Welcome to the Enchanter's Shop. If you want a certain item, weapon, or armor enchanted with a specific energy, or special ability, this is the place to request it! Check down the list to see what we can do. Note: basic enchantments are available to characters right after creation - no prerequisite level!
Basic Enchantments
Custom Enchant - Any item can be magically enchanted for any number of uses, giving it special properties or maybe even additional capabilities. When a character is granted a Custom Item from the Level Guide, he may receive it with a variety of enchantments already in place, but if he wants to upgrade it further with mystical powers, the Enchanter Shop is the place to get it. Each custom enchant must be completely unique, just like any Custom Item.
Price: Decided by Enchanter
Primary Statistic Boosts - A character may purchase personal enchantments to one of his primary vital statistics (PVS). These bonuses are applied directly to the character’s person, meaning that they don’t exist on any item and cannot be stolen by or given to another character. Bonus PVS can also be obtained from a character’s race, job class, and even special abilities; this boost and these bonuses are all applied together to form a character’s Bonus PVS. No Bonus PVS can ever exceed 250%. PVS Boosts cannot be sold; however, a statistic boost may be “transferred” from one PVS to a different PVS on the same character for one-quarter of the cost. The PVS are as follows: Stamina (STA), Accuracy (ACC), Agility (AGI), Strength (STR), Endurance (END), Vitality (VIT), Wisdom (WIS).
Price: 10,000 Credits (per 5%)
Shadow Walk - Usually placed on clothing items, this enchantment allows the user to step into the darkness of a shadow and out of another one in a different location. Shadow Walk may only be used to move around in a single area and not to move from one area to another. This enchantment cannot be used in battle. This enchantment is primarily used to spice up role playing sessions for those characters who like to sneak around in the darkness, it's purpose is mostly cosmetic.
Price: 10,000 Credits
Advanced Enchantments (Level 40+)
Family Curse - This enchantment places a curse on an item, weapon, or armor that prevents those unrelated to the owner from using it properly. Any non-family member treats weapons as improvised, receives no defensive properties from armor or shields, and cannot activate any functions of items or potions (other than using one as a paper-weight). Even telekinesis or other non-physical contact is impossible if the owner is in anyway touching or wielding the item. Like runes, an item with this curse is unable to be taken off of a character if defeated in battle; however, unlike runes, these items may be recovered from a character that has been permanently killed. In this case, the curse will remain bounded to the previous owner. The enchanter can remove this enchantment for the same cost as adding the enchantment, but only if the previous owner is deceased.
Price: 72,000 Credits
HP Siphon - This enchantment steals the life force of those it hits and transfers some of its power to the wielder by recovering the health of the attacker by 20% of the damage dealt. This is a healing effect, and so modifiers that result in more or less healing apply to this recovery. If an attack would reduce an enemy's health below zero, it instead reduces it to exactly zero; the heath regeneration is calculated by the amount of damage dealt in order to reduce the opponent's health to exactly zero. This healing effect cannot increase the wielder's current HP to a value above his maximum HP. (Requires character to be a physical or hybrid job class.)
Price: 79,000 Credits
Mystic – The Enchanter Shop may mystify a piece of armor to make it more susceptible to upgrading against all attacks. While this enchant is relatively simple, the wearer must have sufficient willpower in order to maintain the magic of this enchantment. This increases the armor’s maximum physical defense rating (P-DEF) and maximum force defense rating (F-DEF) by 25%. Any armor may only have one of the following enhancements on it: Mystic, Hardened, Buffered, or Ancient. (Requires Base WIS PVS of 100)
Price: 15,000 Credits
Elite Enchantments (Level 80+)
Featherlight - Items with this enchantment seem as light as a feather. When used on a suit of armor or a weapon, it is treated as one class lighter for the purposes of determining if it can be wielded by a character of a particular class. For example: a ninja can wear cloth, light, or featherlight medium armor and can wield light, featherlight medium, or ranged weapons. This enchantment does not affect the maximum ATT, P-DEF, or F-DEF of an item. The mechanical aspect of this enchantment applies to the following: light armor, medium armor, heavy armor, medium weapons, and heavy weapons. If this enchantment is purchased for any other item (for role-play purposes only) then the enchantment will cost one-fifth its market value.
Price: 250,000 Credits
Indestructible - This enchantment prevents any item from being destroyed by any means, regardless of the material used to make it. It is a very powerful enchantment that has been proven to make some legendary weapons and armors last for thousands of years, far longer than their owners. This enchant makes the item immune to the effects of Cie energy.
Price: 90,000 Credits
Summon - This enchantment allows the user to summon the item instantly from any location, no matter how far away it is, even if it resides in a different dimension. Weapons summoned in this fashion can appear either wielded or sheathed and armors summoned in this fashion can appear equipped, if desired, based on the user's discretion at the time of the summoning. This requires no concentration and is not a force effect, so it can be done while distracted or prevented from making force attacks. Summoning an item can be used as many times as desired, at will, and multiple items can be summoned simultaneously (assuming they are all Summon items).
Price: 85,000 Credits
