Library of Treasures II ...finally!

Discussion in 'Announcements' started by Guy, Nov 3, 2013.

  1. Guy

    Guy Admin admin

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    Initially, I didn't intend to make this thread until the new Library of Treasures was "finalized." That is, it didn't have any dead links, and all the new races were put in completely. Despite that, we're already beginning to use the new Library, and I'm getting a lot of questions which could be answered just by posting this thread.

    Three weeks and thousands of edits later, and this is what we have to show for it. From this point forward, Hyrule Castle will officially be using what you can find in that link as our new Library of Treasures. Of course, you can more conveniently get there by clicking the Library button beneath the banner. It is still very much a work-in-progress, so I'm eager to hear any suggestions (or even complaints) you have about it. As for characters...

    First, know that any treasures your characters currently have need not be affected. Several treasures and professions were removed from the Library outright, but if you have such a treasure, you are "grandfathered in" and do not need to lose it. If an effect was vastly changed, you can forever use the old version as it reads in the old library, so long as you make it known that you are doing so. Note that the old library will be archived, but it will never be deleted for as long as HC stands.

    Many treasures previously had an effect which only applied if your PWC was high enough. Now, these additional effects are separate augments, which can be gained as "add-ons" to the original treasure. If you previously had a PWC high enough to gain the effect, you may gain the corresponding augment for free.

    If a treasure you obtained previously has increased in price, you will not be expected to pay the difference; if it has decreased in price, you will not be reimbursed.

    Finally, note that if you want to change the current treasure(s) of your character(s), this will be reviewed on a case-by-case basis. Let me know in a thread or PM what you want to change, and I'll see what we can do. As a general rule of thumb, changes which suit the character would be allowed; changes which aim to take advantage of either (1) price changes or (2) the opportunity to completely alter the character, will be rejected.

    Below are listed universal changes made across a large portion of the library, changes to fields, changes to individual treasures, and completely new treasures that have been added. Reading universal changes could be important, but the rest might only matter to you if a treasure you have is concerned.

    Universal Changes (open)
    - Motherfucking MediaWiki. Everything is on its own page, everything links, virtually everything is categorized in every meaningful way, etc. These fingers bled for your convenience.
    - There is no longer a distinction for "Unique" treasures; all of these have been made into normal treasures. Race-exclusive treasures and the like still have prerequisites. Profession-exclusive treasures have either been made available as normal treasures, or removed. All location-specific warping songs (which were never obtainable anyway) were tentatively removed.
    - For most treasures, cost has been standardized into seven levels of cost: Lowest, Lower, Low, Normal, High, Higher, and Highest. The fluctuation in costs between X5 and X1 has been greatly narrowed for most treasures, particularly more expensive ones. This has caused virtually all treasures without a static cost to change in cost. Generally, the new cost(s) were designed to be as close as possible to the average of X5 and X4, which has caused X3, X2, and X1 costs to be greatly reduced.
    - Every character, regardless of the player's position as Newcomer/Regular/Veteran, can get one Major treasure at its normal price. Any Major treasure beyond that has an increase to its price. This is stated on every Major treasure's page.
    - Literally every treasure's description has been revised in some way, usually either to provide more detail about the treasure, or to make sentences flow more naturally.
    - A new feature known as "Hero's Choice" has been incorporated. A list of Choice treasures is visible on the Library's main page, and on the page of every Choice treasure.
    - References to Common-tier, Magical-tier, and God-tier have been removed. If a subject is not powerful or otherwise significant enough to be a treasure, it is only referred to as a "common item" or "mundane item," which has "no rupee cost."
    - PWC has been trimmed to only function for pricing, not for effects. As such, many effects which only activated with enough PWC have either been removed, or made into augments (see below), as previously stated. Effects which fluctuated with one's Power now depend on the user's "strength," etc.
    - Many treasures now have "augments" included on the same page. An "augment" effectively functions like an "add-on" to the original treasure. By paying for another treasure, a character augments a treasure they already have. (For instance, Roc's Cape is an augment to Roc's Feather.) These replaces some treasures which require a specific prerequisite, in addition to effects which were once tied to PWC. Augments can either be simultaneously gained as part of the original treasure (one bulk "purchase"), or acquired separately at a later time.
    - Extremely few treasures now have "variants" included on the same page. For instance, Fire Rod is a variant of Fire. The effect is the same, the cost is the same, and the PWC aspect is the same; the only difference is that one is a Magical Item while the other is a Spell. This is mostly limited to canonical variants on the same idea.
    - Numerous more treasures now have a static cost regardless of PWC. These treasures are either very inexpensive, considered "common" in Hyrule, or for some reason should not be assigned to a specific aspect of PWC.
    - Many old treasures can now explicitly be used as materials, including Ember Seeds, Chill Seeds, Glow Seeds, Deku Nuts, Roc's Feather, and more.
    - Numerous offensive spells, to include all variants of Fire/Magic Bolt, all variants of Fire Enchantment/Ice Enchantment, all variants of Electric Aura, Aqua Grenade, and a few others, can now have their casting times reduced by a new treasure called Magic Power.
    - HC was intended to not have classes, but, certain custom professions have long been used as pseudo-classes. As previously implied, anyone who previously had such a profession may continue to use it. However, for future characters, all four "Priest/Priestess" professions have been removed, Spell Scholar has been removed, Bombcraft has been removed, Mask Collector has been turned into a Major treasure, Merchant has been removed, Cartography has been removed, Minstel has been turned into a normal treasure, and Alchemist's abilities have been incorporated into Crafting. Most treasures which were once exclusive to a Priest(ess), Alchemist, or Bombcraft are now (or soon will be) obtainable (or craftable) as normal treasures. Just as Crafting was made a separate standard treasure from Professions; Profession is now a separate, standard treasure which only has the benefit of supplemental rupee gain.
    - Racial treasures have seen considerable revamp. In the new system (which I have yet to officially describe), a character gets any innate racial perks of his race for free, and then can select up to three more racial perks between his race's perks and the general list of perks. Largely because of this change, there are many more racial abilities for existing races, and some abilities which were once race-exclusive can now be obtained by others.
    - Any treasure which controls another sentient being is now explicitly a "crime" in Hyrule. Obviously, that doesn't mean you can't do it anyway... :haa:


