[ENCHANT] Specific Enchanting Spells v1.11

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[ENCHANT] Specific Enchanting Spells v1.11

Postby KelinTor » Mon Dec 28, 2009 10:00 am

Hello,

here is a new Enchanting system, it uses spells to give specifics enchants to your items. Only rares and uniques can be enchanted. Most of the enchants are in percent so higher level item will be more interesting than enchant 100x the same low level item. Beware that you cannot enchant infinitely with my mod because for each new enchant there is a 'curse' preventing you to enchant infinitely.
For example you want to add fire damage to a sword the 'curse' will be mana consumption continually. Of course the effects stacks (the bad ones too). Different curses are leveling the item requirements for all equipped gears (also stats req), mana consumption, reducing speed...
So only high chars can use enchanted items, no uber lvl1 sword with 11000dps...

PS: There is a speed spell which can enchant any items for those who want to walk very fast but not permanently (just unequip to retrieve normal speed).

Edit : Mod updated to V1.1
I added 7 items to my merchant( 6 spells, 1 consumable, all in the last row). These spell doesn't raise the level req anymore, in counterpart these 'Unik' spell enchants only Uniques. Of course there is still penalties.

The details :

-Unik Attack Bonus Spell : Enchant only uniques, Add 10% to All damage but 1% is reflected to the player (Armor do reduce your damage).
-Unik Critical Chance Spell : only uniques +5% critical, -3 Mana per strike
-Unik Critical Bonus : Idem, +5% critical damage, -3 Mana per strike
-Unik Armor Bonus : Idem, +20% to Armor, -10 mana/sec
-Unik Life Regen : Idem, 10HP/sec, -5 MaxMana, need an Ember Stone per enchant (use 1 ember stone to use 1 Unik life regen on an item)
-Unik Mana Regen : Idem, 4Mana/sec, -25 MaxHP, need an Ember Stone per enchant (use 1 ember stone to use 1 Unik life mana on an item)
-Ember Stone : consumable needed to use the Unik Regen spells, you have 10 sec to enchant your item.

Penalties are effectives only when the enchanted unique is equipped, when unequipped health/mana reduction/consumption disappear
Edit : Mod Updated to V1.11

- Added Unik Life Increaser
- Added Unik Mana Increaser
- Added Unik BlockChance
- Modified penalties to all elementals damage and some older spells
- Added penalties to prevent abuses from certain builds which doesn't need mana

Hope it'll satisfy everybody.
If you want other enchants post here your suggestion and/or a possible penalty.
Feedback would be great.

Critics/ comments/balancing ideas are welcome.

Download : http://www.runicgamesfansite.com/downlo ... ile&id=310.
08/24/11 : I updated the download link since RGF has made some changes.
Last edited by KelinTor on Wed Aug 24, 2011 8:29 am, edited 5 times in total.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [ENCHANT] Specific Enchanting Spellsv1.0

Postby falkon311 » Mon Dec 28, 2009 10:23 am

I will definitly check it out Kel. I'm just hoping you finish up your Merc Camp now :)

Not to pick but.. mind getting into the "how to" like.. at all? "Here's a mod, figure it out" lol
falkon311
 
Posts: 60
Joined: Mon Dec 21, 2009 10:27 am

Re: [ENCHANT] Specific Enchanting Spells v1.0

Postby KelinTor » Mon Dec 28, 2009 10:45 am

Ok sorry for giving so fews info, I have a headache coming...

So for the mod, There is a new merchant near the waterfall who sells enchanting spells. Buy them( :) ), each of them have specifics enchants available, learn the spell, then use it like any spell (right-click on it) and click on the item you want to enchant (rare or unique only) and voila, here is the list:

Life steal/regen, also in %
Mana steal/regen, also in %
elemental damage/ defense (8 differents spells, separate of course), in %
Armor bonus, Attack bonus, also in %
Reduce damage taken, also in %
Critical chance/ critical damage, also in %
Speed spell for those who doesn't want to always walk at 1.5x speed

For the penalties :

most of the spells it will add a level requirement and stat req depending if it's an offensive (weapon) or defensive (armor) spell
Example :
a lvl1 sword
Strengh req 0
Dexterity req 0
Magic req 0
Defense req 0

You infuse a Life Steal it will become :
a char req lvl2
Strengh req 1
Dexterity req 1
Magic req 1
Defense req 1

When this sword is equipped it will also raise the requirements for all weapons you want to equip (example another sword) since it was an offensive spell.
You can place your enchant on any rare or unique item, an offensive spell on an armor is possible and vice-versa, the requirements will still affect the corresponding item ( offensive spells always affect weapons requirement, defensive affects armors)

Some penalties affect your char speed, others decrease your elemental defense (read the spell description for more info) and others your mana regeneration.

I think i've covered it all, if you still have questions don't hesitate. (ugh my headache is striking).
PS: forgot to tell, if your item is equipped when you enchant it you have to unequip then re-equip it then the enchant will work).
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [ENCHANT] Specific Enchanting Spells v1.0

Postby falkon311 » Mon Dec 28, 2009 11:14 am

Holy cow dude... that's crazy indepth. I love it! I think I'll start a whole new character and try it out. Very awesome!


