Equipment crafting and enchanting is a core feature of the Limitless Character Customization found in Realm of Strife. Careful planning and the application of the correct crafting and enchant for the situation can vastly increase the survivability, utility, and/or damage potential of your character.
This page is provided for quick reference and aftermarket purchasing of crafting’s and enchants from NPCs and shops. For details on how to craft and/or enchant your own equipment, see the Crafting and Enchanting pages.
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Crafting
Often referred to simply as “Crafting”, equipment crafting refers to the creation and/or manufacturing of weapons, armor, and other items, either by PCs (using associated Secondary Skills) or NPCs (via Shops and Equipment Vendors). In many cases this adds some kind of additional effects, properties, or modifiers to the equipment.
Crafting’s are represented by a ‘Prefix’ before the item name (i.e. Dwarven Plate Bracers or Angelic Arming Sword). These prefixes can only be added at the time that the equipment is initially crafted.
See Equipment Crafting page for full details.
Some crafting’s can be quite elaborate and require in-depth explanation. Details are available for the following Crafting’s:
Enchanting
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).
See Enchanting page for full details.
Some Enchants can be quite elaborate and require in-depth explanation. Details are available for the following Enchants:
Full List
Domain | School or Path | Type | Price | Name | Restrictions | Description | Tier | Secondary Skills Involved | Base Dispel Resistance | Additional Requirements | Loot # | Cost of Additional Components |
---|---|---|---|---|---|---|---|---|---|---|---|---|
None | Advanced | Crafting | 10 | Chained | weapon | chain connected to wrist, immune to disarm | 2 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 10 | Sword-Breaker | weapon | if successfully parry an attack, 10% disarm, 2% break | 2 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 10 | Lanterned | weapon | shield, polearm, or bludgeon that has a built in oil lantern | 2 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 10 | Ceremonial | weapon | -2 damage (to a minimum of 1 damage), 10% chance to generate 1 faith after having lost faith due do to a failed difficulty roll | 2 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 10 | Ceremonial | armor | -1 armor, 10% chance to generate 1 faith after having lost faith due to a failed difficulty roll | 2 | tailor, leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
Divine | Holy | Crafting | 10 | Redeemed | weapon | add 1 damage per stack to honor code based attacks; weapon cannot be used dishonorably | 2 | Rune crafting, weapon smith | 120 | Holy Rune, Enscribe x4, Holy Water x8 | 0 | 44.8 |
None | Advanced | Crafting | 15 | Cruel | weapon | -1 charm, +1 Advantage when attempting to Intimidate or Persuade | 2 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 15 | Fierce | weapon | Wielder is treated as Fearsome, where target has +3 Advantage. For each piece (weapon & armor) with this crafting beyond the first reduce targets Advantage by 1 (i.e. at 3 pieces target has no advantage, at 5 peices target has -2 Disadvantage overall). | 2 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 15 | Camouflaged | armor | -1 Disadvantage to enemies when rolling to detect you | 2 | tailor, armor smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 15 | Cruel | armor | -1 charm, +5% persuasion (max 4 pieces) | 2 | tailor, leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 15 | Fierce | armor | Wearer is treated as Fearsome, where target has +3 Advantage. For each piece (weapon & armor) with this crafting beyond the first reduce targets Advantage by 1 (i.e. at 3 pieces target has no advantage, at 5 peices target has -2 Disadvantage overall). | 2 | tailor, leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 15 | Polished | armor | 10% chance per piece to reflect Light/Sun based powers | 2 | armor smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 15 | Glazed | armor | 10% chance per piece to ignore acid effects | 2 | leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
Elemental | Earth | Crafting | 15 | Earth-Bound | armor | Auto-resist stun, knock-down, knock-back, knock-up; Grants 1 charge per crafting, and all charges are restored after at least a Half rest of no usage. | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Earth Rune, Enscribe x1, Thaumatite Ore x1 | 0 | 6.2 |
Elemental | Water | Crafting | 15 | Freezing | weapon | if critically hitting with thsi weapon, also causes target to be Frozen if failing an unmodified Elemental Resist | 2 | Rune crafting, weapon smith | 120 | Water Rune, Enscribe x1, Everice x2 | 0 | 11.2 |
Elemental | Water | Crafting | 15 | Freezing | armor | if victim of a critical hit, 50% chance per crafting that attacker is Frozen if failing an unmodified Elemental Resist | 2 | Rune crafting, weapon smith | 120 | Water Rune, Enscribe x1, Everice x2 | 0 | 11.2 |
