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Reading the newest installment of Armor and Weapon Design, a plea. One thing coming to mind is a kind of a what if. Going on a hunch, PE won't include horses and mounted combat. Because then there'd be need to make mounted combat rules and stuff and lots more animations... and there's really no huge profit for it anywhere. So... what if the world doesn't have horses? Not just in view, but that they just are completely not there. Obviously the lances and such are gone. I'd guess longer pikes are gone as well, though I don't suppose they were never going to be in anyway. But what else? Armor and weapon design was driven by the existing reality, the reality being horsemen all around. What kind of weapons and armor were designed to deal with cavalry, or used by cavalry? Does an army that's not going to face cavalry and doesn't have one, look different than medieval armies did?
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Armor Design Design update from Josh Sawyer Let's talk about armor design. Taken on its own, armor design isn't of eminent importance. It's just one of many subsystems that make up Project Eternity. However, looking at it in detail can expose problems that can be found across our various subsystems: by making something work well in a new system and setting, we can often put it at odds with the nostalgia of the old games (and "realism"). Back in the days of 2nd Edition Advanced Dungeons and Dragons, we had all sorts of quasi- or non-historical armor types like banded mail, ring mail, and studded leather. You wore the heaviest armor you could because it typically had the best Armor Class. If plate mail was available, there weren't many reasons to wear splint mail or (horror of horrors) chain.The default rules limited the viability of certain character concepts because most characters of a given class were funneled down a specific equipment path. 3E sort of solved this problem by implementing Maximum Dexterity Bonus, which meant that characters with high Dexterity scores would generally equip whatever armor gave them the maximum bonus to Armor Class without capping the Armor Class bonus they received from Dexterity. There were a few problems with this. First, while it did help make previously "bad" character concepts (e.g., the lightly armored fighter) more viable, generally there were one or two choices per character build. If you had a high dexterity, you were not going to wear heavy armor. If you had a low Dexterity, you might wear light armor, but only for the higher movement rate it allowed. Second, there was an equipment dead zone in medium armor -- the Maximum Dexterity Bonus caps and movement penalties of heavy armor without the nice Armor Class bonus. Also, if you were a ranger or barbarian, technically you could wear medium armor, but in practice you would never wear it because it disabled several class abilities. The third issue is a common one with armor design: the ability to wear heavy armor has value (classes receive it as a benefit and it costs feats to purchase in 3E), but it's presented as something with trade-offs. This in itself is not bad, but as previously mentioned, typically the decision of what type of armor to wear can more-or-less be made at the end of character creation. If your character wears a chain shirt at 1st level, there's a good chance he or she will be wearing a +5 version toward the end of the campaign. This is sort of nice because it means that you can have a consistently viable character concept, but there's not a ton of decision making about armor types after your adventuring career starts. Finally, there's a way of naming and progressing things in A/D&D. Once you get your "base" armors introduced (for our purposes, we will include plate armor and its 2nd Edition kin, field plate and full plate), upgrades are expressed as +1 versions. It becomes pretty easy to understand once the hierarchical relationship and spread of armor types are established. What does this mean for Project Eternity? It means designing a new armor system that rectifies deficiencies of older systems while maintaining a familiar feel is tricky. Additionally, the more dissimilar the armor relationships are to those found in A/D&D, the more they will be re-evaluated for verisimilitude (i.e. "realism"). We would like our armor system to accomplish the following goals: Make wearing different types of armor a real choice for the player based on both character build and circumstance. E.g. a swashbuckling lightly-armored fighter will tend to wear one of a variety of light armor types (maybe a gambeson or leather cuirass), but in a circumstance where protection is of utmost importance, the player may still choose to wear heavy armor with a loss in build optimization. Disassociate armor value from class type in favor of different build types. E.g. a wizard can wear heavy armor and be a different type of wizard instead of just "a wizard who is bad". Allow a character to maintain a character concept throughout the game without suffering extreme mechanical penalties. E.g. a character who starts the game in some form of light armor can complete the game in some form of light armor with appropriate gameplay trade-offs compared to wearing heavy armor. Introduce new or upgraded armor types throughout the game instead of using ++ versions (which in itself would pose problems unless we directly duplicated A/D&D's d20-based attack mechanics). Even with these three goals, there are a number of problems to solve. One of the biggest questions is how to break up and "advance" armor by type. In AD&D, you had something that looked like this: Padded Leather Studded Leather Hide Scale Chain Splint Plate (Tier 2) Field Plate (Tier 3) Full Plate (Tier 4) Players typically couldn't afford plate, field plate, or full plate at character creation, but everything else was often within reach. It's not uncommon to see a hierarchy of armor types like this in many fantasy games, despite some of the questionable elements (did studded leather exist? Is raw hide armor actually better than cuirbolli leather?). You can get plate/field plate/full plate later in the game, but otherwise, you're getting +x versions of the base types at higher "tiers" of character advancement. We could (as an example) structure some of Project Eternity's armor advancement like this. Tier 1 Doublet Hide Armor Scale Vest Tier 2 Gambeson (from Doublet) Leather Cuirass (from Hide Armor) Scale Armor (from Scale Vest) Mail Shirt Tier 3 Armored Jack (from Gambeson) Leather Armor (from Leather Cuirass) Lamellar Armor (from Scale Armor) Mail Armor (from Mail Shirt) Half-Plate This could probably accomplish our stated goals (we can assign them whatever stats we'd like, after all), but it does raise some questions for us: Should something like hide armor be supplanted/made obsolete by leather as an "improved version" or does that effectively kill the visual concept of the rough-hewn rawhide-wearing ranger or barbarian? If armor types like hide (or scale, or mail) should remain viable on their own, how should that "upgrade" be expressed to the player? Functional descriptors like "fine scale", "superior hide", etc.? Cultural or material descriptors like "Vailian doublet", "iron feather scale"? Olde tyme numerical descriptors like "scale armor +1", "half-plate +2"? Is it okay for an upgrade from a visual type of armor to maintain its relative position to other armor types even if "realistically" that upgraded armor is now probably superior in protection to other armor types? E.g. an armored jack or brigandine armor is probably more protective than even nice suit of leather armor... but mechanically, we're presenting it as an upgrade of a padded (doublet) armor type. These are the sort of things we have been discussing and I have been thinking about. And while it is just one subsystem in Project Eternity, we will likely face many similar considerations as we approach the design of weapons, classes, spells, and other aspects of gameplay. I'm sure a lot of you have opinions on what you'd like to see, so please let us know on our forums! Our next design update will be in two weeks and will focus on lore and story elements. Thanks for reading! Fulfillment System Fulfillment update from Darren Monahan We’ve received a number of questions via our Support e-mail address and social networks about fulfillment, and I wanted to talk a little bit about what we’re currently working on! First off, I wanted to announce that we’re developing a fulfillment site, which we’re hoping to have online in the next month or two (I was hoping to have it up sooner, but my first baby is coming into the world in the next few days, eeep!). Everyone who backed the project on Kickstarter and/or PayPal will be e-mailed details that will give you credit on that site. After logging in, you will be able to: Confirm the tier of choice that you wanted. A few of you donated on Kickstarter, and then topped up via PayPal, so you’ll be able to select the exact tier you wanted. Confirm any add-ons you wanted that weren’t easy to specify on Kickstarter or via PayPal. Upgrade your pledge to another tier, or add on for, ummm, add-ons. Update your e-mail address at any time. Update your shipping address at any time. (Shipping address only needed for physical goods – we don’t need that info for digital orders.) Indicate any specific details associated with your tier (T-shirt sizes, name in the credits, etc.) If you live outside of the USA, it will also verify that you’ve added enough shipping. We’ll keep you guys updated in future, ummm, updates, on how progress is coming along! Here’s an update to our FAQ on some of the questions we’ve been receiving recently: Q: I donated on PayPal and besides a receipt from PayPal I haven’t gotten confirmation from Obsidian directly. A: Not a problem. When the fulfillment site goes live, we’ll be merging the Kickstarter and PayPal data together into our own system, and from there we’ll be sending out project updates. For now, as long as you received a PayPal receipt, we’ll have you on file. Q: I need to change my e-mail address before you send out details on the Fulfillment site. What do I do? A: Send us an e-mail at support@obsidian.net with your old and new addresses (please e-mail from your old address if you can) and we’ll update our records before the fulfillment site e-mails go out. Q: How do I add shipping? I missed being able to during the Kickstarter phase! A: You can handle that in one of several ways: You can hang tight for now and wait until our fulfillment system is online, or, If you’d prefer to get it out of the way, you can visit our Shipping page and add it now (Amazon Payments and PayPal supported.) Q: When will I get my backer badge on the forums? A: That’ll come online with the fulfillment system. If you have any other questions, feel free to visit our forums or drop us a line at support@obsidian.net! For more news about Project Eternity and Obsidian, follow us on: Twitter, Facebook, and our YouTube channel
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- project eternity
- update 29
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Greetings, I'm a long time lurker but a first time poster on this forum (or any other forum for that matter xD). Anyway indroductions aside the reason I'm making this post is I wish to discuss equipment and souls in PE. Since in this game souls will have a strong connection with the world I was thinking that it could be for equipment as well. That got me thinking in what other fantasy universe other the IE games have i seen souls connected with equipment and 2 universes poped into my mind. The first is an Anime called Bleach and the second is the King's Bounty games. This is a copy paste from a wiki regarding the weapons in question from the anime: The Zanpakutō of low-ranking Shinigami are called Asauchi and don't have names, but the Zanpakutō of Shinigami of rank have names. In its sealed state, a Zanpakutō has the form of a Japanese sword. Such weapons are unique swords generated from their owners souls. Its shape differs depending on its owner. Zanpakutō are the trademark weapons of the Shinigami. Capable of cutting spiritual bodies, they are amongst the few weapons which can be used to combat Hollows. Each Shinigami carries a Zanpakutō, and each Zanpakutō is unique: as the swords are both reflections of a Shinigami's soul and power, and sentient beings unto themselves. The Zanpakutō's name is also the name of the living spirit that empowers the sword and lends its strength to the Shinigami who wields it. These beings can vary greatly in appearance and have their own distinct personalities which match their owner's. A Zanpakutō's shape and abilities are based on their Shinigami's soul. Once a Shinigami learns his/her sword's name, they are able to communicate with one another and grow stronger together. Zanpakutō are born with their Shinigami and they die along with their Shinigami. Shinigami use them in battle as a reflection of their heart. When released, they can display a vibrant power. They are one with the Shinigami, and they share a Shinigami's conviction. Inside each Zanpakuto is an incarnation that manifests itself upon the Zanpakuto's transformation. The first step is to acquaint oneself with this incarnation. Normally, the Zanpakutō spirit can only be seen by its wielder. Otherwise, they dwell in their own "inner world", created within the minds of the Shinigami who wield them. As such, each Shinigami's inner world is drastically different from another Shinigami's and is unique to themselves. A Zanpakutō's spirit can bring its wielder into its inner world, though Shinigami can voluntarily achieve this simply by meditation. And in the second one you as a character pick up various gear in the game and some of them have the ability to be upgraded by fighting the keepers of the weapon, which takes you and your army in a pocket dimension which exists within the weapon. After a successful battle the weapon becomes stronger but the weapons also have morale not just these but other powerful weapons and have an allegiance to a certain race and if you keep killing that specific race the weapon will rebel and you will be forced to subdue it with force. That got me thinking into some game mechanics in rpg that are just tedious a boring for me personally and that is having to go to the city, village, trade outpost to sell your junk loot. So I was thinking instead of every enemy dropping the same axe, sword, shield, armor etc.. only a few items will be dropped and those will be magical items which react to the soul of the user. So for example you fight a group of 5 bandits instead of getting the loot of the likes 3 bows, 3 quivers, 3 leather armors, 2 long swords, 2 plate mails and gold you would get a sword hilt, bow string and gold. Now you’re asking yourself what use is a sword hilt and bowstring to you, well what if those 2 items are attuned to react to someone with a strong soul and materializes into a full weapon when held by such character (could also be an explanation why you can carry more then a few items and not be encumbered). My idea is that the main character, your companions, powerful allies and powerful enemies would all have some sort entity which resides inside them as a manifestation of their soul and each would have something special about their abilities. Now for enemies or allies it will serve mostly to give them unique flavor but for your party it could mean much more. For example you could have a special leveling for your character and for your manifestation and leveling it as in you would have to face certain trials within your own soul that could vary from puzzles, deep philosophical debates or just plain old hack and slash and this could be completed alone or maybe in special circumstances with another party member. Now this could just be a mechanic for the main character and it would be done in the background for your other companions or it could be fully fleshed for them as well since I think I would make a great way to tell their story. Also to provide an explanation why enemies don’t drop more gear it could be said that normal materials can’t withstand the force of souls based weapons/powers and are destroyed in combat. Now on top of all that we could also add in normal intelligent weapons which would be an individual’s soul trapped in a weapon. This could also make a great story mechanic in which the weapon argues with your manifestation over various things and drives you insane or maybe he doesn’t like you killing those gnomes and goes berserk on you and you have to pacify it xD Also by adopting this mechanic it would be possible for players to use weapons or armor which they like and not just what has the best stats or in some cases you just can’t find that spear, katana, bastard sword you specialized in because you can’t find any or they are only low level weapons and unusable due to combat difficulty on higher levels. To prevent wielding the same weapon and armor the entire game limits could be put on weapons on how much of your soul the items can withstand and would need be either upgraded or replaced with a better version of said weapon, armor etc.. from the latest baddie you killed. So that’s it I hope I didn’t wall of text you too much. Would love to hear some input on the subject maybe some different ideas or something similar you liked somewhere else and would like to see in some way or form in this game xD
