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recipy items overhaul
Posted: Wed Mar 05, 2014 9:18 pm
by Tomseltje
Ever since the default crafted gear got updated we have a wonderfull system to equip an adventurer with just crafting gear (almost, abit is still lacking in the gloves/bracers department). However this made many of the recipy items rather obsolete as the genericly crafted stuff has become more or equal as powerfull as most of the recipy items, but the recipy items are way harder to craft (at least the part of learning and gathering the ingredients needed). Hence i suggest we alter them.. not making them too uber, but at least usefull and preferred over generic crafted gear again.
For instance the flame dagger.. with the coming of rubicite weapons that do way more damage it is rather useless except if there is ilr on and even then you would prefer an iron dagger over the flame dagger.. perhaps we can make it into a very durable skinning knife so you can use the same knife to kill and skin the badger and it be a more powerfull blade than any other skinning knife then... perhaps add 5 or 10% fire immunity to it instead so a wizard may want to use it when fighting spitting fire beetles.
Another example is the longsword of algaroth requiring several ideal cut gems to craft while apart from the keen proporties it is actually less powerfull than the exceptional crafted seyenite weapon.. so any adventurer with a mage able to cast keen or able to use a scroll to use keen on his seyenite weapon wouldnt even consider starting the trouble it takes to make the recipy blade. Perhaps if the cold damage was 1d8 or 1d10 in stead of 1d6, giving it a slight edge over the seyenite weapons when fighting cold vulnearable creatures the demand for this item would increase.
Third example are the verdicite throwing axes.. with the overhaul of kabu its even harder to get the quartz crystals needed and they dont do any more damage than generic crafted verdicite throwing axes.. perhaps we could make them keen as well as using the crystals to give the blade the keener edge. weather the crystals are forged or set into the blade or you use them afterward as wetstone i dunno.
These are just 3 examples, if more people feel like this it might be worth to go over the entire list and see what we come up with.
Re: recipy items overhaul
Posted: Thu Mar 06, 2014 1:51 am
by raradra
I'd be interested in hearing ideas.
Re: recipy items overhaul
Posted: Thu Mar 06, 2014 4:33 am
by Deanmon
You know I was only thinking the other day that it would be nice to have some new recipes too I rather enjoy tracking stuff down to craft things for instance I recently found the gold dragon armor recipe and made it just for the fun of it. I understand that making recipes probably take alot of time so its probably not a priority but Crafting is the place I intend to go for entertainment when I reach level 40. I personally thought it might be nice to be able to craft some epic loot particularly if the parts were hard to get I understand something like this is available in the desert but to be honest the crafting system there isn't very self explanatory or maybe I didn't ask the right npcs I'm not sure but I could barely make head or tale of it. Anyhow I'd been thinking of suggesting that there would be several variety's recipe so for example instead of just having the odd long sword there would be 4-5 to choose from I do recognize this would take alot of work however. It would be really nice if for example like with the boots of hardiness you could find rarer stuff to make thing more powerful. My example a suit of Mithral full plate that had Immunity to to flesh to stone where you could make a more powerful version with the eyes of basilisk or an even more powerful version with Gorgon skin medusa heart and basilisk eyes.
Re: recipy items overhaul
Posted: Thu Mar 06, 2014 6:54 pm
by Tomseltje
raradra wrote:I'd be interested in hearing ideas.
Lol, those were several ideas already I'd say. I would like to hear what people think about them before i put more efford into comparing all the recipy items and taking the trouble of writing it down. for clarification the main idea was that recipy items became to weak compared to the generic crafted gear since the generic crafted gear got updated. Please let me know if you agree or disagree with it and preferably add why you agree or disagree.
Secondly I'd appreciate some comment on the detailed suggestions i already added. (allow flame dagger to be used as skinning knife or add another proporty to it, increase the cold damage bonus on the longsword of algaroth, add the keen proporty to the recipy crafted verdicite throwing axes).
Re: recipy items overhaul
Posted: Thu Mar 06, 2014 7:04 pm
by Tomseltje
Deanmon wrote:You know I was only thinking the other day that it would be nice to have some new recipes too I rather enjoy tracking stuff down to craft things for instance I recently found the gold dragon armor recipe and made it just for the fun of it. I understand that making recipes probably take alot of time so its probably not a priority but Crafting is the place I intend to go for entertainment when I reach level 40. I personally thought it might be nice to be able to craft some epic loot particularly if the parts were hard to get I understand something like this is available in the desert but to be honest the crafting system there isn't very self explanatory or maybe I didn't ask the right npcs I'm not sure but I could barely make head or tale of it.
Well you have to study the apprentice guide you get when buying your first lessons in a craft. Also you can buy several additional books with information about the diffent crafts at the different npc crafting merchants/masters. Even then there are some gaps so I gladly answer all your specific questions you have left about crafting.
Anyhow I'd been thinking of suggesting that there would be several variety's recipe so for example instead of just having the odd long sword there would be 4-5 to choose from I do recognize this would take alot of work however. It would be really nice if for example like with the boots of hardiness you could find rarer stuff to make thing more powerful. My example a suit of Mithral full plate that had Immunity to to flesh to stone where you could make a more powerful version with the eyes of basilisk or an even more powerful version with Gorgon skin medusa heart and basilisk eyes.
All these things you suggest would require some scripting efford, while what i was suggesting (apart from the skinning flame dagger) can all be done with just entering the toolset and changing some item proporties without any scripting at all. I'm not against your idea but i think it should be a seperate topic, as for the moment we don't seem to have many builders with scripting capabilities and lots of free time available.
Re: recipy items overhaul
Posted: Thu Jun 23, 2022 7:10 am
by RKtheFlat
This is a recipe item drop: dwarven waraxe. If you look at the base item though, it's a battle axe, not a dwarven waraxe. It can only be crafted and wielded by dwarves; I was hoping my ftr/weapon master (dwarven waraxe)/dwarven defender that crafted it could get a usable weapon out of this, but the bonus on it is literally worse than a normal quality iron crafted weapon, despite this needing inronwood (whatever) and mithral ingots. So you know, my dwarven waraxe specialist weaponmaster can't use the dwarven waraxe because it's not a dwarven waraxe, but she wouldn't anyway because the stat block on it is worse than any magic dwarven waraxe that drops in the game.
Re: recipy items overhaul
Posted: Sat Jul 22, 2023 8:20 pm
by Fyrespray
If I remember correctly this was originally designed before the expansion packs came out and added Dwarvern Waraxe's as real weapons (and before dwarven defenders actually existed)