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Re: Uniques with random modifiers?
I would find a system of "learning uniques" far more appealing, whereas the uniques get two to three "free" slots, which could then be filled up by choosing between a bunch of Sidequests. Unique weapons should "upgrade" simply by fighting the Boss (who "inhabits" the desired modifier or even its direct counterpart) of the chosen quest while Armor or shield uniques could be upgraded via the questgiver, working parts (basiliskeyes, dragonhive, whatsoever) received into them.
ok... haven't thought enough on this to bring it into a working concept, but I hope you are able to grasp the idea behind it...
K!A.o.S.
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