Showing posts with label legendary items. Show all posts
Showing posts with label legendary items. Show all posts

Saturday, 20 March 2010

CHOKING THE ECONOMY

The LOTRO economy is currently in the equivalent of a deep recession, at least in the sense that economic activity is virtually frozen. Why? Because most l.65 players are awash with money, and have nothing to spend it on. The one single item that players might still be willing to shell out for is the Symbol of Celebrimbor, the essential ingredient for the forging of l.65 Second-Age items. It doesn't come up often in the AH, and when it does, the asking price ranges from 60G to 150G - though I seriously doubt that it actually sells for much over a hundred. However, the drop rate in Sammath Gul is said to be improving, and more to the point, given the depressingly limited shelf life of LIs, many people are beginning to wonder whether investing that kind of money in a weapon which will almost certainly be superannuated two months or so down the road is a smart move. LOTRO's economic czar has clearly screwed things up here, if the entire economic model is teetering, so to speak, upon the demand for one single product (and a rapidly crumbling demand, at that).

Saturday, 13 February 2010

LEGENDARY ITEM SYSTEM: HAVE YOUR SAY!

I was about to write a post about the current state of Legendary Items, when my attention was grabbed by the fact that the "Tell the Community" feature on both the Turbine (Stateside) and Codemasters (Europe) forums are asking for players' views on, of all things, the Legendary Item System!

This feature of the forums isn't all that familiar, and some of the people who do know about it have sometimes been dismissive in the past; understandable, in a way, given the inanity of at least some of the questions. However, the point is that unlike unsolicited player comments in forums and blogs, the responses to questions posted in these threads are very specifically those which the developers and publishers want to receive - so the odds are that such responses will at least be read, and very likely taken into consideration where it counts.

The relevant questions here are:
1. You are given the opportunity to make two changes to the Legendary Item System. What are the two most important changes you would make? Please limit your answer to only two changes.
2. Name two things about the Legendary Item System you enjoy the most.

I would urge everybody who has ever complained loudly about the LI system to take advantage of this opportunity and make their views known. Needless to say, this involves thinking a little about the questions and coming up with succinct and intelligent answers; snappy comments along the lines of "The LI system stinks!" or two-thousand word rants are unlikely to make a big impression... I'll post my own response here in a day or two.

Thursday, 26 November 2009

ONLY IN IT FOR THE LOOT?

Back on the Stateside forums, a vicious little argument erupted on 17 November over the top-end raid loot in Siege of Mirkwood, namely the armour set dropping from the Dol Guldur instance, and raged for two days until the thread was closed. The title given to the thread by the original poster says it all: “If you value raid loot, Mirkwood is NOT for you...”. Well, we already knew (see previous post!) that DG armour will be a visual disaster, but it seems that it’s going to be distinctly poor in terms of stats as well – some posters felt it will be barely better than the full Watcher set. And to add insult to injury, it turns out to be (oh, the shame!) purple rather than teal.

At the same time – and I’m definitely confused as to the thinking behind this - it seems the new SoM legendary weapons will only come in Second-Age flavours. No First-Agers at all. So will a l.60 First-Ager be better or worse than a l.65 Second-Ager? I would guess worse, but who knows?

However, yesterday’s DevChat included a couple of interesting comments about both these issues. In response to a question about the purple DG armour set, dev ZombieColumbus (no, really) responded: “In the past, we have gotten burned by giving out the best possible gear our game could generate with the initial release. This immediately makes itemizing further instances impossible. The advantage of holding back like this, is that the jump between our subsequent raid sets will be more noticeable”.

Dev Jalessa comes in for some very bitter criticism in the forum thread; according to the original poster, “the fault lies not with the instance designers, but with the LOTRO Systems Team, led by Jalessa, which intentionally made the loot weak, ignoring all of the mountains of player feedback begging for desirable raid loot throughout beta”. However, when asked whether “we are to see Teal Armour sets and First-Age weapons in the next book update?”, Jalessa responds with “… level 65 First-Age legendaries will not be available immediately with launch of Siege of Mirkwood. We plan on introducing them in a future update”.

