Summary:
Similar to leveling weapons, various levels of tempering deeds can be purchased for ED's (lower than current relayer costs). These temper deeds are applied to items in any armor or clothing slot (no jewelry, weapon or shield). Temper sources exist for each stat in the game. These are directly gathering by miners, lumberjacks or fishermen. The sources can also be crafted by legendary smiths, carpenters, tinkers, etc. Each source consumes one level of the tempered deed. Special meta tempered sources can only be found by gathers. Item caps still apply similar to weapons; however the two caps would be separate so technically you could temper a re-layer.
Benefits:
Allow more end game depth to crafting and gathering.
Acts as two stepping stones. 1 to get new players gear until relayers are achieved. Allows harder content to be added for veterans as they can temper their relayers.
Hopefully low cost of development time (see below for details)
Crafting sources would consume a lot of unused raw materials that are just taking up space.
Cons:
Honestly can't think of any right now.
Execution:
Temper Deeds:
Four levels would exist. 20,40,60,80. Each sources consumes one level. A higher level deed can be put on an item but would only add the extra levels, ie not additive. Example pricing, 20 = 100 ED, 40 = 200 ED, 60 = 250 ED, 80 = 300 ED.
The lower cost is only to encourage the use of the system over relayers but still allow vets to continue to grow for harder content.
Development Requirement: four tempering deeds and changes to ED stone
Temper Sources:
One sources would exist for each of the following stats.
Str
Int
Dex
Hitpoint
Mana
Stam
Hit Regen
Mana Regen
Stam Regen
LMC
LRC
EP
Spell Damage
FC
FCR
Meta Sources (Only obtained through gathering and extremely small chance of obtaining)
Self Repair = 5 (Mining Only)
Luck = 200 (Lumberjacking Only)
Mage Armor (Fishing Only)
Development Requirement: three Meta Sources and modification to gathering tables
Applicable sources per profession
See attached image for a matrix on what professions can acquire what type of source.
Gathering professions: Just gather generic sources per profession that has a gump to add it's respective skill to a tempered item that has levels left. For example a miner would find a mining source. This item would be double clicked and a gump would appear that the user could select from str, hit points, hit regen, LMC or FC (he would need four other mining sources to use FC).
Development Requirements: Three sources, three gump menus, and modifications to gathering tables. Sources would need a check on tempered tags and available stat caps.
Crafting professions: A new tool would be created for each crafting class. This tool would convert a specific amount of raw materials to a common material. This common material would be used in crafting the sources. I'll take a blacksmith for example. It would take 100 smithing to create the new tool. The new tool would cost 100 platinum ingots. Upon use of the new tool a gump would open that would have the cost per material in order to create a "temper ingot". For iron it would cost 5000 ingots to make one temper ingot. For platinum it would take 50 ingots to create one temper ingot. (The numbers would need a bit of balancing). The blacksmith would could use 10 temper ingots to create 1 smithing source. The smithing source would be used just like the gathering sources mentioned above. For Cartographers, their sources would be a rare find in mid-level treasure maps.
Development Requirements: 8 new converting tools, 8 new tempered materials, 8 new converting gumps, modifications to existing crafting gump, modifications to treasure map loot tables.
That pretty much concludes the entirety of the system. Hopefully I caught all of the holes and perhaps others will have ideas on ways to expand the system but I think players who enjoy crafting and gathering new ways to make their character ready for higher level content and gives the veterans some new ways to improve their gear as well.
-Logan