Enchanting skill: Difference between revisions

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'''Note:''' There's also a (GM-exclusive?) central complexity value.


===Precision===
===Precision===

Revision as of 14:05, 7 September 2020

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Enchanting is the crafting skill related to the creation of magical devices and adding enchantments to other items. This differs from Arcana as that skill deals with the use of magical items only.

Disciplines

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.

Training

There are currently Enchanting Society halls in Crossing, Riverhaven, Shard and Hibarnhvidar. 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.

Materials

The basis of enchantments will be sigils, primarily gathered using PERCEIVE SIGIL.

See the crafting materials page for further information about sigils.

Tools

See the Category:Crafting tools page for further information about tools.

Enchantment Qualities

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.

Potency

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
Name Tier
almost no potency 1
terrible potency 2
dismal potency 3
poor potency 4
low potency 5
decent potency 6
moderate potency 7
good potency 8
great potency 9
excellent potency 10

Complexity

Indicates how hard something was to make.

Complexity level, low to high
Name Tier
very simple 1
simple 2
not very complex 3
somewhat complex 4
rather complex 5
quite complex 6
very complex 7
exceptionally complex 8
incredibly complex 9

Note: There's also a (GM-exclusive?) central complexity value.

Precision

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
Name Tier
completely abstract 1
abstract 2
slightly abstract 3
somewhat precise 4
rather precise 5
quite precise 6
very precise 7
exceptionally precise 8
incredibly precise 9
amazingly precise 10
fantastically precise 11

Other

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.

Grade: Determines how difficult it is to activate. Uses an arcana check. While it is not _explicitly_ correlated to the power an enchantment provides, items that provide more, or are more flashy, often require more arcana to reliably activate.
Lines: Enchantment durability. Thickness determines damage resistance, and clarity determines current condition.

Enchantment Examples

Weapon Flares

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.

Mana Glamours

The enchantment appears masterfully-crafted, has good potency, is very simple, and is abstract.

Spells and abilities that boost Enchanting

Enchanting Formulas

>>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.


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