To be a soloist top Forger requires Outdoorsmanship/Perception/Appraisal. Combat skills help. Not enjoying socializing helps too.
To be a soloist top Engineer requires Outdoorsmanship/Perception/Appraisal(less than forging) and combat skills/skinning
To be a soloist top Alchemist requires Outdoorsmanship and a good idea about the weather is helpful.
To be a soloist top Outfitter requires stuff. (I don't recall what, I just buy my outfitting stuff) It will require the Outdoorsmanship/Perception/Appraisal/Combats/etc etc when finished.
Enchanting will require Arcana.
Since we're looking at guilds here, Warrior Mages are tert in everything required (except appraisal) for every other crafting skill except Enchanting. So are Clerics for that matter. Moon Mages get that secondary survival love, but combats go sloooow.
Empaths want to gather hide or bone? haha next.
So really, there is a history of some guilds sucking at some crafting stuff. Everyone can train every crafting skill equally. To be a soloist top, not all guilds are created equal.
And in this, we have equality.
Re: enchanting and other crafting skills on 03/02/2014 03:04 PM CST
Re: enchanting and other crafting skills on 03/02/2014 04:13 PM CST
>>IIRC, the issue was more the specific ways CJs themselves functioned, not skill boosters as a whole.
>>The issue with CJs were more how much they boosted skills, the lack of cooldowns, etc.
I think we're saying the same thing. When I said "out of balance" those are the sorts of issues I meant, not that there shouldn't be non-moonie skill boosters.
The reason I mentioned lunar prediction remaining better is that prediction is an involved process and trying to cap a set of divination tools takes a very long time. Unless you start with an expensive set of festie tools, the odds of completely capping a divination tool is somewhat remote. It takes months and months or longer and possibly several thousand predictions (each prediction taking about a half hour to set up) And there's no guarantee of success. After six months or a year you might have to start over. You might have to start over many times. It's doubtful many moonies will ever have a completely capped divination tool.
I'm willing to put in the hard work to have such a tool not just because they're useful but also because I think they're an important part of guild lore, rather like a pally wanting a holy sword, for example. But there's so much time involved that it might just be easier all around to forget about divination tools and just use enchanting boosters if they're anywhere close to lunar prediction.
My guess is they won't be as good, but I wanted to ask.
>>The issue with CJs were more how much they boosted skills, the lack of cooldowns, etc.
I think we're saying the same thing. When I said "out of balance" those are the sorts of issues I meant, not that there shouldn't be non-moonie skill boosters.
The reason I mentioned lunar prediction remaining better is that prediction is an involved process and trying to cap a set of divination tools takes a very long time. Unless you start with an expensive set of festie tools, the odds of completely capping a divination tool is somewhat remote. It takes months and months or longer and possibly several thousand predictions (each prediction taking about a half hour to set up) And there's no guarantee of success. After six months or a year you might have to start over. You might have to start over many times. It's doubtful many moonies will ever have a completely capped divination tool.
I'm willing to put in the hard work to have such a tool not just because they're useful but also because I think they're an important part of guild lore, rather like a pally wanting a holy sword, for example. But there's so much time involved that it might just be easier all around to forget about divination tools and just use enchanting boosters if they're anywhere close to lunar prediction.
My guess is they won't be as good, but I wanted to ask.
Re: enchanting and other crafting skills on 03/02/2014 05:05 PM CST
<<How about this: I can go to the trader and buy a Gweth. I still have no idea, player or character, of how to make one. I can go to the inn and buy a beer. Even if I buy 50 plat worth of beer and drink it I don't suddenly know how to make any.>>
But if you never drank any beer (used a weapon) how do you know it tastes like beer (swing right is balanced properly)? Someone who drinks beer (not a drunk!) will make a more consistent and superior product.
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
But if you never drank any beer (used a weapon) how do you know it tastes like beer (swing right is balanced properly)? Someone who drinks beer (not a drunk!) will make a more consistent and superior product.
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
Re: enchanting and other crafting skills on 03/03/2014 06:47 AM CST
>Enchanting will require Arcana.
>Since we're looking at guilds here, Warrior Mages are tert in everything required (except appraisal) for every other crafting skill except Enchanting. So are Clerics for that matter. Moon Mages get that secondary survival love, but combats go sloooow.
>Empaths want to gather hide or bone? haha next.
