Let’s craft some sh*p

Discussion in 'World Mechanics' started by SnackBarbarian, Feb 18, 2020.

  1. SnackBarbarian

    SnackBarbarian Level 8 (Thug) Roleplaying Exiles Beta Reader Citizen

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    don’t know if this would go here since it is a mechanic or in the discussions but thought I’d post.
    One of my favorite late forum posts was on the “Warhammer of Doom” thread. In book 8 Richter sees a prompt for the next level of enchanting which is “monster enchantments” at tier 3. Also Krom said he could turn the spider legs into swords so there may be a Monster crafting/forging sub skill. So I was wondering what kinda awesome weapons could be made in the forge of heavens using monster enchantments/Forging.
    crafter/enchanter
    Material:what the weapons are made of
    Soul stuff: what monster souls are used and bonuses it gets
    Gemstones: bonuses it gets from what kinda gems
    Enchantments: what do you throw on it spells and what not.
    Auspicious time: does the placement of the moons and stars give any special traits?
    Etc whatever you want.

    My example that I had, before reading book 8, made my warhammer of doom:Hellfyre

    Hellfyre

    • thorium head
    • Haft-bones of the HellSpawn Mauler
    • Enchanted with several powerful souls (magma elemental fire/earth, darkness elemental,
    • Bound to Richter by his enhanced Blood crystals.
    • Crafted by Master Smith and Enchanter dwarves for Rannok Din (Richter providing mana since I’m assuming the dwarves would have a master level Enchanter and enchantments)
    • Several Gem effusion Alexandrite, heliotrope
    • Done during a triple Eclipse of the Earth and fire moons (super auspicious moment)
    • Hellfire special enchantments from the maulers bones x%chance of immolating a target with Blackend HellFire or banishing them to a hellscape
    True silver inlays in the Weapon counter balances the hellish influences of the Mauler bones.

    Enchantments

    • level 3 Shockwave (earth damage)+10-20
    • Level 3 flame (fire damage) 15-20
    • Level 3 darkness (armor piercing)10-15
    • Synergy special attack-clawing Dark flame wave. Fires a shockwave of Blackfyre (not the Black fire the weasel things had but true Black Flames.)
    • 20-30% against spell barriers
    Forged by x for the Master of the Mist Village with the Bones of His soul enemy and the Level 2(or3) metal Thorium under an eclipse. Once the masters blood slave this Labyrinth monster was touched by chaos, The Void and the Magic’s of an Exile and became HellSpawn making it a near plague on the land. The weapon retains some Traits of the Void and hellscape it’s been touched by. (Void might be too much if it causes creatures to become Void-touched and go berserk unless Richter can control them till they burn out). The cumulation of all these events have created the legendary Hammer HellFyre.
     
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  2. Dragon

    Dragon Level 19 (Enchanter) Exiles Beta Reader Citizen

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    Don't forget rune of the slayer.
     
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  3. Joe Schmoe

    Joe Schmoe Level 14 (Defender) Exiles Beta Reader Citizen

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    Yes! Glad you got this going again. There is so much potential here. I already mentioned in another thread, but binding spells converted into weapon enchantments could be clutch for exp farming/TP farming with Alma. There are so many awesome things for hime to do and buy now.

    Just off the top of my head:
    Scable enchantments
    Could be an option for another rank of dual enchantments (triple enchantments?)
    Now additional traits possible from combining crafted handles to forged weapons
    Even more additional traits from soul flavors
    Increased power from the new concentrated crystal garden, or his own crystal/condensed crystal.
    Standard powerups from buying more ranks of the cheap first tier talents
    Level 3 enchantments coming soon to a village near you.
    The list goes on..
     
  4. SnackBarbarian

    SnackBarbarian Level 8 (Thug) Roleplaying Exiles Beta Reader Citizen

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    New Weapon.

