Enchantments

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Description

The Charms are a few magical items that give the wearer some benefit differs depending on the type of Enchantment it. 108.0 points is needed to Item Identification to identify it and the Enchantment will acquire its magical power.

Features

Enchantment only be carried in a backpack or in the bank (and never in any other container). They can not be left in the ground, and are inloot.

One of its features is the number of uses. Have a number of random applications, which will be reduced each time the wearer dies. When this happens, the rules governing the decrease of the uses of Enchantments are:

- If the player is affected by an enchantment that's backpack, that enchantment lose one use.

- If the player takes an enchantment unidentified backpack, that enchantment lose use and can be stolen.

- If the player has no charm in the backpack, but if in the bank, all enchantments at bank (both identified and unidentified), lose each use.

- When a Enchantment loses its last use, disappears.

There is, for Imbue Gem Charms, which will increase its durability in 20 applications. You can get the vendor of Belthazor (What's placed on the market), or donation for 2 €. | More information here '


There are two kinds of charms, which reward which reward attributes and skills. They are:

- Enchantment of Strenght [The bonus can range from +1 to +5]

- Enchantment of Intelligence [The bonus can range from +1 to +5]

- Enchantment of Dexterity [The bonus can range from +1 to +5]

- Enchantment of Protection [The bonus can be of +2 to +10 armor]

- Enchantment of Life [The bonus can be of +2 to +10 Life]

- Enchantment of Mana [The bonus can be of +2 to +10 mana]

- Enchantment of Tactics [The bonus can be of +2 to +10 tactics]

- Enchantment of Evaluating Intelligence [The bonus can be of +2 to +10 assess intelligence]


Photo

Encantamientos.JPG