THE NORTHERN WASTES+ THE OLD KINGDOM
By adding more terrain in the mainland we can add Old Kingdom ruins, along with it OLD KINGDOM LOOT, within chests who's keys lay behind thick walls of metal, three to each chest, unlocked merely by performing feats of each ability set: Strength, Skill and Will
All set accordingly to their legends, evil weapons can be purified or neutralized and good weapons can be corrupted or neutralized.
Some possibilities are:
- Murren's Armor Set (all accordingly looking to the golden laque that his weapons have, heavy armor to match his heavy weapons)
- Light-Sturdy materials you can take to a blacksmith to create armor for you (or make it yourself if such abilities are added, seeing as they seemed to want to do some sort of job system in Fable 2 and Fable 3), like the materaial Wellow's Pickhammer was made out of.
- Avo Gear; Much like the Sentinus is heavenly and related to The Old Kingdom, we could very much add the same for armor and weaponry, found in ruins around Witchwood
- Skorm Gear; like Avo gear but around Darkwood
- Neutralizing: Done at the Guild, all augments on the weapon/armor are given to you and removed from the armor, chance of losing a slot
- Purifying: Temple of Avo (for a price), regain augmentations plus increased damage against evil enemies
- Corrupting: Chapel of Skorm (for a price), regain augmentation + increased damage against neutral and good enemies.
Add explorable crypts in Oakvale's cemetery and add random cemeteries and small graveyards around albion.
Nothern Wastes:
- Dragons
- Dig up the ice to discover treasure
- Jack of Blades former host's home?
Now it lets me add this apparently, it's the Augmentation Redux thing I typed about in my previous post thing:
"Also many say that the armors and weapons should be revamped, but i can't see that anyone specifies a how.
So... Armory Redux:
Possibly make it so augments only work in certain situations (many complain that you could just add three sharpness to a katana and kill everything except Balverines in two shots), they also complained that you can't enhance armors, personally I think it should be easy to fix this stuff by simply adding easy conditions:
Sharpness only hurts enemies more if they're wearing light armor(i.e. Anything that isn't particularly protective:Bandit Gear, Hobbes, Undead with little armor...
Balverines wouldn't suffer from sharpness because of their thick skin, along with insects and golems.
Precision... I'd say that it should only penetrate armors up to a certain percentage, different according to the thickness of the armor, the lowest percentage being 10% and the highest being 30%(let's say there's 10 20 and 30%, each atributed to different ranks of creatures, which I'll try to not dwell on, you can probably guess this is mainly based on when the enemies appear as in the later on in the game the less effective, though bare-chest bandits you get after the Meet the Seeress should be 30% because they have nothing on, however dirt golems whould get 30% rock golems 20% and platinum golems 10%[yes i'm including them])
Fire... Self explanatory: Target is in water = less effective, it should be a procedural damage as fire is burning you not hitting you.
Lightning... If we're realistic lightning hurts... A LOT, it's more conductive in water and spreads by nature, so I believe we can nerf it by making so it steals say 5% of your mana with each use, this could be applied to fire since we could make certain enemies flee in fear because of it, however the more mana you have the more efective the augment is, say you have your mana bar at the base, not very effective, however the more mana levels, i mean will sorry, the more will levels you gain the stronger it is, and gains a farther reach and also has a higher chance of stunning(in the case of fire it's longer lasting and a higher chance to invoke fear).