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I was wondering... Was there ever a system in game where you could go to a blacksmith and instead of buying or crafting yourself you could just ask him to craft a weapon or armor which u want ? I would love to see this in P:E. Why is that ? Because I hate crafting I dont like it at all Im a warrior I dont have time to stand in the forge and make me some steel. I would gladly pay for this to someone whos job it is to make weapons. So what do you say ? Instead of selling hundred of weapons such a blacksmith could have some but the most should be made by ordering them right ?
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This is all fictive ideas. * Character Creation You start out without any class but you get to put out stat points and get to choose some basic gear. Statistics effects Dialogue, Physique, Intelligence and so on and so forth. * Classes/Advancing A Class is something you find in the game, through a Trainer or through Learning by a book. You are the naked Adventurer without much skill and have to learn everything from scratch. Saga Frontierhas this random effect where there is a chance you might learn a technique in battle. Companions would/could teach you, and help you progress. In another thread we slightly discussed Breathe of Fire III and the protagonists development throughout the game: 1- Starts out like a fart (not really but I don't want to spoil) and he wails his sword closing his eyes in battle. He has no skill and is somewhat of a coward 2- Is more confident after a series of events and begins to learn how to handle the sword and look at his enemy when he attacks them. He has now started to learn how to protect someone else and is very confident. The game presents the Player with a purpose. 3- Time passes, our hero is older, is now a confident Master Swordsman. * Enemies Defines your Weapon Level, in a sense. Basically, the more you take out of one Monster or enemy, the easier they become to take down. When you reach a certain amount (let's say you killed 50 Gibberlings) you won't be stronger against them anymore because you can pretty much glare them to death at this point. Enemies that you have slaughtered a lot could even flee at the sight of you because you've traumatized their Race and you are now an Apex Predator in their eyes. This will also let the Player get to play the game through the real challenges. Bosses would always be unique and thus always difficult, or if you have taken down 100 Humanoid Bandits you might get a petty little +1 Bonus to Damage/Attack/Hit when facing the Bandit Lord (which is rather insignificant on anything but Hardcore-Expert-Deluxe). Fighting enemies would unlock techniques after a while, that works on anyone. Take the Fighter for instance, he might learn a Magic Cleave Attack that sends energy out in a wide arc when you've defeated 34 Gibberlings, which you can use on Tasloi's. * Armor/Advancement The gear you start with is your "core" gear, throughout the game you find upgrades. A leather strap to put over the torso, perhaps an enchantment which makes your skin tougher (if you go the Barbarian route). Shin guards that you can repair and upgrade with new features and new plating and so on and so forth. A more of a Terraria/Minecraft approach (Except without looting and having 10000 components in your backpack). You advance on the fly, you defeat the Bandit then you use his gear instantly to boost your equipment, then moving on (Interactive Experience Points ftw). For Bosses you could get specific loot, Legendary Weapons and such. Armor/Defensive would be it's own "Character" within your "Character". Something that Levels up on its own kind of, or like a "Pet" that you control. I don't know how to explain it but I think you might get what I'm going for. Piece-meal armor that progressively upgrades as you play the game. * Magic/The Grimoire As your "Naked" Adventurer (Much like Planescape: Torment) you find the tools to craft your own Grimoire and go the route of a more Magical character. Using spells makes them better, but you have to use them a lot. A Magic Missile used 10 times might get you the 2 Magic Missile content. Using that 20 times gets you to 3 Magic Missiles etc. etc. If Enemies are fixed (Like in Baldur's Gate, little respawn except during Fast Travel) Grinding spells is going to be like Rest Spamming but worse and totally not worth it for the average/casual player. You would have to dedicate a lot of energy and time just to abuse this (if P:E will be anything like Baldur's Gate). * Dedication and issues I think a system like this would put you on your toes a little bit, it could cause problems if too complex and requires lots of dedication. If I get the Grimoire, if I want to be any good with Magic it would require me to use Spells a lot but I'd be missing out on the Weapon skills or the defensive skills. There are no "Levels", but fixed enemies of fixed strength. * Because I like Trees Having 3 Combat Skill Trees that can be upgraded on to of all of the above: Defensive/Armor, Offensive/Weapon and Magical/Grimoire. * Not addressing any "out of combat" thoughts.
