I've found that the enchantment system in DAO while being fun, is a little on the simplistic side. Weapon enchantment is cool, but what about my armor, shield or my bow (technically this is a weapon, but I haven't seen one with enchantment slots)? If enchantments were available for these items, it will make for much a greater level of character customization which for me means many more hours of fun tooling over my toon
Create an NPC which can add enchantment slots to weapons and armor. To make it interesting, this NPC could be an Elven grandmaster craftsman from an age prior to humans in Ferelden, he/she has been magically imprisoned
in a forgotten temple with life being sustained through magical means. The player has to venture forth into this temple and rescue him/her to unlock the ability to add enchantment slots for their items.
This forgotten temple prisoner quest line could be added as an extension to the Brecelian Forest area with the quest giver being the craftsmen (the guy who yells at his apprentice and complains about the art being lost etc).
As a sidenote, this area can also have a quest line for recovering an artefact which can awaken the Elven blood made dormant resulting from contact with humans and detachment from nature - the main cause of shortened Elven lifespan. The quest giver can be Zathrian (if you haven’t killed him) or the first disciple (if Zathrian is dead). It would feel pretty heroic restoring the Elves’ longevity I reckon. In line with the moral dilemmas of this game, player can decide to recover or destroy the artefact since it was made by a band of Elven blood magic cultists.
Finally, such a rich background opens up opportunities to add cool items into the game.
-=Enchantment Slots for Sale=-
Once This NPC is rescued he/she will be able to:
-Sell to the player enchantment runes, his/her
stock is randomly generated/refreshed every so often.
- Add gem slots into your equipment based on
equipment tier level since lower level material has less magical properties, as
follows:
Weapons:
The slots are in addition to the existing slots on weapons to the max of
3 slots.
Tier 1 = No slots
Tier 2 = 1 slot, “Expert” runes or below
Tier 3 = 1 Slot, any runes
Tier 4 = 2 Slot, any runes
Tier 5 = 2 Slot, any runes
Tier 6 = 3 Slot, any runes
Tier 7 = 3 Slot, any runes
Minor Amor (Helm, Gloves, Boots)
Max of 2 Slots per item
Tier 1 = No slots
Tier 2 = 1 slot, “Expert” runes or below
Tier 3 = 1 Slot, any runes
Tier 4 = 1 Slot, any runes
Tier 5 = 2 Slot, any runes
Tier 6 = 2 Slot, any runes
Tier 7 = 2 Slot, any runes
Major Armor (Chest, Leggings, Shield)
Max of 3 slots per item
Tier 1 = No slots
Tier 2 = 1 slot, “Expert” runes or below
Tier 3 = 1 Slot, any runes
Tier 4 = 2 Slot, any runes
Tier 5 = 2 Slot, any runes
Tier 6 = 3 Slot, any runes
Tier 7 = 3 Slot, any runes
The player’s campsite enchanter will be able to study under the grandmaster and be able to perform these functions on the road. (This may break the lore a bit since Dwarves have no magical affinity, but for convenience sake I suppose).
-=New Enchantment Runes=-
Based on in-game mechanics:
Rune of Distraction – reduces hostility by: Novice – 1%, Journeymen – 2%, Expert – 3%, Master – 4%, Grandmaster – 5%
Rune of Pain – increases hostility by: Novice – 1%, Journeymen – 2%, Expert – 3%, Master – 4%, Grandmaster – 5%
Rune of Stamina – increase stamina by: Novice – 2, Journeymen – 4, Expert – 6, Master – 8, Grandmaster – 10
Rune of the Relentless – increase combat stamina regeneration by: Novice – 0.25, Journeymen –0.5, Expert –0.75, Master –1, Grandmaster – 1.25
Rune of Health – increases health by: Novice – 2, Journeymen – 4, Expert –6, Master – 8, Grandmaster – 10
Rune of Regeneration – increase combat health regeneration by: Novice – 0.25, Journeymen –0.5, Expert –0.75, Master –1, Grandmaster – 1.25
Rune of Wizardry – increases mana by: Novice – 2, Journeymen – 4, Expert – 6, Master – 8, Grandmaster – 10
Rune of Nimble Mind – increase combat mana regeneration by: Novice – 0.25, Journeymen –0.5, Expert –0.75, Master –1, Grandmaster – 1.25
Rune of Fire/Ice/Nature/Spirit/Physical Resistance – increase fire/ice/nature/spirit/physical resistance by: Novice – 2%, Journeymen –4%, Expert –6%, Master –8%, Grandmaster –10%
Rune of Barkskin – increase Armor by: Novice – 1, Journeymen –2, Expert –3, Master –4, Grandmaster –5
Rune of Evasion – increase chance to dodge melee attacks by Novice – 1%, Journeymen –2%, Expert –3%, Master –4%, Grandmaster –5%
Rune of Displacement – increase chance to dodge missile attacks by Novice – 1%, Journeymen –2%, Expert –3%, Master –4%, Grandmaster –5%
Not sure if these are scriptable:
Rune of Thorns – 20% chance to inflict physical damage to attacker by: Master –1, Grandmaster – 2 (maybe use Reaver’s Aura of Pain script?)
Rune of Fire/Ice/Nature/Spirit Aura – 20% chance to inflict Fire/Ice/Nature/Spirit damage to attacker by: Master –1, Grandmaster – 2 (maybe use Reaver’s Aura of Pain script?)
Rune of the Reaver – 5% chance per hit to increase combat health regeneration by: Novice – 5, Journeymen – 10, Expert – 15, Master – 20, Grandmaster – 25
Rune of Adrenaline – 5% chance per hit to increase stamina regeneration by: Novice – 5, Journeymen – 10, Expert – 15, Master – 20, Grandmaster – 25
Rune of Spirit – 5% chance per hit/cast to increase mana regeneration by: Novice – 5, Journeymen – 10, Expert – 15, Master – 20, Grandmaster – 25
-=Runes Transmutation=-
Currently there are a number of precious stones (Diamond, Greenstone, Ruby, Emerald, Sapphire, Topaz, Garnet, Amethyst, Malachite, Fluorspar, Quartz) within the game which to my knowledge serves no gameplay function other than being vendor trash. They could be used in combination to craft the new runes.
Modifié par Digitalspray, 19 novembre 2009 - 01:26 .





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