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User Info: xScorchedEarthx

xScorchedEarthx
5 months ago#1
Hello everyone, I have been an extremely dedicated and loving fan of Secret of Evermore. Although it has its flaws, for me it is my favourite childhood/SNES game. Unfortunately I never knew about this GameFAQ forum nor did I ever talk much about SoE with other people. I have read every single topic on this board and it was quite interesting (although I did already know most). I also liked the fan ideas a lot (5th region for example: https://gamefaqs.gamespot.com/boards/588645-secret-of-evermore/73939840 ).

It made me wonder a bit about new charm ideas. I believe there is room in the game for a lot more charms and who doesn’t/didn’t love collecting all of them? I’m sure I loved collecting all 100% of them and refused to leave the Nobilia Market before having everything.

Here is a list of new and interesting charm ideas. Their description (D). How to get them (H) and their effect (E). P stands for Prehistoria, A for Antiqua, G for Gothica and O for Omnitopia. H and either the letter P, A, G or O will be paired to show where and how to get the charm. You will quickly notice I am a very experienced SoE player and know the game inside out. I have been working a lot on the SoE wikia: https://secretofevermore.fandom.com/wiki/Secret_of_Evermore_Wiki

There would be two Charm tabs in the Pouch. Charm Tab 1 and Tab 2. Each tab can hold a maximum of 18 slots. In total these ideas would require 25 new slots in the Pouch. There are 14 original charms, which totals to 39 slots being required. Note that the player also needs to hold Rare key items here which may also require a handful of slots.

Charms that cannot be held in the Pouch will automatically be transferred to the bank. The bank can be accessed at any time by talking to Blimp, who will make a fancy interface appear. The player can store or withdraw charms from their bank and can carry up to 36 charms. There could be a game mode that would restrict the amount of charms the player can hold to for example 10.

Everyone should appreciate at least some ideas and although this forum is not so active anymore, I do hope people will give it a read and reply with a constructive comment or simply commenting which charm idea they liked the most or which charm they think should be added to the game. Enjoy!

User Info: xScorchedEarthx

xScorchedEarthx
5 months ago#2
[ Special Starting Charms ]

These charms would be acquired at the start of the game, in Omnitopia. If the player finishes the battle with 2x Guardbot at a specific HP value and Thunderball ammo amount, they will gain the Emblem of Evermore at a certain tier level. This charm is only for the hardcore players of SoE who want a challenging playthrough.

Emblem Description:
This emblem fills the carrier with great pride and regret.
Emblem Unlocks How:
Tier 1: 25 HP & Thunderball ammo
Tier 2: 16 HP & Thunderball ammo
Tier 3: 9 HP & Thunderball ammo
Tier 4: 4 HP & Thunderball ammo
Tier 5: 1 HP & Thunderball ammo

• Orb of Balance
D → The orb we always deserved and wished for, but never received.
HO → Can be acquired in the container next to the Bazooka pot.
E → All exploits, bugs and glitches are fixed and cannot be used/abused (like the Atlas glitch, dog-casting and many others). The Balance patch created by Ninakoru (GOD) is also applied. The Call Up formula gives (3 + Level/3) Call Bead amount per cast, rounded down.
(Balance Patch notes: http://www.romhacking.net/hacks/snes/patches/602readme.txt )

• Emblem of Evermore (Tier 1)
E → All enemies take 50% damage/deal 150% damage, healing is reduced by 50%.

• Emblem of Evermore (Tier 2)
E → All enemies take 33% damage/deal 200% damage, healing is reduced by 67%.

• Emblem of Evermore (Tier 3)
E → Tier 2 effect + all Status ailments last permanently (like Plague) and need to be cured 3x to be removed, all ailment inflict % rates are 100%. Evade % is always 0 (enemies never miss).

• Emblem of Evermore (Tier 4)
E → Tier 3 effect, but all enemies take 20% damage/deal 300% damage, healing is reduced by 80%.

• Emblem of Evermore (Tier 5)
E → Tier 4 effect + all ingredient requirements are doubled, all armor and charm effects are halved, CB spells require 2 Call Beads and the dog fainting results in game over.

☼ Currency gain is reduced by Tier level × 10%, with 50% reduction at Tier 5. Barrier and Aura also only last for 20 and 10 seconds respectively, for all Emblem tiers.

[ Collectable Charms ]

These charms would be acquired in the same way any other charm is acquired. They are usually a bit tougher to come by than the original ones however. Many of them add a welcome new aspect of balance to the gameplay or they fill a niche or they make ‘dead/unused content’ viable again. Some charms are the upgraded form of an original charm. Most of these charm ideas are realistic and could be easily implemented in the game, if the developers had wished to many years ago. They are listed in chronological order of being (possibly) obtained.

