MRPG Alchemical Enchanting

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Alchemical Enchanting works similarly to basic enchanting but calls for more alchemical components(things made through alchemy), as well as basic alchemical ingredients. Alchemical crafting is used to add special effects to items, like making flaming weapons or damage-absorbing armor.

Alchemical enchanting essentially has three levels: the basic Alchemy level, the more complex temporary effects level, and permanent effects. All alchemical enchanting is done by combining baser potions with each other and other ingredients. The end result, even for a permanent effect, is a potion which must be applied to the item.

Alchemical Effects

  • Bane: causes additional damage to certain mob-types
    • Mortal Bane:
    • Metal Bane:
    • Mystical Bane:
  • Body Guard: adds additional hit points
  • Increasing Strength: adds additional mana points

Weapon Effects

  • Hot-Iron Weapons: this enchantment causes your weapon to glow with white-hot fire, reducing the durability by 10%, but adding 2d6 (+1d6 if the weapon is Very Fine) points of damage. The fire is considered non-magical, and therefore does Mortal damage.
  • Cold-Iron Weapons: this enchantment freezes your weapon solid, reducing the durability by 20%, but adding 2d8(+1d8 if the weapon is Very Fine) points of cold-damage to the weapon. This is considered non-magical and therefore does Mortal damage.
  • Poison Weapon:

Skill Bonuses

Skills can receive bonuses through alchemical enchanting. As covered, skills are Charisma, Medicine, Tinkering, Comprehension, and Perception. Only one skill point may be added in this way, however like-enchantments do stack(so 5 points could be added by placing 5 enchantments on a Very Fine item).

Stat Bonuses

Very high-level alchemical enchantments allow for the addition of +3 and +5 bonuses to stats. Like-enchantments do not stack with each other, but stack with other bonuses. Most importantly: alchemical stat bonuses apply to the un-buffed stat.


See Also: