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| style="background:lightyellow"|Due to enchantment's finicky and difficult nature, its study is only suitable for | | style="background:lightyellow"|Due to '''enchantment''''s finicky and difficult nature, its study is only suitable for [[bard]]s versed in [[Highmagic|High Magic]], or those who have learned [[Cosmic]] magic or [[Elementalism]]. The most basic skills in enchantment involve imbuing [[jewellery]] with charges of a spell that the wearer can subsequently release: either by pointing the item of jewellery at someone (targeting others) or rubbing it (in order to target himself or where no target is required). The number of charges which can be imbued on an item depend on the type of jewellery. In addition, enchanters can create sigils, metal items with enduring magical properties. Enchanting can only be done in ritual chambers that have a special pentagram inscribed on the floor. | ||
Upon mastering enchantment, practitioners of Cosmic or Elemental magicks may choose to specialise further in the subtle arts of [[Spellcraft]]. The mind of a bard is ill-conditioned to higher level enchantment: instead, Bards may learn the gnomish science of [[Tinkering]]. | Upon mastering enchantment, practitioners of [[Cosmic]] or [[Elementalism|Elemental]] magicks may choose to specialise further in the subtle arts of [[Spellcraft]]. The mind of a [[bard]] is ill-conditioned to higher level enchantment: instead, Bards may learn the [[Gnome|gnomish]] science of [[Tinkering]]. | ||
See {{Helpfile|number=1284|name=HELP ENCHANTMENT ITEMS}} for details on the items and spells created with Enchantment. | |||
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|} | |} | ||
{{SkillTableHeader}} | {{SkillTableHeader}} | ||
{{SkillTableRow|AetherSphere|Inept|0|Enchanting spheres with aethergoop to trap [[beasts]].}} | |||
{{SkillTableRow|Fist|Inept|0|The fist sigil.}} | {{SkillTableRow|Fist|Inept|0|The fist sigil.}} | ||
{{SkillTableRow|Rings|Inept|25|Enchanted rings hold up to 10 charges.}} | {{SkillTableRow|Rings|Inept|25|Enchanted rings hold up to 10 charges.}} | ||
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{{SkillTableRow|Scrolls|Apprentice|75|Enchant magic scrolls specially written by scribes.}} | {{SkillTableRow|Scrolls|Apprentice|75|Enchant magic scrolls specially written by scribes.}} | ||
{{SkillTableRow|Perfection|Capable|0|This special ray of Tipheret regenerates mana.}} | {{SkillTableRow|Perfection|Capable|0|This special ray of Tipheret regenerates mana.}} | ||
{{SkillTableRow|Greatrobes|Capable| | {{SkillTableRow|Teardrop|Capable|20|The teardrop sigil.}} | ||
{{SkillTableRow|Mercy|Capable| | {{SkillTableRow|Greatrobes|Capable|40|Great robes may be enchanted for protection.}} | ||
{{SkillTableRow|DimensionPockets|Capable| | {{SkillTableRow|Mercy|Capable|60|This special ray of Gedulah regenerates health.}} | ||
{{SkillTableRow|Palm| | {{SkillTableRow|DimensionPockets|Capable|80|Create mini rifts from ordinary items.}} | ||
{{SkillTableRow|Eye|Adept| | {{SkillTableRow|Palm|Adept|0|The palm sigil.}} | ||
{{SkillTableRow|Heirloom|Adept| | {{SkillTableRow|Eye|Adept|20|The eye sigil.}} | ||
{{SkillTableRow|Curse|Adept| | {{SkillTableRow|Heirloom|Adept|40|Enchanted heirlooms hold up to 40 charges.}} | ||
{{SkillTableRow|Monolith|Adept| | {{SkillTableRow|Curse|Adept|60|Cursed items cannot be removed.}} | ||
{{SkillTableRow|Monolith|Adept|80|The monolith sigil.}} | |||
{{SkillTableRow|Miniatures|Adept|90|Enchant finished miniatures to wage battles.}} | |||
{{SkillTableRow|Master|Master|0|Move on to a master specialization.}} | {{SkillTableRow|Master|Master|0|Move on to a master specialization.}} | ||
|} | |} | ||
[[Image:Enchantment.jpg|thumb|The Necropolis (by Balizar)]] | [[Image:Enchantment.jpg|thumb|The Necropolis (by Balizar)]] | ||
{{AB | |||
|skillname = AetherSphere | |||
|syntax = <strike>AETHERGOOP ENCHANT SPHERE <amount> - to create spheres</strike><br> | |||
AETHERGOOP ENCHANT SPHERE CHARGES <1-100><br> | |||
AETHERGOOP BREAK SPHERE <number of spheres><br> | |||
THROW SPHERE AT <beast> - to trap a beast loyal to you<br> | |||
