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	<title>Post:Enchantments - 03/02/2014 - 01:58 - Revision history</title>
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		<title>CARAAMON: 1 revision</title>
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		<updated>2014-05-12T02:47:35Z</updated>

		<summary type="html">&lt;p&gt;1 revision&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:47, 11 May 2014&lt;/td&gt;
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		<author><name>CARAAMON</name></author>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:Enchantments_-_03/02/2014_-_01:58&amp;diff=320657&amp;oldid=prev</id>
		<title>CARAAMON: Created page with &quot;{{Post |a=DR-KODIUS |t=Enchantments |d=03/02/2014 01:58 AM CST |n=1538 |f=Lore \ Enchanting Skill |c=m,d |p=As for the {{PRel|Enchanting craft|enchantments}} themselves, I wou...&quot;</title>
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		<updated>2014-03-03T04:55:29Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Post |a=DR-KODIUS |t=Enchantments |d=03/02/2014 01:58 AM CST |n=1538 |f=Lore \ Enchanting Skill |c=m,d |p=As for the {{PRel|Enchanting craft|enchantments}} themselves, I wou...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Post&lt;br /&gt;
|a=DR-KODIUS&lt;br /&gt;
|t=Enchantments&lt;br /&gt;
|d=03/02/2014 01:58 AM CST&lt;br /&gt;
|n=1538&lt;br /&gt;
|f=Lore \ Enchanting Skill&lt;br /&gt;
|c=m,d&lt;br /&gt;
|p=As for the {{PRel|Enchanting craft|enchantments}} themselves, I would prefer we have a good balance of Guild-only to Everyone-can-use. What follows is a sleep-deprived brain dump of something I was working on all day. It is one of three possible design paths I&amp;#039;ve come up with. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that for a single enchantment, different sigils can be used to get different results and many will be very, very bad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elemental Malice Enchantments -&lt;br /&gt;
&lt;br /&gt;
Sigil Combination A - Fire Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil Combo B - Cold Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil Combo C - Electrical Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil ... D* - Aether (All types) Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil ... E - Your item explodes&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil F - Your body explodes&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil X - Blackfire, ugh oh?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lunar Malice - &lt;br /&gt;
&lt;br /&gt;
Sigil D - Cold and Impact Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil E - Fire and Impact Damage &amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil F* - Cold and Fire Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil A - Your item explodes&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil B - A shadowling eats your face&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil C - Pegleg knocks on your door&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil X - Shadow Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Holy Malice - &lt;br /&gt;
&lt;br /&gt;
Sigil E* - Allows 70% damage to incorporeal undead on hit&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil F - Fire and Puncture Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil A - Cold and Electrical Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil B - You lose a favor&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil C - Your item becomes cursed&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil D - A Welkin appears and smacks you&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil X - &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Life Malice - &lt;br /&gt;
&lt;br /&gt;
Sigil B - Cold and Slice Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil C - *Fire and Electrical Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil D - Electrical and Impact Damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil F - You grow excessive body hair&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil G - Bees. Oh God, the bees!&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil H - Whoops, time to hibernate...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AP Malice -&lt;br /&gt;
&lt;br /&gt;
Sigil F - Fire and Puncture damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil A - Electrical and Puncture damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil B - Cold and Slice damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil C - Ribbit&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil D - OOOoooOOooOOOOoOO!&amp;lt;br /&amp;gt;&lt;br /&gt;
Sigil E - Teleport - Zing! &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* denotes something you&amp;#039;d need to be able to use that mana type to enchant successfully.&lt;br /&gt;
&lt;br /&gt;
And then the same ones but for weapon procs (chance to fire bonus damage on-hit). &lt;br /&gt;
&lt;br /&gt;
Then each mana type will have a category for procs that are spell based, but weak enough for anyone to enchant. And then a category for procs that are Signature. &lt;br /&gt;
&lt;br /&gt;
Then each mana type will have a category for weak spells inside the item that everyone can enchant. &lt;br /&gt;
&lt;br /&gt;
Then each mana type will have a category for stronger spells that are all signature.&lt;br /&gt;
&lt;br /&gt;
Then a bunch of fluff categories of various strengths. Some for fluff verbs, others for pulsing atmo effects, and some fluff messages that proc re-actively (someone looking at you, someone casting on you). &lt;br /&gt;
&lt;br /&gt;
Then you have racial enemy enchantments like goblin killing or construct smashing. &lt;br /&gt;
&lt;br /&gt;
Then you have weapon enchantments that give combat bonuses for a short time when used. Mixture of signature and common.&lt;br /&gt;
&lt;br /&gt;
Then you have a catch-all for things like improved durability, lowering weight, reducing RT, and so on that most folks can use.&lt;br /&gt;
&lt;br /&gt;
Beyond that you hit more complicated systems like sentient weapons, weapons that build up a charge with use and can then be unleashed, and weapons that can fight alongside you...&lt;br /&gt;
&lt;br /&gt;
The trick will be balancing these so more than 1 or 2 are popular. &lt;br /&gt;
&lt;br /&gt;
As for Sigil A, B, C, that is kind of a simplification. I imagine it being more like -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Induction = +20% fire damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Abolution = you implode&amp;lt;br /&amp;gt;&lt;br /&gt;
Congruence = +20% electrical damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Permutation = +20% cold damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Rarefication = 5% fire/electrical/cold&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
combined with&lt;br /&gt;
&lt;br /&gt;
Paradox = +10% more fire damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Nurture = you implode, or if Abolution your item explodes&amp;lt;br /&amp;gt;&lt;br /&gt;
Congruence = random effect&amp;lt;br /&amp;gt;&lt;br /&gt;
Evolution = random effect&amp;lt;br /&amp;gt;&lt;br /&gt;
Antipode = +10% more cold damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Decay = your item explodes, or if Abolution you explode&amp;lt;br /&amp;gt;&lt;br /&gt;
Ascension = +10% electrical damage&amp;lt;br /&amp;gt;&lt;br /&gt;
Unity = Guild Only special&amp;lt;br /&amp;gt;&lt;br /&gt;
Clarification = Guild Only special&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So the recipe would say -&lt;br /&gt;
&lt;br /&gt;
(1) Any metal, stone or bone weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
(1) Induction sigil&amp;lt;br /&amp;gt;&lt;br /&gt;
(1) Enchanting fount&amp;lt;br /&amp;gt;&lt;br /&gt;
(1) Congruence sigil&amp;lt;br /&amp;gt;&lt;br /&gt;
(1) Primary sigils&amp;lt;br /&amp;gt;&lt;br /&gt;
(1) Complex sigil&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it is the last 2 sigils that effect the end result. My goal is to make a core that allows for many outcomes from a single enchantment. There would be no &amp;quot;fire shard&amp;quot; enchantment. It&amp;#039;d be elemental entrapment, and the sigil combination determines if you try to put fire shard, fire ball, shockwave, lightning bolt or air lash into it - but only if you know the spell or have some other pre-requisite (techniques may allow you to get 1st tier non-signature spells). &lt;br /&gt;
&lt;br /&gt;
Durr, wish I hadn&amp;#039;t worked all day and had more time to sort through this better. Posting helps me organize my thoughts and get feedback at the same time though!&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>CARAAMON</name></author>
	</entry>
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