7.15 ENCHANTED ITEMS
Enchanters can charge spells upon items that can then be used by anyone. The spells available to enchanters depends on whether they have learned cosmic magic, elemental magic or music. Enchanters also empower magic scrolls created by bookbinders, which work similarly to other enchanted items. Different types of item can hold a varying number of charges: SPELLCRAFT ITEMS TINKERING ITEMS OTHER Baubles (10 charges) Horns (30 charges) Magic Item Curio (200 charges) Rings (10 charges) Timepieces (40 charges) Item with a Great Rune of Superior Enchantment (75 charges) Bracelets (20 charges) Musicboxes (50 charges) Necklaces (30 charges) Heirlooms (40 charges) BOOKBINDING ITEMS Wands (50 charges) Scrolls (50 charges) Crowns (80 charges) To procure an enchanted item, you can request it from an enchanter directly, buy an already enchanted item at a shop, or purchase a sorcelcharm. A sorcelcharm is a special scroll that can carry an enchantment that you can transfer to an item of your choosing but cannot, itself, be used to cast it. You must transfer the enchantment within a sorcelcharm onto a suitable item with READ <scroll> AT <item>. It will burn up upon use but fill up your new magic item with 10 charges. If you wish to remove an enchantment from an item, you have to use up all the charges and then RUB <item> CONFIRM to clear the enchantment fully. Using an enchanted item depends upon what spell is charged upon it (which you can tell by probing it). POINT <item> AT <target> and RUB <item> are used to activate jewellery enchantments that require and do not require a target respectively. BLOW <horn> [AT <target>] is used to activate enchanted horns. CRANK <box> activates musicboxes, while WIND <timepiece> activates enchanted watches. READ <scroll> [TO <player|item>] to activate a magic scroll. You will need to WEAR most enchanted items before using them. You must instead WIELD a wand before using it. Scrolls, horns and musicboxes can be used from the inventory directly, and do not need to be wielded or worn. If you use the last charge of an enchanted item, you will need to recharge it before you can use it again. The enchantment can be restored using an energy cube with RECHARGE <item> FROM <cube>. Energy cubes can store up to 1000 enchantment charges and are refilled by enchanters. A clockwork regulator (created by a tinker) can be attached to an enchanted item to automatically recharge it from your energy cubes each time you expend a charge, but this will only work if you have an energy cube with charges in your inventory (and not in a backpack or other container). See also: HELP ENCHANTMENT ITEMS, HELP SPELLCRAFT ITEMS, HELP TINKERING ITEMS