1. Notes

Enchanting In Depth

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.

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