The Enchanting Curse: How to Make the Most of it in RLcraft's Hardcore Survival

By admin

Enchanting Curse in RLCraft is a feature in the popular modpack that adds an extra level of challenge and realism to the game. This curse affects the way enchanting works and can make it significantly more difficult to obtain powerful enchantments on your items. When you have the enchanting curse, you will notice that there are "curse enchantments" that can appear on the enchanting table. These curse enchantments have negative effects and can make your items less desirable. For example, one curse enchantment is called "Curse of Binding," which makes it so that the item cannot be removed once it is equipped. Another curse enchantment is called "Curse of Vanishing," which causes the item to disappear upon death.


All of which are extremely useful and extremely flavorful. And they would make for perfect feats in PF2.

cold and scaling resistance is actually already in the game via the Heritage that was basically made to replicate Winter Witches, Wintertouched Human. Plus, there is a 4th level Rogue feat that lets you combine Sneak Attack with spells, which was one of the biggest draws to the Arcane Trickster for magically-inclined Rogues.

Witch archetype in Pathfinder 2e

Another curse enchantment is called "Curse of Vanishing," which causes the item to disappear upon death. In addition to curse enchantments, the enchanting curse also affects the way you obtain enchantments. In RLCraft, you can no longer easily choose the enchantment you want for your item.

Pathfinder 2E Pathfinder Second Edition: I hear it's bad - Why Bad, How Bad?

What gives me some optimism about PF2 in comparison to PF1 on that front, IMHO, is that it looks like a more robust foundation for expanding new character options than what Paizo was previously using. PF1 had alternate class features (i.e., archetypes), prestige classes, multiclassing, and hybrid classes, but if PF2 is able to condense all of that into a singular Archetype system, that's potentially a huge step forward in design space that this opens. It's similar to what 5e achieved with its subclass system. PF2 may partially even achieve what some people had wanted for 5e: cross-class archetypes/subclasses.

This is exactly what I least like about PF2. By making archetypes, multi-classing, and prestige classing all a single universal silo, there is a great homogenized feeling of the game. The worst part is making all three custom options compete for the same resource (class feats). The designer's have created a customization bottle neck and even admitted so during the playtest process.

Perhaps its simply poor execution of a good idea? Im not sure, but I'll be curious to see what Paizo drops in August to address the issue.

log in or register to remove this ad

Kurviak

Explorer

This is exactly what I least like about PF2. By making archetypes, multi-classing, and prestige classing all a single universal silo, there is a great homogenized feeling of the game. The worst part is making all three custom options compete for the same resource (class feats). The designer's have created a customization bottle neck and even admitted so during the playtest process.

Perhaps its simply poor execution of a good idea? Im not sure, but I'll be curious to see what Paizo drops in August to address the issue.

Different folks different strokes. this is one of the things I like the most about PF2.

In general the only thing so far I dislike about PF2 based on the little pieces of information I have is that magic items giving mathematical bonuses are still part of the game

payn

He'll flip ya. Flip ya for real.
Different folks different strokes. this is one of the things I like the most about PF2.

Yeah I think a lot of folks do, or dont care enough to let it get in the way of them enjoying PF2. Im probably an outlier on this.

In general the only thing so far I dislike about PF2 based on the little pieces of information I have is that magic items giving mathematical bonuses are still part of the game


Yeap, I was pretty sad to see the "big six" turned into the essential three.

Aldarc

Legend

I think it is a glaring omission because: a) The witch is important in Golarion (the most common non-divine caster) and b) the witch is an obvious primary occult caster, by not having it the bard was square pegged into the tradition and as a primary caster at the expense of other stuff. (IMO primal or arcane fitted better for the bard)

I get that you have a zealous appreciation of the Witch class, but I don't think you can make a strong argument that the Alchemist doesn't have a more compelling case for most deserving of the coveted 12th class spot. This survey data from d20PFSRD, for example, has the Alchemist ranked 11th as the most played class, with the Druid coming in at 14th and the Witch coming in at 15th, with a whopping 1.2% difference between the Alchemist and Witch. (And yes, that is fairly large difference when you consider the sheer number of classes.) Plus, both the Oracle and the Magus outperform the Witch on this list too.

Also, I'm skeptical the changes made to the Bard that you mention are in anyway remotely connected to the absence of the Witch. The Bard (and other 6th level casters) was notoriously underpowered in 3e and almost a joke class. There was also a lot of positive feedback about the Mesmer, which was almost like an occult Bard, in their Occult Adventures lineup. And as it turns out, according to Paizo, their decision to switch the Bard to Occult magic was met with HUGE praise by playtesters. If people had been upset about this, then the Bard likely would have switched to Arcane.* So did it happen? Nope. And when I look through the Occult spell list, then it seems to fit well with the Bard. Will it fit well with the Witch too? Of course.

This is exactly what I least like about PF2. By making archetypes, multi-classing, and prestige classing all a single universal silo, there is a great homogenized feeling of the game. The worst part is making all three custom options compete for the same resource (class feats). The designer's have created a customization bottle neck and even admitted so during the playtest process.

I like what I have seen, though I understand that opinions will vary. I was a bit taken aback by this myself, but when I thought more deeply about it, I don't think it's that big of a deal.

