Jump to content

Zagluk1

Initiates
  • Posts

    1
  • Joined

  • Last visited

Everything posted by Zagluk1

  1. My ideas about crafting/durability No Durability loss with normal attacks. Have skills / spells/ weapons / traps, that reduces durability, If durability =0 item is broken! I would give each weapon two stats Durability and Essence. Like the Cipher uses the souls of people to make magic buffs, the crafter can use the Essence of a item, for buffing / repairing an item. E.g. a Out of combat buff could be a +10 % and reduces the Essence by x Points, and ha a long duration. An in Combat buff could be an extrordinary + 50 % Bonus but reduces the Essence by 5 times x points, and could even cost durability when the buff runs out. Increasing the durability of a item, costs essence. Some items could be unbreakable, but on the drawback they have no Essence left. Dwarven made items have high durabilty / low essence Elfen made items have low durabilty / high essence ... A mundane item, should be easily easiliy be destroyed, by enemy skills that reduces the durability. A mundane item, should only be once max twice get the high in combat buff, before running out of essence. The characters that are crafters get more and more buffs when the skill is increased, and can also build some unqiue items (why crafting mundane items, if i can purchase them anyway in masses. ONly bonus is to be able to make amunition on the fly, without the need to go back to towns) I also like the tactics behind this. If in an encounter you find out that an Enemy can not be injured with your current weapon, you could try to give it a ice/holy/flame buff, to overcome the enemies imunity. This gives the crafters more options during combat, also a lot of cheap loot weapons can be used during the fights. I think there is plenty of possibility and room for improvements, i tried to keep it short.
×
×
  • Create New...