Dweomercraft PGCC

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Introduction

  A new Dweomercraft system is being developed, changing the enchants from a probability outcome towards a buy point system. Removing the option to 5% Hard enchant items from the previous system.

This page contains all the information available so far. The previous system information can be found at: Dweomercraft

Dweomercraft, formerly called Enchantment, is a way to customize existing items. Various properties can be added ranging from skill or attribute bonuses to weight reductions.

Dweomercraft is done using an Dweomercraft Pool (a fixture created with Smithing or Art Crafting). There are also several basins around the server in typical locations for crafts, magic or religion. Place the item you want to enhance into the basin and close the container. You will be presented with a NUI window with a few scrolldowns a button.

Dweomercrafting costs gold per point that is based on the power of the property being added and the remaining capacity determined by the character level, Dweomercraft Tier and if it the item is runed. This gold starts out low but can get very high as the power of items increase.

Dweomercraft Tiers

Dweomercraft skill is measured in three Tiers which are gained by taking certain classes and feats. Maximum Dweomercraft Tier is level dependent and can go up to 3.

The bonuses for each Tier and the level requirements are the following:

Tier Total Bonus capacity Required Level
1 +2 0
2 +4 12
3 +6 21

Dweomercrafting Tiers are classified as either Magic or Mundane, depending on how they were attained. Magic and Mundane Tiers are separate and do not stack.

Magic Dweomercrafting

One Magic Tier is gained for each of the following:

Palemaster, Harper and Zhentarim levels are added to their primary class. For example, Bard PMs get tiers from bard levels not Wizard levels.

Mundane Dweomercrafting

One Mundane Tier is gained for each of the following:

  • Skill Focus or Epic Skill Focus feats in Craft Mastery.
  • +1 Tier each time the total skill ranks invested in Craft Mastery reach 10, 20, and 30. Hard skill only, this means it excludes Craft Mastery added through equipment
  • Improved Dweomercrafting feat.
  • Forge Domain (Cleric)

You can see which tier your character is by using the -date console command in the chat box.

Examples:

  • A Druid at level 24 has 24 primary caster levels, so qualifies for Dweomercrafting Tier II (magic). If the Druid also took Brew Potion that would qualify them for Tier III (magic).
  • A Wizard at level 24 has 24 primary caster levels, and also got Scribe Scroll automatically at level 1, so qualifies for Dweomercrafting Tier III (magic).
  • A Fighter (or other mundane character) with three feats (Skill Focus: Craft Mastery, Epic Skill Focus: Craft Mastery and Improved Dweomercraft) qualifies for Dweomercrafting Tier III (magic & mundane).
  • A Cleric 10/Druid 14 has 24 total primary caster levels, so qualifies for Dweomercrafting Tier II (magic).
  • A Ranger 20/Bard 8 has 28 total hybrid caster levels, so qualifies for Dweomercrafting Tier II (magic). Picking up one Crafting Feat (say, Craft Wand or Skill Focus: Craft Mastery) would grant that character Tier III (magic).
  • A character with Skill Focus: Craft Mastery and Epic Skill Focus: Craft Mastery qualifies for Dweomercrafting Tier II (magic & mundane).
  • A Druid 10/Bard 20 has 10 primary caster levels and 20 hybrid caster levels, so does not qualify for any Dweomercrafting Tiers.

Runic Items

Items with Runes attached allow Dweomercrafters to increase the item point capacity.

Thorass runes can be worked with by any crafter. This includes crafted runes that can be manually applied to items. Some runes, though, are in specific languages and only apply their bonus capacity points to Dweomercrafters who are fluent in that language.

When placing a rune on an item to create a Crafted Runic item the placer can choose the rune language by having the language active when the rune is applied.

Items that are found already Runed, called "Naturally Runic" item have an increased chance of being in specific languages instead of Thorass. These languages from common to rare are: Elven, Dwarven, Draconic, Infernal, Abyssal, Celestial.

  • Crafted Runic Items: Items that have had a Crafted Rune added to the item.
  • Naturally Runic Items: Items that have the runic property when dropped or as a crafted property when the item is created.

The amount of points a rune increases the item capacity depends on the Rune Tier and if the item is Naturally Runic.

Rune Tier Crafted Runic Naturally Runic
1 2 4
2 4 6
3 6 8

Runic Scripts

Runes on items are described by their script rather than the language used when making them.

  • Inscribing with Dwarven, Gnome, Giant, etc -> results in Dethek rune.
  • Inscribing with Abyssal or Infernal -> results in Infernal rune.

Full list:

THORASS: Common, Undercommon
FIENDISH: Abyssal, Infernal, Gnoll
CELESTIAL: Celestial
IOKHARIC: Draconic, Auran, Ignan
DETHEK: Dwarven, Gnome, Goblin, Orcish, Giant, Terran
ESPRUAR: Elven, Halfling, Xanalress, Sylvan, Aquan
IMASKARI: Roushoum
DRUIDIC: Druidic

Potential Enhancements

A full and specific list of enhancements is found by placing the item in a basin. The option are the following alongside their point cost and their Gold Cost Base.

