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:
When you extract an enchantment using an Ember Essence, it becomes permanently available at the Scribe Table with its minimum roll (lowest stat power).
You can then apply this enchantment to any piece of gear as many times as you want(at a cost).
The cost could be a new common resource (e.g., “Ember Shards”) acting as a dedicated resource for enchanting.
Progression System:
If you extract the same enchantment again, it upgrades the roll stored in the Scribe Table to a higher tier.
You can apply this improved version indefinitely, but at a slightly higher Ember Shardcrafting cost.
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!
Your idea is a step forward but from a practical point of view it seems a little unintuitive to me.
And only gets half the problem, players who want to extract a strong effect will continue to put aside weapons and armor just to extract it.
A better solution was suggested by someone recently but I don’t remember where.
The idea is Eleanor Extracts the effect instead of the ember but to insert the effect on an item you still need the ember, this way the chests are more organized.
Then, special boxes are added for non-accumulating items (such as runes, weapons, armor, and extracted effects), which have much more space inside them.
This is just one of the problems of the Enchantments I believe that we need to Revamp Enchantments on a much bigger scale.
I’d like a codex where affixes get unlocked by extraction, and just have the affixes upgrade in the codex as you extract higher rolls.
Then an ember to apply the affix via enchantment.
This flooding of our miserably small inventory slots and turning our houses into warehouses filled with chests is just dysfunctional and tedious to the point it constantly disrupts gameplay flow.
I want to spend less time on my inventory menu and submenus and constantly run ing across several different chests.
I don’t play the game to roleplay as a store employee going over inventory.
I play to explore, gather, discover and craft cool looks, take in sights, and fight enemies. Anything that detracts from that loop fundamentally annoys me.
Yes, thank you! I completely agree. That’s exactly the problem I want to solve; like you said, I don’t want to have to manage an inventory scattered across multiple chests.
However, regarding the Codex idea as implemented in Diablo 4 (where once you extract a max roll, you are done forever), it actually bothers me a bit. I feel that once you get lucky enough to get a max roll, you have zero reason to farm that enchantment type ever again.
That’s why I propose requiring multiple extractions of the same enchantment to level up its power. Importantly, the quality of the extracted roll wouldn’t matter: extracting any version of the affix would increase the Codex power by one tier.
Beyond that, I’d go even further and suggest that once you apply an enchantment to an item, the Codex value resets to the minimum roll.
This way, you’d have to extract the same enchantment multiple times again to raise its applicable roll. This keeps the incentive to farm items alive, rather than reaching a definitive ‘finished’ state. Of course, you could still apply a lower-tier/intermediate version from the Codex if you just want to test a new build quickly.
For this to work, the drop rate of Ember Essence would obviously need to be increased so we can easily and regularly extract enchantments we are targeting to power them up in the Codex.
So when clearing out inventory, the decision process becomes streamlined: I either sell the item, or I use an Essence to extract the enchantment right there. No more hoarding ‘just in case’.
Anyway, these are just ideas. I know there are probably tons of potential implementations that might be better, but I want to do my part to help revamp this system. I love the exploration and immersion in the world of No Rest for the Wicked, and I’d like to spend more time doing that and less time organizing chests.