>>And finally, what about enchanted items that can manipulate current things into single items? For instance, you could enchant a sack with a "consolidation" enchantment which would let you put x-number of things into the sack and once closed, it would act like a single count item. As soon as you open the sack, the enchantment dissipates and the sack and all the items in the sack go back to the normal item count. You could ANALYZE the sack when it is closed to see the contents. Along this line, could also have some sort of weight reduction enchantment too.
Item combiners are extremely memory intensive, difficult to code, and unlikely to become a widespread thing. Damn game engine just has limits :(
We do have plans to make containers that hold more and/or reduce the weight of what is placed inside, however.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DR-KODIUS
DR-KODIUS
Re: Decisions
04/21/2014 10:29 PM CDT
>>The heavier mirror weapons aren't hit as hard, the mirror LE are still capped at mod puncture and basically nothing else. Even with a mirror flamberge, squanto found that a big tyrium greatsword hit harder and worked better in combat. They need some TLC and addition to the enchanting system.
What was the weight of the greatsword versus the mirror flamberge? Heavier weapons will generally have a higher damage cap and require more stats and use more stamina as a result. After 3.1 is out I need to spend some time testing and tweaking the impact of balance and suitedness.
At present, there is no special messaging for critical hits or misses. Once I add that I suspect folks' opinions will change on a number of weapon types too..
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
What was the weight of the greatsword versus the mirror flamberge? Heavier weapons will generally have a higher damage cap and require more stats and use more stamina as a result. After 3.1 is out I need to spend some time testing and tweaking the impact of balance and suitedness.
At present, there is no special messaging for critical hits or misses. Once I add that I suspect folks' opinions will change on a number of weapon types too..
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
MOCKERJB
Re: Decisions
04/21/2014 11:09 PM CDT
<<What was the weight of the greatsword versus the mirror flamberge? Heavier weapons will generally have a higher damage cap and require more stats and use more stamina as a result. After 3.1 is out I need to spend some time testing and tweaking the impact of balance and suitedness.>>
You really hit on it there. Balance seems to serve essentially no purpose when you have weapon boost/stat boosts that get your OF to the cap to-hit. I notice a bit of help from balance on the to-hit side of things as a MM, when I'm fighting without weapon buffs, against a very challenging opponent/critter. However, if I throw up Righteous Wrath and/or a prediction, the heavier weight poor balance weapon clearly outshines the better balanced weapon. At Squanto's range, the weight of a 135 stone sword is not prohibitive, and he doesn't need extra balance because he's already making contact with whatever he wants to hit. I think balance needs a place in the damage amplifiers, or knock down, or stun, or something.
Maybe critical hit/critical miss messaging will help us figure it out better, but as noted above, it seems like there's so many easy ways to bypass poor balance (like, with any decent weapon boost), the massive damage poor balance becomes a good trade off. It also hurts that balance goes poor so quickly in the weight scale. I think the best balanced 2HE I've found with decent damage is a kertig war sword at 67 stones. There's a lot of advantage in damage from working a weapon up to 135 stones, but there's really no comparable advantage (that I can see) in going with a high balanced 40-50 stone weapon. Fatigue is manageable at the end stat levels, even without using strength/stamina boosts (which Squanto has). We need to see incentives added to high balanced weapons imo--some incentive that, in combination with the fatigue advantage, provides a stronger reason to use them over high weight massive damage weapons.
You really hit on it there. Balance seems to serve essentially no purpose when you have weapon boost/stat boosts that get your OF to the cap to-hit. I notice a bit of help from balance on the to-hit side of things as a MM, when I'm fighting without weapon buffs, against a very challenging opponent/critter. However, if I throw up Righteous Wrath and/or a prediction, the heavier weight poor balance weapon clearly outshines the better balanced weapon. At Squanto's range, the weight of a 135 stone sword is not prohibitive, and he doesn't need extra balance because he's already making contact with whatever he wants to hit. I think balance needs a place in the damage amplifiers, or knock down, or stun, or something.
Maybe critical hit/critical miss messaging will help us figure it out better, but as noted above, it seems like there's so many easy ways to bypass poor balance (like, with any decent weapon boost), the massive damage poor balance becomes a good trade off. It also hurts that balance goes poor so quickly in the weight scale. I think the best balanced 2HE I've found with decent damage is a kertig war sword at 67 stones. There's a lot of advantage in damage from working a weapon up to 135 stones, but there's really no comparable advantage (that I can see) in going with a high balanced 40-50 stone weapon. Fatigue is manageable at the end stat levels, even without using strength/stamina boosts (which Squanto has). We need to see incentives added to high balanced weapons imo--some incentive that, in combination with the fatigue advantage, provides a stronger reason to use them over high weight massive damage weapons.
POWERHAUS
Re: Decisions
04/22/2014 10:18 AM CDT
so are things like rods and wands gonna be reenchantable after they burn out? change what they do like weapon or armor? what was an illemnite wand that now shoots fireballs, runestones too?
if they're going to be unusable when done(like now), why not make that a category?
- one for the physical tools for enchanted magicsmithing to make the stuff - founts, hammers, burins, voodoo knives, foci, toss in things like magic toy pets and brooms that hover but won't fly (Ritual Tools/Toolcrafting? - something vaguely esoteric and still smithy at the same time)
- one for the interchangable fount system/chassis system for weapons/tools/armor since the formula would change based on the ingredients, and you could have room for stronger/harder enchantments like how remedies is set up, add fun fluff make my sword glow black stuff here (Binding - binds a magic to an item but doesn't intertwine it permanently)
- and then one for disposables, and toss in any sigil harvesting techs in there. Sigils, runestones, wands, nemiro stones, even like a magic elixir that makes you have sparkly empath effects for a minute even, bean that grows a vine, thug powders and such. (Invoking - since it's invoking the pure form of the item to do the magic thus destroying it or something, like using the material's soul)
_________________________________
An agonizing pain fills you as you feel your tongue turn to powder in your mouth! Through a haze of uncertainty and loss, you realize that something you just said was very wrong.
if they're going to be unusable when done(like now), why not make that a category?
- one for the physical tools for enchanted magicsmithing to make the stuff - founts, hammers, burins, voodoo knives, foci, toss in things like magic toy pets and brooms that hover but won't fly (Ritual Tools/Toolcrafting? - something vaguely esoteric and still smithy at the same time)
- one for the interchangable fount system/chassis system for weapons/tools/armor since the formula would change based on the ingredients, and you could have room for stronger/harder enchantments like how remedies is set up, add fun fluff make my sword glow black stuff here (Binding - binds a magic to an item but doesn't intertwine it permanently)
- and then one for disposables, and toss in any sigil harvesting techs in there. Sigils, runestones, wands, nemiro stones, even like a magic elixir that makes you have sparkly empath effects for a minute even, bean that grows a vine, thug powders and such. (Invoking - since it's invoking the pure form of the item to do the magic thus destroying it or something, like using the material's soul)
_________________________________
An agonizing pain fills you as you feel your tongue turn to powder in your mouth! Through a haze of uncertainty and loss, you realize that something you just said was very wrong.
