Don't you miss the XXXX diamond jewelry from back in the days?
I had the following idea to spice up the crafting system and to allow for a specific subset of rares called Masterpieces that are player-created. Once per calender month, a player may incidentally craft a masterpiece item. This occurs randomly as part of the normal crafting process; the system will determine randomly that a masterpiece item has been crafted and will afford the special tags (see below) appropriate of the item type.
To prevent powercreep, masterpiece items should be mostly decorative in purpose; they come with an unique name and occasionally with unique tags or hues, not with overpowered stats. Instead they use the normal imbuing/reforging/enhancing systems as any other item does.
The purpose of this system is two-fold. It encourages crafters to be active every month to be able to earn their allotted masterpiece. Secondly, it allows players to create one-of-a-kind items with some perceived value, so players can create something exotic and special to wear to special occasions or present as valuable gifts to others.
The rules regarding masterpiece items are summarized below.
Availability:
* One Masterpiece per account per (calender) month
* Crafting a Masterpiece has 0.1% (at GM) to 0.2% (at Legendary) chance to occur when crafting a normal item
* Crafter must have GM or higher skill
Item Type/Material:
* Masterpiece is of same type and material as the item that was just crafted
Naming and Tags:
* The Masterpiece will always have an unique, randomly generated name (lists of name parts available for weapons, armor, clothes, jewelry, tools, instruments, books and furniture), either as prefix/suffix, for example "The adamant <tower shield> of the evening star" or as a single name built from two or more components such as "Grim Mountainwind".
* The item is tagged with "Masterpiece" in a similar way as the "Exceptional" tag
* The item is always marked with the crafter's name and the crafting date
* Masterpiece clothing, (rune)books and furniture may occasionally have random a single decorative line of text on it (embroided with golden threading, lined with squirrel fur, adorned with pearls, covered with rich enamel, inlaid with tiny blackrock pieces, etc) picked from a list with such tags appropriate for the item type
Unique properties:
* Masterpieces may occasionally have a random special hue
* Masterpiece weapons, armor and jewelry may occasionally have a single over-cap random mod on it
* Masterpiece spellbooks always spawn with a random set of high-intensity mods
* Masterpiece instruments always have a random slayer property on it
* Masterpiece tools have 150 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpiece instruments have 400 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpieces may be enhanced, reforged and imbued under normal rules (if possible) and will never break when doing so
* Masterpieces will not change color or name when enhanced/reforged
* Masterpiece imbued items may be POFed back up to 50 max durability
Excluded item types:
* Deeded items / add-ons
* Weapons/Armor/Jewelry/Spellbook items that already come with set special properties and/or are crafted from the special recipes
* Assembly type items
* Consumable items such as scrolls
* Cooking and Alchemy items
I had the following idea to spice up the crafting system and to allow for a specific subset of rares called Masterpieces that are player-created. Once per calender month, a player may incidentally craft a masterpiece item. This occurs randomly as part of the normal crafting process; the system will determine randomly that a masterpiece item has been crafted and will afford the special tags (see below) appropriate of the item type.
To prevent powercreep, masterpiece items should be mostly decorative in purpose; they come with an unique name and occasionally with unique tags or hues, not with overpowered stats. Instead they use the normal imbuing/reforging/enhancing systems as any other item does.
The purpose of this system is two-fold. It encourages crafters to be active every month to be able to earn their allotted masterpiece. Secondly, it allows players to create one-of-a-kind items with some perceived value, so players can create something exotic and special to wear to special occasions or present as valuable gifts to others.
The rules regarding masterpiece items are summarized below.
Availability:
* One Masterpiece per account per (calender) month
* Crafting a Masterpiece has 0.1% (at GM) to 0.2% (at Legendary) chance to occur when crafting a normal item
* Crafter must have GM or higher skill
Item Type/Material:
* Masterpiece is of same type and material as the item that was just crafted
Naming and Tags:
* The Masterpiece will always have an unique, randomly generated name (lists of name parts available for weapons, armor, clothes, jewelry, tools, instruments, books and furniture), either as prefix/suffix, for example "The adamant <tower shield> of the evening star" or as a single name built from two or more components such as "Grim Mountainwind".
* The item is tagged with "Masterpiece" in a similar way as the "Exceptional" tag
* The item is always marked with the crafter's name and the crafting date
* Masterpiece clothing, (rune)books and furniture may occasionally have random a single decorative line of text on it (embroided with golden threading, lined with squirrel fur, adorned with pearls, covered with rich enamel, inlaid with tiny blackrock pieces, etc) picked from a list with such tags appropriate for the item type
Unique properties:
* Masterpieces may occasionally have a random special hue
* Masterpiece weapons, armor and jewelry may occasionally have a single over-cap random mod on it
* Masterpiece spellbooks always spawn with a random set of high-intensity mods
* Masterpiece instruments always have a random slayer property on it
* Masterpiece tools have 150 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpiece instruments have 400 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpieces may be enhanced, reforged and imbued under normal rules (if possible) and will never break when doing so
* Masterpieces will not change color or name when enhanced/reforged
* Masterpiece imbued items may be POFed back up to 50 max durability
Excluded item types:
* Deeded items / add-ons
* Weapons/Armor/Jewelry/Spellbook items that already come with set special properties and/or are crafted from the special recipes
* Assembly type items
* Consumable items such as scrolls
* Cooking and Alchemy items