Post:Enchantments - 03/02/2014 - 01:58

From Elanthipedia
Revision as of 20:47, 11 May 2014 by CARAAMON (talk | contribs) (1 revision)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Enchantments · on 03/02/2014 01:58 AM CST 1538
As for the enchantments themselves, I would prefer we have a good balance of Guild-only to Everyone-can-use. What follows is a sleep-deprived brain dump of something I was working on all day. It is one of three possible design paths I've come up with.

Keep in mind that for a single enchantment, different sigils can be used to get different results and many will be very, very bad.


Elemental Malice Enchantments -

Sigil Combination A - Fire Damage
Sigil Combo B - Cold Damage
Sigil Combo C - Electrical Damage
Sigil ... D* - Aether (All types) Damage
Sigil ... E - Your item explodes
Sigil F - Your body explodes
Sigil X - Blackfire, ugh oh?

Lunar Malice -

Sigil D - Cold and Impact Damage
Sigil E - Fire and Impact Damage
Sigil F* - Cold and Fire Damage
Sigil A - Your item explodes
Sigil B - A shadowling eats your face
Sigil C - Pegleg knocks on your door
Sigil X - Shadow Damage


Holy Malice -

Sigil E* - Allows 70% damage to incorporeal undead on hit
Sigil F - Fire and Puncture Damage
Sigil A - Cold and Electrical Damage
Sigil B - You lose a favor
Sigil C - Your item becomes cursed
Sigil D - A Welkin appears and smacks you
Sigil X -


Life Malice -

Sigil B - Cold and Slice Damage
Sigil C - *Fire and Electrical Damage
Sigil D - Electrical and Impact Damage
Sigil F - You grow excessive body hair
Sigil G - Bees. Oh God, the bees!
Sigil H - Whoops, time to hibernate...


AP Malice -

Sigil F - Fire and Puncture damage
Sigil A - Electrical and Puncture damage
Sigil B - Cold and Slice damage
Sigil C - Ribbit
Sigil D - OOOoooOOooOOOOoOO!
Sigil E - Teleport - Zing!

  • denotes something you'd need to be able to use that mana type to enchant successfully.

And then the same ones but for weapon procs (chance to fire bonus damage on-hit).

Then each mana type will have a category for procs that are spell based, but weak enough for anyone to enchant. And then a category for procs that are Signature.

Then each mana type will have a category for weak spells inside the item that everyone can enchant.

Then each mana type will have a category for stronger spells that are all signature.

Then a bunch of fluff categories of various strengths. Some for fluff verbs, others for pulsing atmo effects, and some fluff messages that proc re-actively (someone looking at you, someone casting on you).

Then you have racial enemy enchantments like goblin killing or construct smashing.

Then you have weapon enchantments that give combat bonuses for a short time when used. Mixture of signature and common.

Then you have a catch-all for things like improved durability, lowering weight, reducing RT, and so on that most folks can use.

Beyond that you hit more complicated systems like sentient weapons, weapons that build up a charge with use and can then be unleashed, and weapons that can fight alongside you...

The trick will be balancing these so more than 1 or 2 are popular.

As for Sigil A, B, C, that is kind of a simplification. I imagine it being more like -


Induction = +20% fire damage
Abolution = you implode
Congruence = +20% electrical damage
Permutation = +20% cold damage
Rarefication = 5% fire/electrical/cold

combined with

Paradox = +10% more fire damage
Nurture = you implode, or if Abolution your item explodes
Congruence = random effect
Evolution = random effect
Antipode = +10% more cold damage
Decay = your item explodes, or if Abolution you explode
Ascension = +10% electrical damage
Unity = Guild Only special
Clarification = Guild Only special


So the recipe would say -

(1) Any metal, stone or bone weapon
(1) Induction sigil
(1) Enchanting fount
(1) Congruence sigil
(1) Primary sigils
(1) Complex sigil

And it is the last 2 sigils that effect the end result. My goal is to make a core that allows for many outcomes from a single enchantment. There would be no "fire shard" enchantment. It'd be elemental entrapment, and the sigil combination determines if you try to put fire shard, fire ball, shockwave, lightning bolt or air lash into it - but only if you know the spell or have some other pre-requisite (techniques may allow you to get 1st tier non-signature spells).

Durr, wish I hadn't worked all day and had more time to sort through this better. Posting helps me organize my thoughts and get feedback at the same time though!

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