TEVESHSZAT
Re: Decisions
04/22/2014 10:58 AM CDT
I hope that an enchantment burning out is their version of beat up gear: you just need to do the natural repair steps to get it back in working condition. So whatever their version of oil/wire brush is.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
DR-KODIUS
Re: Decisions
04/22/2014 07:50 PM CDT
>>Balance seems to serve essentially no purpose
The difference between a 95% chance to hit and a 97% chance to hit just isn't enough for people to notice. But it is 2%, and at the high end of RPGs every % counts. Due to the to-hit curve, that extra balance may be as much as a 30% to-hit swing when overhunting... but again, folks don't always notice or aren't often in such a situation.
There is always a chance to hit and always a chance to miss. Balance will affect these ranges more in 3.2, and you'll be able to see when your weapon is the thing penalizing you. Should do a lot to make more balanced weapons appealing again. But this is the enchanting folder.. so let's try to keep it on topic :)
Several of the weapon and armor enchantments will likely tie the weapon to your stats. Could be physical, or mental, or vitality related. However, these are more likely to be things are than Puncture/Slice/Impact. Elemental damage, chance to process an effect such as reduced RT, increased balance, stunning the enemy, etc.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
The difference between a 95% chance to hit and a 97% chance to hit just isn't enough for people to notice. But it is 2%, and at the high end of RPGs every % counts. Due to the to-hit curve, that extra balance may be as much as a 30% to-hit swing when overhunting... but again, folks don't always notice or aren't often in such a situation.
There is always a chance to hit and always a chance to miss. Balance will affect these ranges more in 3.2, and you'll be able to see when your weapon is the thing penalizing you. Should do a lot to make more balanced weapons appealing again. But this is the enchanting folder.. so let's try to keep it on topic :)
Several of the weapon and armor enchantments will likely tie the weapon to your stats. Could be physical, or mental, or vitality related. However, these are more likely to be things are than Puncture/Slice/Impact. Elemental damage, chance to process an effect such as reduced RT, increased balance, stunning the enemy, etc.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DR-KODIUS
Re: Decisions
04/22/2014 08:06 PM CDT
I have hopes for a more dynamic enchanting market. The problem with weapons and armor in DR, is once you craft it you never - ever ever - need something better. It really makes it difficult to offer meaningful rewards when every player has effectively all the hunting gear they'd ever need at level 50...
With New Enchanting YOU will have the choice, though it may cost you time, money and rare materials to achieve your goals.
Founts will have many functions such as
*Passive always-on
*Short Cooldown
*X Uses/Day
*Charge with X Mana Before Usable
*Long Cooldown
Limited Charges
Expires after X Days
Chance to De-Enchant on Use
The *s indicate Founts that come in 2 varieties:
Durability that can be fully repaired
Durability that can be repaired, but eventually wears out over several weeks to months of use
So if you pick a Fount that gives X uses per day, it will be near impossible to fit a large enchantment AND make it permanent. Maybe on some very rare materials it would be possible.
If you choose instead to have a long cooldown, and choose a medium sized enchamtment.. you might only need Rare materials (and some luck) to land it permanently.
Fount Type + Enchantment Size - Material Modifier + Imbue Potency = Difficulty Factor.
Up to a factor of 100, the enchantment is guaranteed to succeed assuming no mistakes are made, and the chosen sigil combination doesn't result in something bad happening. Past 100, the enchantment becomes more difficult and has a chance of critical failure.
So really, any person can slap stuff together and make a flaming sword that expires after a few weeks. It will take practice, rare materials, and maybe some luck to make it permanent or be usable more often. We'll see how it goes. These things can change if they don't work out in practice.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
With New Enchanting YOU will have the choice, though it may cost you time, money and rare materials to achieve your goals.
Founts will have many functions such as
*Passive always-on
*Short Cooldown
*X Uses/Day
*Charge with X Mana Before Usable
*Long Cooldown
Limited Charges
Expires after X Days
Chance to De-Enchant on Use
The *s indicate Founts that come in 2 varieties:
Durability that can be fully repaired
Durability that can be repaired, but eventually wears out over several weeks to months of use
So if you pick a Fount that gives X uses per day, it will be near impossible to fit a large enchantment AND make it permanent. Maybe on some very rare materials it would be possible.
If you choose instead to have a long cooldown, and choose a medium sized enchamtment.. you might only need Rare materials (and some luck) to land it permanently.
Fount Type + Enchantment Size - Material Modifier + Imbue Potency = Difficulty Factor.
Up to a factor of 100, the enchantment is guaranteed to succeed assuming no mistakes are made, and the chosen sigil combination doesn't result in something bad happening. Past 100, the enchantment becomes more difficult and has a chance of critical failure.
So really, any person can slap stuff together and make a flaming sword that expires after a few weeks. It will take practice, rare materials, and maybe some luck to make it permanent or be usable more often. We'll see how it goes. These things can change if they don't work out in practice.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
COLDLIGHT
Re: Decisions
04/22/2014 09:34 PM CDT
This is really shaping up to be something special. Balancing all this looks like a big challenge, but I'm very interested to see how it all shakes down.
LIURIDR
Re: Decisions
04/23/2014 12:49 AM CDT
>This is really shaping up to be something special. Balancing all this looks like a big challenge, but I'm very interested to see how it all shakes down.
COVERG
Re: Decisions
04/23/2014 04:57 AM CDT
What decision has been made in regarding the 3 weapon-smithing and 3 armoring techniques that ARE to be related to enchanting and attaching enchantments to weapons and armor?
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
DR-KODIUS
Re: Decisions
04/23/2014 08:37 PM CDT
As I said before, they were an idea causally discussed at a Con and not likely to happen. We'll cross that bridge when we get there.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
COVERG
Re: Decisions
04/24/2014 05:35 AM CDT
Those 3 extra slots for Barbs and Palies are the carrot held out to us when ... Ah never mind... Change your mind all you want. I will be interested to see what AMAZING abilities these new techniques bonus us with. And when!
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
TEVESHSZAT
Re: Decisions
04/24/2014 10:27 AM CDT
>>Those 3 extra slots for Barbs and Palies are the carrot held out to us when...
What three extra slots? Everyone has three crafting tech slots. Everyone is also capable of buffing their craft skills via spells/abilities/etc.
https://www.youtube.com/watch?v=moSFlvxnbgk
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
What three extra slots? Everyone has three crafting tech slots. Everyone is also capable of buffing their craft skills via spells/abilities/etc.
https://www.youtube.com/watch?v=moSFlvxnbgk
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
COVERG
Re: Decisions
04/24/2014 03:16 PM CDT
There are 3 unreleased techniques for weaponsmithing and 3 for armorsmithing. Only Barbs can get all the weaponsmithing techniques and only Pallies can get all the armosmithing techniques. We are waiting from them to be released.
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
KROONERMANREVENGE
Re: Decisions
04/24/2014 05:36 PM CDT
>There are 3 unreleased techniques for weaponsmithing and 3 for armorsmithing. Only Barbs can get all the weaponsmithing techniques and only Pallies can get all the armosmithing techniques. We are waiting from them to be released.