The obvious implication of these two comments seems to be that top-end armour sets and First-Age LIs will both come available later, though still before the next volume – in other words, as part of a Mirkwood expansion. Whether this implies that there will be yet another 12-man raid in the region remains unclear. I rather doubt it, though, given that the one currently implemented ends with the death of the resident Nazgul; I mean to say, how could you top that? On the other hand, will a second (teal) armour set start dropping from the same raid? That sounds equally unlikely. Baffling…

Thursday, 12 November 2009

LATEST LOTRO DEVCHAT FROM WARCRY

WarCry Network had a chance to chat with Turbine's developers on 11 November. The full transcript is available on their site. Nothing earthshaking was revealed, and in fact most of the responses were either disappointing or else offered nothing new.

Dev Orion clarified the new development he calls 'Inspired by Greatness', a mode which will enable players to solo Epic Quests by temporarily increasing stats: "In the current implementation, the buff increases your statistics to allow you to readily handle the foes present within instance spaces. What that means, in the short term, is that a player deciding to take the solo version of an epic quest that contains an instance will be bumped up to the approximate level of an Elite creature. This also includes some bonuses to regen that make it possible for players to survive against multiple opponents".

One of the most eagerly awaited elements of Siege of Mirkwood is the new multi-boss raid in Dol Guldur. In answer to a question about how many bosses this would include, dev jwbarry replied "The raid at the end of the cluster features multiple boss fights, it's a full raid not a lair raid. There will also be at least 8 skirmish raids launching. These are designed for 12 players and have been balanced as such, including custom built bosses for each" - so nothing really new, there.

Little of interest was said about legendary items, other than Graal reiterating "The addition of scrolls that allow legacy tier upgrades and various other improvements to Legendary items allows players to continue to upgrade their Legendary Items far beyond what is currently available. Initial ranks of legacies will be somewhat lower in Mirkwood to make room for these upgrades".

More fuel was added to the debate about whether Wardens make good main tanks by Belechannas' question: "A Warden who is defeated and then revived (with their threat reset to zero) lacks any aggro catch-up skill similar to Engage/Rising Ire. Is it intended that Wardens are the only class unable to function in their primary role after being revived in a long fight?". To which Graal responded, rather discouragingly for Wardens, "The lack of an instant threat catch up skill is one of the differences in tanking between Wardens and Guardians, just like Wardens dont have a easily used forced taunt. It is unlikely, but not impossible that this will change. Bottom line...Dont die".

To questions about the availability of new skills in SoM, Jalessa disappointingly responded "With Siege of Mirkwood, each class will get one skill upgrade at level 62", and "There are no class quests added in Siege of Mirkwood". So with five new experience levels, we get just one new skill - confirmation that current policy is for improvements to come largely through the acquisition of new gear. Unfortunately for those who aren't into raiding, or hate the radiance gating system, Jalessa also pointed out that "we're not looking to add radiance to crafted gear at this time".

jwbarry
reassured a questioner that Skirmish rewards would be available to all, even those who were unable to take part in 3, 6 or 12-man skirmishes: "All items will be available for purchase for all players. Small Tokens come from and 3 man skirmishes. Large Tokens come from 6 and 12 man skirmishes. Some rewards require Small Tokens and some require Large Tokens, in addition to an amount of Skirmish Marks. Large Tokens can be downgraded into Small Tokens with no additional cost. Small Tokens can be upgraded into Large Tokens with an additional amount of Skirmish Marks. The goal is that with enough time, everyone, regardless of playstyle or preferred group size will be able to get all the rewards they are striving for".

Champions have been particularly worried about the loss of their Fervor stance legacies with the new SoM legendary weapons. According to Graal, "The Champion legacies were worked over the most of any of the classes due primarily to the reduction and consolidation of Stance based legacies. Champions gain several legacies that give damage bonus to individual skills, a critical magnitude legacy and several more utility type legacies. In addition all of the Ardour/Glory legacies have been combined to affect both stances".

Finally, to my mind the most interesting new feature revealed here (I may have missed an earlier announcement, however) was the "Immediate" skill execution type. Graal described this as "a new skill execution type that will absolutely interrupt whatever you are doing and execute the skill. We use this for interrupt type skills like Clobber".


Friday, 30 October 2009

WHITHER LEGENDARIES? WHO KNOWS...

Well, as anyone who was in the least bit interested will have realised by now, Turbine lied - I mean, was economical with the vérité - both implicitly and explicitly when they implied, or even in one notorious case claimed outright, that our legendary items would be with us forever, increasing in potency as we increased in level. So by next month, or a bit later, it's bye-bye l.60 First-Age Bow...

