Difference between revisions of "Enchantment"

225 bytes removed ,  08:31, 10 August 2022
Updated skill table; added links; began the process of transitioning to AB template.
(Added AetherSphere. Strikethrough represents an AB file inaccuracy. Might need wiki style edit.)
(Updated skill table; added links; began the process of transitioning to AB template.)
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| style="background:lightyellow"|Due to '''Enchantment's''' finicky and difficult nature, its study is only suitable for [[bards]] versed in [[Highmagic|Highmagic]], 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.
| 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|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|20|Great robes may be enchanted for protection.}}
{{SkillTableRow|Teardrop|Capable|20|The teardrop sigil.}}
{{SkillTableRow|Mercy|Capable|40|This special ray of Gedulah regenerates health.}}
{{SkillTableRow|Greatrobes|Capable|40|Great robes may be enchanted for protection.}}
{{SkillTableRow|DimensionPockets|Capable|60|Create mini rifts from ordinary items.}}
{{SkillTableRow|Mercy|Capable|60|This special ray of Gedulah regenerates health.}}
{{SkillTableRow|Palm|Capable|80|The palm sigil.}}
{{SkillTableRow|DimensionPockets|Capable|80|Create mini rifts from ordinary items.}}
{{SkillTableRow|Eye|Adept|0|The eye sigil.}}
{{SkillTableRow|Palm|Adept|0|The palm sigil.}}
{{SkillTableRow|Heirloom|Adept|25|Enchanted heirlooms hold up to 40 charges.}}
{{SkillTableRow|Eye|Adept|20|The eye sigil.}}
{{SkillTableRow|Curse|Adept|50|Cursed items cannot be removed.}}
{{SkillTableRow|Heirloom|Adept|40|Enchanted heirlooms hold up to 40 charges.}}
{{SkillTableRow|Monolith|Adept|75|The monolith sigil.}}
{{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.}}
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[[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.


==AetherSphere==
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.
 
{|
|style="background:darkblue; color:white"|'''Syntax:'''
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| style="background:lightblue"|
<strike><tt>AETHERGOOP ENCHANT SPHERE <amount></tt> - to create spheres</strike><br/>
<tt>AETHERGOOP ENCHANT SPHERE CHARGES <1-100> </tt> </br>
<tt>AETHERGOOP BREAK SPHERE <number of spheres></tt><br/>
<tt>THROW SPHERE AT <beast></tt> - to trap a beast loyal to you<br/>
<tt>THROW SPHERE AT GROUND</tt> - to release a trapped beast<br/>
<tt>ENCHANTMENT AETHERSPHERE</tt> - to list costs<br/>
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| style="background:pink"|Cost of 1 sphere: marble 100 aethergoop 1000 gold 10000
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|}
Aetherspheres are one time use only. Upon throwing a sphere at a beast, that beast will be held indefinitely within the sphere. You may only trap beasts that are loyal to you. You cannot trap collared or 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.
 
==Fist==
 
{|
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| style="background:darkblue; color:white"|'''Syntax:'''
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| style="background:lightblue"|<tt>ENCHANT SIGIL FIST</tt><br/>
To Use: <tt>ATTACH <fist sigil> TO <item></tt>
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| style="background:pink"|Ingredients: iron 2
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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.
 
{|
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| style="background:darkgreen; color:white"|'''Additional Notes:'''
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| style="background:lightgreen"|Power can instead come from powerstones if wielded; this applies to all enchantments.  Most charges cost 1% of a powerstone.
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{|
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.
| style="background:darkblue; color:white"|'''Syntax:'''
}}
|-
{{AB
| style="background:lightblue"|<tt>DISENCHANT SIGIL FIST</tt>
|skillname = Fist
|-
|syntax = ENCHANT SIGIL FIST - to create.<br>
|style="background:pink"|Power: 2 (any)<br/>
ATTACH <fist sigil> TO <item> - to use.
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|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.
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}}
| style="background:darkgreen; color:white"|'''Additional Notes:'''
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| style="background:lightgreen"|It takes ten seconds at ground level, plus two seconds for each level below ground, to disenchant sigils.
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|}
 
==Rings==
==Rings==


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