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Invention System

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Revision as of 08:10, 12 February 2007 by Sir Giles (Talk | contribs) (Added a list of I9 Invention Enhancement data to the Enhancement Section (Credit goes to Beefcake, www.Badge-Hunter.com) Source: http://www.badge-hunter.com/boards/viewtopic.php?t=2871)

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Overview

A system where "Players will be able to craft Enhancements and Costume pieces for their characters using recipes, and salvage that they find while adventuring." [1] It has also been stated that the long-rumored "Legacy System", which would allow for additional improvements of level 50 characters, has evolved/been wrapped up into the Invention System. [2]

The University

In the first build for Issue 8 to hit the test server, parts of the Invention System and Universities were accidentally left active in the build, allowing for a sneak peak at a small part of the system. As expected, on the next Issue 8 build to go to the test server this access was removed. Below are some screenshots from inside the Steel Canyon University.

Inventing in General

Specific Inventions

Enhancements

The pieces of the actual system that could be seen appear to allow for the crafting of enhancements ranging from level 5 up to level 50 for all normally enhancable elements. Crafting the enhancements required a combination of Salvage and Influence. All items required pieces of salvage not yet present in the game, so no enhancements could actually be created.

For a good bit of analysis/speculation based on what was visible while the system was open on test, check out this link[3].

Enhancement Combinations and Salvage data found on the test server *Issue 9 Invention Spoilers Ahead*

MEZ ENHANCEMENTS

Befuddling Aura (Lvl 10-30) Acc/Conf - Acc/Dam - Dam/Conf - Acc/End - Conf/End/Rech

Cacophony (Lvl 10-30) Acc/Dam Acc/Conf - Acc/End - Dam/Conf - Chance for Energy Damage - Conf/End/Rech

Call of the Sandman (Lvl 20-53) Acc/Dam - Acc/End - Dam/Sleep - Sleep/Range - End/Rech/Sleep - Chance for Self Heal

Curtail Speed (Lvl 10-30) Acc/End - Acc/Slow - Dam/Slow - End/Rech/Slow - Slow/Range

Debilitative Action (Lvl 10-30) Acc/Dam Acc/End - Acc/Immob - Chance for Stun - Dam/Immob - End/Immob/Rech

Enfeebled Operation (Lvl 20-53) Acc/Dam - Acc/End - Acc/Immob - Dam/Immob - End/Range/Rech

Essence of Curare (Lvl 20-53) Acc/Dam - Acc/End - Dam/Hold - Dam/Hold/Rech - Hold/Range

Ghost Widow's Embrace (Lvl 20-53) Acc/End - Acc/Hold - Chance for Psionic Damage - Dam/Hold - End/Hold/Rech - Hold/Range

Glimpse of the Abyss (Lvl 20-53) Acc/Dam - Acc/End - Chance for Psionic Damage - Dam/Fear - End/Fear/Rech - Fear/Rech

Hibernation (Lvl 10-30) Acc/Dam - Acc/End - Dam/Sleep - End/Rech/Sleep - Sleep/Range

Horror (Lvl 10-30) Acc/Dam - Acc/End - Dam/Fear - End/Fear/Rech - Fear/Rech

Impeded Swiftness (Lvl 10-30) Acc/Slow Acc/End - Chance for Smashing Damage - Dam/Slow -End/Rech/Slow -Slow/Range

Induced Coma (Lvl 10-30) Acc/Dam Acc/End - Chance for Recharge Slow - Dam/Sleep - End/Rech/Sleep - Sleep/Range

Lethargic Repose (Lvl 20-53) Acc/Dam - Acc/End - Acc/Sleep - Dam/Sleep - End/Rech/Sleep - Sleep/Range

Malaise's Illusions (Lvl 20-53) Acc/Conf - Acc/Dam - Acc/End - Chance for Spectral Wounds - Conf/End/Rech - Dam/Conf

Neuronic Shutdown (Lvl 10-30) Acc/Dam Acc/End – Chance for Psionic DoT - Dam/Hold - End/Range/Rech - Hold/Range

Nightmare (Lvl 20-53) Acc/Dam Acc/End - Acc/Fear - Dam/Fear - End/Fear/Rech - Fear/Rech

Pacing of the Turtle (Lvl 20-53) Acc/End - Acc/Slow – Chance for Recharge Slow - Dam/Slow - End/Rech/Slow - Slow/Range

Paralytic (Lvl 10-30) Acc/Dam - Acc/End - Dam/Hold - End/Range/Rech - Hold/Range

Perplex (Lvl 20-53) Acc/Conf - Acc/Dam - Acc/End - Conf/End/Rech - Conf/Rech - Dam/Conf

