Greetings Aetolians, this is my first post around here. So far I have been simply reading the threads and getting accustomed to the game. Noticed there are plans for unifying curing and stimulating economy thus decided to pitch-in for Magi. I am familiar with Mage-archetype and this enchantment system, so I will offer my two cents about how to make it more interesting, engaging and benefical for all sides involved.
DISCLAIMER: Examples mentioned in this thread only exist to enhance the concept. Please keep that in mind.
- Current enchantment skillset has redundant or borderline useless products.
- Magi classes have no difference on their approach towards enchanting.
- Motivation for going towards different and more powerful types of enchantments is lacking.
- This does not add anything in variety to the economy. If there are no desirable things between cities or guilds, trade and smuggling will not occur actively.
Proposed system shifts attention from your usual AB (this and that) which uses certain amount of commodities to knowledge, affiliation, core items and research. Basically enchanting occurs by requiring certain core materials which can range from common to rare, coming from different kinds of activities. The major difference here is that, the final product you get is dependent on item you are enchanting. An item which would give resistance on a ring could be used offensively on an armor as an example.
Ex 1 (Common Example): Essence of Fire is a core item which can be extracted from fire elementals and denizens around volcanoes (the core items drop by a small chance). Its properties can be enchanted on a jewellery to provide resistance, if imbued/etched on armor it will provide passive attack (with very low proc chance whenever the person is damaged) and if used to enchant a weapon it will turn half the damage done with that weapon to fire. You need to combine this essence with Spirit Essence in order to make a firewall ring.
Now affiliation with elements come into play here. An Ascendril will get more benefits from working on their preferred elemental essences such as Fire while Sciomancers will benefit more from Air essence.
Ex 2 (Rare Example): Living Metal is a rare and weird phenomenon which can be found throughout mines in Sapience. Those with the ability of enchanting items can transfer its properties to other items. When used to enchant an armor, it shall provide additional chance to divert attacks and when used on a weapon it will allow you to bypass resistances of your opponents with extremely low chance.
Note: Do not get into balance discussion upon these examples, for they are provided to present concept only. Also I generally gave on offensive/defensive examples but similarly found materials could be used on clothes to provide a utility.
Skilled Enchanters can etch or embroider basic abilities on robes, armor and weapons. They could provide small bonuses like 5% more gold drop/experience/quick endurance regen etc. or low-level abilities to proc upon hits/getting hit such as Lash. Basically an armor can get one enchantment and one skill etching or two minor etchings. Skill etchings can be done from any skillset provided that you find a person to IMPART knowledge to you. With their presence you can etch or embroider the low-level ability.
Here we come to the place where enchantments should shine. There should be special types of enchantments where only certain organizations can get access to. To increase circulation of commerce one should create items of desire. X enchantment requires knowledge of X city/elements/guild in order to be created. Also certain enchantments could be made available via researching through city let it be a personal-use bauble or a mega-project like an Elemental Cannon which requires concerted effort of several enchanters and rare core-items.
Note: Sigils can remain as they are since...well...they are alright.
This is the pinnacle of your enchanting which means you can put two enchantments and two embroideries/etchings (1 Major, 1 Minor) on a robe or weapon or armor. But you can only have one masterpiece and you cannot make another till existing one is destroyed. You can destroy masterpiece whereever it is by "Destoy Masterpiece". And Masterpiece functions as long as its creator is an Enchanter, so no multiclassing to get your own masterpiece and use it on other class. If you are other class then better pay an enchanter. Non-combatant enchanters especially can turn a decent profit from lending their masterpieces.
This idea and its examples could have faults and might be subject to balancing, but concept should be clear by now. I would like to hear others' opinions on this kind of enchantment style.