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omni_crafting_guide [2022/07/19 16:25] omni [Resistances] |
omni_crafting_guide [2023/01/13 04:38] omni I received info that shieldmiss is no longer enchantable. |
Lets you set the file name which is used for making copies and bringing up information on your previously crafted mundane items. | Lets you set the file name which is used for making copies and bringing up information on your previously crafted mundane items. |
* 3 Name (Unset) | * 3 Name (Unset) |
Actual item name. Is used in certain messaging involving the type of the weapon, I.E. when you look it over. May also be used in verbose combat as the thing you're hitting with (TBD). | Actual item name. Is used in certain messaging involving the type of the weapon, I.E. when you look it over. May also be used in verbose combat as the thing you're hitting with based on weapon type. |
* 4 Size (Unset) | * 4 Size (Unset) |
Size of the item. For armor and jewelry, it's best to pick something your race size or it won't generally fit. Weapons cannot be changed in size. | Size of the item. For armor and jewelry, it's best to pick something your race size or it won't generally fit. Weapons cannot be changed in size. |
Seen when used with ''show'' and ''look at'' most commonly. This is the full description of the item and should include all visible features, even trade marks you might include. | Seen when used with ''show'' and ''look at'' most commonly. This is the full description of the item and should include all visible features, even trade marks you might include. |
* 8 Lore (Unset) | * 8 Lore (Unset) |
Shows up when you ''study'' the item successfully. If you have a highly customized weapon with a trade mark only you usually use, then you could add your own lore and link it to your character through these recognized traits. | Shows up when you ''study'' the item successfully. If you have a highly customized weapon with a trade mark only you usually use, then you could add your own lore and link it to your character through these recognized traits. **Warning: Alterobj typically breaks this by replacing the lore text with the long description. (Nov4/22, update when fixed)** |
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=====Magical Equipment Crafting===== | =====Magical Equipment Crafting===== |
There are a lot. This covers each type briefly. | There are a lot. This covers each type briefly. |
====Basic Enchantment==== | ====Basic Enchantment==== |
This is effectively the "+1" and vice versa you see at the end of an identified item and is required prior to placing anything else onto an item. Negative numbers mean the item is cursed and dictate the strength of the curse, the further into negative it is, the heavier the curse. Basic enchantment levels go up to +6 and you gain them based on your character level, with +1 being gained at level 14 and one more every 7 levels after. Please note that on wearables, +1 adds +1 AC, and for weapons the enchantment level adds(? correct me if wrong) attack bonus and damage bonus. This means wearing a hat with +6 enchantment and nothing else added means you will still gain +6 armor class. | This is effectively the "+1" and vice versa you see at the end of an identified item and is required prior to placing anything else onto an item. Negative numbers mean the item is cursed and dictate the strength of the curse, the further into negative it is, the heavier the curse. Basic enchantment levels go up to +6 on player made items and you gain them based on your character level, max going up at a rate of 1 per 7 levels. Please note that on wearables, +1 adds +1 AC, and for weapons the enchantment level adds(? correct me if wrong) attack bonus and damage bonus. This means wearing a hat with +6 enchantment and nothing else added means you will still gain +6 armor class. |
====Attributes==== | ====Attributes==== |
Allows you to boost a stat. Note that two different items that give +attribute will not stack. Max attribute bonus from player made items is +4. | Allows you to boost a stat. Note that two different items that give +attribute will not stack. Max attribute bonus from player made items is +4. |
bonus_spell_slots_8 bonus_spell_slots_9 | bonus_spell_slots_8 bonus_spell_slots_9 |
====Resistances==== | ====Resistances==== |
Reduces [[http://sunderingshadows.com/doku.php?id=damage_types|damage]] taken from the type by your bonus value. Untyped is used for resisting damage from stuff like Erosion Touch and Ruin. Max resistance value on an item is based on type. Damage resistance is all physical damage types and maxes at 5, specific physical damage types (bludgeoning, piercing, slashing) go up to 5, max anything else appears to be 21 (TBD on cold iron and silver). [[http://sunderingshadows.com/doku.php?id=spell_resistance|Magic resistance]] (spell resistance) max value from player items maxes at 3. | Reduces [[http://sunderingshadows.com/doku.php?id=damage_types|damage]] taken from the type by your bonus value. Untyped is used for resisting damage from stuff like Erosion Touch and Ruin. Max resistance value on an item is based on type. Damage resistance is all physical damage types and maxes at 5, specific physical damage types (bludgeoning, piercing, slashing, cold iron, silver) go up to 5, max anything else appears to be 21. [[http://sunderingshadows.com/doku.php?id=spell_resistance|Magic resistance]] (spell resistance) max value from player items maxes at 3. |
magic resistance spell damage resistance damage resistance | magic resistance spell damage resistance damage resistance |
fire resistance cold resistance electricity resistance | fire resistance cold resistance electricity resistance |
armor bonus attack bonus damage bonus | armor bonus attack bonus damage bonus |
max hp bonus sight bonus caster level | max hp bonus sight bonus caster level |
spell penetration shieldMiss reflex | spell penetration will reflex |
fortitude will fast healing | fortitude fast healing |
====Skill Bonuses==== | ====Skill Bonuses==== |
Self-explanatory. Max bonus value of +5. | Self-explanatory. Max bonus value of +5. |
* Cannot use any sort of negative or positive energy-only spell (Heal, Harm, et cetera). | * Cannot use any sort of negative or positive energy-only spell (Heal, Harm, et cetera). |
* May be stacked on top of ANY other bonuses (I.E. from Craft Magic Equipment) | * May be stacked on top of ANY other bonuses (I.E. from Craft Magic Equipment) |
Allows you to add a spell to a piece of jewelry or weapon, enabling you to ''use'' the weapon or jewelry to cast the spell at the caster level that was used for its enchantment. Limited charges, but very helpful as anyone can use the spells imbued in this way. Works with mundane PC-crafted items as well as any enchanted items, so you can have that Greater Band of Detection *and* a +6 custom made ring and both can have imbued spells. Jewelry includes things such as pins and necklaces. | * Requires spellcraft to raise your personal cap on caster level when succeeding at using an item. |
| * Requires spellcraft for most classes to successfully use an out-of-class enchanted item based on spell level. |
| Allows you to add a spell to a piece of jewelry or weapon, enabling you to ''use'' the weapon or jewelry to attempt to cast the spell enchanted onto the item. Limited charges. Works with mundane PC-crafted items as well as any enchanted items, so you can have that Greater Band of Detection *and* a +6 custom made ring and both can have imbued spells. Jewelry includes things such as pins and necklaces. See [[http://sunderingshadows.com/doku.php?id=magical_devices|the wiki page on magic devices for more info on success rates and caster level limitations.]] |
======Potion Mixing====== | ======Potion Mixing====== |
Fairly simple system requiring healing skill, allowing you to do anything from making your own buff potions to making potions of Cure Blindness to mixing fabled potions of youth. Reagents can be found from all sorts of creatures and through foraging using the survival skill, as well as in alchemy shops across the lands. | Fairly simple system requiring healing skill, allowing you to do anything from making your own buff potions to making potions of Cure Blindness to mixing fabled potions of youth. Reagents can be found from all sorts of creatures and through foraging using the survival skill, as well as in alchemy shops across the lands. |