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All posts created by Bob

Do they still give double the expected guards or is that fixed as well ?

That isn't fixed yet, but will be in EE 16.
Any idea what you think KS rewards will be for RoP and BoH, or rather which Tier and plus?

They're part of the New Player Packs, so they'll generally need to fit in with the other included items. Been waiting on more finalized enchantments before really looking into it more closely.
Kenton Stone
One of particular note seems to be missing.

…of Holding

Lesser/Greater/Superior Encumbrance enchantments each result in a Lesser/Greater/Superior {Item} of Holding.

Kenton Stone
Is there going to be an entry for what Item type they can be applied to?

That will be in the recipes.
Not critiquing the amount at all but am I getting my numbers right that "Superior (Pouch?) of Holding +5" will add 50 encumbrance pts to a character's max?

Just trying to make sure I grok your notations. smile

You are reading that correctly. The numbers are certainly still up for debate, but since you need to enchant a T3+5 item to get the full 50 points, that's a pretty expensive enchantment.
Thanks Bob! Lots of new recipes to chase down and perhaps new mats to gather.

Some of the recipes for these will be automatic, but most will indeed need to be looted. And yes, those recipes will ultimately require new raw mats for gathering and new salvage for looting as well.

Looks like the "enchantment points" column will be used to keep track of the total number of enchanted items a character is running around with in order to narrow choices each character has to make. Is there a formula to calculate available Enchantment Points for a character?
Would it be something along the lines of [x] * Highest Armor Feat + [y] * Highest Feature Feat + [z] * Highest Role Feat = Total available Enchantment Points.
Will there be a new dialog window to check Available Enchantment points, Consumed Enchantment points, etc.?

Yes, you'll have a limited number of Enchantment Points you can equip. Rather than basing that number primarily off of existing feats, there will be a new Enchantment Points feat you can learn to increase that number. We may also add some small increases to other feats if it feels appropriate, like perhaps Wizards can just naturally carry more enchanted items. Ultimately, it won't be possible to completely equip yourself with T3+5 enchanted items, so sometimes it will make sense to enchant a T3 item with a T1 enchantment.
Perhaps I don’t math as well as I should..

Lesser regeneration - Regeneration +[10 + (ItemPlus * 5)]%
Greater Regeneration - Regeneration +[20 + (ItemPlus * 10)]%
Superior Regeneration - Regeneration +[40 + (ItemPlus * 20)]%
Is there really a % at the end of these ?? so every tick with superior regeneration for a +1 would grant 60% - shouldn’t that just be like 60 HP ? ( like the wright armor feat adds HP each tick - where healer armor give a % of Hit points ??)

That percent on the end just looks off - if I get a +5 superior regeneration item - with the % above would be 140% HP increase each tick ?? that is the thou shall not ever die item ??

I'll double-check how that works on Monday. Regeneration bonuses are sometimes given in percentages, like on the Healer feat, though in smaller numbers. It's certainly possible it's misapplied here, depending on exactly how bonuses work.
Looks like "Dwarf Bane" has an error in the effects clause. It reads " Base Attack Bonus +[3 + (ItemPlus * 3)] if Target is Dwarf if Attacker is not Dwarf, Base Damage +[1 + (ItemPlus * 1)] if Target is Dwarf if Attacker is not Dwarf

Looks like same issue for Human and Elf Bane.
If it is not an error it makes for an interesting restriction. No "Bane" bonus for the attackers same race.

That was in fact intentional, and there are similar restrictions to the alignment-based weapon enchantments. I didn't do the same for Humanoid, since then nobody could use it, but the numbers for Humanoid are also significantly lower to balance out the fact that it affects so many targets. Interested to hear what you all think, but I generally liked the idea that an Enchantment designed to hurt certain targets preferred to cooperate with the opposite of those targets, at least something "other" than the target where opposites made no sense.
What is Common and What is Uncommon?

That info will be in the recipes, which I'll get to soon. This tab is mostly focused on what happens once the enchantment is added to the item. The big exception is tier, which is mostly about which items can get the enchantment. However, tier really informs a lot of the numbers here, and was therefore already on the internal spreadsheet to make things easier for me, so I left it on.

Which ones do we get automatically and which do we have to hunt?

Like crafting recipes, you'll get the Common ones automatically and have to hunt down the Uncommon ones.
I added an Enchantments tab to the public spreadsheet with the first draft of the planned enchantments. They're not final at this point, but they're ready for feedback.

Here's a quick rundown of the columns:

  • Display Name: The name the Enchantment is generally referred to.
  • Tier: This Enchantment can only be applied to items of at least this Tier.
  • Item Name Template: How items with this Enchantment are renamed, with the placeholder {item} in each entry replaced by the name of the item being enchanted. For example, adding Lesser Regeneration to a Costume Ring would make it a Lesser Costume Ring of Regeneration.
  • Enchantment Points: How many Enchantment Points it takes to equip an item with this enchantment. The underlying formula is 1 + (ItemTier * 6) + ItemPlus.
  • Keywords: Any keywords the Enchantment adds to the item.
  • Keyword Type: What type of keywords are being added.
  • Effects: Effects that are being added to characters constantly, like basic stat boosts.
  • Attack Effects: Effects that only get checked during attacks by the character using the enchantment.
  • Last Updated: Last date this entry was updated on the public spreadsheet.

@ Bob

Since Enchanting IS actually coming along as EE16, is there anything substantial/new that you are willing to share with us about the system yet? BoH/RoP stats, recipes? Other recipe examples. System details, anything yet or is it too soon?

I'm hoping to post a draft of the initial enchantments later today. That list will focus on what each enchantment does once it's added to an item, like how added keywords, stat boosts, combat effects, and how it renames the original item. It's definitely not finalized yet, but it's ready for feedback. First I have to rework some of the data so it's easier to read, but that shouldn't take too long.

I'll try to post additional bits as they're ready for feedback. I can probably post some preliminary enchanting recipes soon, though I'll have to skip over some of the ingredients until I have a better handle on the new raw materials and refining recipes that feed into them. For the moment, I'd mostly be posting them so everyone can see which crystals get used and which types of items each enchantment can be applied to.