The Recipe Box:
- Clicky Effect Recipes - HOME (posted)
- Damage and Guard Effect Recipes (posted)
- Special Damage and Guard Effect Recipes (posted)
- Defensive, Saves, and Skills Effect Recipes
- Spells, Tactical, and Turning Effects
The Tale of Three Forks – the Spoon Interjection Interaction - Part 1 - Introduction
Above is the link to the rough draft of the complete suggestion for the Cannith Crafting Update Pass.
Here is the opening, and yes, the actual proposal is almost 40,000 character long and was split up over numerous posts.
SO was listening to the Friday @ Five livestream and the discussion came up about the future of Cannith Crafting with the upcoming Update Pass.
IF I understood correctly, there seems to be a lively discussion among the dev's about how the updated cannith crafting should look and work.
The three possibilities -
- More Grind -= More Power:
Personally, I want more grind = more power. At crafting level 200 (presuming that will be the new maximum), I want to be able to put pretty much any affect anywhere (complete flexibility) and have up to 4 effects per item and multiple slots. Yes, BtA, and uses something rare to limit the scope. IMHO Nothing, and I mean nothing else is as grindy as Cannith Crafting is: period. Cannith Crafting IS supposed to be the most grind intensive crafting in the game, with commensurate power. Cannith Crafting is supposed to be a many life process, and the high power end of the system needs to stay that way IMHO. More grind, more power, no randomness.- Middle Ground; Some Grind and some power:
At the same time I understand just how much grind level 150/150/150 is already, so can understand how off putting the grind is. Took me many lives to get Uurlock where he is now, and will probably take many more lives to max crafting if the max level is increased. This is on par with Green Steel crafting.- KISS - very little grind, but very little power:
Finally, there is something to be said about just streamlining cannith crafting so that everyone can enjoy - much like the augment gem system.
Why can't we do all three? Let me explain. What I'd like to see is essentially three systems in one - or under one umbrella.
- Things anyone can craft
low level stuff like bolts, and arrows, and wands, and potions. Even the basic runestone. Minimum levels in crafting needed for this.- Clickiess and things that can not be scaled
These items require rare items of power to create, and would not scale to minimum level, but would have a minimum level.
- First-level spells: Bless, Burning Hands, Cause Fear, Detect Secret Doors, Divine Favor, Grease, Jump (spell), Mage Armor, Protection from Evil, Ray of Enfeeblement, Shield (spell), Shield of Faith, Tumble (spell)
- Second-level spells: Aid, Bear's Endurance, Bull's Strength, Cat's Grace, Daze Monster, Eagle's Splendor, Fox's Cunning, Hypnotic Pattern, Invisibility, Lesser Restoration, Owl's Wisdom, Resist Energy (specific element)
Third-level spells: Halt Undead, Haste, Heroism, Protection from Energy (specific element), Rage, Prayer, Slow, Water Breathing- Fourth-level spells: Bestow Curse, Crushing Despair, Divine Power, Fear, Remove Curse, Solid Fog
Alchemical Spell Power clickies: Lesser Efficacy and similar- Not including any rare spells or effects. No teleport, no dimension door, no displacement.
- Example of rare item needed to craft:
- Resist Energy might require Potion of Long Lasting Resist (all types) and purified dragonshard essences and star sapphires.
- Tumble Item and silver flame hymnal.
- The basic shards. No frills, no chills or thrills.... Limited in both type and placement. Even more limited that random loot.
- More Grind - More Power.
The ability to put pretty much any effect anywhere.
- More powerful / rare items require rare items / raid named items / tomes to create.
- Clickies that scale to minimum level of items. Yes, this would allow for level 30 haste, at a cost. Some higher level spells, but still no rares, teleport, raise dead, dimension door, displacement.
- Major, Epic, and Legendary Runestones
- Semi-returning ammunition (up to 75% returning)
- Ability to put more 'oomph' into an item (masterful / wonderous) and multislotted (at a cost)
The one thing that does need to change no matter what is the elimination of BtC items; make them BtA yes - or BtAoE yes - but no more btc (except the most powerful powerful items maybe).
Just some jumbled thoughts. comments? suggestions?
So additional thoughts after spending the day questing with guildies and pugs.
Vanity Nameplating
As much as I know this is probably asking the night to be day, I still want to be able to put my name on the items crafted - even if it is just a vanity nameplate (Uurlock's Helm of Mighty Resplendent Halfling Glory) and reserved only for the max level possible of crafting. :P
Only the highest level crafters would be able to add their name to the name of the item. SO instead of being a Alluring Helm of Wizardry, it would be 'Uurlock's Alluring Helm of Wizardry'.
