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Etherdrifter

Repair Change (consumables!)

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This is aimed at giving new players something useful to do, while still allowing older players to do their thing:

 

1.  Repairing items now causes much much more QL damage, when done without an item

2.  Each tool requires a different item every 20QL to repair it; using a tool completely repairs an item

3.  These items unlock 20 skill earlier than the QL they repair (so to make the QL40+ item you need 20+ in the skill)

4.  Their number of uses varies (QL20 repair items have 5, QL40 repair items have 4, QL55  repair items have 3, QL70 repair items have 2, QL85 repair items have 1)

5.  The items required for repair are usually cross skill

 

A simple example is, to repair a QL60 carpentry item takes some "wood polish" (requires 40NS to make); or the user can just repair it and take the QL damage and go back to their carpenter to have it re-imped.  A QL80 carpentry item needs some "enchanted resin" to repair (requires 60NS and a low level spell (mend/bless?).

The idea here is to make high QL items harder to maintain if you're not their creator/imper, and to give lower skilled players a way to look after their own items.  So buying a QL90 axe is going to mean you need to also buy the items to repair it from a mid level alchemist, but buying one at QL50 probably means you're going to have the skills to maintain it yourself.  This adds consumable items into the game that can be made by mid level players too ^_^

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Repairing should be left alone, it's a interesting skill at high enough levels.

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Over complicates a core aspect of the game for what kind of gain? 

 

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if you think any new players have 60 natural sustances you are living in fantasy land. this looks nothing like a way to help new player and lot like a way to force people to spend time raising natural substances.

Edited by Oberoth

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