Despite the great number of leaks, official releases, forum posts and dev diaries, there is still much that is unclear or obscure about the future of Legendary Items post-Siege of Mirkwood. One question (or possibly hot potato) which as far as I know nobody has yet addressed, is what will happen to our hard-earned Bright Emblems of Nimrodel, otherwise known as First-Age tokens. It is just conceivably possible that come next month, it will prove possible to trade them in for the new SoM LIs, or perhaps exchange them for whatever barter currency will replace them - but if you believe that, you probably also believe in the Easter Bunny. Turbine has never, in the past, provided an upgrade system for outdated barter currencies, and I don't think they're about to; I mean, how many of us still have chests cluttered up with now thoroughly useless Vile Coins, Rift-iron Coins, Marks of Triumph and the like?

No. If you want my advice, take those Emblems of Nimrodel and run, don't walk, to your nearest class trader and hand them in for whatever level of First-Age LI you can afford, then waste no time shoving it into the Auction House for whatever insane price you can think of. Even though l.59 and 60 First-Agers now have a well-defined sell-by date, there will always be somebody who will pay good gold for them. You'd be surprised. And when you enter Mirkwood with a rapidly ageing First-Age weapon, you'll at least take comfort in also carrying a well-filled purse.

WARNING: The management take no responsibility for the consequences of following financial advice made public in this blog. Gondor's Financial Watchdog says: "The value of your investments can go down as well as up".

Tuesday, 25 August 2009

BEGINNING OF THE END FOR LEGENDARIES?


The five new Bounty quests available in Esteldin can be repeated daily; between them, they give a total of 465,000 item experience points each and every day. That’s a hell of a lot of of ixp - enough to take a legendary item to l.60 in under a week…

Three of the quests are easily soloable by any competent l.60 player, and the other two represent a mild challenge to any combination of no more than two l.60s; undertaken in any group of three or more, including a Hunter to provide transport, all five can be completed in just over thirty minutes. In other words, you can take two legendary items from zero to sixty within a grand total of six hours playing time.

The bounty quest ixp represents the equivalent of flooding a real-world economy with bad money by printing shoals of banknotes, and results in rampant inflation. All other forms of gaining ixp, including in-combat ixp and the extra quests for the Moria instances have suddenly been rendered utterly irrelevant – at this point, who will care a fig for the measly 180 ixp awarded for killing a l.60 orc?

I admit to being baffled by this development; at a single stroke, the devs have effectively killed off one third of their legendary item strategy. This used to have three prongs: acquiring a LI, levelling it up, and gambling for legacies and settings. The second prong of that strategy has now had its heart ripped out. How much longer before the other two go as well? Is this the beginning of the end for LIs – and would that be a bad thing?

Thursday, 4 June 2009

LEGENDARY ITEMS LATEST

In the course of the 3 June developer chat, developers were by and large as wary as ever of making definite statements. However, sorting through the whole transcript, I found that a number of answers addressed the vexed question of Legendary Items, a frequent source of complaints and grumbles. Pulling these together, it seems as though we can expect some positive developments in the near future.

Perhaps most importantly, the devs acknowledged that there are indeed problems with the LI system as it stands today: “Are there any plans for redesigning the Legendary Item system? Completely redesigning it, no. It took a lot of work to get the various systems in place to create the LI system. However, we’re definitely monitoring the complaints and seeing where we fell short with our goals. So in that regard, we’re going to be making some solid changes. The details haven’t been completely solidified yet, but our main goal is to make it feel less grindy, to better maintain the feeling of advancement and progression”.

Other specific promises include a method of resetting the legacy points on a maxed out Legendary Item, to come “very soon”, and the ability to exchange legacies on LIs; the latter is probably more of a mid-term project, since they apparently haven’t decided exactly how to implement it.

On the question of crafted Legendaries, the response was “We definitely want to bring crafters into the LI system more than we have… this is a very large complaint we’ve heard and we fully intend to remedy it” - but no details were provided.

Finally, a crucial detail concerning the upcoming 12-man instance in Book 8 was dropped: “Some very special mobs (please see certain mobs in Dar Narbagud) are completely immune to Common damage”. This is very far from a minor point; if we are to come up against monsters immune to common damage, the implication is that either special weapons or else special titles for weapons will have to be acquired before these mobs can be attempted. So will this in practice turn out to be a weapons equivalent to the radiance armour – i.e., the instance will prove to be impossible without specific items? It certainly sounds like it…

The complete transcript can be consulted on Kill Ten Rats.