[Citation needed]
I'm a badger, I be badgerin'
[Citation needed]
I'm a badger, I be badgerin'
TEVESHSZAT
Re: Decisions
04/24/2014 07:28 PM CDT
>>There are 3 unreleased techniques for weaponsmithing and 3 for armorsmithing. Only Barbs can get all the weaponsmithing techniques and only Pallies can get all the armosmithing techniques. We are waiting from them to be released
I heard of guild specific instructions but not this. Can you bring up that thread it sounds interesting.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
I heard of guild specific instructions but not this. Can you bring up that thread it sounds interesting.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
DR-KODIUS
Re: Decisions
04/24/2014 07:30 PM CDT
Forcing Enchanters to become master Forgers and acquire 3 special techniques to enchant well, doesn't seem at all fair.
At that particular Con we were discussing Gem Socket options like Diablo has. A way to add sockets to items so special gems could be placed inside of them. Not really enchanting related.
And that may still come to pass. But its End-Game-Content I've not yet had time to fully design or discuss.
Other possibilities include:
Mass-forging for armies (whenever I get to finishing them)
Temporary weapon enhancements
Siege weapon ammo forging
Who knows!
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
At that particular Con we were discussing Gem Socket options like Diablo has. A way to add sockets to items so special gems could be placed inside of them. Not really enchanting related.
And that may still come to pass. But its End-Game-Content I've not yet had time to fully design or discuss.
Other possibilities include:
Mass-forging for armies (whenever I get to finishing them)
Temporary weapon enhancements
Siege weapon ammo forging
Who knows!
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
ELRIIC
Re: Decisions
04/24/2014 11:10 PM CDT
Why is any one guild getting techniques only it can gain? I thought that was done away with?
I mean, this isn't whining. If you want to do it, so be it, I'm not going to rage quit of whispers of th.. wrong thread. Anyway, just a matter of curiosity.
--
In memory of Lisa/Martee. Passed 6/17/2013. A friend. A sister.
I mean, this isn't whining. If you want to do it, so be it, I'm not going to rage quit of whispers of th.. wrong thread. Anyway, just a matter of curiosity.
--
In memory of Lisa/Martee. Passed 6/17/2013. A friend. A sister.
RAIST
Re: Decisions
04/24/2014 11:17 PM CDT
My concerns are maybe a bit silly, but still I'd like to throw them out.
Is it the intention that enchanted equipment become a "requirement"?
As a Barbarian primary player, I find the idea of using enchanted equipment to be an anathema, which I don't feel is out of line for the guild. However, if this ends up penalizing me against those who don't have that issue, it's going to be hard to live with that view.
I hope the material enchantability vs. hardness will do this, but I thought I'd toss out my thoughts.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Is it the intention that enchanted equipment become a "requirement"?
As a Barbarian primary player, I find the idea of using enchanted equipment to be an anathema, which I don't feel is out of line for the guild. However, if this ends up penalizing me against those who don't have that issue, it's going to be hard to live with that view.
I hope the material enchantability vs. hardness will do this, but I thought I'd toss out my thoughts.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
RAIST
Re: Decisions
04/24/2014 11:39 PM CDT
>Why is any one guild getting techniques only it can gain? I thought that was done away with?
As far as I know there has never been a plan for there to be guild only techniques. There was a tentative plan a long time ago that there would be 3 armor and 3 weaponsmithing techniques that would interface with the enchanting system that wouldn't require using magic. This appears to be DOA.
As far as I know, there is the intention to make specific items that would only be makable by specific guilds, but these were always talked about as either being exclusively used by that guild (e.g. an axe that would bonus barbarian whirlwind and be useless to others) or mimic important guild abilities (if a rejuvination-like device was possible to be made it would require critical involvement of a cleric somewhere in the process).
As far as I know, the second one is still planned.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
As far as I know there has never been a plan for there to be guild only techniques. There was a tentative plan a long time ago that there would be 3 armor and 3 weaponsmithing techniques that would interface with the enchanting system that wouldn't require using magic. This appears to be DOA.
As far as I know, there is the intention to make specific items that would only be makable by specific guilds, but these were always talked about as either being exclusively used by that guild (e.g. an axe that would bonus barbarian whirlwind and be useless to others) or mimic important guild abilities (if a rejuvination-like device was possible to be made it would require critical involvement of a cleric somewhere in the process).
As far as I know, the second one is still planned.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
MOCKERJB
Re: Decisions
04/24/2014 11:42 PM CDT
I imagine the straight weapon approach will be the overall "win," with enchanted options offering potential advantages in a variety of circumstances.
If anyone feels otherwise, and believes strongly otherwise, I will accept tyrium at 2 volumes for 1 volume of orichalcum. 20 or 30 volumes to trade on those terms.
If anyone feels otherwise, and believes strongly otherwise, I will accept tyrium at 2 volumes for 1 volume of orichalcum. 20 or 30 volumes to trade on those terms.
ROBERTDH
Re: Decisions
04/25/2014 12:09 AM CDT
>Why is any one guild getting techniques only it can gain? I thought that was done away with?
Maybe this was supposed to be refering to the situations where if a discipline has enough techniques, you would need your guild bonus techs to learn them all ... this is currently, I think, the case with Remedies and Tailoring, only an Empath and a Ranger have enough technique slots to learn them all?
Why you would want to know every technique is beyond me, however. And it was the intention from the beginning (see link at end) that there be more techniques than any discipline/skill currently has, with nobody able to learn all the techniques for any of them, so if that was the point... it would be incorrect.
http://elanthipedia.org/w/index.php/Post:Question_About_Guild_Bonus_Techniques_-_12/8/2010_-_20:00:11
>Forgive my snark, but welcome to the life of a warrior mage.
Maybe this was supposed to be refering to the situations where if a discipline has enough techniques, you would need your guild bonus techs to learn them all ... this is currently, I think, the case with Remedies and Tailoring, only an Empath and a Ranger have enough technique slots to learn them all?
Why you would want to know every technique is beyond me, however. And it was the intention from the beginning (see link at end) that there be more techniques than any discipline/skill currently has, with nobody able to learn all the techniques for any of them, so if that was the point... it would be incorrect.
http://elanthipedia.org/w/index.php/Post:Question_About_Guild_Bonus_Techniques_-_12/8/2010_-_20:00:11
>Forgive my snark, but welcome to the life of a warrior mage.
DR-KODIUS
Re: Decisions
04/25/2014 05:20 PM CDT
>>Why is any one guild getting techniques only it can gain? I thought that was done away with?
:sigh:
They are not. No Guild will be getting or even can get special techniques. All Guilds do get bonus techniques, but that isn't breaking news.
Magdar's concern is Barbarians get 3 bonus Weaponsmithing techniques that, with capped Skill/Career, cannot be used on anything as that Discipline lacks sufficient techniques.
