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Enchanting

The capstone of crafting: what a finished piece can still become.

The capstone of crafting: what a finished piece can still become.

SLOTS. Every piece of gear carries a few enhancement slots by tier, and the enchanting skill gates the work. enhance <item> with <enhancement> spends a crafted enhancement item on one slot to reinforce armour, sharpen an edge, harden against wear, brand a weapon with an element or ward a shield against magic; every effect rides a system already in the world.

RUNE AND GEM. enchant <item> with <rune> and <gem> binds two disciplines onto one slot: the RUNE (runecrafting) is the verb, what the enchant does (brand, ward, hone); the cut GEM (jewelcrafting) is the element (ruby to fire, sapphire to ice) and the power, gem tier times its cut. Its strength is rolled on the runecrafter's luck: the mean rises with skill and the ceiling stays a draw, a master, never a certainty.

WAKING THE HIGH TIERS. High-tier work leaves the forge DORMANT and labour unleashes it. Tier ten to twelve pieces attune by use, waking to their bearer over about two hundred fights, from 85 in the hundred to full. Tier thirteen, the ancient pieces, take TEMPERING CYCLES: five sessions, each consuming an essence, from 70 to unleashed, and the final cycle only at a place of power, Deepfall's deep forge or the height of a seasonal festival's forge-rite. temper and perfect are the words; perfecting raises a piece toward the quality it was rolled with, never past it. repair keeps a piece from wear.

See also: help crafting, help ancients, help craft quests.

Syntax

enhance  with 
enchant  with  and 
temper 
perfect
repair 

Examples

enchant sword with brand rune and ruby
temper blade

Generated from the game, 15 August 2026.