    Changes to Fields (open)
    - Eight new fields have been added: Cut, Earth, Forest, Control, Sense, Bodygear, Headgear, and Handgear.
    - Eighteen old fields have been removed: Blade, Boomerang, Bow, Claw, Clone, Jump, Magical, Mask, Mechanical, Mirror, Organic, RC, Ring, Scry, Spin, Statue, Weather, and Wrist. Most of these have been incorporated into one of the new fields, or split between other fields. Mask has been effectively renamed to Headgear; and Ring has been incorporated into Handgear. Mechanical, Mirror, and Organic have been incorporated into a treasure's classification. Scry has effectively merged with Sense. Excluding those six fields, all the other removed fields had less than 10 treasures which used them.
    - Largely (but not entirely) because of the above additions & removals, many treasures have seen a change to the fields under which they fall. Some treasures were given fields they logically should have had before.
    - Cold has been renamed to Ice, adhering to canonical nomenclature.
    - Communication has been shortened to Communicate.
    - Conjuration has been renamed to Summon, adhering to canonical nomenclature.
    - Dark has been renamed to Shadow, adhering to canonical nomenclature. Although both are used often in canon, it seems Shadow is more common when referring to the element, as in "Sage of Shadow." Dark is almost never used as a noun, but instead is used almost exclusively as an adjective, i.e., "Dark Lizalfos." Fields are preferred to have only nouns or verbs as names.
    - Empowerment has been shortened to Empower.
    - Enchantment has been shortened to Enchant.
    - Explosive has been renamed to Bomb, adhering to canonical nomenclature.
    - Healing has been shortened to Heal.
    - Theft has been renamed to Steal. The prior implies only physical objects are taken.
    - Transformation has been shortened to Transform.


