I know players have been awaiting more information on the Cannith Crafting Revamp, so without further ado let's jump right in.
Part I of the discussion, with additional information not repeated in this post, can be found here:
https://www.ddo.com/forums/showthrea...ing-Discussion
All items created with old Cannith Crafting will remain as is when the new system goes in. However, all of the old recipes will be gone at that time.
Single School
Cannith will be down to a single school - currently know as... Cannith!
The school with have a level cap of 400, and all XP will carry over from the original 3 schools.
The lower levels of the school have had their xp curve adjusted. Here are some XP values for getting to different levels in the new school (could change before launch)
Level 50: 1,256
Level 100: 7,313
Level 150: 30,151
Level 260: 245,580
Level 340: 472,752
Level 400: 650,040
The Treasure Level of Cannith will likely end up capping at what would be ML 34, instead of ML 33 as previously mentioned.
Crafting Difficulty
Minimum Level shards will be their level x 10 for their crafting difficulty (which the exception of ML 1 which will be difficulty 1). Unbound versions will be their level x 10 + 50.
Example:
ML 20 shard would be a recipe of 200 difficulty
Unbound ML 20 shard would be a recipe of 250 difficulty
The plan is to divide the scaling effects from random loot into 3 crafting groups.
The lowest group would be difficulty 1, the second group would be difficulty 50, and the final group would be difficulty 100.
Unbound would be +150 so 150, 200, 250
Insightful would be +175 so 175, 225, 275
which means unbound insightful would be 325, 375, 425
Since non scaling effects also don't have insightful versions, they will fall in different places along the crafting curve. The above is for the normal scaling effects only.
Crafting Groups:
Group 1:
Guards
False Life
Wizardry
Enchantment Resist
Illusion Resist
Poison Ward
Disease Ward
Will Save
Reflex Save
Fortitude Save
Damage Resistances (fire, acid, cold, etc.)
Skills
Fortification
Incite
Diversion
Group 2 (50):
Negative/Repair/Healing Amp
Absorptions
Parrying
Dodge Bonus
Accuracy
Deadly
Seeker
Shield Bashing
Armor-Piercing
Spell Focuses
Tendon Slice
Vertigo
Stunning
Shatter
Stat Poisons
Spell Pen
Spell Powers
Weapon Damages
Creature Banes
Group 3(100):
Attributes
Spell Saves
Resistance
Riposte
Sheltering
Doublestrike
Doubleshot
Assassinate
Combat Mastery
Melee/Ranged Alacrity
Potency
Weapon Crit Damages
Weapon DRs (good, evil etc)
Spell Lores
Vampirism
Natural Armor is considered insightful so it would show up in the first insightful tier.
Exclusive Effects:
Below is a list of effects exclusive to both Random loot and Cannith crafting. Note: This does not include clickies.
Random:
Vorpal
Speed
Paralyzing
UMD boost
Banishing
Disruption
Smiting
Destruction
Ghostbane (being readded into the random loot system)
Cannith:
Metalline
Alligned
Everbright
Blueshine
Ghost Touch
Invulnerability
Vengeful
Unbalancing
Twilight
Lesser Arcane Spell Dexterity
Songblade
Slowburst/Improved Slowburst
Regeneration
Persuasion
Fearsome
Silver Flame/Sacred/Eternal Faith
Efficient Metamagic
Blindness Immunity
True Seeing
Consideration is being made of adding Good Luck into random loot and having it be craftable. Same goes with Shattermantle. UWA will likely be added to random loot.
Single Essence
There will be a single essence going forward, no lesser or greater, just a single essence. The exchange rate will be 1 greater to 1 of the new essence.
The new essence will stack to at least 10,000.
Removers
There will be a singular remover which will award a range of essences based on the ML of the item being deconstructed. We are also looking into Mass Deconstruction, so there is a possibility of an even better system such as a deconstruct all. We are not at the point to say how possible this will be yet.
Disjunction will still exist and will prep the item for new Cannith crafting (items previously disjuncted with the old system would need to have disjunction applied again to set them up to be used with the new system).
Collectables
Collectables will be used in all the crafting recipes. To help fill out the range of collectables, new ones will be created that drop in the higher levels and drop in both FR and Eberron. Exactly which collectables and how many per recipe is still being designed.
Purified Dragon Shards will still be used as well.
We are creating a scaling treasure system for collectables. The tiers will be broken down into 5 level ranges and the collectable device in a dungeon will automatically check the level of the dungeon and pull from the correct tier. So if you were to run a level 5 quest on normal, you'd get the level 1-5 tier collectables, if you ran it on hard, you'd get the 6-10 tier collectables. And if you were to run those on epic difficulty, you'd get the higher tiers as well. We will be adding collectables to FR as well, with the Eberron related lore ones removed (so no Soarwood for example).
As always, everything above is subject to change for any number of reasons.