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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Enchanting as a form of Horizontal Progression

I believe enchanting should be used to further horizontal progression rather than being a simple vertical gain everyone wants.
Here is what I think it could look like :
Reasons why I think this would be more interesting :
Here is what I think it could look like :
- Add enchantment scroll variety, making enchantment scroll themselves give a specific type of bonus (ex: proc chances, elemental dmg/resist, general stats like stamina/speed/dodge, base stats)
- Make enchantment tiers independant from gear tier, allowing rare enchantments on a legendary item
- Allow disenchanting gear to re-orient build or min-max with scroll tiers
- Adapt repair cost and chance of loss based on enchantment strength. Higher tier scrolls adding risks
Reasons why I think this would be more interesting :
- Gear specialization would allow older gear to be relevant longer as newly acquired gear might not be as strong in specific situations
- Players who play more can widen the spectrum of content their gear can tackle by specializing more pieces
- Players who play less can specialize in one form of content to still be powerful
- This could allow artisans to specialize in which type of scrolls they can make

2
Comments
However gem socketing/Tempering are on there to do list will probaly be more incline with larger specialized power boosts
There also gear ascension what ever that is.
https://ashesofcreation.wiki/Enchantments
Horizontal enchantments are more situational. This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[3]
For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[3]
This type of enchanting assumes no risk, just time and effort.[3]
But I also can see how the middle ground can be frustrating to players. Despite saying that, the sentiment relative to the limitations on Traits on gear in Throne and Liberty is at worst only slightly negative.
It seems that as long as there's a simple build that the less invested can pursue without having to understand it, and that simple goal is usually the same per slot, the less invested player will just ignore more complex build options and not worry or complain about them.
Most importantly/usefully, it allows Devs more control over power spikes when new gear is available/released. I don't know how much this will be a concern in Ashes, but it's always good to build in as many contingency options as one reasonably can, I think.