Enchanting refers to the application of magical or supernatural properties to existing weapons, armor, or other items, either by PCs (using associated Secondary Skills) or NPCs (via Shops and Equipment Vendors). Enchanting ALWAYS results in granting additional effects, properties, or modifiers to the equipment
Enchants are represented by a ‘Suffix’ after the item name, which includes an indicator of the Tier of the enchant (i.e. Plate Bracers of Improved Petrification or Arming Sword of Greater Striking). These suffixes can be added at any time (not just when initially crafted), provided that the equipment does not already possess one.
Once an item is enchanted it cannot have another enchantment placed on it unless the current enchantment is removed (see Dispelling Enchants) or if it is an upgrade to an existing enchant (i.e. upgrading Minor Pain to Greater Pain).
Enchanting requires a PC or NPC with the Enchanter Secondary Skill:
- Rank1 – Add/remove minor (Tier 1) enchantments (once/day)
- Rank2 – Add/remove improved (Tier 2) enchantments (once/day)
- Rank3 – Add/remove greater (Tier 3) enchantments (once/day)
- Rank4 – Add/remove superior (Tier 4) enchantments (once/day)
- Rank5 – Add/remove matchless (Tier 5) enchantments (once/day)
General Rules for Enchanting
- prices for enchants are a list price for the enchant, independent of the item value, and are per quality of the enchant (i.e. Minor Pain costs 10g before components, while Greater Pain costs 30g before components)
- prices do not include the cost of components
- required components are listed per rank of Enchant (i.e. Minor Pain requires 10 Arcane Essence and 2 Manastone, where as Greater Pain requires 30 Arcane Essence and 6 Manastone)
- if upgrading an enchant, you only need to pay the difference
- an appropriate schematic/recipe is required if the enchanter does not have prior knowledge experience with that particular crafting
- recipes cost 2 times the list price and are subject to availability, but if upgrading the recipe only pay price difference
- Craftings and Enchantments cannot be combined if they are of opposing powers (i.e. can’t have a Blessed arming sword of Undeath, Burning battle axe of Freezing, or Bright armet of Shadow, etc…) GM’s discretion
- Enchantments do NOT stack if enchant is on multiple items
- Enchantments DO NOT stack with persistent potion effects that would grant similar effects (i.e. Resistance Enchants don’t stack with Resistance Potions)
- Neck and Trinket slot items can only be Enchanted with non specific types (I.e. not a “weapon only” or “armor only” enchants).
- Some mundane objects can also be enchanted and wielded in an off-hand where applicable (i.e. a spirit book or wand) but can’t use “weapon only” or “armor only” enchants
- Belts, backpacks, quivers, and ammo, cannot be crafted or enchanted
- Enchanting an ammo based ranged weapon (i.e. bows & crossbows) will apply the crafting/enchantment effects (where applicable) to the ammo by default (i.e. all arrows fired by a Heartseeker Warbow of Greater Pain with have +5% crit and +3 damage)
- for purposes of calculating NPC or enemy XP, treat each enchant worth 1XP/enchant tier (minor = T1, improved = T2, etc..)
Material Requirements
Neck, Trinket and non-standard offhand slot items (i.e. tomes, relics, idols, etc…) can only have NON weapon/armor enchantments, and must use the following materials to match their equivalent Enchantment Rank.
Equivalent Max Enchant Rank | List of Materials |
Minor |
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Improved |
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Greater |
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Superior |
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Matchless |
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Dispelling Enchants
Spirit/Faith based enchants can also be dispelled. Like craftings they also have an innate resistance built in, however do to the less permanent nature of Enchants it is not as high. The innate resistance of Enchantments to dispelling is as follows:
Rank of Enchant | Dispel Resist |
Minor | 60 |
Improved | 70 |
Greater | 80 |
Superior | 90 |
Matchless | 100 |
Enchanters can also remove enchants, sometimes called Disenchanting (see Enchanter secondary skill) but doing so requires a significant time investment (once/day). Successfully dispelling a enchantment completely removes the effects of the enchant but otherwise leaves the item undamaged. In addition to using the Enchanter secondary skill, most Dispel powers can be used to dispel or remove enchants, though some restrictions may apply based on the specifics of each dispel power.
