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Author Topic: Stardust Enchantments?  (Read 153 times)

Witch Hunter

Stardust Enchantments?
« on: February 24, 2007, 02:12:56 am »
I was thinking - why not add a whole new set of enchantments using stardusts?
they would be hard to craft, and require a certain amount of startdust (say 5) but give decent enchantments

Items will be limited to use by the cleric alignment group of said stardust (for example an iron sword with a Prunilla enchantment will only be useable by Chaotic Good, Neutral Good and Chaotic Neutral)

Like:

Aeridin: +1 Fort Save
Aragen: +5 Lore
Az'atta:  +2 Saving throw vs Poison
Baraeon Ca'Duz: Immunity: Specific spell Web
Beryl: Darkvision
Branderback: +2 Hide, +2 Move Silently
Corath: +1 Negative Energy Damage (weapons), +1 Saving Throw vs Positive (armor)
Deliar: +2 Appraise, +2 Persuade
Dorand: +4 Craft Armor, +4 Craft Weapon
Folian S'pae: +2 Animal Empathy, +2 Listen
Goran: Base Item Weight Reduction: 40%
Grand: Massive Critical 1d4 (weapons), +4 Taunt (armor)
Grannoch: +1 Cold Damage (weapon), +1 Saving Throw vs Cold (armor)
Ilsare: +1 Will Save
Katia: +5 Animal Empathy
Kithairien: +1 Reflex
Lucinda: +1 Magic Damage (weapon), +5 Spellcraft (armor)
Mist: Damage Bonus vs Alignment Group Lawful +2 Sonic Damage (weapon), +1 Saving Throw vs Mind Affecting
Prunilla: Saving Throw vs Poison +1
Pyrtechon: +1 Fire Damage (weapon), +1 Saving Throw vs Fire (armor)
Rofirein: +1 Positive Energy Damage (weapon), +1 Saving Throw vs Negative Energy (armor)
Shadon: +5 Bluff
Shindaleria: +2 Saving Throw vs Disease
Sulterio: +5 Intimidate
Toran: +1 Divine Damage (weapon), +1 Saving Throw vs Death (armor)
Vierdri'ira: +3 Move Silently, +1 Hide
Vorax: +1 Damage (depending on weapon type), +4 Discipline (armor)
Xeen: No Combat Damage + On Hit: Confusion [DC:16/50% 2 rounds] / +2 Saving Throw vs Fear (armor)


Overall the list is underbalanced/overbalanced but it gives the idea of what I have in mind, eh?
 

D Blaze

Re: Stardust Enchantments?
« Reply #1 on: February 24, 2007, 02:39:15 am »
People would jump at the chance to use Corath, Rofirein, Toran, Lucinda, Goran, and maybe Grand.
Due to weapon enhancement, so that even when facing something with heavy resistances, a bunch of people picking at it with stinging 1-2 damage a hit really adds up. Hardly anything has resistances vs positive, negative, and magical damage.
Everything else can already be found or replicated, and as for saves vs. elements, this is easily outdone by elemental resistance rods, and casters.
What's better? +1-2 saves vs elements or fear? Or a resistance taking off 5-10 of it's first damage and then a mindblank spell, or even protection from alignment.
As for adding points to skills, there are already items that have this property, and they are among the hardest loot items to find.

Then you have to keep in mind, you say the item would become restricted to clerical alignments.....UMD will give rogues and bards the edge in using ALL the items...

Neat idea and all, but too much work with too little gain that isn't already there...
 

Witch Hunter

Re: Stardust Enchantments?
« Reply #2 on: February 24, 2007, 03:41:31 am »
Exactly why I pointed out to have alignment restriction based on the deity - not everyone could.
Not to mention it would be bad roleplay for a toranian to get a corath enchantment for example - just like they're not meant to use the stardust, the item enchanted would become "evil"

1 damage for most (and 2 for the rare dust, and thats vs alignment) is barely noticable, when creatures have 300 hp+ its like what.. 1 less hit? half a hit?
As for the rest - of course they can be found, just like any other thing in the game - but found doesnt mean you can create the item the way you want. You wont find a cloak that adds persuade or a sword that adds immunity to web, would you?
And these are not resistance enchantments - just like silver can go with fire enchantment this could be added as well.

As for how rare items are.. collecting 5 stardusts of the same god is not something you do in a day, nor week - especially if everyone wants to roll for them.
The stardusts are nice - but pretty useless, this could give them a use.

Use magic device is meant to give rogues an edge, always has and always will - otherwise they barely have an edge (sneak attack is nice, but its not always worth the low hp and BAB)

And again - the list i made as I stated is underbalanced/overbalanced on most cases, but it can give a direction.
 

Faldred

RE: Stardust Enchantments?
« Reply #3 on: February 24, 2007, 04:01:30 am »
It's an interesting idea, and yes, I think the values are quite unbalanced, especially for Layo, but that can be tweaked.

The problem is that it will likely be a toolset nightmare -- now each weapon and armor would have to have toolset duplicates for each deity -- I'm guessing with the alignment restrictions (which would be essential to the idea), that can't just be added as a weapon/armor property.  That's a lot of work.
 

Witch Hunter

Re: Stardust Enchantments?
« Reply #4 on: February 24, 2007, 04:11:25 am »
Why duplicates? As of HOTU you can add stats to an item via scripts... methinks.
 

Stephen_Zuckerman

Re: Stardust Enchantments?
« Reply #5 on: February 24, 2007, 06:08:38 am »
How about something even niftier?

Add those as a temporary property to the item on use of a stardust onto the item.
 

Witch Hunter

Re: Stardust Enchantments?
« Reply #6 on: February 24, 2007, 03:15:08 pm »
thats even better!
 

darkstorme

Re: Stardust Enchantments?
« Reply #7 on: February 25, 2007, 12:42:54 am »
Of course, you'd have to scrap the "only usable by allied deity follower" bit, or the stardusts would become unusable in general to such people.  That might be a good idea, but it's another script to consider.
 

 

anything