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Updating Old Enchantments
#1
Just an idea to update some of the older enchantments and curses to be able to be found or applied to other equipment.

This is so they'll find more use and to help fill out the options for non-Weapon/Armor equipment to choose from without inflating the number of enchantments we currently have.

Some of the effects are tweaked for the non-Weapons/Armor for balance reasons.


Curses:

Quote:Bloodsoaked (All):
All: Attracts monsters.

Demonic (All):
All: +3 STR, -1 Other Stats.

Misplaced (All):
Weapons and Armor: +2 to all Parameters.
Hands: +2 STR, WIL.
Boots: +2 CEL, LUC.
Accessories: +2 DEF, RES.
All: This item can be dropped after losing a battle, even when equipped.


Enchantments:

Quote:Floating (All):
Weapons, Armor: Weight is reduced by half. (min. -5 Weight).
Hands, Boots, Accessories: Reduces your Battle Weight by 5.
All: This item does not raise your Encumbrance.

Fated (All):
Weapons, Armor: +1 to all Parameters.
Hands, Boots, Accessories: +1 STR, DEF, SKI, CEL.
All: This item cannot be dropped after losing a battle.

King's (All):
Weapons, Armor: Recover 2 HP every round. If at 25% or less, this effect is doubled.
Hands, Boots, Accessories: Recover 1 HP every round. If at 25% or less, this effect is doubled.

Jeweled (All):
All: +1 Charisma Effectiveness.

Fireheart (All except Weapons):
Armor, Hands, Boots, Accessories: +2 STR, +1 Pyromancy Rank.

Iceheart (All except Weapons):
Armor, Hands, Boots, Accessories: +2 SKI, +1 Cryomancy Rank.

Geoheart (All except Weapons):
Armor, Hands, Boots, Accessories: +2 DEF, +1 Geomancy Rank.

Windheart (All except Weapons):
Armor, Hands, Boots, Accessories: +2 CEL, +1 Aeromancy Rank.

Warding (All except Weapons):
Armor: +10% Resistance to Luck-Based Status Effects.
Hands, Boots, Accessories: +5% Resistance to Luck-Based Status Effects.
[Image: 95e2774f19.png]
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#2
I would boost the Kings, Jeweled, and -Heart for armor and weapons, considering how integral those enchantments can be.

I would also boost Warding for Armor, because 10% Status Resistance isn't much compared to, say, 30+ Health or so.
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#3
I'll also point out a massive issue with the way Floating currently works; any time I find a Floating piece of gear, the enchant is based ONLY on the base weight. For example, an 8 base weight Carapace item would weigh 9 (8/2+5) which often makes the enchant completely pointless since all that weight is coming from the Carapace anyways. I'm completely fine with it not factoring in qualities, but come on... this is kind of stupid, really.
*loud burp*
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