I believe that Mana, Health, and Experience augmentations should mainly go to armors, perhaps add specific Skill, Strength, and Will Experience augmentations to everthing parts (Skill-Bows+Crossbow, Strength-All melee weapons, Will-All clothing; although adding it to different parts also add diferent effects:
Strength+Chest=Thick Hide (+Armor Rating +5% Strength XP gained)
Strength+Legs=Strong Stance(i.e you're less likely to be knocked down +5% Strength XP gained)
Strength+Feet=Lead Feet (kicking hurts more and can be used to stun enemies, however your speed is reduced and the amount of distance you can travel with Assassin's Rush is reduced +5% Strength XP gained)
Strength+Gloves=Sturdy Hands(+Attack Damage +5% Strength XP gained)
Strength+Head=Beefy Neck (reduces chances of critical hits +5% Strength XP gained)
Skill+Chest= Speedy Mocker (You only travel the absolute necessary amount of space when dodging allowing for you to quickly return to battle +5% Skill XP gained)
Skill+Legs= Fighting Dancer [Allows you to more easily maneuver terrain (this could be used to better define the "be able to get anywhere in a free-to-roam game" idea that people want to integrate into Fable, which I think is great and I believe that this could be well integrate either by allowing fro the hero to climb walls by quickly stepping along the wall while using his melee weapons, only the ones the seem logical of course, like the pickhammer, the sword, maybe daggers, perhaps even let them use arrows, doesn't really matter. Basicly allows you to do so more quickly/efficiently) +5% Skill XP gained]
Skill+Feet= Hermes' Sandals [Increased your movement speed and the amount of space you travel with Assassin's Rush, also allowing you to scale short walls and even jumping and sprinting mid air towards a ledge to hide from persecutors (suposing we add more AI 'cause the people of Albion tend to ignore the bodies of their teammates beneath their feet when they're patrolling) +5% Skill XP gained]
Skill+Hands= Card Shark [Allows for increased attack speed and easier counter attacking (again once we can add more AI)]
Skill+Head= Lynx' Eyes [With the concentration and speed of a lynx you strike your foes (ergo time slows down when sneaking and aiming with your bow/crossbow but you maintain most of your movement speed, however time does not slow down with the intensity of "Slow Time" but lasts as long as you're sneaking/using a bow) +5% Skill XP gained]
Will+Chest=Willful Heart [Your inmense atonement with magic makes so will potions and health potions are considered one and the same(when using a health potion all excess regen goes to your will bar and viceversa)+5% Will XP gained]
Will+Legs= Wizards' Stance [Your posture perfectly channels your will powers allowing you to fully channel physical spells allowing you to have more powerful versions of Physical shield, Assassin's Rush and Bezerk, as well as bind to yourself more on-hands practicality of Ghost Sword (lets you wield one or two of them more levels more damage), Multi-Arrow (allows you to fire each arrow individually without reloading) and Heal-Life (you carry an orb which can activate to heal you a certain amount along with allies around you) +5% Will XP gained]
Will+Hands= Parlor Tricks (Practicality is one of the lesser concerns of the modern wizard however you're different you like to be able to use your fireball as a torch, use Heal-Life as a small aid to children who scrape their knees, and add conductivity to everything you touch TO SCORCH DOWN THE TOWN WITH YOUR BOW, THROW THE HEATHENS WHO DO NOT WORSHIP YOU INTO THE HEAVENS BY CONDUCTING FORCE PUSH THROUGH YOUR HAMMER ONTO THE GROUND AND WATCHING THEM RAIN DOWN LIKE A BLOOD STORM, oh and also use physical shield along with force push to grab that book from that hard to reach shelf +5% Will XP gained)
Will+Feet= Tap dancer [Tapity tap your way into the battlefield while discharging your most preferable spell through the ground and up into your enemies +5% Will XP gained]
Will+Head= Thought Twister [Your new insight into Will gives you the ability to entangle spells to get completely new one or just to memorize a series of movements to subconciously cast a spell +5% Will XP gained]
And perhaps we can have counter-augments in our armor such as:
Water: Increased your speed in battle and deters the effects of the Fire Augmentation
Rubbery: Allows you to quickly bounce back any knockdown and deteriorates the effects of the Lightning Augmentation
Thickness: No matter how hard you lance your sword at it it won't budge (depends on intensity each level adds a 10% resistance to precision)
Barked: Sharp objects get stuck in there (For each level of Barked one level of Sharpness is reduced, non-Sharpness-augmented items simply lose 10% damage with each level)
In addition armors and weapons should start out with a precoded augmentation with half the power of a real augmentation; also seeing as weapons' minimum amount of augment slots is one (besides 0), the armors should start with a minimum of 2 (besides 0)"