Enchanting and -Fix System

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Note: Some specific numerical values used in the Enchanting/-Fix system are subject to change, because we have yet to test balance.

In Tales of Onoth, you are able to progressively upgrade the capabilities of your equipment and weapons. Because this is an RP server, and thus the quantification of values for things such as damage and defense happen at the level of the player, and not the weapon or equipment itself, Enchants and -Fixes are a part of the upgrades of your items that will directly modify your stats. For example, instead of having a damage value attached to weapons, modifications to weapons that would traditionally increase damage instead increase your strength, thus increasing your ability to attack, thereby causing more damage.

Obviously, we do roleplay here, not run a knock-off MMO - and thus combat is handled via RP. So, stats will be modified. The kind of enchantments that seek to increase the damage of a weapon instead will be enchantments that increase strength, thereby causing a weapon to be used to do more damage. Of course, there are other effects that can be added to weapons that modify the type of roleplay that you wind up doing with them, such as a sword that causes heat damage, or something of the sort.


Those who can enchant items are typically high-Magicka users/individuals of some sort. The enchanter will have better chances at being successful in their enchanting attempts based on their Magicka stat.

When enchanting an item, the enchanter must always remember to modify the name of the item at the end of the name with (E1) or (E2) so on/so forth, depending on the amount of Enchants that have been successfully performed on the item. This must be tracked accurately.

Any item can go up to E3 before it risks breaking. When an item breaks from an enchant attempt failure, the item returns to E3, and then must be repaired physically.

Protection Tinctures can be acquired for use with enchanting - they must be used on the item before one enchants it, which will protect it from breaking in the event of an enchant attempt failure.

As one goes further past E3, the chance for the enchant to fail becomes greater, but is partially negated by the Magicka abilities of the enchanter.

When enchanting an item, the enchanter decides which stat they'd like to increase, and upon a successful enchant, can increase that stat by either 1 stat point, or 0.5 stat points, depending on whether you used a Greater Enchantment Jewel, or a Lesser Enchantment Jewel.

If using a Lesser E-Jewel: 1d100 - (MAG/5) = enchant roll.
If using a Greater E-Jewel: 1d100 - (MAG/10) = enchant roll.

Example of a roll of an Enchanter with 30 MAG.

Lesser: /rolld 1 100 -6
Greater: /rolld 1 100 -3

The aim is to keep the roll as close to 1 as possible.


Fixes refer to prefix or suffixes. A prefix is a type of enchantment that always succeeds, but can only be done once, and is a matter of stat-based chance, which decides which fix you get. Each fix comes with strengths and weaknesses, that modify stats and/or skills.

We, along with magicka users, will keep track of an ever-updating list of prefixes and suffixes. And example of an item with a prefix and a suffix on it, looks something like this.

Glorious Rare Steel-Plated Gloves of Azrael

In this instance, "Glorious" is the prefix, while "Azrael" is the suffix.

Glorious will always do the same thing, any time it is on an item. Azrael will always do the same thing, any time it is on an item.

You can then further enchant the item, to tweak its strengths/weaknesses.

In some instances, fixes will have both strengths and weaknesses, and different fixes come with different rarities. It'll be much easier to get a common fix, as opposed to an uncommon fix - it all completely depends on the value of the number that you wind up rolling, wherein the higher the number, the better - fixes will be assigned to a specific number range out of 500 or more, so that we're able to properly balance the rareness of chance when it comes to an enchanter getting a rare fix on an item.

Tentatively, 1d500 + (MAG*2) = Fix Roll.

We'll wind up assigning a specific modifier to the roll value of the fix enchant attempt, which is based on the magicka stat of the enchanter.

In order to remove a fix from an item, a special enchant must be performed that can either pass or fail. Failure to remove a fix will have no repercussions, but will prove difficult to do, so consider the gamble/stakes at hand when adding fixes to your items.

In some instances, very rare scrolls that guarantee an assignment of a very specific fix to an item will be available, in-game.

Protection Tinctures (PT's)

PT's are little bottles of fluid that are rare and expensive, and you dump it and smear it on the item before you perform the enchant.

They have different functions depending on what enchant level you're at.

E4 ~ E10: A single PT will, in the event of an enchant failure, stop the item from physically breaking, and will leave the item that the enchant level that it is currently at. If it breaks, in this range, without a PT, the item will physically break, and go back down to E3.

E10 ~ E15: Requires two PT's. With two PT's applied, if the Enchant roll fails, the item will NOT physically break, but WILL go back down to E10. This same idea applies to every single time you surpass an Enchant level that is a multiple of 5. (15/20/25/etc.). The amount of PT's required increases. 10-15 needs 2, 15-20 needs 3, 20-25 needs 4, so on and so forth. When the proper PT amount is applied, and the enchant fails, the item goes back down to whatever multiple of 5 you're operating within the range of.

So, for example 3 PT's are applied to a sword moving from E16 -> E17. The Enchant fails. Thus, the item has physically broken, requires a repair, and the item has dropped back down to E15.

Using less PT's than is required to properly protect an item during an enchant

Say you're enchanting an item that needs 3 PT's because you're going from E16 to E17. You don't have 3 PT's because you're a dirty peasant and you're poor. You use 2 PT's, instead. The enchant fails. The item will then, instead of dropping back to 15, drop back to 10, instead.

Likewise, if you were going from E16 to E17 and you only used one single PT, it would drop back to E5.

Physically Broken Items

Items will physically break when certain criteria is met depending on whether you're using PT's or not.
All that this means is that the item can't be used, and needs to be physically repaired. For example a sword will have the blade fractured/cracked/split in half. An axe may have it's blade fractured/cracked/split in half. Just go get it repaired.
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From here on out, (8/17/2021), all enchantments will only give a +0.5 stat point increase to the stat that matches the enchantment jewel that you've used for the enchantment.

So, for example, if you're using an Enchantment Jewel of Magicka to enchant a necklace, each successful enchant means that the enchanter only adds a 0.5 to the running total of that stat.

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