Magdar also recalls a conversation long ago where we discussed possible weapon sockets that could be added when forged, or perhaps afterwards. The confusion is that would be a different system, not enchanting, and it isn't proposed or approved yet. It was just spitballing.
Magdar also may be confused in thinking this was going to be a Barbarian-only thing, when that was never the case. The Core does not support Guild-only techniques.
The Core DOES support Guild-only templates, which seemed nice and easy to do when I designed the system. But in reality, to be fair, adding something-for-everyone to every crafting Discipline has proven too time consuming and challenging thus-far. But someday it will happen, and for everyone when it does.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
:sigh:
They are not. No Guild will be getting or even can get special techniques. All Guilds do get bonus techniques, but that isn't breaking news.
Magdar's concern is Barbarians get 3 bonus Weaponsmithing techniques that, with capped Skill/Career, cannot be used on anything as that Discipline lacks sufficient techniques.
Magdar also recalls a conversation long ago where we discussed possible weapon sockets that could be added when forged, or perhaps afterwards. The confusion is that would be a different system, not enchanting, and it isn't proposed or approved yet. It was just spitballing.
Magdar also may be confused in thinking this was going to be a Barbarian-only thing, when that was never the case. The Core does not support Guild-only techniques.
The Core DOES support Guild-only templates, which seemed nice and easy to do when I designed the system. But in reality, to be fair, adding something-for-everyone to every crafting Discipline has proven too time consuming and challenging thus-far. But someday it will happen, and for everyone when it does.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DR-KODIUS
Re: Decisions
04/25/2014 05:32 PM CDT
It is challenging to make an enchanting system that offers no combat benefit but is still useful and/or fun to use. People using capped Kertig/Audrualm/Tyrium weapons are unlikely to be able to put damage-increasing enchantments upon them. However, capped steel will be able to get some damage increase.
The formula would ideally be something like...
* Calculate 99 hardness damage stats for the weapon template at its present density when capped.
* Maximum bonus damage from enchanting is this difference.
I am not sure how that will work out in practice.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
The formula would ideally be something like...
* Calculate 99 hardness damage stats for the weapon template at its present density when capped.
* Maximum bonus damage from enchanting is this difference.
I am not sure how that will work out in practice.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
ILLIENA
Re: Decisions
04/25/2014 05:51 PM CDT
> The formula would ideally be something like...
> * Calculate 99 hardness damage stats for the weapon template at its present density when capped.
> * Maximum bonus damage from enchanting is this difference.
By that formula, high-hardness unenchanted weapons will always be better than softer enchanted weapons, since hardness doesn't require recharging a fount. The only people who would want damage-increasing enchantments would be people who can't get their hands on rare metals.
Of course, go too far in the other direction, and everyone will be using flaming lead swords, or whatever. Ideally there's a balance where different weapons are better suited for different play styles. I realize that's a lot easier said than done, though.
> * Calculate 99 hardness damage stats for the weapon template at its present density when capped.
> * Maximum bonus damage from enchanting is this difference.
By that formula, high-hardness unenchanted weapons will always be better than softer enchanted weapons, since hardness doesn't require recharging a fount. The only people who would want damage-increasing enchantments would be people who can't get their hands on rare metals.
Of course, go too far in the other direction, and everyone will be using flaming lead swords, or whatever. Ideally there's a balance where different weapons are better suited for different play styles. I realize that's a lot easier said than done, though.
DR-ARMIFER
Re: Decisions
04/25/2014 05:58 PM CDT
My personal preference is that while I would love to see a balance between enchanted and mundane weaponry, where rubber meets the road I'd lean toward making mundane weaponry the superior choice rather than the other way around.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
COVERG
Re: Decisions
04/25/2014 06:58 PM CDT
I never thought they would be Barb/Pallie only techniques, just that Barb's and Pallie's would be able to get all 27 techniques in their respective craft. I did think that they would fall at the END of a long line of other techniques making them something for the "professional" forger.
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
COVERG
Re: Decisions
04/25/2014 07:01 PM CDT
I am looking for utility enchantments. Swords or shields that light up the room, shields that staunch wounds for a short period of time, and enchantment that lets you parry arrows and other ranged attacks. Things like this..
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
GRANTJ47
Re: Decisions
04/25/2014 07:09 PM CDT
What about crafting tool enchantment for durability and speed? And how are bows going to work, the bow or ammo? Are instruments going to be added to enchantment list? How about containers? Enchanted clothing that helps with stealth, thievery, athletics, etc? Enchanted lockpicks?
Some other thoughts:
Carved imagery of gods. Enchanted by cleric so that you can perform a small ritual and get favor orb from it. Size of image and cleric enchantment ability determines how many orbs it produces before crumbling.
Enchanted beds by Empaths. Slowly heal you as you lie down. Could have in homes and maybe ones in guilds.
Engineering traps. I'm imagining that besides mundane effects there will be others such as adding poisons to them. One I see is an room entrance enchantment trap. Set the trap for certain direction. Any thing entering from that direction can set trap off. For enchanting you can have some spells and some trap effects like shockwave, teleporter and mana sucker.
In that vein, I'd love to see LT and/or sling ammo for mana suckers, shockwave, teleporter, Vykathi and frogger. One time ammo that is destroyed, hit or miss.
Abison/Rystien
Some other thoughts:
Carved imagery of gods. Enchanted by cleric so that you can perform a small ritual and get favor orb from it. Size of image and cleric enchantment ability determines how many orbs it produces before crumbling.
Enchanted beds by Empaths. Slowly heal you as you lie down. Could have in homes and maybe ones in guilds.
Engineering traps. I'm imagining that besides mundane effects there will be others such as adding poisons to them. One I see is an room entrance enchantment trap. Set the trap for certain direction. Any thing entering from that direction can set trap off. For enchanting you can have some spells and some trap effects like shockwave, teleporter and mana sucker.
In that vein, I'd love to see LT and/or sling ammo for mana suckers, shockwave, teleporter, Vykathi and frogger. One time ammo that is destroyed, hit or miss.
Abison/Rystien
DR-KODIUS
Re: Decisions
04/25/2014 08:08 PM CDT
Well if you make a xenomite club and enchant it with a capped electrical enchantment, it would be as good as any tyrium sword - except it does mostly electrical damage and/or other fun effects. This is different, not necessarily better.
Many of the enchantments will add process effects, fun messaging and other nifty stuff. It won't all be +damage or +defense, and is part of what makes designing it so difficult.
Another possible balance to this equation is Alchemy. Oil of Impact. Oil of Sharpness. Various topical poisons. Incompatible with enchanting, but adds a temporary "buff" to the physical damage much like an enchantments do to the metaphysical.
I think as we get more into the end-game content you'll see more and more challenge mobs. Enemies that require specific enchantments, materials, poisons to even damage. From this we can introduce Tiers and extend the end-game content much like other MMOs have historically done.
It's somewhat annoying as a player because you grind on mobs to get better gear so you can grind on new mobs and get better gear---forever!
The difference in DR is - if we are careful - we can do this without significantly disrupting PvP or the hunting of normal critters. If you want to participate in the very challenging aspects of the game, you can do so. If you want a leg up, you can work for it, quest for it, festival for it..
