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Re: Enchanting Ideas 04/30/2014 12:18 PM CDT
Enchanted music box that plays Hodierna's Lilt or any other enchante?

Regards,

Sortny/Braunwen
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Re: Enchanting Ideas 04/30/2014 01:20 PM CDT
WTB Aether Wolves box.
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Re: Enchanting Ideas 04/30/2014 02:33 PM CDT
<<eye color changer

Why just eyes, how about something to make a character's hair seaweed or spiderwebs or something. Make the skin black onyx or chitan or something.

Yamcer


"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
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Re: Enchanting Ideas 04/30/2014 02:49 PM CDT
<<Why just eyes, how about something to make a character's hair seaweed or spiderwebs or something. Make the skin black onyx or chitan or something.>>

Yeah that's what I meant in my post, but eyes were the first thing that came to mind. An enchantment that worked kind of like the MM appearance cantrip would be cool, and there's a ton of options there.
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Re: Enchanting Ideas 04/30/2014 03:03 PM CDT
>>Why just eyes, how about something to make a character's hair seaweed or spiderwebs or something. Make the skin black onyx or chitan or something.

For my suggestion on it, I'm talking about things that already exist. Could there be other ones? Sure. But I'm also assuming that it's easier to introduce already-made-script-X into the enchanting system vs create a whole new one.



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.
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Re: Enchanting Ideas 05/01/2014 07:16 AM CDT
Some nice magical type alterations seem huge, like the hair/eyes thing mentioned before.

total transformation enchantables would SERIOUSLY rock. Someone, I forget whom in the armor forums had posted a request for some 'exceeds believable' type things, like one shoulder spiked pauldron, or giant huge sword ala cloud in final fantasy 7.. I think this is the place for that kind of thing.

I'd also love to see things that tie into our guild identities -

You are Elriic Melniibone, a Human.
Your body is wrapped in a pulsing cloak of lava which periodically erupts in geysers of flames.

You see Traim Ruin, a Human.
His body has taken on a crystalline sheen with tendrils of red, blue and black essence pulsing from his eyes.
-

You see Sebestyen, a Human.
His entire form is wrapped in a pure, holy light which seems to infuse him with an irrepressible aura of confidence.

In memory of Lisa/Martee. Passed 6/17/2013. A friend. A sister.
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Re: Decisions 05/06/2014 07:07 AM CDT
>Steel - Small enchantment with uses/day, medium with a cooldown, large with a chance to break on use.
>Niniam - Small permanent, medium charge to use, large with limited charges, huge with chance to break on use.
>Orichalcum - Small permanent, medium uses/day, large with a cooldown, huge with a timed allowed use

>Enchantable materials like Niniam and Orichalcum will not work properly if present in less than 33% of the mix, and some materials will have unique bonus properties (for example, adding a hair of kertig might add bonus size for fire enchantments. Too much though reduces the capacity). This makes mixology more important than the basic %s people use today


I'm assuming that things will need to be made using other crafting areas. So to make the base items (not weapons or armor) what crafting skills should we be working on if we don't want to buy items from others to enchant?
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Re: Decisions 05/06/2014 09:07 AM CDT
<<So to make the base items (not weapons or armor) what crafting skills should we be working on if we don't want to buy items from others to enchant?>>

It certainly seems like Engineering and Outfitting would cover most of the non-weapon/armor enchantment bases. I suppose you could enchant food/remedies/poison too (magic poison sounds awesome), but that doesn't seem like it would have as many common items.
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Re: Decisions 05/06/2014 01:30 PM CDT
All crafting skills will have things that can be used in enchanting, and many of them will also be sold.



"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
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Re: Decisions 05/07/2014 07:25 AM CDT
Thank you for the quick response. Looks like I have my work cut out for me unless I want to just buy things to enchant.
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Re: Decisions 05/08/2014 12:20 PM CDT
>>unless I want to just buy things to enchant.

Well, that is a completely viable option... but sure, to enchant players' weapons and armor you'll need their stuff to enchant :)




"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
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Re: Decisions 05/08/2014 11:30 PM CDT
>Steel - Small enchantment with uses/day, medium with a cooldown, large with a chance to break on use.
>Niniam - Small permanent, medium charge to use, large with limited charges, huge with chance to break on use.
>Orichalcum - Small permanent, medium uses/day, large with a cooldown, huge with a timed allowed use

>Enchantable materials like Niniam and Orichalcum will not work properly if present in less than 33% of the mix, and some materials will have unique bonus properties (for example, adding a hair of kertig might add bonus size for fire enchantments. Too much though reduces the capacity). This makes mixology more important than the basic %s people use today

I'm still trying to figure out these things...