    Changes to Individual Treasures (open)
    Excluding changes in field, price, augments, or phrasing, individual treasures have seem some significant alterations. They are listed alphabetically, by treasure name:
    - Arcane Bolt has been renamed to Magic Bolt. ("Arcane" does not inherently mean magical, it means ancient and secret. It's also never used in canon.) Like several other offensive spells, it now ties into Magic Power. Like Magic Rod, it can now be affected with the Fire Enchantment and Ice Enchantment.
    - Arcane Weapon has been removed. It's name sounds like something out of Zelda; it's extremely expensive for what it does; it tries to add more to Crafting, but is useless compared to a weapon made of cheaper materials.; it attempts to add treasures which are arguably one-of-a-kind in canon. In short, it takes away from the Library more than it gives.
    - "Archmage's Pathfinder" has been renamed to "Mage's Map." ("Archmage" never appears in canon, and "Pathfinder" implies something other than what this spell actually does.) It now has a specified, longer casting time. The description has been altered to make the map seem less precise when it comes to traps, making them fit in more with the enemies and treasures it vaguely locates.
    - Ballad of the Wind Fish is now based on Courage instead of Wisdom. (Songs are generally based on Courage, just as Spells are generally based on Wisdom.)
    - Banish has been removed. In short, it's either overpowered or useless. To elaborate, it seems to be used almost exclusively in Arena Fights, as it offensively targets other characters, but gives no definite indication that is an avoidable effect, yet is capable of devastating any character which relies on Summons. Outside of facing such characters in the Arena, it's only apparent use would be to control another character's pet/mount/companion outside of an Arena Battle, and thereby can be used to "legalize" god-modding.
    - Bardic Twill has been removed, as its only apparent effect(s) are vague and mundane, and qualify more as a mundane/common item than a treasure.
    - "Binding" was shortened to "Bind."
    - Blitz is now performed explicitly "shoulder-first." Otherwise, it can arguably be used to create a virtually unavoidable lethal attack in melee combat.
    - Business is now a universal racial perk, letting any race obtain it
    - Calm has been renamed to "Calm Weather," and given a more explicit effect.
    - Candyman has been removed. Let's ignore the fact it makes no sense. If used on an ally, it enables one to use all and any of that ally's treasures for free. If used on a Dungeon Boss, NPC, or the Arena Lord, it can basically be used to become godly for about five minutes. This isn't even considering the fact a temporary NPC could pop up with a Major treasure for the player to "experiment with" at least once in every quest or dungeon he does. In short, it's far too abusable in far too many ways. Really, it reminds me of Shenjun... *shudder*
    - Captivating Dance is now a variant of Kamaro's Mask, rather than a standalone treasure.
    - Capture Staff is now based on Power instead of Wisdom; this is more true to its original appearance in the animated series, where no magical expertise was needed to wield it. On HC, its effectiveness is determined by how hard the cane is swung, making Power seem more appropriate.
    - Clawshot is now an augment of Hookshot, rather than a separate treasure.
    - Compaction Pouch has been renamed to Adventure Pouch, as SS made it a canon item. It can also now be crafted by a Tailor or Botanist.
    - Corruption's limits were quantified, and it no longer has Dark Affinity has a prerequisite.
    - Crafting has seen considerable expansion, and has greater benefits.
    - Cross has been incorporated into the Lens of Truth. Either treasure can be gained in place of the other.
    - Curse of Time Passed has been renamed to "Curse," and includes several other options for self-inflicted curses. It has been cheapened to 50 rupees. I still don't understand why someone would want this, but hey.
    - Dark Affinity has a more defined effect, and is no longer intended only for spellcasters.
    - Deku Nut Production has been merged into Deku Nut Supply.
    - Double Rupoor is now an augment of Rupoor Supply, instead of a standalone treasure.
    - Double Spinning Lariat was... removed. Unless I'm misunderstanding something, it can't make sense with real physics, and can't be explained with "because magic." It can only make sense in a video game because objects can pass through one another (or "clip").
    - Fairy has been tentatively removed. (No one was ever allowed to obtain it, anyway...) It is planned to be reitroduced in an obtainable form later on.
    - Fairy Song has been removed. There was no apparent way of acquiring this Unique treasure, it requires the intervening of a staffer whenever it is used, and enables the user to do something which shouldn't necessarily constitute a treasure unless it's done repeatedly.
    - Farore's Wrath has been removed. As with all removed treasures, anyone who already has a Farore's Wrath can keep it, but it's essentially no different than a crossbow. While it does shoot at about thrice the speed(!), anyone who would be close enough to see the attack and react to it wouldn't have a greatly lessened chance of doging it--and either projectile lethally penetrates platemail. The differences are a bit too minor for it to qualify as a Major treasure...
    - Fire Control has been given more defined limits and capabilities, and has augments which can increase its power.
    - Fell Transformation is now based solely on Power, rather than every aspect of PWC. It no longer has prerequisites.
    - Fire Condenser has been removed. It can either be used to create something fire can do on its own (spread), or be used to repeatedly combine different fires to create fire hotter than the center of the sun, or other overpowered effects. Its effect is thus either vague and borderline common, or can be used to achieve an overpowered offensive effect.
    - Fire Curse has been renamed to Weapon Curse. It can now also be used to apply either a cold or electric curse to a weapon, instead of only a heat curse.
