Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
- Hilt-Heavy: Attacks with this weapon are 25% faster.
- Blade-Heavy: Attacks with this weapon deal 20% more damage.
- Expanded: This bow can be drawn 25% faster.
- Condensed: This bow deals 20% more damage.
- *Piercing: This weapon ignores 50% of armor.
- *Serrated: This weapon deals 50% extra damage, but is affected 50% more by armor.
- Elongated: This weapon has 50% increased range.
- Reinforced: Blocking is twice as effective with this weapon.
I'm thinking that you could expand on this idea of Feral weapons and create a variety of different enhancements and rebalances to choose from for non-unique weapons. What I have in mind is adding statistical "enchantments" to weapons via the grinding wheel to create an entirely new option for weapon enhancement. The "enchantments" could deteriorate with use, just like magical enchantments. The "enchantment" could be recharged with an ingot at a grinding wheel, and would last longer at higher smithing levels. Here are the specific ideas for the "enchantments" I have in mind: