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==Adding properties==
__TOC__
# Approach an Enchantment Basin (or any corresponding crafting station, distributed around the module or created through [[Crafting]]) and place the item you would like to enchant inside, then close it.
# Cycle through the menu until you find the desired effect you would like to place on the item.
# Depending on the property, you may be prompted to be more specific with your decision (Generally Type -> Quality)
# When you have narrowed down your choice far enough, you will have the option to 'place' the property on the item. At this point the basin will show you the percent chance of success and the cost in gold.
# In case of failure, the item will be destroyed and the gold will be taken anyway.
# The lowest chance to add a new property is 5%.
# If the character is trying to enchant an item with 5% chance, failure will result in an XP penalty (1/10 of the gold cost). 




===Dweomercraft Tiers===
==Introduction==
The mechanics for basin improvements have been decoupled from Enchantment Spell Focus feats which they previously required. This art has been themed 'Dweomercraft' and can now be mastered in multiple ways.
Dweomercraft is done using an '''Enchantment Basin''' which is a [[fixture]] created with [[Art crafting|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 series of options in dialogue.


There are three Dweomercraft Tiers, each unlocking benefits when improving items through a basin or a work station.
Dweomercrafting costs gold per try that is based on the power of the item and enhancement being added.  This gold starts out low but can get very high as the power of items increase.


* [Tier I] - Unlocks +1 Skill Bonuses, +33% Chance of success from Runic, slight reduction to effective cost of the new item.
There is also a chance of failure on each enhancement.  Items start out at 95% chance of success and range down to 5% chance of success.  This is based on the power of the item and the enhancement being added. Some powers or enhancements cost much more than others.  Failing this chance means the item is destroyed along with the gold used. Failing an item with only a 5% chance of success also results in an XP penalty of 1/10 the gold used.
* [Tier II] - Unlocks +2 Skill Bonuses, +66% Chance of success from Runic, moderate reduction to effective cost.
* [Tier III] - +100% Chance of success from Runic, significant reduction to effective cost.


Dweomercraft Tiers are gated by character level. A character can only achieve Tier II at level 12 or higher, and Tier III at level 21 or higher.
Because the chance of adding new properties quickly becomes 5%, adding properties to existing items is rarely done. Instead, dweomercrafters purchase or create several unenchanted items and use the basin to risk the low creation chance.  Some items may require 50 attempts or even more to successfully create, costing hundreds of thousands of gold in the process.  This serves as a soft limit on the power of equipment.


Dweomercraft Tiers are granted by:
 
*Every 12 Levels in a Primary Caster Class. This includes Sorcerers, Druids, Clerics, and Wizards (not Spellswords).
==Dweomercraft Tiers==
::- Pale Master and Harper levels are added to the primary caster class level count, unless the character has more hybrid caster class levels.
Dweomercraft skill is measured in three '''Tiers''' which are gained by taking certain classes and feats.
*21 Levels in a Hybrid Caster Class. This includes Bards (including Warlocks), Rangers, Paladins, and Spellswords. Another dweomercraft tier is added for the 28th level of a Hybrid Caster class.
 
::- Pale Master or Harper levels are added to the hybrid caster class level count, if the character has more hybrid caster class levels than primary caster class levels.
One Tier is gained for each of the following:
*Each invested Crafting Feat. This includes Scribe Scroll, Brew Potion, and Craft Wand.
*12 levels of Sorcerer, Druid, Cleric and Wizard (not Spellsword).
::- Scribe Scroll counts as an invested Crafting Feat even if received automatically from Wizard levels.
*21 levels of Bard, Warlock, Ranger, Paladin and Spellsword.
*Each invested Skill Focus Feat in either Craft Armor or Craft Weapon. This includes Skill Focus and Epic Skill Focus in Craft Armor or Craft Weapon.
**Having 28 levels of these classes adds a second Tier.
*Scribe Scroll, Brew Potion or Craft Wand feats.
*Skill Focus, Greater Skill Focus or Epic Skill Focus feats in either Craft Weapon or Craft Armor.
 
Palemaster or Harper levels are added to their primary class.  For example, Bard PMs get tiers from bard levels not Wizard levels.
 
