enchanting

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Enchanting

Nearly everything can be enchanted with at least one enchantment. Certain items can have more than one. Enchantments cost mana, and are done through regulated rituals (ref required).

Enchantments can only be given to certain items (i.e. you cannot give WOUND to something that isn’t a weapon), but others can be given to multiple types. Some items can be enchanted multiple times – each enchantment must be different. Once an item is enchanted, it will be given a ribbon to make it clear that it is enchanted. Characters may only have one Trinket at a time.

Enchantments that deal with Elemental ingredients must be crafted by a Fae of the same Element.

Certain items cannot be Enchanted due to it being impossible to Ref them (bows, arrows, throwing weapons, furniture, etc).

Enchantment Item Category Example Items Maximum Number of Enchantments
Weapon Swords, Hammers, Polearms 1
Shield Shields of any size 1
Cloth Armour Obviously thicker material worn over clothes such as a gambeson or a specific coat 1
Light Armour Material with the appearance of leather 2
Heavy Armour Metal or metal-appearing armour (e.g. chainmail, platemail) 3
Trinket Amulet, Ring, Bracelet, Hat 1

The Enchantments listed here are the commonly known Enchantments. Not all of them have widely known recipes, but the ones listed here are identifiable to most.

All Enchantments wear off after one event unless specified otherwise.

Enchantment Name Effect Valid Item Types
Cleaving Provides three uses of WOUND. Weapon
Curative Provides one use of CURE DISEASE per Encounter. Trinket
Elemental Damage Weapon always makes a specific Elemental Call (this MUST be called with every strike). Weapon
Elemental Protection Allows the wearer to ignore one specific Elemental Call per Encounter. Armour, Trinket
Enchanted Armour Armour's HP boost value is doubled (e.g. Heavy Armour adds an additional +3HP) Armour
Poisonous Provides three uses of DISEASE. Weapon
Protective Upon being struck on this item, you can call KNOCKBACK as a reaction. Three uses. Armour, Shield
Second Wind Once ever restores 2 HP if the wearer is unconscious. Trinket
Shattering Provides three uses of SHATTER as a reaction to being struck or parried. Weapon, Armour, Shield

FIXME

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