First things first, so for the rest of this to make sense we'll start with the definition of the new resource/component type.
Definition of "Elements"
Elements are a new type of meta-resource that will be introduced to Fallen Sword.
There are (at the present stage of design) 3 distinct types of Elements: Shards, Essence and Residue.
Elements will also be split into level brackets e.g. 1-99, 100-199, 200-299, 300-399 etc.
This is just as an example: You will be able to combine several lvl 1-99 Shards into a 1 lvl 100-199. This means that if you collect a lot of Elements in one bracket they will still remain useful once you leave that bracket.
For the purpose of concepting these Elements are represented as the star, diamond and circle in the diagrams below.
Shattering
Shattering is the process of breaking down equipment into a number of Elements. You'll be able to break down any equipment (you own, not tagged) including "Bound" equipment. The number, level and quality of Elements you receive will depend on the quality of the item being shattered. Here are some examples of what you may recieve:
Lvl 50 Common Sword 0x (T1)Shards, 1x (T1)Essence, 1x (T1)Essence Lvl 50 Lengendary Sword 10x(T1)Shards, 20x(T1)Essence, 3x (T1)Essence Lvl 50 Epic Sword 20x(T1)Shards, 35x(T1)Essence, 1x (T2)Essence Lvl 90 Rare Sword 1x (T2)Shards, 10x(T1)Essence, 3x (T1)Essence Lvl 90 Rare Sword 10x(T1)Shards, 10x(T1)Essence, 1x (T2)Essence T1 = Tier1 (lvl 1-99), T2 = Tier2 (lvl 100-200)As you can see (looking at the two lvl 90 rare swords) there will be a certain degree of randomness to it. There will be many factors in the equation of what you get from shattering.
Fig 1. A concept of the Shattering Interface.
Mutation
Mutation allows you to take any weapon or armor piece and infuses it with Elements with a small monetary cost increasing its potency. It also (more importantly) allows you to attach additional Gem(s) to your equipment further increasing the potency of the equipment. Caution: Mutating your equipment causes it to become "bound" to you.
Fig 2. A concept of the Mutation Interface.
Alchemy
Alchemy is a way to create items from the new resource: Elements. At present the only planned use for alchemy is to create Gems, but there could be lots of uses developed in the future. Gems are a new type of item that you can insert into your equipment which give you bonuses. The bonuses aren't decided at the minute but they could be entirely new too. The main difference between gems and potions is that they have a stamina based duration rather than a time based duration. Meaning you can leave them on over-night (for example) without refreshing them; and they're there just as you left them, when you continue to play.
The potency of the gem and duration are variable, meaning you could use cheap long duration gems for general purpose and high powered short duration gems for more savagery. Well a picture can say a thousand words so I'll talk you through the process.
Fig 3. Select the Item you want to Transmute.
Fig 4. Select the potency of the item. Increasing potency increases crafting time.
Fig 5. Select the duration of the item. Increasing duration increases crafting time.
Fig 6. Select the amount of alchemists you'd like to work on the project. Increasing the number of alchemists increases cost but decreases crafting time.
Fig 7. The transmutation is under way.
Fig 8. The transmutation is complete and ready to be collected (Note: It doesn't go to your mailbox and will stay here indefinitely).
Fig 9. Multiple transmutations at different stages.
As stated at the beginning of this post this idea currently in development so we'd like to hear from the community and get feedback on this idea.
Radneto