Enhancive item/saved posts

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Re: Enhancives Question

Category: Game Design Discussions
Topic: General Discussion about Gemstone IV
Message #: 4190
Author: GS4-COASE
Date: 7/12/2007 10:52:19 PM
Subject: Re: Enhancives Question

The enhancive system has been updated to properly factor in Constitution enhancive effects when determining a player's Maximum Health level. Previously, an enhanced Constitution score did not cause players to gain (or lose, in the case of Constitution penalties) maximum health. This has now been corrected. One of the more noticeable effects of this change will be its impact on Death's Sting, as its Constitution penalty will now also reduce Maximum Health.


Re: Enhancives Question 2

Category: Four Winds Hall
Topic: Benefits
Message #: 7827
Author: GS4-ZYLLAH
Date: 6/7/2008 5:35:07 AM
Subject: Re: Enhancives Question

<<Probably a better place to put this but sense I'm looking at adding enhancives to existing items via my points I'll put it here. What can and can't have an enhancive added? Can items with spells in them have enhancives added? What effects how quickly it's charges are drained? If it's clothing/armor does it go down alittle every day? I just don't know, these are pretty much new to me.


Almost anything can have enhancive properties added. The only item I know for sure off the top of my head that doesn't work with the enhancive system is jewelry for piercings.

Enhancive items have a set number of charges (but how many is different from item to item). The premium enhancives come with a lot of charges compared to most other items in the game. The charges are drained via a random roll system. The chance to lose a charge each time is quite small, but the longer you leave an item activated the more this will catch up to you.
There is a chance to lose a charge when you activate the item (which would be getting it in your hand if it's a weapon or shield or wearing it if it's a worn item). Then while an item is active there are periodic rolls made to see if a charge is lost. So the more you have an item active the more of these rolls take place.

People who keep their item active and are in the game for long periods of time tend to use up their enhancives much quicker than people who only keep theirs active for shorter periods or are not in the game as much. Of course there's also some luck to that and if the rolls go against you your item might seem to lose charges more quickly than someone else's, or if they go in your favor last much longer.

Crumbly enhancive item value adjustment

Category: Game Design Discussions
Topic: Items and Inventory
Message #: 1729
Date: 4/7/2009 10:37:12 PM
Subject: Crumbly enhancive item value adjustment

To better reflect the transient nature of enhancive items made to crumble after their final charges are gone, the assessed value of these items has been reduced. The silver value of enhancive properties of crumbly items will now be 2/3 of the value of the same properties in a non-crumbly item. Players might most readily see this change reflected in the reduced cost to recharge crumbly items using Adventurer's Guild bounty points.

Weapons, armor, and containers are already prevented from crumbling by the system, and are thus unaffected by this change.

Short-duration items that are activated for enhancive effect (like potions) are also unaffected by this change.


Enhancive Update

Category: Game Design Discussions
Topic: Items and Inventory
Message #: 1800
Author: GS4-ESTILD
Date: 5/5/2009 10:32:57 PM
Subject: Enhancive Update

Enhancives which boost a player's resource pool (mana, health, spirit, or stamina) will no longer affect a player's current pool when the effect/item is added or removed. There is an exception to this rule. If you lose a bonus and your current pool is above the new maximum, it will subtract out the amount of the lost bonus, but will not take you lower than your new maximum. e.g. You have a normal maximum of 100 mana with a bonus of +25, totaling 125. If you have 120 mana at the time of the lost benefit, it would reduce your current mana to 100, to match the new maximum of 100. However, if you had 150 mana at the time of the loss, it would only reduce your current mana to 125.

This will ensure players do not suffer a loss of their resources at a critical time (e.g. during a hunt and your mana-well potion ends) and that they will not suffer penalties for going below zero of their current pool (nerve damage from loss of mana, death from loss of hit points, etc).

GameMaster Estild
Cleric/Empath Team

Re: Enhancive Update

Category: Game Design Discussions
Topic: Items and Inventory
Message #: 1997
Author: GS4-ESTILD
Date: 5/12/2009 10:25:52 PM
Subject: Re: Enhancive Update

In response to player feedback, we've updated the Attack and Defense Strength formula when accounting for missing health and spirit. Instead of using the player's enhanced health/spirit, the combat system will no longer count +maximum health or spirit items against the player. Take note that enhancives which modify a player's Aura stat (thus increasing their spirit) are still used.

For example, a warrior with 200 hit points normally starts seeing AS penalties when his hit points fall below 150. That is, he can lose up to 50 hit points before experiencing any combat penalty. If he wears a +20 hit points item and heals up to 220 hit points, he still will not see any penalties until his hit points fall below 150. So he now can lose up to 70 hit points before experiencing combat penalties.

GameMaster Estild
Cleric/Empath Team