Enchant

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Enchant
A gift from the DungeonMaster himself...this mysterious spell empowers your weapons and armor with magical powers. It will sharpen your blade, strengthen your staff and harden your armor...but beware the cost. He who giveth, can take away.
Classes: Sorceror (13)
Mana Cost 50% of maximum
Damage Range n/a
Healing Range n/a
Dull at 13, Soft at 16?, Bright at 24

Enchant

This powerful spell is the namesake of all Enchanters. With all their magical power, Sorcerers and Enchanters may magically enhance a weapon or piece of armor, giving it a glow of magical energy. Weapons gain damage potential, while enchanted armor's protection capabilities are increased. Enchantment is permanent, and can only be upgraded, not downgraded or doubled.

There are three levels of enchantment, designated by the glow of the item. As Sorcerer's advance in training, they are able to infuse a more powerful glow into their enchants. A dull glow accompanies the least powerful enchantment and is available at level 14, a soft glow is the second level, and an item shining brightly has the most powerful form of enchantment available to players, obtained at level 24. The fourth level of enchantment, where the item glows with a brilliant shine, is currently beyond the means of mere mortals. Only a select few of the beings of the Outer Realms are able to cast the spell with such power. (Wardens, Builders, Artists, and Quest/Event Staff do not have this ability, so please do not ask them to brill something for you.)

Weapons and body armor (swords, staves, leathers, plate mail, etc.) can have the enchant upgraded by simply casting a more powerful enchant upon the item. Each level of enchant adds 4 armor count over the previous level to body armor, and 2 ac to helms and shields. i.e. for body armor dull enchant adds 4 ac, soft adds 8, bright 12 and brilliant adds 16.

Enchant can be purchased at Fort Mordu for 10,000 gold.

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