Item ID is the lost skill...and this is another post on how it can be made a little useful again.
Imbuing and unravelling magic items to get the imbuing resources depends on the intensity of an item. Let us item id an item and get the exact intensity without doing the math ourselves! Sure we can sit there and calculate each item or just unravel each item and whatever comes comes...but I would love to see an ability to find out the intensity quickly. Say at GM they will see the intensities of every item automatically exactly just as they would durability or such. At lower skill levels we get results of an approximate when we use the skill with approximation proximity changing at different levels. At 20 skill (jack of all trades) we would get within 80 points of the intensity. You could also have ranges with the message "The item is to intense for you to appraise" It would be a nice change to do before SA as a lead in to imbuing. And I imagine it wouldn't be too difficult to code.
Of course the downside would be another skill in some already cramped templates. Of course if people didn't want the skill they could do it by hand. I am not suggesting stopping just there with the skill. I still have delusions of a merchant/appraiser template which would be able to bargain with NPC's for bulk pricing (based on item id) or would be able to tell the average player vendor price of an item ("The average price for this item...10 recalls...is 400 gold") or write in an in-game book all the items and prices on a player vendor by targeting said vendor or be able to tell which NPC would buy a targeted item and for how much...or...I better stop there before I get too far off my original thought which was to throw out the intensity-itemID thought as a start.
Imbuing and unravelling magic items to get the imbuing resources depends on the intensity of an item. Let us item id an item and get the exact intensity without doing the math ourselves! Sure we can sit there and calculate each item or just unravel each item and whatever comes comes...but I would love to see an ability to find out the intensity quickly. Say at GM they will see the intensities of every item automatically exactly just as they would durability or such. At lower skill levels we get results of an approximate when we use the skill with approximation proximity changing at different levels. At 20 skill (jack of all trades) we would get within 80 points of the intensity. You could also have ranges with the message "The item is to intense for you to appraise" It would be a nice change to do before SA as a lead in to imbuing. And I imagine it wouldn't be too difficult to code.
Of course the downside would be another skill in some already cramped templates. Of course if people didn't want the skill they could do it by hand. I am not suggesting stopping just there with the skill. I still have delusions of a merchant/appraiser template which would be able to bargain with NPC's for bulk pricing (based on item id) or would be able to tell the average player vendor price of an item ("The average price for this item...10 recalls...is 400 gold") or write in an in-game book all the items and prices on a player vendor by targeting said vendor or be able to tell which NPC would buy a targeted item and for how much...or...I better stop there before I get too far off my original thought which was to throw out the intensity-itemID thought as a start.