If the Enchanter is a spirit or faith class they can further increase the dispel resistance of items they enchant if it corresponds with their faith path or spirit school by adding some of their own power into the crafting:
- +5 resistance to dispelling per 1 faith/spirit class level
However, they are generally restricted from using enchants of opposing powers (i.e. a Holy Priest can increase the dispel resist of Holy Enchants, but conversely cannot put Demonic enchants on items)
Example1: A level 12 Mage Enchanter creates a weapon with the of Greater Flame enchant. Normally this would have a dispel resistance of 80, but because the mage is a level 12 Spirit class the dispel resistance is increased by 60 to 140
Example2: A level 6 Paladin Enchanter creates an armor piece with of Superior Toughness enchant. Normally this would have a dispel resistance of 90, but because the Paladin is a level 6 Faith class the dispel resistance is increased by 30 to 120
Full Enchant List
Some Enchants can be quite elaborate and require in-depth explanation. Details are available for the following Enchants:
Domain | School | Price | Enchant Suffix | Restrictions | Description | Tier | Secondary Skills Involved | Base Dispel Resistance | Additional Requirements | Loot # |
---|---|---|---|---|---|---|---|---|---|---|
Arcane | Dark | 5 | Disruption | none | add X% critical miss chance to any enemy spirit or faith powers cast within 1" or targeted at user from longer range; no effect on targets that are immune to critical misses | Minor 2%; Improved 4%; Greater 6%; Superior 8%; Matchless 10% | enchanting | 50 +10/rank | Arcane Essence x10, Dark Matter x2 | 0 |
Elemental | Water | 5 | Water Breathing | armor | Can breath under water (like a fish), recharges after at least a Half rest of no usage. | Minor 1 min.; Improved 5min.; Greater 15min.; Superior 30min.; Matchless 1 hour | enchanting | 50 +10/rank | Elemental Essence x10, Everice x1 | 0 |
Natural | Wild | 5 | Equilibrium | none | if victim of a critical hit gain +X% crit on next attack | Minor 20%; Improved 40%; Greater 60%; Superior 80%; Matchless 100% | enchanting | 50 +10/rank | Natural Essence x10, Primordial Sap x1 | 0 |
Arcane, Elemental, Natural | Common, Dark, Light, Air, Earth, Fire, Water, High, Wild | 8 | Enchanted Ink | none | Used primarily for Runeweavers tattoos and also the Heraldry enchant. Must specify the school of spirit power the ink matches (by color). Creates 1 bottle (3 doses). This enchant has no ranks. | Minor n/a; Improved n/a; Greater n/a; Superior n/a; Matchless n/a | enchanting | 50 +10/rank | Essence of matching school x1, component of matching school x1 | 0 |
Elemental | Air | 10 | Air Power | none | Air magic spells gain +X spell power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Elemental Essence x10, Aether x2 | 0 |
Elemental | Air, Earth, Fire, Water | 10 | Elemental Warding | none | add X Elemental resistance; material components must match and must all be the same type (i.e. Elemental warding could use Brimstone or Everice, but not a mixture of the two) | Minor 4; Improved 8; Greater 12; Superior 16; Matchless 20 | enchanting | 50 +10/rank | Elemental Essence x10, Brimstone x3 | 0 |
Arcane | Common | 10 | Pain | weapon | if successfully hitting adds +X (common) Arcane damage | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Arcane Essence x10, Manastone x2 | 0 |
Arcane | Common | 10 | Arcane Power | none | Common magic spells gain +X spell power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Arcane Essence x10, Manastone x2 | 0 |
Arcane | Common, Dark, Light | 10 | Arcane Warding | none | add X Arcane resistance; material components must match and must all be the same type (i.e. Arcane warding could use Manastone or Prismatic Glass, but not a mixture of the two) | Minor 4; Improved 8; Greater 12; Superior 16; Matchless 20 | enchanting | 50 +10/rank | Arcane Essence x10, Manastone x3 | 0 |
Arcane | Dark | 10 | Dark Power | none | Dark magic spells gain +X spell power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Arcane Essence x10, Dark Matter x2 | 0 |
Hell | Demonic | 10 | Primal Warding | none | add X Natural resistance | Minor 4; Improved 8; Greater 12; Superior 16; Matchless 20 | enchanting | 50 +10/rank | Hell Essence x10, Demon Blood x3 | 0 |
Hell | Demonic | 10 | Angel Slaying | weapon | +X damage plus X damage is also inflict for Y additional rounds against Angels; lesser variants of this Enchant could single out a specific Metarace or Breed of Angel; the fresh blood requirements must include an even mixture of blood from a variety of different types of Angels, while a lesser variant requires blood of only that specific type | Minor 1d4 / 1 round; Improved 2d4 / 2 rounds; Greater 2d6 / 3 rounds; Superior 2d8 / 4 rounds; Matchless (lost) 2d10 / 5 rounds | enchanting | 50 +10/rank | Hell Essence x10, Fresh Blood x3 | 0 |
Arcane | Twilight | 10 | Twilight Power | none | Twilight magic spells gain +X spell power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Arcane Essence x10, Moonstone x2 | 0 |
Elemental | Earth | 10 | Terrestrial Power | none | Earth magic spells gain +X spell power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Elemental Essence x10, Thaumatite Ore x2 | 0 |
Elemental | Fire | 10 | Reactivity | none | multiples the effects of most potions | Minor 1.1; Improved 1.2; Greater 1.3; Superior 1.4; Matchless 1.5 | enchanting | 50 +10/rank | Elemental Essence x10, Brimstone x1 | 0 |
Elemental | Fire | 10 | Burning Power | none | Fire magic spells gain +X spell power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Elemental Essence x10, Brimstone x2 | 0 |
