Enchanted Anvil

After a while I got bored of reroll enchantments with embers.
So I got this idea about an enchanted anvil that allows to enchant weapons as players want.
It may cost a lot do build and to use but will allow for much more weapon customization, I would rather farm a lot for it than –spend– waste time with rerolls.

That kinda kills the thrill of enchantments though. It will never happen.

Thrill?
I do not find reroll for enchantments thrilling, but I do not like slot machines mechanics in a game like this.
It may be nice at the beginning but after a while it just feels boring and a waste of time.
I do not understand why many devs want to squeeze so much time.

For me the real thrilling part would be to find synergies between weapons, runes, enchantments, items and test them out. Also to find what build is more fun to play for me.
With a system like this it will just take longer and if I don’t get lucky with the RNG the game is not that fun.

I would prefer to have a system without RNG or at least with a minimal presence of it.

Maybe once the char get to level cap it unlocks these end-game crafting items that allows for more control over the system.

But I can see that this is my personal taste and if people enjoy doing rerolls and devs want to keep it this way it’s a thing that I can accept, I’ll still play the game.

Also I didn’t specify but the idea was to have both options. The ember rolls are avallabile almost immediately and in the end game we also get this. One can keep re rolling even with the anvil available.

Well there’s a bit of dopamine triggering in your brain every time you roll an enchantment wether you know it or not. Even getting something you don’t like makes it so when you do get it, it feels more rewarding. Yes, Thrill.
Also if you could enchant everything you wanted however you wanted then when loot drops you wouldn’t feel anything.

Sorry but I think an enchanted anvil is ultimately a bad idea for the game.

That’s the whole point. The know gambling is addictive and it does give some dopamine but I would prefer the dopamine given by a creating a build that is fun and effective to play rather than “just” gambling but as I said, it’s personal. I get it.

I just really do not like gambling elements like this in games.

As I said I would prefer to farm, at least I know what I will get for the time I spend on the game.

Like an ember+gem combination that will give a specific enhancement.

This can be limited to only certain enchantments ( like elemental infusions).

I would still need to drop the weapons, the RNG there is something I can accept.

If the end-game is that I would prefer to just have the system available rather than spend a lot fo time in rerolling enchantments.
Weapons have stats that are RNG. Stamina use, focus, damage, weight. The loot RNG it’s till there, it would just remove the embers farm/reroll over and over.

But I as I said it’s just personal feeling and it’s not that bad even if they keep it as it is.

I would argue that even if you had the enchantment Anvil, you wouldn’t have too much fun making builds, because the build crafting in this game is quite minimal because the enchantments overall don’t enable a lot of stuff. They are mostly resource efficiency things and so on, they mostly just allow you to use your weapon a bit more efficiently.
There’s a few fun ones though like the Explode on death and bomb damage and bomb not used but they aren’t super impactful or gameplay changing.

I think there’s some changes that need to happen before we actually have build theorycrafting which like you, is perhaps my favorite thing in RPGs.

I wrote a whole post about it and if you have a few minutes to read it and give it a vote up I would highly appreciate it. Regardless it’s an interesting read ive been told.

I would argue that even if you had the enchantment Anvil, you wouldn’t have too much fun making builds, because the build crafting in this game is quite minimal because the enchantments overall don’t enable a lot of stuff

This si true, I would like them to focus more on unique/different enchantments rather than leave it as it is. I somehow took for granted that the enchantments will increase and that are basically the thing to aim for in end game. (Unless one plays only for the story).

I read your post and I agree pretty much on everything. Nice feedback.

Following up you suggestion about enchantments I’m sure you can understand why I want more control.

I would also like to have some tools to be able to enchant and add/remove runes on weapons in the house. The coins cost will be the same (or even more) it just removes the running back and forth from house to Eleanor.
The distance is short but if you do it for all weapons/armor pieces it’s a lot of time spent (wasted) just for running back and forth.

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@EC_QWERTY

I totally get the desire for more player control—but I think there’s a way to give that without going as far as the Enchanted Anvil, which to me feels more like admin-mode than actual gameplay. It kind of removes the thrill of adapting and building.

What I suggested in my post is a layered system where gear has innate traits based on its type—like maces ignoring stagger resistance. That alone gives players a core mechanic to build around.

Now imagine stats enhancing gameplay, rather than just acting as stat-checks to use gear. For instance, Strength increases weapon damage, Dexterity boosts attack speed, etc. Then you use gems as the primary enablers of a build’s functionality (stamina regen, resource tuning, etc.), giving you flexibility.

Enchantments would then become the interactive, strategic layer on top—adding synergy to your chosen playstyle. Taking the mace example:

  • You build around stagger with maces.
  • Use Dexterity for faster attacks.
  • Equip stamina gems and heavy armor with high poise.
  • Then add an enchantment that causes staggered enemies to emit a shock AoE.
  • Layer another enchantment that heals you for 5% of max HP when enemies are shocked.

Suddenly, you’ve created a cohesive and exciting synergistic build.

Of course, balancing is key—and this build might be powerful. But that’s where enemy immunities and resistances come in. If some enemies are immune to shock, that naturally limits your effectiveness and forces tactical adaptation.

This kind of system would create depth, encourage creativity, and reward planning without handing players full control or removing the fun of discovery.

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I understand that you might see it as admin mode but It’s not what I was suggesting.
It can be adjusted not to be that easy to have all enchantments available from the beginning.

For example.

Like recipes or blueprints one can find enchantments scrolls in loot chests or from enemies corpses.

Or they can be sold by Eleanor and other vendors.

Or the enchantments could be unlocked by finding enchantments items.

Or each time one rerolls an enchantment it gets added to the list.

I don’t know.

In the example you mentioned how many rerolls will you have to do to find exactly the staggered shock and the 5% hp heal enchantments?
A lot.

My idea came up not because of the system itself ( that I do think needs some tweaks as you suggested) but only for too much RNG that feels frustrating, for me at least.
I got a lot of useless enchantments and wasted embers that just isn’t fun for me.
No wonder they increased the ember drops rate.

Not to mention that the random enchantment from Eleanor can still be there, maybe it’s a more risk more reward scenario were there is a chance to find very strong enchantments but it’s random.
It would cost less than enchant via anvil for example.

I don’t know.

I just don’t like to spend 5 mins to reroll one enchantment on a single item, I would rather farm for it, at least I am stil playing the game and not a slot machine.

Ah okay I see what you mean now.
Could be interesting but only if there’s a few enchantments available. I still think the most exciting ones should be found in the wild or embered.
I like what last epoch does to some extend, that you have primary and secondary affixes. It could be cool that you can forge basic affixes but not the more crazy ones. I think it would be good for those affixes that are resource based, like Stamina, Focus, etc…
However there’s a small issue, the affixes have a change to be something like 5-15% less stamina cost for example. So when you forge it… is it random too? You’re still gambling in a way, or is it always maxed out? then it’s kinda lame.

The % bonus can be random it can be exalted later to increase the % number.
Or maybe one needs to enchant ti multiple times to increase the % to a limit that will be surpassed with exalting.

Like max is 20% exalted items can go up to 30%.

I find myself to reroll all the enchantment to have the Undestructible unrepariable, feels kinda pointless

True but I think partially the issue is that the enchantments and plagues are not very interesting in general or quite bad hindering