Razzle Dazzle (Lvl 10-30) Acc/Dam Acc/End – Chance for Immobilize - Dam/Stun - End/Stun/Rech - Stun/Range

Rooting Grasp (Lvl 10-30) Acc/Dam - Acc/End - Dam/Immob - End/Range/Rech - Immob/Range

Rope-a-dope (Lvl 20-53) Acc/Dam - Acc/End - Acc/Stun - Dam/Stun - End/Stun/Rech - Stun/Range

Stagger (Lvl 10-30) Acc/Dam - Acc/End - Dam/Stun - End/Range/Rech - Stun/Range

Stupefy (Lvl 20-53) Acc/End - Acc/Stun - Chance for Knockdown - Dam/Stun - End/Stun/Rech - Stun/Range

Tempered Readiness (Lvl 20-53) Acc/Dam/Slow - Acc/End - Acc/Slow - Dam/Slow - End/Rech/Slow - Slow/Range

Trap of the Hunter (Lvl 20-53) Acc/Dam - Acc/End - Acc/Immob - Chance of Lethal DoT - Dam/Immob - End/Immob/Rech

Unspeakable Terror (Lvl 10-30) Acc/Dam Acc/End - Chance of Hold - Dam/Fear - End/Fear/Rech - Fear/Rech

Cacophony - You can choose to add a chance for additional Energy damage to a confuse-based power...

Malaise's Illusions - ...or a chance to add Spectral wounds if you prefer.

Trap of the Hunter - Add some Lethal damage-over-time to your immobilize powers

Ghost Widow's Embrace - Take a chance to add Psionic damage to any hold power...

Razzle Dazzle - Potentially immobilise targets with your disorient attacks... 

Glympse of the Abyss - Some Psionic damage could be added to any fear-inducing attack

ADDITIONAL EFFECTS ENHANCEMENTS

Decimation (Lvl 25-40) Acc/Dam Acc/Dam/End - Chance for Buildup - Dam/End - Dam/End/Rech - Dam/Rech

Devastation (Lvl 30-53) Acc/Dam - Acc/Dam/End/Rech - Acc/End/Rech - Chance to Hold Dam/End - Dam/Rech

Entropic Chaos (Lvl 20-35) Acc/Dam Chance to Heal - Dam/End - Dam/End/Rech - Dam/Rech

Excutioner's Contract (Lvl 20-53) Acc/Dam - Chance for Sleep - Dam/End - Dam/Int - Dam/Range - Dam/Rech

Kinetic Combat (Lvl 20-35) Acc/Dam Chance to Knockdown - Dam/End - Dam/End/Rech - Dam/Rech

Mako's Bite (Lvl 30-53) Acc/Dam - Acc/Dam/End/Rech - Acc/End/Rech - Chance for Lethal Damage - Dam/End - Dam/Rech

Positron's Blast (Lvl 20-53) Acc/Dam - Chance for Energy damage - Dam/Acc/End - Dam/End - Dam/Range - Dam/Rech

Pounding Slugfest (Lvl 15-30) Acc/Dam Chance to Disorient - Dam/End - Dam/Rech

Scirocco's Dervish (Lvl 20-53) Acc/Dam - Acc/Rech - Chance for Lethal DoT - Dam/Acc/End - Dam/End - Dam/Rech

Sting of the Manticore (lvl 35-53) Acc/Dam - Chance of Toxic DoT - Acc/Int/Range - Dam/End - Dam/End/Rech - Dam/Int/Rech

Tempest (Lvl 15-30) Acc/Dam Chance of End Drain - Dam/End - Dam/Rech

Touch of Death (Lvl 25-40) Acc/Dam Acc/Dam/End - Chance of NE Damage - Dam/End - Dam/End/Rech - Dam/Rech


TRAVEL ENHANCEMENTS

Celerity (Lvl 15-53) +Stealth - End - Run Speed

Freebird (Lvl 15-53) +Stealth - End - Fly

Jaunt (Lvl 15-53) End - Range - Range/End

Quickfoot (Lvl 15-53) End - Run Speed - Run/End

Soaring (Lvl 15-53) End - Fly - Fly/End

Springfoot (Lvl 15-53) End - Jump - Jump/End

Time & Space Manipulation (Lvl 15-53) +Stealth - End - Range

Unbounded Leap (Lvl 15-53) +Stealth - End - Jump

HEAL ENHANCEMENTS

Doctored Wounds (Lvl 30-53) End/Heal - End/Heal/Rech - End/Rech - Heal - Heal/Rech - Rech

