I want to also offer some thoughts on the artifact crafting system. I already mentioned cost balance in the release thread, so I won't go into that here. Rather, I would like to suggest some more fundamental changes aimed at diversifying the available powers while also freeing up space on the interface. Rather than presenting the available powers from a list, the effects can be combined into separate crafting menus in the same way that spell charges are done right now. A great number of new and unique effects can be incorporated to greatly expand the scope of crafting possibilities beyond that of raw stats.
Passive Spell: Same effect as current item powers like Bless or Resist Elements, but with a greatly expanded catalog. Any combat unit enchantment will be available as a spell effect that is constantly active as long as the item is worn. Some very interesting possibilities will open up such as a "new hero" item with a Heroism effect. In addition the power spike of very strong effects becoming available immediately will be eliminated as the applicable powers would be derived from known spells rather than book quantities.
Curse on Hit: Similar to current powers such as Death or Exorcist and possibly eliminating the need for such powers as separate entities on the list. A curse being any instant death or non-damaging spell that can target enemy units in combat. Any known combat curse would be craftable as a bonus effect to apply after an attack deals damage. It may make sense for this effect to be cheaper on melee weapons. I suggest omitting the cast animation.
Global Power: A way to provide a repeatable overland utility effect for support heroes and add parallel overland casting for late-game wizards. A hero with an item of Change Terrain, transforming the land as she passes or an item of Skeletons summoning troops to the front lines would be very interesting effects. In the interests of sanity, I suggest limiting the available spells to common and uncommon only. The way I imagine such an power being incorporated is with the item gaining 10, 20, 30 or 40 mana towards casting the associated spell each turn. When the mana pool is higher than the cost of the spell and the area the hero is stationed in is valid, the spell is cast in overland at the start of the turn and the cost of the spell is subtracted from the item's mana pool. The maximum mana pool would be double the spell's cost but with a cap of one cast per turn. For example a hero has an item of Global Holy Weapons at 20 mana/turn and is stationed together with two troops at a city. At turns 2, 4 and 6 a random unit would get a copy of the enchantment after which the item would bank its mana. If at turn 10 two new units were moved inside they would both get enchanted on turns 11 and 12. The cost of such an item would be based on how much mana it provides rather than the spell it casts, for which I suggest 25 times the amount to make the item still profitable in the long run, but affordable enough to get started.
Passive Spell: Same effect as current item powers like Bless or Resist Elements, but with a greatly expanded catalog. Any combat unit enchantment will be available as a spell effect that is constantly active as long as the item is worn. Some very interesting possibilities will open up such as a "new hero" item with a Heroism effect. In addition the power spike of very strong effects becoming available immediately will be eliminated as the applicable powers would be derived from known spells rather than book quantities.
Curse on Hit: Similar to current powers such as Death or Exorcist and possibly eliminating the need for such powers as separate entities on the list. A curse being any instant death or non-damaging spell that can target enemy units in combat. Any known combat curse would be craftable as a bonus effect to apply after an attack deals damage. It may make sense for this effect to be cheaper on melee weapons. I suggest omitting the cast animation.
Global Power: A way to provide a repeatable overland utility effect for support heroes and add parallel overland casting for late-game wizards. A hero with an item of Change Terrain, transforming the land as she passes or an item of Skeletons summoning troops to the front lines would be very interesting effects. In the interests of sanity, I suggest limiting the available spells to common and uncommon only. The way I imagine such an power being incorporated is with the item gaining 10, 20, 30 or 40 mana towards casting the associated spell each turn. When the mana pool is higher than the cost of the spell and the area the hero is stationed in is valid, the spell is cast in overland at the start of the turn and the cost of the spell is subtracted from the item's mana pool. The maximum mana pool would be double the spell's cost but with a cap of one cast per turn. For example a hero has an item of Global Holy Weapons at 20 mana/turn and is stationed together with two troops at a city. At turns 2, 4 and 6 a random unit would get a copy of the enchantment after which the item would bank its mana. If at turn 10 two new units were moved inside they would both get enchanted on turns 11 and 12. The cost of such an item would be based on how much mana it provides rather than the spell it casts, for which I suggest 25 times the amount to make the item still profitable in the long run, but affordable enough to get started.