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Suggestion for Gear Rework with Consumables

AtheoryAtheory Member, Alpha Two

Quick Notes:
The following builds upon the recent changes to gear, that is the tiers.
All values stated are only examples and open to refinement.
This is meant to spark further discussion for those interested.

Sections -
Weapon Rework.
Armor Rework
Restorative Consumables
Jewelry Rework
Gear Enhancements

Concerns
Requires a rework of recipes (again)


The goal here is to explore ideas to help extend the relevance of gear throughout a player’s progression.


Weapon Rework

What I suggest is to break down weapon items into component recipes that would allow the upgrading of weapons throughout the characters game progression.

At the initiate(novice) level, recipes would allow for the crafting of basic gear. These, as they are currently, would remain a step above crude gear for the beginning levels. But, allow for future upgrades.

Weapon Parts
Each weapon would be permitted one upgrade per level range (adept, radiant etc.). The player would need access to those recipes, the materials and any necessary certifications and work bench, per normal. These recipes represent “parts” of the gear item that can be upgraded.

Example - Greatsword

Initiate Recipe - creates base sword to wield
Adept Recipe - “Nightreaver unbending guard” (upgrades the guard part of the sword)
Radiant Recipe - “Nightreaver unrelenting grip (upgrades the grip part of the sword)
Divine Recipe - Nightreaver pummel
Exhalted Recipe - Nightreaver blade
(all 4 pieces would create a ‘set’)

Each piece can be crafted at any quality, and the overall(average) quality is applied to the gear. Each recipe adds new stats and or abilities to the gear. Multiple recipes can exist that provide different stats allowing the player to choose the best for their playstyle. These upgrade recipes can also cover multiple gear items.(example a grip recipe can craft a part that can be used on a sword, greatsword or rapier gear item)


Sets -
Weapon parts can have similar bonuses as armor gives with matching pieces.
Parts from different sets can be mixed giving different names/bonuses.


Naming convention -
The weapon will take the name of the “parts” it is upgraded with, like a set. Additionally, if the weapon is upgraded with all Legendary parts and of a set, it can be given a name by the player (within proper guidelines set by Intrepid).

Characters killed by a named weapon will have it displayed. Perhaps even a regional announcement could be made about it. Just food for thought.


Durability -
In addition to current durability mechanics for repairs, every death would lower the overall durability permanently by 50, or some set number. If set at 50, then a weapon with 1000 durability and thus on the 20th character death the weapon would be destroyed.
The individual parts would each add to the overall durability number of the base item.

The overall point is that gear should be lost through wear and tear mechanics. The ability to restore gear should be permissible, but costly and only through grand masters.


Caveat -
If there is no desire to inundate the market with individual weapon parts, then these upgrades can simply take place at an appropriate workbench and the end result will be the new piece added to the selected weapon upon crafting. Weapons themselves can still be sold on the market, with whatever upgrades are on it.


Armor Rework

Gear sets will have pieces become available at varying level progression points, similarly as outlined above in the weapon rework section.

Example - Rosarium Guard Set recipe availability
Initiate - Gloves
Adept - Greaves, Sabaton
Radiant - Cuirass, Tassets
Divine - Vambraces, Paldrons
Exalted - Helm

Basic armor gear is craftable to fill holes, and mix and match sets can also be created.

Set bonuses with the final piece at Exhalted should be huge.



Gear Restorative Consumables

The intent is to spread the consumable love among the crafters, and by extension to the market. Instead of “repairing” gear at a vendor the items will be restored by restorative consumables created by various crafters. Any crafting profession that doesn’t already make a consumable will be permitted to create these. The effect of the consumable will be determined by the quality and level type.

Common Initiate(novice) Restorative restores base 50 durability
Common Adept(apprentice) Restorative restores base 100 durability
Common Radiant(journeyman) Restorative restores base 150 durability
Common Divine(master) Restorative restores base 200 durability
Common Exalted(grand master) Restorative restores base 250 durability

Restorative Consumables types must match the gear type
For clarification: A Adept restorative consumable can only restore adept gear. And Adept gear requires adept restorative consumable.

To ease the application of this, each consumable use will apply its effects to all gear items that match the restorative consumable type. So in practice each time you restore at level 50 would require one each of the 5 restorative consumable types.

This is a simple take, and can be expanded similarly to have more recipes using different ingredients that provide more or less restorative ability.


Jewelry Rework -
Sets are reworked similarly to armor.

Initiate - Basic jewelry recipes (1 slot each)
Adept - Ring recipes (+1 ring slot at level 10)
Radiant - Earring recipes (+1 earring slot at level 20)
Divine - Necklace recipes
Exalted - Gemstone Enhancement recipes (would work similarly to weapon parts above)


Gear Enhancements

New enhancement recipes for Weapons and Armor will infuse them with various gems/metals for both decorative and other minor effects.

Just idea examples
Adept Ruby Enhancement for Chest Armor recipe effects
+500 reputation towards settlement in which player is a citizen of.
+10 Item Durability
+5 Power
Radiant Ruby Enhancement for Chest Armor recipe effects
+1000 reputation towards settlement in which player is a citizen of.
+25 Item Durability.
+10 Power
Enhanced at stonemasonry or Jewelcrafting benches


Adept Copper Encrusted chest armor recipe effects
5% decrease in shrine respawn timer.
+10 Item Durability
+5 Power
Crafted at Metalsmithing or armorsmithing benches
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