    Bloody viper(exotic sword think ivy soul caliber wip blade or Renji of Bleach)


    Metal Chaotic High Steel from the scales from the High Steel Adder (chaotic nature of the creature+auspicious time upgrades to titan(boa;))steel) also due to chaotic nature it will remain in flux.

    Soul: Chaos serpent

    Subsouls: thunder bird.

    Chain lightning.

    Blood mana/vampire:drain and absorb Hp and mp from an enemies blood.

    Constrict:can wrap around your foes

    Bleeding:slashes from this weapon will cause a DoT bleeding effect.

    Venom(imbued with chaotic venom)

    Blood/soul repair: giving higher tier blood and souls will feed grow and heal this semi sentient blade.

    Using the Scales from the Chaos Serpent Dungeon boss and creating in an auspicious time has evolved this long sword into a Serpent blade and high steel into x (higher tier steel maybe do to Chaos it could upgrade to like titan steel or glass). This truly unique weapon. This long sword can extend into a whip like segmented blade. In whip form can wrap and constrict around targets disabling or restricting movement. Naturally coated with Chaotic venom(random effects?) this blade hungers for blood feed it and make it grow.(feed this blade x amount of blood or x amount of rare blood to grow this weapon gaining new abilities and adding to the length of extension)
     
    Last edited: Feb 24, 2020
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  5. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    CodPiece of Strike Back, a Protective CodPiece that others a high amount of increased armour defence around the groin (and very small amount all over the body) while also reflecting 50% of any damage to the groinal area back at the attacker and 150% of the Pain as well, also the materials it's made from naturally cools and airlates the protected area.
     
  6. Joe Schmoe

    Joe Schmoe Level 14 (Defender) Exiles Beta Reader Citizen

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    Ideas for utilizing the bag of holding and village resourslces to have specialized weapon sets for different scenarios. Ideally each would be made of strong, dense forged metals capable of holding this much enchantment power. These are designed to take advantage of his quick strikes with the sword and power strokes with a mace. Also, ideally every enchantment except for beast slaying would be upgraded to level 2.

    Dont really know much about soul flavors or gems yet, but in every case I would try to match the soul bonus to the gem bonus.

    FIRST GROUP: Weapons that could be possible right now, given Richter's current known resources whether unlocked or not)

    Barrow of chaos serpent and clearing his lands of monsters:
    Sword: beast slaying, soul trap, gem: life related
    Mace: blood mana, air push, gem: air related

    Sword has the trongest enchantment vs beasts and allows him to reap souls even in the thickest fighting. The mace is designed to replenish his mana for frequent casting while also giving him a little breathing room to actually cast.

    Stealth infiltration of enemy territory:
    Sword: charm, aura lance, gem: onyx
    Mace: vitality puppet, aura lance, gem: onyx
    Dagger/throwing knife: charm, tame.

    Pretty obvious, the idea here is to capture and turn enemies like he did in the kobold territory. The aura lance enchantment will make enemies more susceptible to being turned. Activated enchantments would be clutch in this setup. Vitality puppet is stronger, but charm has an advantage for information gathering. The gems hopefully increase his concealment.

    Underground adventuring:
    Sword: minor sunbeam, fire damage, gem: light amd fire stone added at appropriate time in first light.
    Mace: weak slow (water), sonic dmg, gem: water related

    Creatures of the dark seem to be weaker to light and fire attacks. Sonic damage does extra damage against any rock or crystaline monsters. The water version of slow is less likely to be resisted than the cloying darkness version and will make any large enemies easier to manage as they progressively slow down.

    High level single monsters/ boss creatures:
    Sword: aura lance, freeze, gem: water related
    Mace: aura lance, sonic: gem earth and light added at the appropriate time at first light.
    Dagger/ throwing knife: aura lance, vitality puppet

    Freeze and sonic are his best one-two punch right now. Sonic damage is increased by 100% against something crystalline. Aura lance has been crucial against strong enemies in the past to overcome resistances and cause susceptibility. Vitality puppet dagger is the last ditch effort.