None | Advanced | Crafting | 20 | Light | armor | does not count as a layer, -1 armor | 2 | tailor, leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 20 | Lacquered | leather armor | purely cosmetic (+1 charm if wearing at least 4 color coordinated pieces) unless using Enchanted Ink, in which case: +1 resistance to a particular school of Spirit Powers, based on the Enchanted Ink used (requires 1 ink does per armor value of the piece) | 2 | leatherworker | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 20 | Enamelled | mail armor, plate armor | purely cosmetic (+1 charm if wearing at least 4 color coordinated pieces) unless using Enchanted Ink, in which case: +1 resistance to a particular school of Spirit Powers, based on the Enchanted Ink used (requires 1 ink does per armor value of the piece), does not stack with dragon-scale | 2 | armor smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 20 | Rugged | armor | 10% chance per piece to ignore effects (temporary or permanent) which damage or reduce armor | 2 | tailor, leatherworker | n/a | n/a | 0 | 0.0 |
Elemental | Air | Crafting | 20 | Sky Charged | none | gain +2 spell crit % with all Air magic (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Air Rune, Enscribe x2, Aether x3 | 0 | 17.4 |
Elemental | Air | Crafting | 20 | Storming | armor | if successfully armor saving can elect to knock one target in base contact back 1" per crafting | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Air Rune, Enscribe x2, Aether x3 | 0 | 17.4 |
Arcane | Common | Crafting | 20 | Mana Charged | none | gain +2 spell crit % with all Common magic (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Mana Rune, Enscribe x2, Manastone x3 | 0 | 17.4 |
Arcane | Dark | Crafting | 20 | Shadow Charged | none | gain +2 spell crit % with all Dark magic (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Dark Rune, Enscribe x2, Dark Matter x3 | 0 | 17.4 |
Arcane | Twilight | Crafting | 20 | Twilight Charged | none | gain +2 spell crit % with all Twilight magic (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Twilight Rune, Enscribe x2, Lunarite x3 | 0 | 17.4 |
Arcane | Dark | Crafting | 20 | Frightful | armor | 2% to cause fear when hit in melee combat, increases to 4% if armor saved | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Dark Rune, Enscribe x2, Dark Matter x3 | 0 | 17.4 |
Hell | Demonic | Crafting | 20 | UnHoly | none | add 2 Demonic faith crit % (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Demonic Rune, Enscribe x2, Demon Blood x3 | 0 | 17.4 |
Elemental | Earth | Crafting | 20 | Earth Charged | none | gain +2 spell crit % with all Earth magic (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Earth Rune, Enscribe x2, Thaumatite Ore x3 | 0 | 17.4 |
Elemental | Fire | Crafting | 20 | Heat Charged | none | gain +2 spell crit % with all Fire magic (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Fire Rune, Enscribe x2, Brimstone x3 | 0 | 17.4 |
Natural | High | Crafting | 20 | High Charged | none | gain +2 spell crit % with all High magic (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Celestial Rune, Enscribe x2, Stardust x3 | 0 | 17.4 |
Divine | Holy | Crafting | 20 | Sacred | none | add 2 Holy faith crit % (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Holy Rune, Enscribe x2, Holy Water x3 | 0 | 17.4 |
Arcane | Light | Crafting | 20 | Bright | none | on command, emits passive Light source in an 8" radius | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Light Rune, Enscribe x1, Prismatic Glass x1 | 0 | 6.2 |
Arcane | Light | Crafting | 20 | Sun Charged | none | gain +2 spell crit % with all Light magic (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Light Rune, Enscribe x2, Prismatic Glass x3 | 0 | 17.4 |
Material | Primal | Crafting | 20 | Triumphant | weapon | after dealing damage with wpn if target <5% hp = dead | 2 | Rune crafting, weapon smith | 120 | Primal Rune, Enscribe x2, Demigod's Tears x3 | 0 | 17.4 |
Material | Primal | Crafting | 20 | Feral | none | add 2 Primal faith crit % (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Primal Rune, Enscribe x2, Demigod's Tears x3 | 0 | 17.4 |
Soul | Psionic | Crafting | 20 | Ascendant | none | add 2 Psionic faith crit % (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Psionic Rune, Enscribe x2, Astral Ash x3 | 0 | 17.4 |
Elemental | Water | Crafting | 20 | Frost Charged | none | gain +2 spell crit % with all Water magic (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Water Rune, Enscribe x2, Everice x3 | 0 | 17.4 |
Natural | Wild | Crafting | 20 | Entangling | weapon | if hitting with this weapon, can elect to Entangle (Grapple) the target if they fail a Natural resist; if parried, blocked, or warded off, can also elect to Entangle the opponents weapon if they fail a Natural resist | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Nature Rune, Enscribe x2, Primordial Sap x3 | 0 | 17.4 |
Natural | Wild | Crafting | 20 | Entangling | armor | if armor saving, can elect to Entangle the weapon that was armor saved, if wielder fails a Natural resist, while Entangled can knock down and drag at 1/2 speed any target that fails a strength vs stamina roll-off | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Nature Rune, Enscribe x2, Primordial Sap x3 | 0 | 17.4 |
Natural | Wild | Crafting | 20 | Eden Charged | none | gain +2 spell crit % with all Wild magic (max +6%) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Nature Rune, Enscribe x2, Primordial Sap x3 | 0 | 17.4 |
