Dweomercrafting Feedback
Posted: Mon Apr 05, 2021 10:04 am
This is half feedback, half question, and half suggestion:
Three halves makes a whole!
There are several options in dweomercrafting that I just don't understand - or seem completely useless.
I've tried some of these out thinking they might be useful, only to learn that they have no effect.
These all seem like noob traps - designed to steal coin from the unsuspecting or curious.
1) Bonus Spell Slots for classes that don't get "spells" - for instance fighter, monk, commoner
Since it was offered, I thought this would give some benefit from that class.
Tried it. Does nothing. At least, as far as I can tell?
2) Container Weight Reduction
Does this work?
I seen ti remember trying it on a gem bag used for dust and it didn't seem to do anything.
3) Skill Bonus: Craft Mastery
Since it was offered, I thought it would increase my craft points per tick.
Tried it. Does nothing. At least as far as I can tell?
I even waited for my craft points to fill up to see if it increased my max -> no.
What else is craft mastery used for?
4) Save Bonus Specific:
All right, this one does work, but why would you ever use it?
Save Bonus Universal is better and overrides the save bonus from the specific.
Suggest bumping the bonus here to +2 to make it worth it
(still not as powerful as univeral, but more useful maybe?)
5) Mighty
Does anyone ever use this enchantment?
I imagine you'd much rather buy a crafted bow that already has it built-in
6) Attack Bonus
I'm trying to imagine the situation where this would be useful
Perhaps a found item that has neat powers, but no enhancement?
7) Trap
What is this for? Does anyone use this?
8) Healer's Kit
Huh?
9) Poison
Is there some way to make this work? It seems like it is always disabled
I've tried it on weapons (both blunt and edged) and arrows, and on poison.
Even if it did work, is this useful to anybody? It seems like a really long-shot hope to get a benefit.
Three halves makes a whole!
There are several options in dweomercrafting that I just don't understand - or seem completely useless.
I've tried some of these out thinking they might be useful, only to learn that they have no effect.
These all seem like noob traps - designed to steal coin from the unsuspecting or curious.
1) Bonus Spell Slots for classes that don't get "spells" - for instance fighter, monk, commoner
Since it was offered, I thought this would give some benefit from that class.
Tried it. Does nothing. At least, as far as I can tell?
2) Container Weight Reduction
Does this work?
I seen ti remember trying it on a gem bag used for dust and it didn't seem to do anything.
3) Skill Bonus: Craft Mastery
Since it was offered, I thought it would increase my craft points per tick.
Tried it. Does nothing. At least as far as I can tell?
I even waited for my craft points to fill up to see if it increased my max -> no.
What else is craft mastery used for?
4) Save Bonus Specific:
All right, this one does work, but why would you ever use it?
Save Bonus Universal is better and overrides the save bonus from the specific.
Suggest bumping the bonus here to +2 to make it worth it
(still not as powerful as univeral, but more useful maybe?)
5) Mighty
Does anyone ever use this enchantment?
I imagine you'd much rather buy a crafted bow that already has it built-in
6) Attack Bonus
I'm trying to imagine the situation where this would be useful
Perhaps a found item that has neat powers, but no enhancement?
7) Trap
What is this for? Does anyone use this?
8) Healer's Kit
Huh?
9) Poison
Is there some way to make this work? It seems like it is always disabled
I've tried it on weapons (both blunt and edged) and arrows, and on poison.
Even if it did work, is this useful to anybody? It seems like a really long-shot hope to get a benefit.