    War and everyday adventuring
    Sword:cloying darkness, freeze, gem: diamond (increased focus)
    Mace: sonic damage, blood mana, gem: diamond (increased focus)

    His strongest 1-2 punch shows up here as well. I debated between cloying darkness and paralysis. I think cloying is better because it should slow and have the chance to blind. I think it would trigger more often than paralysis and still pretty much spell instant death for anyone affected. Going blind for a split second or slowing down by 20 percent will assuredly result in a mace to the face. Also replenishes mana during a fight.
     
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  7. Joe Schmoe

    Joe Schmoe Level 14 (Defender) Exiles Beta Reader Citizen

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    More of a pipe dream weapon: (involves removing the hilt from black ice)

    This darkstone blade was forged by Krom of the Mist Village and enchanted by the village Master, Richter. The hilt was recovered from a pile of the dead. Created from the dimensional bones of a Greater Shadow Demon, this hilt and the blade that was once attached were wielded by the Dark Paladin Tqlor. A fragment of the demon’s soul is still bound to this item. Using this hilt will shroud the wielder in shadows, greatly increasing their base Concealment stat. Whosoever holds the weapon also benefits from some of the demon’s powers. The more lives this weapon claims, the greater the powers it can unlock. The culmination of these events has produced a Named Weapon. You hold: Black death

    Level: 1
    Attack: 35-44
    Durability: 350/350
    Item Class: EPIC
    Quality: Exquisite
    Weight: 6.9 kg
    Traits:
    Enchantment 1:Cloying Darkness lvl 2 rank 10
    - each successful strike slows the enemy movement and attack speed by 1% per rank. (10)
    - 2% chance to cause blindness for .5 second. Increase % by 2 and duration by .5 each rank.(activatable) (20% 5 seconds)
    -1% chance to cause total loss of all senses for .5 seconds. Increase by 1% and 0.5 seconds per rank(activatable)(10% 5 seconds)

    Enchantment 2: Monster enchantment taken from the chaotic reptile and harbinger of the barrow of the chaos serpent. Chaotic damage: lvl 2, rank 5

    -Does 0-50 extra damage of a random type per strike. Upper limit increases by 10 per rank, lower limit remains the same.(0-100)
    - 2% chance to be struck with a random debuff. Increased by 2% per rank. (activatable)(10%)

    Enchantment 3: death damage lvl 2, rank 10
    -1-2 death damage per rank (10-20)
    -successful strike has 2% chance to cause flinch per rank(activatable)(20%)
    -generates fear aura around the weilder that can be actively turned on or off. Aura increases in range and potency with each rank.

    Soul Flavor: camoflauge - the soul of the harbinger of the barrow of the chaos serpent was used to enchant this blade, it imparted a passive ability camoflauge which greatly increases the base concealment of the wielder. This is synergistic with the hilt and gem bonuses to concealment, plus 50% to the combined boost to concealment.

    Gem forging: onyx - increased concealment to wielder

    Bonus Trait due to use of blood crystal:
    Any bleeding status caused by this blade will be 5% more severe and 5% longer in duration. This is a scalabe weapon and these percentages will increase by 1 for each additional level of the weapon.

    Bonus when wielded by Richter:
    All enchantments 100% stronger
    50% reduction in charges used.

    Bonus when wielded against Richter:
    All enchantments 200% stronger

    Named weapon bonus: any instant kills made with this weapon will be made completely silent.

    Darkstone trait: Wounds created with darkstone will fester and interfere with mana regeneration.

    Soul bound level II:
    The enchantments on this weapon can only be used by Richter, serious penalty to damage done if used by anyone else without his permission. Additional effects against Richter due to use of blood stone are negated unless soul bond is broken or transferred.
     