User Info: xScorchedEarthx

xScorchedEarthx
5 months ago#3
☼ PREHISTORIA (6)

• Jaguar Tail
D → Magical properties make this tail seem to be alive.
HP → Received as an extra free charm if the player spends at least 2,500 Talons at this merchant’s shop (Quicksand Field), without having obtained the Jaguar Ring.
E → Increases the move speed of the dog in wolf form by 100% when walking.

• Druidic Pouch
D → Strong Heart his personal prized possession pouch.
HP → Received as a reward from Strong Heart upon rescuing him and not receiving the ingredient reward but the currency reward. This only triggers if the player has defeated Thraxx at level 1.
E → Formulae that require 3 of an ingredient (like Acid Rain), will now only require 2.

• Poisonous Claws
D → Poison seems to drip from these claws endlessly. Better be careful with these.
HP → Received as a 10% drop from a Monster Prize (8/128) dropped by all three poisonous spiders. This means the effective rate is 0,8/128 or 0,625% or 160 kills.
E → Adds a 25% chance to the dog’s attacks to inflict poison to hit enemies. Deals the dog’s level as damage every 5 seconds for 30 seconds. This effect stacks.

• Golden Axe Handle
D → A gold ornamented handle which can be attached to any axe, improving grip and power.
HP → Defeat Salabog by only using the Axe at weapon level 1 to damage him.
E → Increases the power of all Axes by 50%. Triples the distance of the Level 3 charged attack.

• Raptor’s Fang
D → A fearsome looking fang. Dog attacks will be stronger.
HP → Received as a reward from the final pot in the Volcano Pipes being looted, if the player managed to kill all 5 Red Raptors in Prehistoria.
E → Increases the damage dealt by the dog’s level 1 attacks by 25% for all forms except Toaster form.

• Fiery Glasses
D → Fancy but powerful looking glasses. These will buff fire spells.
HP → Received from Fire Eyes’ evil twin when the player has allowed Magmar (Prehistoria) to heal up at least 1000 HP during the fight.
Applies to these spells: Flash, Fireball, Fire Power, Slow Burn, Flare and Heat Wave.
E → Treats offensive fire element spells as one alchemy level higher than they are (allows level 10 power).

User Info: xScorchedEarthx

xScorchedEarthx
5 months ago#4
☼ ANTIQUA (8)

• Enchanted Magic Gourd
D → The powers of this special item are not unknown.
HA → Talk to the Magic Gourd merchant again whilst having the Magic Gourd charm as your only charm. He will enchant it for 5 of each trade good.
E → Allows the player to carry up to 119 of an ingredient or trade good. Increases consumables max amount from 6 to 10.

• Chocobo Eggs (2)
D → The power of two Chocobo Eggs.
HA → One must first be bought from the Mad Monk and a second one must be find in a Ceramic Pot.
E → Increases hero and dog HP by 60.

• Talisman of Evermore (X)
D → A mysterious talisman … I wonder what it does. (X)
HA → Vigor can be battled again when entering the Nobilia Colosseum (without this charm). Each time the player defeats him he gains double his HP and the player takes an extra 50% damage from all sources. The game also speeds up by 5% each fight. After the second victory, the player will be continuously awarded this charm. This can be done an infinite amount of times.
E → Upon dying as the hero, he will be revived to full HP and be given complete immunity to all damage for 60 seconds. When this effect triggers, the charm crumbles to dust and a corresponding message is given. This charm is similar to how Pixie Dust/Regenerate work. Only one can be held at a time.

Extra Info:
X between brackets is the number of times the player has defeated Vigor. This is 2 upon receiving.
Vigor 5 (fifth battle) will have 1050 × 2^5 = 16800 HP and deal 250% extra damage. Sped up by 25%.
Vigor 10 will have 1050 × 2^10 = 537,600 HP and deal 500% extra damage. Sped up by 50%.
Vigor 20 will have 1050 × 2^20 = ±550,000,000 HP and deal 1000% extra damage. Sped up by 100%.

• Amulet of the Gods
D → An extremely powerful and rare artefact. It should never fall into the wrong hands.
HA/G → There is a 5% chance any Bead merchant will offer to sell this after the player has bought any amount from them. The charm costs 50 Call Beads and 100 Beads (requires the Enchanted Magic Gourd).
E → Increases the effectiveness of all Call Bead spells by 50% and triples the chances of receiving a Call Bead from a Monster Prize.

