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The Lore of Prima 15: Weapon and Ring Enchantment
Welcome back to the Lore of Prima series. Once again, I am your host, Mystrial. Settle down, because this is going to be a long one.
So you want to enchant your sword to be indestructible, have a fire augment, recall to you when you lose it, and also have the ability to point you in the right direction of your destiny?
Well too bad, only two of those enchantments are possible and even if indestructibility and waypointing were possible enchantments, your steel sword can only have three enchantments maximum anyway. Oh wait, no it can't because it wasn't enchanted to begin with so you can only choose one of those things. Hope you also have a lot of money on you, because just the two enchantments of fire and recall are going to cost more than a house.
Indeed, enchanting has it's limits and is a rare ability for a blacksmith to have. And yes, you must visit a blacksmith that can do it. These kinds of blacksmiths are referred to as "arcane smiths."
Due to their rarity, arcane smiths can charge whatever price they want to enchant an already existing weapon, or an even higher price for making a weapon that is enchanted. And, believe me, there is a difference between an already existing enchanted weapon and a weapon that has become enchanted after it was forged.
Weapons and rings that already existed without enchantments can only have one of the following enchantments:
1. Fire Augmentation 2. Light Augmentation 3. Dark Augmentation
4. Ice Augmentation 5. Lightning Augmentation 6. Water Augmentation
7. Earth Augmentation 8. Wind Augmentation 9. Life Leech
10. Recall
These aforementioned enchantments grant offensive capabilities with the exception of recall, which is an enchantment that allows a weapon to come back to their master should they get seperated. The weapon will fly back into their hands.
But for a weapon that is made already enchanted, not only can they have any of the previous enchantments mentioned, they can have multiple enchantments if they are made of the correct metals and have access to even more enchantments. These being the following.
11. Feather/Stone Weight 12. Shapeshift 13. Secret Detection
14. Hyperspeed Movement 15. Soul Steal 16. Soul Save
17. Arcane Projectile 18: Fast Healing 19: Bloodletting Wound
20. Short Range Teleportation
Funnily enough, rings are the only other thing in the world that can be enchanted. They are limited to only one enchantment per ring, however, no matter what material they are made of. They can use all but one enchantment: Bloodletting Wound. Even rings that are "designed" to cut people cannot have this type of enchantment.
But perhaps we should also consider what each enchantment really does.
Elemental Augmentations: These are augmentations that allow a ring or weapon do specific things depending on the element. Fire can make a weapon burn a target once it has struck them or a ring to fire a fireball. Ice can make a weapon freeze parts of a body once struck or a ring to create a short range icy beam. Light can... well light up an area with the weapon or ring and allow the user to temporarily blind an opponent with a flash of light. Dark can cause a person to cower in fear if struck or hit by the miasma cloud a ring can create with it. Lightning will shock an opponent if struck by a weapon or hit by the shock ball a ring can create with it. Earth can cause lasting injuries through infections by manifesting dirt in the wounds that a weapon leaves or, in the case of a ring, will create a small boulder like projectile to throw at someone. Wind can leave even wounds even if the weapon misses it's target by create "razer winds" or, in the case of a ring, create a blast of wind that will knock foes back. And finally, water extend a weapon's reach by create a mass of water around it and use it like a whip or, in the case of a ring, can shoot a powerful jet of water from it.
Elemental augmentation can only be made by arcane smiths with a dark elemental affinity, as is the case with any offensive based enchantments but more on that later. To make the enchantment, one must collect a stone that corresponds with the element in question, four leaves of an acanaj bush, and the dark affinity.
Life Leech: This enchantment is one that can drain an opponent's life force gradually and give their life force to the user. This is a very dark enchantment and is very rare to run into because of the materials needed to make it, the fact that it is an illegal enchantment, and the fantastically huge price an arcane smith will charge for it. To make it, one must have the egg of a tyrannosaurid, fifteen leaves of an acanaj bush, and the dark affinity.
Recall: Recall is a passive enchantment that allows a weapon or ring to come back to it's master by flying back to them. Recall is a very useful enchantment and that is probably the reason why it is the most common enchantment. It is easy to create as well because the resources needed are more readily available and easy to obtain.
Recall can only be made by an arcane smith with a light elemental affinity. The resources needed to make it are the scales of the great green salmon, two leaves of the acanaj bush, and the light affinity.
