Post by ShadowTheBuu on Oct 15, 2018 18:01:39 GMT -5
Enchanting is the art of taking a mundane piece of armor, weapon or any other mundane item and instilling magical attributes in to said weapon. As there are too many to list off, I will put categories up for them instead so you get a basic gist of what you can do.
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Q & A
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Q:Can anyone enchant?
A: Yes, but you have to have a special power of at least 250 and an enchanter's table. You can take enchanter as a job and get a beginner one free.
Q: How does it precisely work?
A: You take an item and put it on the enchanter table, then you need to use an enchantment your character knows. Finally, when you get that all done, you need to use an amount of MP depending on the enchantment you want yo use. If you have Craft (Magic Item) you can make the job easier.
Q: Can I have more than one enchantment on an item?
A: You can, but only up to three enchantments at the most per item.
Q: Is there any kind of enchantments that aren't allowed?
A: If it makes a character utterly broken, yes it would not be allowed. If you're not sure if it's broken, ask the admin
Q: Can I create my own enchantment? If so, how?
A: Yes. Read below.
With that done, let's get down to the nitty gritty of how it actual works!
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How to enchant
--------------------------------------------
Steps:
1- Have an enchantment table.
2- Have at least 20 special power
3- Know at least one enchantment
4- Have a mundane piece of equipment or item
5- Place said item on table
6- Use your special power (+ Craft (Magic item) ) to determine if you can enchant the item.
7- If your special power ( +Craft (Magic Item) ) meets the number required, you have successfully enchanted the items.
8- ? ? ?
9- Profit!
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Craft (Magic Item) skill
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Skills can help you at enchanting, for every point in Crafting (magic item) you have, the more powerful the enchantment is.
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Enhance enchantments
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If you have an enchantment on an item, you can enhance the enchantment by using the same enchantment on the item and it will increase it by the same amount as it was enchanted.
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Creating/learning enchantments
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To Create your own enchantment not in the list below, it must first be okayed by admin. Give a description of what the enchantment does, then the admin decides what level of enchantment it is.
Learning enchantments entails taking an already enchanted item and taking time to study the enchantment. This requires the arcane lore skill, as well as training points. Depending on what the enchantment does, it will cost the level of enchantment x100.
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Types of Enchantment
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This is an ever growing list, which I will add to upon approved suggestions.
Beginner enchantments
Non-Lethal- Upon command, a weapon can switch to either lethal or non-lethal damage despite weapon type. Difficulty of 25. 10 MP. Difficulty of 250. 10 MP.
Minor Elemental weapon- Grants a weapon an element of +50. Difficulty of 250. 10 MP.
Minor Elemental armor- Same as weapon, but makes it to where it resists said element +50. Difficulty of 250. 10 MP.
Minor magic weapon increase- Increases a magical weapon's property by +50. Difficulty of 250. 10 MP.
Minor magic armor increase- Same for as magical weapons, but works on armor by increasing it by +50. Difficulty of 250. 10 MP.
Intermediate enchantments
Moderate Elemental weapon- Grants a weapon an element of +100. Difficulty of 300. 15 MP.
Moderate Elemental armor- Same as weapon, but makes it to where it resists said element +100. Difficulty of 300. 15 MP.
HP/MP Absorb: When causing damage, you gain 25% of the damage you deliver to either your HP or MP. Upgrading it to level 4 gives back HP/MP to user point for point. Difficulty of 300, 15 MP.
Ghost touch- Able to make weapons or armor work against ghostly kinds of enemies. Difficulty of 300, 15 MP.
Returning- You are able to make weapons return to the use after being thrown. Difficulty of 300, 15 MP.
Moderate magic weapon increase- Increases a magical weapon's property by +100. Difficulty of 300. 15 MP
Moderate magic armor increase- Same for as magical weapons, but works on armor by increasing it by +100. Difficulty of 300. 15 MP.
Journeyman enchantments
Stat increase- Increases a stat when the said piece of armor is worn or weapon is wielded. Difficulty of 350, 20 MP.
Elemental burst- Causes a nova of elemental damage which is activated on a critical strike. Difficulty of 350, 20 MP.
Paralyze- Struck enemies are unable to move for a number of turns equal to the level of the enchantment. Difficulty of 350, 20 MP.
Master enchantments
Major Elemental weapon- Grants a weapon an element of +200. Difficulty of 400. 25 MP.
Major Elemental armor- Same as weapon, but makes it to where it resists said element +200. Difficulty of 400. 25 MP.
Major magic weapon increase- Increases a magical weapon's property by +200. Difficulty of 400. 25 MP.
Major magic armor increase- Same for as magical weapons, but works on armor by increasing it by +200. Difficulty of 400. 25 MP.
HP/MP Restoration- Can restore your HP/MP automatically after each round or amount of time in game. Difficulty of 400, 25 MP.
Spell imbue- Can make it to where a specific spell or ability is granted to the wielder when said item is worn or held. Difficulty of 400, 25 MP
Tracking- Can only be used on ranged weapons, tracks targets like a heat seeking missile, but can still be stopped like any other weapon. Difficulty of 400, 25 MP
-----------------------------------------
Q & A
-----------------------------------------
Q:Can anyone enchant?
