13.12 ARMOUR AND WEAPON ENHANCEMENTS
Enhancements are effects that can be placed on armour and weapons to improve their effectiveness. Enhancements are handled by enchanters (for robes) and forgers (for forged armour and weapons). By default, weapons and armour can each hold one enhancement. Robes however may hold two enhancements at base. Master armour, master weapons, and splendour robes each gain an additional enhancement slot. Artifact runes exist to increase the enhancements that can be held by weapons and armour, as well. The following enhancements exist for armour (leather armour, leather vests, scale, scaled jacket, chain, chainmail shirt, plate, masterarmour, greatrobes, splendour outfits, aethersuits): Charm: Provides a 1/6 resistance to a selected damage type. Influence: Provides a 1/6 influence buff to a selected influence type. Quickening: Increased celerity/movement speed. Mass: Increases rooting. Prestige: Improve the prestige of your armour a slight amount. Weatherproofing: Increases resistance to weather's effects on movement. The following enhancements exist for weapons (swords, axes, bludgeons, daggers, polearms, shofas, tahtos, jakaris, nekais, tessens and nunchakus): Damage: Increases weapon damage by 7%. Speed: Increases weapon speed by .1 seconds. Razor: Increases weapon bleeding by 2% of weapon damage. If the weapon does not apply bleeding, this will have no effect. Impact: Increases weapon bruising by 2% of weapon damage. If the weapon does not apply bruising, this will have no effect. Honed: Increases the chance for the weapon to proc a poison. Weighted: Increases stun/blackout length from knight modifiers by .25 seconds. Enchanted: Converts 1/3 of weapon damage to a specified damage type. Virulent: The weapon will act as though it is always envenomed with a specified poison, which it will attempt to deal if there are no other poisons applied. (*) Shields and non-wearable armour items equipped with a Great Rune of Shielding cannot be enhanced.