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  1. #1
    Community Member JeffreyGator's Avatar
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    Default Crafting a module?

    I was able to disjunct a module but wasn't able to craft it. I wanted to be able to put acid and sneak attack on a module.

    Would it work to do that to a pair of handwraps and then convert them to a module maybe?

    I would test this is I hadn't wasted my handwraps already.


    And a variety of other multiclassed toons without vowels thnk/r/s/rbll/sgmp

  2. #2
    Time Killer TiranBlade's Avatar
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    From what I have seen so far, if you want to add abilities to the module you need to place it on the handwraps first then craft it into the module. But I haven't been able to find any handwraps at all to test this theory.

    Argonnessen - Aruki 6 Monk (Main); Dayher 4 Artificer
    Canntih - Firryl 12 Fighter; Tiran 8 Fighter; Daher 4 Fighter/4 Monk

  3. #3
    Community Member Gadren's Avatar
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    Just wanted to bump this bug. Just discovered it today and was rather annoyed.

  4. 09-05-2011, 04:11 AM


  5. #4
    Community Member Brennie's Avatar
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    Since modules *are* able to be turned into "blanks", I assume that module crafting is coming down the pipe. However, like all things lamannia, it might come in chunks in the future.

    Currently
    , its kind of annoying to have to craft a brand new module (Which involves running from house K crafting hall where you made the wraps, all the way to the harbor and using the different craft stations and blah blah blah) everytime you want to give your puppy an upgrade. Especially annoying since i cannot seem to craft with any "named" wraps that lack a minimum level (AKA min level 0 wraps, like Eternal Rest or Weeping Handwraps). I haven't been able to test other named wraps.

    Lastly
    , handwraps-> modules is an imperfect translation. For example, doubling my doggies crit range via keen/impact seemed like a fantastic idea. However, i am not able to place either of those properties on handwraps Stunning also doesn't wanna go on there. I assume other "Damage type reliant" effects also cannot be places on there, since handwraps lack any damage type (And if they ever do get properly tagged as "blunt", piercing/slashing only enhancements won't fit...)

  6. #5
    Community Member jingseng's Avatar
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    I propose:

    Uncaring Master II

    You have mastered the art of using handwraps and duct tape to secure additional equipment to your homunculus. It gains one additional "collar" equip spot for ring/necklace/belt/trinket. Additionally, you can now use handwraps to fasten daggers and kukris to your homunculus' mouth for ramming attacks. Your homunculus suffers -4ac, -2 dex, and -3 reflex saves due to the additional bulk. It also suffers from low self esteem due to it's ramshackle appearance - it suffers a perpetual 'Crushing Despair' effect.

  7. #6
    Community Member DragonTroy's Avatar
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    Quote Originally Posted by jingseng View Post
    I propose:

    Uncaring Master II

    You have mastered the art of using handwraps and duct tape to secure additional equipment to your homunculus. It gains one additional "collar" equip spot for ring/necklace/belt/trinket. Additionally, you can now use handwraps to fasten daggers and kukris to your homunculus' mouth for ramming attacks. Your homunculus suffers -4ac, -2 dex, and -3 reflex saves due to the additional bulk. It also suffers from low self esteem due to it's ramshackle appearance - it suffers a perpetual 'Crushing Despair' effect.
    this the most excellent idea ive ever seen
    Quote Originally Posted by DragonTroy View Post

    at one point during the aggro issues i pulled horoth on my monk, which i admit i kind of enjoyed for about half a second. but then he hit me.

  8. #7
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    You might be a redneck artificer if....


    Quote Originally Posted by jingseng View Post
    I propose:

    Uncaring Master II

    You have mastered the art of using handwraps and duct tape to secure additional equipment to your homunculus. It gains one additional "collar" equip spot for ring/necklace/belt/trinket. Additionally, you can now use handwraps to fasten daggers and kukris to your homunculus' mouth for ramming attacks. Your homunculus suffers -4ac, -2 dex, and -3 reflex saves due to the additional bulk. It also suffers from low self esteem due to it's ramshackle appearance - it suffers a perpetual 'Crushing Despair' effect.

