Enchanting machines are now live, and player-enchanting (for others) is now retired.
To recap the long, windy, controversial discussion that led to this change:
- Enchanting items is very difficult to balance, in general.
- The feature is also fragile and has resulted in many bad bugs this year.
- The system provided easy ways of transferring large amounts of money between characters, bypassing the crown exchange rates.
Rather than removing enchanting completely (which may well happen when I launch the New Loot System next year), I’ve made it so that you can do it with Crowns, with 100% success rate.
I set the crown prices to what I think is a reasonable amount — for a +10 item, which is very powerful (and permanent), it’s 50 crowns total. Some of you may feel this is an unfair amount, because for a few days, after I enabled crown gifting, Jokkah was able to make a clear profit from 20-crown pricing by taking advantage of differences in crown conversion rates between an average player and a demigod. This was an unfortunate mistake on my part: I should have disabled player enchanting as soon as crown gifting went in. So it goes.
- The machines are in NV and Minath blacksmiths. Note that visiting the blacksmith map will not affect the reset timer for yojimbo’s loot machines.
- Retired enchanting tokens – they are just blank scrolls now.
- You can no longer cast the enchant armor/weapon spell on an item belonging to another player.
- It still works the same as before, for enchanting your own stuff. You can save some crowns this way.
- Machine-enchanted items cannot be offered for auction, unless someone can convince me that there is no way to transfer large amounts of money that way.
- They can, however, be given and traded via the normal VIP rules.
Edit: One more change I forgot to mention, is that I removed the min-level cap of 20. The formula hasn’t changed (I think it’s +2 to min level for each enchant), but there’s no longer a cap. So if you find an item that has a high min level, and enchant it, it will eventually go to min level 30 or even higher. However, the machine will not let you enchant something that you cannot use. Also, this cap removal is only for newly-enchanted items. The old ones are grandfathered in.
- Very large increase to built-in regeneration rates.
- With no regen or healing skill, it now goes something like 12x faster than before.
- Regen has 3x the effect it used to.
- Healing skill has 2x the effect it used to.
- I am still playing with the numbers, but this should be very noticeable. (I actually want it to be faster, but need some more experimentation.)
- It’s NOT intended as a replacement for in-combat healing, but should help recharge you much faster when out of combat.
- The Ninja Focus skill now works near monsters (but if you get it, it’s still interrupted).
- Made kobolds, goblins, trogs etc. (newbie mobs) unable to wield weapons, since they were just massacring new players. I’m not 100% sure yet if this completely fixes the problem, but it can’t hurt.
- Hard capped dodge skill effect at level 60. This is true for monsters as well — many have dodge values much higher than 60. There used to be no cap, with unpredictable results above 60.
- Fixed Post Explorer in Mist Temple and Tornaum if you’ve already solved those quests.
- Made the enchanting machine require you to remove the armor, as a workaround for the -protection bug.
- Made the equipment modder no longer mark items as unenchantable. If there is an abuse here, let me know.
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