In the discussion regarding potential loot items that would come from monsters in the Undead and Withered Aegis categories, many supported the idea of broken items. For those who aren't familiar with this, Broken Items are created using special formulas from items which drop as treasure. They are crafted through regular schools already in existence, but are used by adventurers. In addition to keeping these design goals, we also wanted to create final product items that while useful to players, would not completely surplant items that are customized for individuals through teched gear. Lastly, we want whatever items are introduced in the world to be ones that can be sold between players (both in parts or a whole item), but that once they are used by an individual will be something only that person makes use of, therefore the final product items will all be “Bind on Equip� items. And, of course, we wanted one system that can be implemented across all tiers in a manner that players can predict what is available as they reach higher levels and how to attain the items they want.
General Notes:
- Items will be balanced, and have requirements, based on the second half of each tier. (For example, T1 weapons will carry a level 10 as a min requirement, T2 weapons will have a level 30 requirement).
- Component parts will drop from higher level monsters in each tier so that as players approach mid-tier in level they will be able to begin to work toward a new item that will last them through the middle of the next tier.
- Skill and stat increases will go up for each tier, not just those tiers where a new bonus is added. (So a T3 weapon will have better overall stats than a T2 weapon, but both will only raise one skill, one stat and have one socket.)
- We won't be introducing armor at this time as part of the broken items system.
We'd like some feedback on the proposed design of the broken items system.
Broken Weapons
Broken weapons in particular will be made of at most three treasure drop components (though most will be 2) and two crafted components. In order to keep the treasure tables to where someone can realistically expect to collect the components, not all weapons will be available. We've tried to offer a list that includes various types of weapons, but limited to those which are most commonly used.
The proposed list of available weapons currently is:
- Bastard Sword
- Broad Sword
- Short Sword
- Two-Handed Sword
- Long Sword
- Dagger
- Battle Axe
- Large Axe
- Long Spear
- Mace
- Maul
- Warhammer
- Crossbow
- LongBow
Tier one weapons will provide a bonus to that weapon's primary skill and a single weapon socket. At tier 2, a stat bonus appropirate to the weapons skill will be added. At tier 4, a second stat bonus will be added. Tier 6 weapons will have a second gem socket added to them.
Broken Jewelry
Broken jewelry will work much the same as broken weapons do, but will not raise any particular skill What jewlery piece will raise what is listed below in table form.
- Bracelet: Armor, Health, Dexterity, Socket
- Earring: Health, Armor, Dexterity, Socket
- Necklace: Power, Speed, Focus, Socket
- Ring: Speed, Power, Dexterity, Socket
Jewelry will only ever require two treasure drop components and a single crafted resource.
Dragon Scale
Dragon scales are, as I'm sure you've guessed, a bit harder to create as a “one size fits most� than weapons or jewlery were. In order to provide scales that most dragons would want, yet still keep the tables down in clutter, the type of item being created as a final product will depend on a regular technique component to create a “Helian� or “Lunus� version in addition to two treasure dropped items. A single crafted resource will also be needed to make the final product for dragon scales.
To determine what scale will have what adjustments, we tried to take into consideration what dragons need most at what levels. Younger dragons seem to need protection to stay in a fight longer than they need to do more damage (small skill increases won't mean as much in the long run as giving someone more armor and health will, for example).
In order by tier, dragon scales will gain Armor, Health, Primal or Tooth & Claw skill, Power or Strength stat, Focus or Dexterity stat, Dragon Breath Skill.
Adjustment by tier
When considering how much adjustment to provide, we looked for values that were used in other items of the same tier.
Stats (Health, AC, Str, etc):
- T1 - 10
- T2 - 20
- T3 - 30
- T4 - 40
- T5 - 50
- T6 - 60
Skills:
- T1 - 6
- T2 - 12
- T3 - 18
- T4 - 24
- T5 - 30
Putting it all Together
Using the above proposal to create I've created a few example items:
Weapons:
- 1, Splendid Bastard Sword, + 6 Two-hand Slash, Weapon Socket
- 2, Exceptional Bastard Sword, + 12 Two-hand Slash, +12 Strength, Weapon Socket
- 3, Majestic Bastard Sword. + 18 Two-hand Slash, +18 Strength, Weapon Socket
- 4, Exceptional Bastard Sword, + 24 Two-hand Slash, +24 Strength, +24 Dexterity, Weapon Socket
- 5, Regal Bastard Sword, + 30 Two-hand Slash, +30 Strength, +30 Dexterity, Weapon Socket
- 6, Priceless Bastard Sword, + 30 Two-hand Slash, +30 Strength, +30 Dexterity, Weapon Socket, Weapon Socket
Jewelry:
- 1, Splendid Bracelet, + 10 Armor, Jewelry Socket
- 2, Exceptional Bracelet, + 20 Armor, + 20 Health, Jewelry Socket
- 3, Majestic Bracelet, + 30 Armor, + 30 Health, Jewelry Socket
- 4, Exceptional Bracelet, + 40 Armor, + 40 Health, + 40 Dexterity Jewelry Socket
- 5, Regal Bracelet, + 50 Armor, + 50 Health, + 50 Dexterity, Jewelry Socket
- 6, Priceless Bracelet, + 60 Armor, + 60 Health, + 60 Dexterity, Jewelry Socket
- 1, Splendid Necklace, + 10 Power, Jewelry Socket
- 2, Exceptional Necklace, + 20 Power, + 20 Speed, Jewelry Socket
- 3, Majestic Necklace, + 30 Power, + 30 Speed, Jewelry Socket
- 4, Exceptional Necklace, + 40 Power, + 40 Speed, + 40 Focus Jewelry Socket
- 5, Regal Necklace, + 50 Power, + 50 Speed, + 50 Focus, Jewelry Socket
- 6, Priceless Necklace, + 60 Power, + 60 Speed, + 60 Focus, Jewelry Socket
Dragon Scales:
- 1, Splendid Helian Chest Scale, +10 Armor
- 2, Exceptional Helian Chest Scale, +20 Armor, +20 Health
- 3, Majestic Helian Chest Scale, +30 Armor, +30 Health, +18 Primal
- 4, Exceptional Helian Chest Scale, +40 Armor, +40 Health, +24 Primal, +40 Power
- 5, Regal Helian Chest Scale, +50 Armor, +50 Health, +30 Primal, +50 Power
- 6, Priceless Helian Chest Scale, +60 Armor, +60 Health, +36 Primal, +60 Power, +36 Dragon Breath