>So really, there is a history of some guilds sucking at some crafting stuff. Everyone can train every crafting skill equally. To be a soloist top, not all guilds are created equal.
>And in this, we have equality.
This is what I agree with. Empaths aren't here complaining about how they can't make the best leathers or bone armor and weapons because they can't skin creatures. It's part of the guild you choose and an inherent limitation of those choices. When you chose to play a guild that doesn't use magic and now you ultimately want to use magic to create enchantments it's like choosing an empath and being the best hunter - sure the option is open to you but don't expect to be the best at it, and expect repercussions from your guild.
Mmmmm...pie
Don't forget to vote:
http://www.topmudsites.com/vote-DragonRealms.html
>Since we're looking at guilds here, Warrior Mages are tert in everything required (except appraisal) for every other crafting skill except Enchanting. So are Clerics for that matter. Moon Mages get that secondary survival love, but combats go sloooow.
>Empaths want to gather hide or bone? haha next.
>So really, there is a history of some guilds sucking at some crafting stuff. Everyone can train every crafting skill equally. To be a soloist top, not all guilds are created equal.
>And in this, we have equality.
This is what I agree with. Empaths aren't here complaining about how they can't make the best leathers or bone armor and weapons because they can't skin creatures. It's part of the guild you choose and an inherent limitation of those choices. When you chose to play a guild that doesn't use magic and now you ultimately want to use magic to create enchantments it's like choosing an empath and being the best hunter - sure the option is open to you but don't expect to be the best at it, and expect repercussions from your guild.
Mmmmm...pie
Don't forget to vote:
http://www.topmudsites.com/vote-DragonRealms.html
Re: enchanting and other crafting skills on 03/06/2014 07:08 AM CST
<<NMU enchanting will require Arcana ranks and be less efficient>>
As it looks like enchanting will be out before Trader magic, I am assuming once Traders "get" magic, it will be adjusted to be "more" efficient for them?
<<If I can't cast thunderclap, you can't summon the dark lord of the abyss to devour the flesh of the innocent>>
As it looks like enchanting will be out before Trader magic, I am assuming once Traders "get" magic, it will be adjusted to be "more" efficient for them?
<<If I can't cast thunderclap, you can't summon the dark lord of the abyss to devour the flesh of the innocent>>
Re: enchanting and other crafting skills on 03/06/2014 07:11 AM CST
> As it looks like enchanting will be out before Trader magic, I am assuming once Traders "get" magic, it will be adjusted to be "more" efficient for them?
That quote should probably be restated as, "Enchanting by people who cannot cast Imbue will require Arcana ranks and be less efficient". Once Trader magic drops, they can spend the slots on Imbue just like any other MU.
That quote should probably be restated as, "Enchanting by people who cannot cast Imbue will require Arcana ranks and be less efficient". Once Trader magic drops, they can spend the slots on Imbue just like any other MU.
Re: enchanting and other crafting skills on 03/06/2014 07:15 AM CST
<<it would not be able to produce scrolls, or runestones, or teleport devices, or gweths, or elemental weapon flares, or invisibility rings>>
hmm. Thieves and traders COULD at one time use runestones. Back when DR began in 1996, until magic 2.0. Scrolls at one time used SCHOLARSHIP, not arcana ranks. Invisibility is producable by Thief Khri as well as magic. Just saying that whatever item is mentioned, there could be a backstory produced as to "why" an NMU could conceivably manufacture it.
<<If I can't cast thunderclap, you can't summon the dark lord of the abyss to devour the flesh of the innocent>>
hmm. Thieves and traders COULD at one time use runestones. Back when DR began in 1996, until magic 2.0. Scrolls at one time used SCHOLARSHIP, not arcana ranks. Invisibility is producable by Thief Khri as well as magic. Just saying that whatever item is mentioned, there could be a backstory produced as to "why" an NMU could conceivably manufacture it.
<<If I can't cast thunderclap, you can't summon the dark lord of the abyss to devour the flesh of the innocent>>
Re: enchanting and other crafting skills on 03/06/2014 07:59 AM CST
>>hmm. Thieves and traders COULD at one time use runestones.
http://i.imgur.com/a13M9yU.jpg
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
http://i.imgur.com/a13M9yU.jpg
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
Re: enchanting and other crafting skills on 03/06/2014 08:04 AM CST
Re: enchanting and other crafting skills on 03/06/2014 08:22 AM CST
Re: enchanting and other crafting skills on 03/06/2014 08:30 AM CST
> the point is, any item can be given rationale, or a reason, for "having it work that way". It's up to whomever is the GM at the time.