Feather/Stone Weight: A passive enchantment that allows the user to wield their weapon or ring, if they so choose, more easily and for others to be unable to wield it as easily. It is an enchantment that is usually placed on a weapon to prevent it from being stolen from the owner. A side effect is that a massive weapon like a great sword will become easier to use due to it feeling lighter in its master's hands.
This enchantment can be made by using a piece of a shell of an armored desert sandworm, nine leaves of the acanaj bush, and the light affinity.
Shapeshift: As it's name implies, this enchanment allows a ring or a weapon to change shape. This makes it an incredibly useful enchantment. A ring can become a tool like a wrench or a hammer. Or turn into a weapon. Or a weapon can turn into a ring! The possibilities are endless save for one restraint: the range the item can become is limited to a minimum of half an inch or a maximum of ten feet. It is a very rare enchantment as well because of the materials needed and that it is banned in large cities. Those who have something with this enchantment will have to give it to the guards until they finally leave the city.
This enchantment is made with the shedded skin of a shadowboa, twelve acanaj bush leaves, and the light affinity.
Secret Detection: Secret Detection will allow a weapon or ring to hum whenever something their owner is interested in finding is hiding nearby. This has to be a very specific thing though. It will not just tell you where anything is. It will only hum and let you know when the very thing you have set it to detect is nearby and hum more loudly when you get closer to it. This is the least common used enchantment however. Likely due to the fact that anyone that would want it is probably up to no good or is a very forgetful person. HOWEVER, this enchantment can even be used to find specific people.
To make this enchantment, one must have something that is related to the item or person they want to find, twenty leaves of the acanaj bush, and the light affinity.
Hyperspeed Movement: A favorite but among the hardest enchantments to get. This enchantment allows the user to move three times as fast as they normally would. This is very useful when it comes to fleeing, travelling, or combat. A knight that can fight three times as fast is an extremely deadly foe. BUT this enchantment is hard as hell to obtain, for it requires rare resources and a lot of them to obtain it.
To get this enchantment, one must have ten feathers of a crimson strider, four fangs of a smiling death, the corpse of a silver hare, fifty leaves of the acanaj bush, and the light affinity.
Soul Steal/Soul Save: Both of these are equally the hardest enchantments to obtain. First of all, they are both illegal, with the exception of Soul Save being allowed by those who are official priests and priestesses of Xiahwen. Second, the resources needed are insanely hard to come by.
Soul Steal is straight up illegal to own. What it does is seal the soul of a person into a ring or a weapon. There is no limit to how many souls a ring or a weapon can have. This allows the user to increase their physical and magical abilities by using the souls. Those souls will never know rest.
In conrtast, Soul Save was created to counteract what Soul Steal does. It releases the souls of those in a weapon or a ring and allows them to know peace. However, there are some souls, such as those of monsters, that can be freed with this enchantment as well, which is why only official priests and priestesses of Xiahwen are allowed to wield this enchantment.
To make either of these enchantments, one must have an ounce of jahzerah kanaka, seven teeth of a leviathan, one hundred leaves from the acanaj bush, and the light or dark affinity. Light will create Soul Save. Dark will create Soul Steal.
Arcane Projectile: As may be evident, this releases a nonelemental projectile from the strike of a weapon or when used by a ring. The projectile is not very strong but is capable of harming an opponent.
To get this enchantment, you must have the blood of a mage (no they don't need to be dead and if your are a mage, you can use your own), eight leaves of the acanaj bush, and a dark affinity.
Fast Heal: This enchantment grants a mild healing factor on the user. This can cure small cuts and bruises but it will not heal broken bones or lethal injuries. It can, however, prevent infections from happening.
To get this enchantment, one must have four tails of a Badlands gecko, three leaves of the acanaj bush, and the light affinity.
Bloodletting Wound: This is an enchantment that, while not illegal, is frowned upon. It allows a user to cut an opponent with a wound that will not stop bleeding for a time, as it delays the blood coagulation process to begin. The bleeding will persist for hours and can cause death through blood loss. Hunters favor this enchantment due to how effective it is at killing large game like tyrannosaurids or red eyed bears.
To make it, one must have ten harana flowers, the venom of a rumbleback spider, seven leaves of the acanaj bush, and the dark affinity.
Short Range Teleportation: This is the second hardest enchantment to get. It allows the user to teleport about ten feet from where they were. While this might not seem terribly useful, it most certainly is. But this is the second hardest enchantment to get because it is so expensive and requires the consent from the Council of Elders. One must be in very good standing with them to even be allowed to get this enchantment.
