Crafting elemental properties into armor and weapons

Post your tips, ideas for improvements, requests for new features, etc. here
frogofpeace
PKer
Posts: 1237
Joined: Sat Oct 28, 2006 7:14 am

Re: Crafting elemental properties into armor and weapons

Post by frogofpeace »

DM_Kim wrote: To snap one's finger and instant have top end gear is boooooring to me.
I'm not sure if it's boring to me or not. Could you just GIVE me a bunch of high-end gear, and I'll let you know? We can work out the finger-snapping thing later.
:mrgreen:
Three years of nursery school and you think you know it all.
- Dr. Michael Hfuhruhurr

Korr
PKer
Posts: 1049
Joined: Wed Jul 18, 2007 1:59 am
Location: Lawrence, KS

Re: Crafting elemental properties into armor and weapons

Post by Korr »

Im sure she will . . . give you her lvl 60 required items
Amoenotep wrote:korr is the greatest :(
ImageImage

MadUkranian
Noob
Posts: 11
Joined: Fri May 02, 2008 9:26 pm

Re: Crafting elemental properties into armor and weapons

Post by MadUkranian »

The trap components are just an example I threw out there since they cover about all the elemental properties found on items already in the realm. I was also trying to offer a way to add a certain level of control since the MA would have to scrounge up enough of the right component before they could use it in their craft. Maybe a fighter/bard/weapon master build or fighter/rogue/weapon master (with a high enough use magic score) would be the requirement since a pure fighter does not have access to magic... I'm sure if the developers and DMs decided to take another look at the crafted weapons and armor they would come up with a much better system than the example I offered. This subject has come up a few times while chatting in-game, and the search I did on the forums didn't find anything, so I figured I'd post something to get a conversation started. I'm glad some of you were interested enough in the topic to read and add your thoughts to this thread.

Locked

Return to “NS4 Ideas and Suggestions”