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  8. Joe Schmoe

    Joe Schmoe Level 14 (Defender) Exiles Beta Reader Citizen

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    This dense, spiked, mythril mace was forged by Bowden of the Mist Village and enchanted by the village Master, Richter. Spikes crafted from the claw tips of a hellscape mauler were added to the mace by Richter as well, and they greatly increase the damage, armor penetration, critical hit chance, and bleeding chance when using the mace. The hilt was created from the dimensional bones of a Hellscape Mauler, and a former mortal enemy of Chief Richter. This weapon will be more effective when used by or against Richter. A fragment of the mauler's soul is still bound to this item. Using this hilt will improve the wielder's resistance to all magics and provide regenerative ability. Whosoever holds the weapon also benefits from some of the mauler's powers. The more creatures this weapon binds to it's service, the greater the powers it can unlock. The culmination of these events has produced a Named Weapon. You hold: Rancor (dense mythril mace of spirit crushing dominance)

    Level: 1
    Attack: 50-75
    Durability: 495/495
    Item Class: Mythic
    Quality: Exquisite
    Weight: 17.7 kg
    Requirements: 50 strength, 30 dexterity
    Blood magic skill level of 10 or higher
    Mace weilding skill level of 10 or higher

    Traits:
    Enchantment 1: Aura Lance lvl 2, rank 10, Activatable
    - lowers all magical resistances by 1% per successful strike. Increased by 1% with each rank. (10%)
    - reduces resistance to mental and emotional attack by 0.5% per successful strike. Increased by 0.5% per rank(5%)

    Enchantment 2: Tame lvl 2, rank 10, Activatable
    -each successful strike has a 5% chance to cast tame on the target
    - only works on beasts and monsters that have blood
    -effective skill level of beast bonding is 5 x rank of enchantment
    - tame will last 30 minutes x rank of enchantment(300 mins)
    - one beast may be tamed at a time per rank of enchantment(10)

    -beasts tamed by this mace will be 2% more powerful per rank of enchantment and 2% weaker per rank of enchantment when it wears off (debuff lasts 1 minute per rank)

    Enchantment 3: Vitality Puppet lvl 2 rank 10, activatable
    -each successful strike has a 5% chance to cast vitality puppet on the target
    - only works on beings that have blood
    -effective skill level of blood magic is 5 x rank of enchantment
    - control will last 5 minutes x rank of enchantment(50 mins)
    - one creature at a time per rank of enchantment(10)(seperate from the number of tamed creatures)

    -creatures controlled by this mace will be 2% more powerful per rank of enchantment and 2% weaker per rank of enchantment when it wears off(debuff lasts 1 minute per rank)

    Gem Forging Bonus: Blood Ruby
    -every 50 units of blood spilled with this weapon will increase the strength and health of the controlled by an additional 5% until the control is released.

    Soul Flavor: the special soul of a crypt mistress was used in the enchanting of this weapon. These foul creatures specialize in seducing and controlling the dead. This has altered the nature of the blood enchantments to include undead and living dead creatures.

    Know This! Your use of concentrated crystal for the initial enchantment has increased the power of your final enchantment and all additional effects by 237%. Furthermore, using concentrated crystal temporarily boosts all known enchantments to the highest ranked enchantment you know (barring static enchantments). All enchantments now rank X.

    Know This! Your use of blood crystal to power the activated enchantments talent has altered the overall product. Boost to effectiveness of the weapon when used by or against Richter of the Mist Chiefdom. Bonus to blood related enchantments, bonus to bleeding statuses caused by this weapon. Know this, Richter's specialization in taming reptiles has been carried into this weapon by his blood. Tame enchantment is 50% more effective against reptiles.

    Know This! The materials, souls and enchantments used in the creation of this weapon have resulted in synergy bonuses:
    - the use of mauler components has increased the power of the tame enchantment by 50%.
    -the use of blood crystal and a blood ruby in this mace has further increased the power of tame as well as vitality puppet by 50%

    Know This! Blood crystal infused with the life energy of Richter of the mist village was used in the creation of this weapon, as it was not used for the main enchantment, the specific effects are halved.