Material Crafting
Want Material Crafting as a part of new Cannith Crafting. Material Crafting allows the crafter the ability to modify / add base material to crafted objects. The more powerful / rare the base material the more powerful the crafter needs to be (higher level crafting).
Things like Magesteel, Planeforged, Spiritcraft, blueshine, would require something like level 30-50 (existing crafting levels).
More exotic would require 80-120, and the most exotic would require level 150-200.
Would need base 'ingot' to craft + crafting level. The base 'ingot' (ore) would be 'ingot' by deconstructing items made out of desired base material for the base material. Yes, another crafting ingredient - but would go into green bag, not be bound, and also go into shared crafting bank. Deconstructing items for the base material would give 1# of ingots (ore) per 2# weight of the original item, nothing else would be given back from deconstructing the item.
- Adamantine
- Blueshine
- Bone
- Byeshk
- Cloth*
- Cold Iron
- Crystal
- Darkleaf
- Darkwood
- Densewood
- Dwarven Iron
- Feyleather
- Flametouched Iron
- Flesh
- Force (material)
- Gem (material)
- Glass
- Ice
- Leather (material type)*
- Light
- Magesteel
- Mithral
- Planeforged Steel
- Rust
- Silver
- Spiritcraft Leather
- Spiritforged Iron
- Steel (material)*
- Stone
- Wood*
*base material types.
Clicky Crafting
As part of updated Cannith Crafting include the ability to craft clickies. Base level required to craft a ml:9, one use clicky of 1st level spell (from the allowed list) is crafting level 30.
What is required to craft a clicky is base crafting level + special ingredient; so as example an invisibility clicky needs 10 potions of invisibility per use (click).
Higher crafting levels allow for more uses per day, higher caster level, lower minimum level, and higher level spells.
An example would be:
so at crafting level 30: one click of level 1 spell, cast at level 1, with a minimum level of 9.
every 10 crafting levels higher - allows for increase of 1 step better
- +1 per click per day
- +1 per caster level
- +1 per spell level
- +1 per drop in 2 minimum levels
example (Protection from Elements(level 5 arcane), 3 uses per day, minimum level 1, cast at level 10):
- +4 to drop to minimum level to 1
- +3 for 3 uses
- +5 for level 5 spell
- +10 for 10th level caster
- would require stack of 5x100 level 10 protection from elements potions (one stack of 100 for each energy type).
- (4+3+5+10=22 *10 +30 (base)) = level 250 crafting level
NO rare spells like raise dead, teleport, dimension door, true seeing, displacement (except such as true seeing which would require a Stave of the Seer as consumable ingredient for)
Augment Slot Addition Crafting
As part of updated Cannith Crafting include the ability to add augment slots to crafted items. Low level crafting would be able to add a single colorless or yellow to an item.
- Add 1st slot
- +10 colorless
- +20 yellow
- +30 blue/red
- +40 green/orange
- +50 purple
- Add 2nd slot
- +50 colorless
- +60 yellow
- +70 blue/red
- +80 green/orange
- +90 purple
- Add 3rd slot
- +100 colorless
- +110 yellow
- +120 blue/red
- +130 green/orange
- +150 purple
examples:
- to add a single colorless slot to a crafted item would take crafting level 10. A single yellow would be crafting level 20.
- to add two colorless slots to a crafted item would take crafting level 60 (10+50).
- to add a colorless and a yellow to a crafted item would take crafting level (10+60).
- to add three purple slots to a crafted item would take crafting level 290 - so would not be possible if maximum crafting level is only raised to 200 (50+90+150).
- most (based upon assumption that maximum crafting level would only be raised to 200) could fit would be something like green(or orange)+yellow+colorless or two blue (or red) and one colorless.
Rules:
- none really.
- would prefer to see this require something rare like gems (yes - those useless things) being required - something like 1000 pp per required crafting level. So to add a single yellow slot would require 20,000 pp worth of random gems. At maximum would require 200,000 pp worth of gems. This would actually make random gems worth something!
![]()
Initially gems would be not very scarce, but given time maybe gems would become valuable random loot again.
- Adding augment slots would not affect minimum level of the item!! Augment gems are already not as powerful at level already so this is already factored in.
- 2nd / 3rd slots might require something like purified dragonshard fragments.
3rd Effect Addition Crafting
As part of updated Cannith Crafting include the ability to add 3rd (and possible 4th effects) to crafted items. This would be available to only the highest level crafters. 4th effects would only be possible on two-handed items (quarterstaffs, etc).
Expanded Runestone Crafting
Existing Strengths:
Strength Minimum level Difficulty class Level to craft Minor 3 24 8 Lesser 8 29 38 Greater 13 34 68 Major 18 39 98 ADD: Epic 23 65 150 Legendary 29 99 200