Combined with the other potential end game of crafting and prestige, castle/manor ownership and armies.. DR could end up with the best and most comprehensive end-game content ever. But alas,,, I must first finish Enchanting :)
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Many of the enchantments will add process effects, fun messaging and other nifty stuff. It won't all be +damage or +defense, and is part of what makes designing it so difficult.
Another possible balance to this equation is Alchemy. Oil of Impact. Oil of Sharpness. Various topical poisons. Incompatible with enchanting, but adds a temporary "buff" to the physical damage much like an enchantments do to the metaphysical.
I think as we get more into the end-game content you'll see more and more challenge mobs. Enemies that require specific enchantments, materials, poisons to even damage. From this we can introduce Tiers and extend the end-game content much like other MMOs have historically done.
It's somewhat annoying as a player because you grind on mobs to get better gear so you can grind on new mobs and get better gear---forever!
The difference in DR is - if we are careful - we can do this without significantly disrupting PvP or the hunting of normal critters. If you want to participate in the very challenging aspects of the game, you can do so. If you want a leg up, you can work for it, quest for it, festival for it..
Combined with the other potential end game of crafting and prestige, castle/manor ownership and armies.. DR could end up with the best and most comprehensive end-game content ever. But alas,,, I must first finish Enchanting :)
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
MOCKERJB
Re: Decisions
04/25/2014 11:02 PM CDT
<<My personal preference is that while I would love to see a balance between enchanted and mundane weaponry, where rubber meets the road I'd lean toward making mundane weaponry the superior choice rather than the other way around.>>
I agree. Straight steel to the face should always be the overall best broad choice. This is consistent with basically all of DR design. Enchanting, like magic, should offer niche opportunities that can, sometimes, surpass the potential of "every-mundane-swing" weapons, but with drawbacks, risk, and/or unpredictability. I like the enchanting options angled towards advantages to those that work on figuring out how certain "plus 1 minus 3" options can be best utilized.
Also, Kodius, I know I've directed numerous posts to you on this point before, but please don't underestimate the fun of having "cool" factor development that doesn't necessarily give someone plus 1 of doom. To paraphrase hearsay from Zeyurn, "Don't underestimate the cool factor."
With enchanting, in particular, there's a lot of room for super fun "cool" stuff that doesn't have tremendous mechanical effect, but is just fun. Not everyone is min maxing, and even those that generally are (me?) will sacrifice that general principle when there's something that's just cool.
I mean, people buy shoulder spiders by the bucket load. With enchanting, you can make basically anything and as long as it's weird or seemingly unique, we'll dig it. Caveat: have to have at least two handfuls of your mechanically advantageous enchantments in the mix or some people will scream.
Sounds like you have it covered, and I'm very, very much looking forward to this (and engineering!).
I agree. Straight steel to the face should always be the overall best broad choice. This is consistent with basically all of DR design. Enchanting, like magic, should offer niche opportunities that can, sometimes, surpass the potential of "every-mundane-swing" weapons, but with drawbacks, risk, and/or unpredictability. I like the enchanting options angled towards advantages to those that work on figuring out how certain "plus 1 minus 3" options can be best utilized.
Also, Kodius, I know I've directed numerous posts to you on this point before, but please don't underestimate the fun of having "cool" factor development that doesn't necessarily give someone plus 1 of doom. To paraphrase hearsay from Zeyurn, "Don't underestimate the cool factor."
With enchanting, in particular, there's a lot of room for super fun "cool" stuff that doesn't have tremendous mechanical effect, but is just fun. Not everyone is min maxing, and even those that generally are (me?) will sacrifice that general principle when there's something that's just cool.
I mean, people buy shoulder spiders by the bucket load. With enchanting, you can make basically anything and as long as it's weird or seemingly unique, we'll dig it. Caveat: have to have at least two handfuls of your mechanically advantageous enchantments in the mix or some people will scream.
Sounds like you have it covered, and I'm very, very much looking forward to this (and engineering!).
DR-KODIUS
Re: Decisions
04/28/2014 08:52 PM CDT
The "cool" factor is the only thing I am trying to design for. Damage buffs kind of come for free because they are so dirt simple... that being said, "cool" is incredibly difficult to design.
At some point I run out of creative things for folks to enchant. Like artifacts. I'd be good if folks could spit out some artifact enchantments that would be fun and cool they'd like to see :)
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
At some point I run out of creative things for folks to enchant. Like artifacts. I'd be good if folks could spit out some artifact enchantments that would be fun and cool they'd like to see :)
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
RAIST
Enchanting Ideas
04/28/2014 10:18 PM CDT
Here's some random ideas I came up with. Many are stolen from existing items and others are probably stolen from other people's posts that I've forgotten I've read.
Useful:
* Glowing to light up an area
* Self-repair over time
* Pickpocket protection "Bob's belt pouch squeals in alarm and you suddenly notice Larry's hand pull out from it"
* Reduction or resizing "Bob waves his greatsword and suddenly is holding a small token instead"
* Shifting, which would basically bond two pieces of similar equipment. You'd tap it and it would shift to the second item, then back when tapped again. Might be useful if it could cross some barriers, such as being able to combine weapons/shields, or shields/skinning knife.
* Enhanced capacity containers, such as your hip pouch holding 100x100x100 items
* Weight reduction of containers, such as putting 100 stones of stuff inside only increases the pack's weight by 20 stones.
* Illusions on weapons or armor, which would cause appear to be a different type of weapon, such as a mace looking like a sword. Surprise your foe in PvP! Might be able to be combined with shifting, so no one can tell it changed.
* Bonding, seems like this would be pretty neat to shift to an enchantment. Could come in several forms, such as a basic one that has RT, and an auction one that is RT-less. This would force a decision "do I want bonding, or something that is outright useful?"
* Add damage type, flame, ice, etc.
* Homing weapons, +to hit or -crit miss
* Heartseeking, would cause it to slowly worsen the lodging state over time as it digs in.
* Ejecting, would either never lodge, automatically succeed on an attempt to pull out, or slowly lessen it's own lodged state until it falls out.
* Barb-baric weapons, would cause significantly more damage if pulled out.
* Harness storage. Like a gath mysanda, but with various capacities and number of uses.
* Naphtha dispenser, a weapon that coats whatever body part it hits in naphtha.
* Debilitator, inflicts a debuff on target upon a successful strike. Could come in built in or a powerful version that would trigger whatever was cast into it. Could work on weapon, a shield with a shield slam, or armor with the appropriate brawling strike.
* Less hinderance that expected.
* Less stealth hinderance.
* More protection or absorption vs. a specific type of damage.
* Armor or shields that inflict damage on weapons that strike them.
* Returning shields, causes a ranged attack to bounce back at the attacker if fully blocked.
* Naphtha absorbing armor or ones that immediate snuff fire.
* Balancing equipment which periodically bonuses combat balance if it's below a threshold.
* Vitality healers, see quest loot.
* Short-range teleport. Basically a 100% successful instant flee in a randomized direction.
