Board Thread:Suggestions forum/@comment-31156671-20170327053554/@comment-26553378-20170327183213

Race abilities: i like it, it has been suggested before and i liked it, but it has been shot down for race selection. the idea with the previous one was the shield you use gives a slight passive boost or activated ability.

Weapon customization was recently suggested, are you the author? also as i pointed out in the original thread you can't exactly trim something with gemstones, you set gems into it, so i would propose setting the gems into the pomel of the weapon or into the shoulder or chest of a breastplate.

Weapon Forging:

Suggested many times before, but not recently, although i don't think it ever got officially endorsed as it is viewed as planned as a new enchanting system or something like that. the modifiers shouldn't be so mundane:

masterwork: this would imply a perfect weapon, easilly wielded even in the hands of a true novice, it would have perfect balancing, a well crafted blade, and likely even have intricate designs and a name. stats suggestion:

speed: increase by 12% (balancing)

Attack: +1.5 to 2, +2.5 is a tad much, even if this weapon is perfect, and it is countered by the lessening of swing recovery speed

durability: increase by 5% may seem small, but for most weapons this is still 10-50 durability, and that can make quite a difference.

blocking: not sure if this would be do-able, but a slight increase to blocking against melee attacks. (perhaps 1/2 heart)

Texture: cool and customized as in the second suggestion of the suggestion, along with the possibility of a cool name possibly crafted of sindarin such as:

Starting parts: orc/troll/spider/foe or for evil man/elf/dwarf/foe

ending parts: 's bane/ slayer/ hammer

so the name could be something like Orc slayer, Foe hammer, or Elf's bane, except in sindarin of course.

Most of these would be set with gemstones, and in lore they would all have

"Forged by the mighty/famed  Smith, <NPC name>!"

<p style="font-weight:normal;">Tempered: wasn't sure on this so i looked it up, it makes certain metals tougher by reducing their hardness, meaning it would have a harder time cleaving through materials, but take longer for it to break

<p style="font-weight:normal;">durability: +15 to 25%

<p style="font-weight:normal;">attack: -.5 (damage, not hearts)

<p style="font-weight:normal;">blunt weapons would not lose attack as bladed weapons would. kinda wondering on metal bows though.

<p style="font-weight:normal;">Strong: sorry for being blunt, but this isn't really a modifier for a weapon, its a modifier for a person. it could be interpreted as strong as in harder metal, but this is addressed in tempered.

<p style="font-weight:normal;">Balanced:

<p style="font-weight:normal;">speed: increase by 18 to 25%

<p style="font-weight:normal;">Heavy:

<p style="font-weight:normal;">speed decrease by 6 to 12%

<p style="font-weight:normal;">damage increase in bladed weapons by .5, in blunt weapons by 1.5 along with +1 knockback

<p style="font-weight:normal;">now on to the negative effects...

<p style="font-weight:normal;">Chipped:

<p style="font-weight:normal;">-.5 damage

<p style="font-weight:normal;">-5% durability

<p style="font-weight:normal;">Rusty:

<p style="font-weight:normal;">takes double or tripple durability damage on every hit, takes massively increased damage on block if possible.

<p style="font-weight:normal;">Bent:

<p style="font-weight:normal;">would affect aerodynamics, so decrease speed by around 12%

<p style="font-weight:normal;">-.5 damage

<p style="font-weight:normal;">-5% durability

<p style="font-weight:normal;">Cracked:

<p style="font-weight:normal;">-10 to 20% durability

<p style="font-weight:normal;">Cracked:

<p style="font-weight:normal;">takes largely increased durability damage on hit, breaks automatically when used to block a melee attack, blocked ranged attacks deal massive durability damage.

<p style="font-weight:normal;">Some more...

<p style="font-weight:normal;">Sharpened:

<p style="font-weight:normal;">+1 attack for bladed weapons (cant appear on blunt)

<p style="font-weight:normal;">-5% durability (blade is filed slightly to sharpen)

<p style="font-weight:normal;">light:

<p style="font-weight:normal;">increase speed by 8 to 16%

<p style="font-weight:normal;">decrease damage in blunt weapons by 2, in sharp by .5

<p style="font-weight:normal;">takes away 1 knockback in blunt weapons

<p style="font-weight:normal;">dull:

<p style="font-weight:normal;">-2 attack (cant appear on blunt weapons)

<p style="font-weight:normal;">

<p style="font-weight:normal;">

<p style="font-weight:normal;">just some ideas, also rusty should be found on looted items and on units that use rag-tag gear such as levymen or gundabad orcs rather than being a durability damage.

<p style="font-weight:normal;">

<p style="font-weight:normal;">

<p style="font-weight:normal;">You may have noticed other attributes are higher in their specific modifiers than they are in masterpiece, this is because of trying to balance them out to an extent.