Enchanters possess the skills to fuse magical elements to physical objects among other things. Their skills are useful in battle as well as for quests, story lore and plot lines. Enchanting requires great skill and a higher level of experience to learn. Enchanters will charge for most of the work they perform and it usually expensive compared to other profession services.
Enchanting requires users to indicate buffs via enchantment ribbons and making enchantments will also require enchanting materials. Ribbons are required to have the name of the enchantment written on them as well as the name of the enchanting character. Elders and players are encouraged to check an enchanter’s profile sheet before having them craft anything. If an Elder suspects an enchanter is performing acts they have not yet learned that player may be banned for cheating. Anyone suspected of cheating should be reported to an Elder right away.
Enchanting tools: Anvil, vials, brew stand, cauldron, crafting tools and more.
Enchanting Disciplines and corresponding colours:
Health Related Enchants = Red Ribbons
Mana Related Enchants = Blue Ribbons
Weapon / Shield Enchantments = Silver/Gray Ribbon
Armour Related Enchants = Green Ribbons
Enchantments do not stack unless otherwise written. This means if you enchant something with a heath ribbon, it cannot have a mana ribbon on it too.
Lvl 2: Lesser Health,
Enchanting items needed 3 = Restore 2 hp
What it does: Allows enchanter to bind a light red ribbon to clothing or armour which will allow you to instantly heal 2 damage when you pull the ribbon off the enchanted item. This does not give you extra armour.
Lvl 2: Lesser Mana,
Enchanting items needed 3 = Restore 2 mana bands
What it does: Allows enchanter to bind a light blue ribbon to clothing or armour which will allow you to instantly replenish 2 mana bands when you pull the ribbon off the enchanted item. This does not give you extra armour.
Lvl 4: Enchant + Disenchant Loot chest,
Enchanting items needed 6 = Magic Lock / unlock)
Enchant Chest: An Enchanted chest is protected by an impenetrable magic so it will not open. This is displayed by tying a blue ribbon around the chest to indicate it cannot be opened until the owner chooses to do so. Once the chest is open, the effect must be reapplied using the enchanting materials. Enchant takes about 5 minutes to perform. Owning chest character must leave chest tied after the enchanter fuses it shut with the enchant, if the owner unties the ribbon, the enchant is gone. This ability cannot be sold as the ribbon itself, it must be performed by an Enchanter with this profession. The owner of the chest does not need to have disenchant chest to open, rather the enchanter will tell them what magic phrase will take off the enchant. Can be stacked with other chest protections.
Disenchant Chest: Allows an enchanter to break open an enchanted chest that has been sealed by others. This must be roleplayed over 2-5 minutes and when chest is looted, the chest must have a black ribbon tied around the base to indicate the enchant was broken. This ability cannot be sold as the ribbon itself, it must be performed by an Enchanter with this profession.
Lvl 6: Magic Resistance,
Enchanting items needed 8 = Blocks first Lvl1 or 2 spell targeted at the character even if beneficial
What it does: Allows enchanter to bind a light green ribbon to clothing, armour or shields to give user spell resistance for spells. If hit with a Lvl 1 or 2 spell, user must announce "Magic Resistance" and pull the ribbon off object. Only usable to block first spell cast at user.
Lvl 8: Artisan Health,
Enchanting items needed 8 = Full Health.
What it does: Allows enchanter to bind a red ribbon to clothing or armour which will allow you to instantly repair all damage when you pull the ribbon off the enchanted item. This does not give you extra armour.
Lvl 8: Artisan Mana,
Enchanting items needed 8 = Full Mana.
What it does: Allows enchanter to bind a dark blue ribbon to clothing or armour which will allow you to instantly replenish all mana bands when you pull the ribbon off the enchanted item. This does not give you extra armour.
Lvl 10: Scorch,
Enchanting items needed 8 = 1st Target hit sets on fire.
What it does: Allows enchanter to bind a light silver ribbon to a weapon or shield. When this ability is used, the character with the ability will say "Scorch" when striking with a weapon or blocking with a shield. Target must roleplay being lit on fire and will have to try and put themselves out, rendering them useless for a few moments but it causes no permanent damage. Remove ribbon after effect has been used.
Lvl 12: Petrify,
Enchanting items needed 10 = 1st Target hit is turned to stone for 3 minutes, leaving them invulnerable.
What it does: Allows enchanter to bind a light silver ribbon to a weapon or shield. When this ability is used, the character with the ability will say "Petrify" when striking with a weapon or blocking with a shield. Target must roleplay turning to stone for 3 minutes when affected. The character that is turned to stone cannot be hurt or damaged by any attacks. Remove ribbon after effect has been used.
Lvl 14: Lightning,
Enchanting items needed 12 = 1st Target hit will get 1 un-blockable damage plus 1hp to the attackers nearest enemy.
What it does: Allows enchanter to bind a light silver ribbon to a weapon or shield. When this ability is used, the character with the ability will say "Lightning Strike" when striking with a weapon or blocking with a shield. The damage is channelled to one limb of contacted character AND it chains to the next closest enemy causing them 1 limb loss. Lightning bypasses armour and shield blocks. Remove ribbon after effect has been used.
