Finalising crafting system
Posted: Sat Nov 26, 2011 12:50 am
New thread to finalise and know what we need to code seems as I filled the other up with irrelevant shit.
Removed = BODS, Runic Kits, Repair Deeds, Powder of Fortification/Translocation, Bags of Sending. I think with Solen crap deleted, BoS's and powder are gone automatically. I'll work out how to remove the BOD system. How were repair deeds made?
That's tiny anyway, on to the actual system:
With runics gone, crafters now create items of that level(or close) just by using their skill level with normal crafter tools, plus resources. They can then take the risk to enhance these items with an extra mod. The type of gem used allows you to customise what kind of mod you will get. Enhancing uses the Arms Lore skill to determine success/failure chance. Failure = item breaks.
The skills covered by this are the three 'runic' crafting skills from OSI(Smith, Tailor, Fletcher) as well as Tinkering to enable jewelry crafting.
50>70 skill in craft = 4th Tier Runic level item. Equivalent to using a dull copper hammer. 1-2 mods on item.
0>99.9 skill in craft = 3rd Tier Runic level item. So the same as if you were using a bronze hammer, or a spined sewing kit. 2-3 mods on item.
100.0>114.9 skill in craft = 2nd Tier Runic level item. Equivalent of an agapite hammer, or a horned sewing kit. 3-4 mods on item.
115.0>120.0 skill in craft = 1st Tier Runic level item. Equivalent of a valo hammer or barbed sewing kit. 4-5 mods on item.
The type of resource used in the creation of these items will influence the chance of certain mods. (Suggestions here please, just going with the first things in my head that roughly match how they worked on OSI) I've just picked a few examples/suggestions below, feel free to modify/improve.
Tailoring.
Normal Leather = No specialisation. 2 mods, regardless of crafter skill.
Spined Leather = Adds 5 physical resist, 40 Luck and 1-5 mods.
Horned Leather = Adds 2 phys, 5 fire, 5 cold. 3-5 mods.
Barbed Leather = Adds 2 phys, 5 poison, 5 energy. 4-5 mods.
Blacksmithing. Not sure if any additional mods required? Probably enough specialisation just going for resists + wep mods?
Iron Ingots = No specialisation and maximum of 2 mods, regardless of crafter skill.
Dull Copper & Shadow = Higher chance of physical resist and DI if wep.
Bronze & Copper = Higher chance of energy resist and SSI if wep.
Gold & Agapite = Higher chance of cold resist and SC if wep.
Verite = Higher chance of fire resist and DCI if wep.
Valorite = Higher chance of poison resist and HCI if wep.
Tinkering.
Iron = No additional mods, maximum of 2 mods regardless of crafter skill.
Dull Copper & Shadow = Phys resist and DI
Bronze & Copper = Energy resist and EP
Gold & Agapite = Fire resist and LMC
Verite = Cold resist and DCI
Valorite = Poison resist and SDI
Fletching.
Normal boards = No additional mods, maximum of 2 mods regardless of crafter skill.
Oak = HLD & DI
Ash = DCI & SSI
Yew = HCI & SSI
Other 'creating' craft skills:
Inscription. Scribes can make craftable spellbooks. Still haven't worked out the details, will do over next few days.
Alchemy, Carpentry & Poisoning. Unchanged from OSI in era.
Enhancing.
This provides the possibility for increased customisation. Uses the Arms Lore skill in combination with specific craft skill to calcualte success chance. 100 Arms Lore should = roughly 75% success chance when used with 120 craft skill. Failure = broken item. Success = 1 additional mod added to item.
To not overcomplicate too much, we will just use the 3 jewel types used in Oz's runic tinker kit script for now, can always add more at a later date.
Emeralds, Rubies, Sapphires. What should each add, specialisation/customisation wise?
Harvesting Skills.
Fishing. Fishermen become the best means of gathering the Gems needed for enhancing. I'm assuming this is just a case of adding it to their loot table.
Lumberjacking and Mining Remain untouched, LJers obviously now can harvest some ML woods(Oak, Yew, Ash).
Powerscrolls. Available for Blacksmithing, Fletching(I think, need to check) Tailoring, Alchemy. 120s available from top level 'shame' mobs. Need to find a suitable place for 110s & 115s.