Cool:
* A huge variety of atmospheric stuff, either randomly activated over time like many of the existing items, or could be manually activated:
Glittering "Light flashes off the bright metal of Bob's greaves."
shadows moving "A shadowy hand seems to drift across Bob's breastplate before fading into invisibility"
bands of color moving up and down
movement "The mouth on Bob's hilt slowly smiles, then returns to normal"
making noises
* Shifting, but for fluff.
* Containers in non-container items "Bob taps his belt with his sword and sudden the belt seems to melt into the sword."
* Hiders. Armor/weapon/etc, like those coveted by many people.
* Messenger items. Basically can deliver a message to anyone anywhere no matter how far away they are. Travel time and length of message dictated by power of enchantment.
I'll probably think of a few more later.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Useful:
* Glowing to light up an area
* Self-repair over time
* Pickpocket protection "Bob's belt pouch squeals in alarm and you suddenly notice Larry's hand pull out from it"
* Reduction or resizing "Bob waves his greatsword and suddenly is holding a small token instead"
* Shifting, which would basically bond two pieces of similar equipment. You'd tap it and it would shift to the second item, then back when tapped again. Might be useful if it could cross some barriers, such as being able to combine weapons/shields, or shields/skinning knife.
* Enhanced capacity containers, such as your hip pouch holding 100x100x100 items
* Weight reduction of containers, such as putting 100 stones of stuff inside only increases the pack's weight by 20 stones.
* Illusions on weapons or armor, which would cause appear to be a different type of weapon, such as a mace looking like a sword. Surprise your foe in PvP! Might be able to be combined with shifting, so no one can tell it changed.
* Bonding, seems like this would be pretty neat to shift to an enchantment. Could come in several forms, such as a basic one that has RT, and an auction one that is RT-less. This would force a decision "do I want bonding, or something that is outright useful?"
* Add damage type, flame, ice, etc.
* Homing weapons, +to hit or -crit miss
* Heartseeking, would cause it to slowly worsen the lodging state over time as it digs in.
* Ejecting, would either never lodge, automatically succeed on an attempt to pull out, or slowly lessen it's own lodged state until it falls out.
* Barb-baric weapons, would cause significantly more damage if pulled out.
* Harness storage. Like a gath mysanda, but with various capacities and number of uses.
* Naphtha dispenser, a weapon that coats whatever body part it hits in naphtha.
* Debilitator, inflicts a debuff on target upon a successful strike. Could come in built in or a powerful version that would trigger whatever was cast into it. Could work on weapon, a shield with a shield slam, or armor with the appropriate brawling strike.
* Less hinderance that expected.
* Less stealth hinderance.
* More protection or absorption vs. a specific type of damage.
* Armor or shields that inflict damage on weapons that strike them.
* Returning shields, causes a ranged attack to bounce back at the attacker if fully blocked.
* Naphtha absorbing armor or ones that immediate snuff fire.
* Balancing equipment which periodically bonuses combat balance if it's below a threshold.
* Vitality healers, see quest loot.
* Short-range teleport. Basically a 100% successful instant flee in a randomized direction.
Cool:
* A huge variety of atmospheric stuff, either randomly activated over time like many of the existing items, or could be manually activated:
Glittering "Light flashes off the bright metal of Bob's greaves."
shadows moving "A shadowy hand seems to drift across Bob's breastplate before fading into invisibility"
bands of color moving up and down
movement "The mouth on Bob's hilt slowly smiles, then returns to normal"
making noises
* Shifting, but for fluff.
* Containers in non-container items "Bob taps his belt with his sword and sudden the belt seems to melt into the sword."
* Hiders. Armor/weapon/etc, like those coveted by many people.
* Messenger items. Basically can deliver a message to anyone anywhere no matter how far away they are. Travel time and length of message dictated by power of enchantment.
I'll probably think of a few more later.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
FLINT-TIPPED
Re: Enchanting Ideas
04/29/2014 02:12 AM CDT
>I'd be good if folks could spit out some artifact enchantments that would be fun and cool they'd like to see :)
first and foremost (not really an enchantment) but a way to scribe a label on spell scrolls - either magical like the scorch cantrip or just plain old handwriting
Aside from all the existing moon mage enchantments..
Limited charge fire starters. (limited charges to reserve the niche for magma lighters) I feel like a caveman using flint and steel to start a campfire or light a cigar when I can write in readable script with moonlight or torch people with that same moonlight. Or unlimited use, at the upper end of enchanting skill.
A limited charge magical artifact that reveals what materials/herbs can be foraged in the room.
Artifacts that set up a charged effect that doesn't trigger until specific situations. Vitality/fatigue/spirit/mana augments that kick in when you've lost x amount.
A pair of linked bracelets with charges that allow 2 people to wear the matched set - and observe each other from afar ala shadewatch mirror.
I think nemirro stones were already mentioned but: nemirro stones.
Banner of Truce style effects for a room. For when you don't want someone or something initiating violence.
Sanctuary style effect for a room. For when you don't want someone watching remotely.
A dousing rod to conjure up a water source temporarily. (useful for alchemy, clerical rituals, drinking)
artifacts to block or temporarily confound a specific mana type or element or light/dark. ie, an artifact that makes shadow magic impossible, or light based, or a makes fire spells impossible or water or holy or what-have-you impossible for the duration of the artifact effect
a 'lure' to draw in critters or augment gen rate
a 'threat matrix' to chase off critters or people (like cougar pee but magical)
RT boosting fog like the Taisidon safari fog for a single room
artifacts that increase all bleeding wounds by a single wound level in the room
artifacts that increase the bleeding wounds by a single wound level on a single target
artifacts that inflict minimum external bleeding wounds all over your target
artifacts that break all enchantment effects in a room
artifacts that break specific enchantment effects in a room
artifacts that break specific enchantment effects on a single target
silence artifacts that stop all magic that requires vocalization, music and all speech
feral magic artifacts to turn people into toads
artifacts that you can feed with experience like a favor orb and then use on someone dead to rejuve them with your own brain energy
ankle bracelets you can put on your spouse that shock them if they're in the inn with another man or woman or leave the province or city you've attuned them to
trap enchantments you can put on your containers that trigger on thieves trying to steal from you
levitation devices for floating corpses when you want to drag them but they're too fat
turn undead type of enchantment that pulse damages all undead in range with holy light
magical shields against a particular element/mana/magical damage type
illusory shapeshifting artifacts for when you want to be a sheep but your costume is at the cleaners
illusory artifacts to make someone think they're being stalked by evil creatures - like the messaging from Tenebrous sense but x 10 and more insidious and slow to ramp up so they don't make the connection between you poking them with a tiny needle and the legions of dark winged monsters fluttering just outside their peripheral vision
illusory artifacts to make someone see unicorns, rainbows, puppies and kittens and paguurs contendly eating guavas wherever they go, just outside their peripheral vision
Mime wands. To use on your own worst enemy. Basically all the magical traps in wand form.