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From update #29: We would like our armor system to accomplish the following goals: ... disassociate armor value from class type in favor of different build types. E.g. a wizard can wear heavy armor and be a different type of wizard instead of just "a wizard who is bad". So, that is a definite statement for the game mechanics (as it was announced earlier several times). For me its a essential one as it produces imho the biggest armor problem - how to combine wizards and armor? I feel that the best solution for this system is to have different armor types result in different bonusses. That also corresponds with the real choice goal. I assume they are Padded, Leather, Studded Leather, Hide, Scale, Chain, Splint, Plate (Tier 2), Field Plate (Tier 3), Full Plate (Tier 4) (also mentioned in update #29) The bonusses could be ... almost everything! So please write and comment what you think about this idea. Below are some possible boni for the armor types in the game. So here comes the bonus section: Padded (10-20%) resistance vs. blunt weapons. (20-40%) resistance vs. cold or electricity Leather / Studded Leather gives (20-40%) bonus to hide in shadows improves charisma (10-20%) Hide gives bonusses corresponding to animal origin of the hide: wolf: (10-20%) faster attack speed bear: (20-20%) higher strength/damage tiger: (10-30%) higher movement speed ... Scale (10-30)% chance to miss when attacked by daggers / swords and arrows Chain (10-20)% damage resistance vs. all weapons Split (15-40)% damage resistance vs. missile weapons Plate (20-30)% damage resistance vs. melee weapons BUT decreases agility by (5-10 %) Field Plate (30-40)% damage resistance vs. melee weapons BUT decreases agility by (15-20 %) Full Plate (30-40)% damage resistance vs. all weapons BUT decreases agility by (5-10 %) HIGH STRENGTH NEEDED
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Personally I dislike systems were you either get hit for maximum damage or not at all. If you face a tough enemy (with a high chance to hit) with such a system you'd do just as good playing without armor than with average armor. Such systems feels really pointless as your choice of armor is ignored. I was thinking of this when I recently played the new XCOM game. As I ramped up the difficulty the enemies got much greater chance to hit. The effect of this was that cover (sort of like armor) got pretty pointless and you did just as good without it. Much too random imo. I don't like game mechanics that "lumps choices together" by i.e. ignoring armor. A sliding scale is much less random and frustrating imo.
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In most cRPGs the best items can be found after killing some boss or other ellite oponent. In Project: Eternity I would like a little dfifferent approach (of course bodies of dead bosses still could be one of the sources of some cool items): the best, legendary items should be acquired by following legends and stories. For example you go to tavern and you listen to some local storyteller, who tells some legend that nearby hill is not actually a hill, but a tomb of some ancient hero. And at this moment starts a quest when you must investigate who this hero might be, how to enter to the tomb and check if this hill indeed is a tomb. General idea is to get some cool, legendary items by following stories and legends that our character might hear during travelling through the world. Of course to make it more difficult, some stories or legends could be just a fiction and some could contain the truth. So following some stories could be rewarded with some amazing discovery and folllowing the rest of them could lead our team to some trouble (or reward us with something else than powerfull items) What do you think about something like this ?