None | Advanced | Crafting | 25 | Ribbed | armor | reduces crushing blow damage by 1 per piece, max 3 pieces | 2 | leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 25 | Padded | armor (feet) | reduces the movement penalty for Sneaking by 1/4; stacks with Light of Foot racial passive to completely remove penalty | 2 | tailor, leatherworker | n/a | n/a | 0 | 0.0 |
Elemental | Air | Crafting | 25 | Sky Focused | none | gain +2 to cast with all Air magic (max +10) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Air Rune, Enscribe x3, Aether x5 | 0 | 28.6 |
Arcane | Common | Crafting | 25 | Mana Focused | none | gain +2 to cast with all Common magic (max +10) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Mana Rune, Enscribe x3, Manastone x5 | 0 | 28.6 |
Arcane | Dark | Crafting | 25 | Black | none | on command, passively absorbs/negates light sources within an 2" radius per Crafting; inside that radius counts as being in shadow | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Dark Rune, Enscribe x1, Dark Matter x2 | 0 | 11.2 |
Arcane | Dark | Crafting | 25 | Shadow Focused | none | gain +2 to cast with all Dark magic (max +10) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Dark Rune, Enscribe x3, Dark Matter x5 | 0 | 28.6 |
Arcane | Twilight | Crafting | 25 | Twilight Focused | none | gain +2 to cast with all Twilight magic (max +10) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Twilight Rune, Enscribe x3, Lunarite x5 | 0 | 28.6 |
Elemental | Earth | Crafting | 25 | Earth Focused | none | gain +2 to cast with all Earth magic (max +10) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Earth Rune, Enscribe x3, Thaumatite Ore x5 | 0 | 28.6 |
Elemental | Fire | Crafting | 25 | Heat Focused | none | gain +2 to cast with all Fire magic (max +10) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Fire Rune, Enscribe x3, Brimstone x5 | 0 | 28.6 |
Natural | High | Crafting | 25 | High Focused | none | gain +2 to cast with all High magic (max +10) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Celestial Rune, Enscribe x3, Stardust x5 | 0 | 28.6 |
Arcane | Light | Crafting | 25 | Solar Focused | none | gain +2 to cast with all Light magic (max +10) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Light Rune, Enscribe x3, Prismatic Glass x5 | 0 | 28.6 |
Elemental | Water | Crafting | 25 | Water Focused | none | gain +2 to cast with all Water magic (max +10) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Water Rune, Enscribe x3, Everice x5 | 0 | 28.6 |
Natural | Wild | Crafting | 25 | Eden Focused | none | gain +2 to cast with all Wild magic (max +10) | 2 | Rune crafting, armor smith, leatherworker, tailor | 120 | Nature Rune, Enscribe x3, Primordial Sap x5 | 0 | 28.6 |
None | Advanced | Crafting | 30 | Heavy | armor | +1 armor, counts as two layers, cannot be triple layered | 3 | tailor, leatherworker, armor smith | 0 | 0.0 | ||
None | Advanced | Crafting | 30 | Ornate | weapon | allows for the mounting of a trinket into the weapon (effectively double enchant) but reduces damage by 1 per size of the weapon (i.e. large ornate weapon is -3 damage) | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 30 | Ornate | leather armor, mail armor, plate armor | allows for the mounting of a trinket into the armor (effectively double enchant) but reduces armor value by 1 | 3 | leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 30 | Heartseeker | weapon | +3 ranged crit % with weapon | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
Arcane | Dark | Enchant | 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 | 30.0 |
Elemental | Water | Enchant | 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 | 25.0 |
Natural | Wild | Enchant | 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 | 25.0 |
Arcane, Elemental, Natural | Common, Dark, Light, Air, Earth, Fire, Water, High, Wild | Enchant | 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 | 7.0 |
Elemental | Air | Enchant | 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 | 30.0 |
Elemental | Air, Earth, Fire, Water | Enchant | 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 | 35.0 |
Arcane | Common | Enchant | 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 | 30.0 |
None | Advanced | Crafting | 30 | Vicious | weapon | +3 melee crit % with weapon | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 30 | Penitent | armor (legs, torso, shoulder, feet, arms only) | if sucessfully armor saving, still take some physical daamge (for generating Fury); 1 piece ' 1d12, 2 pieces ' 1d10, 3 pieces ' 1d8, 4 pieces ' 1d6, 5 pieces ' 1d4; this damage does not decrease Focus | 3 | leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
Arcane | Common | Enchant | 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 | 30.0 |
Arcane | Common, Dark, Light | Enchant | 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 | 35.0 |
Arcane | Dark | Enchant | 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 | 30.0 |
Hell | Demonic | Enchant | 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 | 35.0 |
Hell | Demonic | Enchant | 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 | 35.0 |