• Sacred Dust
D → Winds and gusts are notorious to blow this magical dust away.
HA → Received as a 100% drop if the Mini-taur in the Hall of Colossia drops a Monster Prize (8/128).
E → Doubles the chances of an enemy leaving behind a Monster Prize on death.

• Tribal Totem
DA → A strange totem, with tribal marks on it. It is said to help cure of illness and disease.
HA → Found in a container to the south-west of the Great Pyramid if the player has both Diamond Eyes but did not unlock Horace’s Call Bead magic yet. If the player does not, they loot 500 Jewels.
E → All Status ailments only last for 30 seconds. Curing the ailment in any way will result in the target also being fully healed.

• Fragment of Aegis
D → A small piece of Aegis that was recovered. It radiates energy.
HA → Received by Horace after defeating Aegis whilst owning at least 20 Call Beads.
E → Increases the energy restore/charge rate of the hero and dog by 25%.

• Shining Brimstone
D → It is very hard to look at because of how bright it is.
HA → Received instead of the 3 Call Beads in the container right before battling Aquagoth if the player has collected all ingredient spawns in the Oglin Caves whilst having Fireball equipped and at least 100 Brimstone ingredients (requires the Enchanted Magic Gourd).
E → Lights up dark places, revealing all walkable paths. This applies to the Oglin Caves, Air Vents, Dark Forest, Storage Room and Greenhouse. Also adds a 25% chance to not use any brimstone when using a formula that requires the ingredient.

User Info: xScorchedEarthx

xScorchedEarthx
5 months ago#5
☼ GOTHICA (12)

• Chocobo Eggs (3)
D → The power of three Chocobo Eggs.
HG → One must first be bought from the Mad Monk, second one from a Ceramic Pot and a third from the Ivor Tower Ally merchant.
E → Increases hero and dog HP by 60 and increases the HP multiplier of 9 to 10 per level. Along with the Orb of Mastery charm, it would allow a max HP of (23 + 60 + (100 × 10)) = 1083 or 1090 for the dog.

Extra info: The player can only acquire an egg from a Ceramic Pot once. If they acquire one from a pot first and trade it for the Magic Gourd, they will not be able to acquire the Chocobo Eggs (3) charm.

• Sacred Bone
D → A sacred bone for a sacred dog.
HG → Talk to the merchant that sells the Oracle Bone with the Dog to upgrade it to the Sacred Bone for 99 bone ingredients and 5,000 Gold Coins.
E → When the dog faints, there is a 50% chance the dog will instantly revive to full HP and gain double damage for 15 seconds. Keeps the effects of the Oracle Bone and makes the Stop alchemist his shop 50% cheaper. He will reveal that he is in fact not a poor but a very rich man and does not need the costly price he normally charges to come by.

• Amulet of Mastery (Uncharged)
D → This amulet can be charged with the souls of perished beings.
HG → Received as a reward for Defeating the 3x Bad Boy boss when the Hero is under level 15.
E → This charm becomes charged and active if the player has killed 500 enemies. Boss enemies count for 50.

• Amulet of Mastery (Charged)
D → You can hear the screams of countless souls when wearing this amulet.
HG → Charge the uncharged amulet.
E → Allows the Hero to charge up to one level beyond their weapon level. If the weapon is at level 1, it will be able to perform its level 2 charged attack. If at level 3, it will be able to perform its new level 4 charged attack, the energy bar will be charged, becoming fully red and filled along with small electrical sparks being displayed. Level 4 damage is 350% of base damage. (Level 3 is 275%).

- Bonecrusher Level 4:
The hero throws his bone like a boomerang. The hero will not have the bone on him anymore but will be able to replenish or charge up his energy, after the launch. The bone will return in a random arc, if the hero manages to catch the returning bone, the energy meter of the hero will instantly fill with 100% energy (Filling up from level 2 to level 3 for example). If the bone is not caught (due to obstructed movement or dangerous positioning being required) and lands on the ground, the hero his energy will remain at 0% until he picks up the bone or enters a new room.

- Sword Level 4:
The hero stabs his sword into the ground. All enemies within the radius of a level 3 charged sword attack +25% of that range, will be hit. This attack applies a 2 second stun/Hypnotize alchemy to all affected enemies. This attack never misses.

- Axe Level 4:
The hero summons four axes around him, protecting the hero like a barrier. All physical damage is reflected and deals 500% damage. This lasts 7 seconds. At the end of the duration, the axes fly out in all four wind directions. Any enemies hit will be slowed in move speed and attack speed by 75% for 5 seconds. The hero his energy remains at 0% for the duration.

