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Improved crafting/Enchanting uniques


moistnuggests

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The crafting/enchanting and even alchemy systems have always had a 'cookie cutter' feel. Mass producing identical items has always kind of bugged me. In real life a novice blacksmith will have a hard time crafting nails...much less any usable in battle.

 

Depending on how much of this gets implemented (if someone decides to try) this could make the game feel completely different.

 

-Core: Add a random variable chance to crafting/enchanting/brewing, include skill influence if possible: Every item crafted item should have some small variable and novices are likely to create worthless crap and hopelessly unlikely to create masterpieces while masters are unlikely to create crap and somewhat likely to create masterpieces.

 

>Smithing a dagger will have a chance to be low, mid, high, masterful grade. Each grade influences the stats. A low grade dagger will do 50% less damage and be practically worthless while a masterful dagger will do 200% more damage or maybe have a passive affect like bleeding or armor piercing.

 

>Enchantments have the same varied grades of strength. A low grade fire enchantment would do 50% less damage and masterful enchantment would do 200% more and/or have other affects like make damage over time, area of effect damage, fear (you're on fire...makes sense to run away)

 

>For alchemy I think it would be a better idea not to say how much the affect is, just say "Weak potion of..." or "Exceptionally strong potion of..."

 

-Bulk: Add unique and rare materials/ingredients/soul gems to level lists. A rare ore and hide from a rare monster in the hands of a skilled master could be the what is needed to make a legendary masterpiece.

 

-Beautification:

>Create rare ore veins, plants, enchantments and stupidly high level creatures and add them to random encounters. It would be pretty interesting finding a rare plant while hiking or seeing some monster of a beast lurking around or just stumbling on a weird looking rock and deciding to melt it down to see what could be made from it.

>Add a new type of crafting station for changing textures of items. Make a masterpiece look the part

>Allow for breaking down and smelting, of all the low level crap you are bound to smith that no vendor will touch.

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