In order to get it, one must obtain some blood from an Elder or Chieftain from the Council of Elders, fifty leaves of the acanaj bush, and the light affinity. Also a hell of a lot of money.
As one can see, while some have great uses, none of these are too terribly powerful save for Soul Steal and Soul Save. Indeed, enchantments are not at all replacements for real magic, but are definitely useful to those who lack it.
How does one make an enchantment though? How do the arcane smiths do it?
This is not an easy skill to learn. In fact, for most blacksmiths, this skill is downright impossible to learn. A blacksmith must have one of the two nonelemental affinities and even then, they will only be able to enchant according to that affinity. There is no other way.
A blacksmith that is born with a light affinity will be able to make passive and holy enchantments. A blacksmith born with a dark affinity will be able to create more offensive and unholy types of enchantments.
Then that arcane smith has to grow an acanaj bush. This is a plant that must be grown in a special type of soil and will not grow if there is no arcane smith nearby. They annually bloom with their precious blue glowing leaves. These leaves glow because of the sheer amount of power housed within them. They are essential for enchanting. Acanaj typically only have one hundred leaves to use per year, so arcane smiths can only enchant so many times a year.
THEN, they have to learn how to do it by another arcane smith of the same affinity. This is where they will learn the encantations for each enchantment they will learn about. While not a lot of arcane stamina is required for an enchantment to be made, the strength of an arcane smith's arcane stamina will determine it's potency. A weak arcane smith will make only the most basic versions of any enchantment. An example of this would be a fire augmentation where the sword only creates first or second degree burns on its foe. But a strong one will create the most powerful versions of the enchantment in question. Again, referring to a masterful fire augmentation, this will cause third degree burns and irrepairable damage to its foe. This is not exactly a huge difference since, basic or masterful, an enchantment grants very useful advantages in combat.
Then they must forge the weapon or ring (or in the case of an already existing weapon or ring, heat it up to red hot temperatures), throw in the ingredients necessary for a specific enchantment into the furnace with the item, pull the item out of the furnace and seal the ingredients into the blade (or whatever part of the weapon is the actual... dangerous part) with a sigil that represents the enchantment. And that's it.
There are twenty sigils, one for each enchantment type. They are emblazened or chiziled into the weapon or ring. As for the materials that can hold enchantments, it depends on what kind of material your weapon or ring is made of. The strength of the material will determine how many enchantments it can hold when created. If there are too many enchantments, the item will be destroyed from its own instability.
There are only six known metals that can house enchantments: Bronze, Iron, Gold, Silver, Steel, and Purified Jahzerah Kanaka.
Bronze and Iron can hold one enchantment.
Gold and Silver can hold two.
Steel can hold three.
Purified Jahzerah Kanaka can hold every single enchantment. All of them. This is because purified jahzerah kanaka is the strongest metal in the universe. Legends state of its ability to chain even the gods should shackles be made of such material. However there are two problems with this metal. One is it's rarity.
Purified Jahzerah Kanaka comes from the final seconds of an extremely large stars life before it turns hypernova. As such, it is an exceptionally rare material to find. Even on Prima, experts believe that raw jahzerah kanaka ore is likely only around five hundred tons. In the whole world.
The other issue that purified jahzerah kanaka has is it's sheer weight. Once purified, jazerah kanaka becomes incredibly dense. A teaspoon of the stuff weighs around forty pounds on it's own. This makes a weapon made of jahzerah kanaka practically impossible to wield to all but exceptionally strong Xiahwenites, as a one handed arming sword made of such material would be a WHOPPING 9,600 pounds.
Truly only a Xiahwenite blessed with immeasurable strength could possibly lift an object of such weight, let alone wield it. There are only a handful of Xiahwenites that come to mind in being able to use weapons made of such metal. One of them is Jahzahvine Talima.
The amount of enchantments depending on material does not apply to rings. It does not matter what material a ring is made of, rings can only have one enchantment each.
Many arcane smiths have tried to find new enchantments to add to the list, but none have succeeded. It seems that enchanting weapons has reached its limit. While it may be possible to find a new one by combining the right materials, no one has come to find anything that works save for those twenty enchantments.
That concludes this episode of The Lore of Prima. Mystrial out!
Welcome back to the Lore of Prima series. Once again, I am your host, Mystrial. Settle down, because this is going to be a long one.