Saturday, 11 April 2009

A DEARTH OF FIRST AGE LEGENDARIES?

Just before Book 7 arrived, the forums were buzzing with rumours that the much sought-after First Age Legendaries would suddenly become relatively more common, what with drops from the new 12-man raid and from Lothlórien elven gift boxes as well as from the Watcher.

Well, in practice the opposite seems to have happened, at least on the European servers. How can one tell? Simply by the fact that for the last seven days, not a single First Age legendary has been on offer on the Laurelin Auction House - not even those relatively unpopular, or at least not much in demand, Runecaster and Warden items which had been most in evidence earlier.

This confirms the widely remarked fact that the (very expensive) gift boxes usually, if not nearly always, prove a disappointment. They do, however, sometimes come across; I recently witnessed the jubilant discovery of a l.60 Captain's greatsword by one lucky player. But a poor drop rate from the new gift boxes doesn't explain why fewer items overall should be turning up compared to pre-Book 7 days. The answer, I think, must lie in the fact that the Watcher raid has been modified and made considerably harder - the result being that Watcher (Mark II) kills are still extremely rare, resulting in few if any First Age legendaries from that source.

Tuesday, 3 March 2009

REVISE THOSE ESTIMATES!

Anybody rash enough to venture comment on matters financial should be prepared to eat their words, which is what I must do today. In my previous post, I said, referring to a l.60 Second Age Hunter's Bow on offer at the Laurelin AH that "just under 75G is way over the top for an unidentified item", gratuitously adding that 100G would most likely "represent both an actual and a psychological price ceiling" for some time to come.

Well, pride goeth before a fall. My conclusions held true for about 24 hours at best. Last night, with under two hours to go, that self-same bow reached a price of 140G, 175S, 98C - and for all I know, some lunatic may well have slipped in yet another bid at the last minute. This, remember, is for an unidentified item, which may well turn out to be an absolute lemon in terms of legacies.

It is small comfort to realise that I am not entirely alone in my mortification, since 99.9% percent of economic commentators in the real world have also had to eat their words in recent months...

Sunday, 1 March 2009

PRICING LEGENDARIES



The price of top l.60 Second and First-Age legendaries is a matter of consuming interest to most advanced players, but the market is still extremely unsettled; sellers tend to be wildly optimistic, but buyers remain cautious. Apart from anything else, we still don't know enough about drop rates. The first image in this post, taken from the Laurelin AH, shows prices for three typical Second-Age legendaries (I am considering l.60s only; anything else is a stop-gap). The cheapest item is an identified Rune-Keeper' stone with five legacies, offered at an opening price of 15G with no offers as yet. In my opinion, this is far too expensive in view of the very limited demand for top-end RK and Warden equipment - after all, how many of these classes have reached l.60? Next is an unidentified Loremaster's staff, opening price 45G, buyout 70G - ridiculous on the face of it for an unidentified item, but a rich LM might just possibly take a flutter with a first bid. Finally, an unidentified Hunter's Bow, with no buyout and a current bid of 74.5G. This is the highest price I have yet seen offered for a Hunter Bow, and merely confirms the widely held belief that top-end Hunter gear continues to fetch the highest possible prices. I would argue that just under 75G is way over the top for an unidentified item (remember I acquired mine for 30G), but at least two Hunters disagree with me, and the market is king.

Turning now to Firs- Age items, which are beginning to appear on the AH with greater frequency, the first thing to strike one is the apparent preponderance of RK and Warden items. There could be two reasons for this: one is that the drop tables really are badly skewed in their favour, which would be bad news. The other, and more likely, is that if rolling for a First-Age item after a Watcher defeat is limited to players of the same class as the dropped item, then the great majority are hanging on to their prize. Whatever the reason, this does not make RK and Warden items with a 150G buyout very likely to move before hell freezes over; on the other hand, a first bid of 25G on the Warden's club, despite its poor legacies, is a distinct possibility. Finally, there is that Loremaster's Book offered for a first bid of 150G and a buyout of 180G, and once again no bids. This is a marginally more likely sale, but I somehow doubt it. My gut feeling, based on posts here and there on various forums, is that the small percentage of seriously wealthy players have savings which average around 100G, and that at least for some time to come, this sum will represent both an actual and a psychological price ceiling.