THROW SPHERE AT GROUND - to release a trapped beast<br> | |||
ENCHANTMENT AETHERSPHERE - to list costs | |||
|cost = Cost of 1 sphere: marble 100 aethergoop 1000 gold 10000 | |||
|description = Aetherspheres are one time use only. Upon throwing a sphere at a [[Beasts|beast]], that beast will be held indefinitely within the sphere. You may only trap beasts that are loyal to you. You cannot trap [[collar]]ed or {{Helpfile|number=1556|name=custom beasts}}. The loyalty of the beast will change to whoever throws the sphere at the ground to release the beast. | |||
Breaking aetherspheres cost 1 mercury per sphere and will return values worth 1/4 [[aethergoop]] and 1/10 gold of the cost of creating them. You cannot break a sphere holding a beast. | |||
{| | NOTE: When a beast is trapped in an aethersphere, the sphere's appearance will change based on the feeds and training of the aetherbeast. You will also be able to see what the released beast will | ||
|- | look like in the sphere's extended description. | ||
| | }} | ||
| | {{AB | ||
| | |skillname = Fist | ||
| | |syntax = ENCHANT SIGIL FIST - to create.<br> | ||
ATTACH <fist sigil> TO <item> - to use. | |||
|cost = Ingredients: iron 2 | |||
|description = At a mystic pentagram you can create fist sigils at a small cost of power reserves. The fist sigil makes it more difficult to remove items from your inventory that have it attached. | |||
{{sub|syntax = DISENCHANT SIGIL FIST|cost = Power: 2 (any)}} | |||
You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | ||
NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant. | NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant. | ||
|notes = Power can instead come from [[powerstone]]s if wielded; this applies to all enchantments. Most charges cost 1% of a powerstone. | |||
It takes ten seconds at ground level, plus two seconds for each level below ground, to disenchant sigils. | |||
}} | |||
{{AB | |||
|skillname = Rings | |||
|syntax = ENCHANT <spell> ON <ring><br> | |||
DISENCHANT <ring><br> | |||
POINT <ring> AT <target> - to use<br> | |||
RUB <ring> - to use | |||
|description = To begin, you must place the [[Jewellery#Rings|ring]] on a mystic pentagram, and then enchant a spell onto it (one charge per enchant). Each such enchantment will drain your power reserves, unless you are lucky enough to be wielding a [[powerstone]], in which case the power for the enchantment will be drained from the powerstone instead. If you want to change the spell that a ring is already charged with, you must <tt>DISENCHANT</tt> the ring first. Rings can hold up to 10 charges. | |||
{ | |||
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To begin, you must place the ring on a mystic pentagram, and then enchant a spell onto it (one charge per enchant). Each such enchantment will drain your power reserves, unless you are lucky enough to be wielding a powerstone, in which case the power for the enchantment will be drained from the powerstone instead. If you want to change the spell that a ring is already charged with, you must <tt>DISENCHANT</tt> the ring first. Rings can hold up to 10 charges. | |||
As your skill in enchantment progresses, you will be able to enchant rings with certain spells that you have already learned. To use an enchanted ring, you must first be wearing it. Also, it will need to be accessible (for instance, wearing gloves may prevent you from using a ring on your finger). As a general rule, depending on the spell, you must RUB the ring if you are targetting yourself or no target is required. Otherwise, <tt>POINT</tt> the ring at your target. | As your skill in enchantment progresses, you will be able to enchant rings with certain spells that you have already learned. To use an enchanted ring, you must first be wearing it. Also, it will need to be accessible (for instance, wearing gloves may prevent you from using a ring on your finger). As a general rule, depending on the spell, you must <tt>RUB</tt> the ring if you are targetting yourself or no target is required. Otherwise, <tt>POINT</tt> the ring at your target. | ||
}} | |||
{{AB | |||
|skillname = Pentagram | |||