    Bonus when wielded by Richter:
    All enchantments 50% stronger
    25% reduction in charges used.

    Bonus when wielded against Richter:
    All enchantments 100% stronger

    Named weapon bonus:
    +10 aggro for creatures under this weapon's control
    +10 to self control while wielding this weapon.

    Mythril trait: increased strength of enchantments by 20%. Increased to 40% doe to dense forging.

    Soul bound level II:
    The enchantments on this weapon can only be used by Richter, serious penalty to damage done if used by anyone else without his permission. Additional effects against Richter due to use of blood stone are negated unless soul bond is broken or transferred.
     
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  9. Joe Schmoe

    Joe Schmoe Level 14 (Defender) Exiles Beta Reader Citizen

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    Hows that for a weapon set.
     
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  10. SnackBarbarian

    SnackBarbarian Level 8 (Thug) Roleplaying Exiles Beta Reader Citizen

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    It’s very nice. I’m currently making a weapon called Whirlwind, built using a Kamatachi (Japanese wind monster/the sickle weasel that rides the winds and has scythe like claws) as parts of the weapon and soul for enchanting. I’m torn between making it Double Voulge (a double sided glaive) and a Monks Spade (shaolin spade where one end is a upward facing Crescent blade and the other shovel like blade that kinda looks like a fan) or perhaps a Shuriken of some kind. Don’t know if any really good Air enchantments though. It’s definitely going to have chain lightning and razor wind though and whatever level soul bond to be able to be a thrown weapon that can be recalled. Was also thinking of making it get a skill boost to cloud runnning. Thoughts?
     
  11. Joe Schmoe

    Joe Schmoe Level 14 (Defender) Exiles Beta Reader Citizen

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    Sounds awesome, ive been wondering if someone might show up with a glaive in the series, they're just badass.

    He has a spell called weak aided flight if you go the thrown weapon route.

    Ive been wondering if its better to go all out with one magical school or try to branch off as far as possible in the event you come up against a strong resistance to air for example.

    One branch away would be either death or dark, two away would be water or fire, three would be light or life. Opposite is earth and every time he tried opposing enchantments it exploded so probably not a good option.
     
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  12. ShoughtLoud

    ShoughtLoud Level 18 (Magician) Exiles Beta Reader Citizen

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    Probably best to stagger his spell capabilities in enchanting.

    Step 1) Do what he did and basically unlock some of everything.

    Step 2) Pick one and max it out. I'd go with Blood Magic even though he doesn't have a lot of spells there there's less chance of anything resisting them, and they're still really powerful. With his luck there shouldn't be a shortage of those popping up (Orcs and ogres seem like they might be some prime blood mage material.) Life is his highest magic skill and with the HM he'll be at no loss for spells, but they're mostly only really effective vs the dead /death magicians/ as a support class.

    3a) if you went with a deeper magic or higher energy, go back to step two, but in the future steps upgrade this one immediately when available.

    3b) now that you have picked a basic element, pick the next magic two spaces away from your current choice and raise the proficiency of that school to a moderate level rather than max it.

    4) raise the opposite of the initial basic element to the max, the opposite of your support element to moderate level. (still pretty similar to Richter who has earth as the biggest hitter and water as his support)
     
  13. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    How about a Flask\Canteen of Holding or a Continuous Self Filling Canteen\Flask of whatever, something that can hold large amounts of liquid or will continuously (if slowly) refill\top itself up with Water, or Beer, or Lemonade, or ect?
     
  14. ShoughtLoud

    ShoughtLoud Level 18 (Magician) Exiles Beta Reader Citizen

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    I could get behind that. A small canteen that condenses water from the air around it. I'd be surprised if macho mage Randy savage didn't have a spell just for that. Could be a real big selling item for adventurers passing through the village.
     