    - Fire Rod has been incorporated into Fire. Either treasure can be gained in place of the other.
    - Force Enchantment is now a variant of Wind Enchantment, since both end with a similar effect.
    - Frost Hide has been renamed to Yeti Hide.
    - Gaia's Blessing has been renamed to Blessed Boots. ("Gaia" is a Greek goddess never mentioned in canon.)
    - Gale Seeds effect was dramatically toned down, and a Supply of them can now be acquired, like most seeds.
    - Green Potion can now be obtained in a supply form, costing 10 times the cost of a normal Green Potion. Only one potion can be used from the supply PerQuest.
    - Hookshot is now based solely on Power (mainly because the fluctuation in cost is much lower), as being able to use it--to hold on for the ride--is a feat of power. Its augments, however, are based on Courage.
    - Hurricane Spin is no longer a Major treasure, but is a very expensive augment to Spin Attack, and will always daze the user regardless of the user's Power.
    - Ice Rod has been incorporated into Ice. Either treasure can be gained in place of the other.
    - Ice Shell now requires the user
    - Inner Fire was merged into Rage. Now that treasures' power don't depend on PWC, the two have a virtually identical effect.
    - Jump now has an augment called Glide, which functions as counterpart to Roc's Feather and its augment, Roc's Cape.
    - Jewel of Control now has a set cost, and isn't based on any one aspect of PWC.
    - Kything has been renamed to "Sympathy." The prior term is tied tightly to a novel series which has nothing to do with Hyrule.
    - Lanaryu Copper has been incorporated into Elemental Gem.
    - Longshot is now an augment of Hookshot, rather than a separate treasure.
    - Magic Crystal has been removed. It effectively allowed the user to "double" a spell's power when it matters, for a low price considering this could be interepreted for Raise Dead to raise two corpses, or Thunder to have twice its power unleashed in half the time.
    - Magic Rod has been incorporated into Magic Bolt. Either treasure can be gained in place of the other.
    - Pegasus Seeds have been weakened, but are no longer only SingleUse treasures. Their original effect crossed the line into legalized god-modding in Arena combat, as one could arguably dodge unavoidable attacks, while routinely performing attacks which couldn't be dodged.
    - Prophet's Bargain is now an augment of Gift of Prophecy, rather than a separate treasure.
    - Raise Dead is now considered a Major treasure. (I mean, really.)
    - Reaction Bracelet has been tentatively removed. While a novel concept, the ability to halve one's reaction time can be interpreted as legalizing god-modding in Arena combat, as one could arguably dodge unavoidable attacks.
    - Red Potion can now be obtained in a supply form, costing 10 times the cost of a normal Red Potion. Only one potion can be used from the supply PerQuest.
    - Residence has been removed. Any home which doesn't involve treasures is effectively common (if large), and doesn't constitute being a treasure.
    - Ring Box was removed. Frankly, it's just silly. A character should be able to slip a magical ring into her pocket if she doesn't want to wear it.
    - Roc's Cape is now an augment of Roc's Feather, instead of a standalone treasure.
    - Roc Satin was removed, because its effect is vague and can be interpreted to be common, and not constituting a treasure.
    - Rupee Riches is now a universal racial perk, available to any race
    - Scent Ring was vastly weakened, to prevent it from being an inexpensive excuse to mind-control every non-hostile NPC. Its new effect, while similar, is more appropriate to the treasure's cost and status as a non-Major treasure. Finally, it has been renamed to Aroma Ring, to prevent the assumption that it has a similar effect to the Mask of Scents.
    - Sense Ring's effect is now an augment of Sense, rather than a separate treasure. (I'm not sure why a treasure which literally had the same effect (and more) was cheaper...)
    - Spark Heel is no longer Major, but is more expensive. It has been incorporated into Melee Magic as an augment.
    - Spark Smash has been incorporated into Melee Magic as an augment.
    - Spirit Arms has been removed. It had two effects: summoning weapons and canceling magic. The prior could be acquired verbatim from a similarly-priced treasure called Summon Instrument. The latter was apparently able to cancel "any magic" with contact, causing the magic to "fade into non-being." While perhaps not the original intention, this could arguably be used to instantly kill any magically-summoned creature with a touch, cancel out the effects of a healing spell like Life, negate a spell as powerful as Thunder, and negate the effects of any enchantment or magical-material just by touching it, among other overpowered uses. Something like that would be iffy for a Major treasure, let alone a standard one costing 30 rupees which can be used repeatedly without consequence.
    - Specialty has seen a revamp, in accordance with the change to PWC prices. It still decreases Specialized field costs (by one "cost level"), and increases unspecialized field costs (by 5 rupees), but no longer affects the price of set-cost items.
    - Spire, like several other offensive spells, now ties in to Magic Power.
    - Sub-specialty has been effectively incorporated into Specialty.
    - Summon Keese, Summon Like-Like, Summon Floormaster, and Summon ChuChu now tie in to the Summon Power treasure.
    - Summon Instrument has been renamed to Summon Implement.
    - Summon Phantom, a Major treasure, now requires one level of Summon Power.
    - Terror Miasma has been removed, as treasure effects no longer depend on PWC, which... this treasure completely revolves around.
    - Transformation Mask now has a set cost regardless of PWC.
    - Vampirism has been slightly reworked; it no longer mentions the "PWC scale," and grants a slight cost reduction of four vampire-like treasures. Of course, it's also no longer Unique.
    - Void Wave now has a prerequisite in Fire, Ice, Magic Bolt, or a similar spell.
    - Wizard's Foot and Warlock's Punch are now based on Power instead of Wisdom, despite being spells.
    ...and admittedly, several things I've likely forgot or forgot to write down.


