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| The '''Enchantment basin''' is a way to customize equipment past what the [[crafting]] allows a player to do. Various properties can be added to many different types of items, from skill bonuses to weigh reduction.
| | #REDIRECT [[Dweomercraft]] |
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| ==Adding properties==
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| # Approach an Enchantment Basin (located in various areas throughout the module) and place the item you would like to enchant inside, then close it.
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| # Cycle through the menu until you find the desired effect you would like to place on the item.
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| # Depending on the property, you may be prompted to be more specific with your decision (Generally Type -> Quality)
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| # When you have narrowed down your choice far enough, you will have the option to 'place' the property on the item. At this point the basin will show you the percent chance of success and the cost in gold.
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| # In case of failure, the item will be destroyed and the gold will be taken anyway.
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| # If the character is trying to enchant an item with 5% chance, failure will result in an XP penalty (1/10 of the gold cost).
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| ===Runic Items===
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| Runic Items (rare loot with blue name) works differently to normal items [[Misc_Changes#Procedural Looting|Magical Items]]. They have a special property that can be exploited by an enchanter from a specific race or style of magic. The next single enchantment that is added to that item will have an added success chance relative to the Spell Focus of the caster, and the runic property will not be able to be used again, ''even'' if the enchanter didn't have the matching requirements and enchanted the item as normal.
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| *Enchantment Focus: 33%
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| *Greater Enchantment Focus: 66%
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| *Epic Enchantment Focus: 100%
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| ===Enchantment Foci===
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| * Each Spell Focus in Enchantment reduces the base cost of an enchantment when using the Enchantment Basin. This, in turn, means the chances of success with any given enchantment are increased, and that more valuable/powerful items can be created.
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| * The (non-cumulative) reduction in costs are 10% for Spell Focus, 20% for Greater Spell Focus, and 35% for Epic Spell Focus.
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| * Spell Focus is required to enchant items with +1 to Skill. Skills are things like Ride, Discipline, Spellcraft, Perform, etc.
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| * Greater Spell Focus '''and''' 15 levels enables the user to enchant items with +2 to Skill
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| ===Limitations===
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| *The Enchantment Basin will only work with one item in at a time. Stacks of items (scrolls, potions, misc) are considered one item. Player will get a message notifying them if there is more than one.
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| * Not all items can be enchanted with all properties. Properties that are able to be enchanted onto an item will show up in blue, while the ones that aren't able will show up in red.
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| * It is possible to change the 'ownership' of an item by adding the new owners name in brackets when renaming the item in question.
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| :* For example, "Generic Super Sword [John Doe]"
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| * Item properties of the same 'type' may not stack. For example, it is possible to put +1 strength and +1 dexterity on an item without issue. It is not possible to put a Level 1 spell slot (wizard) and a Level 2 spell slot (wizard) on the same item, however.
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| * [[Skill_changes|Appraise and Heal]] cannot be added as items properties through enchantment.
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| ===Tips===
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| * It is a common practice to enchant a found basic item (such as a small statuette) with weight reduction to allow customization of that item by renaming it and changing its description.
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| * Enchantment spell focuses: Having varying degrees of [[Spell_changes#Enchantment|Spell Focus (Enchantment)]] grants the Enchanter a boost to their ability to enchant.
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| * Deities with the [[Deity#Aspects|appropriate aspect]] grant a boon to the success chance of enchantments.
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| * Every enchantment will have at least a 5% chance of both failure and success.
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| * It is best to leave the more expensive enchantments for the end. If the value of the item was greater from the start, all the following enchantments onto that item would have a lower chance of success.
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| * There are various combinations and possibilities that a master enchanter could come up with for what a final item looks like, without falling down to 5% in their last attribute. An all-time favorite is +1 Ability, +1 Ability, +2 Skill, +2 Skill, +2 Skill, +2 Skill.
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| ==Specific properties==
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| : '''Ability bonus''' (max bonus of +1)
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| :: Strength
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| :: Dexterity
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| :: Constitution
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| :: Intelligence
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| :: Wisdom
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| :: Charisma
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| ::: Important Note: An item with +1 Strength, enchanted with another +1 strength, will not grant +2 strength (this is stated above, but often forgotten).
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| : '''AC Bonus''' (max bonus of +1)
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| :: Important Note: Type of bonus applied is dependent on item.
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| ::: Boots grant a Dodge bonus.
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| ::: Amulets grant a Natural Armor Bonus
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| ::: Armor/Robes grant an Armor bonus.
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| ::: Shields grant a Shield Bonus
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| ::: All other items grant a deflection bonus (helmet, rings, cloak, etc.)
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| : '''Enhancement Bonus''' (max bonus of +1)
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| :: Important Note: This only applies for weapons
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| : '''Base Item Weight Reduction'''
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| :: 20% (of total normal weight)
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| :: 10% (of total normal weight)
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| ::: Note: It is not a 10% or 20% reduction in weight, rather the weight of the item becomes 10% or 20% of the norm.
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| : '''Bonus Spell Slot of Level'''
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| :: All Classes
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| ::: Level 0 Slot
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| ::: Level 1 Slot
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| ::: Level 2 Slot
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| ::: Level 3 Slot
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| :::: Note: You can add non-caster spell slots, these do nothing.
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| : '''Damage Bonus''' (bonuses of +1 and +1d4 can be added of each element; elemental damages of different types stack).
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| :: Acid
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| :: Cold
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| :: Divine
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| :: Electric
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| :: Fire
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| :: Negative Energy
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| :: Positive Energy
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| :: Sonic
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| : '''Immunity: Damage Type''' (the immunity granted is 5%)
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| :: Acid
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| :: Cold
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| :: Divine
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| :: Electric
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| :: Fire
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| :: Negative Energy
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| :: Positive Energy
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| :: Sonic
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| : '''Damage Resistance''' (the resistance granted is 5/-)
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| :: Acid
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| :: Cold
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| :: Divine
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| :: Electric
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| :: Fire
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| :: Negative Energy
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| :: Positive Energy
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| :: Sonic
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| :'''Darkvision'''
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| :'''Enhanced Container: Reduced Weight'''
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| :: Note: There are no containers currently in the module, so this is unusable. The closest to this are the [[Misc Changes#Bags|Bags]], but not even these may be enchanted.
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| :'''Spell Resistance'''
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| :: 10
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| :'''Saving Throw Bonus''' (max bonus +1)
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| :: Universal
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| :: Acid
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| :: Cold
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| :: Death
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| :: Disease
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| :: Divine
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| :: Electric
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| :: Fear
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| :: Fire
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| :: Mind Affecting
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| :: Negative Energy
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| :: Poison
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| :: Positive Energy
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| :: Sonic
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| :'''Skills''' (None without Enchantment focus. +1 With first focus, +2 with Greater Enchantment focus and 15 levels)
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| ::All of them except Appraise and Heal.
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| ==Customization==
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| You can alter the item's description and name without cost or chance for failure. Normally, only the creator (or the last person who added a property to) the item can customize the item, but adding the name of a character in brackets at the end of the item's name would allow that character to customize it freely.
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| IE; "Amazing Gobbo Eye-poker [Boogo]".
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| IE2; "Wit's End [Jericho Newman]".
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| :The item must have a name. Just putting the character's name in brackets will not work.
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| [[Category:Equipment]]
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| [[Category: Game mechanics]] | |