Magic

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.

List of Spell, Effect and Soft Enchantments

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

NOTE: Mithril weapons and armor receive a 25% discount and mithril jewelry and tattoos receive 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 on them so please check before hand. Mithril weapons cannot have their +1 ATK enchantment removed. It will always be one of the 3 allowable enchants on that item.

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, Jewelry and Tattoos. (+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. Only one item from a particular group, (ex. tattoos/ Jewelry) can count for a given stat. 

The cost of stat Enchantments: 200 Mhl per +, or 100 Mhl per + to Stamina (max +5). This 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.

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

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.

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.

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 first +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.

You cannot combine two enchanted items, such as a gem or ring, in the hopes that the enchantments will stack, rather than stacking, the enchantments on each will cancel each other out. In addition, if an item enchanted, such as gem and jewel, together, is then broken apart, the original enchantment is then nullified.

Mithril weapons and armor cannot have their inherent +1 ATK/DEF enchantment removed. It will always be one of the 3 allowable enchants on that 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.

Spells enchanted on weapons and armor are not restricted by normal armor rules - IE if you have Magical Armor on your guantlets that do not normally allow spellcasting, the guantlets will not prevent the enchantment from working. They will only prevent normal spellcasting from the Mage themselves from working.

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 Tattoos

Jewelry is allowed the following types of enchantment: Stats (Stamina and INT), 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.

Tattoos are allowed the following types of enchantment: Stats, Spells (See listing for available spells), Effects, Focus, Defense Enchants. .

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:

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


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 Replinishes 10 % of Stam
Medium Stamina 25 mhl Replunishes 25% of Stam
Large Stamina 50 mhl Replunishes 50% of Stam
Extra Large Stamin 75 mhl Replunishes 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)