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New Enchantment Mechanics?

Jack_Reacher

Legacy Supporter 7
Joined
Feb 4, 2011
Ultimately though, I think with the custom-drops coming, enchanters may lose power overall unless you need X/Y specifically.
Yes - this saddens me. It's going to be interesting to see how this affects Enchanters. Like - are "god items" form dungeons going to be so wide-spread that everyone uses them, and everyone has a bunch spare? If this happens, then Enchanters will probably be useless.
 

Xargun

Legacy Supporter 9
Joined
Jan 12, 2013
Location
Ohio, USA
It's not by design to have a master of enchants to level by mining. The system in place is a byproduct.

I think adding reagents to enchants or even a cooldown would be neat. We're trying to make the professions more unique and less "this is how you level over and over again"

Adding a cool down would be disasterous unless you specifically get to pick your enchant. Right now the enchant you get is random and with disenchant you remove it and try again. But if you apply a cool down it will make this even more of a pain to get the enchants you want without spending all day trying to enchant a few items.
 

Jack_Reacher

Legacy Supporter 7
Joined
Feb 4, 2011
Adding a cool down would be disasterous unless you specifically get to pick your enchant. Right now the enchant you get is random and with disenchant you remove it and try again. But if you apply a cool down it will make this even more of a pain to get the enchants you want without spending all day trying to enchant a few items.
Yea - this is true. Reagents may be the way to go.
 

Xargun

Legacy Supporter 9
Joined
Jan 12, 2013
Location
Ohio, USA
Yea - this is true. Reagents may be the way to go.

Reagents would rock - make every enchant need a slimeball or zombie flesh -- everyone gets so much of these worthless things. Make the good enchants require gold bars / ores or other alchemical items. Will both limit them and provide a boost to the alchemists who only make high end stuff for town upgrades and potions.

You want protection 4 armor - you need some End Stone. You want efficiency 3 - that adds a speed 2 potion to the cost.
Could be a huge boon to the economy.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Reagents would rock - make every enchant need a slimeball or zombie flesh -- everyone gets so much of these worthless things. Make the good enchants require gold bars / ores or other alchemical items. Will both limit them and provide a boost to the alchemists who only make high end stuff for town upgrades and potions.

You want protection 4 armor - you need some End Stone. You want efficiency 3 - that adds a speed 2 potion to the cost.
Could be a huge boon to the economy.
I doubt it will be this indepth - though I'd like it.

What's the reagent to disenchant an item? Perhaps its best we add one if one is not involved...
 

Xargun

Legacy Supporter 9
Joined
Jan 12, 2013
Location
Ohio, USA
I doubt it will be this indepth - though I'd like it.

What's the reagent to disenchant an item? Perhaps its best we add one if one is not involved...

To disenchant... hmm... can't be anything crazy so maybe a pumpkin ? Might as well make the used for something other than town upgrades and pies. Or Sugar Cane...
 

borislow

Stone
Joined
Apr 1, 2013
There should be a nerf, I agree, but enchanting should give not take xp, as Kainzo was saying
 
Joined
Apr 23, 2013
I like the alchemy involved idea. I was reading the stuff you could make in the cauldron and for many of them I was wondering why I'd ever make something like end stone. I simply wanna go alchemy just to make potions. Lvl 28 atm can't wait.
 
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