{ | |description = If you have the skill of [[Highmagic#Pentagram|Pentagram in High Magic]], you may now enchant the spell of Pentagram as you would any other spell.<br> | ||
Activating the Pentagram spell will shield you against most attacks against your person. | |||
| | }} | ||
{{AB | |||
| | |skillname = Void | ||
|description = If you have the skill of [[Highmagic#Void|Void in High Magic]], you may now enchant the spell of Void as you would any other spell.<br> | |||
Activating the Void spell will destroy protective pentagrams or magic circles. | |||
}} | |||
{{AB | |||
|skillname = Flame | |||
|syntax = ENCHANT SIGIL FLAME - to create<br> | |||
{ | ATTACH <flame sigil> TO <item> - to use | ||
|cost = silver 2 | |||
| | |description = At a mystic pentagram you can create flame sigils at a small cost of power reserves. When attached to an item, the flame sigil will prevent anyone from picking it up. | ||
{{sub|syntax = DISENCHANT SIGIL FLAME|cost = Power: 2 (any)}} | |||
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At a mystic pentagram you can create flame sigils at a small cost of power reserves. | |||
{| | |||
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You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | ||
{{sub|syntax = DISENCHANT FLAME ON <object>|cost = Power: 3 (any)}} | |||
You can also disenchant flame sigils that have been directly attached to another object. | |||
}} | |||
If you have the skill of Malkuth in | {{AB | ||
|skillname = Kingdom | |||
|description = If you have the skill of [[Highmagic#Malkuth|Malkuth in High Magic]], you may now enchant the spell of the Kingdom upon [[jewellery]] as you would any other spell.<br> | |||
Activating the Kingdom spell will provide automatic [[clotting]] of bleeding wounds. | |||
You can now charge bracelets, which can hold 20 charges.<br | }} | ||
See | {{AB | ||
|skillname = Bracelets | |||
|description = You can now charge bracelets, which can hold 20 charges.<br> | |||
See [[#Rings|AB ENCHANTMENT RINGS]]. | |||
If you have the skill of Netzach in | }} | ||
{{AB | |||
|skillname = Beauty | |||
|description = If you have the skill of [[Highmagic#Netzach|Netzach in High Magic]], you may now enchant the spell of Beauty upon [[jewellery]] as you would any other spell. Activating the Beauty spell will provide 1/2 ego regeneration. | |||
{ | }} | ||
| | {{AB | ||
|skillname = Key | |||
| | |syntax = ENCHANT SIGIL KEY - to create<br> | ||
DROP SIGIL - to use | |||
|cost = ingredients gold 2 | |||
|description = At a mystic pentagram you can create key sigils at a small cost of power reserves. The key sigil works to automatically lock all doors in the room when anyone exits it. | |||
| | {{Sub|syntax = DISENCHANT SIGIL KEY|cost = Power: 2 (any)}} | ||
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At a mystic pentagram you can create key sigils at a small cost of power reserves. The key sigil works to automatically lock all doors in the room when anyone exits it. | |||
{| | |||
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You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | ||
NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant. | NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant. | ||
}} | |||
{{AB | |||
|skillname = Necklaces | |||
|description = You can now charge necklaces, which can hold 30 charges.<br> | |||
See [[#Rings|AB ENCHANTMENT RINGS]]. | |||
}} | |||
{{AB | |||
|skillname = Focus | |||
|description = If you know the spell of [[Highmagic#Hod|Hod in High Magic]], you are able to enchant the spell of 'focus' or the Powerful Mind. This enchantment works differently from other enchants in that you may only enchant it on [[Jewellry#Baubles|baubles]]. Also, using the enchantment does not use charges; rather, charges decrement at the rate of one per Lusternian month. Baubles with such enchantment can hold a maximum of 10 charges. | |||
The Powerful Mind clears away any dramatic blocks to [[debate]]s. | |||
}} | |||
{{AB | |||
|skillname = Scrolls | |||
|syntax = ENCHANT <scroll><br> | |||
ENCHANT <spell> ON <magictome> | |||
|description = You may enchant the magical script upon [[Bookbinding#MagicScrolls|scrolls]], which can hold up to 50 charges. If the item enchanted is a magic tome, you must specify which script is being charged. | |||