Arcane | Twilight | Enchant | 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 | Enchant | 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 | 30.0 |
None | Advanced | Crafting | 30 | Spell-Stitched | cloth armor, leather armor | +1 cast & resistance for a particular school of Spirit Powers, based on the Enchanted Ink used (requires 1 ink does per armor value of the piece) | 3 | tailor | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 30 | Ornate | armor | allows for the mounting of a trinket into the armor (effectively double enchant) but reduces armor by 1 | 3 | tailor, leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
Elemental | Air | Crafting | 30 | Soaring | none | add 5 resistance to Earth and Metal effects and powers (max +15) | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Air Rune, Enscribe x2, Aether x3 | 0 | 17.4 |
Hell | Demonic | Crafting | 30 | Cursed | none | user inflicted with curse, *on wound/^on save, transfer to target till dead/dispel at which point it transfers back to the wielder of the item | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Demonic Rune, Enscribe x3, Demon Blood x6 | 0 | 33.6 |
Elemental | Fire | Enchant | 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 | 25.0 |
Elemental | Fire | Enchant | 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 | 30.0 |
Natural | High | Enchant | 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 | 30.0 |
Divine | Holy | Enchant | 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 | 35.0 |
Elemental | Earth | Crafting | 30 | Grounding | none | add 5 resistance to Air and Storm effects and powers (max +15) | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Earth Rune, Enscribe x2, Thaumatite Ore x3 | 0 | 17.4 |
Elemental | Fire | Crafting | 30 | Heated | none | add 5 resistance to Water and Cold effects and powers (max +15) | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Fire Rune, Enscribe x2, Brimstone x3 | 0 | 17.4 |
Elemental | Fire | Crafting | 30 | Melting | weapon | Attacks with this weapon have -10 Armor Piercing and -10 Elemental Resist (where applicable, i.e. Flame Strike) | 3 | Rune crafting, weapon smith | 130 | Fire Rune, Enscribe x2, Brimstone x4 | 0 | 22.4 |
Material | Primal | Crafting | 30 | Untamed | none | add 5 resistance to Primal powers (max +15) | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Primal Rune, Enscribe x2, Demigod's Tears x3 | 0 | 17.4 |
Soul | Psionic | Crafting | 30 | Psychic | weapon | +5 to hit/cast with Psionic powers & regular melee/ranged physical attacks & focus attacks with a weapon | 3 | Rune crafting, weapon smith | 130 | Psionic Rune, Enscribe x4, Astral Ash x6 | 0 | 34.8 |
Divine | Holy | Enchant | 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 | 35.0 |
Arcane | Light | Enchant | 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 | 30.0 |
Arcane | Light | Enchant | 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 | 30.0 |
Arcane | Light | Enchant | 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 | 30.0 |
Soul | Psionic | Crafting | 30 | Cerebral | none | add 5 resistance to Psionic powers (max +15) | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Psionic Rune, Enscribe x2, Astral Ash x3 | 0 | 17.4 |
Material | Primal | Enchant | 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 | 35.0 |
Elemental | Water | Crafting | 30 | Quenching | none | add 5 resistance to Fire and Burning effects and powers (max +15) | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Water Rune, Enscribe x2, Everice x3 | 0 | 17.4 |
None | Advanced | Crafting | 40 | Field | leather armor, mail armor, plate armor | no movement penalty when triple layering | 3 | leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
Material | Primal | Enchant | 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 | 35.0 |
Material | Primal | Enchant | 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 | 35.0 |
Material | Primal | Enchant | 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 | 35.0 |
Material | Primal | Enchant | 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 | 35.0 |
Soul | Psionic | Enchant | 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 | 35.0 |
Elemental | Air | Crafting | 40 | Winged | armor | activate to sprout wings which allows limited flight capabilties, for up to 1 hour; consumes 2 Aether per crafting to recharge after use; while active allows for a max flying speed of 4" per crafting | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Air Rune, Enscribe x2, Aether x6 | 0 | 32.4 |
Elemental | Earth | Crafting | 40 | Stoic | none | add 3 hp (no limit on number of craftings) | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Earth Rune, Enscribe x1, Thaumatite Ore x2 | 0 | 11.2 |
Divine | Holy | Crafting | 40 | Angelic | none | add 1 Holy damage (add to phys. if on weapon); +5 Demonic. resist; max 3 craftings | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Holy Rune, Enscribe x2, Holy Water x4 | 0 | 22.4 |
Soul | Psionic | Crafting | 40 | Empathic | armor | When successfully resisting damage, any friendly within 8" can use your resistance to test against or resist that same type of damage, until such a time as you fail to resist that type of damage. | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Psionic Rune, Enscribe x3, Astral Ash x6 | 0 | 33.6 |
