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Are we able to make bags do this.....

talrunetalrune Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
edited May 2013 in The Foundry
Are we able to make bags and satchels,dressers etc be usable with a kit such as thievery etc and give a reward as they do in the cryptic maps? I see the skill is able to be applied to the item but thats if its that class i assume not the kit. Otherwise I have tried to apply that the person needs this skill(maybe it means needs this kit) but on map it never sparkles or is interactive.


Thanks for the input

A Harper's Request
NW-DLN9APMOG

Comments

  • zoustyxzoustyx Member Posts: 14 Arc User
    edited May 2013
    No, those are resource nodes in the map. However you can create an item in the foundry and have it required to open certain interactables. For example, you create a Lock-pick and set it on an interactable [using dialog] that requires thievery to open it and later down the quest you can use it to open a door that bypasses a hard portion of the quest that the classes would have to take since they can't get the item at the beginning.
    My Campaign: "Lords of Desire"
    Quest 1: "A Basement Full of Bones" -Code: NW-DNNSEN88D
    Quest 2: "The Halls of the Everdead" IN BETA NOW NW-DF9CHASFN
    Quest 3: TBA
    Quest 4: Maybe
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    Nope. There is no way to give any usable reward in the Foundry, other than what the end of quest chest gives. You can only give plot mcguffin items that have no game benefit (they can serve a quest purpose, but can't be an actually usable item such as a potion or equippable weapon).
  • talrunetalrune Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Ah ok then I am glad I wasn't going nuts lol. Thanks for the input.
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