Wednesday, 25 February 2009

SECOND AGE LEGENDARY BOWS


The bow on the right, Reason, is the l.58 Second Age legendary I've been using in Moria for the last couple of months, and it's a pretty good bow. However, I've been on the lookout for a l.60 Second Age, more out of a feeling that I really needed to get the best possible (leaving aside First Age items for the moment, please), rather than because I was unhappy with Reason. A few days ago, chancing to log on early one morning when almost nobody else was around, I was very lucky to find a l.60 bow on the Laurelin Auction House with a sellout price of 30G. It was unidentified, and therefore a gamble, but it paid off - the legacies it came with were more than decent, if not perfect.

So Darkfall has now become my main ranged weapon, rushed up to l.30 in a matter of minutes thanks to a stash of item experience point runes. However, what has really floored me is the difference two levels make to the DPS (Damage Per Second) rating: maxed out in both cases, Reason has a DPS rating of 53.6, whereas Darkfall, raised to the same tier, achieves an astonishing 59.1! Oh, and the speed is significantly better, too (2.2 versus 2.5),

Moral: Use the highest level legendary weapon you can lay your hands on to be getting on with, but as soon as a l.60 comes your way, grab it at almost any cost. What will happen to faithful old Reason, you ask? I though of breaking it up when it reaches l.40 in order to reclaim some of the experience, but on second thought, I may after all use a Beleriand title scroll on it, and keep it around as an alternative or backup weapon...

Wednesday, 4 February 2009

LEGENDARY WEAPONS & ITEMS

Legendary warriors in fact and fiction have often wielded unique weapons, usually swords, which sometimes become as famous as their owners: El Cid’s Tizona, Charlemagne’s Joyeuse, King Arthur’s Excalibur, Roland’s Durendal, Beowulf’s Naegling, Elric’s Stormbringer… and of course, Orcrist, Anduril and Sting. So Turbine’s announcement that legendary weapons would play a major role in the Mines of Moria LOTRO expansion was greeted with justifiable enthusiasm; according to the official release, "Players will be able to forge weapons and class-related equipment and evolve them to build a legacy the likes of Bilbo's Sting and Gandalf's Glamdring. These legendary weapons will level-up along with the player, allowing customization by advancing the item's virtues, adding runic legacies, modifying its titles and forming fables".

The reality proved somewhat different. What we have now is interesting, but a legendary weapon system it ain’t. What we have is several hundred different legendary items of three different kinds; in order of increasing rarity (and value), these are Third Age, Second Age and First Age legendary items, all of them class-specific and of several different types. Furthermore, Third Age legendaries can be of user levels 51-60, Second Age legendaries can be of user levels 53-60, and First Age legendaries span user levels 59-60. For each player class, age and level there is a sword, dagger, club, spear, hammer, bow and crossbow, plus all the class special items such as burglar’s tools. You do the math.

Third Age items drop like flies, and are virtually given away with cereal boxes – not very legendary. On the other hand, Second Age items are extremely rare, while you can virtually forget First Age stuff. Another factor which players have come to realise is that user level is critical, almost more so than age; a user l.60 Third Age weapon is virtually as good as a Second Age weapon of user l.58 with roughly equivalent legacies. What this means in practice is that a very rare l.55 item may turn out to be little more than vendor trash.

As now implemented in LOTRO, legendary items (LIs) are essentially a running crap shoot, an exercise in gambling. You gamble on winning a roll and getting a good drop (imagine winning a 1:12 Vile Maw roll and receiving a l.59 First Age club!), you gamble on your LI having half-decent legacies, you gamble every time you reforge, you gamble on improving your runics… Somebody on the forums has worked out exactly how many Third Age LIs you would have to deconstruct in order to end up with six tier 8 runics, three for each of the two LIs you can equip; believe me, you don’t want to know the numbers. And you will carry on gambling, because by its very nature the system always sets a new goal: get a higher user level item, get a Second Age item, get a First Age item, then get a better yet First Age weapon.

