What I mean is to be able to destroy a piece of gear in an attempt to learn the secrets a recipe of a particular mod or combination of mods (trying to learn its magical properties)… Such as trying to learn how to craft a Chilled ___ of Frostbite weapon or implement, or a Searing weapon with a chance for a random suffix.
The base gear type of the recipe would be dependent on the thing studied, being a recipe for: one-handed melee (one for cunning & one for physique), one handed ranged weapon, two-handed melee, two-handed ranged, magic implement, shield, caster off-hand, caster armor pieces, regular armor pieces, & heavy armor pieces.
A player would only be able to have “learned” one recipe for any base type of gear at any one time, & learning a new one would take up that slot; either that, or the limit is instead a limit of 3-5 custom magic recipes learned this way. These recipes always result in magic items around your level, with no chance of epic or rare items.
I’d think it would be a service of the inventor, but instead of using a dynamite to make scrap, you’d use something else as a sort of focus for studying magical properties of gear. Maybe an aether shard or crystal, or something else of that nature.
Would anyone else like to see something like this? Any suggestions on an alternative to this, as this is just a way to make the leveling process a little easier. towards end game, you’re not gonna want any plain ol’ magic gear, which is all this is really meant for. Crafting magic gear with 1 to 2 guaranteed affixes.
I wholeheartedly agree. I certainly wouldn’t mind component costs being added for these learned magic item recipes. I mean, components are about half of the game’s crafting system anyways, & I’m always grinding for more to fuel my acquisition of better relics & higher tier components. Whats a few more components down the crafting drain? It’ll help me level just as the relics & better components will.