Well, I thought I'd pop in and throw in my comments /php-bin/shared/images/icons/smile.gif
Appologies to Jhym, who had the most comprehensive post for me to quote from /php-bin/shared/images/icons/wink.gif
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They seem to like property rewards to be scaled mid to high.
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Because they actually seriously affect things, balance-wise?
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Sharpening stone at the level of a PoT would be good, however. Probably 10
charges, just like a PoT, with a maximum application amount.
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And with maximum durability damage to help balance things (and give power of temperment a bigger use).
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Most suits and other decorations would need to be in the mid-high level
range (bronze or above) for them to be perceived as valuable. I'm wavering on it because I'd really rather house add-ons be under carpentry.
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I like, and I agree.
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Sturdy tongs/hammer - 200 charges, 1% chance to add a random magic
property with low intensity (<25% max).
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Bleh, I'd just be happy with 'em being like sturdy pickaxes and shovels.
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Weightless Pouch - weighs 25 stone in a player's pack, but can hold 1
item/stack of items up to 500 stones in weight.
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You do realise how insanely in demand this would be?
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Metal backpack - increases your pack carrying capacity to 1600 stones
(of course if you can't move that's your problem.)
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Heh, crushed under the weight of everything you're carrying /php-bin/shared/images/icons/tongue.gif
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Hammer of Enhancement - has 10 charges, increases your chances to enhance items by 50% per charge.
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50% per charge is a lot considering how hard enhancing is - so either a single use item, or significantly lower that percentage.
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Resistance Scales: 10 charges, allows the user to target an item, then to adjust the resistances within the item using the total resistances available in the object. Resistances that don't exist cannot be adjusted (ie no fire resistance, you can't move resistance points to fire.)
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How about using the scales in place for dragon armour for this? Yellow reduces all resistances but adds luck, red increases fire but decreases cold. This should be only +/- 1 point of resistance at a time with 10 charges, and using it on an item damages maximum durability.
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Elemental Scales: 10 charges, allows the user to target a weapon, then to adjust the elemental damages within the item. Damage types cannot be added, only modified (ie no fire damage, you can't move damage into it.)
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How about relating this to the scales used for dragon armour? Yellow reduces damage increase by 20% but adds 20 luck (can only be applied to exceptional weapons). Red increases fire damage by 5% and decreases cold by 5%. Limited charges on this item, with max durability damage when you use it.
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Packhorse Enhancer: applied to a packhorse, increases its carrying capacity by 400 stone X the 'level' (iron = 400, valorite = 3600) ; can only be applied once to a horse.
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Hmm, well, 400 isn't a multiple of 12 /php-bin/shared/images/icons/wink.gif. Could prove unbalancing, but to be honest, I'm not sure how /php-bin/shared/images/icons/tongue.gif
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BurdenPacks: converts any tamable creature to a packanimal, with 50%
more capacity than a standard packhorse. (Mongbat packee!!)
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Heee! /php-bin/shared/images/icons/smile.gif
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Forge of Enhancement: Any items forged/enhanced with this forge nearby increase the resulting sizes of any magic properties. Depending upon the color of the forge, various properties can be increased by 5 to 35% over what the tools generated. (Bronze forge = fire enhancement, Shadow = cold enhancement; Valorite = ALL increased.)
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Not too keen on this. Firstly, it's only usable by home-owning smiths. Secondly, as it stands, it's an uberweapon maker, and a must-have. Unlike runic hammers, it has unlimited uses, hence there is no end to the overpowernes this allows. Sorry, I really don't want to see this.
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Anvil of Durability: Anything created/enhanced by this anvil increases base durability by 50%. Anything repaired by this anvil will not lose durability with repair failures/successes.
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Interesting idea, I can't see that much wrong with it, either....
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Scales of Enhancement: (50 charges) Two items are targetted; the properties on each item can be shifted to the other item using a sliding interface, up to their maximum intensity.
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This could be used to create some very overpowered weapons as it stands - now, high failure rate, and risk to destroy both weapons would balance this somewhat. Perhaps also only allow the transfer across of one property, and up to 75% of it's maximum intensity.