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Wild enchant

Sat Jun 07, 2014 2:43 pm

[ 1] Atsu: Enchant
Fri Mar 18 21:30:06 2011
To: all
How about a wild enchant? Maybe it double enchants if it succeeds, but it does so less often than a mage's enchant.

Re: Wild enchant

Sun Jun 08, 2014 10:39 am

I think actual enchant needs to be fixed first before working on wild enchant.

In years past, finding mages who could enchant, both armor and weapons, was a necessity to survive. But as the mud has evolved and spells have been changed that is no longer the case, and the enchant spell group is essentially worthless, especially enchant armor!

Re: Wild enchant

Sun Jun 08, 2014 10:43 am

I agree with this. Enchant had it's hay day when people didn't understand the mechanics of saves, and everyone wanted to have 80. Now that people understand
how saves work, and how many your class needs, enchant has quickly died off. I think that both should be looked at. AC is worthless and it's not many cases where
you need to enchant for saves anymore. Perhaps letting enchant armor create hit dam, this would make enchanting one of the most valuable spells in the game.

Re: Wild enchant

Mon Jun 09, 2014 9:35 am

I would love to see enchant removed as a group for mages and turned into a tradeskill that gives you an OLC like interface to reallocate x amount of build points on an item to stats you want to see. Instead of completely revamping the item, you could change say 25% of the build points of a level 60 item. 15 pts would be enough to move around hp mana, some hit/dam and saves (not everything at one time,but any of those could be slightly altered to tailor to your character)

Enchanting an item in this way would cause the item to be flagged as enchanted and it could not be altered again. When people look at you and see you wearing the item, they would know that it's been changed as well.

Re: Wild enchant

Tue Apr 26, 2016 6:53 am

^ reviving this thread because the last comment is relevant.

Enchant could become a tradeskill (prevent from using paired with tailoring for obvious reasons).

Takes a basic armor and some crafting material for a % to add (based on how "good" the item already is):
+2 to chosen attribute, based on material
+2 to HR or DR (or +1/+1)
-1 to saves
-5 to all AC
+20 Health or Mana (or +10/+10)

That would increase the attractiveness of many stock items and let players be more creative with their gear choices.
Plus, if a player wants to try his luck with double-triple enchanting an item to turn it into quest-EQ tier, he can.
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