Sorcerer's Sanctuary: Basic Rules and Guidelines

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Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby lyllamarie on Wed Apr 13, 2011 7:10 pm

This will be on the website shortly, please refer to this for your basic rules and guidelines. The Enchantment Sphere will also be updated shortly with specific rules for each spell and effect.

Enchantments

When your last fight with a mage had you feeling like a boiled lobster in that metal can you call armor... When you want a vibrator, not a dildo, but batteries have not been invented... When you want to make sure you can find that pesky runaway slave... Who you going to call? You call the enchanter and for a price they might just be able to help you out by adding a little something extra to that plate mail, or that sex toy, or that collar you clamped around your slave's neck.

<link>Spell, Effects and Soft Enchantment Listing<link>

There are many different types of Enchantments from the mundane to the more heavy-hitting spells. Below is an explanation of enchantments, how they work and what they work on:

Types of Enchantments and Cost:

NOTE: Mithril weapons and armor receive a 25% discount and mithril jewelry receives a 10% discount on these prices.

Attack Enchantments:
Attack, or ATK, enchantments can be placed on all weapons, and on armors that have an ATK value. The maximum allowable is +5 to any one item. Most mithril weapons and armor already have +1 Atk (weapons) on them so please check before hand.

The cost of an Attack Enchantment is 100 mehrial per +1 with a max of +5 on any one item, a max of +4 on mithril items.

Defense Enchantments:
Defense, or DEF, enchantments can be placed on all armors, jewelry, tattoo's and all weapons. DEF enchantments on armor allows +5 to one piece, but they allow a stackable +15 DEF bonus vs. Physical and Magical attacks. DEF enchantments on weapons only work vs. Close Physical Attacks. Some mithril armors come with +1 Def already on them, so please check before enchanting.

The cost of Defense Enchantments are 100 Mhl per + on Weapons and 125 Mhl on Armors and Jewelry (+5 per item, +4 per item if mithril)

Stat Enchantments:
Stat enchantments add extra to any stat desired, to a maximum of +5 on any one item, and +15 total. These enchantments require a turn to activate per item, unless made permanent. Permanence costs 4x the standard cost. Stat enchantments are allowed on armor, but only on pieces that already come with a natural bonus to a statistic: such as INT on a mithril circlet, or RES on a Robe of the Arch Magi. Stat enchantments on Jewelry are limited to Stamina and INT only.

The cost of stat Enchantments: 200 Mhl per +, 100 Mhl per + to Stamina (max +5). his type of enchantment is allowed on jewelry, tattoo's, clothing (please check listing), or specific types of armor.

Note: Stat enchantments cannot be activated prior to an !init being called, while it can be activated during free form, if diced combat is called, one round must be sacrificed to activate each non-permanent stat enchantment, just like any defensive spell. It is considered cheating to try and circumvent this during tournaments or diced combat scenes.

Spell Enchantments:
Spell enchantments are a complex and versatile enchantment. A spell enchantment can go as high as 15 slots of one particular spell, but using the spell will cost Stamina. Each spell enchantment counts as 1 enchantment, regardless of whether it is done as 1 slot or 15 slots. If the spell enchantment is done at 1 slot, the player may increase the spell slots of the enchantment without having to re-enchant the entire item all over again. Please keep in mind that hand and voice articulation is still required for casting, even from a spell enchantment.

The cost of Spell Enchantments is 50 Mhl for the first slot, 100 Mhl for slots 2-5, 250 mhl for slots 6-10, 750 Mhl for slots 11-15. Spell enchantments are allowed on weapons, armor, jewelry and tattoo's.

Charges:
There are two types of Charge enchantments: Expendable, and Refreshing. These enchants are similar to spell enchantments, but with a limited number of uses and with no drain on stamina. Expendable charges will run out, while Refreshing charges refresh over time. The maximum number of charges is 15.

Expendable costs 25 Mhl for the first slot, and 50 Mhl for each slot beyond.
Refreshing costs 600 Mhl per 3 slots to recharge per day, 450 Mhl per 3 slots to recharge per week, 300 Mhl per 3 slots to recharge per month

Focus:

Focus enchantments can be very useful to casters. Focus enchantments reduce the stamina cost of a spell already known, not enchantments, to a maximum of 7. Focus does not cover the stamina up keep for spells, only the initial casting cost. It can be enchanted on weapons, armor, jewelry, tattoo's, and any MISC item that can hold 2 or more enchantments.

