7.3.1 ENCHANTMENTS AND CONJURATIONS
Enchantments and Conjurations are skills focussed around infusing magical powers into existing items, or creating magical items themselves. Below is a list of the functions these powerful abilities can create.
CREATED ITEMS
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Worrystone/Fettlestone
- When TOUCHed, it may do one of four things: heal health, heal mana, cure an affliction, or nothing.
Allsight/Aesthesis
- Allsight is enchanted onto earrings, while Aesthesis is conjured on circlets. Then simply TOUCH [EARRING/CIRCLET] to be able to see and hear normally while deaf and blind.
Waterbreathing/Gills
- Waterbreathing is enchanted upon an existing item while gills are created in the conjuration process. When they are WORN they allow the wearer to breathe underwater without incurring damage.
Brooch of the Underking/beautiful bijou trinket
- When WORN, it will allow the wearer to see all deaths within the realm.
Essencecap/Spiritbulb
- Essencecaps deal with necromantic essence, spiritbulbs with devotion. When created the items possess no energy, but DRAIN [ESSENCECAP/SPIRITBULB] will draw a portion of the appropriate energy into the bulb and cause it to glow. One can then EAT the item to replenish the energy.
Whirlwind of Galleus/Geyser of Slyphe
- You must WIELD the item before you can use it, and then THROW it, to create either a vicious wind or a tempestuous geyser, which will knock any people flying overhead to the ground.
Orb of Obfuscation
- Simply hold this in your possession and it will hide much of your inventory from the view of others.
Scented Bauble/Meat-Scented Lure
- WIELD and THROW this item a direction and the loyal falcon of a Knight cannot help but depart after it.
Beacon Capsule/Vine-covered Totem
- Two are needed. The first you simply DROP into a room you wish to return to. To use the second, you must THROW [BEACON/TOTEM] AT GROUND to instantly travel to the first, which will destroy both. It is important to note that this will only work within a very small range.
Dreamcatcher/Hyoscine Pomander
- When holding this item in your inventory, you will recover endurance more quickly while you SLEEP.
Lunar Eclipse Medallion/Umbral Medallion
- When WORN, it will reverse most of the affects of the constellations on you. HELP CONSTELLATIONS.
Time Sphere/Snail's Shell
- When you THROW [SPHERE/SHELL] AT GROUND, it will slow the recovery of balance, equilibrium, and consumption of healing elixirs.
Ring of Pestilence/Ring of Decomposition
- When you POINT RING AT <TARGET>, it will give them a random affliction.
Bag of Stasis/Satchel of Petrification
- Used like a normal container, items inside will decay half as quickly.
Necklace of Purity/Amulet of Cleansing
- When WORN, the necklace or amulet will randomly heal the wearer's afflictions.
ALTERATIONS TO EXISTING ITEMS
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Augment
- The process of Augmentation will randomly raise a stat point on a weapon or armor, at the risk of destroying the armament entirely.
Meteor/Flame
- Done on arrows, creating a meteor arrow will inflict damage on your target. A flame arrow will set your target on fire after being struck. Both prevent envenoming.
Cold Pocket/Ice Cave
- Performed only through Conjuration, any container with traits of an Ice Cave will cause food inside of the container to decay seven times as slowly. Note that these containers will decay normally, even within a stockroom.
Firelash/Fulgorwhip
- When enchanted onto gloves or a wand, you can POINT <ITEM> AT <TARGET> to send fire (firelash) or electric (fulgorwhip) energy at them.
Firewall
- When enchanted onto gloves or a wand, you can POINT <ITEM> <DIRECTION> to create a firewall in that direction. The firewall will either melt away an enemy's mass defense, or, if they have none, set them aflame.
Icewall
- Similar to the firewall, an icewall is enchanted onto gloves or a wand. You then POINT <ITEM> <DIRECTION> to create an icewall in that direction, which will prevent a good deal of normal travel until it melts.
Resistances
- When enchanted on a ring, this offers an additional resistance to elemental damage. There are four types: Fire, Magic, Electric and Cold.
See also: HELP SIGILS