Enchantments

Stoned

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Enchantments
Enchantments would enhance a non-elemental weapon with a, say, elemental ore (Ore of Fire, Ore of Lightning, so on and so forth) which will not only raise the damage of the weapon but infuse it with the given element. Instead of just having the basic elements (Fire, Ice, Affliction, etc) how about being able to infuse it with vampyric abilities or change it's attack speed and possibly even reduce it's weight.

I have mentioned an "elemental ore" above and you might be wondering where to find said ore and how to infuse it. Since it's elemental I really wouldn't have to explain where to find it as you can assume Ore of Fire, Ore of Affliction, etc, would be located in a map that has a primary elemental theme (I.E. Cleicert could possibly harbor the Ore of Lightning ). And you would take it to a selected blacksmith to have him infuse it with a non-elemental weapon. Possibly something new for the Shahadar orc_villa's blacksmith..or shaman???

Anyway, might I add that there will be two different type of enchantments.

Permanent Enchantments
The name is self explanatory. This type of enchantment will be permanently infused with the selected weapon. This type of enchantment will also be the one and only one to require ore to use.

Temporary Enchantments
This type of enchantment would be executed by an enchantment scroll of sorts and will only last for several minutes (possibly for a half and hour). And let me make this clear by saying you can only use elemental enchantments with temporary enchantments. No vampyric or attack speed increase with this type.

And one last note, I do count Dark and Light as an element so there would be Dark ore and Light ore. But those names sound bland, lets call them "A Nefarious Looking Piece of Ore" and "Luminescent Piece of Ore" :) Well thats all for now.
 

Srgnt Rehab

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I actually had already hoped to see something like this in the title system... Battle mages would be capable of applying elements to their weapons to increase the damage that they deal.
 

zeus9860

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I would agree to this if this was a rare drop, something similiar to Loreldian Ore but a harder to get...

It would also agree if there was double enchantments for non-elemental weapons and single enchantments for elemental/already enchanted weapons, examples:

-Axe of balance (elemental enchantment such as fire/lightning/ice/poison, 2nd enchantment such as vampyric/dark/light)
-Novablade (fire based sword, no elemental enchantment could be added to the blade but it could get a enchantment based in dark/light or vampyric dmg)
-Bloodaxe (vampyric weapon, could get any elemental enchantment but no secondary enchantments)

Of course all this would make things look overpowered, still i think this could work out if they were granted a much higher requirement lvl to wield it, or possibly just balance the dmg offered by these enchantments to a certain lvl grade weapon, so it doesnt end up too overpowered. Or even make smaller side effects when adding x enchantments to x weapon (like adding lightning element to axe of balance, it could raise its hitting rate a little higher so it gets dmg buffed but looses some of the hit chance, then adding dark dmg, making you possible loose hp every once in a while [possibly a regen rate like the felewyn shard, instead of regening it feeds for "power"].)
 

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I suggested stuff like that many times, but sadly, so far as I know, weapons and stuff can't inflict more than one type of damage per hit. We can't do something like 40 slash+30 fire, unless Thothie secretly made some kind of workaround ;)
 

Srgnt Rehab

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I like what Zeus said - the typos.

Although, making them rarer then the Ore would be... insane. I could see them being epicly rare and the dungeons that they are found in are much tougher than mscaves, but as rare as the ore would require me to go through ms_snow 1million times to have a chance at getting an ice enchant...
 

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Could just add the chance of an enchantments effect of being inflicted by chance, ie. hoarfrosts random chance of the slowing freeze. Enchantments would have to be weaker than a weapon of purely that type, although i see fire/ice/dark/vampiric being the most dominant enchantments. So I would suggest either nerfing these enchantments or simply buffing the others... Or just make them uber rare compared to the other enchantments and call it a day, but that would leave the other enchantments as just random loot being thrown out I would think.

And Rehab, you'd be surprised.
 

CrazyMonkeyDude

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HumanSteak said:
I suggested stuff like that many times, but sadly, so far as I know, weapons and stuff can't inflict more than one type of damage per hit. We can't do something like 40 slash+30 fire, unless Thothie secretly made some kind of workaround ;)

Only workaround I can think of is to add a one-hit DOT to the weapon. It's kinda hacky, though.
 

TheOysterHippopotami

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I am against permanent enchantments. They would render fantastical weapons like hoarfrost or novablade obsolete. A 'permantently enchanted' weapon should be like hoarfrost -awesome looking. Not a boring long sword that does ice damage.

Temporary enchantments could be pretty cool though. You could pay to have it enchanted at a blacksmith and you'd have x amount of hits before the enchantment disappeared. Or, you could have an x% chance to lose the enchantment every time you attack (I prefer the latter system). I also like the idea of 'enchanter classes' who can cast an 'ice shield' type of spell on an ally. For 60-90 seconds your weapon will be infused with the power of X element.