The cost of Focus enchantments is 100 Mhl for the first slot, and 200 Mhl for each slot up to 7.

Effect:
Effect enchantments are for RP use only, and have no real effect on a combat situation. They can range from giving a weapon a glowing effect, to a piece of armor being able to change itself into an article of clothing.

Soft Enchantment:
For Rp use only, and have no effect on a combat situation. Can be put on items such as dildos to vibrators, Inability to cum on collars.. etc.

The cost of Effect and Soft Enchantments is 50 mhl.

The Rules of Multiple Enchants on One item

Enchanting can be done on a slot by slot basis. That is to say that a mithril ring with 3 empty slots can be brought in and enchanted with one thing, then brought back later and enchanted with another.

Adding to the power of an enchantment later on is possible. An +1 ATK can be later enchanted up to +5 by adding +4 ATK. There is no need to rebuy that fist +1 ATK enchant.

You can not selectively clear out enchants from slots. If a gold ring has +5 DEF and a glow effect and a player wishes to replace the glow effect with a focus enchant, they would have to re-enchant the +5 DEF then place on the focus effect.

Special Characteristics of Enchantments

Permanence:
Permanent Enchantments mean that the effect will always be in effect. There is no cost to stamina; however any enchantment that is made permanent will significantly increase the cost of the enchantment by 4x the standard cost. Check the spell listing to see which spells may be allowed this feature first.

Unremovable:
Unremovable Enchantments mean that the item that holds this enchantment cannot be removed at any time. The most common use for this are for slave collars or chastity belts, and can be made to respond to a person's word to be removed.

The cost of Unremovable is 250 Mhl per item. 50 Mhl for slave collars. 50 Mhl to add a command to remove item.

How many Enchantments on Which items.

Cloth can hold only 1 enchantment on it. This is with the exceptions of Shadow Weave, which holds 2 enchantments.

Wood/Bone/Stones/Gems hold 1 enchantment.

Metals (Platinum, Gold, Silver) can only hold 2 enchantments.

Tattoo ink can hold 1 enchantment, mithril ink can hold 3

Mithril is the only material that can hold 3 enchantments. It should also be noted that the innate DEF or ATK that some armor and weapons come with, automatically count as 1 of those 3 slots.

Weapons and Armor

Weapons and Armor are allowed the following types of enchantment: ATK, DEF (Close Physical Only on Weapons), Spells (See listing for available spells), Charges, Focus and Effects.

ATK enchantments only apply to Armors that hold an ATK value, such as a Spiked Shield, or Gauntlets.

Spells on Weapons and Armor can cast the desired spell from the weapon (up to 15 slots), however it does use up stamina to do so unless the spell is available and made permanent. Only specific spells are allowed to be made permanent, so check the Enchantment Sphere for specific guidelines. Each spell enchanted onto the weapon counts as 1 enchantment.

Arrows will be enchanted in bundles of 10 just as they are bought and need to be deducted with !itemuse arrows at each use to deduct the one that was just used, if not retrievable. NOTE: non-mithril arrows are not retrievable

Effects on Weapons and Armors can vary, from a glow of any color, to a morphing ability that changes the armor into a regular piece of clothing. These have no combat influence whatsoever.

Jewelry and Tattoo’s

Jewelry is allowed the following types of enchantment: Stats, Def, Spells (See listing for available spells), Charges, Focus, Effects

Stat enchantments on jewelry can be made permanent with x4 the standard cost of the stat being enchanted. Jewelry is limited to INT and Stamina only when it concerns stat enchantments.

Tattoos are allowed the following types of enchantment: Stats, Spells (See listing for available spells), Effects, and Focus. Regular ink can hold 1 enchantment, Mithril ink can hold 3.

Stat enchantments on jewelry and tattoos add an additional + (up to 5) to any one desired stat, and can stack up to +15 total. It takes one round to activate this enchantment, unless it is made permanent.

Note: Mithril Ink CAN be enchanted before or after the tattoo has been done up to the players discretion.

Clothing

Clothing is allowed the following type of enchantments: Stats (See Below)

Stat enchantments on clothing works as listed below:
- Cloaks: Resistance only
- Boots: Agility only
- Gloves: Agility and Strength

Wands

Wands are allowed the following type of enchantments: Spells (See listing for available spells), Charges, Focus, Effects.

Spell enchantments on wands can cast the desired spell from the wand (up to 15 slots), however it does use up stamina to do so unless made permanent.

