Post:Enchanting and other crafting skills - 03/06/2014 - 12:30

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Re: enchanting and other crafting skills · on 03/06/2014 12:30 PM CST 1585
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.

This message was originally posted in Lore \ Enchanting Skill, by DR-KODIUS on the play.net forums.