Soul | Psionic | Enchant | 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 | 35.0 |
Soul | Psionic | Enchant | 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 | 35.0 |
Soul | Psionic | Enchant | 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 | 35.0 |
Soul | Psionic | Enchant | 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 | 35.0 |
Elemental | Water | Enchant | 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 | 30.0 |
Elemental | Fire | Crafting | 45 | Searing | none | on command, produces unbearable "red-hot" heat to all but it's owner (i.e. can not be equipped/used by anyone except its owner); owner is decided at time of first crafting | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Fire Rune, Enscribe x1, Brimstone x1 | 0 | 6.2 |
Natural | High | Crafting | 45 | Shifting | weapon | re-roll one failed 'to hit' roll per battle | 3 | Rune crafting, weapon smith | 130 | Celestial Rune, Enscribe x3, Stardust x6 | 0 | 33.6 |
None | Advanced | Crafting | 50 | Superior | weapon | +5% parry (no effect if weapon does not already have a parry chance) | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 50 | Heavy | weapon | +5% overpower | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 50 | Keen | weapon | +5% cleaving (no effect if not on a cleaving weapon) | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 50 | Aerodynamic | weapon | +2 throwing range | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 50 | Concussive | weapon | +5% stun (no effect if weapon does not already have a stun chance) | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
Natural | Wild | Enchant | 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 | 30.0 |
Natural | Wild, High | Enchant | 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 | 35.0 |
Elemental | Air | Enchant | 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 | 35.0 |
Elemental | Air | Enchant | 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 | 30.0 |
Arcane | Common | Enchant | 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 | 25.0 |
Arcane | Common | Enchant | 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 | 35.0 |
Hell | Demonic | Enchant | 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 | 30.0 |
None | Advanced | Crafting | 50 | Solid | weapon | +1 crushing blow (no effect if weapon does not already have crushing blow) | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 50 | Extended | weapon | +1 Reach (no effect if weapon does not already have Reach) | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 50 | Piercing | weapon | -5 armor piercing | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 50 | Sturdy | weapon | +5% block (shields only) | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 50 | Spiked | weapon | +1 damage to shield blows (shields only) | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 50 | Serrated | weapon | +1 damage, treat as "weapon damage' not bonus damage, cannot be used with fist weapons | 3 | weapon smith | n/a | n/a | 0 | 0.0 |
Hell | Demonic | Enchant | 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 | 30.0 |
Hell | Demonic | Enchant | 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 | 35.0 |
Hell | Demonic | Enchant | 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 | 25.0 |
Elemental | Fire | Enchant | 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 | 30.0 |
Natural | High | Enchant | 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 | 30.0 |
None | Advanced | Crafting | 50 | Spiked | armor | if successfully armor saving inflicts 1 damage to attacker if they are in base contact, max 3 pieces; if crafted on foot armor instead grants +1 Damage to Kick attacks | 3 | leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 50 | Gothic | armor | -1 Disadvantage to enemies making Initiative or Resolve test while in base contact (mail & plate armor only) | 3 | armor smith | n/a | n/a | 0 | 0.0 |
Elemental | Air | Crafting | 50 | Quickened | none | +1 Dodge (for use with AC & Resistances, does not effect Avoidance stat in any way) | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Air Rune, Enscribe x2, Aether x4 | 0 | 22.4 |
Natural | High | Crafting | 50 | Astral | none | auto-capture soul on death to preserve; if multiple craftings present soul is divided up into each crafting | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Celestial Rune, Enscribe x4, Stardust x8 | 0 | 44.8 |
Divine | Holy | Crafting | 50 | Benevolent | armor | heal a friendly within 4" for 10% of damage taken (max 5) | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Holy Rune, Enscribe x4, Holy Water x7 | 0 | 39.8 |
Natural | High | Enchant | 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 | 30.0 |
Divine | Holy | Enchant | 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 | 30.0 |
Divine | Holy | Enchant | 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 | 30.0 |
Arcane | Light | Enchant | 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 | 30.0 |
Material | Primal | Enchant | 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 | 30.0 |
Soul | Psionic | Enchant | 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 | 30.0 |