Natural | High | 10 | Cosmic Power | none | High magic spells gain +X spell power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Natural Essence x10, Stardust x2 | 0 |
Divine | Holy | 10 | Demonic Warding | none | add X Demonic resistance | Minor 4; Improved 8; Greater 12; Superior 16; Matchless 20 | enchanting | 50 +10/rank | Divine Essence x10, Holy Water x3 | 0 |
Divine | Holy | 10 | Demon Slaying | weapon | +X crit chance and +X damage against Demons; lesser variants of this Enchant could single out a specific Metarace or Breed of Demon; the fresh blood requirements must include an even mixture of blood from a variety of different types of Demons, while a lesser variant requires blood of only that specific type | Minor +2% / 1d4; Improved +4% / 1d6; Greater +6% / 1d8; Superior +8% / 1d10; Matchless (lost) +10% / 1d12 | enchanting | 50 +10/rank | Divine Essence x10, Fresh Blood x3 | 0 |
Arcane | Light | 10 | Striking | weapon | gain +X to hit with this weapon | Minor 5; Improved 10; Greater 15; Superior 20; Matchless 25 | enchanting | 50 +10/rank | Arcane Essence x10, Prismatic Glass x2 | 0 |
Arcane | Light | 10 | Striking | armor | Hand or Arm slot: +X hit with any melee/ranged weapon or fists; Head slot: +X hit with ranged weapons; Foot or Leg slot: +X hit with kicks | Minor 5; Improved 10; Greater 15; Superior 20; Matchless 25 | enchanting | 50 +10/rank | Arcane Essence x10, Prismatic Glass x2 | 0 |
Arcane | Light | 10 | Light power | none | Light magic spells gain +X spell power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Arcane Essence x10, Prismatic Glass x2 | 0 |
Material | Primal | 10 | Mental Warding | none | add X mental resistance | Minor 4; Improved 8; Greater 12; Superior 16; Matchless 20 | enchanting | 50 +10/rank | Material Essence x10, Demigod's Tears x3 | 0 |
Material | Primal | 10 | Beast Slaying | weapon | +X damage against any creature that contains Beast in its description; lesser variants of this Enchant could single out any Beast Metarace (including Fey Beasts), Breed, Subspecies, or specific creature; these lesser versions function only against Beasts containing that text in their description (i.e. Reptile Slaying includes all reptiles but not mammals, while wolf slaying includes only creatures labelled as wolves not all canines, etc...); fresh blood requirements for the enchant must be evenly distributed among the different types included in the enchant, making the lesser and more specific versions of the enchant much easier to procure (i.e. obtaining the 12 fresh blood doses required for a Superior Beast Slaying requires 2 Aquatic blood, 2 Athropod blood, 2 Avain blood, 2 Invertebrate blood, 2 Mammal blood, 2 Reptile blood while Superior Serpent Slaying only requires 12 Serpent blood) | Minor 2; Improved 4; Greater 6; Superior 8; Matchless (lost) 10 | enchanting | 50 +10/rank | Material Essence x10, Fresh Blood x3 | 0 |
Material | Primal | 10 | Dragon Slaying | weapon | +X to hit and +Y damage against all Dragonkind (any creature with Dragon in its description); lesser variants of this Enchant could single out a specific Dragonkind Metarace or DragonfLight (i.e. Metallic Dragon Slaying only effects Metallic Dragons, Red Dragon Slaying only effects Red Dragons and Draconids); the fresh blood requirements must include an even mixture of blood from a variety of Dragon FLights, while a lesser variant requires blood of only one DragonfLight (i.e. Black Dragon slaying only requires blood of the Black DragonfLight) | Minor +5 / +2; Improved +10 / +4; Greater +15 / +6; Superior +20 / +8; Matchless (lost) +25 / +10 | enchanting | 50 +10/rank | Material Essence x10, Fresh Blood x3 | 0 |
Material | Primal | 10 | Giant Slaying | weapon | +X damage and +Y Advantage in a Str vs Stam toll off to cause knock down if dealing damage (even if normallyimmune due to size) against all Giantkind; lesser variants of this Enchant could single out a specific Subspecies of Giant (i.e. Cloud Giant Slaying effects only Cloud Giants); the fresh blood requirements must include an even mixture of blood from a variety of Giant subspecies, while a lesser variant requires only blood of one type (i.e. Cloud Giant slaying only requires Cloud Giant blood) | Minor 1d4 / +1kd; Improved 2d4 / +2kd; Greater 2d6 / +3kd; Superior 2d8 / +4kd; Matchless (lost) 2d10 / +5kd | enchanting | 50 +10/rank | Material Essence x10, Fresh Blood x3 | 0 |
Material | Primal | 10 | Troll Slaying | weapon | +X damage and prevents regen of wounds it inflicts in up to Y rank/age against all Trollkind; lesser variants of this Enchant could single out a specific Subspecies of Troll (i.e. Forest Troll Slaying effects only Forest Trolls); the fresh blood requirements must include an even mixture of blood from a variety of Trolls subspecies, while a lesser variant requires only blood of one type (i.e. Forest Troll Slaying only requires Forest Giant blood) | Minor 1d4 / Young; Improved 2d4 / Mature; Greater 2d6 / Elder; Superior 2d8 / Ancient; Matchless (lost) 2d10 / All | enchanting | 50 +10/rank | Material Essence x10, Fresh Blood x3 | 0 |
Soul | Psionic | 10 | Holy Warding | none | add X Holy resistance | Minor 4; Improved 8; Greater 12; Superior 16; Matchless 20 | enchanting | 50 +10/rank | Soul Essence x10, Astral Ash x3 | 0 |
Soul | Psionic | 10 | Humanoid Slaying | weapon | +X damage against all Humanoids; lesser variants of this Enchant could single out a specific Metarace, Race, Variant (i.e. Elf Slaying effects all types of Elves, High Elf Slaying effects only High Elves); the fresh blood requirements must include an even mixture of blood from a variety of Humanoids, while a lesser variant requires only blood of one type (i.e. Hill Dwarf Slaying only requires Hill Dwarf blood) | Minor 2; Improved 4; Greater 6; Superior 8; Matchless (lost) 10 | enchanting | 50 +10/rank | Soul Essence x10, Fresh Blood x3 | 0 |
Soul | Psionic | 10 | Greenskin Slaying | weapon | +X damage against all Greenskins; lesser variants of this Enchant could single out a specific Metarace, Race, Variant (i.e. Goblinkind Slaying effects all types of Goblinkind, Ogre Slaying effects only Ogres); the fresh blood requirements must include an even mixture of blood from a variety of Greenskins, while a lesser variant requires only blood of one type (i.e. Orc Slaying only requires Orc blood) | Minor 2; Improved 4; Greater 6; Superior 8; Matchless (lost) 10 | enchanting | 50 +10/rank | Soul Essence x10, Fresh Blood x3 | 0 |
Soul | Psionic | 10 | Anthromorph Slaying | weapon | +X damage against all Anthromorphs; lesser variants of this Enchant could single out a specific Metarace, Race, Variant (i.e. Verminkind Slaying effects all types of Verminkind, Minotaur Slaying effects only Minotaurs); the fresh blood requirements must include an even mixture of blood from a variety of Anthromorphs, while a lesser variant requires only blood of one type (i.e. Centaur Slaying only requires Centaur blood) | Minor 2; Improved 4; Greater 6; Superior 8; Matchless (lost) 10 | enchanting | 50 +10/rank | Soul Essence x10, Fresh Blood x3 | 0 |
Soul | Psionic | 10 | Monster Slaying | weapon | +X damage against all Monsters; lesser variants of this Enchant could single out a specific Metarace, Race, Variant (i.e. Lycanthrope Slaying effects all types of Lycanthropes, Werewolf Slaying effects only Werewolves); the fresh blood requirements must include an even mixture of blood from a variety of Monsters, while a lesser variant requires only blood of one type (i.e. Medusa Slaying only requires Medusa blood) | Minor 2; Improved 4; Greater 6; Superior 8; Matchless (lost) 10 | enchanting | 50 +10/rank | Soul Essence x10, Fresh Blood x3 | 0 |
Elemental | Water | 10 | Water Power | none | Water magic spells gain +X spell power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Elemental Essence x10, Everice x2 | 0 |
Natural | Wild | 10 | Wild Power | none | Wild magic spells gain +X spell power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Natural Essence x10, Primordial Sap x2 | 0 |
Natural | Wild, High | 10 | Natural Warding | none | add X Natural resistance; material components must match and must all be the same type (i.e. Natural warding could use Primordial Sap or Stardust, but not a mixture of the two) | Minor 4; Improved 8; Greater 12; Superior 16; Matchless 20 | enchanting | 50 +10/rank | Natural Essence x10, Primordial Sap x3 | 0 |
Elemental | Air | 15 | Force | weapon | can push target back X distance on wound as a wind effect, where the Tier of Enchant is equal to X | Minor 1; Improved 2; Greater 3; Superior 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Elemental Essence x10, Aether x3 | 0 |
Elemental | Air | 15 | Grace | none | grants +X advantage on focus dice rolls when focus is below half its maximum value (rounded up) | Minor 1; Improved 2; Greater 3; Superior 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Elemental Essence x10, Aether x2 | 0 |
Arcane | Common | 15 | Holding | none | touch to immobilize target for up to X rounds in combat or Y duration out of combat (damage or touching again cancels the effect); counts as an instant ability unless applied on crit with a weapon; target can roll vs Arcane resist, but apply casting modifiers | Minor 1 / 2 minutes; Improved 2 / 15 minutes; Greater 3 / 1 hour; Superior 4 / 4 hour; Matchless 15% / 12 hours | enchanting | 50 +10/rank | Arcane Essence x10, Manastone x1 | 0 |
Arcane | Common | 15 | Greatness | none | add 2 damage (all types) /code currently stacked, max X | Minor 2; Improved 4; Greater 6; Superior 8; Matchless 10 | enchanting | 50 +10/rank | Arcane Essence x10, Manastone x3 | 0 |
Hell | Demonic | 15 | Insanity | weapon | if wounding with this weapon, X% chance to cause insanity if target fails a Demonic test Insanity is treated as a T1 curable disease, unless the enchant is being used by a demon or demonically influenced character in which case their own highest Tier is used; while infected with insanity target moves full distance in a random direction (unless hitting an obstacle) and then using a basic melee or ranged attack against the closed target | Minor 5%; Improved 10%; Greater 15%; Superior 20%; Matchless (lost) 25% | enchanting | 50 +10/rank | Hell Essence x10, Demon Blood x2 | 0 |
Hell | Demonic | 15 | Insanity | armor | if armor saving, X% chance to cause insanity if target fails a Demonic test Insanity is treated as a T1 curable disease, unless the enchant is being used by a demon or demonically influenced character in which case their own highest Tier is used; while infected with insanity target moves full distance in a random direction (unless hitting an obstacle) and then using a basic melee or ranged attack against the closed target | Minor 5%; Improved 10%; Greater 15%; Superior 20%; Matchless (lost) 25% | enchanting | 50 +10/rank | Hell Essence x10, Demon Blood x2 | 0 |
Hell | Demonic | 15 | Recklessness | none | can trade hp to deal extra damage on the next successful hit, at a rate of 2hp to 1 dam; up to a maximum of X damage; counts as an instant | Minor 2; Improved 4; Greater 6; Superior (lost) 8; Matchless (lost) 10 | enchanting | 50 +10/rank | Hell Essence x10, Demon Blood x3 | 0 |