Potions

Potions are allowed the following type of enchantments: Stats (Str, Agi, Int, Stam, Res), Spells (See listing for available Spells), Effects.

Stat enchantments on potions can increase the desired stat by 1 for the length of one combat scene, unless made permanent.

Spells on potions grant the imbiber the spell like effect in any form, usually to mimic a breath like attack (up to 15 slots), however it does use up stamina to do so.

Effects on potions range from adding a glow of any color to an item, to a temporary morphing ability to an item.

Note Potions have a different price listing which can be found below

Potion Price List

Notes about potions
- Each potion takes up 1 equipment slot
- Drinking 1 potion takes up 1 round

Stat Potions
+1 Strength: 200 mhl/800 mhl if permanent
+1 Agility: 200 mhl/800 mhl if permanent
+1 Intelligence: 200 mhl/800 mhl if permanent
+1 Stamina: 100 mhl/400 mhl if permanent
+1 Resistance: 200 mhl/800 mhl if permanent

Healing Potions
Small Heal 25 mhl Heals 10 % of Life
Medium Heal 50 mhl Heals 25 % of Life
Large Heal 150 mhl Heals 50% of Life
Full Heal 300 mhl

Stamina Potions
Small Stamina 15 mhl Replenishes 10 % of Stam
Medium Stamina 25 mhl Replenishes 25% of Stam
Large Stamina 50 mhl Replenishes 50% of Stam
Extra Large Stamin 75 mhl Replenishes 75% of Stam
Full Stamina 100 mhl

Curative Potions
Cure Senses: 50 Mhl per slot (up to 15) Cures loss of blindness or deafness caused by spells
Cure Disease: 50 Mhl (up to 15) Cures diseases up to the number of slots purchased.

Spells/Effects Potions
Combat Spells: 10 Mhl for first slot, and 5 Mhl for each slot after (up to 15)
OOB/Anywhere Spells: 5 Mhl. (Can only hold 1 slot)
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby Miss Magical on Wed Apr 13, 2011 8:15 pm

Could 'crystal' be added to the list of enchanted items and how many enchantments they could hold on them? This is to help those of us eyeballing a Crystal Sword. I would imagine the Crystal the swords are made of would fall under the 'Gem' category, but simply adding the word crystal to the list there could serve to help reduce any confusion over it, since it is the only bladed weapon that can only hold 1 Enchant.
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby lyllamarie on Wed Apr 13, 2011 8:47 pm

Crystal would hold 1 Enchantment
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby Myra on Thu Apr 14, 2011 8:51 pm

Also, as a matter of enchantments and how many on what.

Clothing gets one. no exceptions.. no secret inserts for extra layers are enchantable.

Weapons with two different materials is still a weapon and therefore the primary material of the weapon is the enchantable material. Mithril or steel.. not both can be enchanted.

Jewelry is the only thing I've dealt with that I've allowed to be a little bit more. A mithril ring can hold 3 enchantments. A gem can hold 1, if bought seperately (or even together and asked to be put together for shopitem sakes) I have allowed both to get enchanted for a total of 4 enchantments. Same with collars, necklaces and the majority of jewelry. If your putting the extra.. full amount of MHL to get the additional exceptional gem or gemstone, then there is no reason to take that enchantment away from it.


ALSO, something that has been brought up and before I had a chance to ask as I'm unaware of the ruling on this due to lack of useage or any explanation ever given to me is Expendable Charges. How much are expendable? There is a cost there but not how many are included and honestly, its never been explained to me well and as the employees of the SS are asking.. so am I.
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby lyllamarie on Thu Apr 14, 2011 8:56 pm

Expendable are just like spell slots. You pay for 1-15 slots for a one-time use. That one-time use has no stamina cost whatsoever.
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby Ishtori on Fri Apr 15, 2011 8:32 am

That just seams strange Sut. I mean you pay 725 for a single use level 15 charge? o.O

I was under the impression it gave several charges to use given the high cost!
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby Twerlinger on Fri Apr 15, 2011 9:48 am

Ishtori

Charges:
There are two types of Charge enchantments: Expendable, and Refreshing. These enchants are similar to spell enchantments, but with a limited number of uses and with no drain on stamina. Expendable charges will run out, while Refreshing charges refresh over time. The maximum number of charges is 15.