Arcane | Light | Crafting | 50 | Brilliant | armor | +5 AC vs ranged attacks (max+15) | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Light Rune, Enscribe x3, Prismatic Glass x5 | 0 | 28.6 |
Material | Primal | Crafting | 50 | Blood-Drinking | weapon | After dealing physical damage with the weapon, the HP cost of the next hemomancy power is negated | 3 | Rune crafting, weapon smith | 130 | Primal Rune, Enscribe x2, Demigod's Tears x3 | 0 | 17.4 |
Elemental | Water | Enchant | 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 | 30.0 |
Natural | Wild | Enchant | 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 | 35.0 |
Arcane | Dark | Enchant | 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 | 35.0 |
Elemental | Earth | Enchant | 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 | 35.0 |
Elemental | Earth | Enchant | 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 | 30.0 |
Soul | Psionic | Crafting | 50 | Enthralling | weapon | if critically hitting with this weapon, target is controlled for 1 rnd if failing a mental resist where wielder can add +hit with Psionic powers | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Psionic Rune, Enscribe x3, Astral Ash x4 | 0 | 23.6 |
Soul | Psionic | Crafting | 50 | Enthralling | armor | if victim of a critical hit, 50% chance per crafting that attacker is controlled for 1 rnd if failing a mental resist where wielder can add +hit with Psionic powers | 3 | Rune crafting, armor smith, leatherworker, tailor | 130 | Psionic Rune, Enscribe x3, Astral Ash x4 | 0 | 23.6 |
Natural | High | Crafting | 55 | Cosmic | armor | if successfully armor saving causes 1 auto-damage per crafting to the attacker (max 3) | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Celestial Rune, Enscribe x2, Stardust x3 | 0 | 17.4 |
Divine | Holy | Crafting | 55 | Invoking | weapon | If scoring a critical hit with this weapon, the next known invocation power does not require a difficulty roll | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Holy Rune, Enscribe x5, Holy Water x9 | 0 | 51.0 |
Divine | Holy | Crafting | 55 | Invoking | armor | If victim of a critical hit, the next known invocation power does not require a difficulty roll. If no invocation powers are known but follow/believe in the Holy path can elect to cast retribution (equal to users level) even if not a faith class | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Holy Rune, Enscribe x5, Holy Water x9 | 0 | 51.0 |
Elemental | Earth | Enchant | 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 | 30.0 |
Elemental | Earth | Enchant | 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 | 35.0 |
Divine | Holy | Enchant | 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 | 35.0 |
Divine | Holy | Enchant | 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 | 30.0 |
Material | Primal | Enchant | 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 | 30.0 |
Soul | Psionic | Enchant | 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 | 30.0 |
None | Advanced | Crafting | 60 | Silent | weapon | -1 Stealth Costs with this weapon | 4 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 60 | Bloodletting | weapon | +1 fury generated with weapon | 4 | weapon smith | n/a | n/a | 0 | 0.0 |
None | Advanced | Crafting | 60 | Balanced | weapon | -1 vigor cost with weapon | 4 | weapon smith | n/a | n/a | 0 | 0.0 |
Natural | Wild | Enchant | 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 | 30.0 |
Natural | Wild | Enchant | 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 | 30.0 |
Elemental | Air | Enchant | 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 | 35.0 |
Elemental | Air | Enchant | 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 | 35.0 |
Arcane | Common | Enchant | 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 | 25.0 |
Arcane, Elemental, Natural | Common, Dark, Light, Twlight, Air, Earth, Fire, Water, High, Wild | Enchant | 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 | Enchant | 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 | Common | Crafting | 60 | Infused | none | Gain 1 spirit per round of combat, or 1d6 if at least a half rest is taken. Effects stack per crafting, up to a maximum of 3 craftings. | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Mana Rune, Enscribe x1, Manastone x1 | 0 | 6.2 |
Elemental | Fire | Crafting | 60 | Corrosive | weapon | On impact (hit, crit, or armor save), the weapon applies 1 stack of Corrosion | 4 | Rune crafting, weapon smith | 140 | Nature Rune, Enscribe x4, Primordial Sap x7 | 0 | 39.8 |
Material | Primal | Crafting | 60 | Resilient | armor | reduces all incoming damage from critical hits by 10%, doesn't stack any other form of damage reduction/negation | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Primal Rune, Enscribe x4, Demigod's Tears x8 | 0 | 44.8 |
Soul | Psionic | Crafting | 60 | Transcendent | none | after a faith success, 33%/crafting to add a transcendent stack, after the 3rd stack gain transcendent buff, which can be consumed at any time to gain +3 to next faith roll | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Psionic Rune, Enscribe x4, Astral Ash x8 | 0 | 44.8 |