Hell | Demonic | 15 | Hellish Rebuke | none | If scoring a critical hit with this weapon, the next known invocation power does not require a difficulty roll | Minor 1; Improved 2; Greater 3; Superior 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Hell Essence x10, Demon Blood x1 | 0 |
Elemental | Fire | 15 | Flame | weapon | if successfully hitting adds 1dX Fire damage | Minor 1d2; Improved 1d4; Greater 1d6; Superior 1d8; Matchless (lost) 1d10 | enchanting | 50 +10/rank | Elemental Essence x10, Brimstone x2 | 0 |
Natural | High | 15 | StarLight | weapon | if hitting with this weapon, adds +X Celestial damage and reduces all targets resistances by Y for 1 full turn | Minor 0 / -5; Improved 1 / -10; Greater 2 / -15; Superior 3 / -20; Matchless 4 / -25 | enchanting | 50 +10/rank | Natural Essence x10, Stardust x2 | 0 |
Natural | High | 15 | StarLight | armor | if successfully armor saving, inflicts +X Celestial damage and reduces all targets resistances by Y for 1 full turn | Minor 0 / -5; Improved 1 / -10; Greater 2 / -15; Superior 3 / -20; Matchless 4 / -25 | enchanting | 50 +10/rank | Natural Essence x10, Stardust x2 | 0 |
Divine | Holy | 15 | Divinity | weapon | +X Holy damage added to weapon damage | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Divine Essence x10, Holy Water x2 | 0 |
Divine | Holy | 15 | Divinity | armor | +X Holy faith power damage & Holy healing/defensive effects | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Divine Essence x10, Holy Water x2 | 0 |
Arcane | Light | 15 | Daybreak | weapon | if successfully hitting adds +X Light damage; if critically hitting also auto clears one negative effect from user | Minor 0; Improved 1; Greater 2; Superior 3; Matchless 4 | enchanting | 50 +10/rank | Arcane Essence x10, Prismatic Glass x2 | 0 |
Material | Primal | 15 | Nurturing | none | add X Primal healing effects (applied after critical heals); bonus healing is divided by the number of targets | Minor 2; Improved 4; Greater 6; Superior 8; Matchless 10 | enchanting | 50 +10/rank | Material Essence x10, Demigod's Tears x2 | 0 |
Soul | Psionic | 15 | Soul Resurgence | none | whenever you fail a difficulty roll with a Psionic Power, gain +X to Difficulty roll of next Psionic Power | Minor +1; Improved +2; Greater +3; Superior +4; Matchless (lost) +5 | enchanting | 50 +10/rank | Soul Essence x10, Astral Ash x2 | 0 |
Elemental | Water | 15 | Frost | weapon | if successfully hitting adds +X frost damage & Y chance to Slow target for 1 round (include in hit roll) | Minor 0 / 80+; Improved 1 / 60+; Greater 2 / 40+; Superior 3 / 20+; Matchless 4 / auto | enchanting | 50 +10/rank | Elemental Essence x10, Everice x2 | 0 |
Natural | Wild | 15 | Savagery | weapon | if successfully hitting adds +X Primal damage & has Y chance to prevent target from being healed on next turn (include in hit roll) | Minor 1d2 / 90+; Improved 1d2 / 80+; Greater 1d4 / 80+; Superior 1d6 / 80+; Matchless 1d6 / 70+ | enchanting | 50 +10/rank | Natural Essence x10, Primordial Sap x3 | 0 |
Arcane | Dark | 20 | Shadow | none | add X stealth to user when hidden | Minor 1; Improved 2; Greater 3; Superior 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Arcane Essence x10, Dark Matter x3 | 0 |
Elemental | Earth | 20 | Defense | armor | add X armor | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Elemental Essence x10, Thaumatite Ore x3 | 0 |
Elemental | Earth | 20 | Petrification | weapon | if wounding with this weapon, X% chance to petrify the target if they fail an Elemental resist | Minor 3%; Improved 6%; Greater 9%; Superior 12%; Matchless 15% | enchanting | 50 +10/rank | Elemental Essence x10, Thaumatite Ore x2 | 0 |
Elemental | Earth | 20 | Petrification | armor | if armor saving, X% chance to petrify the target if they fail an Elemental resist | Minor 3%; Improved 6%; Greater 9%; Superior 12%; Matchless 15% | enchanting | 50 +10/rank | Elemental Essence x10, Thaumatite Ore x2 | 0 |
Elemental | Earth | 20 | Tremors | weapon | if weapon is armor saved, inflicts x + min. damage (stacks with crushing blow) | Minor 1d4; Improved 1d6; Greater 1d8; Superior 1d10; Matchless 1d12 | enchanting | 50 +10/rank | Elemental Essence x10, Thaumatite Ore x3 | 0 |
Divine | Holy | 20 | Fortitude | none | add X hp | Minor 5; Improved 10; Greater 15; Superior 20; Matchless 25 | enchanting | 50 +10/rank | Divine Essence x10, Holy Water x3 | 0 |
Divine | Holy | 20 | Divine Discipline | none | reduce the Faith lost by X when failing a difficulty roll for a Holy Power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Divine Essence x10, Holy Water x2 | 0 |
Material | Primal | 20 | Material Discipline | none | reduce the Faith lost by X when failing a difficulty roll for a Primal Power | Minor 1; Improved 2; Greater 3; Superior 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Material Essence x10, Demigod's Tears x2 | 0 |
Soul | Psionic | 20 | Composure | none | Prevents Focus loss after taking damage. X number of uses, recharges after at least a Half Rest of no usage. | Minor 1; Improved 2; Greater 3; Superior 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Soul Essence x10, Astral Ash x2 | 0 |
Natural | Wild | 20 | Stinging | none | if wounding with this weapon inflicts a stinging poison. Stinging poison does 1d6 poison damage for a maximum of X rounds and can be resisted and cured like a Y type poison | Minor 1 / simple; Improved 2 / simple; Greater 3 / complex; Superior 4 / complex; Matchless 5 / superior | enchanting | 50 +10/rank | Natural Essence x10, Primordial Sap x2 | 0 |