Expendable costs 25 Mhl for the first slot, and 50 Mhl for each slot beyond.
Refreshing costs 600 Mhl per 3 slots to recharge per day, 450 Mhl per 3 slots to recharge per week, 300 Mhl per 3 slots to recharge per month


Expendable is a simply one time deal.. you buy charges at the slot level you want.. when they are used.. that is it

Refreshing will replenish those charges.. so your 15 slot will cost you 3000 mhl for a single use, but you can use that once each day for no stamina cost what so ever.
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby Ishtori on Fri Apr 15, 2011 11:21 am

Twerlinger

Yes I realise that expendable charges are use and be done with. What I mean is 725 mhl for just one charge? Isn't that like a bit too much? I always assumed that if you are paying that much! Then you get a few charges to use, I don't know, maybe 15 or 30 charges. Sort of like arrows. You buy a pack of shots, not just one! Expecially not for that incredibly high price!
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby Twerlinger on Fri Apr 15, 2011 11:53 am

Yes.. 725 mhl is a high price, but then again.. it is a 15 slot spell you are buying.. that doesn't cost any stamina at all, you just point and go with it. So its not overpriced for what you are getting, even 3000 mhl for the once a day refreshing.. isn't over powered for a 15 slot spell that costs nothing to cast no matter what spell it is.
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby crow on Fri Apr 15, 2011 12:15 pm

I had a question regarding charged spell and permanent spells.
To start with. They are said to cost no stamina. Does this mean its totally free or that the slots itself cost no stamina but if used as an attack you still have to pay the +1stamina for making a contested roll?

Second.
Permanence:
Permanent Enchantments mean that the effect will always be in effect. There is no cost to stamina; however any enchantment that is made permanent will significantly increase the cost of the enchantment by 4x the standard cost. Check the spell listing to see which spells may be allowed this feature first.

Permanence spells seem to have changed from being +1dmg to being +1dmg and/or zero stamina spells. On wands it seems fairly straight forward as I have yet to see somebody get stabbed by a wand and it states:
Spell enchantments on wands can cast the desired spell from the wand (up to 15 slots), however it does use up stamina to do so unless made permanent.


So that is clear enough but what I'm confused about is weapons which state:
Spells on Weapons and Armor can cast the desired spell from the weapon (up to 15 slots), however it does use up stamina to do so unless the spell is available and made permanent. Only specific spells are allowed to be made permanent, so check the Enchantment Sphere for specific guidelines. Each spell enchanted onto the weapon counts as 1 enchantment.

That seems to indicate that if I where to perm enchant chill touch on my dagger then Id be able to cast it for no stamina but then where would that leave the +1 dmg which seems not to be mentioned on this page? Also when looking at chill touch it reads as follows:
Chill Touch Enchant:

If used upon a weapon and made permanent it may be used to provide an extra +1 damage per 5 slots enchanted. Please note that this is extra damage applied AFTER a hit, and is NOT extra ATK.

May only be made permanent on weapons.

If the permanent effect is used upon a weapon to gain the extra elemental damage this is the only effect this enchantment has: to gain the ability to use the spell form of this enchantment another enchantment (non-permanent) must be taken.

If I read this right then making something permanent gives you two options that you must choose between (presumably upon enchanting.)
1. The chill touch will be cast without stamina.
or
2. The chill touch will provide +1dmg if the dagger hits a target

And you will be unable to enchant Perm Chill touch again to choose the other option on the same weapon nor any other weapon?

Correct?
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby lyllamarie on Fri Apr 15, 2011 1:10 pm

If I read this right then making something permanent gives you two options that you must choose between (presumably upon enchanting.)
1. The chill touch will be cast without stamina.
or
2. The chill touch will provide +1dmg if the dagger hits a target

And you will be unable to enchant Perm Chill touch again to choose the other option on the same weapon nor any other weapon?


You got everything but the last part wrong. If you want both options, you have to enchant the spell twice, separately. and there is nothing but your character's wallet barring you.
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby Ishtori on Fri Apr 15, 2011 2:55 pm

Twerlinger, anyone has access to 15 slots spells so long as they want. The price of it is not that high too since you don't end up buying all slots. Yes you spend stam of course but still you lower it a lot with focus.

3000 mhl for a daily refreshing 15 slot spell that costs no stamina is a reasonable price and of course it's only reasonable because you actually spend no stamina at all! But 725 mhl for a one shot 15 slots is not reasonable no mater if you don't spend stamina. 4 charges of the spell cost nearly as much as a daily refreshing and after 4 days you can say, the daily refreshing is saving me money. It is just completly illogical. It makes as much sence as making people pay 1000 mhl for arrows (which they don't, just using an exagerated comparison measure)!