    New Treasures (open)
    - Barrier
    - Binding Stone, a material for Blacksmiths, Woodworkers, and Tailors
    - Black Tunic
    - Bonus Treasure, a universal racial perk
    - Cane of Tremors, and its augment, Cane of Echoes
    - Centaur Speed, an innate perk for Lynels
    - Child of Snowhead
    - Combat Companion
    - Compaction Juice Supply, a variant of the Gnat Hat
    - Compaction Seed, a material for Botanists
    - Compaction Thread, a material for Tailors
    - Darknut's Destiny, a racial perk for Darknuts
    - Desert Strike
    - Dodongo Hide, a material for Tailors
    - Down to Earth
    - Elemental Gems, materials for Blacksmiths and Woodworkers
    - Evil Crystals, a material for Blacksmiths, Woodworkers, and Tailors
    - Exception, a universal racial perk
    - Fairy Magic, a racial perk innate to Ascending Fairies
    - Foreign Language, an innate racial perk for several races
    - Frigid Composition, an innate racial perk for Yeti
    - Gift of Light
    - Gold Tunic
    - Gratitude Crystals, a material for Blacksmiths, Woodworkers, and Tailors
    - Heart of Darkness
    - Heart of the Forest
    - Hero's Legacy
    - Hover
    - Infinite Novel
    - Intrinsic Enchantment, a racial perk exclusive to Lynels
    - Major Gain
    - Magic Power
    - Memory Metal, a material for Blacksmiths (and Wonder Wood, a variant for woodworkers)
    - Message
    - Mount
    - Navigation
    - Nightvision, a racial perk for several races
    - On the Breeze
    - Ore Trade, a racial perk for Subrosians
    - Permanent Increase
    - Silver Scales, a material for Blacksmiths, Woodworkers, and Tailors
    - Shadow Ball
    - Shadow Enchantment
    - Shockwave
    - Skeletal Defense, a racial perk for Stalfos
    - Skeletal Offense, a racial perk for Stalfos
    - Smith
    - Split
    - Summon Power
    - Unusual Background, a universal racial perk
    - Wall of Hazards
    - White Hide, a material for Tailors
    - Wizzrobe's Talent, an innate perk for Wizzrobes


    Work to still be done.. (open)

    - Racial Perks
    - More Materials
    - Water Control, Wood Control, Earth Control
    - Vehicle/Legendary Vehicle
    - Unique Mount

    Alchemist
    - Mixology
    - Toado Potion
    - Golden Finger
    - Sticky Bomb
    - Potion of Wizzrobe
    - Potion of Lynel
    - Potion of Darknut
    - Potion of Unyielding Flames
    - Potion of Tongues
    - Potion of Guardian Winds
    - Potion of Flight
    - Potion of Eternal Waters
    - Flame Tube
    - Fireworks
    - Deku Baba Potion
    - Baba Snake Potion
    - Baba Bird Potion
    - Elixir of Visions (remove)
    - Bombling Potion (remove)

    Bombcraft
    - "Bomb Protection Ring"
    - "Delay Blast"
    - Smoke Bombs
    - Mini Bombs
    - Landmine Supply
    - Frost Bomb (applicable to both Aqua Grenade and Bomb Bag?)

    - Blasting Cloak (?)
    - Toxic Bombs

    ~ Review all threads in Treasure Creation and Suggestions & Ideas
    ~ MediaWiki Pruning
    ~ Race Pages & Category:Race Fields

    ~ Place Pages[/s]
    ~ Various Glossary Pages?
    ~ New Character Creation thread
    ~ Guide thread
    ~Marketplace/Bank
    ~a grin most mischievous
    ~Role-Play! <3



    EDIT: Periodically, I'll be posting small follow-up announcements in this thread.
    Last edited: Dec 16, 2013
  2. Guy

    Guy Admin admin

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    I'm not sure if I should be surprised that no one's responded, or not.

    Anyway, there's been a few more new treasures since the first post:
    - Ball and Chain
    - Brace
    - Dark Blade
    - Disembodied, an innate racial perk exclusive to Poes
    - Dowsing
    - Enchanter
    - Fairy Tears
    - Four-Armed, a racial perk exclusive to Stalfos
    - Giant Kikwi, a racial perk exclusive to Kikwi
    - Hoarder
    - Hylian Heritage, a racial perk exclusive to Sheikah
    - Inheritance, a racial perk exclusive to Poes
    - Minish Veil, a racial perk exclusive to Picori
    - Leap, a Courage-based variant of Wizzwarp
    - Pulverize
    - Smoke Seed Supply, and its variant, Smoke Bomb Supply
    - Traveler
    - Wall of Hazards
    - Yeti Punch

    With this, every playable race will have at least five non-innate racial perks to choose from. That is, not counting the general perks available to every race.
  3. Guy

    Guy Admin admin

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    - The Library finally has a decent logo, replacing the yellow flower which served as a placeholder for far too long. In some browsers, seeing the new logo may require clearing your cache.
    - Descriptions of races, and the lore for the various places of Hyrule, are currently being incorporated into the Library. To reflect this, the Library is referring to itself as "Hyrule Castle Library" or simply the "Library," rather than the "Library of Treasures."

    There's also been a few treasure additions:
    - Bombproof Ring (canon / Bombcraft profession)
    - Everwood (woodworker material)
    - Giant's Mask (canon)
    - Harden (revived from an old suggestion by Tsubori, and combined with an ability on Hylian Shield)
    - Living Metal (revived from an old suggestion by Razgriz)


    My job has been heavier lately, so I've had less free time to work on HC for the past week... and will likely be a bit less apt to contribute over the next month or so.
  4. Guy

    Guy Admin admin

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    As you can see by clicking here, every playable race--including the new races--has its own page. All of the pages list the Racial Perks and starting PWC of the race, but roughly half of them don't yet have full descriptions.

    As you can see by clicking here, all of the place-based lore written by Bitoko has been put up in the Library. Some entries were updated a bit, and I added descriptions for certain places which lacked one, like the Lower Wilds. Death Mountain, the Twilight Realm, and "Hyrule" don't yet have pages. I have yet to go through the plot & plot posts, so the place pages may still need more updating.

    Oh, and there's this Marketplace thing now.
    Last edited: Nov 19, 2013