}} | |||
{{AB | |||
The Powerful Mind clears away any dramatic blocks to | |skillname = Perfection | ||
|description = If you have the skill of [[Highmagic#Tipheret|Tipheret in High Magic]], you may now enchant the spell of Perfection upon [[jewellery]] as you would any other spell. Activating the Perfection spell will provide 1/2 mana regeneration. | |||
}} | |||
{{AB | |||
{ | |skillname = Teardrop | ||
|syntax = ENCHANT SIGIL TEARDROP - to create<br> | |||
| | ATTACH <teardrop sigil> TO <vial/bottle> - to use | ||
| | |cost = Ingredients: gold 1, silver 1 | ||
|description = The teardrop sigil is enchanted with the ability to draw liquid from the ether. If attached to a fluid container, it will allow one to drink straight from the rift. | |||
{{Sub|syntax = DISENCHANT SIGIL TEARDROP|cost = Power: 2 (any)}} | |||
| | You can disenchant sigils from anywhere, though it must be on the ground | ||
before you. This will return the sigil to its component parts. | |||
You may enchant | }} | ||
{{AB | |||
|skillname = Greatrobes | |||
|syntax = ENHANCEMENT ADD <robes> <enhancement> [<type>]<br> | |||
If you have the skill of Tipheret in | ENHANCEMENT REMOVE <robes> <enhancement> [<type>] | ||
|cost = Power: 10% reserves | |||
== | |description = Enchanters are able to enhance [[Tailoring#Greatrobes|greatrobes]] (and [[Tailoring#Splendour|splendour robes]]) with a variety of additional capabilities, ranging from weather resistance to increased influence ability. Each enhancement has its own materials requirement, as listed below. Additionally, some enhancements have specific types that must be selected; these enhancements can be used multiple times, so long as they are of different types. Robes must be worn for the enhancements to take effect. | ||
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If you have the skill of Gedulah in | Charm: Typed according to damage type. Requires one [[Tailoring#PhysicalKnots|tailoring knot of the appropriate type]]. Provides 1/6 resistance of the selected damage type.<br> | ||
Influence: Types according to influence type. Requires one [[Tailoring#InfluenceKnots|tailoring knot of the appropriate type]]. Provides 1/6 buff to selected influence type.<br> | |||
Quickening: Requires 5 wood and 5 silk. Increased [[Celerity|celerity/movement speed]].<br> | |||
Mass: Requires 10 steel. Increased [[Rooting|rooting/summoning resistance]]s.<br> | |||
{ | Prestige: Requires 3 gold, 3 silver, 3 platinum, 1 silk. Increased prestige.<br> | ||
| | Weatherproofing: Requires 10 cloth. Increased resistance to weather effects. | ||
}} | |||
| | {{AB | ||
|skillname = Mercy | |||
|description = If you have the skill of [[Highmagic#Gedulah|Gedulah in High Magic]], you may now enchant the spell of the Merciful Hand upon [[jewellery]] as you would any other spell. Activating the Mercy spell will provide 1/2 health regeneration. | |||
}} | |||
{{AB | |||
| | |skillname = DimensionPockets | ||
| | |syntax = ENCHANT DECK<br> | ||
As an enchanter with the | ENCHANT BAG<br> | ||
ENCHANT DREAMCATCHER | |||
|cost = Power: 25% Reserves (any) | |||
|description = As an enchanter with the skill of [[Planar#Rift|Rift in Planar]], you can create dimensional pockets in ordinary items, turning card decks into [[Tarot#CardPacks|magical tarot card decks]] or ordinary silk bags into [[Runes#Runebags|magical rune bags]]. You may also create a [[Dreamweaving#DreamCatchers|dreamcatcher]] out of 3 rope and 3 silver commodities. The item(s) must be placed in an inscribed enchanter's circle. | |||
{ | }} | ||
| | {{AB | ||
|skillname = Palm | |||
|syntax = ENCHANT SIGIL PALM - to create<br> | |||
| | Put it on the ground - to use | ||
|cost = Ingredients: silver 2 platinum 1 | |||
|description = At a mystic pentagram you can create palm sigils at a small cost of power reserves. The palm sigil will prevent the [[Rituals#Acquisitio|Acquisitio ritual]] from picking up items in a location. | |||
| | {{Sub|syntax = DISENCHANT SIGIL PALM|cost = Power: 2 (any)}} | ||
