Introduction
So you wanna enchant an item? This guide is intended to help you steer your character in the direction necessary on acquiring the peices needed to complete this puzzle! Acquiring a magic/enchanted item is a rewarding task, but is not an easy one. With this guide, hopefully you'll have the tools necessary to accomplish your goal!
What can be enchanted?
In order to start on your journey to have an enchanted item, you must first understand what can be enchanted.
As of current, you can only enchant Grandmaster quality items from the various blacksmithing production skills: Jewelcrafting, Weaponsmithing, and Armorsmithing.
The exact reqiurements for creating an item, the types of items available, and the full capabilities of such are up to you to discover in play!
Jewelcrafting
With Jewelcrafting, you can create:
- Broaches (for "passive" affects such as Physical Damage Resistance or Enhanced Strength
- Pendants (for "active" affects such as Dodge or Parry)
- Talisman (for "Augment" affects such as +5 Cure Spells)
- Rings (for 1/day casting of magic spells)
- Scepters/Staves/Rods (for 1/day casting of spells OR staring rituals)
- ...and more!
Weaponsmithing
With Weaponsmithing you can create enchanted weapons. The Grandmaster level equals the Weapon Bonus, such that a GM1 Sword would be a +1 Sword
Armorsmithing
With Armorsmithing, you can create specialty armors and shields.
Note: grandmaster armors do not come with natural enchantment slots.
How can be enchanted?
In order to enchant your Grandmaster quality item, you'll need to find a ritualist. A ritualist will be able to cast a ritual into the item to grand it a skill or ability.
The exact nature of these rituals, what is needed for them, and the affects available are up to you discover in play!
Note: for a weapon, all weapons must "start" with the Enchant Weapon ritual, which is an ethereal enchantment. This enchantment unlocks the ability for additional rituals to be cast upon an item.
Enchantment Rituals "reset" at dawn unless sealed, which means that in order to fully enchant an item, you need to accomplish all your various rituals in a single day. There may be items available to aid in this process, but those will need to be discovered in play.
After an item is enchanted, the item will need to be "sealed". There are 2 rituals that accomplish this:
- Seal Magic - this ritual will seal any ethereal magics cast into the item.
- Consecrate Item - this ritual will seal any terrestrial magics cast into the item.
Note: an item enchanted with both Ethereal and Terrestrial enchants will need to be sealed and consecrated
Enchantment "Slots" & You!
Each item comes with some number of enchantment slots. These slots are what are filled with the various rituals that you will be casting into the item. Typically, an item's natural enchantment slot is equal to the Grandmaster level of the item. Armor does not come with natural enchantment slots.
Adding Enchantment Slots
There are several ways to add an enchantment slot to an item.
Ingots
Ingots are a special tag that Blacksmith production characters can create. They range from Apprentice level all the way up to Grandmaster Level 5!
Utilizing an ingot in the creation of the weapon will add some number of slots to the item as follows:
- Apprentice Ingot: 1
- Journeyman Ingot: 2
- Master Ingot: 3
- Grandmaster Ingot 1-3: 4
- Grandmaster Ingot 4-5: 5
How many ingots are needed for the item is based on the Grandmaster Level of the item. Thus a Grandmaster 3 Sword will require 3 ingots. Note: All Ingots must be the same when creating an item with an ingot!
The production level of an ingot will be labeled on the recipe for creating that ingot. Ingots are distinguished by the material they are made out of: you won't have to worry about finding different level ingots of the same material!
In addition, most ingots will bestow a special property to the item:
- Bronze - 1x Resist Destroy / Easier Repair
- Copper - 5% Bonus to ritual chance on item
- Silver - Silver Tagline
- Darksteel - Prepared for Lightning
- Gold - 5% Bonus to ritual chance on item
- True Silver - Silver Tagline
- Adamant - Unbreakable
- Mithril - Retain 1 tag per enchantment, up to the number of ingots used, on enchantments cast on item
- Platinum - 5% bonus to ritual chance on item.
Inlay
An Inlay is utilizing an ingot to add additional enchantment slots to an item after the item has been created. There are 2 types of inlay:
- Basic Inlay - Apprentice/Journeyman Ingots - 1 Slot
- Advanced Inlay - Master / Grandmaster Ingots - 2 Slots
Note: an inlay does not bestow any special properties to the item.
Mixing Inlays & Ingots
While all ingots must be the same when creating an item with a specific ingot, you are allowed to mix and match which material you use for your inlay to your preference. You can match the Ingot and Inlay, or you could choose a different material. Thus, you could easily have a Gold GM3 Sword with a Gold Inlay, or a Copper GM1 Axe with a Mithril Inlay!
Focal Gem
A focal gem will add a number of enchantment slots to an item. An item can have up to 2 focal gems on it. Focal Gems can be added after an item has been created.
- Minor Focal Gem: 1 Slot
- Major Focal Gem: 2 Slots
Gem Enhancement
There are 2 levels of Gem Enhancement. Only 1 can be applied to an item. Gem Enhancements can be added after an item has been created.
- Gem Embedding: 1 Slot
- Gem Encrusting: 2 Slots
Trillium Smiths
The Trillium Smith Prestige Group has an ability to allows an additional enchantment slot to be added to an item.
And More?
As players research new recipes, spells, and rituals, as well as gain Epic Abilities, there may be new and exciting ways to expand enchantment slots out on the game floor. But those details you will have to discover for yourself!
Using Enchantment Slots
Rituals will consume one or more enchantment slots based off of the ritual itself. An item "prepared for" a type of ritual will have one fewer slot consumed.
How many slots a ritual takes is based on the ritual itself, and it will be up to you to discover this in play!
For Weapons, the Enchant Weapon ritual consumes 1 slot. This means that a GM1 weapon with no additional add-ons will allow only the Enchant Weapon ritual to be placed on it.
Note: the Seal/Consecrate ritual does not consume a slot.
Ritual Effects
While Ritual Effects will need to be deduced via in play means, there are some "formulaic" details that can be described.
If an item bestows some sort of numerical bonus, it often scales linearly with the GM level of the item.
Typically, an item cannot have a ritual cast it for more times than the GM level of the item. "Passive" affects that grant a static bonus can be cast multiple times, but their abilities do not stack.
Investment
For items in which investment is relevant, in order to use the affects of the item you will need to be Invested into that item. For items in which investment is relevant, items will come with a natural number of investment slots:
- GM 1-3: 1 Slot
- GM 4: 2 Slots
- GM 5: 3 Slots
You can add additional investment slots during the enchanting of an item by casting the Invest Being ritual into it. This will convert one of the enchantment slots into an investment slot. Note: this must be done during the time of enchanting the weapon, you cannot convert an empty slot to an investment slot after the item has already been "sealed".
Note: An item, once invested, cannot be uninvested by normal means except by the final death of the invested user. There may be rituals or other affects that can affect investment, but these will need to be discovered in play.