Well, yes. And the current crop of GMs have said that there are a large number of abilities that must be guild-gated. If enchanting doesn't have guild-gating, then those abilities won't be enchantable.
Well, yes. And the current crop of GMs have said that there are a large number of abilities that must be guild-gated. If enchanting doesn't have guild-gating, then those abilities won't be enchantable.
Re: enchanting and other crafting skills on 03/06/2014 09:02 AM CST
>>That quote should probably be restated as, "Enchanting by people who cannot cast Imbue will require Arcana ranks and be less efficient".
At the same time, I'm also waiting to see what less efficient means. Casting a spell infinitely vs using a tool that requires repair? Spell has lower RT than tool? Spell is easier to cast in a "masterful quality" manner than it is to necessarily get a tool? Tool requires a charge? Imbue is just straight up bonused better? Etc.
Honestly, unless imbue does something that a physical tool can't, or if that physical tool requires some kind of upkeep that I find annoying, I might just use a tool despite being able to use magic. In the rare event I somehow have the capability/opportunity to create the tyrium katana of enchantments, I might just temporarily invoke imbue.
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.
At the same time, I'm also waiting to see what less efficient means. Casting a spell infinitely vs using a tool that requires repair? Spell has lower RT than tool? Spell is easier to cast in a "masterful quality" manner than it is to necessarily get a tool? Tool requires a charge? Imbue is just straight up bonused better? Etc.
Honestly, unless imbue does something that a physical tool can't, or if that physical tool requires some kind of upkeep that I find annoying, I might just use a tool despite being able to use magic. In the rare event I somehow have the capability/opportunity to create the tyrium katana of enchantments, I might just temporarily invoke imbue.
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.
Re: enchanting and other crafting skills on 03/06/2014 12:30 PM CST
Been thinking a lot about this as I continue with Artificing. This is the general direction I am heading towards:
Preliminary Enchanting Process:
1). Setup and light a small/medium/large enchanter's brazier and place item atop it
- Via magical item (Arcana check, Enchanting check)
- In Guildhall (Enchanting check only as they already come lit)
- Brazier is considered a tool
2). Add fount to the item
- Fount is like a tool and an ingredient
- Fount determines how the enchantment is powered
- Fount has a # of uses, and will eventually run out
3). Cast Imbue
- Imbue acts like a "tool" with fixed potency and variable quality
- The enchantment's potential is determined by the mana used
- Quality is determined by how difficult the spell was to cast
- Rods of Imbue will allow enchanting for NMUs or MUs lacking the spell
- Rods will require Arcana and Enchanting skill to use
- Rods will be slower than using the spell
- Guilds will have fixed rods of imbue
- Guild rods will be much faster/easier to use - minor Arcana check
4). Study Primary Sigil ingredient (Any Primary Sigil or a Specific Primary sigil)
- Uses up that sigil and places it into your mind
- Enchanting skillcheck for round time
5). Scribe Sigil on <item>
- Adds sigil as an ingredient to the item
- Advances crafting progress
- Burin is the tool used for this process
6). Continue scribing, possible events can take place
7). Halted when additional sigils are required, repeat 3/4
8). Each enchantment will have a different # of sigils it requires. The open-ended ones determine the enchantment's final properties
9). Enchanting completes with a second casting of Imbue. Mana used determines the chance of you imploding amongst other things.
* Items can be removed from the brazier mid-enchantment. This breaks the process, damages the weapon and can have other badbad consequences.
* Each enchantment has a complexity. Small, Medium, Large. Think of this as them occupying 50, 75, 100 units of space.
* The metal composition of an item determines its capacity. 25 for Kertig, 40 for Steel, 100 for Niniam.
* The fount used modifies the enchantment complexity. Chance-to-destroy on use might be a 25% modifier. Permanent might be a 200% modifier.
* Eventually we will allow up to 2 enchantments per item
* Full-body armor will have bonus capacity
* Metal alloys will become more important to forging
!!!
* To keep this simple for the non-mathematical people, each society will sell packages such as:
Small Package: Steel Broadsword (Tier 3), Limited Use Fount
Medium Package: Brass Broadsword (Tier 2), Limited Use Fount
Large Package: Pewter-Alloy Broadsword (Tier 1), Limited Use Fount
These assume you cast Imbue at max mana and use any enchantment of size X, and it will fit. Perfect for training and work orders or for folks just wanted to make usable items without much effort.
