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Enchantable equipment
The item maker accepts the following equipment:
| Equipment | Can be enchanted | Requirement |
|---|---|---|
| Ordinary unenchanted weapons, armour, jewellery and clothing | Yes | Enough enchantment capacity |
| Magic equipment with only random affixes | Yes | No existing item-maker enchantment |
| Rare weapons, armour, jewellery and clothing | Yes | Identified |
| Crafted Masterworks | Yes | Already identified |
| Legendary | No | — |
| Aetheric | No | — |
| Artifact | No | — |
| Gilded | No | — |
Existing random affixes and weapon techniques stay on the item. On an identified Rare item, the original enchantment and any curse drawback also stay and use none of its enchantment points. Other equipment that already carries an enchantment is normally refused.
Choose from the enchantment catalogue, including Enhances Skill for a chosen skill bonus. The item maker cannot add a weapon technique.
After enchanting a Masterwork:
| Sale method | Available |
|---|---|
| Direct trade | Yes |
| NPC counter | Yes |
| Market listing | No |
Sources (12)
- src/systems/artifactEffects.js
- src/systems/enchanting.js
- bible/06-Systems/Systems-Arc.md
- src/systems/enchantmentCatalogue.js
- src/systems/enchantments.js
- src/formats/magicDef.js
- src/characters/itemTemplates.json
- src/systems/roleplayRealismItems/rriItems.js
- src/net/recipeLaw.js
- src/systems/loot/gemGrades.js
- src/net/alchemyLaw.js
- src/ui/item/itemMakerWindow.js