Pokeballs. to catch them all. (critters) And release them to fight for you...or in arenas for medals.
artifacts that absorb a tiny bit of kinetic energy every attack that connects with you to expend later in a single blast
artifacts that decrease the damage you deal by a tiny bit every attack and charge into a battery to expend later in a single blast
gaharzen.
Gaharzen.
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
first and foremost (not really an enchantment) but a way to scribe a label on spell scrolls - either magical like the scorch cantrip or just plain old handwriting
Aside from all the existing moon mage enchantments..
Limited charge fire starters. (limited charges to reserve the niche for magma lighters) I feel like a caveman using flint and steel to start a campfire or light a cigar when I can write in readable script with moonlight or torch people with that same moonlight. Or unlimited use, at the upper end of enchanting skill.
A limited charge magical artifact that reveals what materials/herbs can be foraged in the room.
Artifacts that set up a charged effect that doesn't trigger until specific situations. Vitality/fatigue/spirit/mana augments that kick in when you've lost x amount.
A pair of linked bracelets with charges that allow 2 people to wear the matched set - and observe each other from afar ala shadewatch mirror.
I think nemirro stones were already mentioned but: nemirro stones.
Banner of Truce style effects for a room. For when you don't want someone or something initiating violence.
Sanctuary style effect for a room. For when you don't want someone watching remotely.
A dousing rod to conjure up a water source temporarily. (useful for alchemy, clerical rituals, drinking)
artifacts to block or temporarily confound a specific mana type or element or light/dark. ie, an artifact that makes shadow magic impossible, or light based, or a makes fire spells impossible or water or holy or what-have-you impossible for the duration of the artifact effect
a 'lure' to draw in critters or augment gen rate
a 'threat matrix' to chase off critters or people (like cougar pee but magical)
RT boosting fog like the Taisidon safari fog for a single room
artifacts that increase all bleeding wounds by a single wound level in the room
artifacts that increase the bleeding wounds by a single wound level on a single target
artifacts that inflict minimum external bleeding wounds all over your target
artifacts that break all enchantment effects in a room
artifacts that break specific enchantment effects in a room
artifacts that break specific enchantment effects on a single target
silence artifacts that stop all magic that requires vocalization, music and all speech
feral magic artifacts to turn people into toads
artifacts that you can feed with experience like a favor orb and then use on someone dead to rejuve them with your own brain energy
ankle bracelets you can put on your spouse that shock them if they're in the inn with another man or woman or leave the province or city you've attuned them to
trap enchantments you can put on your containers that trigger on thieves trying to steal from you
levitation devices for floating corpses when you want to drag them but they're too fat
turn undead type of enchantment that pulse damages all undead in range with holy light
magical shields against a particular element/mana/magical damage type
illusory shapeshifting artifacts for when you want to be a sheep but your costume is at the cleaners
illusory artifacts to make someone think they're being stalked by evil creatures - like the messaging from Tenebrous sense but x 10 and more insidious and slow to ramp up so they don't make the connection between you poking them with a tiny needle and the legions of dark winged monsters fluttering just outside their peripheral vision
illusory artifacts to make someone see unicorns, rainbows, puppies and kittens and paguurs contendly eating guavas wherever they go, just outside their peripheral vision
Mime wands. To use on your own worst enemy. Basically all the magical traps in wand form.
Pokeballs. to catch them all. (critters) And release them to fight for you...or in arenas for medals.
artifacts that absorb a tiny bit of kinetic energy every attack that connects with you to expend later in a single blast
artifacts that decrease the damage you deal by a tiny bit every attack and charge into a battery to expend later in a single blast
gaharzen.
Gaharzen.
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
POWERHAUS
Re: Enchanting Ideas
04/29/2014 10:14 AM CDT
My gaharzen device never works...
Fun wield/sheath stuff messages- could even shush something like a screaming sword
Magic Fireworks
Random temporary auction item effects - huldah cloak random teleport, trick or treat gifts, ugly stick, room spyglass, so on
Tool stuff- hammer that vomits rainbows and puppies when you strike it on the forge or somethin
Enchantment artistry? Without damaging it- Mana-burns, flame-scorched, electro metal plating, rotten/decayed/moth-eaten leather/cloth, rusted metal
_________________________________
An agonizing pain fills you as you feel your tongue turn to powder in your mouth! Through a haze of uncertainty and loss, you realize that something you just said was very wrong.
MOCKERJB
Re: Enchanting Ideas
04/29/2014 10:28 AM CDT
I think you have to be very careful with any mechanical "auto-block" enchantments. I don't want someone to auto-block Burn because they bought a trinket.
For fluff ideas (I'm sure some are repeats):
Feature changers (eyes to crazy colors/designs)
Temporary tattoos with weird magic side effects (animated? Sigils?)
Room effect fluff on tap (an old cradle of the minds enchantment could be left unfinished on an item and you could tap to send waves of heat, cold, shadow rushing through the room--pure fluff).
Temporary shadowsilk effect
Fireworks that can be seen many rooms away depending on strength etc. These could signal flares too that actually spell words in the sky. "help" "flank" "attack" "retreat" "rally" "boom" just ideas
Animated critter/item is a cool one. Pick an item, add something to it and end with Animated scripts on the end product.
Items that temporarily let you understand or speak another language
Voice changers. Maybe change race sound that shows up when you speak? Or adds some weird descriptions that aren't "darkly" or "calmly"
"Room binder". Prevents person who you throw it at from leaving the room for 20-30 seconds. Cooldown and diminishing return (like can only be used once on a char per 20 minutes) necessary.
For fluff ideas (I'm sure some are repeats):
Feature changers (eyes to crazy colors/designs)
Temporary tattoos with weird magic side effects (animated? Sigils?)
Room effect fluff on tap (an old cradle of the minds enchantment could be left unfinished on an item and you could tap to send waves of heat, cold, shadow rushing through the room--pure fluff).
Temporary shadowsilk effect
Fireworks that can be seen many rooms away depending on strength etc. These could signal flares too that actually spell words in the sky. "help" "flank" "attack" "retreat" "rally" "boom" just ideas
Animated critter/item is a cool one. Pick an item, add something to it and end with Animated scripts on the end product.
Items that temporarily let you understand or speak another language
Voice changers. Maybe change race sound that shows up when you speak? Or adds some weird descriptions that aren't "darkly" or "calmly"
"Room binder". Prevents person who you throw it at from leaving the room for 20-30 seconds. Cooldown and diminishing return (like can only be used once on a char per 20 minutes) necessary.
SPANTONV
Re: Enchanting Ideas
04/29/2014 11:06 AM CDT
Stat boosters that tick down over time.
For example a master artificer would be able to do perhaps a +3 on a stat. Someone buys it and invokes it. Over time they would receive a message that its ticking down.
Possible message might be: You feel less confident in your bartering ability (charisma), etc.
So after the first message you might be down to +2 and so forth until the boost is exhausted. Maximum duration would be 1 hour, minimum would be 20 minutes. So the person who invoked it would get a message every twenty minutes until the boost is exhausted.