Turbine’s developers have devoted a lot of ingenuity to devising a very complex, reasonably effective (in its own way) system of grinding in order to constantly upgrade your LIs – and yes, it can be fun, and it gives you something to strive towards after hitting the level cap of 60. Unfortunately, in the process they seem to have lost sight of what a legendary weapon actually means. A legendary weapon becomes part of you, remains identified with you for better or for worse; you would no more throw it away than cut off your hand. Can you imagine Aragorn casually chucking away Anduril because, uh, that dwarf arms dealer seems to be selling a cooler sword?

I currently carry a reasonably nice l.58 Second-Age bow with about 865,000 experience points on it. It’s called Preacher, we’ve been together for a long time now, I’ve managed to put some decent sixth-tier runics on it… and first chance I get of finding, buying or stealing a l.60 Second-Age bow with a half-decent set or legacies, out it goes, deconstructed and as much of its experience as possible re-routed into the new bow. Not very legendary, I know, but there it is.

It’s too late now to tinker with the system, so we’re stuck with it. But it would be nice if, perhaps with the next volume, the developers came up with an another crack at the problem. Here’s what I suggest: make the player’s choice of a new legendary weapon the reward for a long, hard quest or even quest chain. There should be no different ages or levels: just starter legendaries, all of the same level, and the player could pick whatever he or she fancies – sword, dagger, bow or whatever – as well as the starter legacies. Then use the existing system of weapon experience points to build up weapon experience, exchangeable for different improvements at various levels, leaving as much of it as possible to the player’s discretion. That’s it: that’s your new, truly legendary weapon, yours forever, growing along with you. No second choices, no exchanges. How about it?

Sunday, 27 July 2008

LEGENDARY ITEMS


Legendary items have made their first appearance with Book 14. So far, we have seen items in four categories: “Common” (usually grey icons), “Uncommon” (green icons), “Rare” (purple icons) and “Incomparable” (teal icons). The colour coding has not been entirely uniform, since a number of items such as trophies and components don’t always follow the rules, but it is usually valid for armour, weapons and jewellery. It is worth noting that there has been some confusion in the past over the precise character of “Legendary” items; for example, the LOTRO online database MMODB includes a long list of Legendary items which are in fact only Incomparable (teal).

It is now confirmed that the icons for true Legendary items will have a gold (or deep yellow) background to their icons. So far, four Legendary items have surfaced, but disappointingly, they turn out to be nothing more than re-classified Balrog drops: a necklace, an earring, a pocket item and the Wig-feld cloak. The three items of jewellery are good but not stunning, and depending on your class, they may or may not be an improvement on the best teals; Wig-feld is probably the finest general-purpose cloak available to date. All four of these drops are rare to extremely rare.

Sunday, 16 March 2008

LOOKING TOWARDS MORIA

So, it's Moria after all. The smart money was on Moria all along for the first big expansion; after all, the regions of Middle Earth guaranteed to generate the most player excitement have always been Moria, Rohan, Gondor and Mordor, and it was obvious that in a plot-driven game, Moria had to come first. Lots of goodies are promised, including two new classes, a variety of raids (including more 24-man raids), six new books and a cap level of sixty. Most players seem to welcome the increased cap, though there has been some inevitable grumbling about the extent to which this will devalue the major boss fights in the Rift and Helegrod. Personally, I think it's a good thing - after all, the bosses in the new expansion will inevitably be even tougher, and the new cap will prove an additional incentive to go out there and quest. Plus, in a game obviously designed to have a lifetime of several years, a fixed cap would sooner or later prove a recipe for stagnation.

To my mind, the most exciting innovation sounds like it will be the forging of Legendary Items. According to the official Codemasters release, "Players will be able to forge weapons and class-related equipment and evolve them to build a legacy the likes of Bilbo's Sting and Gandalf's Glamdring. These legendary weapons will level-up along with the player, allowing customization by advancing the item's virtues, adding runic legacies, modifying its titles and forming fables". Now this is something genuinely new and original. If it works along the lines suggested, it could mean an end to the constant upgrading and replacing of weapons (and armour?) as better and better sets become available; this way, once you had acquired, say, a legendary sword (which presumably would in itself require considerable effort), the sword would increase in capabilities alongside you as you leveled up. You might perhaps even be allowed some latitude in selecting the increased capabilities: for instance, higher fire damage or improved speed?

Those who have played Baldur's Gate II will remember that brilliant invention, the talking sword Lilarcor, which apart from an endless stream of wisecracks was also capable of self-improvement.