There will also be a FOCUS and lens tool available to let people better understand the properties of enchanted items and a society-tool to let you approximate what will and will-not fit.
"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
Preliminary Enchanting Process:
1). Setup and light a small/medium/large enchanter's brazier and place item atop it
- Via magical item (Arcana check, Enchanting check)
- In Guildhall (Enchanting check only as they already come lit)
- Brazier is considered a tool
2). Add fount to the item
- Fount is like a tool and an ingredient
- Fount determines how the enchantment is powered
- Fount has a # of uses, and will eventually run out
3). Cast Imbue
- Imbue acts like a "tool" with fixed potency and variable quality
- The enchantment's potential is determined by the mana used
- Quality is determined by how difficult the spell was to cast
- Rods of Imbue will allow enchanting for NMUs or MUs lacking the spell
- Rods will require Arcana and Enchanting skill to use
- Rods will be slower than using the spell
- Guilds will have fixed rods of imbue
- Guild rods will be much faster/easier to use - minor Arcana check
4). Study Primary Sigil ingredient (Any Primary Sigil or a Specific Primary sigil)
- Uses up that sigil and places it into your mind
- Enchanting skillcheck for round time
5). Scribe Sigil on <item>
- Adds sigil as an ingredient to the item
- Advances crafting progress
- Burin is the tool used for this process
6). Continue scribing, possible events can take place
7). Halted when additional sigils are required, repeat 3/4
8). Each enchantment will have a different # of sigils it requires. The open-ended ones determine the enchantment's final properties
9). Enchanting completes with a second casting of Imbue. Mana used determines the chance of you imploding amongst other things.
* Items can be removed from the brazier mid-enchantment. This breaks the process, damages the weapon and can have other badbad consequences.
* Each enchantment has a complexity. Small, Medium, Large. Think of this as them occupying 50, 75, 100 units of space.
* The metal composition of an item determines its capacity. 25 for Kertig, 40 for Steel, 100 for Niniam.
* The fount used modifies the enchantment complexity. Chance-to-destroy on use might be a 25% modifier. Permanent might be a 200% modifier.
* Eventually we will allow up to 2 enchantments per item
* Full-body armor will have bonus capacity
* Metal alloys will become more important to forging
!!!
* To keep this simple for the non-mathematical people, each society will sell packages such as:
Small Package: Steel Broadsword (Tier 3), Limited Use Fount
Medium Package: Brass Broadsword (Tier 2), Limited Use Fount
Large Package: Pewter-Alloy Broadsword (Tier 1), Limited Use Fount
These assume you cast Imbue at max mana and use any enchantment of size X, and it will fit. Perfect for training and work orders or for folks just wanted to make usable items without much effort.
There will also be a FOCUS and lens tool available to let people better understand the properties of enchanted items and a society-tool to let you approximate what will and will-not fit.
"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
Re: enchanting and other crafting skills on 03/06/2014 01:09 PM CST
I agree with TEVESHSZAT. Why would I spend a spell slot when I can do the same thing with a tool? This is the first I've read that using the tool will be "less efficient" than using imbue, but I'm waiting to see if/how the spell might be better in any case.
I actually don't understand why enchanting needs to require a spell anyway. None of the other crafts require a spell to be able to do them.
To make sure there's no confusion, I do understand why an enchantment like a runestone containing X spell would require knowing X spell to make, and why an enchantment with signature aspects of a guild might require a certain spell(s) or something else specific that guild knows to make. What I don't understand is why a spell would be needed for anything not specific like that in order to enchant.
One other thing. Magdar is right about this - We were told that all crafting would require only the LORE skill in order to do. (With the exceptions of enchanting something with a specific spell in it and enchanting something that is signature to a guild.) At least that is what I remember being told about all the new crafting also.
Aluriaz
I actually don't understand why enchanting needs to require a spell anyway. None of the other crafts require a spell to be able to do them.
To make sure there's no confusion, I do understand why an enchantment like a runestone containing X spell would require knowing X spell to make, and why an enchantment with signature aspects of a guild might require a certain spell(s) or something else specific that guild knows to make. What I don't understand is why a spell would be needed for anything not specific like that in order to enchant.
