I just realized: The current way shields work makes no sense. Why would you have to maintain a shield if enchanted items with shields do not need to be maintained?
I'm now going to balance it, it'll work this way:
Shields can be either Maintained or Placed. Player specifying. Which have the following differences:
Maintained shields have HP regen if they have specified HP. If they don't, the user just outright maintains the shield. Maintained shields of course require the user's direct attention.
Placed shields don't regen. They fall after taking so-and-so damage/succeeding oh so many times. Placed shields don't require a user's direct attention, but to prevent the user from placing shields extremely often, you cannot place shields until after 5 turns after the last one was placed.
Enchanted items use
placed shields, which can be recharged. This, of course, means TolyK's enchanted armor is less useful now, but it was overpowered anyway. I mean, how can you argue against?
And as a further change, all magic enchanted items now have charges, and there can only be one
temporary magic enchantment per item at a time. Since, seriously, I just
know you guys are going to super-enchant everything you get your hands on. Don't even try to deny it.
However, to make magic-generated items more worthwhile, items generated magical have no charge for their magic enchantments. So that +5 Longsword of Awesomeness is as useful as it starts generated as for the entire game. And sometimes you may find scrolls that permanently add a magic enchantment to items that don't already have a permanent enchantment. Permanently enchanted items can also have a temporary enchantment applied to them.
Also, I am now limiting enchantments to one per total-item. Meaning if you put together pieces of a sword which each have an enchantment, you will have to specify which one to keep. This is because not only would it have been annoying to keep track of individually enchanted pieces, but because it would've been too powerful.