So, it's elemental. Obviously I hope to play one game as a Fire mage, with an army of flaming sword wielding fire immune warriors. (or water immune)
Anyway, I was just thinking that some item creation variables should either prevent others from being enchanted or reduce the effectiveness. So a fire defense item 'set' you design, make and equip should let you absorb fire damage and heal with it. But i think even if a set with 2 elements is more expensive it should provide a significantly lower bonus, 3 or more shouldn't be able to absorb damage. And 4 or more shouldn't be available, unless the sovereign had an enchanting perk and it would still be very expensive.
Perhaps one strategy then could be to invest in enchanting twice would allow you to make a few elite units that would be able to function as anti-summon and anti-mage troops, healing with any spell cast. Otherwise I can just see making the ultimate item sets from MoM. (an archer with haste, flying, magic immunity and missle immunity or with a regenerating hero set)
I'd just like a simple mechanic for it
Say you pick from:
Fire resistance +50% (+1% 10% doesn't matter, as long as the total equippable items sum to this value)
Earth resistance +50%
and pick fire, you'd then have
Fire resistance (Greater) +95% (total)
Earth resistance (lesser) +25%
Choose Fire again and you'd have these to pick from:
Fire resistance (ultimate) +150% (total)
Earth resistance (lesser) +25%
In effect it'd just add one level to any element beyond the specialist element. So you'd need more 'picks' in item creation. Which you could get around by having more max picks given to enchanters and obviously an enchanting discount.
Also I'd just like to know if the total number of equippable items is unlimited and you can make immortal super soldiers or if it's limited and everyone has some weakness.
Also I think a limit like above would make a 'null magic' artifact or high level 'magic immunity' spell quite useful, but different (couldn't allow healing in it for example)
Thoughts?