Natural | Wild | 20 | Stinging | none | if wounded in melee inflicts inflicts a stinging poison. Stinging poison does 1d6 poison damage for a maximum of X rounds and can be resisted and cured like a Y type poison | Minor 1 / simple; Improved 2 / simple; Greater 3 / complex; Superior 4 / complex; Matchless 5 / superior | enchanting | 50 +10/rank | Natural Essence x10, Primordial Sap x2 | 0 |
Elemental | Air | 25 | Shocking | weapon | if hitting with this weapon, adds 1dX electrical damage | Minor 1d2; Improved 1d4; Greater 1d6; Superior (lost) 1d8; Matchless (lost) 1d10 | enchanting | 50 +10/rank | Elemental Essence x10, Aether x3 | 0 |
Elemental | Air | 25 | Shocking | armor | if armor saving, inflicts 1dX electrical damage against melee attackers (if failing an Elemental resist) | Minor 1d2; Improved 1d4; Greater 1d6; Superior (lost) 1d8; Matchless (lost) 1d10 | enchanting | 50 +10/rank | Elemental Essence x10, Aether x3 | 0 |
Arcane | Common | 25 | Returning | weapon | X% chance that weapon returns to owner | Minor 20%; Improved 40%; Greater 60%; Superior 80%; Matchless 100% | enchanting | 50 +10/rank | Arcane Essence x10, Manastone x1 | 0 |
Arcane, Elemental, Natural | Common, Dark, Light, Twlight, Air, Earth, Fire, Water, High, Wild | 25 | "Spirit Power Name" | none | Activate to cast the contained spirit power (instant or action as per the contained power). Does not benefit from casting modifiers unless activated by a Spirit class. Can be only be used once before needing to be recharged by the equivalent amount of spirit (or 1 per Tier matching Enchanting Component) and requires a spirit user who has knowledge of that power to spend at least a half-rest in order to do so. | Minor tier 0-1; Improved tier 2-3; Greater tier 4-5; Superior tier 6; Matchless (lost) tier 7 | enchanting | 50 +10/rank | enchanter must know the spell, "spirit" component/spirit cost x4 | 0 |
Arcane, Elemental, Natural | Common, Dark, Light, Air, Earth, Fire, Water, High, Wild | 25 | Heraldry | none | Negates 2 spirit-based damage per honor code stacked, based on the type of Enchanted Ink used. Higher ranks don't stack damage reduction but instead allow for incorporating additonal colors/type sof negation. See "Heraldry (Enchant)" page for details. | Minor 1 Type of Ink; Improved 2 Types of Ink; Greater 3 Types of Ink; Superior 4 Types of Ink; Matchless 5 Types of Ink | enchanting | 50 +10/rank | Essences that match ink x9, Enchanted Ink x1 | 0 |
Arcane | Dark | 25 | Nightfall | weapon | if successfully hitting adds +X shadow damage; if critically hitting also silences the target for 1 rnd | Minor 0; Improved 1; Greater 2; Superior 3; Matchless 4 | enchanting | 50 +10/rank | Arcane Essence x10, Dark Matter x3 | 0 |
Hell | Demonic | 25 | Subjugation | none | if hit by a power/skill/ability become immune to non-damage effects the next X times hit by same power/skill/ability | Minor 0-1; Improved 1; Greater 2; Superior 3; Matchless 4 | enchanting | 50 +10/rank | Hell Essence x10, Demon Blood x3 | 0 |
Elemental | Earth | 25 | Vigor | none | increases vigor max by X per level | Minor 0.5; Improved 1; Greater 1.5; Superior 2; Matchless 2.5 | enchanting | 50 +10/rank | Elemental Essence x10, Thaumatite Ore x1 | 0 |
Natural | High | 25 | Honor | none | allows X changes of virtue/oath in combat; counts as an instant | Minor 1 (50% success); Improved 1; Greater 2; Superior 3; Matchless 4 | enchanting | 50 +10/rank | Natural Essence x10, Stardust x2 | 0 |
Divine | Holy | 25 | Purification | none | X% chance at the start of each of the users turns to passively cure any poison, disease, curse, undeath, Primal de-buff | Minor 5%; Improved 10%; Greater 15%; Superior 20%; Matchless (lost) 25% | enchanting | 50 +10/rank | Divine Essence x10, Holy Water x2 | 0 |
Divine | Holy | 25 | Redemption | armor | if hp drop <= 10% immediately knockback all enemies to 3" away & X% stun | Minor 20%; Improved 40%; Greater 60%; Superior 80%; Matchless 100% | enchanting | 50 +10/rank | Divine Essence x10, Holy Water x3 | 0 |
Divine, Hell, Material, Soul | Holy, Demonic, Primal, Psionic | 25 | "Faith Power Name" | none | Activate to cast the contained faith power (instant or action as per the contained power). Does not benefit from casting modifiers unless activated by a Faith class. Can be only be used once before needing to be recharged by passing the equivalent Faith difficulty test (or 1 per Tier matching Enchanting Component) and requires a faith user who has knowledge of that power to spend at least a half-rest in order to do so. CANNOT be activated by someone whose own beleifs would be at odds with the faith path the power is based in. | Minor tier 0-1; Improved tier 2-3; Greater tier 4-5; Superior tier 6; Matchless (lost) tier 7 | enchanting | 50 +10/rank | enchanter must know, "faith" component/diff x8 | 0 |
Soul | Psionic | 25 | Hysteria | weapon | if successfully wounding, the target plus X enemies within 2" are effected by fear if failing an Resolve test | Minor target only; Improved +1; Greater +2; Superior +3; Matchless +4 | enchanting | 50 +10/rank | Soul Essence x10, Astral Ash x3 | 0 |
Elemental | Water | 25 | Tranquility | none | Can re-roll a failed Resolve test X times, recharges after at least a half rest of no usage. | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Elemental Essence x10, Everice x2 | 0 |
Arcane | Common | 30 | Death Evasion | armor | Upon receiving a blow that knocks your character unconscious, teleports your body up to X inches directly away from the source of danger. If this is an invalid place to teleport (i.e. inside a solid object) or otherwise would result in a dangerous or life threatening situation, the direction is instead assigned randomly. | Minor 2"; Improved 4"; Greater 6"; Superior 8"; Matchless 10" | enchanting | 50 +10/rank | Arcane Essence x10, Manastone x4 | 0 |
