@finland said in Identifying Items:
@jetah said in Identifying Items:
@finland said in Identifying Items:
Enchantinting should be the same always otherwise none would enchant with a lower bonus. Second thing I hope to see a balanced repair bill not like Albion that was like 10% (of the price to buy it) every time you died.
you defend your people and loot is given out. you get a nice leather armor with +intel you're a melee and need +str. You use an enchant that gives you 75% of the total bonus to strength thus removing the +intell. Basically crafted gear will always be better than 'off the ground' gear.
for RP reasons it is said that enchanting weaves itself into the core of the material when crafting (or refining or other process) which pulls the most out of the enchant. whereas just trying to force an enchant on to an item doesn't get within the material.
Dude there will be no loot. The only way to see equips around is to craft hem or loot from players I'm pretty sure they said it So I don0t see the point to have different enchant bonus
so you'll never kill a pvp person defending your peeps and take their gear?
@fibs said in Identifying Items:
@jetah There's no reason why not; swords are reforged into much stronger blades (usually after being broken once) all the time in mythology and fantasy, with probably the most famous being Gram, and a re-enchant would simply be part of such a reforge.
Maybe re-enchanting a weapon counts as upgrading it and takes Knowledge Points or w/e the crafting equivalent is.
reforge is crafting! I mentioned just changing a stat from intel to str via an enchant. How do you reforge leather or cloth?
Maybe we could simply change the enchant quickly and cheaply or you could reforge it (thus costing more) and add the enchant.