Do these things compete with class feats? Of course, but how is this necessarily all that different from the prior system apart from how it is structured? If you were multiclassing or going into a prestige class, for example, then you would be relinquishing a level from your primary class where you likely would have gained a class feature or more spells so that you could get another (PrC) class feature instead. (And you likely would have screwed up the progression of your saves, BAB, or spells too.) Here you are continuing with your class but opting to choose essentially alternate class features from another class or an archetype. It's basically a more streamlined, efficient way of doing the same thing but without costing as much of a huge dip or loss in your class efficiency.

You can even do some things better this way than you could with PF1. Let's say that you wanted to be a Rogue/Wizard hybrid. I don't know what's optimal, but let's say Rogue 10 / Wizard 10. You are looking at having BAB, 10d8+10d6 HD, and 5th level spells. If you start as a Rogue in PF2 and go full monty with wizard multiclassing, then you will still have 20d8 HD, probably more competitive class combat proficiencies, and up to 8th level spells. Plus, there is a 4th level Rogue feat that lets you combine Sneak Attack with spells, which was one of the biggest draws to the Arcane Trickster for magically-inclined Rogues.

payn

He'll flip ya. Flip ya for real.

I like what I have seen, though I understand that opinions will vary. I was a bit taken aback by this myself, but when I thought more deeply about it, I don't think it's that big of a deal.

Do these things compete with class feats? Of course, but how is this necessarily all that different from the prior system apart from how it is structured? If you were multiclassing or going into a prestige class, for example, then you would be relinquishing a level from your primary class where you likely would have gained a class feature or more spells so that you could get another (PrC) class feature instead. (And you likely would have screwed up the progression of your saves, BAB, or spells too.) Here you are continuing with your class but opting to choose essentially alternate class features from another class or an archetype. It's basically a more streamlined, efficient way of doing the same thing but without costing as much of a huge dip or loss in your class efficiency.

You can even do some things better this way than you could with PF1. Let's say that you wanted to be a Rogue/Wizard hybrid. I don't know what's optimal, but let's say Rogue 10 / Wizard 10. You are looking at having BAB, 10d8+10d6 HD, and 5th level spells. If you start as a Rogue in PF2 and go full monty with wizard multiclassing, then you will still have 20d8 HD, probably more competitive class combat proficiencies, and up to 8th level spells. Plus, there is a 4th level Rogue feat that lets you combine Sneak Attack with spells, which was one of the biggest draws to the Arcane Trickster for magically-inclined Rogues.

One thing to consider is that, yes they do now compete with one another. You cannot, for instance, choose an archetype and multiclass by level 2. Nor can you achieve a prestige class by level 6. The dedication system locks you into paths and limits choices. Dedication only works with class feats which come every even level. Also, this is more of hybrid/feat classing (4E) which isnt what most folks think of when they choose to multiclass (3E/PF). Its quite stifling from what came before.

Admittedly, this new system does make multiclassing caster classes possible, which was disastrous in 3E/PF. It is definitely different than what came before. Few like myself will not enjoy it, a few others will really enjoy it, and most folks wont care.

I disagree. The original Winter Witch prestige class had that very ability (aka to generate ice so utterly cold it freezes enemies normally immune to it).
Enchanting curse rlcraft

Instead, you have to rely on chance and hope that the enchanting table gives you the enchantment you desire. This adds an element of unpredictability and makes it more challenging to obtain powerful enchantments. Overall, the enchanting curse in RLCraft adds an extra layer of difficulty and realism to the game. It forces players to be more strategic with their enchanting choices and makes obtaining powerful enchantments more challenging. If you are looking for a new challenge in Minecraft, the enchanting curse in RLCraft is definitely worth giving a try..

Reviews for "The Enchanting Curse in RLcraft: An Expert's Guide to Unlocking Its Secrets"

1. John - ★☆☆☆☆
I was really disappointed with "Enchanting Curse rlcraft". The game was full of bugs and glitches that made it almost unplayable. The controls were incredibly clunky and unresponsive, which made it frustrating to even move my character. The graphics were also extremely outdated and the overall gameplay felt very repetitive. I would not recommend this game to anyone looking for a polished and enjoyable gaming experience.
2. Sarah - ★★☆☆☆
I had high hopes for "Enchanting Curse rlcraft" but unfortunately, it fell short of my expectations. The storyline was confusing and poorly developed, making it difficult to stay engaged in the game. The combat mechanics were also overly difficult and seemed unbalanced, making battles frustrating instead of enjoyable. Additionally, the game lacked variety in terms of quests and activities, making it feel repetitive and boring after a short while. I would not recommend this game to anyone seeking a captivating and immersive gaming experience.
3. Michael - ★★☆☆☆
I found "Enchanting Curse rlcraft" to be quite underwhelming. The game seemed to lack depth and substance, with a lackluster story and uninteresting characters. The gameplay itself felt clunky and unrefined, with slow and sluggish controls. The difficulty level was also unfairly steep, making progression feel impossible at times. Overall, I was disappointed with this game and would not recommend it to others who are looking for an engaging and enjoyable gaming experience.

Conquering the Enchanting Curse: Pro Tips for Skillful Players in RLcraft

Overcoming the Enchanting Curse: Expert Advice for RLcraft Adventurers