Enchanting Basics:
All enchants stat enchantments start at 1% effectiveness unless stated otherwise, you gain 1% effectiveness per level, times this by the enchant tier.
Some potions can improve your effectiveness % but are rare.
Enchantments with Uses gain one use per two enchantment levels.
Novice Enchantments
Blocking
Increases your ability to withstand attacks by blocking.
Lifting
Allows one to lift more weight wise without becoming overwhelmed.
Durability
Increases an objects durability so it will take longer to break.
Magic Damage
Allows a weapon to do direct, raw magic damage to an enemy.
Restoration
Allows an object to have a set amount of uses to heal you for 5% of your health per use at the start
Strength
Increases ones strength, allowing them to hit harder.
Deft Hands
Increases ones ability to use their hands for things such as firing a bow, or pickpocketing.
Health
Increases the amount of health someone has, starts at 1 HP
Mana
Increases the amount of mana someone has, starts at 1 Mana Point
Stamina
Increases the amount of Stamina someone has, starts at 1 Stamina Point
Flame
Deal flame damage against opponents.
Frost
Deal frost damage to an opponent, slowing them down, and at higher levels dealing pure frost damage which harms flesh.
Shock
Deal shock damage which can harm or incapacitate opponents.
Initiate Enchantments
Shielding
Wearing this armor will allow give you a shield that regenerates passively using your own mana upon being damaged.
Strength
Increases the user's base strength, allowing them to deal more damage against opponents, lift more, and increases your toughness.
Stealth
Increases your ability to actively stealth and avoid opponents, making your figure blend in every-so-slightly more.
Resist Disease
Allows one to resist disease, very helpful for those outside often or around people, can prevent almost all diseases except rare or magical ones.
Resist Flame
Allows one to resist flame damage and reduces one's chance to be set on fire.
Resist Frost
Allows one to resist frost damage and allows one to stay in the cold longer, and suffer from its effects less.
Resist Poison
Allows one to resist certain poison effects from magic and blades, including paralysis.
Resist Shock
Allows one to resist shock damage, and makes it less effective against the soft parts of one's body.
Increase Magic Efficiency
Increases the efficiency that one casts at, allowing one to use less mana with spells or magical items.
Increase Magic Strength
Increases a spell's general strength, making healing spells heal more and damage spells deal more.
Increase Magic Range
Increases the effective range of a spell or ability, or allows a spell to travel farther without dissipating.
Exhaustion
Deals stamina damage to an opponent on every hit, slowing them down, deals one point of stamina damage at lowest.
Bless
Allows you to strike a friendly individual and provide a buff, requires contact and has a cooldown of one minute at base, it's buff can be controlled when enchanted.
Apprentice Enchantments
Magic Power
Increase the power of spells cast by the person wearing this armor by a much higher amount, starting at 20%.
Banish
Dispel unholy entities such as ghosts or low level demons, forcing them away or frightening them.
Fear
Creates an aura of fear around an individual, forcing low level monsters or creatures to flee unless they are neutral or friendly.
Holy
An enchantment that deals a much higher amount of damage to unholy creatures specifically, such as undead, demons, etc.
Soul Trap
Upon slaying an individual with a weapon wielding this enchantment, will capture the soul within the weapon which can be transferred to a soul gem, however this must be done after a short while or the soul will dissipate.
Huntsman
An enchantment that deals higher damage to animals, furred monsters, and beastfolk.
Lunar
An enchantment that deals much higher damage during the night from dusk to dawn.
Stamina Regeneration
Increases one's natural stamina regeneration by 1 point per thirty minutes.
Mana Regeneration
Increases one's natural mana regeneration by 1 point per thirty minutes.
Health Regeneration
Increases one's natural health regeneration by 1 point per thirty minutes.
Lucky Hands
Increases one's luck upon contact with an object, only usable on gloves and allows one to have better luck opening chests, higher chances to not trigger traps, etc.
Lucky Stealth
Increases one's accidental ability to avoid being detected, even when standing out in the open you have a chance to not be seen.
Heroism
Increases one's mental will and physical durability.
Chaos
Does a random elemental effect upon striking an opponent, higher levels do more damage and have a higher chance for wilder effects.
Water breathing
Increases the time one can last underwater without air, breathing underwater is possible with this, although tough at first.
Journeyman Enchantments
Luck
Increases one's general luck, increasing the chances of good things happening to you.
Resist Magic
Allows one to increase their resistance to magic damage in general, although weaker than specific damage resistances, its helpful nonetheless.
Charisma
Increases one's charisma when talking to individuals, making conversations go more in your favor.
Turn Undead
Upon killing an opponent with this weapon, they will be turned into a walking corpse that lasts indefinitely, and can be commanded.
Life Drain
Allows one to drain Health from an opponent upon striking them.
Absorb Mana
Allows one to drain Mana from an opponent upon striking them.
Absorb Stamina
Allows one to drain Stamina from an opponent upon striking them.
Piercing
Allows one to pierce standard metal armor with a strong enough hit, although not perfect it can make certain armors weaker. Making the use of cloth and leather useful.
Split
Allows one to split projectiles upon being fired, although inaccurate and do less damage, it makes crowd control a breeze.
Smith's Hand
Increases the effectiveness of smithing while wearing items enchanted with this.
Adept Enchantments
Replenishing
A Much more effective mana regeneration enchantment, scales twice as much, turning 1% per level to 2%
Hidden
Hides one's mind, allowing you to become undetectable to magic or skills.
Cloud-Walker
Allows one to float, at higher levels can even allow flight.
Focus
Increases an archers ability to fire arrows at long distances, increases damage, and durability of bows.
Paralyze
This enchantment has a chance to paralyse an opponent upon striking, higher levels means it has a higher chance to happen.
Master Enchantments
[Cursed] Life-Link
Links the life of the blade and it's user, upon the weapon being damaged, will use the user's health until its healed, will kill the user.
[Cursed] Mana-Death
Slowly drains a user's mana, and disables all regeneration.
[Cursed] Stamina-Death
Slowly drains a user's Stamina, and disables all regeneration.
[Cursed] Do No Friend Harm
Prevents a user from doing damage to things that are the same species as them, and will do the same amount of damage to the user upon striking one.
[Cursed] Webbed
Slows down it's user during combat.
[Cursed] Diseased
The second most dangerous of all cursed items, it will inflict a disease onto an individual that is nigh impossible to remove.. It's effects are unknown, but are you willing to risk it?
Grandmaster Enchantment
[Cursed] Endless Beyond
Prevents all skill leveling while being used or on someone.
[Cursed] Tortured Soul
Grasps onto the user's soul, and begins to deal immense pain to them, although does not harm them.. This effect is permeant unless cured by a high level priest.
[Cursed] Blank Slate
Upon usage, the user will begin to lose their memories, experience, and has unintended consequences once it reaches it's final stage.
[Cursed] Soul-Steal
The most dangerous curse, upon using a weapon with this on it, will begin to slowly, but surely break and destroy someone's soul, starting with their emotions, and ending with full psychotic breaks.
[Cursed] Breaker
This curse will begin to break down an individuals body upon being used, like a slow virus burrowing into an individual.