  15. SnackBarbarian

    SnackBarbarian Level 8 (Thug) Roleplaying Exiles Beta Reader Citizen

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    E1B05DEF-4CE8-4DA5-9333-8CAFE009C205.png

    This is my take on a weapon called Whirlwind using a Kamaitachi soul and claws(sickle weasel a Japanese wind monster that rides the winds slashing with its sword like claws)

    Whirlwind

    Double Voulage or Monks spade (double sided glaive)

    Blades: claws of a Kamaitachi 3 foot long curved scythe like blades bonus to air magic. Provides special attacks wind blades, whirlwind throw (when thrown starts to spin creating a mini tornado with slicing air blades, also aided flight or cloud running)

    Shaft: magic wood, maybe a Magic ash/oak for hardness, or willow if you want it to be bendy with the wind but if it’s double sided I’m wanting durable and hard. Maybe ebon-Wood

    Soul stone:kamatachi

    Gems:white cats eye moonstone gives bonus to dex and agility.

    Enchantments

    Whirlwind-gusts will cause slowed movements and kick up debris that can cause additional damage

    Chain lightning-strikes enemies near each other

    Honed air blade adds extra range with an extra foot of an invisible air blade.

    Razor wind

    Recall(special enchanter enchantment he could buy ala the soul bond where he can recall a thrown weapon)


    Think Old school Dynasty Warriors Wei Yan or darth Maul wading into a pack of enemies. This is an exotic weapon and would not be useful in some places but devastating in an open battlefield. Think throwing this into a group of enemies trigging whirlwind slashing enemies and knocking them around then triggering Chain lightning and which can stun the enemy line allowing your allies to punch through the weakened formation.
    Like this but double sided
    41BB0EFE-904E-4CD2-89FD-FDFF6FE15263.jpeg
     
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  16. Joe Schmoe

    Joe Schmoe Level 14 (Defender) Exiles Beta Reader Citizen

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    I'm wondering what other creatures could Richter hunt with abilities like the slime and alma. Basically anything he could use to get a similar golem ability to Sloth.
     
  17. Andrew Lynas

    Andrew Lynas Level 17 (Theurgist) Exiles Beta Reader Citizen

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    Fire Slimes, Water Slimes, Acid Slimes, Electricity Slimes, Chaos Slimes, Psi Slimes, Poison Slimes, Blood Slime, Light/Dark/Death/Life/ect Slimes, ect.

    Also different types of Elementals, other Golems and other entities that are Formed from the Condensation of Magic.
    Also for that matter he should be able in time too figure out how to create something similar himself via his own Magic, say via a novel use of the Magic Imbuement Crafting Skill the High Elves use on things they make.
     
    Last edited: May 27, 2021
  18. SnackBarbarian

    SnackBarbarian Level 8 (Thug) Roleplaying Exiles Beta Reader Citizen

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    Dire cave sloths with moonstone claws like that bear

    AF66DCF8-2E0D-4A79-AE6F-64879505141D.jpeg
     
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  19. Joe Schmoe

    Joe Schmoe Level 14 (Defender) Exiles Beta Reader Citizen

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    Alright, I've got one more because i think he should carry two badass swords and one mace to be more adaptable to certain situations and opponents.

    This next one basically just requires him to take his a squad and an army to clear the other side of the dark portal and harvest Singhs no longer needed behemoth slime.
     
  20. Joe Schmoe

    Joe Schmoe Level 14 (Defender) Exiles Beta Reader Citizen

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    The blade of this sword was forged by Krom of the mist chiefdom using truesilver harvested from the legendary fruit of a quickening. It was enchanted by Chief Richter using the resplendent soul of a behemoth slime, traits of the slime's soul have leeched into the final product. The hilt of this sword was also crafted by Chief Richter. It incorporates the wood of a quickening bound with malleable iron, the components have been fused together using the concentrated sticky mucous of a behemoth slime. The pummel was crafted from the incredibly hard and dense core of the same slime monster. The culmination of these events has produced a Named Weapon. You hold: Ywalch (Truesilver short sword of uplifting consumption)