A: Yes, but you have to have a special power of at least 250 and an enchanter's table. You can take enchanter as a job and get a beginner one free.
Q: How does it precisely work?
A: You take an item and put it on the enchanter table, then you need to use an enchantment your character knows. Finally, when you get that all done, you need to use an amount of MP depending on the enchantment you want yo use. If you have Craft (Magic Item) you can make the job easier.
Q: Can I have more than one enchantment on an item?
A: You can, but only up to three enchantments at the most per item.
Q: Is there any kind of enchantments that aren't allowed?
A: If it makes a character utterly broken, yes it would not be allowed. If you're not sure if it's broken, ask the admin
Q: Can I create my own enchantment? If so, how?
A: Yes. Read below.
With that done, let's get down to the nitty gritty of how it actual works!
--------------------------------------------
How to enchant
--------------------------------------------
Steps:
1- Have an enchantment table.
2- Have at least 20 special power
3- Know at least one enchantment
4- Have a mundane piece of equipment or item
5- Place said item on table
6- Use your special power (+ Craft (Magic item) ) to determine if you can enchant the item.
7- If your special power ( +Craft (Magic Item) ) meets the number required, you have successfully enchanted the items.
8- ? ? ?
9- Profit!
-------------------------------------------------
Craft (Magic Item) skill
-------------------------------------------------
Skills can help you at enchanting, for every point in Crafting (magic item) you have, the more powerful the enchantment is.
-------------------------------------------------
Enhance enchantments
-------------------------------------------------
If you have an enchantment on an item, you can enhance the enchantment by using the same enchantment on the item and it will increase it by the same amount as it was enchanted.
-------------------------------------------------
Creating/learning enchantments
-------------------------------------------------
To Create your own enchantment not in the list below, it must first be okayed by admin. Give a description of what the enchantment does, then the admin decides what level of enchantment it is.
Learning enchantments entails taking an already enchanted item and taking time to study the enchantment. This requires the arcane lore skill, as well as training points. Depending on what the enchantment does, it will cost the level of enchantment x100.
-------------------------------------------------
Types of Enchantment
-------------------------------------------------
This is an ever growing list, which I will add to upon approved suggestions.
Beginner enchantments
Non-Lethal- Upon command, a weapon can switch to either lethal or non-lethal damage despite weapon type. Difficulty of 25. 10 MP. Difficulty of 250. 10 MP.
Minor Elemental weapon- Grants a weapon an element of +50. Difficulty of 250. 10 MP.
Minor Elemental armor- Same as weapon, but makes it to where it resists said element +50. Difficulty of 250. 10 MP.
Minor magic weapon increase- Increases a magical weapon's property by +50. Difficulty of 250. 10 MP.
Minor magic armor increase- Same for as magical weapons, but works on armor by increasing it by +50. Difficulty of 250. 10 MP.
Intermediate enchantments
Moderate Elemental weapon- Grants a weapon an element of +100. Difficulty of 300. 15 MP.
Moderate Elemental armor- Same as weapon, but makes it to where it resists said element +100. Difficulty of 300. 15 MP.
HP/MP Absorb: When causing damage, you gain 25% of the damage you deliver to either your HP or MP. Upgrading it to level 4 gives back HP/MP to user point for point. Difficulty of 300, 15 MP.
Ghost touch- Able to make weapons or armor work against ghostly kinds of enemies. Difficulty of 300, 15 MP.
Returning- You are able to make weapons return to the use after being thrown. Difficulty of 300, 15 MP.
Moderate magic weapon increase- Increases a magical weapon's property by +100. Difficulty of 300. 15 MP
Moderate magic armor increase- Same for as magical weapons, but works on armor by increasing it by +100. Difficulty of 300. 15 MP.
Journeyman enchantments
Stat increase- Increases a stat when the said piece of armor is worn or weapon is wielded. Difficulty of 350, 20 MP.
Elemental burst- Causes a nova of elemental damage which is activated on a critical strike. Difficulty of 350, 20 MP.
Paralyze- Struck enemies are unable to move for a number of turns equal to the level of the enchantment. Difficulty of 350, 20 MP.
Master enchantments
Major Elemental weapon- Grants a weapon an element of +200. Difficulty of 400. 25 MP.
Major Elemental armor- Same as weapon, but makes it to where it resists said element +200. Difficulty of 400. 25 MP.
Major magic weapon increase- Increases a magical weapon's property by +200. Difficulty of 400. 25 MP.
Major magic armor increase- Same for as magical weapons, but works on armor by increasing it by +200. Difficulty of 400. 25 MP.
HP/MP Restoration- Can restore your HP/MP automatically after each round or amount of time in game. Difficulty of 400, 25 MP.
Spell imbue- Can make it to where a specific spell or ability is granted to the wielder when said item is worn or held. Difficulty of 400, 25 MP
Tracking- Can only be used on ranged weapons, tracks targets like a heat seeking missile, but can still be stopped like any other weapon. Difficulty of 400, 25 MP