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Enchantment ideas for reward weapon


mnixon999

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I am trying to come up with an enchantment for a reward weapon for my mod. I have bounced around a few ideas but I could use some more input.

 

Small back story(still very underdeveloped): you bring ingredients and a filled black soul gem to a guy who was ordered by the daedra to craft this dagger. The list of ingredients will be related to the enchantment.

 

Ok so for the enchantment and weapon... It is a dagger (custom model curtsy of suffed_down) called Blade of Peril. It will not require to be charged (like Mehrunes Razor) and it will also get more power full as you kill. I am thinking of restricting it to work on NPC's and maybe draugr/falmar only, so the enchantment will not work on animals etc. Also I want to restrict it to working if the target doesn't have soul trap cast on it, the daedra is empowering the dagger and so souls must go to him. I do not want to make an OP weapon, but I want it to be worth using for X amount of kills to max out the enchantment (which by the way doesn't have to max out). These things I'm pretty set on the way they are. But for the effects of the enchantment I would like some extra input.

 

Originally I thought about doing magicka and stamina damage. With a base of 10 each evolving to 60 each. Another thought was a poison effect (drain health over 5sec) and it just increases in magnitude. That's all I have really came up with so far. I wouldn't be apposed to making a new magic effect for this if I am capable or explained how to.

 

How strong does this need to be so that you would actually consider using it frequently? What sort of effects do you want in a dagger? What is the most amount of kills before the last stage is reached?

 

Keep in mind that you do not have to recharge this and that daggers are fast so you can trigger the effects more.

 

Thanks everyone!

 

 

Edit: I forgot to mention the base damage bits. Base is 10 (ebony dagger) but it has a crit damage of +17 which equals it out to around a daedric great sword. Currently the crit chance mult is 1.25. The chance to deal a heavy hit is a big upside to this weapon that I forot to mention about. I have also thought of just leaving it at that and making damage go up or having the crit chance increase as you kill.

Edited by mnixon999
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Nightingale Blade

<--- Has some good stats imo and they are not overly used in Skyrim far as I can tell:

 

http://elderscrolls.wikia.com/wiki/Nightingale_Blade

 

Also for the enchantment I think the Nightingale Blade has some cool enchantments that I haven't seen used on many other weapons in skyrim, however if your weapon won't have to be charged it could be unbalanced. I charge my Nightingale Blade when i know I'm in for tough fight but it eats charges fast thus keeping from being overpowered.

 

quoted from the elderscrollswikia.com:

 

"to emulate the Nightingale's Talon effect:

  • Absorb Health: 5-25 points (amount varies between those numbers as the weapon is enhanced absorbing 5 at first and 25 when fully upgraded)
  • Absorb Stamina: 5-25 points (amount varies between those numbers as the weapon is enhanced absorbing 5 at first and 25 when fully upgraded)"

 

 

Perhaps you could use similiar enchantments, but instead of your dagger needing charged maybe it has like a cool down. As in if you aren't activily in combat the Daedra draws the power from the dagger causing it to weaken, thus the more you fight the stronger it is when you need it?

 

Think of like a vampire on a blood rage vs weakening bc of lack of blood kinda idea since your dagger sucks souls.

Edited by 4GVN
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Nightingale Blade

<--- Has some good stats imo and they are not overly used in Skyrim far as I can tell:

 

http://elderscrolls.wikia.com/wiki/Nightingale_Blade

 

Also for the enchantment I think the Nightingale Blade has some cool enchantments that I haven't seen used on many other weapons in skyrim, however if your weapon won't have to be charged it could be unbalanced. I charge my Nightingale Blade when i know I'm in for tough fight but it eats charges fast thus keeping from being overpowered.

 

quoted from the elderscrollswikia.com:

 

"to emulate the Nightingale's Talon effect:

 

  • Absorb Health: 5-25 points (amount varies between those numbers as the weapon is enhanced absorbing 5 at first and 25 when fully upgraded)
  • Absorb Stamina: 5-25 points (amount varies between those numbers as the weapon is enhanced absorbing 5 at first and 25 when fully upgraded)"

 

Perhaps you could use similiar enchantments, but instead of your dagger needing charged maybe it has like a cool down. As in if you aren't activily in combat the Daedra draws the power from the dagger causing it to weaken, thus the more you fight the stronger it is when you need it?

 

Think of like a vampire on a blood rage vs weakening bc of lack of blood kinda idea since your dagger sucks souls.

 

I always seems to forget about the nightingale items (one of the few things I haven't got to in any characters) I did ponder the absorb effects, and they are the effects people seem to prefer.

 

I like the idea of it weakening when not used. I'm not sure how to go about scripting that. Maybe a utility wait? So like get killcount then utilitywait one day then if kill count hasn't increased then decrease kill count by 1. That would be something to play around with.

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