Harmonized Healing (Lvl 20-40) End/Heal - End/Heal/Rech - End/Rech - End - Heal - Heal/Rech

Miracle (Lvl 20-40) End/Heal +Recovery - End/Heal/Reach - End/Rech - Heal - Heal/Rech

Numina's Convalesence (Lvl 30-53) +Recovery and +Regeneration - End/Heal - End/Heal/Rech - End/Rech - Heal - Heal/Rech

Regenerative Tissue (Lvl 10-30) +Regeneration - End/Heal/Rech – End/Rech - Heal/Rech End/Heal

Triage (Lvl 10-30) End/Heal - End/Heal/Rech - End/Rech - Heal/Rech


RESISTANCE ENHANCEMENTS

Aegis (Lvl 25-53) +Psionic & Mez Resist - End/Rech - End/Res - Rech/Res - Res

Impervious Skin (Lvl 10-30) End/Res +Mez Resist - End/Rech - End/Rech/Res - Rech/Res

Impervium Armor (Lvl 15-40) End/Res +Psionic Resist - End/Rech - End/Rech/Res - Rech/Res - Res

Reactive Armor (Lvl 15-40) End/Rech - End/Rech/Res - End/Res - End - Rech/Res - Res

Steadfast Protection (lvl 10-30) End/Rech - End/Rech/Res - End/Res - Rech/Res

Titanium Coating (Lvl 25-53) End/Rech - End/Rech/Res - End/Res - End - Rech/Res - Res


DEFENSE BUFF ENHANCEMENTS

Gift of the Ancients (Lvl 15-40) Def/End +5% Run Speed - Def/End/Rech - Def/Rech - Def - End/Rech

Karma (Lvl 10-30) Def/End - Def/End/Rech - Def/Rech - End/Rech

Kismet (Lvl 10-30) Def/End +5% Accuracy - Def/End/Rech - Def/Rech

Luck of the Gambler (Lvl 25-53) +5% Recharge Speed - Def/End - Def/End/Rech - Def/Rech - Def - End/Rech

Red Fortune (Lvl 25-53) Def/End - Def/End/Rech - Def/Rech - Def - End/Rech - End

Serendipity (Lvl 15-40) Def/End - Def/End/Rech - Def/Rech - Def - End/Rech - End


PET ENHANCEMENTS

Commanding Presence (Lvl 10-30) Acc/Dam Acc/End - Dam/End - Acc/Dam/End - Aura Taunt & Placate Resistance for Pets

Edict of the Master (Lvl 15-40) Acc/Dam Acc/Dam/End - Acc/End - Aura 10% Defence Buff for Pets - Dam/End - Dam

Soveriegn Right (Lvl 25-53) Acc/Dam - Acc/Dam/End - Acc/End - Acc - Aura 10% Resistance (All but Psionic) for Pets - Dam/End


RANGED ENHANCEMENTS

Air Burst (Lvl 10-53) Acc/Dam - Dam/End - Dam/Range - Dam/Rech

Calibrated Accuracy (Lvl 20-53) Acc/Dam - Acc/Dam/Rech - Acc/End - Acc/Int - Acc/Range - Acc/Rech

Detonation (Lvl 20-53) Acc/Dam - Dam/Acc/End - Dam/End - Dam/End/Range - Dam/Range - Dam/Rech

Exploit Weakness (Lvl 10-53) Acc/Dam - Dam/End - Dam/Range - Dam/Rech

Extreme Measures (Lvl 35-53) Acc/Dam - Acc/Int/Range - Acc/Range/Rech - Dam/End - Dam/End/Rech - Dam/Int/Rech

Far Strike (Lvl 10-25) Acc/End - Dam/Range - Dam/Rech

Salvo (Lvl 10-25) Acc/Dam - Acc/Dam/End/Range - Dam/End/Rech

NON-RANGED ENHANCEMENTS

Blood Mandate (Lvl 25-53) Acc/Dam - Acc/End - Dam/End - Acc/Dam/End - Acc

Bone Snap (Lvl 10-25) Acc/Dam - Acc/Rech - Dam/End

Brilliant Leadership (Lvl 15-40) Acc/Dam - Acc/Dam/End - Acc/End - Dam/End - Acc - Dam

Bruising Blow (Lvl 15-30) Acc/Dam - Dam/End - Dam/Rech

Cleaving Blow (Lvl 10-53) Acc/Dam - Acc/Rech - Dam/End - Dam/Rech

Crushing Impact (Lvl 30-53) Acc/Dam - Acc/Dam/End - Acc/Dam/Rech - Dam/End - Dam/End/Rech - Dam/Rech

Focused Smite (Lvl 25-40) Acc/Dam - Acc/Dam/Rech - Acc/End/Rech - Dam/End - Dam/Rech

Maelstrom's Fury (Lvl 20-35) Acc/Dam - Dam/End - Dam/End/Rech - Dam/Rech

Multi-strike (Lvl 20-53) Acc/Dam - Acc/End - Dam/Acc/End - Dam/End - Dam/End/Rech - Dam/Rech

Pulverising Fisticuffs (Lvl 10-25) Acc/Dam Acc/Dam/End/Rech - Acc/Dam/Rech

Ruin (Lvl 25-40) Acc/Dam - Acc/Dam/Rech - Acc/End/Rech - Dam/End - Dam/Rech

Smashing Haymaker (Lvl 20-35) Acc/Dam - Dam/End - Dam/End/Rech - Dam/Rech

Thunderstrike (Lvl 30-53) Acc/Dam - Acc/Dam/End - Acc/Dam/Rech - Dam/End - Dam/End/Rech - Dam/Rech

Unquestioning Loyalty (Lvl 10-30) Acc/Dam - Acc/Dam/End - Acc/End - Dam/End

Volley Fire (Lvl 15-30) Acc/Dam - Dam/End - Dam/Rech

  • Invention Enhancements Spoilers End Here*

Costume Pieces

It has been stated by Positron that Wings were originally intended to be only part of the Invention System, not Issue 8's Veteran Reward System. But when the Invention System was bumped from I8 to I9, in order to keep promises to have wings in I8, angel and demon wings were added to I8. But the Invention system still contains the rest of the planned wings, including Dragon, Burnt, Fairy, and Insect wings. The textures for these other types of wings are already in the system with some of the latest I8 builds, and have been found by those exploring the game data files. Also found is what appears to be flight and porter packs as costume items, likely also for the I9 Invention system. Below is an image showing these textures. Also check out this link for a demo-record video showing what the additional wing types are likely to look like.
Top row, left to right: Dragon Wings, Burnt Wings, Fairy Wings
Bottom row, left to right: Vindicator logo, Flight Pack, Porter Pack, Insect Wings

File:Wingskf6.png
Click for larger version.

Temporary Powers

Those digging through the game files [4] have also found references to a number of temporary powers that appear to be intended to come from the Invention system. Examples listed include a Bat, Sledgehammer, Revolver, and "Etherial", which is basically a single use Phase Shift.

Badges

Inspirations

Base Items

Other

More Information

The following is from a post that discusses the results of accessing the university via a hole in the map.

Accessing the University

I saw a post saying that the bug in Steel Canyon's flight ceiling was back (you can fly over the War Walls and down under the map) and he had visited the University. Being the curious (okay, downright obsessive) sort, I logged on and went to try it out. As it is now, you can't actually enter the University (it boots you back above the map), but you can click anything on the edges of the Univesity (above, below, and on the sides). There are various Professors inside as well as 2 Guidance Counselors, and one Admissions Officer Lenk.

Because you cannot actually enter the University, maneuverability and camera panning are necessary in order to speak to contacts and complete the missions they assign you. Much of your time will be spend below the first floor of the University, looking up at the NPCs and objects in the building. By panning the camera, you can lock in the "blue hand" of a glowie and click the object. If you have it, Hover is invaluable. It offers more precise control than Fly does, and doesn't drift like Fly, meaning you're less likely to get booted above-ground again.

Procedure

Find Admissions Officer Lenk and accept the mission he offers to find and read the course syllabus. The syllabus is located on top of the counter Lenk stands behind. Pan the camera up to view it and click. Lenk will send you to Professor Boram.

Boram asks you to research Salvage at the short bookshelf to his right. He then sends you on a door mission to retrieve some salvage from the campus supply room. The Council are in the process of stealing it—defeat them and click the salvage glowy to complete. You will receive 12 pieces of basic salvage, after which Barom will send you to Professor Taylor.

Taylor asks you to research recipes. Do this by finding the computer on top of the counter in front of Boram. Click the computer facing away from Boram and return to Taylor. He will send you to Professor Chandler.

Chandler is quite difficult to reach. You must approach her from an angle and sidle in between the wall and the building. When you’re behind and to the left of Chandler, surge forward and click her. Alternatively, you could fly to the back of the University, where it meets the wall, and slide down from there. Once you've reached her, Chandler instructs you to look at the computer right in front of you and then instructs you about workbenches and asks you to craft something using the salvage you obtained from the mission. She then sends you to Professor Topffer.