Hell | Demonic | 30 | Supplication | none | Activate as an instant to generate X Demonic faith. Recharges after a Full Rest. | Minor 1d2-1; Improved 1d3-1; Greater 1d2; Superior 1d3; Matchless 1d4 | enchanting | 50 +10/rank | Hell Essence x10, Demon Blood x4 | 0 |
Elemental | Fire | 30 | Immolation | armor | X passive Fire damage / @ Y radius | Minor 1 / base; Improved 2 / base; Greater 3 / base; Superior 3 / 1"; Matchless 3 / 2" | enchanting | 50 +10/rank | Elemental Essence x10, Brimstone x2 | 0 |
Elemental | Fire | 30 | Fury | none | reduces fury costs by a percentage | Minor 10%; Improved 20%; Greater 30%; Superior 40%; Matchless (lost) 50% | enchanting | 50 +10/rank | Elemental Essence x10, Brimstone x2 | 0 |
Divine | Holy | 30 | Faith | none | Activate as an instant to generate X Holy faith. Recharges after a Full Rest. | Minor 1d2-1; Improved 1d3-1; Greater 1d2; Superior 1d3; Matchless 1d4 | enchanting | 50 +10/rank | Divine Essence x10, Holy Water x4 | 0 |
Material | Primal | 30 | Bestial Speech | none | Select a single type of Bestial "Speech" (i.e. "Avian, Canine, Insect, etc...); Minor allows only basic understanding of their speech and no ability to speak back; Improved allows basic communication in both understanding and speaking; Greater allows advanced communication in understanding but only basic speaking; Superior allows advanced communication in both understanding and speaking; Matchless allows complete fluency in both understanding and speaking | Minor basic understanding / no speech; Improved basic understanding & speech; Greater advanced understanding / basic speech; Superior advanced understanding & speech; Matchless fluent understanding & speech | enchanting | 50 +10/rank | Material Essence x10, Demigod's Tears x3 | 0 |
Material | Primal | 30 | Communion | none | Activate as an instant to generate X Primal faith. Recharges after a Full Rest. | Minor 1d2-1; Improved 1d3-1; Greater 1d2; Superior 1d3; Matchless 1d4 | enchanting | 50 +10/rank | Material Essence x10, Demigod's Tears x4 | 0 |
Soul | Psionic | 30 | Clarity | armor | X% chance to break mind-control and clear any pyschological effects at the start of every one of your turns | Minor 20%; Improved 40%; Greater 60%; Superior 80%; Matchless 100% | enchanting | 50 +10/rank | Soul Essence x10, Astral Ash x2 | 0 |
Soul | Psionic | 30 | Belief | none | Activate as an instant to generate X Psionic faith. Recharges after a Full Rest. | Minor 1d2-1; Improved 1d3-1; Greater 1d2; Superior 1d3; Matchless 1d4 | enchanting | 50 +10/rank | Soul Essence x10, Astral Ash x4 | 0 |
Elemental | Water | 30 | Refreshing | none | Regain X vigor/spirit/hp; counts as an instant. Recharges after at least a Half rest of no usage. | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Elemental Essence x10, Everice x3 | 0 |
Arcane | Common | 35 | Containing | none | stores an item/creature within it, see "Containing (Enchant)" page for details | Minor S / diminutive; Improved M / small; Greater L / medium; Superior XL / large; Matchless no limit / huge | enchanting | 50 +10/rank | Arcane Essence x10, Manastone x6 | 0 |
Material | Primal | 35 | Bleeding | weapon | if successfully wounding, target suffers X auto-damage per round until healed by a faith power, healing potion or bandages; not healed immediately following the end of combat will generally kill the target; only effects targets with blood | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Material Essence x10, Demigod's Tears x3 | 0 |
Arcane | Dark | 40 | Deceit | none | X% chance to cause lies to be seen as truths; X% chance to reduce the total number of attacks made against you for voluntarily leaving base contact by one (remove weakest attack first) | Minor 10%; Improved 30%; Greater 50%; Superior 70%; Matchless 90% | enchanting | 50 +10/rank | Arcane Essence x10, Dark Matter x1 | 0 |
Natural | High | 40 | Fates | armor | if taking damaging that would reduce HP below 10, X% chance that HP is set to 10 instead. Effect recharges after a Full Rest | Minor 15; Improved 30; Greater 45; Superior 60; Matchless 75 | enchanting | 50 +10/rank | Natural Essence x10, Stardust x3 | 0 |
Arcane | Light | 40 | Truth | none | X% chance to passively detect lies; can also use as an instant to reveal the current hp of 1 target per rank of enchant per battle | Minor 10%; Improved 30%; Greater 50%; Superior 70%; Matchless 90% | enchanting | 50 +10/rank | Arcane Essence x10, Prismatic Glass x1 | 0 |
Elemental | Fire | 40 | Strength | none | add X to Strength stat; can only have one stat enchant regardless of which stat it benefits (i.e. cannot have an 'of strength' and 'of stamina' enchant on the same character) | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Elemental Essence x10, Brimstone x3 | 0 |
Elemental | Water | 40 | Agility | none | add X to Agility stat; can only have one stat enchant regardless of which stat it benefits (i.e. cannot have an 'of strength' and 'of stamina' enchant on the same character) | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Elemental Essence x10, Everice x3 | 0 |
Elemental | Earth | 40 | Stamina | none | add X to Stamina stat; can only have one stat enchant regardless of which stat it benefits (i.e. cannot have an 'of strength' and 'of stamina' enchant on the same character) | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Elemental Essence x10, Thaumatite Ore x3 | 0 |
