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Enchanting

...These are a few of my favorite things.."..everyone sing it with me! Seriously though, if we could just take a moment to thank all the higher-ups for this enormous system with room to grow where almost anyone can participate; whether it be learning the spell Imbue early to help those who don't know it, or taking the time to finely Retune a cambrinth item for a friend in need. Even those with the more sinister of intentions can find some praise in the Unbend sigils, which practically destroy any spells from the Moonlight Manipulation book in the room, or my personal favorite, "Invasion-in-a-box." (Which we won't go into here, because I like having my writing arm attached to my body.)

There's a lot of information that must be said for the release of what many think is a milestone system for not only the Moon Mage Guild, but for the game itself. The most important thing to realize about this system is that it's tough, really tough. It was designed with the 50th+ circle crowd in mind, as well as the devoted Moon Mage. The techniques for making specific enchantments are very tricky, and will require effort to discover what they are, and further effort to create them. 

Key points of the new system:

1) Quest - There is a quest involved before you can enchant, and a large amount of information to be gathered on each enchantment.

2) Books - There are some important library books involved in enchanting. Ask around, check out the shelves in known libraries.

3) Enchantments - There are five enchantments in the basic system. Flagship enchantments, such as Permanent Moonblades, Divination Bones and Gwethdesuans, are not included in this base system until the existing enchantments have been studied. New enchantments can be expected much like new spell releases. Each enchantment process can vary wildly, with some distinctly easier than others. This system is nearly as complex as the magic system and has the potential to include over 166,000 different enchantments.

4) Shops - There is a shop for your enchanting needs. However, the system was designed to be flexible enough to use items found via forging, foraging, skinning, questing, etc. 

5) Skills - The system's different enchantments will teach various skills, with Astrology being a key factor. Other skills involved include Mechanical Lore, Scholarship, Magic Devices, and Primary Magic and Harness (since spells are a part of the system). Having good Climbing, Swimming, and Skinning probably won't hurt either depending on the enchantment and how you get the raw materials.

6) Spells - There is one spell that was released with Enchanting: Imbue -- "The Imbue spell energizes an object with an intense level of Lunar mana, readying any useless item into something that an enchanter can use. Listen carefully, for it takes TWO castings of this spell to fully prepare an item, and any previous functions the item may have had are likely to be lost forever. Some Moon Mages who can't enchant still take this spell to help those that can as apprentices." -- Requirements are Focus Moonbeam and 20th circle. You'll have to experiment to see what will and what won't work with Imbue. There are plans for at least one more enchanting oriented spell.

7) Tweaks - A lot of tweaks will be made to this system, particularly in the realm of reward vs. difficulty. Thus, if an enchantment is just too hard to make, don't despair as it may not remain that way.

8) Player Co-op - The system was design with the expectation that players would rely on other players to make an enchantment. It is certainly a Moon Mage only system, but there are numerous hooks where it would be beneficial to work with another Moon Mage, or a character from another Guild. Also remember your prediction capabilities, as this system was designed to take that into account.

Of note:

Burin Making Help

Constellation Jewelery Formula's 

Gwethdesuan's: A How-to

Lunar Aura Devices

Ramblings of a Madman (Itron is crazy, I swear.)

A Spiel of ShadowMasters

Terbalen's Enchants

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Ye Olde Enchanting Shoppe!

read cat
You take a few moments to glance through the catalog, noticing the fine penmanship used to carefully scribe the contents. Of note are the pages:

Page 1 - Enchanter's Burins
Page 2 -
Sigil Scrolls
Page 3 -
Blank Scrolls
Page 4 -
Magical Sundries

Enchanter's Burins -- Necessities for the Enchanting Moon Mage:

Ivory burin -- for the master Enchanter. (30000 lirums)
Oak-handled burin -- crafted with expertise. (28000 lirums)
Bronze burins -- durable but not as delicate. (22000 lirums)
Wooden burins -- for the beginner. (15000 lirums.)

Sigil Scrolls -- Pre-scribed of the finest quality and stored rolled up for extra shelf life:

Nightingale sigil scroll -- scribed with care for three uses (order Nightingale scroll). ( 22200 lirums)
Wren sigil scroll -- scribed with care for three uses (order Wren scroll). (18200 lirums)
Durgaulda sigil scroll -- scribed with care for five uses. For the advanced enchanter (order Durgaulda scroll). (56200 lirums)

Blank Scrolls -- Premium materials:

Vellum scroll -- the workhorse of the modern enchanter. (10200 liriums)
Onionskin scroll -- for low usage projects. (7000 lirums)
Velvet scroll -- for projects that require a master's touch. (12000 lirums)
Papyrus scroll -- a high quality but fragile material. (9400 lirums)
Leather scroll -- for a truly durable material. (11000 lirums)

Magical Sundries -- Assorted goods for the serious Enchanter:

Ju'ladan Oil -- Excellent for oiling stones (2500 lirums)
Cambrinth Rings -- Handy tool for adding an extra boost to your spells. (3000 lirums)

Scroll Qualities:

Poor, Fair, Average, Quite good, Good, Rather good, Very good, Great, Excellent, Incredible, Superb, Truly grand