Hell | Demonic | Crafting | 65 | Malevolent | armor | return 10% of damage taken as a Demonic attack to a target within 4" | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Demonic Rune, Enscribe x4, Demon Blood x7 | 0 | 39.8 |
Hell | Demonic | Crafting | 65 | Demonic | none | add 2 damage / +5 hit with Demonic powers (add to phys. if on weapon); max 3 craftings | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Demonic Rune, Enscribe x2, Demon Blood x3 | 0 | 17.4 |
Elemental | Water | Crafting | 65 | Fluid | none | on command, can change from solid to liquid or vice versa; while in liquid form it loses most of its physical effects (i.e. damage, parry, etc...), but generally still carries any enchant effects; if it becomes to dispersed while in liquid form it may not be able to reconstitute | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Water Rune, Enscribe x2, Everice x3 | 0 | 17.4 |
Arcane | Dark | Enchant | 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 | 35.0 |
Hell | Demonic | Enchant | 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 | 35.0 |
Elemental | Earth | Enchant | 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 | 25.0 |
Arcane | Common | Crafting | 70 | Mana-Etched | none | May consume 1 spirit to negate 1 incoming damage of any type. Effects stack per crafting, up to a maximum of 5 craftings. | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Mana Rune, Enscribe x2, Manastone x3 | 0 | 17.4 |
Elemental | Earth | Crafting | 70 | Stout | weapon | reduces the damage from critical hits by a percentage equal to the block or parry of the weapon, see "Stout (Advance Crafting)" page for details | 4 | Rune crafting, weapon smith | 140 | Earth Rune, Enscribe x5, Thaumatite Ore x8 | 0 | 46.0 |
Material | Primal | Crafting | 70 | Primal | none | Grants the user a random Primal aspect at the beginning of each battle. If the user is not a Primal Faith class, then the effects are treated as though the associated Stat is in the 1-6 range. The max Tier of power that can be randomly selected is based on the number of Primal crafted items equipped. 1 Crafting grants max Tier2, 2 craftings grants max Tier4, 3 grants max Tier 6, and 4 grants max Tier 7. | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Primal Rune, Enscribe x6, Demigod's Tears x12 | 0 | 67.2 |
Natural | High | Enchant | 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 | 30.0 |
Divine | Holy | Enchant | 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 | 30.0 |
Divine | Holy | Enchant | 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 | 35.0 |
Divine, Hell, Material, Soul | Holy, Demonic, Primal, Psionic | Enchant | 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 | Enchant | 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 | 35.0 |
Elemental | Water | Enchant | 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 | 30.0 |
Arcane | Common | Enchant | 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 | 40.0 |
Hell | Demonic | Enchant | 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 | 40.0 |
Elemental | Fire | Enchant | 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 | 30.0 |
Elemental | Fire | Enchant | 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 | 30.0 |
Hell | Demonic | Crafting | 75 | Diseased | weapon | 25% to infect wounds random disease | 4 | Rune crafting, weapon smith | 140 | Demonic Rune, Enscribe x3, Demon Blood x5 | 0 | 28.6 |
Arcane | Light | Crafting | 75 | Invisible | none | on command, can be made invisible to all but the user; retains all functionality; does not effect anything except the item itself (i.e. wearing an invisible cloak does not make you invisible to, it just means no one can see that you are wearing that cloak) | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Light Rune, Enscribe x3, Prismatic Glass x5 | 0 | 28.6 |
None | Advanced | Crafting | 80 | Dwarven | leather armor, mail armor, plate armor | +1 armor counts as Stiff AND Noisy if not already Stiff and/or Noisy (cannot be worn by Elves) | 4 | leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
Arcane | Light | Crafting | 80 | Mirrored | weapon | can block/parry any los powers & reflect it back at caster | 4 | Rune crafting, weapon smith | 140 | Light Rune, Enscribe x4, Prismatic Glass x8 | 0 | 44.8 |
Divine | Holy | Enchant | 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 | 40.0 |
Material | Primal | Enchant | 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 | 35.0 |
Material | Primal | Enchant | 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 | 40.0 |
Soul | Psionic | Enchant | 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 | 30.0 |
Soul | Psionic | Enchant | 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 | 40.0 |
Arcane | Common | Crafting | 85 | Spell-Eating | none | Grants a 5% chance to temporarily dispel any magic it touches or auto-resist a spell cast against the owner. Effects stack per crafting, up to a maximukm of 5 craftings. Effect is recharged after at least a Half rest of no usage. | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Mana Rune, Enscribe x5, Manastone x9 | 0 | 51.0 |
Material | Primal | Crafting | 95 | Living | none | item becomes sentient, with a mind and will of its own; will often subtly effect anyone who wields it to do its bidding | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Primal Rune, Enscribe x6, Demigod's Tears x11 | 0 | 62.2 |
