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Originally Posted by
HastyPudding
I don't like the idea of temporary equipment. It didn't work in shroud, it doesn't work anywhere else.
I always thought of sentient weapons gaining experience the more it is used. You find a terrible longsword in a chest, but it's sentient. The more you use it and gain experience with it, the stronger it gets, as in the weapon has experience levels. The effects and enchantments could be semi-random: for example, you get a longsword and you have no idea what it will eventually become until you level it up. It will become clear what will eventually be on it after a few levels, and people will be able to tell what sentient weapon they want to use by leveling it a few times and seeing its 'base' enchantments. Like this:
Broken Longsword, minimum level 1, +1 enhancement bonus
Broken Longsword, minimum level 2, +1 enhancement bonus, +1d6 fire damage on hit
Broken Longsword, minimum level 3, +1 enhancement bonus, +1d6 fire damage on hit, +1d6 fire damage on vorpal strikes
Rusty Longsword, minimum level 4, +2 enhancement bonus, +1d8 fire damage on hit, +1d6 fire damage on vorpal strikes
Rusty Longsword, minimum level 5, +2 enhancement bonus, +1d8 fire damage on hit, +1d10 fire damage on vorpal strikes
Rusty Longsword, minimum level 6, +2 enhancement bonus, +1d10 fire damage on hit, +1d10 fire damage on vorpal strikes
Glowing Longsword, minimum level 7, +3 enhancement bonus, +1d10 fire damage on hit, +1d14 fire damage on vorpal strikes
Glowing Longsword, minimum level 8, +3 enhancement bonus, +1d12 fire damage on hit, +1d14 fire damage on vorpal strikes
Glowing Longsword, minimum level 9, +3 enhancement bonus, +1d12 fire damage on hit, +1d18 fire damage on vorpal strikes, keen I
Intense Longsword, minimum level 10, +4 enhancement bonus, +1d14 fire damage on hit, +1d18 fire damage on rolls of 19-20, keen I
Intense Longsword, minimum level 11, +4 enhancement bonus, +1d14 fire damage on hit, +1d22 fire damage on rolls of 19-20, keen I
Intense Longsword, minimum level 12, +4 enhancement bonus, +1d16 fire damage on hit, +1d22 fire damage on rolls of 19-20, keen I, fire absorption 10%
Fiery Longsword, minimum level 13, +5 enhancement bonus, +1d16 fire damage on hit, +1d26 fire damage on rolls of 19-20, keen I, fire absorption 10%
Fiery Longsword, minimum level 14, +5 enhancement bonus, +1d18 fire damage on hit, +1d26 fire damage on rolls of 19-20, keen I, fire absorption 15%
Fiery Longsword, minimum level 15, +5 enhancement bonus, +1d18 fire damage on hit, +1d30 fire damage on rolls of 19-20, keen I, fire absorption 15%
etc etc etc etc
Infernal Demonic Longsword, minimum level 30, +10 enhancement bonus, +2d17 fire damage on hit, +2d28 fire damage on rolls of 18-20, keen V, fire absorption 30%, fire resistance +40, bypass 25% fire resistance, 5% chance to deal 10d40 fire damage on nearby enemies, 25% chance to deal 10d200 fire damage on vorpal strikes
Thus, it starts out slow, but you end up with an end-game capable weapon, maybe something really strong against oozes, or something that deals acid damage, or a caster weapon that eventually deals lightning damage on spell cast, etc. I suppose you could level them when you want by going to some sort of NPC, perhaps even requiring some sort of special item found in chests or having to sacrifice equipment based on their enhancement bonus to bring it to the next level once the required experience is gained: that way, if you wanted to keep the sword at, say, level 12, you could do so.