Enchanting
From Aeonian Dreams
Enchanting is a skill that can be utilized both as a spell mastery in the creation of spells and as a special skill which adds either stats or casting affects to equipment. Enchanting can only be performed on equipment that does not yet have any affects, such as some equipment loaded in game shops, and all crafted equipment that has not yet been enchanted. The quality of the material of the item to be crafted, as well as the quality of the item itself, will have an affect on how powerful of an enchant will be placed upon the given item.
Spells which can be created using the Enchanting skill are as follows:
| Rank | Power | Spell Type |
|---|---|---|
| 1 | Cast/research spells that affect armor | Affect |
| 1 | Cast/research spells that give detect magic | Affect |
| 10 | Cast/research spells that give detect align | Affect |
| 20 | Cast/research spells that give detect invisibility | Affect |
| 30 | Cast/research spells that enable flight | Affect |
| 40 | Cast/research spells that give infravision | Affect |
| 60 | Cast/research spells that give sense life | Affect |
| 80 | Cast/research spells that give true sight | Affect |
Armour - Increase or decrease Armour Class
Detect Magic - Gives target the ability to view magical affects on items.
Detect Align - Gives target the ability to view the good or evil alignment of mobs or players.
Detect Invisibility - Gives target the ability to view SOME invisible mobs, players, and items
Fly - Gives target the ability to fly. There are currently no areas in Aeonian Dreams which require the player to fly up to a separate area; however, having the fly affect allows the player to move over water, and supposedly helps with stamina while moving over rough terrain. Fly also gives immunity to being tripped.
Infravision - Gives target the ability to see in dark rooms. The benefit of this is in that when the player uses a light, it gives everyone the ability to see, therefore aggressive mobs will attack on sight. A player affected by infravision may remove their light source, giving only themselves the ability to see in the darkness. In this way, the player will be able to kill the aggressive mobs one by one, or avoid them entirely.
Sense Life - Gives target the knowledge that there is a hidden or invisible player or mob in the room.
True Sight - Gives target the ability to see many more invisible mobs, players and items than with the detect invis affect.
Enchanting an Item
Placing an enchant on an item first requires that the one performing the enchant hold an appropriately powerful enchanting stone. Enchanting stones come in many forms and may be purchased in the Reutgarten Magic Shop, in the shops of those players fortunate enough to have found them on their journeys, and by searching the world for them. Only a select few stones will load in the same predetermined areas each time the game is booted, so only the knowledgeable, powerful and/or lucky will get to them first. When ready to perform the enchant, the stone will need to be held by the enchanter.
Secondly, one must have researched or scribed an appropriate spell from any spell mastery. It can correctly be inferred from this that one must have the given mastery to have researched or scribed the spell.
To give an item the power to increase the wearer's stats (STR,DEX,CON only) one must empower the item. Empowering is performed using the following syntax:
Enchant empower <item> <spell> - Where <item> is the item to be enchanted, and <spell> is a spell which when cast would have the affect of increasing the stats of the target of the spell.
Example: enchant empower helm 'superstrength'
Note that empowering an item will not give the full stats that casting would give. More knowledge of these intricacies can be found by experimentation.
Imbuing an Item
To give an item a percentage chance to cast a spell, the item must be imbued. Imbuing an item is performed using the following syntax:
Enchant imbue <item> <spell> <percentage> - Where <item> is the item to be imbued, <spell> is the spell to be cast, and <percentage> is a number from 1 to 25, which will be the chance that the spell will be cast during appropriate events to be described below.
Example: enchant imbue shield 'healing breeze' 15
Effects
Weapons - An enchanted weapon has a chance to cast when it hits the enemy. Weapons enchanted with a beneficial spell will benefit your enemy, and those enchanted with detrimental spells will cause harm to the enemy.
Armour - An enchanted armour has a chance to cast when it is hit by the enemy. Armour enchanted with detrimental spells will affect your enemy, but those enchanted with beneficial spells will affect you.
Shields - An enchanted shield will affect you if you use the shield block skill, and your enemy if you use the shield bash skill.