So you want to enchant your sword to be indestructible, have a fire augment, recall to you when you lose it, and also have the ability to point you in the right direction of your destiny?
Well too bad, only two of those enchantments are possible and even if indestructibility and waypointing were possible enchantments, your steel sword can only have three enchantments maximum anyway. Oh wait, no it can't because it wasn't enchanted to begin with so you can only choose one of those things. Hope you also have a lot of money on you, because just the two enchantments of fire and recall are going to cost more than a house.
Indeed, enchanting has it's limits and is a rare ability for a blacksmith to have. And yes, you must visit a blacksmith that can do it. These kinds of blacksmiths are referred to as "arcane smiths."
Due to their rarity, arcane smiths can charge whatever price they want to enchant an already existing weapon, or an even higher price for making a weapon that is enchanted. And, believe me, there is a difference between an already existing enchanted weapon and a weapon that has become enchanted after it was forged.
Weapons and rings that already existed without enchantments can only have one of the following enchantments:
1. Fire Augmentation 2. Light Augmentation 3. Dark Augmentation
4. Ice Augmentation 5. Lightning Augmentation 6. Water Augmentation
7. Earth Augmentation 8. Wind Augmentation 9. Life Leech
10. Recall
These aforementioned enchantments grant offensive capabilities with the exception of recall, which is an enchantment that allows a weapon to come back to their master should they get seperated. The weapon will fly back into their hands.
But for a weapon that is made already enchanted, not only can they have any of the previous enchantments mentioned, they can have multiple enchantments if they are made of the correct metals and have access to even more enchantments. These being the following.
11. Feather/Stone Weight 12. Shapeshift 13. Secret Detection
14. Hyperspeed Movement 15. Soul Steal 16. Soul Save
17. Arcane Projectile 18: Fast Healing 19: Bloodletting Wound
20. Short Range Teleportation
Funnily enough, rings are the only other thing in the world that can be enchanted. They are limited to only one enchantment per ring, however, no matter what material they are made of. They can use all but one enchantment: Bloodletting Wound. Even rings that are "designed" to cut people cannot have this type of enchantment.
But perhaps we should also consider what each enchantment really does.
Elemental Augmentations: These are augmentations that allow a ring or weapon do specific things depending on the element. Fire can make a weapon burn a target once it has struck them or a ring to fire a fireball. Ice can make a weapon freeze parts of a body once struck or a ring to create a short range icy beam. Light can... well light up an area with the weapon or ring and allow the user to temporarily blind an opponent with a flash of light. Dark can cause a person to cower in fear if struck or hit by the miasma cloud a ring can create with it. Lightning will shock an opponent if struck by a weapon or hit by the shock ball a ring can create with it. Earth can cause lasting injuries through infections by manifesting dirt in the wounds that a weapon leaves or, in the case of a ring, will create a small boulder like projectile to throw at someone. Wind can leave even wounds even if the weapon misses it's target by create "razer winds" or, in the case of a ring, create a blast of wind that will knock foes back. And finally, water extend a weapon's reach by create a mass of water around it and use it like a whip or, in the case of a ring, can shoot a powerful jet of water from it.
Elemental augmentation can only be made by arcane smiths with a dark elemental affinity, as is the case with any offensive based enchantments but more on that later. To make the enchantment, one must collect a stone that corresponds with the element in question, four leaves of an acanaj bush, and the dark affinity.
Life Leech: This enchantment is one that can drain an opponent's life force gradually and give their life force to the user. This is a very dark enchantment and is very rare to run into because of the materials needed to make it, the fact that it is an illegal enchantment, and the fantastically huge price an arcane smith will charge for it. To make it, one must have the egg of a tyrannosaurid, fifteen leaves of an acanaj bush, and the dark affinity.
Recall: Recall is a passive enchantment that allows a weapon or ring to come back to it's master by flying back to them. Recall is a very useful enchantment and that is probably the reason why it is the most common enchantment. It is easy to create as well because the resources needed are more readily available and easy to obtain.
Recall can only be made by an arcane smith with a light elemental affinity. The resources needed to make it are the scales of the great green salmon, two leaves of the acanaj bush, and the light affinity.
Feather/Stone Weight: A passive enchantment that allows the user to wield their weapon or ring, if they so choose, more easily and for others to be unable to wield it as easily. It is an enchantment that is usually placed on a weapon to prevent it from being stolen from the owner. A side effect is that a massive weapon like a great sword will become easier to use due to it feeling lighter in its master's hands.
