I really like the Ember Essence concept that allows us to extract an enchantment from an item and reapply it elsewhere. However, my biggest issue with the current system is that it forces me to hoard tons of items “for later,” just in case I want to experiment with a different build or switch gear.
I constantly find myself sorting my inventory in front of the vendor, agonizing over whether to keep an item because of a good roll or just sell it.
My proposal aims to eliminate this hoarding aspect without altering the core spirit of the system. It is inspired by the Scribe Table (already present for craftables) and Diablo 4’s Codex of Power, but with a distinct twist regarding the resource cost needed to reapply them.
Here is the idea:
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When you extract an enchantment using an Ember Essence, it becomes permanently available at the Scribe Table with its minimum roll (lowest stat power).
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You can then apply this enchantment to any piece of gear as many times as you want (at a cost).
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The cost could be a new common resource (e.g., “Ember Shards”) acting as a dedicated resource for enchanting.
Progression System:
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If you extract the same enchantment again, it upgrades the roll stored in the Scribe Table to a higher tier.
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You can apply this improved version indefinitely, but at a slightly higher Ember Shard crafting cost.
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This continues until you have extracted the enchantment enough times to reach its maximum possible roll (before the additional Radiant Ember upgrade), costing the maximum amount of shards to apply.
(QoL Bonus: The item UI could indicate if we have already reached the max roll for its enchantments in the Scribe Table, so we know instantly if we should extract it or if it is safe to sell.)
That’s my idea! I assume it’s not perfect and there might be flaws, but if it at least opens up a discussion on how to limit item hoarding for extraction purposes, that’s already a win.
Feel free to share your suggestions, and please upvote if you think this deserves attention. Thanks!