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A game by Core-Series
Dec 18 2023
Client version 1.63 has been released, if you are using the Wine or Linux client you will need to download the latest version manually.
Dec 01 2023
Ho Ho Ho! Santa has been spotted in RetroCores, carrying a huge sack full of goodies and presents. Have you been nice or naughty this year?
Nov 22 2023
Client version 1.62 has been released, if you are using the Wine or Linux client you will need to download the latest version manually.
Nov 21 2023
Client version 1.61 has been released, if you are using the Wine or Linux client you will need to download the latest version manually.
Nov 14 2023
Solera is now back online!
Changelog: Latest entry was made 15 days ago. Cheaters: Latest cheater deleted 4 days ago.
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You can only vote once per account and IP addressnoneOctober 3rd 2022, 10:08 CESTOctober 9th 2022, 23:59 CEST

Imbuing characters pitch
Intro
For some time this idea have been stuck in my head and it's finally time to present it.
I am proposing a new feature that allow you to imbue character with imbue blessings after a world-quest have been completed to access it.

The idea
Characters will have 3 slots that you could fill up with different imbue blessings.
It doesn't matter what imbue, or what level of it, you decide if you want to max out on one kind of imbue, or combine them.
The weaker imbues are affordable for those who want to spice up their game, while the powerful ones are expensive enough to drain overflowing cash for the world.

The goal
Giving a new aspect to RetroCores "end-game" through a world quest, and at same time work as a cash-sink to drain the game from unnecessary cash.


Here's a table of imbues that could be possible and their prices
Type Level 1 Level 2 Level 3 Max Value
Mana
Chance: 100%
Value: 1%
Price: lvl * 100 gp
Delay: 8 hours
Chance: 100%
Value: 3%
Price: lvl * 500 gp
Delay: 8 hours
Chance: 100%
Value: 5%
Price: lvl * 1000 gp
Delay: 8 hours
15
Life
Chance: 100%
Value: 2%
Price: lvl * 100 gp
Delay: 8 hours
Chance: 100%
Value: 5%
Price: lvl * 500 gp
Delay: 8 hours
Chance: 100%
Value: 8%
Price: lvl * 1000 gp
Delay: 8 hours
24
Critical Hit
Chance: 10%
Value: 2%
Price: lvl * 100 gp
Delay: 8 hours
Chance: 10%
Value: 5%
Price: lvl * 300 gp
Delay: 8 hours
Chance: 10%
Value: 8%
Price: lvl * 600 gp
Delay: 8 hours
24
Walking speed
Chance: 100%
Value: 2 points
Price: lvl * 10 gp
Delay: 8 hours
Chance: 100%
Value: 6 points
Price: lvl * 50 gp
Delay: 8 hours
Chance: 100%
Value: 10 points
Price: lvl * 100 gp
Delay: 8 hours
30
Poison Protection
Chance: 100%
Value: 5%
Price: lvl * 10 gp
Delay: 8 hours
Chance: 100%
Value: 6%
Price: lvl * 50 gp
Delay: 8 hours
Chance: 100%
Value: 10%
Price: lvl * 100 gp
Delay: 8 hours
30
Fire Protection
Chance: 100%
Value: 2%
Price: lvl * 50 gp
Delay: 8 hours
Chance: 100%
Value: 6%
Price: lvl * 100 gp
Delay: 8 hours
Chance: 100%
Value: 10%
Price: lvl * 150 gp
Delay: 8 hours
30
Energy Protection
Chance: 100%
Value: 2%
Price: lvl * 50 gp
Delay: 8 hours
Chance: 100%
Value: 6%
Price: lvl * 10 gp
Delay: 8 hours
Chance: 100%
Value: 10%
Price: lvl * 150 gp
Delay: 8 hours
30
Physical Protection
Chance: 100%
Value: 1%
Price: lvl * 100 gp
Delay: 8 hours
Chance: 100%
Value: 3%
Price: lvl * 250 gp
Delay: 8 hours
Chance: 100%
Value: 5%
Price: lvl * 500 gp
Delay: 8 hours
15
Life Drain Protection
Chance: 100%
Value: 5%
Price: lvl * 10 gp
Delay: 8 hours
Chance: 100%
Value: 10%
Price: lvl * 50 gp
Delay: 8 hours
Chance: 100%
Value: 15%
Price: lvl * 100 gp
Delay: 8 hours
45
Mana Drain Protection
Chance: 100%
Value: 10%
Price: lvl * 10 gp
Delay: 8 hours
Chance: 100%
Value: 15%
Price: lvl * 50 gp
Delay: 8 hours
Chance: 100%
Value: 20%
Price: lvl * 100 gp
Delay: 8 hours
60

Delay
The time of the imbue would only be ticking if said imbue is useful for the character.
Meaning that leech and protection alike imbues would only be used while in fight.
While speed imbues or alike will be used all the time.

World-Quest
Imbues would be accisable after the world has finished a world-quest involving imbues.
Meaning it would not be available in new and fresh worlds, but only older ones that's aged and has more high levels.

Why character based and not items?
When on character, it's possible for fluid prices that adapt with the power of the characters.
As you become more powerful for every level you take, the imbue also becomes more powerful and more valuable.
As a level 10 might get 10 points out of a certain imbue, a level 200 might get 400 points out of the very same imbue.

Additional to that, you're still fully able to switch equipment without it affecting your imbues.

Changing or updating imbues
The idea is to allow players to overwrite existing imbues whenever they want.
If you have 90% left of a certain imbue, you can still replace it with another or just refresh it.
Which means if you change your mind, you're not stuck with an imbue until it's expired, you can just replace it if you can afford it.

Beware
This is just a proposal, the values given in the table might change in case it becomes a feature.
Right now you're voting for the general idea, not the values nor prices.

 
Results (123 votes)
I'd like Imbues to be part of end-game!
39.8% (49 votes)
I don't want it!
52.0% (64 votes)
I don't mind either.
8.1% (10 votes)

Fake Votes (70 votes not included in the real result)
36.3% of the votes were faked!
And below you can see what they tried to push for their own agenda, or missclicked.
I'd like Imbues to be part of end-game!
34.3% (24 votes)
I don't want it!
58.6% (41 votes)
I don't mind either.
7.1% (5 votes)

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