This enchantment can be made by using a piece of a shell of an armored desert sandworm, nine leaves of the acanaj bush, and the light affinity.
Shapeshift: As it's name implies, this enchanment allows a ring or a weapon to change shape. This makes it an incredibly useful enchantment. A ring can become a tool like a wrench or a hammer. Or turn into a weapon. Or a weapon can turn into a ring! The possibilities are endless save for one restraint: the range the item can become is limited to a minimum of half an inch or a maximum of ten feet. It is a very rare enchantment as well because of the materials needed and that it is banned in large cities. Those who have something with this enchantment will have to give it to the guards until they finally leave the city.
This enchantment is made with the shedded skin of a shadowboa, twelve acanaj bush leaves, and the light affinity.
Secret Detection: Secret Detection will allow a weapon or ring to hum whenever something their owner is interested in finding is hiding nearby. This has to be a very specific thing though. It will not just tell you where anything is. It will only hum and let you know when the very thing you have set it to detect is nearby and hum more loudly when you get closer to it. This is the least common used enchantment however. Likely due to the fact that anyone that would want it is probably up to no good or is a very forgetful person. HOWEVER, this enchantment can even be used to find specific people.
To make this enchantment, one must have something that is related to the item or person they want to find, twenty leaves of the acanaj bush, and the light affinity.
Hyperspeed Movement: A favorite but among the hardest enchantments to get. This enchantment allows the user to move three times as fast as they normally would. This is very useful when it comes to fleeing, travelling, or combat. A knight that can fight three times as fast is an extremely deadly foe. BUT this enchantment is hard as hell to obtain, for it requires rare resources and a lot of them to obtain it.
To get this enchantment, one must have ten feathers of a crimson strider, four fangs of a smiling death, the corpse of a silver hare, fifty leaves of the acanaj bush, and the light affinity.
Soul Steal/Soul Save: Both of these are equally the hardest enchantments to obtain. First of all, they are both illegal, with the exception of Soul Save being allowed by those who are official priests and priestesses of Xiahwen. Second, the resources needed are insanely hard to come by.
Soul Steal is straight up illegal to own. What it does is seal the soul of a person into a ring or a weapon. There is no limit to how many souls a ring or a weapon can have. This allows the user to increase their physical and magical abilities by using the souls. Those souls will never know rest.
In conrtast, Soul Save was created to counteract what Soul Steal does. It releases the souls of those in a weapon or a ring and allows them to know peace. However, there are some souls, such as those of monsters, that can be freed with this enchantment as well, which is why only official priests and priestesses of Xiahwen are allowed to wield this enchantment.
To make either of these enchantments, one must have an ounce of jahzerah kanaka, seven teeth of a leviathan, one hundred leaves from the acanaj bush, and the light or dark affinity. Light will create Soul Save. Dark will create Soul Steal.
Arcane Projectile: As may be evident, this releases a nonelemental projectile from the strike of a weapon or when used by a ring. The projectile is not very strong but is capable of harming an opponent.
To get this enchantment, you must have the blood of a mage (no they don't need to be dead and if your are a mage, you can use your own), eight leaves of the acanaj bush, and a dark affinity.
Fast Heal: This enchantment grants a mild healing factor on the user. This can cure small cuts and bruises but it will not heal broken bones or lethal injuries. It can, however, prevent infections from happening.
To get this enchantment, one must have four tails of a Badlands gecko, three leaves of the acanaj bush, and the light affinity.
Bloodletting Wound: This is an enchantment that, while not illegal, is frowned upon. It allows a user to cut an opponent with a wound that will not stop bleeding for a time, as it delays the blood coagulation process to begin. The bleeding will persist for hours and can cause death through blood loss. Hunters favor this enchantment due to how effective it is at killing large game like tyrannosaurids or red eyed bears.
To make it, one must have ten harana flowers, the venom of a rumbleback spider, seven leaves of the acanaj bush, and the dark affinity.
Short Range Teleportation: This is the second hardest enchantment to get. It allows the user to teleport about ten feet from where they were. While this might not seem terribly useful, it most certainly is. But this is the second hardest enchantment to get because it is so expensive and requires the consent from the Council of Elders. One must be in very good standing with them to even be allowed to get this enchantment.
In order to get it, one must obtain some blood from an Elder or Chieftain from the Council of Elders, fifty leaves of the acanaj bush, and the light affinity. Also a hell of a lot of money.
