Public Testing: Enchantment Rework

Development Update

Enchanting Realmers!

We told you a while ago that we are planning to rework the current Enchantment System based on a lot of feedback we received from all of you. The time has come to review this for the first time. We are looking forward to receiving more of your feedback and input. 

Enchantments Rework

The Enchantments system is being reworked based on feedback and data from the initial launch of the system. A lot of things have changed, but the core concept remains roughly the same. Enchantments will still apply a bonus to items that have Enchantment slots. But, the biggest changes are as follows:

  • ALL tiered gear now has a chance to have an Enchantment slot.
  • The Enchantments added to tiered items will be RANDOM.

This means you will no longer be able to pick the exact bonus that will appear on your items, but a good portion of items will drop with an Enchantment attached.

Enchantment Distribution

The distribution of Enchantments is similar to the previous iteration. Please see the following tables to explain what items can have which effects.

Stat Bonuses (Flat and Relative)

Activations

  • IE – on hit activations

Utilities

Some enchantments have also been dropped for now, as they would be too costly to recreate across a larger scale. Ability replication, for instance, was done on an item-by-item basis, and would therefore need a new effect to be created for each individual ability. The overall effect of an on-hit Ability trigger will be looked into and added in future updates. The same goes for narrow cones, which were created using individual subattack replacements. These will come back when we have the ability to apply the effect more directly.

Items can have Enchantments with a maximum level based on the tier of the item in question:

SegmentGradeMax Level
NewbieD and below1
RookieC2
AdeptB2
VeteranA3
ExpertS4

For reference, here are the grades used for tiered items:

Dust and Rerolling

But what if you get an item with an ability you don’t want?

The dust has been split into three groups – Green, Red, and Purple. Green dust can be used to reroll all of the Enchantments on an item. As this is currently going to be capped at 1 to allow us to make this change without rebalancing the whole realm, that will essentially work by allowing you to reroll the one random Enchantment. This will be done on a purely random basis, so you could end up with something worse, or even just the same ability again!.

Red dust can be used to upgrade your Enchantments if they are not already at the maximum the item allows. IE – if you have a Dexterity bonus of +4, you can use Red Dust to reach +6, assuming this is a viable option for the item. If +4 is the cap for that object, then that is as high as it will go.

Purple Dust will fulfill most of the roles that Green Dust does at the moment. It can be used to unlock the slots on UT’s (described below).

The more you reroll the Enchantments on an item, the more each subsequent roll will cost. The current cap for this cost is after 5 rolls, which is when the cost will remain fixed at a higher price permanently. Thankfully all dust still has a high cap on collection, and you can now boost this using Dust Cap Extenders, which add 200 to the cap of the specific dust type it is associated with.

UT’s and Engravings

UT’s and the Engraving system remain relatively unchanged. While UTs will gain random enchantments in the second slot onwards with later updates, they currently retain the same core mechanics right now: you pay Purple Dust to unlock a slot and consume and Engraving to apply it to that item permanently.

The Enchanter

Not all dust operations are available immediately. The Enchanter will now use Green dust for free but needs to be paid in dust to unlock the other types. This can be done in any order, so if you just want to use UTs you can pay them in Purple Dust to unlock this ability without paying Red to upgrade tiered items.

Implemented Feedback

Please note that some of these are still in progress, and may not appear in the PT, but they are being worked on at the moment.

  • Drop rates have been improved.
    • All items now drop with a 15% chance of an Enchantment.
    • This rises to 25% for Seasonal characters.
  • Bullet creation on rings now has 60 damage per tier and tighter cones.
  • Mana reduction and relative stat boosts appear on the tooltips as expected.
  • The error message for not having upgraded the enchanter has been made more understandable.
  • Items can now be enchanted from the extended backpack.
  • Using a dust charm will give a popup.

Important Note – Current WIP Systems

  • Drop rates and costs for Dust are still being investigated at the moment.
    • A rough balance for Green, Red and Purple dust has been implemented to show a basic progression.
    • These numbers are just there to ensure some dust is dropped to allow for playing without using admin commands
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