Bonuses for each Tier are the following:
{| class="wikitable"
|-
!Tier
!Add Skills
!Add to [[Runes|Runic]]
!Gold Used
 
|-
!1
| +1
|33% Chance
|Slight Reduction
 
|-
!2
| +2
| 66% Chance
|Moderate Reduction
 
|-
!3
| +2
|100% Chance
|Significant Reduction
 
 
|}


Examples:
Examples:
*A Sorcerer at level 24 has 24 primary caster levels, so qualifies for Dweomercrafting Tier II. Picking up one Crafting Feat (say, Brew Potion or Skill Focus: Craft Weapon) would grant that character Tier III.  
*A Sorcerer at level 24 has 24 primary caster levels, so qualifies for Dweomercrafting Tier II. Picking up one Crafting Feat (say, Brew Potion or Skill Focus: Craft Weapon) would grant that character Tier III.  
*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.
*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.
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*A Druid 10/Bard 20 has 10 primary caster levels and 20 hybrid caster levels, so does not qualify for any Dweomercrafting Tiers.
*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===


Runic Items (rare loot with blue name) works differently to normal items [[Misc_Changes#Procedural Looting|Magical Items]]. They have a special property that can be exploited by enchanters that know and can read the specific languages the runes are written in. The next single enchantment that is added to that item will have an added success chance relative to the Dweomercraft Tier of the caster (See Above), and the runic property will not be able to be used again, ''even'' if the enchanter didn't have the matching requirements and enchanted the item as normal.
==Mundane Crafting==
A [[Deity]] with the [[Deity Table|Knowledge and Invention aspect]] will intervene in non-5% failures if the character is a mundane Dweomercrafter. This is determined by which of the following is greater, Mundane or Magic Points:


*+1 Mundane Points for having Craft Weapon or Craft Armor skills at 15, 25, and 35.
*+1 Mundane Points for each Skill Focus, Greater Skill Focus or Epic Skill Focus feat in either Craft Armor or Craft Weapon
*+1 Magic Points for having Brew Potion, Scribe Scroll or Craft Wand feats.
*+1 for each Tier gained from caster levels (see above chart.)


The Runes may be, and organized by their rarity:
*Basic (No requirement)
*Elven (Elven, Xanalress)
*Dwarven (Dwarven)
*Arcane (Draconic)
*Planar/Outsider (Celestial, Abyssal, Infernal)


==Runic Items==
Items with [[Runes]] attached allow Dweomercrafters to increase their chance to add another property.  This chance only works once on the next enhancement attempted.  For Tier 3 Dweomercrafters this chance is 100%.  See the above chart for the percentages.


===Limitations===
Most runes are Arcane and can be worked with by any crafter. Some runes though are in specific [[languages]] and only apply their bonus to Dweomercrafters who are [[Languages|fluent in that language]]. Runic items that are found instead of created have increased chance of being in specific languages. These languages from common to rare are: Elven, Dwarven, Draconic, Infernal, Abyssal, Celestial.
*The Enchantment Basin will only work with one item in at a time. Stacks of items (scrolls, potions, misc) are considered one item. Player will get a message notifying them if there is more than one.
* Not all items can be enchanted with all properties. Properties that are able to be enchanted onto an item will show up in blue, while the ones that aren't able will show up in red.  
* It is possible to change the 'ownership' of an item by adding the new owners name in brackets when renaming the item in question.  
:: - For example, "Generic Super Sword [John Doe]"
* Item properties of the same 'type' may not stack. For example, it is possible to put +1 strength and +1 dexterity on an item without issue. It is not possible to put a Level 1 spell slot (wizard) and a Level 2 spell slot (wizard) on the same item, however.
* [[Skill_changes|Appraise and Heal]] cannot be added as items properties through enchantment.  




===Tips===
==Names and Ownership==
* It is a common practice to enchant a found basic item (such as a small statuette) with weight reduction to allow customization of that item by renaming it and changing its description.
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 using the basin. To take ownership of an item in this way, it is common to add a low-cost enhancement such as 20% weight reduction.  This still comes with a chance of failure, though, which will destroy the item.


* Crafting Feats: Having feats in Crafting (Scribe Scroll, Brew Potion, and Craft Wand) or skills focuses (Craft Armour/Weapon) grants the Dweomercrafter a boost to their ability to enchant.
Items may also have an owner set by adding their name in [] brackets.  Factions can be set to own items using the faction name in {} brackets.  Partial names work, too.


* Those with Pale master and Harper levels should keep track of the Primary Caster classes and Hybrid Caster classes to maximise their effectiveness.


===Tips===
* Deities with the [[Deity#Aspects|appropriate aspect]] grant a boon to the success chance of enchantments. This translates to a 50% chance of a failed enchantment succeeding anyway.
* Deities with the [[Deity#Aspects|appropriate aspect]] grant a boon to the success chance of enchantments. This translates to a 50% chance of a failed enchantment succeeding anyway.
* Every enchantment will have at least a 5% chance of both failure and success.


