Enchantments

by Anarias

Back to Common Grounds.

Anarias2004-10-28 21:09:27
Ok, some more information about enchantments then since there is still a great deal of confusion.

Let's use the Kingdom enchantment for an example. Kingdom makes it so that when you activate it, it will automatically clot your blood. So, I enchant a ring with 10 charges of Kingdom (the maximum that a ring can hold). To use it, I just need to making sure of course that you're rubbing the right ring if you've got quite a few different ones.

The following is taken from the ab file on enchantments just to make it absolutely clear:

"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, POINT the ring at your target."

What does this do exactly?

"You rub a simple gold ring and it begins to glow with a pulsating light. A ray of green light suddenly spotlights you.

You are filled with the greed of Acquisitio.
Your blood is clotting by virtue of the Ray of the Kingdom.
You are protected by 2 defences."

Now I have the Kingdom def. I ran out and let a horse clobber me for just a second and I was bleeding at 25 one round, 12 the next and then 1. I didn't have lots of time to test it out but it works similar to the moss tattoo in other IRE games.

That's a quick example of how using enchantments works. So again, say you had a waterbreathing ring you would just rub it and it would give you the waterbreathing def which will stay with you until you die or qq. Once you're out of charges, just get it enchanted again.

I'll get lists of available enchantments soon(ish).
Unknown2004-10-29 02:22:05
here are some of the enchantmentments

Fist The fist sigil.
Rings Enchanted rings hold up to 10 charges.
Pentagram* Protect yourself from attacks.
Void* Destroy magical shields.
Flame The flame sigil.
Deathsight* See ripples in the cosmos of life.
Window* Locate another player.
Waterwalk* Walk upon the water's surface

the full list is in a another forum :ph34r:
Anarias2004-10-29 07:48:55
Sigils (Help Sigils):
Fist, Flame, Key, Eye, Monolith

Enchantable Spells:
Pentagram - Shield
Void - Destroys Shield
Deathsight - Shows people dying and the room name of where they died
Window - Like Scry, sees what room a person is in
Waterwalk - Walk on water (surprise, surprise)
Kingdom - Auto-clotting
Fear - Causes fear in another person
Enfeeble - Shrivels the muscles in another person
Diminish - Reduce a persons size
Beauty - Ego regeneration
Enlarge - Increases a persons size
Web - Entangle another person
Sleep - Force someone to sleep
Perfection - Mana regeneration
Mercy - Health Regeneration

Items that can be enchanted:
Rings - 10 charges
Bracelets - 20 charges
Necklaces - 30 charges
Heirlooms - 40 charges
Wands - 50 charges
Crowns - 70 charges

Various other enchantments:
Curse - Any jewelry, armour, or article of clothing that is cursed cannot be removed from your body
Statue - When a statue is enchanted, the enchanter can affix up to six runes on it
Paintings - Create a doorway between two paintings
Greatrobes - Protection from damage
Shiri2004-10-29 09:50:34
Aquamancers get a whole different skillset there. I only have about 50 lessons or so in it, but I've got dig, cleanse, scry, and you can get waterbreathing. Each archetype and (I think) individual class has the ability to enchant different spells.
Anarias2004-10-29 09:58:37
Right, different archetypes can enchant different things. Its based on a few different things which kind of threw me off guard for a few days. Your knowledge of High Magic, guild skills and enchantment skill level all factor in. In order to do Mercy and Perfection you have to know their corresponding skills in High Magic before you can enchant them. So a Celestine Enchanter like me will know different spells to enchant than an Aquamancer Enchanter though they still share a few common spells. Interesting stuff.