  9. #8
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by brinclhof View Post
    You might be a redneck artificer if....
    Must +1 you for this chuckle.
    Blood Scented Axe Body Spray (Thelanis)
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  10. #9
    Community Member altrocks's Avatar
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    Quote Originally Posted by Brennie View Post
    Currently, its kind of annoying to have to craft a brand new module (Which involves running from house K crafting hall where you made the wraps, all the way to the harbor and using the different craft stations and blah blah blah) everytime you want to give your puppy an upgrade.
    Well, I *CAN* help you with this one. Houce C has a crafting hall and a workstation in it. No need to be teleporting/running around like you describe. Just go to House C. :-)
    Quote Originally Posted by MajMalphunktion View Post
    as for voice actors I wanted Betty White for Lolth but I got voted down.
    Khyber: Alelric - Wiz 5 (Hero), Arayaleth - Ranger 20 AA (Champion), Altrocks - Cleric 20 Radiant Servant (Champion), Zinnix - Rogue 20 Assassin (Champion)

  11. #10
    Community Member Brennie's Avatar
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    Quote Originally Posted by altrocks View Post
    Well, I *CAN* help you with this one. Houce C has a crafting hall and a workstation in it. No need to be teleporting/running around like you describe. Just go to House C. :-)
    It's still ridiculous that 1) you need to craft a NEW moldule every time, rathe rthan being able to upgrade old ones, and 2) doing that crafting requires multiple different crafting *types*, let alone different crafting locations.

    However, *when* modules become fully craftable (Or atleast as fully craftable as Handwraps :/) this will be far less of an issue.

  12. #11
    Community Member altrocks's Avatar
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    Quote Originally Posted by Brennie View Post
    It's still ridiculous that 1) you need to craft a NEW moldule every time, rathe rthan being able to upgrade old ones, and 2) doing that crafting requires multiple different crafting *types*, let alone different crafting locations.

    However, *when* modules become fully craftable (Or atleast as fully craftable as Handwraps :/) this will be far less of an issue.
    They're weapons. Just like a sword or axe. You want to let everyone have weapons they can upgrade?
    Quote Originally Posted by MajMalphunktion View Post
    as for voice actors I wanted Betty White for Lolth but I got voted down.
    Khyber: Alelric - Wiz 5 (Hero), Arayaleth - Ranger 20 AA (Champion), Altrocks - Cleric 20 Radiant Servant (Champion), Zinnix - Rogue 20 Assassin (Champion)

  13. #12
    Community Member Symar-FangofLloth's Avatar
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    Quote Originally Posted by altrocks View Post
    They're weapons. Just like a sword or axe. You want to let everyone have weapons they can upgrade?
    Just remove all weapons and armor and accessories from the game, give everyone a (horribly ugly) blank every slot at the beginning, and force them to upgrade/craft it as you go along, needing to run raids to get the proper materials for certain effects or tiers.

    And sell all the skins in the store, with miniscule drop rates outside of it.

    Former Xoriat-er. Embrace the Madness.

  14. #13
    Community Member Brennie's Avatar
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    Quote Originally Posted by altrocks View Post
    They're weapons. Just like a sword or axe. You want to let everyone have weapons they can upgrade?
    Yes...?

    I don't believe my previous post was clear. Right now you cannot add anything to module "blanks", as they do not fit into any cannith crafting devices. Thus, you cannot make a Screaming module for level 1, add Bleeding at level 3, and then toss a +1 on it at level 5 (Getting a +1 screaming of bleeding module by level 5, via incremental upgrades). Likewise, you cannot take that +1 screaming of bleeding module and disjunct it for similar stats with higher +'s, or just to change around its effects with new shards.

    You *can* "upgrade" every other randomrolled weapon in the game (Minus returning throwers without a prefix, and handwraps are kinda borked, but other than those >_>) using the same method i mentioned before. At the very least you can disjunct and re-craft every couple levels to keep your weapon on par with your current needs. And since modules *CAN* be turned into module blanks, it seems reasonable that the devs will eventually intend to let them have those same capabilities as every other weapon!

  15. #14
    Community Member altrocks's Avatar
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    Quote Originally Posted by Brennie View Post
    Yes...?