* It is best to leave the more expensive enchantments for the end. If the value of the item was greater from the start, all the following enchantments onto that item would have a lower chance of success.  
* It is best to leave the more expensive enchantments for the end. If the value of the item was greater from the start, all the following enchantments onto that item would have a lower chance of success.  


* There are various combinations and possibilities that a master enchanter could come up with for what a final item looks like, without falling down to 5% in their last attribute. An all-time favorite is +1 Ability, +1 Ability, +2 Skill, +2 Skill, +2 Skill, +2 Skill.
* There are various combinations and possibilities that a master enchanter could come up with for what a final item looks like, without falling down to 5% in their last attribute. An all-time favorite is +1 Ability, +1 Ability, +2 Skill, +2 Skill, +2 Skill, +2 Skill.
*The Enchantment Basin will only work with one item in at a time. Stacks of items (scrolls, potions, misc) are considered one item. Player will get a message notifying them if there is more than one.
* Item properties of the same 'type' may not stack. For example, it is possible to put +1 strength and +1 dexterity on an item without issue. It is not possible to put a Level 1 spell slot (wizard) and a Level 2 spell slot (wizard) on the same item, however.
* [[Skill_changes|Appraise and Heal]]skill bonuses cannot be added as items properties through enchantment.


==Specific properties==
==Specific properties==

Revision as of 16:36, 2 June 2019

Dweomercraft

A forging workstation

Crafting on Arelith:
Alchemy
Art Crafting
Carpentry
Herbalism
Smithing
Tailoring
Dweomercraft - Runes
Armor
Weapons - Melee / Ranged / Siege
Resources - Poison

Dweomercraft, formerly called Enchantment, is a way to customize equipment past what the crafting allows a player to do. Various properties can be added to many different types of items, from skill bonuses to weigh reduction.



Introduction

Dweomercraft is done using an Enchantment Basin which is a fixture created with 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 series of options in dialogue.

Dweomercrafting costs gold per try that is based on the power of the item and enhancement being added. This gold starts out low but can get very high as the power of items increase.

There is also a chance of failure on each enhancement. Items start out at 95% chance of success and range down to 5% chance of success. This is based on the power of the item and the enhancement being added. Some powers or enhancements cost much more than others. Failing this chance means the item is destroyed along with the gold used. Failing an item with only a 5% chance of success also results in an XP penalty of 1/10 the gold used.

Because the chance of adding new properties quickly becomes 5%, adding properties to existing items is rarely done. Instead, dweomercrafters purchase or create several unenchanted items and use the basin to risk the low creation chance. Some items may require 50 attempts or even more to successfully create, costing hundreds of thousands of gold in the process. This serves as a soft limit on the power of equipment.


Dweomercraft Tiers

Dweomercraft skill is measured in three Tiers which are gained by taking certain classes and feats.

One Tier is gained for each of the following:

  • 12 levels of Sorcerer, Druid, Cleric and Wizard (not Spellsword).
  • 21 levels of Bard, Warlock, Ranger, Paladin and Spellsword.
    • Having 28 levels of these classes adds a second Tier.
  • Scribe Scroll, Brew Potion or Craft Wand feats.
  • Skill Focus, Greater Skill Focus or Epic Skill Focus feats in either Craft Weapon or Craft Armor.

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

Bonuses for each Tier are the following:

Tier Add Skills Add to Runic Gold Used
1 +1 33% Chance Slight Reduction
2 +2 66% Chance Moderate Reduction
3 +2 100% Chance Significant Reduction


Examples:

  • A Sorcerer at level 24 has 24 primary caster levels, so qualifies for Dweomercrafting Tier II. Picking up one Crafting Feat (say, Brew Potion or Skill Focus: Craft Weapon) would grant that character Tier III.
  • 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.
  • A Fighter (or other mundane character) with three Skill Focus feats (including one Epic Skill Focus) in Craft Weapon and Craft Armor qualifies for Dweomercrafting Tier III.
  • A Cleric 10/Druid 14 has 24 total primary caster levels, so qualifies for Dweomercrafting Tier II.
  • A Ranger 20/Bard 8 has 28 total hybrid caster levels, so qualifies for Dweomercrafting Tier II.
  • A Druid 10/Bard 20 has 10 primary caster levels and 20 hybrid caster levels, so does not qualify for any Dweomercrafting Tiers.


Mundane Crafting

A Deity with the Knowledge and Invention aspect will intervene in non-5% failures if the character is a mundane Dweomercrafter. This is determined by which of the following is greater, Mundane or Magic Points:

  • +1 Mundane Points for having Craft Weapon or Craft Armor skills at 15, 25, and 35.
  • +1 Mundane Points for each Skill Focus, Greater Skill Focus or Epic Skill Focus feat in either Craft Armor or Craft Weapon
  • +1 Magic Points for having Brew Potion, Scribe Scroll or Craft Wand feats.
  • +1 for each Tier gained from caster levels (see above chart.)