Anything else we're forgetting? The rarity of resources and total amount needed to create and enhance will need to be looked at at some point, but that can obviously be done once the system itself is working.
Removed = BODS, Runic Kits, Repair Deeds, Powder of Fortification/Translocation, Bags of Sending. I think with Solen crap deleted, BoS's and powder are gone automatically. I'll work out how to remove the BOD system. How were repair deeds made?
That's tiny anyway, on to the actual system:
With runics gone, crafters now create items of that level(or close) just by using their skill level with normal crafter tools, plus resources. They can then take the risk to enhance these items with an extra mod. The type of gem used allows you to customise what kind of mod you will get. Enhancing uses the Arms Lore skill to determine success/failure chance. Failure = item breaks.
The skills covered by this are the three 'runic' crafting skills from OSI(Smith, Tailor, Fletcher) as well as Tinkering to enable jewelry crafting.
50>70 skill in craft = 4th Tier Runic level item. Equivalent to using a dull copper hammer. 1-2 mods on item.
0>99.9 skill in craft = 3rd Tier Runic level item. So the same as if you were using a bronze hammer, or a spined sewing kit. 2-3 mods on item.
100.0>114.9 skill in craft = 2nd Tier Runic level item. Equivalent of an agapite hammer, or a horned sewing kit. 3-4 mods on item.
115.0>120.0 skill in craft = 1st Tier Runic level item. Equivalent of a valo hammer or barbed sewing kit. 4-5 mods on item.
The type of resource used in the creation of these items will influence the chance of certain mods. (Suggestions here please, just going with the first things in my head that roughly match how they worked on OSI) I've just picked a few examples/suggestions below, feel free to modify/improve.
Tailoring.
Normal Leather = No specialisation. 2 mods, regardless of crafter skill.
Spined Leather = Adds 5 physical resist, 40 Luck and 1-5 mods.
Horned Leather = Adds 2 phys, 5 fire, 5 cold. 3-5 mods.
Barbed Leather = Adds 2 phys, 5 poison, 5 energy. 4-5 mods.
Blacksmithing. Not sure if any additional mods required? Probably enough specialisation just going for resists + wep mods?
Iron Ingots = No specialisation and maximum of 2 mods, regardless of crafter skill.
Dull Copper & Shadow = Higher chance of physical resist and DI if wep.
Bronze & Copper = Higher chance of energy resist and SSI if wep.
Gold & Agapite = Higher chance of cold resist and SC if wep.
Verite = Higher chance of fire resist and DCI if wep.
Valorite = Higher chance of poison resist and HCI if wep.
Tinkering.
Iron = No additional mods, maximum of 2 mods regardless of crafter skill.
Dull Copper & Shadow = Phys resist and DI
Bronze & Copper = Energy resist and EP
Gold & Agapite = Fire resist and LMC
Verite = Cold resist and DCI
Valorite = Poison resist and SDI
Fletching.
Normal boards = No additional mods, maximum of 2 mods regardless of crafter skill.
Oak = HLD & DI
Ash = DCI & SSI
Yew = HCI & SSI
Other 'creating' craft skills:
Inscription. Scribes can make craftable spellbooks. Still haven't worked out the details, will do over next few days.
Alchemy, Carpentry & Poisoning. Unchanged from OSI in era.
Enhancing.
This provides the possibility for increased customisation. Uses the Arms Lore skill in combination with specific craft skill to calcualte success chance. 100 Arms Lore should = roughly 75% success chance when used with 120 craft skill. Failure = broken item. Success = 1 additional mod added to item.
To not overcomplicate too much, we will just use the 3 jewel types used in Oz's runic tinker kit script for now, can always add more at a later date.
Emeralds, Rubies, Sapphires. What should each add, specialisation/customisation wise?
Harvesting Skills.
Fishing. Fishermen become the best means of gathering the Gems needed for enhancing. I'm assuming this is just a case of adding it to their loot table.
Lumberjacking and Mining Remain untouched, LJers obviously now can harvest some ML woods(Oak, Yew, Ash).
Powerscrolls. Available for Blacksmithing, Fletching(I think, need to check) Tailoring, Alchemy. 120s available from top level 'shame' mobs. Need to find a suitable place for 110s & 115s.
Anything else we're forgetting? The rarity of resources and total amount needed to create and enhance will need to be looked at at some point, but that can obviously be done once the system itself is working.