Also, there would be an in game cool down period before you could invoke another boost variable on how long the boost lasted.
Have only one boost active on you at one time. (Doesn't include magical spells or abilities.)
Regards,
Sortny/Braunwen
For example a master artificer would be able to do perhaps a +3 on a stat. Someone buys it and invokes it. Over time they would receive a message that its ticking down.
Possible message might be: You feel less confident in your bartering ability (charisma), etc.
So after the first message you might be down to +2 and so forth until the boost is exhausted. Maximum duration would be 1 hour, minimum would be 20 minutes. So the person who invoked it would get a message every twenty minutes until the boost is exhausted.
Also, there would be an in game cool down period before you could invoke another boost variable on how long the boost lasted.
Have only one boost active on you at one time. (Doesn't include magical spells or abilities.)
Regards,
Sortny/Braunwen
LAWREYJRJ7
Re: Enchanting Ideas
04/30/2014 03:08 AM CDT
Ok I can think of a few.
*Pair of gloves enruned (leather) that enable you to instantly grow any perfect herb (10 count as if foraged precise) that can be picked and used for alchemy. Could be some limits on numbers per day but you get the idea.
*Goggles that point out one rare metal in the area you are about to mine.
*Spectacles enchanted to allow you to see exact mixes of metals in finished items or ingots. (limited items per day so as not to over rule use of skill for this)
*An illusary jewelry item that makes everyone in the area think there are 3 moons in the sky when there are really 2 or less.
*Arrows enchanted with tracking skill for rangers. Once it bounces off or sticks to any critter you have instant track on the critter no matter where they run to based on your skill of course.
*A wand that when used places a boxed lunch on the ground in front of you, with random (Good) sandwiches in the box.
*A quiver that can be used to select which arrow type is first in the quiver sorta like an auto selector. (Hmmm could even see some weapon harnesses like this too).
*A catapult that when fired (with a person in the basket) does an instant gate to a specific location. Course you could be injured when you land but could be interesting.
*A armband that when used (once per day) will make the rangers wilderness bonus perfect for 30 roisaen. (a way for younger rangers to finally have a good enough bonus to complete some of the ranger beseech quests).
*Arrows with a sunburst effect that when fired create an area effect on undead in the room causing damage to all undead/cursed critters in the area.
*A special flask or something like that that instantly refils with a 20 count of water for alchemy use or other things.
*A way to turn lets see here 5 crafts with 3 parts, so it can turn 15 or less master crafting books into one master crafting book with all the crafts in it.
*Now folks know blessing arrows dont work so well currently, not compared to weapons being blessed. SO lets try this... a quiver that always blesses the arrows placed in it. A single bless that when put back in the quiver is renewed. Would be a great magic item sought after by folks.
*Arrows with all sorts of spell effects on them. From debilitation and TM type effects. Lots of possible things that can be used here.
*Shield of skill retraining - By activating the shield you can redirect shield training to evasion or to parry or possibly to defending. Potential for various levels of crafting skill to make them.
*Hat of Y craft enhancement - By wearing the hat you could say enchance your Y craft skill by X ranks. Say 5 different X ranks enhancements requiring various skill levels to make.
*Potion of damage resistance for items - such as swords, armor, tools, etc that may last for X hours... varied by skill level to make it. But fairly hard to make and expensive to buy.
*A book or chart or page of random crafting items. Things not in the normal master crafting books with instructions for items made via various crafts also randomly selected.
*A magical container that will reduce in size and weight any weapon put into it and return it to normal when removed.
*A magical device that turns all ground in the area you are in to deep mud except where you are standing (no group use). Reducing defenses of all critters in the room. Could have some rather interesting results.
*A device that creates a mystical bubble with telescope and enchanting tables (you supply the tools and supplies). Goes away when left longer than x time (should be long enough to get more supplies and turn in work orders if necessary). Protects you from the elements and invasions while inside. Similar to wand forges but more sheltering.
*A device that creates an instant shelter for cooking (yep thats a craft!) and for sitting out inclement weather. Much like the bubble above.
*A compound bow that is enchanted to boost your strength by X ranks. Could be a number of levels of X ranks based on various skills to make it. MIght bring compound bows along with fletching them back into use. Along that line you could also have a shortbow that is enchanted to boost your agility by X ranks. And for that matter a longbow that is enchanted to boost either agility or strength.
*Head gear or some jewelry item enchanted to boost either intelligence or wisdom. With a number of levels of boosting based on various skills to make.
*A bag of random armor... put armor in it and get a different armor out at random. Could be a rather interesting item. NOt always good always have to put an armor in to get something out.
*Sheath of repair - A sheath that will repair weapons placed in it.
*A lockpick that boosts locksmithing skill by X ranks, of course based on the skill of the maker how big X ranks will be.
*goggles or spectacles of perception boosting, again X ranks based on the skill of the maker.
*A magic item much like the dark box at festivals but in this case it only produces one kind of metal, or cloth, or leather, or wood, etc., in various quantities. The metal type can be based on the skill of the maker for instance.
WEll thats a short list of what I can see happening or being allowed to happen.
TEVESHSZAT
Re: Enchanting Ideas
04/30/2014 09:18 AM CDT
I'd love to see a lot of the fun/niche quest enchantments get integrated.
1) booze-generating container
2) lightbulb enchantment
3) chocolate (or other food) generator
4) babelfish enchantment
5) eye color changer
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
1) booze-generating container
2) lightbulb enchantment
3) chocolate (or other food) generator
4) babelfish enchantment
5) eye color changer
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
GNIKOLEYCHUK
Re: Enchanting Ideas
04/30/2014 09:35 AM CDT
-A telescope (or goggles) with permanent piercing gaze
-Lunar Aura / Elemental Aura / Holy Aura / Life Aura/ Arcane Aura and No Aura devices - change the type of mana you appear to use when perceived by a moon mage. Also maybe change the effects of certain spells (like lay ward) to reflect your new mana type.
-A charged device that lets non-moon mages perceive others magical auras
-A charged device that lets non-clerics perceive favours and memory loss
-A bottle that automatically blesses water placed in it
-A container that dissolves anything placed in it (portable waste bucket) - maybe providing a temporary and short lived bonus to one random mana type
-A container that slows the decay of food for ranger's companions
-An enchantment that bonds an item to you so that the next time you die and release that item will stay with you
-Instruments that play themselves (based on the user's performance skill)
-Lunar Aura / Elemental Aura / Holy Aura / Life Aura/ Arcane Aura and No Aura devices - change the type of mana you appear to use when perceived by a moon mage. Also maybe change the effects of certain spells (like lay ward) to reflect your new mana type.
-A charged device that lets non-moon mages perceive others magical auras
-A charged device that lets non-clerics perceive favours and memory loss
-A bottle that automatically blesses water placed in it
-A container that dissolves anything placed in it (portable waste bucket) - maybe providing a temporary and short lived bonus to one random mana type
-A container that slows the decay of food for ranger's companions
-An enchantment that bonds an item to you so that the next time you die and release that item will stay with you
-Instruments that play themselves (based on the user's performance skill)