Does the enchantment 'blow up' break and the item is fine.

Is the item and the enchantment one item.

---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS

---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
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Re: Decisions 05/09/2014 01:07 AM CDT
Blowing up damages the item (if possible) and removes the enchantment. Nothing permanent, just a setback.



"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
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Re: Enchanting Ideas 05/11/2014 09:32 PM CDT
Set 3.1 stuff down for a bit to make more progress on Enchanting. Enchantments have so many options its mind boggling.


For Sigils I have decided the attributes will be:

Quality - How accurately scribed was the sigil
Complexity - How hard it is to harvest
Amplitude - How much time it takes to harvest
Precision - How precise was the source you used to scribe the sigil from?

Unlike other substances, sigils don't really have a rarity. Guild-only sigils aside, everyone will be able to harvest all sigil types. You may have to go to a special room, or wait for a specific constellation to appear, but there won't be any super secret sigils in the initial release.

Instead, harvested sigils will have a precision attribute. Quality reflects how well you copied down the sigil. Precision refers to how good the source was. To this effect, it is somewhat random (though techniques and magical items can improve the chance of finding a better source).

Common sigils will have a precision of 10 and 20, and uncommon will be 30. Beyond that it gets into rare 40 and very rare 50 precision levels. This allows for a good assortment of auction/festival prizes. Every sigil will have its own rare counterparts, which unlock new features when used in enchanting!

Sigil books may hold up to 100 sigils, and so it won't be too hard to organize them all. I'll probably spend some time allowing for filters. Like, TURN SIGILBOOK to ABOLITION, to get all the abolition sigils to show. TURN SIGILBOOK TO PRECISE to sort them by precision. and TURN SIGIL BOOK TO ALL to show all of them.


What the enchantment ends up doing can be determined by a number of variables such as -

Mana Type Used
The Fount Used
Potency of the Imbue Spells
Which Sigils were chosen
The Precision of the Sigils
Material the item is made of

Hopefully this isn't seen as making things too complicated. There's no real math or critical-thinking involved. You can just slug stuff together and get a usable item. However, to get a specific effect you might need to experiment a bit and find the right combination.


For example with the glowing rod I'm working on:

The mana type determines the base types of fluff effects it can make. Elemental, Lunar, Holy, Life and Arcane all have different effects.

The fount determines how it is used (WAVE AT a Target), (WAVE for a self/general effect), (WAVE to Toggle a cyclic effect). And its durability (Charges, Uses/Day, Chance to Break on Use, etc)

The sigil determines what kind of effects. Take Elemental + Abolition = Aggressive effects, Elemental + Congruence = Calming Effects, Elemental + Induction = Wondrous effects.

The potency determines how durable the enchantment is and may add additional effects.

The enchantment precision is determined by the precision of sigils used, and unlocks new effects. With the glow rod you'd get 1 effect per precision level used.

Material is going to be a less common modifier. Some materials may unlock new or different effects when used in certain enchantments. And some might just result in the enchantment exploding in your face :)

There will most certainly be less enchantments per chapter compared to the other crafting Disciplines. But the hope is each enchantment does dozens and dozens of things, leaving you a whole bunch of fun stuff to experiment with!





"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
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Re: Enchanting Ideas 05/11/2014 11:39 PM CDT
Man, this is cool. ETA? Heh.
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Re: Enchanting Ideas 05/12/2014 01:16 AM CDT
Not entirely sure. Once Test is back up and running I may be able to toss out some things for folks to begin playing with. It is just a ton of work writing up each Enchantment due to the 100s of permutations :)



"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
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Re: Enchanting Ideas 05/12/2014 12:41 PM CDT
GM: "This will be great, they can do nearly anything!"
Looks at what has to be coded.
GM: "Oh no, they can do nearly anything!"

:P



Weapons for Sale:
http://www.elanthipedia.play.net/mediawiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
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Re: Enchanting Ideas 05/13/2014 09:15 AM CDT
ooh gimme the ability to world-break things so bad I somehow crack the RL world open and the things happen that you'd only see in the plots of anime.

_________________________________
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.
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Re: Decisions 05/20/2014 12:38 PM CDT
>Steel - Small enchantment with uses/day, medium with a cooldown, large with a chance to break on use.
>Niniam - Small permanent, medium charge to use, large with limited charges, huge with chance to break on use.
>Orichalcum - Small permanent, medium uses/day, large with a cooldown, huge with a timed allowed use

With enchanting being released this is a huge opportunity to give mirror weapons back some utilization. Mirror weapons are sub par to steel at current, being decently enchantable would make them worth using again.
The thought of a mirror weapon does seem like it would be very enchantable, might even be cool if how enchantable it is was a reflection of the wielders enchanting ranks.
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Re: Decisions 05/20/2014 04:05 PM CDT
>might even be cool if how enchantable it is was a reflection of the wielders enchanting ranks.