Lvl 16: Master Enchanter, (½ mat costs)
Enchanting requires users to indicate buffs via enchantment ribbons and making enchantments will also require enchanting materials. Ribbons are required to have the name of the enchantment written on them as well as the name of the enchanting character. Elders and players are encouraged to check an enchanter’s profile sheet before having them craft anything. If an Elder suspects an enchanter is performing acts they have not yet learned that player may be banned for cheating. Anyone suspected of cheating should be reported to an Elder right away.
Enchanting tools: Anvil, vials, brew stand, cauldron, crafting tools and more.
Enchanting Disciplines and corresponding colours:
Health Related Enchants = Red Ribbons
Mana Related Enchants = Blue Ribbons
Weapon / Shield Enchantments = Silver/Gray Ribbon
Armour Related Enchants = Green Ribbons
Enchantments do not stack unless otherwise written. This means if you enchant something with a heath ribbon, it cannot have a mana ribbon on it too.
Lvl 2: Lesser Health,
Enchanting items needed 3 = Restore 2 hp
What it does: Allows enchanter to bind a light red ribbon to clothing or armour which will allow you to instantly heal 2 damage when you pull the ribbon off the enchanted item. This does not give you extra armour.
Lvl 2: Lesser Mana,
Enchanting items needed 3 = Restore 2 mana bands
What it does: Allows enchanter to bind a light blue ribbon to clothing or armour which will allow you to instantly replenish 2 mana bands when you pull the ribbon off the enchanted item. This does not give you extra armour.
Lvl 4: Enchant + Disenchant Loot chest,
Enchanting items needed 6 = Magic Lock / unlock)
Enchant Chest: An Enchanted chest is protected by an impenetrable magic so it will not open. This is displayed by tying a blue ribbon around the chest to indicate it cannot be opened until the owner chooses to do so. Once the chest is open, the effect must be reapplied using the enchanting materials. Enchant takes about 5 minutes to perform. Owning chest character must leave chest tied after the enchanter fuses it shut with the enchant, if the owner unties the ribbon, the enchant is gone. This ability cannot be sold as the ribbon itself, it must be performed by an Enchanter with this profession. The owner of the chest does not need to have disenchant chest to open, rather the enchanter will tell them what magic phrase will take off the enchant. Can be stacked with other chest protections.
Disenchant Chest: Allows an enchanter to break open an enchanted chest that has been sealed by others. This must be roleplayed over 2-5 minutes and when chest is looted, the chest must have a black ribbon tied around the base to indicate the enchant was broken. This ability cannot be sold as the ribbon itself, it must be performed by an Enchanter with this profession.
Lvl 6: Magic Resistance,
Enchanting items needed 8 = Blocks first Lvl1 or 2 spell targeted at the character even if beneficial
What it does: Allows enchanter to bind a light green ribbon to clothing, armour or shields to give user spell resistance for spells. If hit with a Lvl 1 or 2 spell, user must announce "Magic Resistance" and pull the ribbon off object. Only usable to block first spell cast at user.
Lvl 8: Artisan Health,
Enchanting items needed 8 = Full Health.
What it does: Allows enchanter to bind a red ribbon to clothing or armour which will allow you to instantly repair all damage when you pull the ribbon off the enchanted item. This does not give you extra armour.
Lvl 8: Artisan Mana,
Enchanting items needed 8 = Full Mana.
What it does: Allows enchanter to bind a dark blue ribbon to clothing or armour which will allow you to instantly replenish all mana bands when you pull the ribbon off the enchanted item. This does not give you extra armour.
Lvl 10: Scorch,
Enchanting items needed 8 = 1st Target hit sets on fire.
What it does: Allows enchanter to bind a light silver ribbon to a weapon or shield. When this ability is used, the character with the ability will say "Scorch" when striking with a weapon or blocking with a shield. Target must roleplay being lit on fire and will have to try and put themselves out, rendering them useless for a few moments but it causes no permanent damage. Remove ribbon after effect has been used.
Lvl 12: Petrify,
Enchanting items needed 10 = 1st Target hit is turned to stone for 3 minutes, leaving them invulnerable.
What it does: Allows enchanter to bind a light silver ribbon to a weapon or shield. When this ability is used, the character with the ability will say "Petrify" when striking with a weapon or blocking with a shield. Target must roleplay turning to stone for 3 minutes when affected. The character that is turned to stone cannot be hurt or damaged by any attacks. Remove ribbon after effect has been used.
Lvl 14: Lightning,
Enchanting items needed 12 = 1st Target hit will get 1 un-blockable damage plus 1hp to the attackers nearest enemy.
What it does: Allows enchanter to bind a light silver ribbon to a weapon or shield. When this ability is used, the character with the ability will say "Lightning Strike" when striking with a weapon or blocking with a shield. The damage is channelled to one limb of contacted character AND it chains to the next closest enemy causing them 1 limb loss. Lightning bypasses armour and shield blocks. Remove ribbon after effect has been used.
Lvl 16: Master Enchanter, (½ mat costs)