Mormon Partyboat, on 30 September 2011 - 03:17 PM, said:
It'll be interesting to see how he keeps it random while somewhat directed. Completely random would be kind of iffy (especially if we're spending XP), so there has to be a route to determine what it is you're going for. Maybe it's completely random at base, and adding ingredients shifts the enchantment towards that? Like you put a sword down and it's got a 10% chance of each of the 10 valid enchantments. But if you put 3-4 blaze powder in there, it has a 55% chance of a fiery enchant and a 5% chance for each of the other 9?
Or it just is randomly choosen effect out of a small amount (all somewhat related) all the damn time per spell. As you can only upgrade three times.
For example, you can choose between "offensive" "defensive" "supporting" and "elementar".
Offensive could then be:
- More damage
- Adding chance of bleeding
- Higher attack-rate
- Take less damage when carring
- Loose less armor
- Slow health-regenration when under a specific amount of HP
- Vampirsm (get health for damage)
- More EXP
- More range
- Sets enemy on fire
- Small explosion
- freezes enemy for a moment
Every time you upgrade with a spell, you get one of those randomly (effect can stack. Having twice "more EXP" means you get twice as much bonus EXP than with just one).
Also I don't think, we won't know AT ALL what we get, but we get possible outcomes or hints.
(That, of course, was a list for a sword - tools might get other effects like longer duration or in case of pickaxe maybe able to break blocks you previously couldn't)