Things that don't explicitly add a skill or ability score improvement but another perk or quality of life or playstyle enhancement.
IE:
Extra pocket: adds X slots of extra inventory that scales up with QL, 10 being 1, 90 being 3. etc.
Scent cover/camouflage: Reduces the chance that aggressive creatures will engage you or reduces your own effective aggro range.
Comfortable padding: Reduces stamina and or energy loss from labor slightly
Armor plating/Lining: Adds a small amount of armor to an otherwise mundane piece of clothing, either so small it doesn't matter if it doesn't break or make the gild itself take on a durability value- and takes the slot with it when it breaks to make it fair and not a free slot exploit.
Herb treatment: Adds resistance against infection and or slightly increase healing rate of wounds.
Or even having a few rare gear piece specific gilds. or add gilding slots to things such as gloves for specific utility gilds as well. Much like how rings can only take gems.
Boot gilds:
one for waterproofing which lets you walk faster through shallows and marshes, another for cleats which lets you walk at a normal rate across rough ground/terrain like plowed fields.
Glove gilds:
Textured grip, speeds tool use slightly.
Protective coating/lining: Lowers rates of crab caresses, jellyfish stings, nettle burns, hedgehog quilled, etc.
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pawnchito
- Posts: 1120
- Joined: Sat Apr 07, 2018 11:52 pm
Re: Utility gilds
nails on boots is classic rpg isn't it?
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Ants
- Posts: 1842
- Joined: Sun May 04, 2014 9:55 pm
- Location: inside your head
Re: Utility gilds
I want a gild that gives you -50 on everything. It would of course be made of troll hide/hair/tusks/other troll products since it could be used to troll others.
❤Haven's most kawaii retarded ethot karen❤


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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Utility gilds
armor gilding should be adding extra wear instead of AC early game armor breaks waaaay to fast and then once you get to plate its the complete opposite.
see homo sexuality trending,. do not do that.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Utility gilds
I think going to a wardrobe to swap gear out for every different task you want to do is annoying enough already.





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Agrik
- Posts: 269
- Joined: Wed Jan 27, 2016 4:41 pm
Re: Utility gilds
Sounds good. I want to add some comments.
- 3 pockets at q90 per each item is a gigantic boost it the current Q system. I see top items at the CF being around q500, just to say. Will likely need adjusting all the balance...
- Camouflage may work with Stealth. Why can't boost I it to have more time to retreat when I bump into a bear or a pack of wolves again?
- Herb treatment which helps to heal wounds, I think, is better to have in the form of a separate item. Kind of wearable medicine... like a gauze. As a gilding it looks like a wasted slot for most time. On the other hand, a permanent resistance effect by adding herbs doesn't look realistic at all.
And I like the idea of negative effects even more. Things that give +4 -2 for example, or +5 -5, or +6 -10 at Q10.
- 3 pockets at q90 per each item is a gigantic boost it the current Q system. I see top items at the CF being around q500, just to say. Will likely need adjusting all the balance...
- Camouflage may work with Stealth. Why can't boost I it to have more time to retreat when I bump into a bear or a pack of wolves again?
- Herb treatment which helps to heal wounds, I think, is better to have in the form of a separate item. Kind of wearable medicine... like a gauze. As a gilding it looks like a wasted slot for most time. On the other hand, a permanent resistance effect by adding herbs doesn't look realistic at all.
And I like the idea of negative effects even more. Things that give +4 -2 for example, or +5 -5, or +6 -10 at Q10.
What's the purpose to make players use only one outfit for everything?DDDsDD999 wrote:I think going to a wardrobe to swap gear out for every different task you want to do is annoying enough already.