- Spear Level 4:
The hero launches three spears in quick succession (over 1.5 seconds time). They are all level 2 charged (in terms of damage and mechanics) but also ignore all physical defense of the hit enemies. These spears stun their target for 0.5 seconds, locking them in place (allowing the hero to hit all three without knocking them back).

- Bazooka Level 2:
The hero shoots three ammo at once, in one missile which has double its size, hitbox and damage. Upon a successful hit, the missile deals area effect shrapnel damage to nearby enemies for 50% of its ammo power (half screen size around target). Knockback distance of the ammo remains the same.

User Info: xScorchedEarthx

xScorchedEarthx
5 months ago#6
• Dragon’s Spear
D → A tooth pick for a dragon, a spear for a boy.
HG → Defeat Timberdrake by only using Call Beads (no other actions).
E → This charm upgrades the Lance to the Dragon Spear, increasing its base power by 50% and its level 1 attack has 25% more range. It now visually looks similar to the spear that Timberdrake holds.

• Verminator’s Bag of Tricks
D → This bag seemingly has no bottom, offering infinite space and storage.
HG → Defeat Verminator by only using the Drain formula during the fight (no attack actions).
E → Triples the power of the Drain formula and makes it only cost 1 Root.

• Sterling’s Thunder-Spear
D → An ominous looking spear. This will buff water and electrical spells.
HG → Received from Gomi in Ivor Tower Sewers when spoken to and having all water and electric type spells unlocked, with an alchemy level of 3 or higher.
Applies to these spells: Acid Rain, Corrosion, Heal, Super Heal and Lightning Storm. Also buffs Storm and Electra Bolt.
E → Treats offensive electric and water spells as one alchemy level higher than they are (allows level 10 power).

• Royal Decree
D → This document makes wearing both armor pieces legal.
HG → Received when examining the hole and wires left behind by Camellia’s evil twin after defeating Mungola, with at least 20 Mephista and Old Nick kills.
E → Allows the hero to wear a ring as a fourth armor piece.

• King’s Crown
D → A royal crown. This will make me richer.
HG → Received after defeating Mungola, when speaking to the King as the hero.
E → Increases all currency gain by 10%. This becomes 40% if the dog lands the kill.

• King’s Staff
D → A royal staff. This will improve my skills.
HG → Received after defeating Mungola, when speaking to the King as the dog.
E → Increases all experience gain by 10%. If the hero is under ¼ HP, this becomes 20%.

• Tinker’s Tinkerbox
D → A beautiful box filled with writings and wisdom.
HG → Received as a reward if the player can acquire all 3 needed key items for the rocket under 15 minutes after obtaining the Windwalker.
E → Allows the hero to permanently use the Windwalker (even after having obtained the Aeroglider). It is parked outside Tinker’s lab, south of the rocket Launchpad (small new area). Increases the speed for both air crafts by 50% and makes landing an instant action (by use of the Enter button).

• White Castle Key Sigil
D → A sigil of a white castle and a key as a logo. It will boost Camellia’s magic.
HG → Received from the lady in the air vents in Ivor Tower as an extra reward if the dog is at least level 40 and has not yet received the Queen’s Key around his neck.
E → Increases the duration of Camellia’s Hypnotize and Shield Call Bead spells by 50%. The Shield Call Bead spell now reduces damage taken by 65% instead of 50%.

User Info: xScorchedEarthx

xScorchedEarthx
5 months ago#7
☼ OMNITOPIA (3)

• Faceless Mask
D → A mask without a face or a face without a mask?
HO → Received as a 50% chance reward from the Face boss if the player is at a level that is a multiple of 5 and if the player only uses the Reflect formula to kill the boss (no other actions).
E → Allows the player to unlock a Dry Ice merchant in Omnitopia in the secret Face boss room, selling Dry Ice for 8,000 Credits each. The merchant only sells 1 at a time when appearing. He only appears when the player has at least 10 Dry Ice on them.

• Nano Tracker
D → A small device, chipped into the dog’s brain. It can help find ingredients.
HO → Received from the Honey chest in the Storage Room if the player is already carrying 6.
E → Pings nearby ingredient spawns, making them lightly flash to notify their location.

• Orb of Mastery
D → The ultimate charm, displaying undoubted mastery of the player’s skill.
HO → Received when talking to Sidney Ruffleberg if the player is maxed out. All weapons and dog attack level 3, alchemy level 9, experience level 99 for both the hero and dog. All alchemy and Call Bead formulae unlocked.
E → Allows the hero and dog to reach level 100. The player may operate the vending machine in Sidney’s lab to change the colouring of their appearance (except the hero’s weapon).

