Soulstones


#1

Soulstones are a special type of drop that you can apply to your character for different types of buffs. They are equipped to a special fifth equipment slot or in a special extra tab, and upon equip, they will aid your current stats via percentage instead of raw increases.

There are three tiers to each type of Soulstone: Dim, Luminescent, and Vibrant. Each tier is much more useful than the one before, and will come with a slight drawback.

These tiered Soulstones drop from any place rings do, with a 5% chance to replace any tiered ring you’ll get. Tier 1 will replace Paramount, Tier 2 will replace Exalted, and Tier 3 will replace Unbound.

Each type of Soulstone follows a specific stat, and each have a “counter-stat” as well.

Soulstone Counterstats

Health / Mana
Attack / Dexterity
Defense / Speed
Vitality / Wisdom

Counterstats exist to oppose the other stat that is used by the Soulstone it is assigned to.

Soulstone Assigned Stats

Magenta - Attack
Soulstone%20Mgn

Red - Vitality
Soulstone%20Red

Orange - Dexterity
Soulstone%20Org

Gray - Defense
Soulstone%20Gry

Blue - Wisdom
Soulstone%20Blu

Green - Speed
Soulstone%20Grn

Purple - Mana
Soulstone%20Ppl

Pink - Health
Soulstone%20Pnk

All tiered Soulstones will follow this formula:

(Color) Dim Soulstone

A small and slightly bright (stone) that energizes the user’s (stat).

On Equip:
+4.5% (stat)
-2% (counterstat)
Fame Bonus: 1%

(Color) Luminescent Soulstone

A moderately sized and glowing (stone) that provides great energy to the user’s (stat).

On Equip:
+9% (stat)
-3.75% (counterstat)
Fame Bonus: 2%

(Color) Vibrant Soulstone

A large and elegantly cut, glowing (stone), filled with the magic to bring amazing power to the user’s (stat).

On Equip:
+18% (stat)
-6.5% (counterstat)
Fame Bonus: 3%

(Percentages only affect your base stat. Bonuses are not counted.)

Untiered Soulstones will also exist. They will not replace any drop, but will instead act as their own drop from a White Bag. They will use the ideas that Soulstones give, but in more diverse ways. These ones are more of concepts than the definitive tiered Soulstones.

Soulstone%20Lost

Lost Soulstone

A beautiful, white stone that hums with corrupted magic. It enhances the user’s defensive powers significantly, but for a cost.

On Equip:
+14% Defense
+14% Health
-2.5% Attack
-2.5% Dexterity
-2.5% Speed
-3.5% Mana
-3.5% Wisdom
Fame Bonus: 4%
Drops From: Void Entity, Marble Colossus, Malus, Lost Sentry

Soulstone%20Ancient

Ancient Soulstone

Slightly fractured but rejuvenated with the power of the Ancients. It fills the user with youth.

On Equip:
+10% Health
+5% Attack
+5% Defense
-7.5% Speed
-5% Vitality
-5% Wisdom
Fame Bonus: 4%
Drops From: Bes, Nut, Geb, Grand Sphinx

Soulstone%20Mad

Mad God Soulstone

A horned stone of darkened onyx and the essence of the Mad God. It brings destruction to any, even its original owner.

On Equip:
+12% Attack
+12% Dexterity
-5% Defense
-5% Health
-7.5% Speed
Fame Bonus: 4%
Drops From: Oryx the Mad God, Stone Guardians, Janus the Doorwarden

That’s the end of the post for now. It’s definitely all up for criticism and changes, so don’t feel afraid to give a critique, as it helps a lot.

Thanks for reading!

Edit 1: Added clarification for Soulstone effects and bonuses, and adjusted Soulstone percentage values.
Edit 2: Buffed Lost Soulstone a bit.


#2

imagesCTX2KNOD
you knew this was coming


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#3

i can’t believe you’ve done this.