I'd also like the ability for a blacksmith to temporarily buff a weapon in the same way. You could 'sharpen' a long sword to increase its damage, but every attack has an x% chance to dull the blade back to normal power.

Edit: Also, if these items are going to be super rare (which i support) then I'd rather them drop on multiple maps so we don't have to farm the same damn map over and over again.
But maybe they shouldn't be superrare. Just uncommon, since they are temporary expendable enchantments anyway. They could be an uncommon drop on many different maps. Then, in order to actually use them, you have to pay craptons of gold to a blacksmith or enchanter.
 

Stoned

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TheOysterHippopotami said:
I am against permanent enchantments. They would render fantastical weapons like hoarfrost or novablade obsolete. A 'permantently enchanted' weapon should be like hoarfrost -awesome looking. Not a boring long sword that does ice damage.

Edit: Also, if these items are going to be super rare (which i support) then I'd rather them drop on multiple maps so we don't have to farm the same damn map over and over again.
But maybe they shouldn't be superrare. Just uncommon, since they are temporary expendable enchantments anyway. They could be an uncommon drop on many different maps. Then, in order to actually use them, you have to pay craptons of gold to a blacksmith or enchanter.

I didn't mention this in my primary post but I was intending on making the Permanent Enchantment weaker than the Temporary Enchantment--as one type of enchantment will be infused with your weapon forever while the other one has a fixed time limit.

And of course these items will be super rare. Especially the ore.
zeus9860 said:
I would agree to this if this was a rare drop, something similiar to Loreldian Ore but a harder to get...

It would also agree if there was double enchantments for non-elemental weapons and single enchantments for elemental/already enchanted weapons, examples:

-Axe of balance (elemental enchantment such as fire/lightning/ice/poison, 2nd enchantment such as vampyric/dark/light)
-Novablade (fire based sword, no elemental enchantment could be added to the blade but it could get a enchantment based in dark/light or vampyric dmg)
-Bloodaxe (vampyric weapon, could get any elemental enchantment but no secondary enchantments)

I do consider Dark/Light to be an element. So say that you enchanted a weapon with fire and dark, you have used all of your enchantment slots.
 

zeus9860

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Well, we shouldn't be expecting any non elemental weapon to beat a certain elemental weapon by adding an element enchantment to it. It would basically be a smaller elemental boost added to a weapon, i wouldn't really expect a greatsword to beat a hoarfrost once it was enchanted with ice/frost.

If these enchantments are temporary only, i would be against them, unless they were easily rechargeable, say, once its gone out of charges, go to a town with a blacksmith for a recharge and possibly go to a shaman or something of the kind to recharge it and adding a small bonus to it (possibly a few extra charges by taking your time to reach the shaman...).

Drop rates of these enchantments should be low, this would make a new goal for some people, hunt down enchantments in order to have their unique enchanted weapon (it's not like everybody would pick the same weapon and enchantments...) and having them not so common drops would make it even more special to obtain said enchantments and keeping lower lvl weapons in our bags.
OR
Make them sellable and a 1 time option only. Making the less used elements with a lower cost and then making other elements cost alot more. This would make people either choose to: gather more money to buy the best enchantments or simply just buy the one they can afford at the time. This would work if these enchantments were gold excessive items, like outrageous prices. (example: poison = 50k, lightning = 100k, fire = 150k, ice = 200k, light/dark = 400k+, vampyric = 800k). Once they were used, the charge in them would be gone, you would go back to the place you bought it and recharge it for x% of total price of the enchantment you bought. (IMO it should be ~20% total price at least, to recharge them for another single use), then they could either cost more/less after each recharge done.

After reading steak's reply, i thought that these enchantments could be done in a very similiar way to green potions? Except these would grant additional dmg instead of giving immunity or godlike powers... I still don't know if this would workout.

And i also thought about the fact that the ice circle from hoarfrost is named "lesser ice circle", me thinks it wouldnt be bad idea if it got a ice enchantment and unlocking the next ice circle on the list (ice circle or greater ice circle, w/e).

To show any difference on these enchantments while wielding a weapon that was enchanted this way, it would be nice if they added a glow effect on the player or something, showing that the current weapon he wields is enchanted rather than just carry a weapon that still looks the same but does additional damage.
 

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zeus9860 said:
I would agree to this if this was a rare drop, something similiar to Loreldian Ore but a harder to get...

1% chance from forsuth at the_wall anyone? LOL
 

zeus9860

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Freerad said:
1% chance from forsuth at the_wall anyone? LOL

What, Loreldian ore isn't even that rare, so i dont know why some of you people are thinking that the drop rate on these enchantments would be insane if it was a drop of the same type but less common to happen.
 

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I should just say, as this comes up often in these threads, there is no such thing as an item that's too hard to get, nor hard enough to get that it can truly be considered "incredibly rare". No matter how rare we make an item, everyone has it within a week.