None | Advanced | Crafting | 100 | Reinforced | armor | + 1 armor | 4 | tailor, leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
Elemental | Water | Enchant | 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 | 35.0 |
Arcane | Common | Enchant | 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 | 50.0 |
Material | Primal | Enchant | 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 | 35.0 |
Arcane | Dark | Enchant | 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 | 25.0 |
Natural | High | Enchant | 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 | 35.0 |
Arcane | Light | Enchant | 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 | 25.0 |
Elemental | Fire | Enchant | 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 | 35.0 |
None | Advanced | Crafting | 100 | Bejewelled | none | +1 charm (max 2 pieces) | 4 | tailor, leatherworker, armor smith, weapon smith | n/a | n/a | 0 | 0.0 |
Arcane | Common | Crafting | 100 | Twin-Core | weapon | links 2 weapons together as a pair, where enchant on one also applies to the other and vice-versa (both must have twin-core crafting and be forged as a pair), see "Twin-Core (Rune Crafting)" page for details | 4 | Rune crafting, weapon smith | 140 | Mana Rune, Enscribe x4, Manastone x8 | 0 | 44.8 |
Arcane | Dark | Crafting | 100 | Spirit-Siphoning | weapon | gain spirit = to damage dealt (weapon damage only, not including crit) | 4 | Rune crafting, weapon smith | 140 | Dark Rune, Enscribe x5, Dark Matter x10 | 0 | 56.0 |
Divine | Holy | Crafting | 100 | Blessed | none | Grants user a random blessing at the beginning of each battle. Treat all blessings as Tier 1 equivalent unless equipped by a Holy faith classes, in which case use their highest available Tier | 4 | Rune crafting, armor smith, leatherworker, tailor | 140 | Holy Rune, Enscribe x5, Holy Water x10 | 0 | 56.0 |
None | Advanced | Crafting | 150 | Elven | armor | +1 armor and removes Stiff and Noisy attributes while worn as a single or double layer; triple layer negates "Elven" (cannot be worn by Dwarves) | 4 | tailor, leatherworker, armor smith | n/a | n/a | 0 | 0.0 |
Hell | Demonic | Crafting | 150 | Vampiric | weapon | converts 25% of damage into life for wielder | 4 | Rune crafting, weapon smith | 140 | Demonic Rune, Enscribe x5, Demon Blood x10 | 0 | 56.0 |
Elemental | Water | Enchant | 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 | 35.0 |
Elemental | Earth | Enchant | 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 | 35.0 |
Arcane | Common | Enchant | 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 | 35.0 |
Natural | High | Enchant | 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 | 35.0 |
Arcane | Dark | Enchant | 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 | 35.0 |
Arcane, Elemental, Natural | Dragonscale | Crafting | Wyrmscale | armor | unique mail armor type, 5 Armor and +2 Resistance of the associated type of Wyrm (i.e. Red Wyrm Scale = Fire resist) | 5 | armor smith | n/a | n/a | 0 | 0.0 | |
Arcane, Elemental, Natural | Dragonscale | Crafting | Drakescale | armor | unique mail armor type, 7 Armor and +3 Resistance of the associated type of Wyrm (i.e. Red Drake Scale = Fire resist) | 5 | armor smith | n/a | n/a | 0 | 0.0 | |
Arcane, Elemental, Natural | Dragonscale | Crafting | Dragonscale | armor | unique mail armor type, 10 Armor and +5 Resistance of the associated type of Wyrm (i.e. Red Dragon Scale = Fire resist) | 5 | armor smith | n/a | n/a | 0 | 0.0 | |
Arcane, Elemental, Natural | Dragonscale | Crafting | Elder Dragonscale | armor | unique mail armor type, 11 Armor and +6 Resistance of the associated type of Wyrm (i.e. Red Elder Dragon Scale = Fire resist) | 5 | armor smith | n/a | n/a | 0 | 0.0 | |
Arcane | Light | Enchant | 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 | 35.0 |
Natural | Wild | Enchant | 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 | 35.0 |
Elemental | Air | Enchant | 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 | 35.0 |
Arcane | Twilight | Enchant | 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 | 35.0 |
Hell | Demonic | Enchant | 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 | 39.0 |
Divine | Holy | Enchant | 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 | 39.0 |
Arcane | Light | Enchant | 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 | 35.0 |
Arcane | Light | Enchant | 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 | 35.0 |
Material | Primal | Enchant | 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 | 39.0 |
Soul | Psionic | Enchant | 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 | 39.0 |
Elemental | Air | Enchant | 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 | 40.0 |
Hell | Demonic | Enchant | 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 | 30.0 |
Natural | High | Enchant | 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 | 40.0 |
Material | Primal | Enchant | 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 | 30.0 |
Material | Primal | Enchant | 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 | 40.0 |
Soul | Psionic | Enchant | 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 | 65.0 |