Post by Glenn on Apr 15, 2018 14:35:09 GMT -5
Pre-requisite for players enchanting: Minimum 5 Power, 5 Magic Arts (Person performing the enchantments must be of some skill)
When Enchanting equipment, Players will have the option to see an NPC mage selling his services in a city for a price, asking another player who's able to perform enchantments, or doing it themselves if the requirements are met.
Enchantment Slots for weapons/armor/accessories:
2 Slots for a two handed weapon
1 Slot for a one handed weapon, 1 slot for a shield (If you are not using a shield, having a second enchantment on a third accessory can be discussed)
2 Slots for armor
2 Accessories may be enchanted, one slot each.
Enchantments are placed into 'Tiers', as is the equipment (See Currency and Purchases for details on buying Tier equipment). For a Tier 1 Enchantment, Starting equipment you have is considered Tier 1. Tier 2 equipment can be bought, while Tier 3 gear must be rewarded from a GM.
For performing enchantments, you will need a 'catalyst'. Catalysts are small runes/gemstones/orbs that can be enchanted, and slotted into your weapon/clothing/armor/accessories.
The following is how much these catalysts will cost to buy from NPC shops:
Tier 1 Catalysts: 3 Gold
Tier 2 Catalysts: 6 Gold
Costs for NPC to perform enchantments: (A roll is performed, with the minimum requirement of Magic Arts added: +5)
Tier 1: 1 Gold
Tier 2: 5 Gold
Tier 3: 10 Gold
Enchantment Process:
As stated before, Enchants are broken into Tiers. For Enchanting a Tier one enchant, you only need a roll of 10 to succeed. Rolls are 1d20 + Magic Arts levels added in. Tier 1 has no limit to how many times you can try if it fails (Unless you roll a 1 - a 1 is a critical failure for enchantment and the catalyst will be destroyed). Tier 2 you will have 3 attempts that day for one enchantment, and you will need a 15 to succeed. If all 3 fail on one enchantment, you will need to wait 24 hours to make another attempt. Tier 3 you will need a 20, and you have two attempts. If you fail, 24 hours is also the waiting period.
Benefits of Enchantments:
Enchantments are broken into three Tiers. Tier 1 gives +1 to a stat or buff of your choice. Tier 2 is +2, and Tier 3 is +3 to that stat/skill for each successful enchantment. The better the enchant, the harder to obtain the catalyst/equipment. Keep in mind, if anti magic fields are in effect, your enchantments will be null until escaping the effects.
Note: There is a limit to how much one stat you can enchant a single stat. For now, 5 is the limit. If you hit 5 in one area, you will have to focus the enchant on another stat/skill.
When Enchanting equipment, Players will have the option to see an NPC mage selling his services in a city for a price, asking another player who's able to perform enchantments, or doing it themselves if the requirements are met.
Enchantment Slots for weapons/armor/accessories:
2 Slots for a two handed weapon
1 Slot for a one handed weapon, 1 slot for a shield (If you are not using a shield, having a second enchantment on a third accessory can be discussed)
2 Slots for armor
2 Accessories may be enchanted, one slot each.
Enchantments are placed into 'Tiers', as is the equipment (See Currency and Purchases for details on buying Tier equipment). For a Tier 1 Enchantment, Starting equipment you have is considered Tier 1. Tier 2 equipment can be bought, while Tier 3 gear must be rewarded from a GM.
For performing enchantments, you will need a 'catalyst'. Catalysts are small runes/gemstones/orbs that can be enchanted, and slotted into your weapon/clothing/armor/accessories.
The following is how much these catalysts will cost to buy from NPC shops:
Tier 1 Catalysts: 3 Gold
Tier 2 Catalysts: 6 Gold
Costs for NPC to perform enchantments: (A roll is performed, with the minimum requirement of Magic Arts added: +5)
Tier 1: 1 Gold
Tier 2: 5 Gold
Tier 3: 10 Gold
Enchantment Process:
As stated before, Enchants are broken into Tiers. For Enchanting a Tier one enchant, you only need a roll of 10 to succeed. Rolls are 1d20 + Magic Arts levels added in. Tier 1 has no limit to how many times you can try if it fails (Unless you roll a 1 - a 1 is a critical failure for enchantment and the catalyst will be destroyed). Tier 2 you will have 3 attempts that day for one enchantment, and you will need a 15 to succeed. If all 3 fail on one enchantment, you will need to wait 24 hours to make another attempt. Tier 3 you will need a 20, and you have two attempts. If you fail, 24 hours is also the waiting period.
Benefits of Enchantments:
Enchantments are broken into three Tiers. Tier 1 gives +1 to a stat or buff of your choice. Tier 2 is +2, and Tier 3 is +3 to that stat/skill for each successful enchantment. The better the enchant, the harder to obtain the catalyst/equipment. Keep in mind, if anti magic fields are in effect, your enchantments will be null until escaping the effects.
Note: There is a limit to how much one stat you can enchant a single stat. For now, 5 is the limit. If you hit 5 in one area, you will have to focus the enchant on another stat/skill.