Arcane | Common | 40 | Intellect | none | add X to Intellect stat; can only have one stat enchant regardless of which stat it benefits (i.e. cannot have an 'of strength' and 'of stamina' enchant on the same character) | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Arcane Essence x10, Manastone x3 | 0 |
Natural | High | 40 | Wisdom | none | add X to Wisdom stat; can only have one stat enchant regardless of which stat it benefits (i.e. cannot have an 'of strength' and 'of stamina' enchant on the same character) | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Natural Essence x10, Stardust x3 | 0 |
Arcane | Dark | 40 | Avoidance | none | add X to Avoidance stat; can only have one stat enchant regardless of which stat it benefits (i.e. cannot have an 'of strength' and 'of stamina' enchant on the same character) | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Arcane Essence x10, Dark Matter x3 | 0 |
Arcane | Light | 40 | Perception | none | add X to Perception stat; can only have one stat enchant regardless of which stat it benefits (i.e. cannot have an 'of strength' and 'of stamina' enchant on the same character) | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Arcane Essence x10, Prismatic Glass x3 | 0 |
Natural | Wild | 40 | Resolve | none | add X to Resolve stat; can only have one stat enchant regardless of which stat it benefits (i.e. cannot have an 'of strength' and 'of stamina' enchant on the same character) | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Natural Essence x10, Primordial Sap x3 | 0 |
Elemental | Air | 40 | Initiative | none | add X to Initiative stat; can only have one stat enchant regardless of which stat it benefits (i.e. cannot have an 'of strength' and 'of stamina' enchant on the same character) | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Elemental Essence x10, Aether x3 | 0 |
Arcane | Twilight | 40 | Charm | none | add X to Charm stat; can only have one stat enchant regardless of which stat it benefits (i.e. cannot have an 'of strength' and 'of stamina' enchant on the same character) | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Arcane Essence x10, Lunarite x3 | 0 |
Hell | Demonic | 45 | Demonic Servitude | none | gain +X Advantage on Demonic faith difficulty roll if faith <= Y | Minor +1 / 5; Improved +1 / 10; Greater +2 / 10; Superior +2 /15; Matchless +3 / 15 | enchanting | 50 +10/rank | Hell Essence x12, Demon Blood x3 | 0 |
Divine | Holy | 45 | Holy Servitude | none | gain +X Advantage on Holy faith difficulty roll if faith <= Y | Minor +1 / 5; Improved +1 / 10; Greater +2 / 10; Superior +2 /15; Matchless +3 / 15 | enchanting | 50 +10/rank | Divine Essence x12, Holy Water x3 | 0 |
Arcane | Light | 45 | Reflection | weapon | On a sucessful block (shields) or parry (all other weapons), reflects X% of melee damage back as Light damage (roll vs Arcane resist). | Minor 5%; Improved 10%; Greater 15%; Superior 20%; Matchless 25% | enchanting | 50 +10/rank | Arcane Essence x10, Prismatic Glass x3 | 0 |
Arcane | Light | 45 | Reflection | armor | if armor saving, reflects X% of melee damage back as Light damage (roll vs Arcane resist). | Minor 5%; Improved 10%; Greater 15%; Superior 20%; Matchless 25% | enchanting | 50 +10/rank | Arcane Essence x10, Prismatic Glass x3 | 0 |
Material | Primal | 45 | Primal Servitude | none | gain +X Advantage on Primal faith difficulty roll if faith <= Y | Minor +1 / 5; Improved +1 / 10; Greater +2 / 10; Superior +2 /15; Matchless +3 / 15 | enchanting | 50 +10/rank | Material Essence x12, Demigod's Tears x3 | 0 |
Soul | Psionic | 45 | Psionic Servitude | none | gain +X Advantage on Psionic faith difficulty roll if faith <= Y | Minor +1 / 5; Improved +1 / 10; Greater +2 / 10; Superior +2 /15; Matchless +3 / 15 | enchanting | 50 +10/rank | Soul Essence x12, Astral Ash x3 | 0 |
Elemental | Air | 50 | Swiftness | armor (feet) | add X movement | Minor 1 (sneaking only); Improved 1; Greater 2; Superior (lost) 3; Matchless (lost) 4 | enchanting | 50 +10/rank | Elemental Essence x10, Aether x4 | 0 |
Hell | Demonic | 50 | Undeath | weapon | if successfully wounding and if target fails a Demonic Resist, inflicts a permanent Curse of Undeath on the target with an effective dispel level of X | Minor 5; Improved 10; Greater 15; Superior 20; Matchless 25 | enchanting | 50 +10/rank | Hell Essence x10, Demon Blood x2 | 0 |
Natural | High | 50 | Haste | weapon | As part of your attack action, gain an extra regular attack with the enchanted weapon. Must adhere to 4-3-2 rule. The weapon has X charges, where each use consumes 1 charge. Charges are restored if the weapon remains unused for at least a Half Rest. | Minor 1; Improved 2; Greater 3; Superior 4; Matchless 5 | enchanting | 50 +10/rank | Natural Essence x10, Stardust x4 | 0 |
Material | Primal | 50 | Reincarnation | none | Upon death return as a random animal from the 'beast calling' list (swarms and dragonkin excluded) | Minor critter; Improved lesser beast; Greater Improved beast; Superior greater beast; Matchless superior beast | enchanting | 50 +10/rank | Material Essence x10, Demigod's Tears x2 | 0 |
Material | Primal | 50 | Toughness | armor | Reduces all incoming damage by X, can't stack with any other damage reduction/negation | Minor 1; Improved 2; Greater 3; Superior (lost) 4; Matchless (lost) 5 | enchanting | 50 +10/rank | Material Essence x10, Demigod's Tears x4 | 0 |
Soul | Psionic | 100 | Recall | none | activate to return user to fixed point, see "Recall (Enchant)" page for details | Minor 1 point; Improved 2 points; Greater 3 points; Superior 4 points; Matchless 5 points | enchanting | 50 +10/rank | Soul Essence x20, Astral Ash x5 | 0 |