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Quest idea: Hink beamator

Posted: Mon Mar 05, 2012 3:35 pm
by ghostbuster
Given by Zemekkys after the back portal has been created.

Q: So you are happy with the portal
A: Yes
Q: You seem to be a very skilled (human/dwarf/...). Do you think you can help me ?
A: - Sorry I have to go
- Yes, of course
Q/ Hink'Zemri is a mage that specialized in the creation of powerful items. He is said to have created a powerful wand, the beamator, that can infinitely bring havoc in a battlefield. It would be of a great help to our troops, and I need to study it in order to recreate it. Do you think you can try to get it.
A: - Sorry I have to go
- Yes

He point a dot on the map showing the position of Hink workshop....

The workshop is formed of a couple of levels, with *many* traps and agressive golems.
Hink'Zemri has a lot of HP, many healing and teleporting capabilities. The good point is that his attack is not very powerful, but, as it is based on items and wands, there is no real way to debuf him. He can activate the items while confused, and stunning reduces his power, but does not put items on CD. More it is useless to silence or mana-clash him.
On death he drops the usual stuff and the beamator (garanteed).

Hink Beamator:
Fires a beam of a random element (twice weaker than a dragonbone wand of conjuration, but fires beams and has 99 (!) loads).

On the way back to Zemekkys, you show the Beamator (with all its loads, otherwise Zemekkys will refuse it !)
Q: So you got the beamator.
A: Here it is.
(Zemekkys gets the beamator and returns to his house a couple of hours to study it).
Q: Very clever indeed. I think I can recreate it now. Probably some further examinations would be useful, but it is yours, you deserve it.
A: - Thanks, the beamator will be quite useful for me.
(Congratulations, you now owns a powerful item)
- No, keep it. You will do a better use of it than me.
Q: Thanks, I will study it moredeeply. A a compensation, take this wand, it may save your life. (He gives you a wand of teleportation with 6 loads). And let me explain you some things to improve your use of items. (You gain access to the 'Item expertise' generic tree (locked))

Item expertise

1. Fast manipulator
Min level 10
Requires Dex@22
Passive

The time to activate an item or a wand is reduced by 8..40%

2. Quick change
Min level 14
Requires Dex@30
Passive

The time to wear/wield an item is reduced by 10..50% and the one to eXchange weapons by 20..100%.

3. Parsimony
Min level 18
Requires Dex@38
Passive

Reduces the power cost to activate an item by 6..30%. Also, when zapping a wand, there is a probability of 6..30% that no charge will be consumed.

4. Activation
Min level 22
Requires Dex@46
Activated
Cooldown 50..10

Activate any item directly from the inventory.


The values should be adjusted (and maybe nerfed) after experiments (and the dialogs rewritten by a native english speaker :().
The basic idea is to give to high level players, for an investment of one cat point and 4 gen points, a flexible lifesaving replacement for runes of teleportation. Items can also become part of the fighting strategy of the player, but this would require a massive investment of generic points in the tree.