Examples on 3rd.
To Long; Didn't Read!
Create new items called insignias that can be crafted with conjunction of white items, brimstone, demonic essence, gold that can randomly add 2 properties of your choice. Each insignia has property and different tiered insignias will give better boost to that property. Insignia's are rare and can be updated like gems. Only tier 1 and legendaries insignia can drop. The crafted items will be ethereal and cannot be repaired and will have a life expectancy of 4-6 hours.
My idea is a more logical way to implement a better and more exciting crafting system similar to some of the mechanics that has already been introduced in the game. This system would make use of white items, demonic essences, tomes of secrets, and brimstone's and creates an alternative gold sink. My ideas is to add new items, called insignias, to the game that rarely drop from monsters. These insignias will be tiered based and will provide a single property, or mark, that can be used in conjunction to craft ethereal items that is NOT account bound but can't be put on AH. These ethereal items will not be repairable and the durability of these items will not be effected by death. Monsters can only drop tier 1 insignias and can be upgraded to higher tiers improving the given property.
Each insignia will contain 1 of the following mark (not limited to):
- A primary stats,
- Critical Chance (armor only),
- Critical Damage,
- Attack speed,
- Add Socket,
- Life steal (weapons),
- Elemental Resistance (armor),
- Spirit Regen (monk helm),
- Arcane on Critical (wiz helm),
- +Max Mana (Mojo),
- Discipline Bonus (Quiver),
- +Max Fury (Mighty Belt),
- Reduce damage from elites (shields),
- Reduce damage from element (shields)
So what is an insignia? (From dictionary.com)
1. a badge or distinguishing mark of office or honor: a military insignia.
2. a distinguishing mark or sign of anything: an insignia of mourning.
Each insignia will have a single property, and when upgrading; it will increase that property to have a higher role chance on the crafted items. However, to preserve the found and blacksmith items, these properties should have slightly lower stats then the crafted items but have a tighter scope in which the stats can role. Each type of insignia can only be able to equip to certain gear and can not be used on rings or amulets. Legendary insignias will not be tier based and should only drop off end act bosses and ubers or crafted.
- Tier 1 Primary Stat 50-100; Tier 2 Primary Stat 100-180; Tier 3 180-250.
- Tier 1 Critical Chance 1-3%; Tier 2 Critical Chance 2-4%; Tier 3 Critical Chance 3-6%.
- Tier 1 Critical Damage 10-30%; Tier 2 Critical Damage 30-60%; Tier 3 Critical Damage 60-80%; (1H Weapons)
- Tier 1 Critical Damage 30-60%; Tier 2 Critical Damage 60-120%; Tier 3 Critical Damage 120-160%; (2H Weapons)
The Gold Sink
The majority of the gold sink should be used in the tier upgrades rather then the actual crafting of the item itself. Since the crafted items can only be used for a short time, re-buying/re-crafting insignias will become a valid gold sink. My formula provides two methods for upgrading insignias. The first method uses a basic gem-like upgrade and the second method use a randomized method that can potentially make legendary insignias.
Tier 2 requires: 3 of the same insignia + 10 Tome of Secrets + 100k gold.
Tier 3 requires: 3 of the same tier 2 insignia + 30 Tomes of Secrets + 300k gold.
Tier 1 requires: 50 Tomes of Secret + 1 Brimstone + 50k gold.
(Makes 1 random tier1)
Tier 2 requires: 3 of any tier insignia + 50 Tomes of Secrets + 1 Brimstone + 100k gold.
(Makes 1 random tier2)
Tier 3 requires: 5 of any tier insignia + 50 Tomes of Secrets + 1 Brimstone + 300k gold.
(Makes 1 random tier3)
Limiting use of Insignia
Each Insignia will tell what it can be crafted with. Limiting the use of each Insignia to a certain gear type is necessary otherwise certain gear type would become obsolete and render other legendaries and rares useless. For example we would not want you to be able to craft a body armor with critical chance and attack speed. (Would be nice, no?) Instead the critical hit chance insignia would state "Crafted with: Gloves, Helm, Bracers".
- Insigne of Focus (Tier 3)
<Crafted with: Gloves, Helm, Bracers, Shields>
Critical hit chance +3-6%
- Insigne of Vampirism(Tier 3)
<Crafted with: Weapons, Belts>
1H Weapons and Belts (all belts!) 2.5-3% life steal.
2H Weapons 4-6% life steal.
- Insigne of Spirit(Tier 3)
<Crafted with: Fist/Staff, Monk Helm>
Spirit regeneration +2.5-3%.
Legendary Insignias should contain unique affixes similar to what current legendaries have, such as "Occasionally makes you stink". These Insignias should drop very rarely off act bosses and ubers with a chance to be crafted with the random tier craft with increased chance for each tier. Alternatively, we could remove the random crafting and have multiple insignias to craft a specific legendary insignia.
- Insigne of Diablo
<Crafted with: Weapons, Body, Pants, Shields>
Occasionally cast 3 bone prisons trapping enemies for 5 seconds dealing x% attack damage as physical. (30sec cool-down. )
"This badge was often worn buy the demons among the elite and most loyal to the lord of terror."
- Insigne of Ghom
<Crafted with: Weapons, Body, Pants, Shields>
Occasionally cast a poison cloud dealing x% attack damage as poison. (30sec cool-down. )
- Insigne of the Phoenix
<Crafted with: Body>
Upon dieing, your body releases a powerful explosion dealing x(1000-2000%) damage as fire to enemies with in 10 yards.
"A legendary bird watches it's last sunrise as it's body burns into oblivion; said to one day rise from the ashes."
The Mystic Craft
The Mystic NPC should handle all these new crafts and should NOT have levels. Crafting an item will require a white item and two/three different insignias along with other common resources already in the game. When crafting the item it will make an ethereal account bound item with the preset insignias and an additional two-three random properties. This item can not be repaired and has a low durability that isn't effected by death. Once the item becomes broken you can either salvage it as a rare or sell at a NPC. The over all outcome of this would create temporary gear that may allow you to advance further into inferno for limited time. A good approx. lifetime for one these should be between 4-6 hours of gameplay.
1 White Item + 50 Tomes of Secrets + 1 Brimstone + 10 demonic essences + Insignia 1 + Insignia 2 + 100k = 1 rare item of same type with two preset affixes.
The UI could be simple. Have a weapon/armor slot and 2 slots for insignias with the cost under it as if your crafting from blacksmith/jeweler.
- There should be option to remove blue/yellow/orange from items even from account bound items. Alternatively, and the best way IMO, is to add this to the salvage in which would get the essences + a white item.
- This relies heavily off the resources already in the game!
- There would also be other ways to limit this or even change the costs to balance the game.
- This method guarantees items with sockets!!
- The insignia marks above can be vastly expanded.
- This would open up a new market.
Updated: Added how to legendary and craft limit.
Updated: Added better formatting and change formula cost.