† Final Word †

Many charms will require the player to do unusual things they have never done or achieved before in their normal gameplay. This is a wink to the Achievement System I designed for Secret of Evermore. GameFAQ topic link: https://gamefaqs.gamespot.com/boards/588645-secret-of-evermore/77702983
Google file with system link: https://docs.google.com/document/d/1ATZtWQUMtIPBBl7UM2P_HnZLSKI3atXaM5M-XjASx-s/

Big thank you for reading and coming this far! I spent 5 hours thinking, testing and typing, so let me know what you think!

Love <3
ScorchedEarth

User Info: mrjojo1267

mrjojo1267
5 months ago#8
Nice charm ideas you have there and plenty of them! You clearly gave this a lot of thought. Some comments on a few:

• Druidic Pouch

"Received as a reward from Strong Heart upon rescuing him and not receiving the ingredient reward but the currency reward. This only triggers if the player has defeated Thraxx at level 1.

So the Boy has to be level 1 for this to occur? If so, it would be pretty difficult to avoid killing anything and you have to make sure the dog doesn't kill any enemies (or maggots with Thraxx).

• Shining Brimstone

Lights up dark places, revealing all walkable paths. This applies to the Oglin Caves, Air Vents, Dark Forest, Storage Room and Greenhouse.

More of a story point-of-view but when it comes to the air vents, the boy would need reason to give the dog the charm.

• Verminator’s Bag of Tricks

Triples the power of the Drain formula and makes it only cost 1 Root.

Does this also affect Double Drain?

• Fiery Glasses

Treats offensive fire element spells as one alchemy level higher than they are (allows level 10 power).

Would be great if there was new animation when casting a level 10 formula.

• Sterling’s Thunder-Spear

E → Treats offensive electric and water spells as one alchemy level higher than they are (allows level 10 power).

Same as above. Also what constitutes as "water" spells? Although Heal uses water, Super Heal does not.

---

My thoughts about building on some of your charms:

• Jaguar Tail

Increases the move speed of the dog in wolf form by 100% when walking.

Would be fun if the boy received another ring where both this ring and the Jaguar Tail reduces the speed of the meter when running by 100 % (effectively doubling how long you can run for). This assumes the infinite-running exploit is removed.

• Tinker’s Tinkerbox

Allows the hero to permanently use the Windwalker (even after having obtained the Aeroglider).

I would like to see a charm where the player can call the Aeroglider at any time when outside (similar to Flammie in Secret of Mana).

• Nano Tracker

Pings nearby ingredient spawns, making them lightly flash to notify their location..

I would love to see some natural ingredients grow back in different spawn points when revisting the area after a certain amount of time has lapsed.

---
Thanks for posting this, loved reading your ideas!

User Info: xScorchedEarthx

xScorchedEarthx
5 months ago#9
mrjojo1267 posted...

Thanks for posting this, loved reading your ideas!


If the player defeats Thraxx at level 1, they will unlock this. Defeating Thraxx does bump the player's level to 4 immediately afterwards.

Shining Brimstone effect would also work when only playing as the dog.

It only triples the power of Drain.

Super Heal should actually not be included in that list now that I think about it, as it does not become stronger when leveled up. I did look at ethanol being a water-type ingrediënt, but then that would add more spells to this list. So it would only apply to Heal as the only defensive/light formula to be affected.

I don't see a way of 'calling' the Aeroglider (what button?) but it does seem like a cool addition! It could be an added effect of the Tinkerbox charm.

The Nano Tracker could be upgraded to sometimes also respawn already picked up ingredient spawns. Maybe at a 10% chance per 15 seconds rate when the dog is sniffing very closeby the spawn. This would mean that the Dry Ice and Meteorite spawn in the Boiler Room would be infinitely farmable.

Thanks for the comment <3

User Info: Arrghox

Arrghox
5 months ago#10
xScorchedEarthx posted...

Everyone should appreciate at least some ideas and although this forum is not so active anymore, I do hope people will give it a read and reply with a constructive comment or simply commenting which charm idea they liked the most or which charm they think should be added to the game. Enjoy!


darkmoon2321 had plans to do a Secret of Evermore editor to modify the areas, enemy spawns, texts, stats and much more, but we have not heard from him in a long time, I really hope that the project is still in mind because it can be a REALLY good way to make the forum more active.

I mean, we had a lot of to talk with rom hacks of SoE like the Balance Patch or the 2 Player Edition.
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