Magical imbuements are called enchantments, and these are added after the item is crafted. Enchanting an item through magical enchantments will improve it in various magical ways. An item may have up to three magical enchantments, with rarity increasing by not only the number of enchantments, but the power of each. The same enchantment type can’t be applied more than once to an item.
Many weapon enchantments listed below take effect upon rolling high damage with an attack. Rolling high damage in this context means rolling higher than the average for your weapon damage die — a 3 or higher on a d4, a 4 or higher on a d6, a 5 or higher on a d8, a 6 or higher on a d10, or a 7 or higher on a d12. This only applies to the weapon’s base damage. It never applies to additional damage added by abilities, critical hits, other enchantments, or any other effects. Note: This inherently means that two-handed weapons have a higher chance of triggering magical enchantments, as they deal damage with multiple dice and trigger on either die rolling above average.
Shields count as weapons for the purpose of materials and enchantments.
[OUT OF DATE, UPDATE COMING]
| Enchantment | Item Type | Value | Description |
|---|---|---|---|
| Accuracy | Gloves, Weapons | 1000g | Grants a +1 bonus to Accuracy. |
| Blasting | Weapons | 1500g | Rolling high damage with this weapon unleashes a blast of fire, ice, or lightning (determined when the item is enchanted) in the direction of your attack, dealing 1d6 additional damage of that type to your target. This damage is also dealt to each other unit in a 15 foot cone in the direction of your attack. |
| Elemental Damage | Weapons | 1000g | Grants 1d4 bonus damage to every attack with the weapon. The damage matches one of the following elements determined when the item is enchanted: Fire, Holy, Ice, Lightning, or Shadow.
The value modifier is doubled for Holy damage or Shadow damage. |
| Evasion | Boots, Capes | 1000g | Grants a +1 bonus to Evasion. |
| Resist Elements | Accessory (any), Armor | 500g | Grants a +5 bonus to Fire, Ice, and Lightning Resist. |
| Resistance | Accessory (any), Armor | 100g | Grants a +5 bonus to one of the following: Ether Resist, Fire Resist, Holy Resist, Ice Resist, Lightning Resist, or Shadow Resist.
The value is doubled for Holy Resist or Shadow Resist. |
| Skill Empowerment | Accessory (any), Gloves, Boots | 100g | Grants a +2 bonus to the specified skill. |
| Smashing | Blunt Weapons | 250g | Rolling high damage with this weapon smashes the enemy, knocking them down. |
| Speed | Boots | 200g | Speed is increased by 1. |
| Sundering | Weapons | 1000g | Rolling high damage with this weapon magically tears through the target’s defenses, lowering their Defense and Resistances to half for 1d4 rounds. |
| Viciousness | Weapons | 2000g | In addition to triggering a critical hit when this weapon rolls maximum damage, it also triggers a critical hit when it rolls 1 less than maximum. |
| Vorpal | Sharp Weapons (Non-light) | 5000g | Rolling high damage with this weapon triggers a dismemberment roll. |
| Rapid Attack | Weapons | 2500g | Grants an additional attack with the weapon once per round when an attack is made with it. |