I don't think we have a low magic environment on Arelith. On the contrary, I think we have a high magic environment, given how normalised epic magic is here and the high level cap - but with low magic loot (and mid-magic weapons)! I think the power level of items is disproportionately low compared to the magic level of the environment. IMO, more enchanters doesn't mean a higher level of magic in this case because the ceiling of power from enchanted items, even when using top-end runes, is already so low.vaclavc wrote: ↑Fri Jan 18, 2019 7:53 amI agree that lorewise, wizards should be the best dweomercrafters.
What surprises me here is the clear intention of the DEVs to make enchanting more accessible. This change will result in much better availability of enchanted gear for anyone and for more wands/scrolls/potions being sold in shops.
I am not saying it is good or bad, just not my cup of tea, as Arelith is moving towards high magic environment more and more.
-V-
A bit off topic, but I'd love to see the direction shift from many small impact items towards a few large impact items. For example, imagine if rather than enchanting 10 +2 skill items that are all identical except for the slot, you could craft (or even better, loot!) two +10 skill items, but they could only stack up to a total of +20 from items, like how attribute stacking works. I feel such a system would make crafting and looting items more varied and exciting.
Imagine artifacts but without looting empty air 90% of the time, 8% of the time having the "only usable by: lawful evil halfling paladin" property, 1% of the time pulling out total junk, and the remaining 1% being decent quality. You could enter an epic dungeon and leave with more gold than the cost of your consumables plus at least one item guaranteed to be okay with the potential to blow your socks off.