Enchanting & Gemstones


#1

TL;DR

Gemstones

  • Gemstones can be found in dungeons, are tradable, can stack if they are the same size and color
  • Three different sizes of gemstones, different colors for each dungeon
  • Color designates enchantment type, size designates strength

Enchanting

  • Combine a Gemstone and item with fame/gold at the altar in your vault to enchant it
  • Enchanted items are soulbound, gain bonus to feed power, and can be renamed

Gemstone Types

Most mid-tier and higher dungeons drop a different colored gem, and each color comes in three different sizes. The larger the gemstone, the stronger the enchantment, and the color of the gem decides the type of enchantment that is applied. For example, in the Snake Pit you will be able to find:

Jadestones
Large Jadestones
Massive Jadestones

The normal gemstones of a dungeon drop occasionally from enemies and commonly from the boss, the large gemstones drop very rarely from enemies and occasionally from the boss, while the massive gemstones drop very rarely from the boss only. Gemstones can be traded.

Keep in mind that Gemstones of the same color and size will stack, and most experienced players will only want to collect Massive Gemstones, as they provide the strongest enchantments.


Enchantable Items

All equipment items can be enchanted. However, only one enchantment can be placed on each item, and an item becomes soulbound after being enchanted. An enchanted item’s feed power will also increase by 5%, 10%, or 20% depending on the size of the gemstone used to enchant the item.


Cost of Enchanting

In order to enchant, you need: A non-enchanted item, a gemstone, and fame/gold. The amount of fame/gold required to enchant will increase depending on the item being enchanted and the size of the gemstone used. You can enchant an item using the altar in your vault.

For example, if you want to enchant a Verdant Bow (T9) to increase your movement speed, you will need a Jadestone from a Snake Pit and 100 fame. However if you wanted to enchant a Bow of Covert Havens (T12) with the same enchantment, you will again need a Jadestone, but instead of requiring 100 fame, it will require 150 fame.

Now, lets play you want a more a powerful enchantment. This time you will use a Massive Jadestone, only dropped rarely from Stheno. Now the cost to enchant a Verdant Bow (T9) is 500 fame and the cost to enchant a Bow of Covert Havens is 1000 fame. However, this enchantment is five times stronger the enchantment granted by a normal gemstone.


Other Benefits of Enchanting & Random Notes

Enchanting an item also allows you to rename the item, rewrite its description. Enchanted items also grant 1-3% higher fame bonuses, regardless of whether they had a fame bonus to begin with, and as mentioned earlier have higher feed powers.

It should also be noted that multiple enchantments of the same type are additive not multiplicative, so if you have a 10% movement speed bonus on one item, and a 10% movement speed bonus on another item it will give you 120% movement speed, NOT 121%. Also, these enchantments have very small effects on their own because you can combine multiple enchanted pieces to boost the enchantments up to high levels.


List of Gemstones and Enchantments

Dungeon Gemstone
Name
Enchantment (Normal, Large, Massive)
Snake Pit Jadestone Increases movement speed by 2.5%
Increases movement speed by 5%
Increases movement speed by 10%
Sprite World Starstone Increases fire rate by 1%
Increases fire rate by 2.5%
Increases fire rate by 5%
Candyland
Hunting
Grounds
Sugarstone Increases movement speed and health regen by 1%, increases damage taken by 1%
Increases movement speed and health regen by 2.5%, increases damage taken by 2.5%
Increases movement speed and health regen by 5%, increases damage taken by 5%
Haunted
Cemetary
Indigostone Increases max mana by 1%
Increases max mana by 2.5%
Increases max mana by 5%
Undead Lair Fadestone Increases mana regen by 1%
Increases mana regen by 2.5%
Increases mana regen by 5%
Abyss of
Demons
Magmastone Increases damage dealt by 1%
Increases damage dealt by 2.5%
Increases damage dealt by 5%
Manor of
the Immortals
Bloodstone Shots have a 2.5% chance to restore 1% of damage dealt back to the player
Shots have a 5% chance to restore 2.5% of damage dealt back to the player
Shots have a 10% chance to restore 5% of damage dealt back to the player
The Puppet
Master's
Theatre
Silverstone Shots travel 5% faster
Shots travel 10% faster
Shots travel 20% faster
Toxic Sewers Grimestone Reduces damage taken by 1%
Reduces damage taken by 2.5%
Reduces damage taken by 5%
Mad Lab Tempeststone Shots have a 1% chance to deal 2.5% of their damage to other enemies within 1 sqr
Shots have a 2.5% chance to deal 5% of their damage to other enemies within 2.5 sqrs
Shots have a 5% chance to deal 10% of their damage to other enemies within 5 sqrs
Davy Jones's
Locker
Phantomstone After taking damage, 1% chance to receive invulnerability for 0.5 seconds
After taking damage, 2.5% chance to receive invulnerability for 1 second
After taking damage, 5% chance to receive invulnerability for 2 seconds
Lair of Draconis Prismstone Increases fire rate by 2.5%, shots travel 5% slower
Increases fire rate by 5%, shots travel 10% slower
Increases fire rate by 10%, shots travel 20% slower
Ocean Trench Moonstone After taking damage, 2.5% chance for mana to regen 25% faster for 1 seconds
After taking damage, 5% chance for mana to regen 50% faster for 2.5 second
After taking damage, 10% chance for mana to regen 100% faster for 5 seconds
Tomb of the
Ancients
Sunstone Shots have a 1% chance to deal 25% extra fire damage over 5 seconds
Shots have a 2.5% chance to deal 50% extra fire damage over 2.5 seconds
Shots have a 5% chance to deal 100% extra fire damage over 1 second
The Shatters Gloomstone Increases max health by 1%
Increases max health by 2.5%
Increases max health by 5%

Other Possibilities

  • Enchanting an item could allow you to dye it a different color
  • Tiered items dropped in dungeons could have a chance to come with a low level of that dungeons enchantment
  • There could be a special group of tiered rings that give no bonuses but can be enchanted twice, three times, or even four times at the highest tier

Do you think this is a good idea? If not, what should I do to improve it? Are any of the “Other Possibilities” worth integrating into this idea?


#2

Somebody’s been playing too much minecraft.

Anyways, this thing seems really extensively thought out, but due to power creep, I don’t think it’s a good idea to buff already powerful items even further.


#3

Since the enchantments aren’t super powerful on their own, I think the main problem with power creep would come from using four items with the same enchantment, which would get pretty ridiculous. I could maybe fix this by making enchantments of the same effect not stack, or make it so they grant diminishing returns when stacked.

Somebody’s been playing too much minecraft.

Haha, this was actually inspired by the enchanting systems in Oblivion and Skyrim. Both of which I play wayyy too much of.


#4

The concept is pretty good, the execution is… Scarily powercreeping. How about adding a disadvantage for every tier? For example, the shatter’s massive gloomstone gives 5% extra HP, but decreases damage done by 15%. Something of that nature, a double edged sword for each of them.

Also, I think you have to nerf the Davy’s one. On a knight that has little to no regards for tiny shots which will hit like pitter patters of rain, the effect can almost make an entirably invulnerable knight

Edit; adding a cooldown to that invulnerability should do. Also, drawback of defense eduction


#5

Id say that the ring idea is pretty cool


#6

Reminds me of what trove did. A good game should never follow in the foot steps of trove. It’s a bad game made of power creep and skinner boxes.

Though the community aspect of the game is very strong, so maybe do follow trove in that sense. :sunglasses:


#7

Trove is dying… And that is good news


#8

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