See Part 2 of 2 here
Given how the addition of enchantments will be the next big step towards broadening Realm’s very narrow horizon of viable alternative play styles, I’m worried about the direction that Deca may guide us on with this soon-to-come update. I realize that this post is much too late to offer any kind of inspired changes (like they even look at these Idea posts) to the developers since they’ve been working on it for the past year, but I’d still like to see what the general Realm community thinks of this basic enchantment system concept:
Enchanter Locations:
Abstract:
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Enchantments should be nothing like dungeon modifiers; gold transactions shouldn’t be the only way to acquire enchantments. Ideally, fame should be the leading example of currency required in order to enchant your items.
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In general, enchantments should also be mildly achievable by all players, not just by the most seasoned veterans. I say this in juxtaposition to a possible correlation between Enchantments and Exaltations, if Deca decides to go that route.
Enchanting Prerequisites:
- Firstly, Rank/Star prerequisite: depending on the weapon/armor you want to enchant, you need to have a correlating amount of stars from those/that specific armor/weapon/ability classes. For example, if you are enchanting a leather armor just once, you must have at least 1 star on all leather-armored classes. If you are trying to have two enchantments on it, you must have 2 stars on all leather classes, etc.
Specified information found below:
Enchantment Cap on Tiered Items
Stars needed from corresponding weapon/armor/ability classes | Max Enchant. Cap |
---|---|
1 | 1 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
Total Rank you need to enchant Tiered Rings | Max Enchant. Cap |
---|---|
18 ![]() |
1 |
36 ![]() |
2 |
54 ![]() |
3 |
72 ![]() |
4 |
90 ![]() |
5 |
Enchantment Cap on UT/ST Items with ≤ 4% XP Bonus
Stars needed from corresponding weapon/armor/ability classes | Max Enchant. Cap |
---|---|
1 | 1 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
Total Rank you need to enchant Rings | Max Enchant. Cap |
---|---|
18 ![]() |
1 |
36 ![]() |
2 |
54 ![]() |
3 |
72 ![]() |
4 |
90 ![]() |
5 |
Enchantment Cap on UT/ST Items with 5/6% XP Bonus
Stars needed from corresponding weapon/armor/ability classes | Max Enchant. Cap |
---|---|
1 | 1 |
2 | 1 |
3 | 2 |
4 | 3 |
5 | 4 |
Total Rank you need to enchant Rings | Max Enchant. Cap |
---|---|
22 ![]() |
1 |
45 ![]() |
2 |
66 ![]() |
3 |
90 ![]() |
4 |
Enchantment Cap on UT/ST Items with 7/8% XP Bonus
Stars needed from corresponding weapon/armor/ability classes | Max Enchant. Cap |
---|---|
1 | 1 |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
Total Rank you need to enchant Rings | Max Enchant. Cap |
---|---|
30 ![]() |
1 |
60 ![]() |
2 |
90 ![]() |
3 |
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Second, a fame fee is expected in order to purchase an enchantment (the amount required is heavily dependent on the item’s tier and % XP bonus, more on this later…)
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Lastly, the new importance of potions!
- Stat potions are the main recipe needed in order to enchant your items with the respective stats. (more on this later…)
As you may have gathered by now given the prior information, the maximum amount of enchantments an item can hold is up to 5, however this depends on the item’s rarity and tier.
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All tiered items can be enchanted to a maximum of 5 times, but the cost of fame goes up multiplicatively per enchantment (amount of fame required also depends on the items XP % bonus).
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(If you are curious as to how much enchantments would cost, click here).
UTs, on the other hand, have a different range of total enchantments. Of course, this depends on the item’s rarity and strength. For example, it’d be quite broken if Divinity could have 5 enchantments. That’s why I believe that most or all exaltation and event UTs should have a max enchantment cap of 3, for balancing purposes. This meaning you’d still require 5 stars on all weapon/armor/ability classes to enchant any exaltation dungeon UT for a max enchantment of 3 instead of 5. As for the “lower tiered” UTs, they could have a higher cap of 3, but this still resides within the item’s strength and rarity for balancing purposes.
Lastly, if you want to remove or “Dechant” an item, there’s a flat fee of 200 Forge Fire.
Enchantment Combination System:
Remember, potions are the main ingredients used for enchantments, as said here:
Enchanting your items with stat potions will boost your items with the respective stat potion amount (applies to Greater potions as well). Each added potion/Greater potion counts as one enchantment. For example, if you were to imbue a staff with Dex + Life + Mana, that’d count as 3 enchantments; boosting it stat-wise by +1/2 Dex, +5/10 HP, and +5/10 MP.
However, you could settle for a combination of potions that can give specific enchantments at the cost of excluding the respective stat boosts. For example, Wisdom + Speed + Mana grants cool down reduction, but that still counts as 3 enchantments and the item no longer grants +1/2 Wis, +1/2 Spd, and +5/10 MP. As I mentioned before, Greater potions do have an effect upon how potent the enchantments can be, however it’ll cost significantly more fame.
Alternatively, you could randomly roll for enchantments as a cheaper option (fame wise) instead of selectively imbuing your items with enchantments. Depending on how many enchantments you want and what type of potions (either normal or greater) you use, it’ll halve the original cost. In addition, you must select how many enchantments you want in the roll, respective to the max. enchantment cap of course. However, in return, the enchanter will require 1 of each stat potion, either normal or greater, regardless of how many enchantments you want. Of course, if you’re unhappy with the roll you got, you could always reroll.
- (If you are curious as to how much random roll enchantments would cost, click here).
Edit: As @PRCSakura had noticed, I fully intended for enchantments to stack with one another. So, if you see an enchantment combination you like on multiple items, they will stack together!
Special Weapon Enchantment Combinations
Potion Combination | Enchantment | Enchantment Yield |
---|---|---|
![]() ![]() ![]() |
->Weapon % Life steal | + 0.001/0.002% of damage. |
![]() ![]() ![]() |
->Increased projectile distance | + 0.5 tiles/+1.0 tiles |
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->Increased projectile speed | + 25/50% |
![]() ![]() ![]() |
->Weapon % Mana steal | + 0.002/0.004% |
![]() ![]() ![]() ![]() |
->Additional projectile | (Dependent on arc gap) At the cost of decreasing total projectile damage by 45% if the weapon only shoots one shot. (Greater potions do not apply) |
Special Ability Enchantment Combinations
Potion Combination | Enchantment | Enchantment Yield |
---|---|---|
![]() ![]() ![]() |
-> Cool down reduction | - 10/20% |
![]() ![]() ![]() |
-> Ability % Life steal | +0.001/0.002% of damage. |
![]() ![]() ![]() |
-> Additional projectile(s) | + 1/2 if ability only shoots/throws 4 projectiles or less. +15/30% extra projectiles if more than 4 projectiles (dependent on arc gap). |
![]() ![]() |
-> Increased projectile speed | + 25/50% |
![]() ![]() ![]() |
-> % Increased ability damage (regardless of class) | + 10/20% additional ability damage per projectile/throwable. |
![]() ![]() ![]() |
-> Additional Max Summon | + 1 summon (Greater potions do not apply) |
![]() ![]() ![]() |
-> Increased projectile distance or blast radius | + 1 tiles/+ 2 tiles |
Special Armor Enchantment Combinations
Potion Combination | Enchantment | Enchantment Yield |
---|---|---|
![]() ![]() ![]() |
-> Cool down reduction | - 10/20% |
![]() ![]() ![]() |
-> % Increased ability damage (regardless of class) | + 10/20% additional ability damage per projectile/throwable. |
![]() ![]() ![]() |
-> % Weapon Mana steal | + 0.002/0.004% |
![]() ![]() ![]() |
-> Increased debuff duration | + 5/10% longer |
![]() ![]() ![]() |
-> Increased buff duration | + 5/10% longer |
![]() ![]() ![]() |
-> Mana cost reduction | - 5/10% |
Special Ring Enchantment Combinations
Potion Combination | Enchantment | Enchantment Yield |
---|---|---|
![]() ![]() ![]() |
-> Cool down reduction | - 10/20% |
![]() ![]() ![]() |
-> Weapon % Life steal | + 0.001/0.002% of damage. |
![]() ![]() ![]() |
-> Ability % Life steal | + 0.001/0.002% of damage. |
![]() ![]() ![]() |
-> % Increased ability damage (regardless of class) | + 10/20% additional ability damage per projectile/throwable. |
![]() ![]() ![]() |
-> % Weapon Mana steal | + 0.002/0.004% |
![]() ![]() ![]() |
-> Increased debuff duration | + 5/10% longer |
![]() ![]() ![]() |
-> Increased buff duration | + 5/10% longer |
![]() ![]() ![]() |
-> Mana cost reduction | - 5/10% |
Special Item Specific Enchantment Combinations
Potion Combination | Enchantment | Enchantment Yield |
---|---|---|
![]() ![]() ![]() |
-> Increases heal from item (Prerequisite: item MUST heal or have a healing proc in order for this enchantment to work) | +10/20% extra Heal |
![]() ![]() ![]() |
-> Increases Summon duration (Prerequisite: item MUST summon in order for this enchantment to work) | +5/10% summon duration |
![]() ![]() ![]() |
-> Reduces/Increases Proc Threshold (Prerequisite: item MUST have a proc in order for this enchantment to work) | -/+ 5/10% Threshold |
![]() ![]() ![]() |
-> Cool down reduction on item procs (Prerequisite: item MUST have a proc cool down in order for this enchantment to work) | - 15/30% reduction |
Special Universal Item Enchantment Combinations
Lastly, enchanting an item makes it Soulbound (if it wasn’t already).
Let me know what you guys think or hope to see in what Deca provides in this coming enchantment system! Regardless of what they choose to do, I’m generally excited to be given the option to altering my play style
Edit: This should be under the Ideas and Other category. Don’t know why it was put into Game Discussion.