Mystic relics and artifacts

  • Inspired by a mix of the Chest of Sorrows and 1000 Grogs, as well as the little trinkets and curios we can already find. I was thinking it'd be cool if as we explore islands or do higher level voyages you have the chance of uncovering "artifacts" with a unique effect while you carry them or while they're on your ship.

    The "catch" is that like all loot, these relics do not persist between sessions. You need to use them or sell them before you quit for the day. Oh, that's the other catch - they're worth a fair amount of gold (and, perhaps more importantly, bonus reputation). If you want their benefits you have to risk someone else stealing them before you get to an Outpost.

    For example, imagine a special compass you discover glinting in the sands that points the way to the next active skull fortress so your crew is ready and in place when the fort activates.

    Or on a high level Order of Souls voyage, you recover a special skull that can summon a spectral wind to fill your sails for a few minutes, and only your sails. However, doing this exhausts its power - you can only use it once. After that it becomes a regular Foul Skull. Do you expend it in a time of need or do you sell it while it's still "empowered" for 5k gold and significant bonus OoS reputation?

    There could be a cursed relic that summons the kraken when dropped into the water, letting you use it offensively if you don't want to just sell it.

    These would accomplish two goals - making each play session a bit more unique based on what you find (if you find anything!), and giving additional incentive to do high level voyages. Some of these artifacts could be tied specifically to voyages - what if certain relics only spawned during riddle missions? Suddenly riddles might feel more worthwhile compared to treasure maps.

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  • @sanssariph
    I say introduce curses.
    This particular skull makes you immortal but at a certain cost like maybe you cannot kill
    or a diamond compass that points towards the Krakken or Moby D**k
    this specific medallion maybe makes you faster or this crown of a mermaid makes sharks not smell you
    the possibilities for enchanted or power granting relics would be endless and I want them to introduce coral reefs and pyramids that maybe have really really valuable treasures but are a very difficult navigation to get to the bottom

  • I would love for them to have cursed items. Maybe a golden cup that if you're holding it or it's on your ship you get struck by lightning during storms think about throwing it on an enemy ship when they start attacking you.

    Or an item that if you drop it in the water a Whirlpool appears.

  • @bleedingfang69 said in Mystic relics and artifacts:

    I would love for them to have cursed items. Maybe a golden cup that if you're holding it or it's on your ship you get struck by lightning during storms think about throwing it on an enemy ship when they start attacking you.

    Or an item that if you drop it in the water a Whirlpool appears.

    Yeah, I'd love to see unique loot that promotes gameplay. The Chest of Sorrows is close - once it's on your ship you need to play differently. Chest of 1k Grogs doesn't quite accomplish the same goal, maybe if there was a variant that made you drunk while you were near it instead so you could place it near your ladders while folks were boarding you, for example.

    My idea with beneficial loot is to make unearthing it genuinely exciting. Right now Chest of Sorrows is exciting mostly because it's the most valuable open world chest. If you could get special loot that let you do cool stuff for a little while, that's an incentive to keep exploring and keeping digging stuff up.

  • I do like the idea of rare items that provide a small bit of utility to the crew in return for the risk of losing them before you get to cash them in, like an inverse of the legendary chests which just incentivize you to turn them in early to mitigate the annoyance of hauling them around.

    In order to make PvP fair, I don't think any of these items should directly improve your ship's capabilities, but could perhaps help to negate some world dangers:

    -I like the idea of an item that protects you from lightning, perhaps also from storm damage as well so that it allows you to race through storms safely. Alternately, it could keep your ship's compass steady during a storm and the helm would fight you less.
    -I also like the idea of a shark protection item that either reduces or eliminates shark spawns near to your ship.
    -An item that reduces the damage your hull takes from collisions with non-ship entities, if that's possible.
    -An item that slows down the eating timer of any pigs on board.
    -An item which slows down the time to spit for any snakes on board.

  • @gunnarrsen why not both but have different levels for the items or categories where they play almost like a game of rock-paper-scissors. Using both of our ideas for the lightning items let's say you have a level 3 lightning item that prevents lightning from hitting your ship or you and I have a level 2 item that is supposed to attract lightning your item is stronger or higher up so my item doesn't work and you get a item that you can sell for high amount of gold and I end up losing the item because I had to put it on your ship in order to get the lightning to attack your ship but getting it off would be next to Impossible.

  • @s0ul-phoenix has a great suggestion for a relic like this in their thread: https://www.seaofthieves.com/forum/topic/49629/ferryman-s-coin

    A coin for the Ferryman that lets you respawn immediately on death, once. I think this is a great example of the monetary gain vs. mechanical utility concept I was going for with the skull/compass above.

    @UnkeptBean6214 has some great ideas in that thread as well.

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