Stoned
New Adventurer
- Joined
- Jul 24, 2009
- Messages
- 856
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- Age
- 28
This thought came to me while I was playing the_wall. Could the coders consider adding weapon and armor "levels" into MSC? Each weapon will have it's own individual level. The default level will be 1, so you wont be seeing any buffs until level 2. With each advancement in level, the weapon will have a minute increase in power, balance, etc. And for some unique weapons, a level advancement will unlock special abilities. For example:
Torkalath Bow of Fire
Level 1= Default level
Level 2= 1.5% increase in power, minus 2 for the hit ratio, unlocks the push ability used by the torkalath shadowarcher elves on the_wall
Level 3= 2% increase in power, minus 2 for the hit ratio, unlocks a DOT ability
Level 4= Augments the DOT ability
The Earth Breaker
Level 1= Default level
Level 2= 3% increase in power, minus 1 for the hit ratio, unlocks the ability to fling opponents into the air, stunning them
Level 3= 3.5% increase in power, minus 2 for the hit ratio, unlocks the ability to summon a giant ball of stone as used by the Greater Stone Masons and Lesser
Neck Hunter
Level 1= Default level
Level 2= 3% increase in power, minus 2 for the hit ratio, enables the Neck Hunter's first charge to stun hostile enemies
Level 3= 3.5% increase in power, minus 2 for the hit ratio, a secondary, smaller explosion is added to the first charge
As for armors, in addition to improving their physical resistance, the player will be able to choose what special abilities are added to the armor. Provided that they have a unique inventory item to enhance the armor with. The player will have to bring the chosen armor set to a skilled blacksmith and have him (I would say "or her" but the only blacksmith occupying Leann is Dorfgan....at least, the only one that isn't trying to kill you) temper it. The unique item that will activate special abilities is not necessary to temper the armor set so the player can improve only the physical resistance. Also, let's say an armor set has reached its maximum level, and the player wants to add a special ability to the armor, they cannot as it is currently maxed out. Some examples:
Envenomed Plate
Level 1= Default level
Level 2= +5% physical resistance
Level 3= +5% physical resistance
Optional enhancements: Viper venom(augmented venom DOT, item required: Viper Fang), Enchantment of the Feather(reduces the weight, does not affect armor rating, item required: Hawk Feather), etc
That pretty much sums up my proposed idea. Tell me what you think.
Torkalath Bow of Fire
Level 1= Default level
Level 2= 1.5% increase in power, minus 2 for the hit ratio, unlocks the push ability used by the torkalath shadowarcher elves on the_wall
Level 3= 2% increase in power, minus 2 for the hit ratio, unlocks a DOT ability
Level 4= Augments the DOT ability
The Earth Breaker
Level 1= Default level
Level 2= 3% increase in power, minus 1 for the hit ratio, unlocks the ability to fling opponents into the air, stunning them
Level 3= 3.5% increase in power, minus 2 for the hit ratio, unlocks the ability to summon a giant ball of stone as used by the Greater Stone Masons and Lesser
Neck Hunter
Level 1= Default level
Level 2= 3% increase in power, minus 2 for the hit ratio, enables the Neck Hunter's first charge to stun hostile enemies
Level 3= 3.5% increase in power, minus 2 for the hit ratio, a secondary, smaller explosion is added to the first charge
As for armors, in addition to improving their physical resistance, the player will be able to choose what special abilities are added to the armor. Provided that they have a unique inventory item to enhance the armor with. The player will have to bring the chosen armor set to a skilled blacksmith and have him (I would say "or her" but the only blacksmith occupying Leann is Dorfgan....at least, the only one that isn't trying to kill you) temper it. The unique item that will activate special abilities is not necessary to temper the armor set so the player can improve only the physical resistance. Also, let's say an armor set has reached its maximum level, and the player wants to add a special ability to the armor, they cannot as it is currently maxed out. Some examples:
Envenomed Plate
Level 1= Default level
Level 2= +5% physical resistance
Level 3= +5% physical resistance
Optional enhancements: Viper venom(augmented venom DOT, item required: Viper Fang), Enchantment of the Feather(reduces the weight, does not affect armor rating, item required: Hawk Feather), etc
That pretty much sums up my proposed idea. Tell me what you think.