So you'd hand it off to the highest enchanting person in the realms, have them enchant it and then...

If it checked on normal downsize, then how would you determine which enchantments are lost first? What if you died and someone with no enchanting picked it up while saving you?

I get the intention, but it seems like it would be a nest of nightmares.



Weapons for Sale:
http://www.elanthipedia.play.net/mediawiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
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Re: Decisions 05/21/2014 10:43 AM CDT
Actually, that seems like something that would be interesting. A bonus of some sort enchanted into an item that reflected your skill in a given area. This seems like something that could really work well with the treasure system. If you have a treasure-bonusing enhancement on your weapon and you happen to have a minimum of x outdoorsmanship and at least x forging, then you get some chance of getting a drop of forging metals when you kill a critter that yields experience. The drop table improves with skill (the lesser of outdoors and forging).

'Your broadsword flashes with a brilliant light as you deal the goblin the fatal blow. Material is torn from its form and absorbed into a glowing ball hovering inches from the goblin's chest. After a few seconds, the ball's glow ceases and a tiny silver nugget falls to the ground.'

--Wryhk

"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
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Re: Decisions 08/11/2014 04:25 PM CDT
Had some thoughts of some more uses for enchanting. Some of these might be duplicates from the lists posted earlier, but here goes.

Runes: So you had mentioned at the State of Elanthia discussion at Simucon that being able to craft runes could flood the game with lots of spells and would water down guild specific magic pretty heavily. Now, one sort-of fix to this was making sorcery a challenging skill to learn and train and setting the min-prep mana amount of runestones pretty high. If this is still a concern, perhaps a new spell category would be added so there's Signature (from the guildhall only), Protected (appears on scrolls, but the means to create permanent chassis is unknown or impossible), and Universal (can be found or made into runes).

Wands: Wands make a lot of sense for limiting use of non-native magic and potency and other limitations could be controlled easily. Say a wand of minor fire will only cast it like a 10 mana FS, give you a roundtime, and have X number of uses. Wands of greater clarity may give you a 50 mana clarity casting, roundtime, x number of uses, and so forth.

Now this one, I don't think has been mentioned yet, but magic "grenade" type items. No mana or magic ability required to use. Area of effect, single use phylactery or some such (think like.. a glass vessel with charged and sealed cambrinth shavings inside, sigils inscribed on the outside) that could maybe cause lightning damage or freeze to all enemies at melee range with you. Maybe another one when thrown at a single enemy could have a Partial Displacement effect where it's thrown.

On the helpful side of things, there could be similar single use that require no magic skill to use that could stop your bleeding or disengage you from combat or cast you into invisibility.

How cross-discipline engineered and enchanted things?
Minor enchanted automatons? Imagine engineered little task-doing constructs then enchanted with a Distant Gaze enchantment so it could be like a familiar? Or... a crossbow enchanted to shoot fire instead of live rounds?

Just thought of this right before posted.. enchanted bellows or shovels, anyone? Heh.
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Re: Decisions 08/11/2014 06:45 PM CDT
I was thinking the other night about a new enchantment nobody has mentioned, probably because it'd be too OP or abusable without long timers.

How about a lunar (thinking mental/psychic) enchantment that basically does the same thing as the login drain? A one time (per 30 days maybe?) drain of all actively learning skills down to clear, with the proper conversion into ranks.

-Master Ndin
https://elanthipedia.play.net/mediawiki/index.php/Ndin
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Re: Decisions 08/11/2014 07:05 PM CDT
I'd rather see one that simply stores all your current experience (subject to limits based on power), and then later you can activate it to have it all come back.

Going to be busy for an extra long time? Train what you want, activate, then train again. Now you have two training periods to work off.

Want to jump right in right when you log in, there you go.



Weapons for Sale:
https://elanthipedia.play.net/mediawiki/index.php/User:CARAAMON#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
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Re: Decisions 08/13/2014 02:47 PM CDT
You could also use enchanting to add adjevtives to dyes.

Light-emitting enchantment
-> Shining Blue Dye
-> Flickering Red Dye
-> Glowing Green Dye
-> Flashing Orange Dye
-> Blinding Yellow Dye
-> Luminescent Purple Dye
-> Headache-Inducing White Dye
-> Color-Changing Dye

--Wryhk

"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
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