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A white haired man appears at the top of the next sand dune... ...he waves at you and your adventuring party, in a half bouncing, running motion he bounds towards you. You and your party look at each other, eyebrows raised. The man is wearing an oversized backpack, nearly twice his height, the bag is overloaded with swords, bows, poles, staves, and various other weapons. All sticking out from various pockets at odd angles. A flails head swings precariously close to the man's head. As the man reaches your party, in a single swift motion, he swings the bag round and it unfolds into a large blanket with all the weapons laid out perfectly. He spreads his arm wide and gives a big grin. "What can I do you for?" Your party all step closer cautiously, wary of a lone traveller in this dangerous part of the world, was this a ruse of some sort? After a few moments you determine he is genuine. All questions directed at him regarding his travelling are answered with winks and nose taps. "This is a fine sword you have here, but I'm after a named variant, The Biting Ishktar of Fellowmane, have you heard of it?" Asks one of your party members. The rest of your team is genuinely impressed with the goods on offer and some of them are testing the weapons for weight and balance. "Heard of it? I own one of the last three, it's in my shop" Said the white haired man, thumbing over his shoulder as if his shop was right behind him. "Where is your shop merchant? There is nothing for hundreds of miles around!" Replied your party member, equal measures of eagerness and bitterness in his reply. The white haired man reached into his pocket and brought out a huge zipper. Attached it to the air itself just above the sandy ground and pulled up. The fabric of this realm unzipped, revealing an opening to a new plane of existence. Like a tent flap, the white haired man stepped in. A few seconds later he poked his head out of the flap. "Well, are you coming to shop or not?" You and party members enter an 'Aladdin's cave' of treasure. Weapons, armour, magical trinkets and even a few cages holding exotic animals. You wander around with your mouth open. "Take your time! Browse!" The white haired man sat down and put his feet up on a counter, at the far end of the overly filled room. An intricate wooden sign hung above him - Elkay's Weapon Emporium. -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- TL;DR Hello! This is a light hearted thread with two purposes. Remember our favourite magical items, be it from books, pen and paper games or video games. What magical item would you like to find in Elkay's Weapon Emporium? Or in Project Eternity? (Create your own magical item!) I love creating new magical items, not just the interesting properties, but the story behind it's creation and how it ended up in the current owners hands. I really hope Obsidian take great care in their items, randomized weapons can be fun in games like Diablo 3, but it really breaks immersion for me if there is no 'named items' with a good back story. -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- So here we go... One of my favourite, most rememberable items would be the famous Girdle of Femininity/Masculinity from Baldur's gate. I must've been about thirteen or fourteen when I first played and I remember genuinely being upset that I turned my male warrior to a female. I'd love to see a bag of monster holding, similar to a wand of monster summoning from various D&D settings. The key difference would be that there would be a lot charges and potentially could pull out huge monsters, such as red dragons, beholders or giant trolls! Gist of the story would be a family of leather workers fall on hard times.Their son being creative and a bit mischievous with magic creates a bag of holding, the family shoot to great fame and wealth. The son continues to better his bags and eventually creates a bag which can hold, frozen in time, living things. The story would play out with the son getting trapped in the bag. Hey, maybe he could be pulled out as a part of an event and he could join your party? -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Lots of love, LK
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My question is... Will there be "Epics" in the game? No I dont mean purple items that drop from monsters... No i dont me a high level quest reward. I am talking about the weapons you use and work with that unlock and become more powerful. Here are my examples. Father dies, gives me a long sword... at level 5 I notice the ruby gem is missing... I quest to find a flawless ruby... oh my! it is enchanted with fire... Longsword +1 fire damage... I am in the cave of the Thunder Lords of the Obsidian empire... Why is there a painting of my father?... with a sword that looks just like mine?... the sword seems to have a shimmer to it that it no longer has... Whats this... a new quest, let me find the maker of the sword... After many long hours and zones and towns I have found him, the sword uses your "Soul" to gain in power... The more "Intact" your soul is the stronger the sword is...+5 damage max...??? We can do this all day long, but I guess this is not really a question and more of a plea... give us something to go after!!! I dont want to load and reload 100 times to kill the Necromancer Ravin Ous time and time again WAITING on his "EPIC" Dagger of ogre slaying. Yeah thats fun... but so are SUPER rediculously LONG quests and chains that take a starting weapons to be The Thundering Hammer of Pixie Making! Just incase you like pixies and killed them all... now you can make new ones. Ravinous