Enchanting

Enchanting refers to the application of magical properties to weapons, armor, and other equipment, either by PCs (using associated Secondary Skills) or NPCs (via Shops and Equipment Vendors). Enchantments result in a suffix being added to the equipment (i.e. Plate Bracers of Greater Fortitude or Arming Sword of Superior Daybreak).

Enchantments can be applied to equipment at any time (not just when it is first Crafted). 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:

  • Lv1 – Add/remove minor enchantments (once/day)
  • Lv2 – Add/remove improved enchantments (once/day)
  • Lv3 – Add/remove greater enchantments (once/day)
  • Lv4 – Add/remove superior enchantments (once/day)
  • Lv5 – Add/remove matchless enchantments (harvest 50% +10% per Lv below)

Equipment enchantment is a core feature of the Limitless Character Customization found in Realm of Strife. Careful planning and the application of the correct enchantments for the situation can vastly increase the survivability, utility, and/or damage potential of your character.

The following rules apply to 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
  • Enchantments cannot be combined if they are of opposing powers (i.e. can’t have a Blessed arming sword of UndeathBurning 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..)

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 (see Shops: Enchanters/Crafting Shop and Weapons: Miscellaneous for pricing)

material type max equivalent lvl of runecrafting max equivalent rank of enchant
  • Soft Metals (bronze, copper, brass, tin, etc…)
  • Soft Woods (cedar, pine, spruce, etc…)
  • Common Stones (sandstone, shale, flint, granite, etc…)
  • Common Materials (cloth, leather, glass, clay, bone, etc…)
2 minor
  • Hard Metals (iron, steel, titanium, etc…)
  • Hard Woods (ash, maple, oak, elm, etc…)
  • Rare Stones (obsidian, marble, lodestone, etc…)
  • Rare Materials (silk, rubber, porcelain etc…)
4 improved
  • Semi-Precious Metals (silver)
  • Semi-Precious Materials (ivory, pearl, etc…)
  • Common Gemstones (jade, quartz, garnet, amber, etc…)
6 greater
  • Precious Metals (gold, platinum)
  • Precious Materials (unicorn horn)
  • Semi-Precious Gemstones (topaz, amethyst, opal, etc…)
8 superior
  • Heavenly Metals (tranilium)
  • Precious Gemstones (diamond, sapphire, ruby, emerald, etc…)
11 matchless

Spirit Enchants

https://docs.google.com/spreadsheets/d/1hyGs7XpN0Y9FUaaCO0FsWMLUBpxNiXO_jDAiGu0T0gM/pubhtml/sheet?headers=false&gid=1620822565&single=true&widget=false&headers=false&range=A1:O55&gridlines=false

Faith Enchants

https://docs.google.com/spreadsheets/d/1hyGs7XpN0Y9FUaaCO0FsWMLUBpxNiXO_jDAiGu0T0gM/pubhtml/sheet?headers=false&gid=2028141656&single=true&widget=false&headers=false&range=A1:O32&gridlines=false

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 additon to using the Enchanter secondary skill, the following powers can be used to dispel or remove enchants:

  • Any “Dispel’ type spirit power can dispel the spirit craftings of the same type as they are effective against (i.e. Expel Darkness (Spirit-Light/Sun) is effective against Shadow/Dark enchants)
  • Exorcise (Faith-Holy-Exorcism) can dispel/remove demonic enchants
  • Corrupt (Faith-Demoinic-Corruption) can dispel/remove holy enchants
  • Purge (Faith-Psionic-Psimaturgy) can dispel/remove any faith enchants
  • Devolution (Faith-Primal-Shapeshifting: Reptile Form) can dispel/remove any spirit OR faith enchants

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