Anyway i got my answer, I know it will not change even though I make a sugestion that it changes or simply remove the option of expendable charges because they are simply not worth it as they are.

Actually I'll leave a better sugestion (even if I doubt it will be applied) for the expendable charges:

3 mhl per slot up to 15 per charge. Charges are bought in packs of 10 up to 50 charges. So a 15 slot spell with 10 charges costs about 450 mhl. 3*15=45*10=450
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby Miss Magical on Fri Apr 15, 2011 8:26 pm

Ishtori wrote:Actually I'll leave a better sugestion (even if I doubt it will be applied) for the expendable charges:

3 mhl per slot up to 15 per charge. Charges are bought in packs of 10 up to 50 charges. So a 15 slot spell with 10 charges costs about 450 mhl. 3*15=45*10=450


The better suggestion was to have them removed completely. By a, er, lot.

One thing I'd like to make sure I'm clear on is if you get charges on a 'non' permanent spell -- can you? My understanding of this enchantment is as follows:
1) I enchant something with a spell effect as per the following rules: "Spell Enchantments: 50 Mhl for the first slot, 100 Mhl for slots 2-5, 250 mhl for slots 6-10, 750 Mhl for slots 11-15." 15 slots would cost 5450 mhl, around 4000 if the weapon/armor is mithril. I am able to cast this spell, with FULL stamina cost, as many times as I might want to, and 'this' effect ALWAYS lasts.
2) I can then buy charges for this spell to be cast without stamina, as has been noted: 725 for a one-use no-stamina effect (~550 mithril), 1500 to use a charge once per month (1125 mithril), 2250 for a once a week (~1700 mithril), and 3000 for a once-per-day use (2250 mithril). If I don't have any charges, I can *STILL* cast the spell at full Stamina cost, or can opt to do such even if I have a charge.
3) IF I choose to get the 'Permanance' x4 multiplier, this doesn't refer to how long the spell lasts before it just fades into non existance but rather means that the elemental energies are permanently swirling around the weapon/item, meaning that rather than it being an activated spell the elemental magic is there whenever it hits. Hence the damage bonus, and the inability to 'activate' it. If you have recharges uses on the spell when this happens, you LOSE those charges as you are unable to cast the spell once this happens. The cost for this at 15 slots is (5450 x4 = 21800) mhl for normal weapons, 16000 for mithril ones.

Is that correct? The biggest confusion I think it on what permanence meant. I had always taken it to assume that it means the spell doesn't wear off (suggesting that if you don't do this eventually all your thousands of Mhl will go to waste), but I think it might instead mean what I say above in that it just means the magic is always 'active' around the sword or whatever.

If that's the case, I'd kinda wanna suggest that both options be available, but take up more enchanting slots. For example, if I get a Mithril Longsword one of those enchantments has to be + attack. Then say I want to put a fire bolt spell on it at 15 slots, and put a charge on it to let it be cast stamina-free once per day. That's another ONE enchantment slot right there. But then I want to add permanence to damage; if I have another free slot can I then use the 3rd slot for Mithril to add Permanence at 16000 Mehrials for the +3 damage, or do I have so spend 4000 mhl to re-enchant with a new 15 slot Fire bolt spell before you could add permanent damage bonus to that 3rd slot (20,000 mhl)?
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby lyllamarie on Fri Apr 15, 2011 8:28 pm

If you get refreshing charges, it does not mean you can use the spell again for full stamina cost after you've used it once at no stamina cost, If you have refreshing once per day, you can only use it once per day.
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Re: Sorcerer's Sanctuary: Basic Rules and Guidelines

Postby lyllamarie on Fri Apr 15, 2011 8:30 pm

3) IF I choose to get the 'Permanance' x4 multiplier, this doesn't refer to how long the spell lasts before it just fades into non existance but rather means that the elemental energies are permanently swirling around the weapon/item, meaning that rather than it being an activated spell the elemental magic is there whenever it hits. Hence the damage bonus, and the inability to 'activate' it. If you have recharges uses on the spell when this happens, you LOSE those charges as you are unable to cast the spell once this happens. The cost for this at 15 slots is (5450 x4 = 21800) mhl for normal weapons, 16000 for mithril ones.


This confuses me.

Perma Enchants and Refreshing Charges are 2 separate Enchants all together, even if they are for the same spell, both are completely different and take up their own separate slots
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