    Level: 1
    Attack: 55-80*
    Durability: 495/495
    Item Class: legendary
    Quality: Masterwork
    Weight: 5.5 kg
    Requirements: Alignment neutral or better
    Blood magic skill level of 10 or higher

    *Truesilver bonus: +400% damag vs Abyssal, +200% vs Demonic and Hellish, +100% vs Evil (not cumulative)

    Enchantment 1: Dread Harvest lvl 2 rank 10
    Activatable - (innefective against enemies without blood)
    Trait 1:+4 blood damage per strike per rank
    Trait 2: Each unit of blood drawn by this blade causes 5% more fatigue than it otherwise would have per rank.
    Trait 3: Every 1 unit of blood drawn by this blade absorbs 1 health 1 stamina and 1 mana for the wielder, allows the wielder to exceed their normal pools by up to 5% per rank for 5 minutes per rank
    Trait 4: Blood energy can be absorbed and stored in this blade to be released for more devastating attacks. 10 units of blood yields 1 charge per rank. Max 10 charges per rank.

    Enchantment 2: Soul Trap lvl 2 rank 10
    Activatable - (inneffective against sentients)
    Trait 1: Any creature struck with this weapon is afflicted with soul trap for 5 seconds per rank.
    Trait 2: Any creature afflicted with soul trap from this weapon will have -2 attack and defense per rank with regards to the wielder of this weapon. This is boosted to -3 due to gemforging
    Synergy bonus trait: This weapon was created using multiple components of a quickening. This tree exists to unlock the true potential of those around it. 5% chance for any soul captured using this weapon to be automatically upgraded by one rank.(not activatable)

    Enchantment 3: Sunbeam lvl 2 rank 10
    Trait 1: +3 light damage per rank
    Trair 2: 3% chance to cause burn per rank
    Trait 3: 3% chance to cause blind per rank
    Trait 4:1% chance to cause internal radiation burns per rank
    Synergy bonus trait: This enchantment is synergistic with truesilver metal. Light reflected from this blade will cause damage to any abyssal, hellish, demonic, or evil creatures.

    Know This! Your use of concentrated crystal for the initial enchantment has increased the power of your final enchantment and all additional effects by 237%. Furthermore, using concentrated crystal temporarily boosts all known enchantments to the highest ranked enchantment you know (barring static enchantments). All enchantments now rank X.

    Hilt bonuses: The components of this hilt come from a beheamouth slime, a quickening, and an ironspine scorpion.

    The concentrated mucous used to bind this hilt also makes this weapon 200% less likely to be dropped or knocked from the wielders hand.

    The malleable iron adds a weak corrosion effect to the blade.

    The bonus from using the wood of a quickening is amplified due to the blade being forged of metal from a quickening fruit. Original bonus: sword related affinity may increase slowly with use (max100%)
    Additional bonus from amplification: 10% increased speed of progression in sword related skills AND expertise while this weapon is equipped.

    The core of the behemoth slime allows the wielder to absorb 0.1% of their slain enemies total accumulated xp at weapon level 1.


    This sword was forged with a 2 carat sun saphire, a gem of life and light.

    Know This! Each carat of Sun Sapphire used by a Smith with the Jeweled Essence Talent increases Life magic spell strength by +0.5% and increases the power of Life enchantments on the bejeweled item by +1%. The vibrant clarity of the stone increases this bonus by +200%.

    The special ability of the Forge of Heavens has triggered! The truest nature of Light and Life is to strive for excellence and perfection. As such, the quality of the seord bonded to the sun sapphire has increased by +1. It is now a Masterwork!

    Soul flavor: this sword was enchanted with the soul of a behemoth slime. The same slime also provided multiple components that were used to craft the hilt. As such, the bonus has been amplified. Original bonus: chance to temporarily absorb stat points from slain enemies. Amplified bonus: chance to permanently absorb stat points from slain enemies.

    Soul bound lvl 2:
    This weapon can be thrown and retrieved a short distance to the wielder's hand.
     




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