Enchanting item was rather bland in Majesty. Since majesty is half an RPG perhaps item production could be treated with some more detail in the sequel. Age of wonders shadow magic had a brilliant system for this, and I will suggest something along its lines here.
Many of you would ask how would a sophisticated item system benefit the game. It could potentially add a whole level of strategy! a player could commission the creation of an item, then sell it at the market, potentially founding their entire strategy on item creation.
There are three "simple" rules for enchantment.
1. Magic item can have as many enchantments as base item quality level. Assuming there are 6 quality levels (3 blacksmith, 3 loot), an item could have maximum of six different enchantments
2. The power of each enchantment is limited by quality level of the base item, so a staff of spite can have a damage +6 enchantment, and a fighting staff can have +3 at most.
3. Some enchantment requires other enchantment. For example, Critical hit requires at least +3 damage, therefore without a good blacksmith some enchantments just can't be placed.
Here is my idea of enchantment tree for weapons, to serve as an example only. The number in the bracket before each arrow indicate the enchantment required to place the more advanced enchantment. Admittedly these are all ripped off various "action" RPG
Accuracy, Melee or ranged (+3) -> Attack speed (+5)-> Strike multiple target
Physical Damage (+3)->Damage armor (+5)-> Critical hit %
Electric damage (+3)-> Paralysis % (+5)->Chain lightning length
Fire damage (+3)-> Ignition Damage (+5)-> Ignition Length
Frost damage (+3)-> Slow Severity (+5)-> Frost nova size
Magic damage (+3)->Bypass Parry/Dodge (+5)-> Bypass Enchantment
Divine Damage(+3)->Stun% (+5) -> Dispel magic%
Unholy Damage (+3)->Life Steal (+5)-> Curse
Even an average ranger with Yew Longbow that fires 3 times a second at 6 different targets can annihilate a wave of goblin before they close. Allowing even the average player to have some fun and finish some beginner quests with just a few heroes.
Perhaps there should be a repository of blueprints, so a player can come up with these things at his/her leisure and unleash their creativity in a mission in a well thought-out manner
Many of you would ask how would a sophisticated item system benefit the game. It could potentially add a whole level of strategy! a player could commission the creation of an item, then sell it at the market, potentially founding their entire strategy on item creation.
There are three "simple" rules for enchantment.
1. Magic item can have as many enchantments as base item quality level. Assuming there are 6 quality levels (3 blacksmith, 3 loot), an item could have maximum of six different enchantments
2. The power of each enchantment is limited by quality level of the base item, so a staff of spite can have a damage +6 enchantment, and a fighting staff can have +3 at most.
3. Some enchantment requires other enchantment. For example, Critical hit requires at least +3 damage, therefore without a good blacksmith some enchantments just can't be placed.
Here is my idea of enchantment tree for weapons, to serve as an example only. The number in the bracket before each arrow indicate the enchantment required to place the more advanced enchantment. Admittedly these are all ripped off various "action" RPG
Accuracy, Melee or ranged (+3) -> Attack speed (+5)-> Strike multiple target
Physical Damage (+3)->Damage armor (+5)-> Critical hit %
Electric damage (+3)-> Paralysis % (+5)->Chain lightning length
Fire damage (+3)-> Ignition Damage (+5)-> Ignition Length
Frost damage (+3)-> Slow Severity (+5)-> Frost nova size
Magic damage (+3)->Bypass Parry/Dodge (+5)-> Bypass Enchantment
Divine Damage(+3)->Stun% (+5) -> Dispel magic%
Unholy Damage (+3)->Life Steal (+5)-> Curse
Even an average ranger with Yew Longbow that fires 3 times a second at 6 different targets can annihilate a wave of goblin before they close. Allowing even the average player to have some fun and finish some beginner quests with just a few heroes.
Perhaps there should be a repository of blueprints, so a player can come up with these things at his/her leisure and unleash their creativity in a mission in a well thought-out manner