Now.. about my mimic army por favor ;)
falkon311
 
Posts: 60
Joined: Mon Dec 21, 2009 10:27 am

Re: [ENCHANT] Specific Enchanting Spells v1.0

Postby freddy » Mon Dec 28, 2009 8:10 pm

hum, when i enchant my unique weapon several times with critical hits, the requirements of the whole equipment are increased. that's because +item requirements doesn't only "target" at the enchanted item.


greetz
freddy
freddy
 
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Joined: Mon Nov 09, 2009 4:29 am

Re: [ENCHANT] Specific Enchanting Spells v1.0

Postby KelinTor » Mon Dec 28, 2009 8:53 pm

freddy wrote:hum, when i enchant my unique weapon several times with critical hits, the requirements of the whole equipment are increased. that's because +item requirements doesn't only "target" at the enchanted item.


greetz
freddy


It's wanted this way for my mod. As I said here
leveling the item requirements for all equipped gears
.
As I stated here also
When this sword is equipped it will also raise the requirements for all weapons you want to equip (example another sword) since it was an offensive spell.


As a little notice the +item requirements is on the enchanted item, when you unequip it the others gears requirements turn back to normal.

Edit: oh i might see what your speaking of, sorry a little slip on my part, i will correct it this night but maybe i'll let it this way as it is a restriction after all. Hum, a little question, is it "+item requirement" or "+martial/ranged/magic requirement"? If it's the former i'll correct that, if it's the later it won't be corrected as it's what I wanted.
Edit2 : nope, after a rapid check and test in-game critical chance only affect weapons you want to equip as intended so no update for now.

@Falkon311, I'm on it don't worry.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [ENCHANT] Specific Enchanting Spells v1.0

Postby freddy » Tue Dec 29, 2009 4:09 am

oh i'm sorry. i didn't see you explained your mod in the third post, just took a look at the first one. if it was meant to work like that, everything is fine but still sad though.

p.s.: you got a pm :)


greetz
freddy
freddy
 
Posts: 312
Joined: Mon Nov 09, 2009 4:29 am

Re: [ENCHANT] Specific Enchanting Spells v1.1

Postby KelinTor » Sat Jan 02, 2010 10:58 am

Mod Updated to V1.1.

I added 7 items to my merchant( 6 spells, 1 consumable, all in the last row). These spell doesn't raise the level req anymore, in counterpart these 'Unik' spell enchants only Uniques. Of course there is still penalties.

The details :

-Unik Attack Bonus Spell : Enchant only uniques, Add 10% to All damage but 1% is reflected to the player (Armor do reduce your damage).
-Unik Critical Chance Spell : only uniques +5% critical, -3 Mana per strike
-Unik Critical Bonus : Idem, +5% critical damage, -3 Mana per strike
-Unik Armor Bonus : Idem, +20% to Armor, -10 mana/sec
-Unik Life Regen : Idem, 10HP/sec, -5 MaxMana, need an Ember Stone per enchant (use 1 ember stone to use 1 Unik life regen on an item)
-Unik Mana Regen : Idem, 4Mana/sec, -25 MaxHP, need an Ember Stone per enchant (use 1 ember stone to use 1 Unik life mana on an item)
-Ember Stone : consumable needed to use the Unik Regen spells, you have 10 sec to enchant your item.

Penalties are effectives only when the enchanted unique is equipped, when unequipped health/mana reduction/consumption disappear

Hope it'll satisfy everybody.
If you want other enchants post here your suggestion and/or a possible penalty.
Feedback would be great.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [ENCHANT] Specific Enchanting Spells v1.11

Postby KelinTor » Thu Jan 07, 2010 12:36 pm

Mod Updated to V1.11

Added Unik Life Increaser
Added Unik Mana Increaser
Added Unik BlockChance
Modified penalties to all elementals damage and some older spells
Added penalties to prevent abuses from certain builds which doesn't need mana
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [ENCHANT] Specific Enchanting Spells v1.11

Postby Hopeseeker » Mon Sep 20, 2010 12:29 pm

Hello I really appreciate your idea about specific enchants.
I have a suggestion to make your project even better.
I experienced frustration while enchanting a piece of equipment and receiving a penality.
I understand the reason why you did so, however, see what my suggestion would be.
What I would really like to see is a "SPECIFIC ENCHANTER" NPC who gives you specific enchants for a highrer price, but no penalities.
This way the "penality" would be paying more, and your concern about a lv1 sword being capable of beating the game wouldn't apply, because enchants scale with the item, and you can only have 10 (for unique) on one single weapon.
And listen to this:
To make the perfect weapon you want you could add a DISENCHANTER NPC to take the enchants away, then go to the specific enchanter and put the ones you want.
Think about it, this would make the game a lot more flexible, without the need to waste a spell slot for an enchant.
Hopeseeker
 
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Joined: Mon Sep 20, 2010 12:10 pm


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