Introducing new skills: Weapon Mastery (name not final, applicable to multiple classes).
Why
- Not a lot of non-innate weapons are currently useful at level 30.
- Innates overshadow them in power, efficiency, ease of use, lack of maintenance.
- Crafts have a bit of flexibility with enchantments, but require frequent upkeep (see below for number rambling).
- This "One Weapon" should end up potentially more powerful than innate weapons for a given class, but it will require maintenance to balance that out. It should not, however, be so much more powerful that it's always the obvious choice for every build.
Skills for T2 (martial) and T3 (martial exit, turncoat) classes
- Allow designating any crafted weapon as their "favored"; it's the one you're most familiar with - "I don't fear the man who practised 10,000 kicks once, I fear the man who practised one kick 10,000 times" idea
- Favored weapon gains benefits depending on which of the skills were chosen
- Bonuses only apply to the character it's bonded with, but can be handed over to others for repairs or enchanting.
- Can only be bonded to one character at a time.
- Can recall the weapon if it's not in inventory for 1AP, 5MP.
- If the item is destroyed (damaged while at Destroyed quality), can pick a new weapon to favor.
- Can also willingly un-bond a bonded item for 1 AP and 10 MP + confirmation popup. Bonded innate weapons (Holy Sword and Shadow Dirk) are similarly restored to default state.
- Power should be just around the Voltcaster mark (+5% to hit, 18 damage base) but with more variety or non-damage-number bonuses (such as to-hit chance, multiple damage types, aspect flavor, interacting with other skills or items), as you do still need to maintain the weapons.
- Improvised weapons are fine too, you still need to take care of enchantments.
- Must be craftable, no event- boss- superheavy-, laser- or superweapon types.
- Grenades are also out for obvious reasons.
- Every alignment has their own way of doing things; Good focuses on allowing different damage types and potentially investing in the Holy Sword. Transcended synergize with other item mechanics (ES, NC) or their flavor (Rev). Evil is mostly about what's going on with the target (number of debuffs, amount of soak, whether they're aware of the attacker).
All skills allow you to 'bond' with a weapon you have crafted for 1 AP and 10 MP. The bonuses listed below only count for that one weapon. It is then a quasi-innate weapon; it won't be deleted by the daily tick, and you can hand it over to someone else as usual (for enchanting, repairs, looking at it...). You can also recall it for 1 AP and 5 MP if it's not in your inventory but you want it to be. Unbonding is another 1 AP and 10 MP, at which point it returns to its mundane old form and you can bond with another weapon.
T2 (20CP, independent)
- Paladin: +1 damage, +5% accuracy when at 40 MO; Holy enchants break slower
- 40 CP child skill allows Holy Sword to be chosen, adds another +2 damage and +10% accuracy with the same reqs, swaps main damage type to Holy and allows free swapping between that and Electric; if Holy Sword is chosen, add 2 damage and 10% accuracy
- Myrmidon: +2 damage, all enchantments break slower
- Pariah: +1 damage, +5% accuracy, doubled when below half HP; Unholy enchants break slower
- Penitent: +1 damage and +5% accuracy, doubled when at or above 40 MO; Holy enchants break slower
- Oathbreaker: +1 damage, +5% accuracy when you've committed at least 2 sins in the past 72 hours; Unholy enchants break slower
- 40 CP child skill allows Shadow Dirk to be chosen, adds another +2 damage and +10% accuracy with the same reqs, swap main damage type to Unholy and allows free swapping between that and Acid; if Shadow Dirk is chosen, add 2 damage and 10% accuracy
- Seraph: +2 damage, allows switching to Impact type, +5% accuracy to the Holy Sword if bonded
- EH: +10% accuracy, allows switching to Fire type, attacking targets you're Judging adds +1 damage per 5 minutes remaining up to +4; +2 Holy Sword damage if bonded
- HC: +1 damage; When a cloak is active, convert the damage type to it and add +10% accuracy
- Redeemed: Allows switching to Holy type, may spend 5 HP for +3 damage
- - ES: Oils add 4 damage; +10% accuracy
- Rev: +2 damage and +5% accuracy; 33% lifesteal; allows Death type
- NC: +1 damage and +5% accuracy; +2 chont layers, enchantments do not decay as if you had Seal Magic
- - IB: Ignore 50% of non-fort soak; +2 damage and +10% accuracy
- VW: Light weapons get doubled bonus damage from being hidden, add lifesteal if target is unaware of you; normal and heavy weapons +2 damage
- DH: +1 damage and +5% accuracy for every debuff on the target (up to +4/+20%)
- Fallen: 10% lifesteal, Unholy enchantments don't break as if you had Seal Magic (keep in mind Bond of the Mechanical exists)