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Rune, enchantment and poison mod


ZippyDSMlee

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Frist off every stat and ability or element of talents,spells(area of effect limited to fire/frost/asid/soulrot flask like things, I wonder if you can put a percentage on to active on hit so that 30-80% of hits activate the spell/ability) or stuff in green on weapons should be made into a rune.

 

Then the current runes need to have runes at 30,50,70 and 100% more their maxim stat but these runes require a magic level of 15 or higher to use.

 

Bow,cross bows can be used with poison but at half the power and time, at lvl 2 you get full time at lvl 3 you get full power.

 

Armor and Bows/Cross bows can be enchanted like weapons, Super rare 6 slot items can be found/bought but require 20 magic to use.

 

This is all I can think of for now other than compiling a list of attributes/spells and such, have an idea on over hauling the spell/mage talents but its not coherent enough to share.

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