One other thing. Magdar is right about this - We were told that all crafting would require only the LORE skill in order to do. (With the exceptions of enchanting something with a specific spell in it and enchanting something that is signature to a guild.) At least that is what I remember being told about all the new crafting also.
Aluriaz
Re: enchanting and other crafting skills on 03/06/2014 01:27 PM CST
>>* The metal composition of an item determines its capacity. 25 for Kertig, 40 for Steel, 100 for Niniam.
>>* Metal alloys will become more important to forging
So a 60% kertig 40% ninam blah blah would have 55% capacity?
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.
>>* Metal alloys will become more important to forging
So a 60% kertig 40% ninam blah blah would have 55% capacity?
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.
Re: enchanting and other crafting skills on 03/06/2014 01:37 PM CST
>>Why would I spend a spell slot when I can do the same thing with a tool?
Convenience, accuracy and speed. The spell is much less likely to blow you to pieces if you mess something up. Someone using the tool can make items just as good as you, but with more PLAYER skill required.
Yeah I know I know I know.... requiring the player to have skills (or pay attention) is often a problem for DR. But in this case I can see no alternative.
"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
Convenience, accuracy and speed. The spell is much less likely to blow you to pieces if you mess something up. Someone using the tool can make items just as good as you, but with more PLAYER skill required.
Yeah I know I know I know.... requiring the player to have skills (or pay attention) is often a problem for DR. But in this case I can see no alternative.
"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
Re: enchanting and other crafting skills on 03/06/2014 01:38 PM CST
Yes, that is one possible option. It may also make sense to front-load it. Need to ponder how folks will find it optimal to use, and ensure this gives mixology a boost.
"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
Re: enchanting and other crafting skills on 03/06/2014 01:44 PM CST
>>We were told that all crafting would require only the LORE skill in order to do.
If you use the Society Hall tools you will probably not need any Arcana. It is assumed the Society has dumbed things down enough for people. I've always said NMUs would have access to the system, but being a MU would have some advantages. One of those is enchanting on the go without the need for secondary skills.
What people forget is the original proposal had NMUs LOCKED OUT ENTIRELY from 2/3rds of Enchanting. This is a compromise allowing everyone access to the fun parts.
>>I actually don't understand why enchanting needs to require a spell anyway.
That has always to be the case since before I was on staff. I really do not have the energy to retcon everything.
"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
If you use the Society Hall tools you will probably not need any Arcana. It is assumed the Society has dumbed things down enough for people. I've always said NMUs would have access to the system, but being a MU would have some advantages. One of those is enchanting on the go without the need for secondary skills.
What people forget is the original proposal had NMUs LOCKED OUT ENTIRELY from 2/3rds of Enchanting. This is a compromise allowing everyone access to the fun parts.
>>I actually don't understand why enchanting needs to require a spell anyway.
That has always to be the case since before I was on staff. I really do not have the energy to retcon everything.
"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
Re: enchanting and other crafting skills on 03/06/2014 01:49 PM CST
Re: enchanting and other crafting skills on 03/06/2014 01:51 PM CST
> The spell is much less likely to blow you to pieces if you mess something up.
blinks!
I have to admit, I find it hard to read things like your plans on the boards and understand just how they will be done in game. My eyes cross. My eyes crossed so much reading about research and symbiosis I had no clue what would be what. Once in test, I picked up on it pretty easily (plus with some help from Traim). By now, I have complete faith in y'all to do something awesome and I'll understand it when I can get my hands on it. But... blow me to pieces? Hmmm.
!!
>requiring the player to have skills (or pay attention) is often a problem for DR.
Not a problem for me!
Thanks for the sneak peek (that I wish I understood better),
Aluriaz
blinks!
I have to admit, I find it hard to read things like your plans on the boards and understand just how they will be done in game. My eyes cross. My eyes crossed so much reading about research and symbiosis I had no clue what would be what. Once in test, I picked up on it pretty easily (plus with some help from Traim). By now, I have complete faith in y'all to do something awesome and I'll understand it when I can get my hands on it. But... blow me to pieces? Hmmm.
!!
>requiring the player to have skills (or pay attention) is often a problem for DR.
Not a problem for me!
Thanks for the sneak peek (that I wish I understood better),
Aluriaz
Re: enchanting and other crafting skills on 03/06/2014 01:56 PM CST
<<But in this case I can see no alternative.>>
Give all guilds a spell scroll slot.