The Gold Cost Base gets multiplied by a modifier based on the total points the item is already using, the list can be found in the Gold Coin per Point section bellow.

Group Enchant: Cost Gold Value Applicable to: Notes
Ability +1 6 479 Any equipable item Adds +1 to Str, Dex, Con, Int, Wis or Cha. Note: multiple bonuses of the same ability on the same item do not stack.
Armor +1 6 479 Any equipable Item Adds +1 to Armor Class. The type depends on the item: Boots give Dodge, Amulets give Natural, Armor/clothes gives Armor, Shield gives Shield, and all other items give Deflection.
Enhancement +1 10 759 Any Weapon Adds +1 to weapons only.
Weight Reduction 20% 1 50 Any item 10% or 20% reduction. 100 pound items with 20% reduction weigh 20 pounds, and with 10% reduction they weigh 10 pounds.
10% 2 100
Bonus spell slots 1 1 50 Any equipable item Can only add 1 spell slot per class. If an item already has spell slots, this will remove them and will not refund the points.
Level 4 slots are only available to Cleric, Druid, Sorcerer, Wizard, Warlock and Spellsword
2 2 100
3 3 150
4 6 316
Damage 1d4 8 440 Melee Weapons Adds +2 or +1d4 Damage Bonus in Acid, Cold, Divine, Electric, Fire, Negative, Positive or Sonic types.
Can't have +2 AND 1d4 of the same type.
2 8 440
Damage Immunity 5% 5 252 Any equipable Item 5% Damage Immunity to Acid, Cold, Divine, Electric, Fire, Negative, Positive, Sonic, Poison, Entropy and Psychic types.
Darkvision Darkvision 2 100 Any equipable Item
Specific Saving Throws Universal 6 316 Any equipable Item Other saves include: vs Acid, Cold, Disease, Divine, Electrical, Fear, Fire, Negative, Poison, Positive, Sonic, Law, Chaos, Good, Evil
Death, Mind 2 100
Others 1 50
General Saving Throws F/R/W 2 100 Any equipable Item Fortitude, Reflex, Will saves.
Keen Keen 4~8 316 Melee Weapons 20 x2 Weapons: 4 points
19-20 x2 Weapons: 6 points
18-20 x2 OR 20 x3 Weapons: 8 points
Light All Colors 0 0 Any equipable item Light colors are Blue, Yellow, Purple, Red, Green, Orange, White.
Skills Skill +1 1 50 Any equipable item Skill Bonus: +1 or +2 to all skills except Appraise, Craft Mastery and Heal.
Same skill type does not stack.
Skill +2 2 100 Any equipable item
Attack Bonus 1 4 201 Any Weapon
Massive Critical 4 8 201 Any Weapon
1d8 8 440

Properties Point Cost

Non Bonus Feat Point Costs

Bellow a table containing the points cost for all properties items can have.

The Point cost Column is per +1 the item has. For example an item with +2 Strength would be 16 points. An Item with +4 Lore and +4 Search would have a total of 8 points.

If a property is not included in the list bellow, it has a cost of 0 points.

Common properties that cost 0 are: Item can Cast spell, Vampiric Regeneration, Decreased Ability/AC/Saves/Skills, Immunity against a spell, Item Material/Quality and Class/Race limitations.

Feats have a different point cost, and they are included in the Bonus Feat Point Cost section.

Property Point Cost Notes
Ability 8
Armor 6
Armor vs Damage type/Race/Alignment 3
Enhancement 6
Enhancement vs Alignment/Race 4
Weight Reduction * 90%-30%: 0 points
20%: 1 point
10%: 2 points
Bonus Spell Slots * Level 1: 1 Point, Level 2: 2 Points, Level 3: 3 Points
Level 4: 6 Points, Level 5: 8 Points, Level 6: 10 Points
Level 7: 14 Points, Level 8: 16 Points, Level 9: 18 Points
Damage * 4 * (Average damage)
Damage vs Alignment/Race/Alignment * 2 * (Average damage)
Damage Immunity * Physical: 2 points per 5%
All others: 5 points per 5%
Damage Reduction * Soak (Damage Reduction (#/+#)) cost 1 point per 5 * Pierce
*5/+1: 1 point
*5/+3: 3 points
*5/+5: 5 points
*10/+1: 2 points
*10/+5: 10 points
Damage Resist 2 2 point per 5/- Resistance
Note: Damage resistance added by essences does not cost points.
Darkvision 2
Specific Saving Throws * Universal Save: 6 points
Death or Mind saves: 2 points
All others: 1 point
General Saving Throws 2 2 Points per Fortitude OR Reflex or Will Save
Keen * 20 x2 Weapons: 4 points
19-20 x2 Weapons: 6 points
18-20 x2 OR 20 x3 Weapons: 8 points
Light 0
Mighty 2
Regeneration 4
Skill 1
Attack Bonus 4
Attack Bonus vs Alignment/Race/Alignment 2
Massive Criticals * 2 * (Average damage)

Bonus Feat Point Cost

Feats contributes towards the points an item can be enchanted.

