D
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As MO2 is an evolution of MO1, there are a couple of material lore primaries that are left out of place with the games evolution. Those two lores are Scales and Textiles. At the start of MO1, there was really no way to wear armor made of heavier materials without experiencing a significant disadvantage on the battlefield. Everyone had to make armor out of scales or soft textiles like silk. With these materials being the default choice for any player to use, they were locked behind primary trees as to restrict their availability to all professions. As the game has evolved, heavier armor has become viable and easier to obtain. The advantage that scales and silks once had has eroded over time as there lower protection values availability has discouraged wide scale use. It is with this short history that I recommend changes to these skills.
Recommended Changes
Scales
- Transition from Primary Skill to Secondary Skill
Textile Lore
- Remove Skill
- Place Cotton Lore under Botany -> Malvaceae
- Place Silk Lores under Arthropod Produce Lore
Ironsilk
Bloodsilk
Silk
ZoologyRemove Honey and Beeswax lore from under Arthropod lore. Having the lore skills under the zoology tree makes absolutely zero sense as it already exist under Material Lore.
Future Changes
In the future animals will be dropping the raw materials of a given substance. For example, pigs will be dropping Raw Fullgrain Leather that will be processed into Fullgrain Leather. In addition there will be the requirement to use a Bronze, Silver, or Gold tier skinning knife to butcher in the field. With these future changes I propose additional skills be added.
Extraction - Secondary
Material Processing - Primary
Tanning - Secondary
Fiber Weaving - Secondary
Add raw lores under their respective categories.
Skinning Knife
SV has yet to disclose how the new skinning knifes will work or how much they cost, etc. My desired usage is below.
Skinning knife will exclude boss drop materials like Bloodsilk, Ivory Hide, Ironfur, Dragon Materials, etc.
Gold - 50% yield, 20 gold, 100 uses
Silver - 40% yield, 10 gold, 100 uses
Bronze - 30% yield, 5 gold, 100 uses
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