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
Give all guilds a spell scroll slot.
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
Re: enchanting and other crafting skills on 03/06/2014 02:20 PM CST
Re: enchanting and other crafting skills on 03/06/2014 03:17 PM CST
>>Spell difficulty
The more mana you use, the more difficult the spell becomes. The closer you are to your personal cap, the lower the quality of that action. One of the techniques will reduce/remove this.
>>Tools
These tools will all be created via Artificing. Not all will be used within Artificing.
"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 more mana you use, the more difficult the spell becomes. The closer you are to your personal cap, the lower the quality of that action. One of the techniques will reduce/remove this.
>>Tools
These tools will all be created via Artificing. Not all will be used within Artificing.
"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
Re: enchanting and other crafting skills on 03/06/2014 04:08 PM CST
<<The closer you are to your personal cap, the lower the quality of that action.>>
I don't understand this. The closer you are to your cap (i.e., the more challenging you make the cast), the worse off the result is?
Also, what happens when you easily cap imbue? Are you penalized because it's not challenging, or is the effect of imbue purely static (50 mana = result of 100, 100 mana = result of 200, regardless of the challenge of those two variable casts to the caster).
I don't understand this. The closer you are to your cap (i.e., the more challenging you make the cast), the worse off the result is?
Also, what happens when you easily cap imbue? Are you penalized because it's not challenging, or is the effect of imbue purely static (50 mana = result of 100, 100 mana = result of 200, regardless of the challenge of those two variable casts to the caster).
Re: enchanting and other crafting skills on 03/06/2014 04:35 PM CST
The last 3 weaponsmithing techniques were to do with enchanting an weapon (same for armorsmithign I believe). Adding something that allows the enchantment to be attached. How does this fit in with the current enchanting design? And what about finished / store bough weapons? Can they be enchanted/have the required forged attachments added?
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
______
Kertig Heart Magdar Bluefletch, Forging Guru of M'Riss
Re: enchanting and other crafting skills on 03/06/2014 04:45 PM CST
<<Enchanting completes with a second casting of Imbue. Mana used determines the chance of you imploding amongst other things.>>
Please be very careful not to overdo it with this sort of stuff. We've already established in Combat that "blam, you're randomly dead just because" is no good at all. I can see some potential for injury (I'd encourage it, even), but please make sure it's never enough to just kill you outright unless you've gone out of your way to do something very wrong (like skipping Event steps during the "continue scribing, possible events can take place" phase). You should never die just for finishing a crafting project.
Thanks,
-Life Sustainer Karthor
Please be very careful not to overdo it with this sort of stuff. We've already established in Combat that "blam, you're randomly dead just because" is no good at all. I can see some potential for injury (I'd encourage it, even), but please make sure it's never enough to just kill you outright unless you've gone out of your way to do something very wrong (like skipping Event steps during the "continue scribing, possible events can take place" phase). You should never die just for finishing a crafting project.
Thanks,
-Life Sustainer Karthor
Re: enchanting and other crafting skills on 03/06/2014 05:37 PM CST
>I don't understand this. The closer you are to your cap (i.e., the more challenging you make the cast), the worse off the result is?
If I'm reading this right, the amount of mana you shove into Imbue will act sort of like wood type does for bows now. The more mana you put in, the better the result. The difficulty bonus/penalty will be relative to your skill.
So a low level person might have the choice between a high capacity low quality item, or a low capacity high quality item. The more skill you get, the less of a tradeoff you have to make.
But that's just a guess.
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
If I'm reading this right, the amount of mana you shove into Imbue will act sort of like wood type does for bows now. The more mana you put in, the better the result. The difficulty bonus/penalty will be relative to your skill.
So a low level person might have the choice between a high capacity low quality item, or a low capacity high quality item. The more skill you get, the less of a tradeoff you have to make.
But that's just a guess.
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
Re: enchanting and other crafting skills on 03/06/2014 08:11 PM CST
Re: enchanting and other crafting skills on 03/06/2014 10:28 PM CST
Heh, you are reading into this too much.
If using more mana makes the spell harder to cast, the quality of the action will decrease. So if your personal cap is 50 mana, casting at 40 mana is recommended and will give you a fairly potent enchantment with a high quality. If you use 50 mana, the quality will diminish but it will become more potent.