Topffer gives you some general information about Inventions and asks you to search nearby storage bins for more info. He then sends you to Guidance Counselor Jones.

Jones tells you about Wentworth's and then asks you to read the board behind him. You can simply drop this mission if you have difficulty reaching the board, as it is the last in the arc.

You receive the Inventor Badge and should now know everything about Inventions!

Inventions

Invention Enhancements are a new 'type' of enhancement that provides exceptional bonuses to players. They can be slotted a 3+ to a person's level; however, they cannot be combined with other Enhancements.

Invention Enhancements do not expire as you increase in level.

The bonuses of any given invention enhancement is constant and based on the quality of the enhancement at the time it was built. Schedule A enhancements scale from 10% at level 10 to 40% at level 50. Schedule B enhancements scale from 7% at level 10 to 25% at level 50.

There are new 'sets' of Invention Enhancements. Each 'set' is made of single power enhancements that, working together, give excellent bonuses as long as the single power enhancements are part of the same 'set'.

Salvage

There are two types of salvage: invention and base. Invention salvage is used to create a variety of items; whereas, base salvage is used exclusively to build base items. However, at a loss, you can convert invention salvage to base, or base to invention salvage.

There are different rarities of salvage, which basically means how often or rarely you find certain types of salvage. The three rarities are common, uncommon, and rare.

Now, how would you know how to tell the difference, you ask? It's easy. The color of the name and the information listed in the information bar will tell you exactly how common (or rare) your salvage is.

You have an entire inventory devoted to salvage, which stacks, by the way. The amount of salvage that you can carry is limited at first, but as you increase in security level, that will grow somewhat.

Also, some of the fine folks here in Paragon City may have some tasks or missions for you. In exchange, they can give you move space.

Recipes

There are two variations of recipes: One variation is 'built in' to the workbenches here on campus and the other variation is a 'personal recipe'. Like your enhancements and salvage inventory, you now have a recipe inventory, which you can find by clicking on your Recipes tab under the enhancements window.

Recipes have different rarities as shown by the color of their name.

In brief: Common (at workbenches, but not dropped) are white, uncommon are yellow, rare are orange, and extremely rare are purple.

Each recipe tells you what it requires to 'build' it such as salvage components as well as influence for the use of the workbench.

If you're making an enhancement, you can 'mouse over' the enhancement icon and you'll see a tooltip that gives you more information about that enhancement. Now for other types of items, additional text is displayed to show you exactly what the recipe will build.

Recipe inventory size starts out at a certain size, but grows larger as you increase in security level. This is the same philosophy you learned about in your salvage class. And yes, like salvage, successfully completing certain missions or tasks will reward you with additional recipe inventory slots.

Workbenches

Workbenches are used to build items from recipes. They can be found in universities, or can be purchased for supergroup bases.

Click on the workbench to interact with it. Select a recipe and click the 'Create' button. If you do not have the required components, the button will be unavailable (grayed out).

Common recipes are found on the workbench; they do not need to be 'found'. Higher rarities, however, must be found and are single use. The number of uses for a particular recipe is displayed in the inventory or workbench window.

Results

Recipes can build the following:

  • Enhancements
  • Costume Parts
  • Temporary Powers
  • Badges
  • Inspirations
  • Base Items
  • other 'types' of Salvage

You MUST have enough room in your inventory in order to fit the results of your recipe. If you do not, the recipe will display this and not allow you to create it.

Once a recipe has been successfully used, the results will be placed in your inventory. The exception is costume parts, which will need to be 'picked up' at the tailor's. You may only create a costume part for the character you are currently playing. Lastly, you may not have another character within your account pick up this costume piece.

Currently, the workbenches only allow you to convert invention salvage into tier 2 base salvage, not base salvage into invention salvage.

Wentworth's

Wentworth's has just established consignment stores in greater Paragon City for all your buying and selling needs.

Do you need a specific piece of salvage?

Do you have recipes or enhancements you don't need?

Looking for that rare item for your special someone?

We can help!

Come visit us today in Atlas Park, Kings Row, Steel Canyon, or Talos Island. We're always open!

For more information, speak to our Information Representative.

Crafting

To craft an enhancement, simply click on a workbench and select the enhancement you want to create. If you have the required salvage, click "Create" and your new enhancement will appear in your enhancement tray (if you have room—if not, you will not be allowed to click create). Start crafting!

Screen Captures