Enchanting will be separated into three disciplines:
- Artificing: the creation of runestones, cambrinth, or other magical devices that require active participation and control.
- Binding: the binding of magical enchantments to existing items that will require the Arcana skill to invoke/use.
- Invoking: the creation of magical enchantments that are passively active with no Arcana skill requirement.
There are currently Enchanting Society halls in Crossing, Riverhaven, Shard, Hibarnhvidar, Fang Cove, Muspar'i and Ratha. Additionally, braziers can be crafted within the Artificing discipline and used to do enchanting outside the society halls. Work orders within the released disciplines can be obtained from a Trainer within each Enchanting Society, giving players the option of being compensated for their work in this skill.
The Enchanting Guide introduces and describes processes related to Enchanting.
See the crafting materials page for further information about sigils.
See the Category:Crafting tools page for further information about tools.
Note: This information is still in flux and may change, or be better explained/defined. Along with this, not every enchantment will have all of these stats.
The quality of the enchantment made. Determines magnitude of effect. More verbs, higher proc chance, etc. Similar to "masterfully-crafted" for other crafted goods.
|Potency level, low to high|
|almost no potency||1|
Indicates how hard something was to make.
|Complexity level, low to high|
|not very complex||3|
Note: There's also a (GM-exclusive?) central complexity value.
Determines the enchantment's "tier". Based on the sigils used to create the enchantment. For sigil precision, think of it as the hardness or physical material stats for enchanting.
|Precision level, low to high|
Determines how difficult it is to activate with Arcana, and influences how effective the enchantment functions. For flares, each grade adds a small increase to the % chance to proc and the magnitude of the effect (if you can pass the skill contest), and for some glamours additional visual effects are unlocked.
|Grade quality, low to high|
|Name||Tier||Arcana Required to Reliably Activate|
Fount: Enchantment's battery/engine.
- Color: Influences an enchantment's effect. Different colors provide different effects.
- Red = Magnitude (bonus effect)
- Yellow = Reduced activation time
- Grey = durability (bonus charges)
- Size/Type: Has a connection to the materials used on the item.
- Surface: Modifies difficulty and magnitude of the enchantment.
Lines: Enchantment durability. Thickness determines damage resistance, and clarity determines current condition.
Flares and Glamours
Flare Damage Types
Weapons and armor can have flare enchantments upon them. When the flare procs, the damage type the attack produces is dependent on the kind of flare it is. Armor Flares do not cause Empathic Shock.
| Weapon Flares
Flare and Glamour Colors
While new colors may have been added, flare and glamour colors were initially based on dye colors.
Note: This list has iterations of colors that are not part of the flare system. It is due for a cleanup. Please use this list as a guide and be comfortable asking for a different color if one of the colors listed is incorrectly flagged as a flare/glamour color.
Corn Maze (450 kernel weapons): The enchantment appears masterfully-crafted, has poor potency, is very simple, and is somewhat precise. The matrix appears to be somewhat thick and the lines are perfectly clear.
Corn Maze (5,000 kernel weapons): The enchantment appears masterfully-crafted, has terrible potency, is very simple, and is abstract. The matrix appears to be nominally thick and the lines are perfectly clear.
Targeted Magic Foci
Drathrok's Assemblage: The enchantment is exceptionally precise. You sense it was enchanted using a yellow heavy fount with a rough surface making it minor grade with enhanced activation. You perceive nominally thick and perfectly clear lines empowering the enchantment. This enchantment was tuned to provide a reduced activation time and a large damage increase to targeted spells.
Keishalae Alteration: The enchantment is exceptionally precise. You sense it was enchanted using a red heavy fount with a rough surface making it minor grade with enhanced magnitude. You perceive somewhat thick and perfectly clear lines empowering the enchantment. This enchantment was tuned to provide additional magnitude and a moderate damage and accuracy increase to targeted spells.
Vurvitar Alteration: The enchantment is incredibly precise. You sense it was enchanted using a yellow heavy fount with a rough surface making it minor grade with enhanced activation. You perceive rather thick and perfectly clear lines empowering the enchantment. This enchantment was tuned to provide a reduced activation time and a large bonus to accuracy with targeted spells.
The enchantment appears masterfully-crafted, has good potency, is very simple, and is abstract.
Spells and abilities that boost Enchanting
>>Is the formula as straightforward as this makes it sound? (Final precision) = min[ (material capacity), (sigil1 precision) + (sigil2 percision) + ... ]
- STEP 1: Look at base material enchantment capacity. Let's say it is 60.
- STEP 2: Look at Fount. If Fount Cap < Material Cap, possible explosion/bad things.
- STEP 3: Average all Sigil Precision. Let's say you had 40, 50, 80 = 170 / 3 = 56 precision total.
- STEP 4: If Sigil Precision > Cap, reduce to Cap. 56 < 60, so we keep all 56 precision.
- Post:New Flare Mechanics - 11/01/2018 - 18:07
- Post:Armor Flares and Empaths- 11/02/2019 - 16:48
- The water flare does puncture and fire (steam) damage. Kind of like the Geyser spell.
- The Living Armor enchantment is customizable.