As one can see, while some have great uses, none of these are too terribly powerful save for Soul Steal and Soul Save. Indeed, enchantments are not at all replacements for real magic, but are definitely useful to those who lack it.
How does one make an enchantment though? How do the arcane smiths do it?
This is not an easy skill to learn. In fact, for most blacksmiths, this skill is downright impossible to learn. A blacksmith must have one of the two nonelemental affinities and even then, they will only be able to enchant according to that affinity. There is no other way.
A blacksmith that is born with a light affinity will be able to make passive and holy enchantments. A blacksmith born with a dark affinity will be able to create more offensive and unholy types of enchantments.
Then that arcane smith has to grow an acanaj bush. This is a plant that must be grown in a special type of soil and will not grow if there is no arcane smith nearby. They annually bloom with their precious blue glowing leaves. These leaves glow because of the sheer amount of power housed within them. They are essential for enchanting. Acanaj typically only have one hundred leaves to use per year, so arcane smiths can only enchant so many times a year.
THEN, they have to learn how to do it by another arcane smith of the same affinity. This is where they will learn the encantations for each enchantment they will learn about. While not a lot of arcane stamina is required for an enchantment to be made, the strength of an arcane smith's arcane stamina will determine it's potency. A weak arcane smith will make only the most basic versions of any enchantment. An example of this would be a fire augmentation where the sword only creates first or second degree burns on its foe. But a strong one will create the most powerful versions of the enchantment in question. Again, referring to a masterful fire augmentation, this will cause third degree burns and irrepairable damage to its foe. This is not exactly a huge difference since, basic or masterful, an enchantment grants very useful advantages in combat.
Then they must forge the weapon or ring (or in the case of an already existing weapon or ring, heat it up to red hot temperatures), throw in the ingredients necessary for a specific enchantment into the furnace with the item, pull the item out of the furnace and seal the ingredients into the blade (or whatever part of the weapon is the actual... dangerous part) with a sigil that represents the enchantment. And that's it.
There are twenty sigils, one for each enchantment type. They are emblazened or chiziled into the weapon or ring. As for the materials that can hold enchantments, it depends on what kind of material your weapon or ring is made of. The strength of the material will determine how many enchantments it can hold when created. If there are too many enchantments, the item will be destroyed from its own instability.
There are only six known metals that can house enchantments: Bronze, Iron, Gold, Silver, Steel, and Purified Jahzerah Kanaka.
Bronze and Iron can hold one enchantment.
Gold and Silver can hold two.
Steel can hold three.
Purified Jahzerah Kanaka can hold every single enchantment. All of them. This is because purified jahzerah kanaka is the strongest metal in the universe. Legends state of its ability to chain even the gods should shackles be made of such material. However there are two problems with this metal. One is it's rarity.
Purified Jahzerah Kanaka comes from the final seconds of an extremely large stars life before it turns hypernova. As such, it is an exceptionally rare material to find. Even on Prima, experts believe that raw jahzerah kanaka ore is likely only around five hundred tons. In the whole world.
The other issue that purified jahzerah kanaka has is it's sheer weight. Once purified, jazerah kanaka becomes incredibly dense. A teaspoon of the stuff weighs around forty pounds on it's own. This makes a weapon made of jahzerah kanaka practically impossible to wield to all but exceptionally strong Xiahwenites, as a one handed arming sword made of such material would be a WHOPPING 9,600 pounds.
Truly only a Xiahwenite blessed with immeasurable strength could possibly lift an object of such weight, let alone wield it. There are only a handful of Xiahwenites that come to mind in being able to use weapons made of such metal. One of them is Jahzahvine Talima.
The amount of enchantments depending on material does not apply to rings. It does not matter what material a ring is made of, rings can only have one enchantment each.
Many arcane smiths have tried to find new enchantments to add to the list, but none have succeeded. It seems that enchanting weapons has reached its limit. While it may be possible to find a new one by combining the right materials, no one has come to find anything that works save for those twenty enchantments.
That concludes this episode of The Lore of Prima. Mystrial out!
Category Artwork (Digital) / Fantasy
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I probably should've mentioned this but divine weapons, whether they are good or evil, are not considered enchanted. That is simply a side effect of belonging to such a being like a god. And a god weapon or... unbound weapons for that matter, are not limited in the ways enchanted weapons are.
So in short, yes. Gods have additional enchantments. This applied only to those that are mortal.
So in short, yes. Gods have additional enchantments. This applied only to those that are mortal.
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