#ProjectZodiah #GameMechanics #Equipment #Forging #Enchanting --- Instead of giving the Player the Ability create they're own Armaments and Armor, like Skyrim, in the World of Zodiah the Player Character will have to seek out Black Smiths and Enchanters or Enchantresses in the Game World in order to obtain these kinds of Custom Armaments and Armor. Don't worry, these kinds of NPCs will be available in almost very City/Village, however they only offer their Services for a Price. Here are Explanations of how this Game Mechanic will work. -- Black Smiths - Forge: A Black Smith will Forge new Armaments and Armors and even Accessories for you. In order for the Black Smith to Forge you a new Weapon, they are going to need more than just Specie (The Currency on the World of Zodiah,) they are also going to need the correct Materials for that particular piece of Equipment. Common Material's include things like Wood, Stone, Bone, Leather, Various Animal and Monster Skins, Copper, Bronze, Iron, Steel, Reinforced Steel, Silver, Gold etc., however, there are also much Rarer Materials like Platinum, Quartz, Amber, Jade, Rudy, Sapphire, Garnet, Obsidian, Dragon Scale, Diamond, Adamantite, etc., with which you can supply to the Black Smith in order for them to create Equipment for you. - Temper: The Black Smith can also Temper any Armaments or Armor you already have to improve them. In order for them to Temper a Weapon of piece of Armor, you will only need to supply the Black Smith with one Material, however, that Material is unique to the Armament or Armor... it is the Main Material you would need to create the Armament or Armor. Accessories cannot be Tempered, because they cannot provide any Attack or Defense without an Enchantment. Every Weapon and Armor in the Game can be Tempered 6 times, taking it from nothing to Novice, then Adept, then Expert, then Master and finally Legendary Temperament. (For Weapons this increases it's Attack, Defense and Durability.) - Repair: A Black Smith can also Repair any Broken Armaments or Armor you have if you supply to them some Materials. The Player will also have the Ability to Repair their own Equipment in the field, however, they're Ability to Repair will always be less Effective/Efficient than using a Black Smith. This usually takes two Materials, which are the Equipment's Main Material (which for Weapons is usually the Material that would be used for the Striking Part,) and a Secondary Material (which for Weapons would be used for the part you grab.) Accessories never have to be Fixed because they cannot Break. *ABOUT BROKEN EQUIPMENT: Every Armament and piece of Armor has a Defense and Durability Stat. If a Armament or piece of Armor is struck with an Armament and/or Attack that is greater than it's Defense, it gets, "Chipped." Every Weapon and piece of Armor has a set number of, "Chips," it can take before it Breaks, which is determined by the Weapons Durability. After all these are gone, the piece of Equipment becomes Broken and cannot be Equipped will Repaired to at least one Stage of Durability. Durability varies from Equipment to Equipment, however it is not possible for any piece of Equipment to have less than one Durability Stage in order for it to be able to become Broken. Every time you Repair your own Equipment, it will raise it's Durability by one Stage, however, the Black Smith will be able to Repair it to it's Max Durability for the same amount of Materials. It just also costs Specie. - Inlay: The Black Smith can also Inlay any Material you have onto an Armament or piece of Armor. For Gameplay Purposes, this is used to Inlay Silver or Gold onto your Weapons, because Silver does more Damage and Naturally Resists Damage from Unholy Enemies, (such as the Undead, like Skeletons, Zombies and Vampires, aswell as the Demonic, such as Demons, Yokai, Shikkigami, Cambions and Devils,) and Gold does the same except against Godly Enemies, (such as Angels, Nephilim, Archangels and Gods.) You can even Inlay or Weapon or piece of Armor with both for the effect of both against Enemies that are both of these Types, (such as a Nephalem (which is a Half Angel/Half Demon,) Fallen Angel, etc.) You can also Inlay Weapons with any kind of Materials you want for aesthetic Purposes. - Purchase: A Black Smith may also sell you some Armaments, Armor and Accessories they have already made. They may also sell you Materials they have. The may also have some other kinds of Items. - Identify: A Black Smith can Identify any Unknown Armament, piece of Armor or Accessory you have, in order to make the Unknown Equipment able to be Equipped... however, they cannot Identify Enchantments. If an piece of Equipment is Unknown and has an Unknown Enchantment on it, then the Black Smith will be able to tell you what kind of Equipment it is and that there is an Unknown Enchantment on it and that you will have to see an Enchanter/Enchantress in order to Identify the Enchantment first before it can become Equipable. - Renaming: Black Smiths also have a service which allows you to Rename any Non-Unique or Non-Mythological Armament or Armor to anything you want for the low Price of only one Specie. -- Enchanters/Enchantresses - Enchanting: An Enchanter or an Enchantresses will place an Enchantment upon any Non-Unique or Non-Mythological Armament or piece of Armor you have. It is possible to have up to three Enchantments on any Armament or piece of Armor. In order for them to do so, you will to supply Specie and certain Enchanting Materials, which are based on the Type of Enchantment you want. There are four Types of Enchantments, which are Active, Passive, Elemental and Spell Enchantments. (Enchanting doesn't take as many Materials as Forging, however those Materials are typically Rarer than most Forging Materials and it usually costs a lot more Specie.) *Active Enchantments have some kind of Effect that gives you some kind of Active Ability. For example, there are Enchants which give your Character access to an Attack Skill, (like Shield Bash, Shield Throw, Skull Bash, Spinning Attack, etc.) Active Enchantments require a Magick Stone and Specie, however, every Enchanter/Enchantress only knows certain Active Enchantments. *Passive Enchantments are Enchantments that are used to Increase Stats, (either Base Stats, Pool Stats or Field Stats,) or grant you Passive Abilities, (like Dual Wield, Double Hand, Fighting Styles, , etc.) or grant you Status Effects, (like Blood Regeneration, Stamina Regeneration, Mana Regeneration, etc.) Passive Enchantments require a Magick Stone (which is a common Item,) and Specie, however, every Enchanter/Enchantress only knows certain Passive Enchantments. *Elemental Enchantments are Enchantments that imbue your Armaments, Armor or Accessories with an Element. For Weapons this adds the corresponding Elemental Damage to the Weapon. For Shields this can either add the Elemental Damage, or it can add the Elemental Resistance. (You can have both, but it would take two of the Shield's Enchantment Slots.) And for Armor and Accessories, it can only add Elemental Resistance. Elemental Enchantments require an Elemental Crystal of the corresponding Element and Specie. Any Enchanter/Enchantress can do any Elemental Enchantments because they are using the Elemental Power in the Elemental Stone to create the Enchantment. *Spell Enchantments imbue an actual Spell into your Armament, and only Armaments can have a Spell Enchantment, and they can only have one Spell Enchantment, (which still only takes one Enchantment Slot.) When an Armament such as a Weapon or Shield has a Spell Enchantment, whenever that Armament is used to Attack an Enemy, the Armament itself has a chance to cast the Spell for no Mana Cost. The Player can also Equip the Armament as an Item, (which is different than having it Equipped as an Armament,) and force the Weapon to cast the Spell. Instead of taking Mana though, this will lower the Armaments, "Chip," Stage by 1, and if the Armament breaks it cannot be Equipped in any way and so the Enchantment cannot be used until it is Repaired. Spell Enchantments require a Magick Crystal of the corresponding Spell, as well Specie... lots and lots of Specie, lol. And Enchanter/Enchantress can do any Spell Enchantments because they are using the Magick Crystal to create the Enchantment. - Improving Enchantments: An Enchanter/Enchantress can also Improve an already existing Enchantment on an piece of Equipment you have. You can even Improve Enchantments on Unique and Mythological Equipment!! Every Enchantment can be Improved up to five times, to take it to Novice, then Adept, then Expert, then Master, and finally Legendary. (This will increase the Enchantment's Effectiveness.) - Remove Enchantment: An Enchanter/Enchantress can also Remove an existing Enchantment from a a Non-Unique or Non-Mythological Armament, piece of Armor or an Accessory. This is important if you ever want to change an Enchantment on a piece of Equipment, you will first need the Enchanter/Enchantress to Remove it first. This usually costs around 50 Specie. - Lift Curse: If a piece of Equipment has a Curse on it, an Enchanter/Enchantress will be able to life the Curse. A Curse is like an Enchantment, except it's Effects are Negative on your Character, instead of Positive. These could be Status Ailments (like Poison, Bleed, Zombie, Vampire, Fear, Dred, Insane, Slow, Sap, etc.,) or they give you an Elemental Weakness. A Curse can even have Multiple Effects. The Curse also takes up an Enchantment Slot, and a piece of Equipment can have Multiple Curses on it. When a Curse is lifted, it reveals a Hidden Enchantment that was underneath the Curse. On a Regular Piece of Cursed Equipment, you will get a Regular Enchantment, but on Cursed Unique and Mythological Equipment, these Enchantments can be Special, (as in, you wouldn't be able to get the same Enchantment on any other piece of Equipment.) This is usually the most Expensive service the Enchanters/Enchantresses will provide, because they must risk their lives in order to lift the Curse. - Purchase: An Enchanter/Enchantress will also sell you some Enchanting Materials they have. They may also sell you some Enchanted Equipment they have already made. They may also have some other kinds of Items. - Identify: An Enchanter/Enchantress will be able to Identify an Unknown Enchantment or Curse in order for it to be Equipped for the price of 10 Specie. - Renaming: An Enchanter/Enchantment will also Rename any Non-Unique or Non-Mythological Weapon, Armor or Accessory for the low price of 1 Specie, same as the Black Smith. --- https://www.minds.com/groups/profile/1167880078067392512/feed
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