    I don't believe my previous post was clear. Right now you cannot add anything to module "blanks", as they do not fit into any cannith crafting devices. Thus, you cannot make a Screaming module for level 1, add Bleeding at level 3, and then toss a +1 on it at level 5 (Getting a +1 screaming of bleeding module by level 5, via incremental upgrades). Likewise, you cannot take that +1 screaming of bleeding module and disjunct it for similar stats with higher +'s, or just to change around its effects with new shards.

    You *can* "upgrade" every other randomrolled weapon in the game (Minus returning throwers without a prefix, and handwraps are kinda borked, but other than those >_>) using the same method i mentioned before. At the very least you can disjunct and re-craft every couple levels to keep your weapon on par with your current needs. And since modules *CAN* be turned into module blanks, it seems reasonable that the devs will eventually intend to let them have those same capabilities as every other weapon!
    Ah, yes. I think I did misunderstand your use of the term upgrade. My mistake. And yes, basing Modules, a brand new crafting type, on handwraps, which are already and still horribly, horribly bugged, was probably the worst mistake they made with Artificer. They should have based it on existing weapons and given the dogs the damage type of the weapon used (bludgeon, pierce, slashing) and the weapon effects on that weapon and just changed the base damage to whatever they use for the modules/pets. It would have made more sense and probably worked a LOT smoother. Now Artificers have to wait for the devs to fix handwraps. That's two premium classes they've borked now with that stupid implementation.
    Quote Originally Posted by MajMalphunktion View Post
    as for voice actors I wanted Betty White for Lolth but I got voted down.
    Khyber: Alelric - Wiz 5 (Hero), Arayaleth - Ranger 20 AA (Champion), Altrocks - Cleric 20 Radiant Servant (Champion), Zinnix - Rogue 20 Assassin (Champion)

  16. #15
    Community Member Brennie's Avatar
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    Quote Originally Posted by altrocks View Post
    Ah, yes. I think I did misunderstand your use of the term upgrade. My mistake. And yes, basing Modules, a brand new crafting type, on handwraps, which are already and still horribly, horribly bugged, was probably the worst mistake they made with Artificer. They should have based it on existing weapons and given the dogs the damage type of the weapon used (bludgeon, pierce, slashing) and the weapon effects on that weapon and just changed the base damage to whatever they use for the modules/pets. It would have made more sense and probably worked a LOT smoother. Now Artificers have to wait for the devs to fix handwraps. That's two premium classes they've borked now with that stupid implementation.
    Not to mention that even when they DO fix it, some inherent problems still exist - Lack of good named wraps, the incredible rarity of metal-type wraps, and the fact that wraps are BLUDGEONING while Arti's pets weapons are (I think, correct me if I'm wrong) SLASHING, meaning slashing-only enhancements can never be applied to wraps meant to be turned into modules, and likewise bludgeoning-only enhancements (When/if they are ever actually fixed to WORK with wraps) will be able to be put on wraps, and therefor turned into modules.

    I still have
    a goal of making an Impact module of Stunning.

  17. #16
    Community Member testing1234's Avatar
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    id just like to point out its not possible to craft a module before lvl4 artificer when you start getting trap parts from disabling traps, suppose there might be some around on the live server AH but judge it unlikely.
    need 10 mechanical trap parts for low lvl handwraps->modules

    its very annoying to run into this oh you cant do this until next lvl when you just spent 30minutes trying to figure out how to make a module then finding and crafting a handwraps to convert and getting stuck by not being high enough lvl to actually be able get the ingredients.

  18. #17
    Community Member Tenkari_Rozahas's Avatar
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    Quote Originally Posted by testing1234 View Post
    id just like to point out its not possible to craft a module before lvl4 artificer when you start getting trap parts from disabling traps, suppose there might be some around on the live server AH but judge it unlikely.
    need 10 mechanical trap parts for low lvl handwraps->modules

    its very annoying to run into this oh you cant do this until next lvl when you just spent 30minutes trying to figure out how to make a module then finding and crafting a handwraps to convert and getting stuck by not being high enough lvl to actually be able get the ingredients.
    artificers are now given a docent/module to slot in their pet in the chest in the grotto. starter items CAN be turned into blanks, i turend my starter rags into rags of lesser lightning resistant on my monk. so being able to Craft ONTO modules without having to craft wraps, means that a level 1 arti, with the right essences, would be able to add stuff to the dogs module.
    Quote Originally Posted by jwbarry View Post
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