So It seems like the Talisman was the idea, and from it the devs changed it to be part of the horadric cube (or whatever it is called these days in D3), and the shard system.
The images is also gone, because I was stupid enough using photobucket at the time. Today I mostly use Imgur, and there seems to be no guarantee that images will last for that long, so pro tip: If you are linking images, link them from own paid website! lol.
Okey. So if you guys read my old post (long one, as usual) what are your thoughts about it? Could we use charms in it this time around to make cool stuff, get cool effects etc?
I imagined a grid, similar to what Minecraft did when it was fairly "new", you but materials (charms) in a specific order to get something out of it. 3x3 grid or bigger.
Now, what this would give you is
1, cluttered inventory with charms you can't use until its time. Fix: Have a bag that charms can be in, infinite number, the bag is only opened and available when you are fiddling with the talisman.
2, do we even need this in D4? It seems like runes will make some, items with do others and you got skills and traits this time around. What more is there else to give us in terms of customization and buffs? Hmm.
Talisman is probably not needed, but I would like to see some more interesting interactive items like that. Runewords are cool, however I've always thought we could use trinket slots. Having another purely defensive (or offensive depending on your playstyle) would open up build potential I think. Thoughts?
Above: Original image, how the demo looks like in Diablo IV currently.
Above: Charms Version A. With scrollbar just like the other two sections "items" and "utilities".
Idea: You find charms out about. Each row represent active charms. You can only use 1 row at a time, and I the scroll should not be infinite, there needs to be a cap somewhere, which leads to Charms Version B.
Above: Charms Version B. No scroll, you can only use two rows of charms, one being active, one being idle. Each charm represent additional affect and effect of gameplay.
Idea: Now you are limited to actually carry around charms. They do take space in a different way from Diablo II, and one row is always active, you need to swap around and make your own row of charms to be active and fast-swap between 2 rows, either with hotkeys or by going to the inventory.
Attack Additional attack stats. Attack Rating Additional chance of succesful attack stats. Defense Additional defense stats. Attack / Defense Combination, less powerful, but more all-round Minimum Damage When succesful attack, this adds minimal damage. Maximum Damage When succesful attack, this adds maximum damage. Critical Chance Adds % chance to make an critical attack. Critical Damage Adds damage when succesful critical attack.
Mana (Sorcerer / Sorceress) Adds % or solid numbers to this class resource pool. Spirit (Druid) Adds % or solid numbers to this class resource pool. Fury (Barbarian) Adds % or solid numbers to this class resource pool. Judgement (Paladin?) Adds % or solid numbers to this class resource pool. Rigor (Amazon?) Adds % or solid numbers to this class resource pool. Dark Blood (Necromancer?) Adds % or solid numbers to this class resource pool. Focus (Assassin?) Adds % or solid numbers to this class resource pool. Life Adds % or solid numbers to your pool of health, how much you can contain.
Magicfind Chance in finding magical items. Goldfind Chance in finding more gold. Materialfind Chance in finding more material loot. Experience Chance in getting % more experience when you actually gain a level.
Thorn Chance of adding thorned damage on attacker. Bleed Chance of adding bleeding affect on attacker. Horror When succesful crital attack, chance to horrify surrounding. Guidance Incresed map-coverage / Decresed ???. (Any ideas guys?) Gloom Decreased map-coverage / Incresed ???. (Any ideas guys?)
Cold Damage Chance of adding elemental damage over time. Fire Damage Chance of adding elemental damage over time. Lightning Damage Chance of adding elemental damage over time. Poison Damage Chance of adding elemental damage over time.
All Resistence Adds % or solid number to all resistance (attacked vs defense attribute, low but all-round) Cold Resist Adds % or solid number to cold resistance (attacked vs defense attribute) Fire Resist Adds % or solid number to fire resistance (attacked vs defense attribute) Lightning Resist Adds % or solid number to lightning resistance (attacked vs defense attribute) Poison Resist Adds % or solid number to poison resistance (attacked vs defense attribute) Enigma Transmute some numbers from one random resistance to another. -10 Fire to +10 Cold for example.
Petrified Resist Adds % chance to petrified resistance (become stone or rooted in some way) Stagger Resist Adds % chance to staggered resistance (shake shake shake) Force Resist Adds % chance to force resistance (shield-damage / vaccum attributes etc) Dark Resist Adds % chance to dark resistance (confused, seduced, blinded, unholy magic etc) Blunt Resist Adds % chance to blunt resistance (blunt weapons and knock-backs) Bleed Resist Adds % chance to bleed resistance (sharp weapons and bleed over time)
Medicin Natural defense against cold, ice, fire, smoke, lightning, poison & gas (environmental attribute, or add into all resistance which it fit above) Bandaid Natural defense against traps that contain blunt, sharp, thorn or magical damage (environmental attribute, or add into all resistance which it fit above) Shrine Buff Adds more seconds to specific shrine if you ever find one while wearing this charm.
Skill Buff Adds 1 random skill for random class. Decided on drop. Ethreal charm, will break. Trait Buff Adds 1 random trait for random class. Decided on drop. Ethreal charm, will break. ???? One charm of each trait and skill for each class in game, to pinpoint your build.
Ear PVP % additional speed for x seconds once player hit you, cool-down. Tooth PVP % additional defense for x seconds during pvp Tongue PVP % additional poison resistance for x seconds during pvp Jaw PVP % additional fire resistance for x seconds during pvp Skull PVP % additional all resistance for x seconds during pvp Eye PVP % additional ice resistance for x seconds during pvp Bone PVP % additional speed for x seconds during pvp Finger PVP % attackrating for x seconds during pvp
Above: Going with the scroll layout of the charm options above, we have two filled slots. What charm does what is up for the developers, but here are basic idea behind what this player in this experiment have picked; Life charm (which added 33 life), Force Resist, Minimum Damage (added some to attack), Poison Resist
Above: Now the player just swapped down to the 2nd row, and got maybe these attributes: Minimum Damage (higher tier, added a bit more attack), Medicin, Dark resist, Cold damage and Fire damage.
And so on..
Pretty Basic, but limited if no scroll, and even with scroll a way to maintain and swap charms.
Diablo III old information about the Talisman, the ideas and the design. Also a Puzzle Grid with Tetris pieces of bone charms you could use. The ideas were scrapped.
"Charms" at 1:13 here, followed by the talisman.
Edit: Some have ideas of having a belt with slots, and those slots work for utilities and charms. Thats cool. And the belt kinda is part of how many charms you can carry, shared space with other things, either with potions or other things.. ?
Edit 2: I love the idea some of you have mentioned about having a Belt that actually can carry potions and charms.
I would like to add throwable potions as well, and perhaps additional 2 runes if we so choose that can be combined. The belt could have many different slots with a cap of what, 6? 8? Allowing you to combine. If there would be a potion I would not have a cool-down on it, but rather ways to manage it, and refill the flask as I kill my enemies, visit shops and find health outside. Anti-venom things etc could be something for the belt as well, and other interesting things.