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At a mystic pentagram you can create palm sigils at a small cost of power reserves. The palm sigil will prevent the Acquisitio ritual from picking up items in a location. | |||
{| | |||
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You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | ||
NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant. | NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant. | ||
}} | |||
{{AB | |||
|skillname = Eye | |||
{ | |syntax = ENCHANT SIGIL EYE | ||
|cost = Ingredients: platinum 2 | |||
| | |description = At a mystic pentagram you can create eye sigils at a small cost of power reserves. The eye sigil will, when placed on the ground, stop souls from entering the room. Additionally, [[Dreamweaving#DreamBody|Dreamweavers moving about in dream form]] will be slowed when attempting to move. | ||
{{Sub|syntax = DISENCHANT SIGIL EYE|cost = Power: 2 (any)}} | |||
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At a mystic pentagram you can create eye sigils at a small cost of power reserves. The eye sigil will, when placed on the ground, stop souls from entering the room. | |||
{| | |||
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You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | ||
NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant. | NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant. | ||
}} | |||
{{AB | |||
|skillname = Heirloom | |||
You can now charge heirlooms, which can hold 40 charges.<br | |description = You can now charge heirlooms, which can hold 40 charges.<br> | ||
See | See [[#Rings|AB ENCHANTMENT RINGS]]. | ||
}} | |||
{{AB | |||
|skillname = Curse | |||
{ | |syntax = ENCHANT CURSE ON <item> | ||
| | |description = You may curse [[Forging|armour]], [[Jewellry|jewellery]] and [[Tailoring|clothing]], rendering it impossible to remove those items once worn. The enchanted curse will fade after about one Lusternian year. | ||
}} | |||
{{AB | |||
| | |skillname = Monolith | ||
| | |syntax = ENCHANT SIGIL MONOLITH<br> | ||
You may curse armour, | |||
{ | |||
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To Use: Put it on the ground | To Use: Put it on the ground | ||
| | |cost = Ingredients: gold 1 silver 1 platinum 1 iron 1 | ||
|description = At a mystic pentagram you can create monolith sigils at a small cost of power reserves. The monolith sigil will prevent most forms of magical instant travel into the room. | |||
| | {{Sub|syntax = DISENCHANT SIGIL MONOLITH|cost = Power: 2 (any)}} | ||
At a mystic pentagram you can create monolith sigils at a small cost of power reserves. The monolith sigil will prevent most forms of magical instant travel into the room. | |||
{ | |||
{| | |||
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You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | You can disenchant sigils from anywhere, though it must be on the ground before you. This will return the sigil to its component parts. | ||
NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant. | NOTE: If a sigil is buried underground, you can disenchant at ground level; however, the deeper the sigil is buried, the longer it takes to disenchant. | ||
}} | |||
== | {{AB | ||
At this point in your training of Enchantment, you have progressed where you must specialize in an aspect of this skill to continue learning. If you have not yet selected a specialization, see | |skillname = Miniatures | ||
|Syntax = ENCHANT FIGURINE | |||
[[Category: | |description = You now have the ability to activate battle figurines. See HELP MINIATURE BATTLES. | ||
|notes = [[Jewellery#Miniatures|Jewelers make blank figurines]], [[Arts#Miniatures|artists sculpt them]] and influencers load them with [[esteem]]. | |||
}} | |||
{{AB | |||
|skillname = Master | |||
|description = At this point in your training of Enchantment, you have progressed where you must specialize in an aspect of this skill to continue learning. If you have not yet selected a specialization, see SKILLCHOICE LIST to see what is available. There may be a choice between two or more specializations. | |||
}} | |||
[[Category:Trade Skills]] |
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