7.5 Enchantment Types
Enchantments are skills focused around infusing magical powers into existing items, or creating magical items themselves. Below is a list of the functions these powerful abilities can create.
[0;36mCreated Items[0;37m
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Special items created by Enchanting.
[0;1;32mWorrystone[0;37m
- When TOUCHed, it may do one of four things: heal health, heal mana, cure an
affliction, or nothing.
[0;1;32mBrooch of the Underking[0;37m
- When WORN, will allow the wearer to see all deaths within the realm.
Identical to the deathsight defence, but works while the wearer is dead.
[0;1;32mSpiritbulb and Essencecap[0;37m
- Essencecaps deal with necromantic essence, spiritbulbs with devotion. When
created the items possess no energy, but DRAIN ESSENCECAP/SPIRITBULB will
draw a portion of the appropriate energy into the bulb and cause it to glow.
One can then EAT the item to replenish the energy.
[0;1;32mAn Anklet of Lleis[0;37m
- When worn, the anklet of Lleis will increase healing effects done on the
wearer by 25%. This only effects healing done by other people.
[0;1;32mWhirlwind of Tanixalthas[0;37m
- You must WIELD the item before you can use it, and then THROW it, to create
either a vicious wind or a tempestuous geyser, which will knock any people
flying overhead to the ground.
[0;1;32mShimmering Orb[0;37m
- Simply having this item in your inventory will prevent the APPRAISE ability
(Vision) from working on you.
[0;1;32mA Silver Ancestral Pendant[0;37m
- The ancestral pendant will allow a Warden's simulacrum to wear it for
additional protection against attacks, as described in AB COMMUNION
REQUISITION.
[0;1;32mBeacon Capsule[0;37m
- Two are needed. The first you simply DROP into a room you wish to return to.
To use the second, you must THROW BEACON/TOTEM AT GROUND to instantly travel
to the first, which will destroy both. It is important to note that this
will only work within a very small range.
[0;1;32mDreamcharm[0;37m
- When holding this item in your inventory, you will recover endurance more
quickly while you SLEEP.
[0;1;32mLunar Eclipse Medallion[0;37m
- When WORN, it will reverse most of the affects of the constellations on you.
(See HELP CONSTELLATIONS)
[0;1;32mTime Sphere[0;37m
- When you THROW SPHERE/SHELL AT GROUND, it will slow the recovery of balance
and equilibrium for everyone in the room, provided that there are a minimum
of four people present.
[0;1;32mBag of Stasis[0;37m
- Used like a normal container, items inside will decay half as quickly. Only
five items can fit inside the bag of stasis.
[0;1;32mRainstick[0;37m
- Passively increases willpower and mana regeneration during meditation. You
need only keep it in your inventory.
[0;1;32mGemdust[0;37m
- This will break down gemstones into its dust form, receiving 100x of the
appropriate dust.
[0;1;32mEye of Lanos[0;37m
- When wearing this item upon your person, it will grant you the ability to
discern the effects of random curing abilities used in the room with you.
[0;1;32mAegis[0;37m
- Only of use to a trained mage, this enchantment is used as an ancient magical
defence structure, and can be etched with glyphs and attuned.
[0;1;32mElemental[0;37m
- THROW this magical crystal onto the ground to summon a random miniature
elemental to hunt together with you. When their ylem energy runs out, they
expire.
(See ELEMENTAL on interaction capabilities.)
[0;36mAltered Items[0;37m
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These enchantments are applied to an existing item. The following enchantments are placed on specific items:
[0;1;36mAugment[0;37m
- Augmentations are applied to weapons or armour, and will raise one point
in every stat. This may be done up to three times, but each augmentation
will subtract five Aetolian weeks from the decay time of weapons, and seven
Aetolian weeks from the decay time of armour.
[0;1;36mMeteor[0;37m
- Applicable only to arrows. Meteor arrows can be shot into the air at your
target from anywhere in the same area as long as they are outdoors, and
will break through the victim's shield defence. Flame arrows work like
regular arrows, but will set the target on fire. Enchanted arrows cannot
be envenomed.
[0;1;36mCold Pocket[0;37m
- This enchantment is applied to containers (packs, bags, etc.) and will
make the food inside decay seven times slower.
The following enchantments may be placed on any item created with Jewelcrafting. (HELP JEWELCRAFTING)
[0;1;36mFirelash[0;37m
- This enchantment is quite versatile. When pointed at a player, a firelash
enchantment will deal fire damage. You may also damage a player in an
adjacent room. You may point it in a direction blocked by an icewall to melt
it. Finally, you may point it directly at an icewall to remove it. This last
syntax will choose a wall at random if there is more than one in the room.
- Usage: POINT FIRELASH AT <target>
POINT FIRELASH <direction> AT <target>
POINT FIRELASH AT ICEWALL
POINT FIRELASH <direction>
- Uses: 60
[0;1;36mFirewall[0;37m
- Pointing in a direction will create a deadly firewall. People who pass
through the firewall will lose their mass defense if they have it. If not,
it will set them on fire.
- Usage: POINT FIREWALL <direction>
- Uses: 60
[0;1;36mIcewall[0;37m
- Pointing an item enchanted with icewall will, as the name implies, produce
an impenetrable wall of ice in the given direction. This wall will prevent
many means of travel through that exit.
- Usage: POINT ICEWALL <direction>
- Uses: 60
[0;1;36mFrostblast[0;37m
- Pointing an item with this enchantment at a player will strip away their
caloric defence, or freeze them completely if they are not protected by it.
Alternatively, point this at an existing firewall or in a direction to
extinguish them.
- Usage: POINT FROSTBLAST AT <target>
POINT FROSTBLAST <direction>
POINT FROSTBLAST AT FIREWALL
- Uses: 60
[0;1;36mResistances[0;37m
- This enchantment will confer a 10% resistance bonus to the appropriate
damage type when it is worn. This enchantment will last 60 Aetolian months.
Types: Fire, Magic, Electric, Cold
[0;1;36mAllsight[0;37m
- You may touch an item with this enchantment to see and hear normally while
deaf and blind. This enchantment is identical to the mindseye defence.
- Uses: 60
[0;1;36mWaterwalking[0;37m
- When TOUCHed, a Waterwalking item will allow you to move through water
rooms without having to swim. This defence will last for one hour. You may
only use normal movement with waterwalking (e.g. no dashing, etc.).
- Usage: TOUCH WATERWALKING
- Uses: 30
[0;1;36mPurity[0;37m
- When WORN, an item enchanted with Purity will passively and periodically
cure an affliction caused by venoms at random.
[0;1;36mPestilence[0;37m
- Pointing an item with Pestilence will afflict your victim with a random
affliction.
- Usage: POINT PESTILENCE AT <target>
- Uses: 120