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-At level 90 smithing you can make a level 70 one-handed crush weapon if you find all the required things for it, materials, creation plans, creation tools.
I read most of this thread, and have seen a few hints at ideas like this. These few people have it right. We don't need new items that bring even more boosts into the game, we need small tweaks to existing skills and small perks that act as attachments and bonuses.
I'm going to give you a few of my ideas, which are really trains of thought - not solidified plans.
My idea of a reward shop for Artisan would be tool capabilities. For instance, Artisan points could be spent to imbue tools to perhaps be immune to skilling randoms such as the whirpool, ent, or smoking rock. Another idea would be imbuing tools to have a special attack which would increase their potential in that skill. Here are a couple other ideas:
-A needle that requires no thread.
-Pouches such as the gem bag which attach to your tool of choice and could store related resources (ex: Dragon axe pouch, stores up to 6 logs at once)
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-tweak the ring of wealth to shine when it effects what loot you get.
-With high fletching level you could tweak a bow so it shows how many arrows it has fired. Higher count painting the dark bow even darker.
I like this idea too. Perhaps a Ring of Wealth idea would be more in-depth knowledge about the RDT, and perhaps even make sacrifices to earn favor toward certain RDT items. Let's say I want a Ruby instead of a Sapphire. (just a thought, to open up the concept)
Apart from these ideas, I want to see new areas that are tuned to Artisan. Perhaps an Artisan guild containing a bank and relevant resources, becoming even more useful as your Artisan level increases (perhaps a tiered tower)*
** ;DR... The idea is to revive the old skills by implementing tiny skill tweaks, not more items.
15-Jun-2014 01:29:30
- Last edited on
15-Jun-2014 01:33:10
by
Thinkery