#4

To be honest, I like the idea. reminds me of a certain pserver though :thonk:
Allows for essentially more powerful characters (or more specialised but I can guarantee att stones would be used all the time due to more damage usually, health over mana because only HP is truly important cause you die if it hits zero, defense over speed unless you rush all the time because speed stats are usually decent anyway and wis over vit because vit is useless and wismod is now a thing). Instead of just pumping out higher tiers and more powerful UTs this would help a lot if there is to be some sort of even harder content in realm.
It would definitely need balancing instead of the same % for all the stones, because health points are usually about double that of mana points, for example.


#5

we do not speak its name.

Very understandable. I’m simply following how the tiered rings work since that’s generally an accepted system of things. Obviously, some are better than others, but making it biased for or against some stats may look a bit bad in the long run, so I kept it the same throughout, which is even more balanced out than Health/Magic ring ratios.

Definitely. It can already help depending on what you choose as a stone as is and make even more unique character builds and combinations.

I won’t beat a dead horse and explain my earlier point again for convenience.


#6

Overall, good job though :+1:


#7

-How would this work with Tinctures and other such consumables?

Would your percentages also apply to them or only to the sum of the base stats and the equipment bonuses and maluses?

-Are percentages really adequate for RotMG?

Maxed stats generally reach between 50 and 75. Since this game rounds percentages down, this means a 3.5% malus is going to translate to -1 or 2 points of a stat most of the time.Hp and Mp use higher numbers, but even then we’re talking about penalties in the -20 range.

If you tried to correct this by increasing the percentages, you’d make certain Soulstones unusable except in meme builds. Nobody wants -100 Hp or -10 Def on their character unless they really don’t care whether it lives or dies.


#8

This is something worth noting, actually. I may restrict these to not apply to consumables, and I may even only have it affect your base stat, I’m not entirely sure.
(Second thought, only base stats sounds better.)

There’s already percentages for effects and for some shot damages if low enough, so applying it to stats would add flavor to them, too. It would also allow more unique takes on things like equipment, rings, and even some new, wacky effect. It may be a bit different, but I think it could fit into Realm if given a chance.

I may increase the negative percentages to be a bit more fair (again), but not extreme. Probably something, like, -4% and -7%, and add -2.5% to Dims.

You brought up some helpful stuff, so thanks a ton for that.


#9

I think it’s a good concept, but as others have said, it needs some tweaking.
I feel like since some items already buff one stat and lower another, this is sort of redundant in some aspects. But, I agree it would add an entirely new dimension to the game to have a fifth stone slot, though it would take some work to pull off.


#10

woah. 9.5/10 idea


#11

Some items taking away from other stats is definitely still viable, as you’ll be gaining or losing a percentage of something else when you actually use a stone. You’ll still lose all that 10 Dexterity from CC, and even if you gain it back by using a Dexterity Soulstone, you’ll be losing Attack in its place.

I’ll also announce the small update here to help my response that these effects will not apply to bonuses, only your base stat(with thanks to RMG). This will make it not take away from the reduction at all, nor add onto the high bonuses of things like Crown.


#12

Though you’d only want more dex on a Paladin (samurai doesnt count ever) and he can buff his attack up. But yes, fair points raised


#13

That’s really why percentages matter in this case a bit over just straight increases, as it’s MUCH different than how normal stat increases work. You can get more use out of one stone than another on some classes in different combos than with rings. It adds a different system of stats and possibilities over rings while not taking away from the rings themselves.

If it’s just a fifth slot for a different kind of ring, that’s not interesting and would be very divided. Percentages are more unique and more deserving of a new slot.


#14

5th slot for ring, double omni eksdee


#15

The idea is cool but could definitely use some work.

Maybe we could get a feature similar to the ‘runes’ feature from a pretty popular game that’s extremely similar to RotMG wink wink


#16

although that’s exactly what I was thinking of


#17

no pls


#18

The system doesn’t need to be the exact same, its just the closest system to what I think this should be.

although that feature is pretty fun to mess around with over there.


#19

Oh my goodness. I love the artwork and the concept. You sure have put effort into this. I would love to see this in-game.

Just on a side note, you’re a part of the herd, aren’t you?


#20

…
no idea what this means