Post:Status Update - 07/05/2012 - 09:34
Re: Status Update · on 07/05/2012 09:34 AM CDT | 1327 |
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I'm going to take these out of order, to make it easier to discuss:
>5) Can you explain founts a bit better? Is this going to be a seperate item you need all the time to power the enchantment? Or something that holds energy to pour into the enchantment on its creation? Little confused on this one... Disclaimer: Since Founts were initially a suggested by Armifer, he may feel free to contradict or amend this definition. You can think of a Fount as type of engine for the enchantment. Different engines take different types of fuel and produce energy in different forms. Exchanging one Fount for another will alter the means of powering an enchantment. Let's use our favorite example: Fire Swords. A sword with a fire enchantment can take in power in a number of ways:
Now look at some ways the fire enchantment can put out power:
So the Fount gives you control over the way power comes into an enchantment and the way power goes out of an enchantment. It will likely be a required component at the time of creation, but I think we'll probably also make a technique that governs swapping out a Fount after creation. >1) Are enchantments going to be able to be recharged.. say a flaming sword or rune running out of charges can we just fill it back up or do we have to make another? To answer this question - it depends on the type of Fount. Certain enchantments can just be recharged and others will need to have the Fount replaced entirely. I think in general we'd like to see a model similar to other equipment, in which using the enchantment inflicts gradual damage on its components. Founts may wear down, but I think that enchantments themselves will suffer wear and tear themselves. So there are two different answers: >2) In the same realm as the previous question when something runs out of charges is it going to break akin to how runes do now? For example say I want to use my favorite staff to bind magics into, am I going to lose my staff when I put an enchant on/in it and use it up? Or will I be able to either recharge it or put something new onto it? As a general rule we won't be breaking your nice stuff. Worst case, the enchantment goes kaput and the weapon is no longer enchanted. That's not to say that certain enchantments won't result in expendable items that break or otherwise go away, but we don't want to discourage people from enchanting their favorite gear (assuming it's made out of enchantment-friendly material!) >3) Are we going to be able to remove enchantments? Sort of a magical re-smelting of the enchantment itself... If I use afformentioned staff and put an enchant on it can I remove it later if I find one I like better or just get better at making the type I already have on it? I would like to allow an enchantment equivalent of reclaiming, which will remove the enchantment from the enchanted item, but it will be unlikely to return any materials to you. >4) Are there going to be guild only enchants? As in will War Mages only be able to imbue things with their spells and Moon Mages being the only ones able to make invisibility rings? Or are things going to be more open then that? Eyuve is correct - guild-only sigils will be a limiting factor. We haven't made a determination as to whether sigil scrolls can be studied cross-guild, but even if they can, you wouldn't be able to study the scroll for another guild-only sigil. If a guild-only sigil is required for an enchantment, you'll reach a point where you won't be able to proceed until someone scribes it.
GM Lohkrian | |
This message was originally posted in Lore \ Enchanting Skill, by DR-LOHKRIAN on the play.net forums. |