You will not always want to cast imbue at max mana. Mana increases the complexity of the enchantment, and many items will be unsuitable for large enchantments. You'll have to practice a bit to find your own sweet spot for fitting different enchantments on various materials. I'll probably have a +/-5 mana dead zone so the process isn't too unforgiving.
Example:
A steel broadsword only has space for small enchantment. Fire malice is a medium sized enchantment, and won't fit. So you prepare it lower, say at 75 mana instead of 100. This reduces its size. Then you use a smaller fount - perhaps one that only lasts for 30 days. The combination of a less potent enchantment imbue and the smaller fount lets you fit it on the broadsword.
Had you cast it at full mana, it may have succeeded and simply reduced its potency automatically to fit. But that is dangerous without the appropriate techniques and skill. Possibly worth it though if you want to bypass the hard work of experimenting!
"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
If using more mana makes the spell harder to cast, the quality of the action will decrease. So if your personal cap is 50 mana, casting at 40 mana is recommended and will give you a fairly potent enchantment with a high quality. If you use 50 mana, the quality will diminish but it will become more potent.
You will not always want to cast imbue at max mana. Mana increases the complexity of the enchantment, and many items will be unsuitable for large enchantments. You'll have to practice a bit to find your own sweet spot for fitting different enchantments on various materials. I'll probably have a +/-5 mana dead zone so the process isn't too unforgiving.
Example:
A steel broadsword only has space for small enchantment. Fire malice is a medium sized enchantment, and won't fit. So you prepare it lower, say at 75 mana instead of 100. This reduces its size. Then you use a smaller fount - perhaps one that only lasts for 30 days. The combination of a less potent enchantment imbue and the smaller fount lets you fit it on the broadsword.
Had you cast it at full mana, it may have succeeded and simply reduced its potency automatically to fit. But that is dangerous without the appropriate techniques and skill. Possibly worth it though if you want to bypass the hard work of experimenting!
"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
Re: enchanting and other crafting skills on 03/06/2014 10:30 PM CST
>>The last 3 weaponsmithing techniques were to do with enchanting an weapon (same for armorsmithign I believe). Adding something that allows the enchantment to be attached. How does this fit in with the current enchanting design? And what about finished / store bough weapons? Can they be enchanted/have the required forged attachments added?
You are thinking of slotting enchanted gems. That will not be a part of Enchanting's initial release, and may be reserved for Epic Level loot.
"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
You are thinking of slotting enchanted gems. That will not be a part of Enchanting's initial release, and may be reserved for Epic Level loot.
"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
Re: enchanting and other crafting skills on 03/06/2014 10:31 PM CST
>>Does this mean that you are planning on putting enchanting societies in Guild halls?
I meant Society Halls. Though I caught the typos before I hit post. Sorry :/
"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 meant Society Halls. Though I caught the typos before I hit post. Sorry :/
"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
Re: enchanting and other crafting skills on 03/06/2014 10:34 PM CST
>>Insta-death
In general it will be hard to kill yourself via enchanting, but not impossible. A large number of the failures will simply be hilarious or annoying.
"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
In general it will be hard to kill yourself via enchanting, but not impossible. A large number of the failures will simply be hilarious or annoying.
"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
Re: enchanting and other crafting skills on 03/07/2014 07:33 AM CST
Re: enchanting and other crafting skills on 03/07/2014 07:38 AM CST
Re: enchanting and other crafting skills on 03/07/2014 09:50 AM CST
Overall I'm just SUPER happy to see that enchanted weapons and armor are finally coming to DR, way to go team Crafting!
---
"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.
---
"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.
Re: enchanting and other crafting skills on 03/07/2014 11:43 AM CST
Re: enchanting and other crafting skills on 03/07/2014 12:22 PM CST
No, the techniques will not be and never were intended to be necessary for enchanting weapons and armor. The techniques do not even exist. Gem slotting was something casually discussed at a Con ...3 years ago? Again, let's worry about it when we get closer to defining what is even meant by Epic Level stuff.
"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
Re: enchanting and other crafting skills on 03/07/2014 02:23 PM CST
Re: enchanting and other crafting skills on 03/07/2014 02:47 PM CST
>>Just been waiting for those last 3 techniques.
I've never heard of these forging skills that do anything related to enchanting. Can you like me to that post? They sound pretty 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've never heard of these forging skills that do anything related to enchanting. Can you like me to that post? They sound pretty 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.