- I actually find the whole concept of "enchant progress" kinda grindy. Enchants are the game's loot, and to have them distributed at a clearly-defined rate takes some of the fun out of it. You don't see a message that says "57.3% progress to next rare" when you kill a monster in Diablo.
Ah, but Diablo has it's own problems.
One issue I've always had with Diablo and it's brethren, and a big reason why I'd really NOT like to see AVWW's loot system be like theirs, is simple: Those games spit out absolutely stupid amounts of loot, and 99.9999% of it is damn near useless. For every 1 good piece of equipment you find in that type of game, you'll have gone through about 1000 useless drops to get to it. Those games are enjoyable, but I haaaaaaaaaaaaaaaaaate digging through all of that crap ALL THE FREAKING TIME.
AVWW though does it differently, and I like it. I equate it more to something like, say, grabbing coins in the original Super Mario Bros.... the very first game, mind you, when you didn't get 100 extra lives just by looking at a goomba funny. Individual coins by themselves didn't do anything special, but every time you reached 100, it was very satisfying to then get that extra life. Enchants in AVWW often feel that way to me; it's much more interesting than popping a foe, only to have it explode into 50 swords that you'd NEVER USE (but have to dig through to make sure of this fact). Not to mention, that this is also what the Opal store is for; if you want a new enchant RIGHT FREAKING NOW, you go there and buy one. Frankly, a Diablo-style loot system would annoy the hell outta me. It's been done to death, and it's rarely done very well.
Though, one other thing you can do is to go into Abandoned Towns, and enter some of those buildings. Dont look for stash rooms; instead look for "attics". There are chests to be found in these, which, when broken, drop a red enchant. They can appear in other areas too, but I've found they're most in abandoned towns (attics in other areas may not contain any at all).
All these factors come together in the dreaded maze room. It's a huge room with dozens of enchant containers (and monsters to kill for unlockable progress). The optimal play is obviously to collect them all, so I feel compelled to endlessly jump up, kill monster, grab container; fall down, kill monster, grab container; run across, kill monster, grab container; all while mostly staring at the chunk minimap to navigate the room and the message log to watch my progress tick up: 5... 11... 17.... There's no variety or surprise to these rooms, just a game of 52-enchant pickup.
Actually, no..... that ISNT the optimal way to do it, far from it actually.
This is part of the design of the game: You ARE NOT supposed to be trying to get 100% of everything, even in individual rooms. Part of the game is scouting different areas, and deciding which ones seem like the best uses of your time. Maze rooms are full of enchant charges, buuuuuuuuuuuut, going through them TAKES FOREVER. Is this the best use of your time? What other things could you be doing to further your progress more efficiently? Just because a big room is full of shiny things, doesnt mean that it's best to run around grabbing ALL of them. Look at the situation, and judge for yourself. Try other things. I actually find that boss tower missions are waaaaaaaaaaayyyyyyyyyyyyyy better for getting enchant charges than maze rooms (frankly though, damn near anything is better than maze rooms). Keep in mind though: If you're concentrating too much on getting enchants, that means you're NOT getting other things that may also help (like ingredients for new spells). Decision making of this sort can be tough, but it's integral to the game.
Make it true that stash rooms always have the best rewards, much like destroyed rooms never have any rewards.
The fact that this isnt the case right now, is mostly just due to some balance issues, as it actually IS supposed to be the case. The devs are quite aware of this one, it's been brought up numerous times as changes occurred between 1.0 and 1.1. I think you can expect this to be worked on sooner rather than later.
Same with the caves; right now there's not much reason to explore caves. In theory the main reason to explore caves is to get ores (opal, sapphire, citrine, whatever). The problem right now, is you need VERY FEW of these, even to power a huge number of spells for the rest of a continent. 5-10 minutes in a cave that gives sapphire, say, can get me so much sapphire that even if I get EVERY spell that requires it, I'll still never use it all up. And Boss Delve missions can give you even more absurd amounts of these ores (WITHOUT having to explore for them). Caves right now arent all that useful, definitely hoping to see this one fixed soon.
Oh, and as for the wiki: just ignore it. It's right now heavily outdated, since so many things have changed with 1.1.