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Jewellery enchantment capacity
These are the base capacities of looted jewellery and the starting values for crafted jewellery. They do not use weapon or armour material multipliers.
| Piece | Base enchantment points |
|---|---|
| Amulet | 2,300 |
| Bracer | 1,500 |
| Ring | 1,800 |
| Bracelet | 1,750 |
| Mark | 800 |
| Torc | 2,050 |
| Cloth Amulet | 600 |
| Wand | 1,200 |
Crafted jewellery adds the following bonuses to its base capacity. Metal and gem bonuses add together; for example, a Gold Ring made with a plain Ruby has 2,160 points. Some recipes require a gem, so their finished capacity will already include its bonus. See Smithing for recipes.
| Crafting material | Extra capacity |
|---|---|
| Silver | None |
| Gold | +10% |
| Platinum | +20% |
| Chipped gem | +2.5% |
| Flawed gem | +5% |
| Plain gem or Pearl | +10% |
| Flawless gem | +20% |
| Perfect gem | +40% |
A Gemcutter adds another 10% of base capacity to gemmed jewellery. A Goldsmith's Silver pieces receive Gold's +10%. A gem used during crafting increases capacity; a socket gem added to finished equipment provides its own combat bonuses instead.
For weapons and armour, better materials increase item-maker capacity but do not increase Arcane Essence yield. Jewellery's crafting bonuses do count toward Essence yield.
Sources (11)
- 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