On the list of alchemist potions for sorc_villa is a Fireband potion that adds fire to all attacks, but I dunno how well that's going to work.

Title idea was to increase the amount of damage of any type of attack of a single element, although that too is proving a tad difficult. That is, in addition, to the ability to manifest an elemental weapon (of pure fire, lightning, ice, or whatnot).
 

TheOysterHippopotami

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I should just say, as this comes up often in these threads, there is no such thing as an item that's too hard to get, nor hard enough to get that it can truly be considered "incredibly rare". No matter how rare we make an item, everyone has it within a week.
That's not really true. I've actually never seen Loreldian ore.

You just need to make it so that a player needs x amount of damage points to be eligible for an item. The reason everyone has an AoB and a hoarfrost shard is because all they have to do is ask a high level to run lodagond/join loda4. The problem is that they are accessible to anyone so long as someone can beat the map.
 

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J-M v2.5.5 said:
Actually, in the case of lodagond-4, the real problem is Artifact Chest v2.0 to be honest.
Oh, what's it doing now. >_>
 

J-M v2.5.5

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Thothie said:
J-M v2.5.5 said:
Actually, in the case of lodagond-4, the real problem is Artifact Chest v2.0 to be honest.
Oh, what's it doing now. >_>
Same thing it's always been doing. Giving hoarfrost shards to the newbies who just joined instead of the high-levels who just actually beat the map :p
 

Thothie

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Odd... Thought we fixed that... Granted, it might do that if the newbies were around for quite some time, and all the high end characters already have the item... Still...
 

zeus9860

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Thothie said:
I should just say, as this comes up often in these threads, there is no such thing as an item that's too hard to get, nor hard enough to get that it can truly be considered "incredibly rare". No matter how rare we make an item, everyone has it within a week.

Well this might be true but making rewards not so common to drop means people will have a long & hard time finding rare items, take bear claws for example, it's a 1/8 chance to obtain it after ~90 minutes spent doing the map. If im not mistaking, the 1st 2 weeks after the patch release, only 3 players had it so far, a month later, there was probably around 10 players with them... After a few months most of the high lvl players had them.

My point in all this, is that i would prefer seeing more items dropped in ways similiar to Bearclaws and loreldian ore (also new reward systems other than chests would be nice) rather than seeing items like Axe of Balance/torkalath chaos bow and many other items which are obtained in more than one map, and the drop rates on them are common. Items that take more time to obtain means people will hang around playing new content much longer than they are possibly meant to, unlike items that are easily obtained, which ends up in an item collecting parody and after that, we are left out with nothing to do other than grinding or wait for new content again... >_>

TheOysterHippopotami said:
That's not really true. I've actually never seen Loreldian ore.

If you mean, seeing it drop in your chest (individual chests), you got to be doing your quest in order to see it drop for you. Lately, loreldian ore has been dropping quite alot for a couple of medium/low lvl players that were doing the quest. Even i haven't seen a loreldian ore drop in ages for me, and im pretty sure it only drops while we are doing the quest.
 

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I wouldn't mind seeing an item that no one had within a month. The legendary weapons in WoW are seen maybe every million players. I've never actually seen or heard of anyone owning Shadowmourne, which is currently the best weapon alongside Val'anyr, for their respective classes of course. I didn't even know about Val'anyr until I found it on the WoW wiki. There's also the Black Qiraji mount which was only obtainable when they first added AQ40. You had to complete a tiresome questline and ring the gong to open the gates within 10 hours of the first gong ring. There's also Talisman of Binding Shard, which literally only one player of the entire community of WoW owns, because it was added on accident and removed from the game after he got it.

These are great ideas, but given the nature of this community, I'd bet some of you would be rather grumpy if there were items you couldn't get, 'cause that be unfaaaiirrrr. Fuc-ing waahh. Seniority dominance, get the hell over it.


(Oh snap, I used an incredibly successful MMO as an example.)
 

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I for one think it would be hilarious if there were a new weapon that only one player had out of the entire community after a month.

Especially if they happened to get said weapon on the first try, after others fruitlessly completed the map hundreds of times, because the RNG in this game is pure evil.

I doubt that it'll happen though.
 

Thothie

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Yes, there is the other factor, that having something that rare, even if it were possible, is nearly pointless. ;)

Really, your best hope, is to try to guarantee that said item takes X amount of playtime to get, as random, as I've so often said, is a cruel mistress.
 

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Eh, the two weapons are best in slot for the respective classes, the mount is unique, and had special abilities previously, and the talisman was amazing and likely best in slot during Vanilla WoW. I wouldn't say pointless.

Even if, I'd like a unique item that no one else could obtain. Explains Keldorn'ss obsessions with unusual TF2 hats. Then again, even those are very not rare.
 
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