Even if the feat is in the table bellow, it does not necessarily mean it exist in game, but they are present in case they get added in the future.

Feat Cost Notes
Combat Casting 4
Spell Penetration 2
Epic Spell Penetration 8
Arcane Defense: Abjuration 2
Any Spell Focus 2
Alertness 4
Knockdown 12
Point Blank 6
Rapid Reload 6
Rapid Shot 6
Ambidextrous 6
Cleave 6
Extra Turning 6
Power Attack 6
Weapon Finesse 0
Two Weapon Fighting 6
Improved Crititical: Unarmed 6
Weapon specialization: Unarmed 8
Any Weapon Proficiency 4
Any Armor Proficiency 4
Shield Proficiency 4
Dodge 6
Mobility 6
Disarm 0
Whirlwind 12
Use Poison Feat 2
Mounted Combat 6
Mounted Archery 4
Sneak Attack 2
Improved Unarmed Strike 2 2 Points per 1d6
Improved Sneak Attack 2 2 Points per 1d6
Blackguard Sneak Attack 2 2 Points per 1d6

Gold Coin per Point

Points Multiplier per point to add In gold (Per point) In gold (summed)
1 1 50 50
2 1.001070329 50 100
3 1.008588183 50 150
4 1.034250524 51 201
5 1.097079167 54 255
6 1.22410756 61 316
7 1.450906754 72 388
8 1.822012575 91 479
9 2.391285579 119 598
10 3.222222222 161 759
11 4.388228956 219 978
12 5.972867182 298 1276
13 8.070074686 403 1679
14 10.78436769 539 2218
15 14.23102666 711 2929
16 18.53626826 926 3855
17 23.83740541 1191 5046
18 30.282997 1514 6560
19 38.03298845 1901 8461
20 47.25884429 2362 10823
21 58.14367348 2907 13730
22 70.88234834 3544 17274
23 85.68161764 4284 21558
24 102.7602144 5138 26696
25 122.3489591 6117 32813
26 144.6908579 7234 40047
27 170.0411978 8502 48549
28 198.6676371 9933 58482
29 230.850293 11542 70024
30 266.8818258 13344 83368
31 307.0675206 15353 98721
32 351.7253653 17586 116307
33 401.1861267 20000 136307
34 455.7934245 20000 156307

Point Cap

All items have limit point capacity that varies by the Character level (Which caps at level 20), Dweomercrafter Tier (Table bellow assumes max tier at each level) , and the Tier Rune if the item has one.

The points are calculated as:

  • 4 points per 4 character levels, up to level 20.
  • 2 points per tier of Dweomercraft (magic or mundane), up to 6 at Tier 3.
  • 2 points per Tier of Crafted Runic on them, with a bonus of +2 if the Rune was Naturally Runic.

This gives a maximum of 32 points for items with a player placed rune or 34 for Naturally Runic items.

Character Level Base Only Dweomercraft* With Dweomercraft * With Rune T1 With Rune T2 With Rune T3 With Dweomer & Rune T1 * With Dweomer & Rune T2 * With Dweomer & Rune T3 *
1 0 2 2 2 4 6 4 6 8
2 0 2 2 2 4 6 4 6 8
3 0 2 2 2 4 6 4 6 8
4 4 2 6 6 8 10 8 10 12
5 4 2 6 6 8 10 8 10 12
6 4 2 6 6 8 10 8 10 12
7 4 2 6 6 8 10 8 10 12
8 8 2 10 10 12 14 12 14 16
9 8 2 10 10 12 14 12 14 16
10 8 2 10 10 12 14 12 14 16
11 8 2 10 10 12 14 12 14 16
12 12 4 16 14 16 18 18 20 22
13 12 4 16 14 16 18 18 20 22
14 12 4 16 14 16 18 18 20 22
15 12 4 16 14 16 18 18 20 22
16 16 4 20 18 20 22 22 24 26
17 16 4 20 18 20 22 22 24 26
18 16 4 20 18 20 22 22 24 26
19 16 4 20 18 20 22 22 24 26
20 20 4 24 22 24 26 26 28 30
21 20 6 26 22 24 26 28 30 32

Names and Ownership

Items are considered "owned" by their creator or the last character to add a property with Dweomercrafting. "Owned" items can be renamed and have their description changed at no cost or chance of failure by using the basin or appropriate crafting workstation. To take ownership of an item in this way, it is common to add a low-cost enhancement such as 20% weight reduction or Light. Most found items will need to be enhanced in this way for their name to be changed.

Items may also be edited in this way by having the owner add a name in [] brackets. Factions can be set to own items using the faction name in {} brackets. Partial names work, too. Adding [all] to the name will allow anyone to edit it in this way.

External Links

Word document: Dweomercraft and Enchantment Overhaul: An Overview
Spreadsheet: Public Facing Enchantment Point Buy