Runic Items

Items with Runes attached allow Dweomercrafters to increase their chance to add another property. This chance only works once on the next enhancement attempted. For Tier 3 Dweomercrafters this chance is 100%. See the above chart for the percentages.

Most runes are Arcane and can be worked with by any crafter. Some runes though are in specific languages and only apply their bonus to Dweomercrafters who are fluent in that language. Runic items that are found instead of created have increased chance of being in specific languages. These languages from common to rare are: Elven, Dwarven, Draconic, Infernal, Abyssal, Celestial.


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 using the basin. To take ownership of an item in this way, it is common to add a low-cost enhancement such as 20% weight reduction. This still comes with a chance of failure, though, which will destroy the item.

Items may also have an owner set by adding their name in [] brackets. Factions can be set to own items using the faction name in {} brackets. Partial names work, too.


Tips

  • Deities with the appropriate aspect grant a boon to the success chance of enchantments. This translates to a 50% chance of a failed enchantment succeeding anyway.
  • It is best to leave the more expensive enchantments for the end. If the value of the item was greater from the start, all the following enchantments onto that item would have a lower chance of success.
  • There are various combinations and possibilities that a master enchanter could come up with for what a final item looks like, without falling down to 5% in their last attribute. An all-time favorite is +1 Ability, +1 Ability, +2 Skill, +2 Skill, +2 Skill, +2 Skill.
  • The Enchantment Basin will only work with one item in at a time. Stacks of items (scrolls, potions, misc) are considered one item. Player will get a message notifying them if there is more than one.
  • Item properties of the same 'type' may not stack. For example, it is possible to put +1 strength and +1 dexterity on an item without issue. It is not possible to put a Level 1 spell slot (wizard) and a Level 2 spell slot (wizard) on the same item, however.

Specific properties

Ability bonus (max bonus of +1)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Important Note: An item with +1 Strength, enchanted with another +1 strength, will not grant +2 strength (this is stated above, but often forgotten).
AC Bonus (max bonus of +1)
Important Note: Type of bonus applied is dependent on item.
Boots grant a Dodge bonus.
Amulets grant a Natural Armor Bonus
Armor/Robes grant an Armor bonus.
Shields grant a Shield Bonus
All other items grant a deflection bonus (helmet, rings, cloak, etc.)
Enhancement Bonus (max bonus of +1)
Important Note: This only applies for weapons
Base Item Weight Reduction
20% (of total normal weight)
10% (of total normal weight)
Note: It is not a 10% or 20% reduction in weight, rather the weight of the item becomes 10% or 20% of the norm.
Bonus Spell Slot of Level
All Classes
Level 0 Slot
Level 1 Slot
Level 2 Slot
Level 3 Slot
Note: You can add non-caster spell slots, these do nothing.
Damage Bonus (bonuses of +1 and +1d4 can be added of each element; elemental damages of different types stack).
Acid
Cold
Divine
Electric
Fire
Negative Energy
Positive Energy
Sonic
Immunity: Damage Type (the immunity granted is 5%)
Acid
Cold
Divine
Electric
Fire
Negative Energy
Positive Energy
Sonic
Damage Resistance (the resistance granted is 5/-)
Acid
Cold
Divine
Electric
Fire
Negative Energy
Positive Energy
Sonic
Darkvision
Enhanced Container: Reduced Weight
Note: There are no containers currently in the module, so this is unusable. The closest to this are the Bags, but not even these may be enchanted.
Spell Resistance
10
Saving Throw Bonus (max bonus +1)
Universal
Acid
Cold
Death
Disease
Divine
Electric
Fear
Fire
Mind Affecting
Negative Energy
Poison
Positive Energy
Sonic
Skills (see the above Dweomercrafting section for details on requirements)
All of them except Appraise and Heal.

Customization

You can alter the item's description and name without cost or chance for failure. Normally, only the creator (or the last person who added a property to) the item can customize the item, but adding the name of a character in brackets at the end of the item's name would allow that character to customize it freely.

Adding the [all] tag to an item name will allow anyone to alter the item's name and description, however this tag will be invisible once added. Note that this is case sensitive.

IE; "Amazing Gobbo Eye-poker [Boogo]".
IE2; "Wit's End [Jericho Newman]".
IE3; "Destiny [all]".
The item must have a name. Just putting the character's name in brackets will not work.