intrepid have said they won’t allow player naming of places either).
What do you guys and gals think? Awesome idea, interesting idea, complete anus? What would you change?