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analects_book_1_chapter_10

Analects Book 1 Chapter 10: Enchantments

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The following tables provide a collection of enchantments you may purchase or equip. For more information on their use in the game, see Player's Guide Chapter 7: Gear and Wealth.

Weapon Enchantments Table

Armor Enchantments Table

Enchantment Level Power Wealth
Featherweight Armor 4 1 2
Hardened Armor 4 1 2
Scholar's Armor 4 2 2
Bulwark Armor 8 3 3
Guardian Armor 8 3 3
Penumbra Armor 8 3 3
Sage's Armor 8 5 3

Shield Enchantments Table

Enchantment Level Power Wealth
Hardened Shield 4 1 2
Scholar's Shield 4 2 2
Widened Shield 4 1 2
Dancing Shield 8 3 3
Crystal Shield 8 3 3
Sage's Shield 8 5 3
Sterling Shield 8 3 3


Weapon Enchantment Entries

Accurate Weapon

Accurate Weapon Weapon Enchantment Level: 4 Power: 1 Wealth: 2
Hit +1d6
Damage +1d2
Extra Effect
The weapon no longer requires standard maintenance. This effect is constant.


Brutal Weapon

Brutal Weapon Weapon Enchantment Level: 4 Power: 1 Wealth: 2
Hit +1d2
Damage +1d6
Extra Effect
The weapon can be adorned with a trophy from your greatest kill, even if it would normally be impractical to sport such an adornment. This effect is constant.


Crystal Weapon

Crystal Weapon Weapon Enchantment Level: 8 Power: 3 Wealth: 3
Hit +1d10
Damage +1d6
Special Whenever this Action deals typed damage to an enemy with Weakness of 1 or greater to that type, the Damage entry gains Piercing 6.
Extra Effect
You can make this weapon glow with a thought, making you Luminous until the end of the scenario or you cancel the effect with another thought. This does not require use of your Strategy or Action Phase.


Graceful Weapon

Graceful Weapon Weapon Enchantment Level: 8 Power: 3 Wealth: 3
If this Action has a Range or Thrown entry, increase it by 2. Otherwise this Action gains Thrown 1.
Hit +1d6
Damage +1d10
Special If this weapon was thrown, you can have it return to your hand. If you do, the Action loses all text apart from any Hit, Damage, Defense, and Special entries.
Extra Effect
The last 3 individuals that have slain a dangerous foe with this weapon instinctively know in what direction it can be found. This effect is constant.


Masterwork Weapon

Masterwork Weapon Weapon Enchantment Level: 8 Power: 3 Wealth: 3
Hit +1d8
Damage +1d8
Special If the Action lacks a Defense entry, it gains Defense: 1d8. If the Action has a Defense entry, it gains +1d4.
Extra Effect
The weapon does not require standard maintenance and will never rust or corrode from being exposed to the elements (even magical ones). This effect is constant.


Mighty Weapon

Mighty Weapon Weapon Enchantment Level: 8 Power: 3 Wealth: 3
Hit +1d4
Damage +1d12
Special If the Action's Damage entry has a Piercing value, increase it by 1. Otherwise the Action's Damage entry gains Piercing 1.
Extra Effect
The weapon is made too heavy for any but its chosen wielder to use properly in battle. Enchanters can change the identity of the chosen wielder.


Reliable Weapon

Reliable Weapon Weapon Enchantment Level: 4 Power: 1 Wealth: 2
Hit +1d4
Damage +1d4
Extra Effect
The weapon will never rust or corrode from being exposed to the elements (even magical ones). This effect is constant.


Sage's Weapon

Sage's Weapon Weapon Enchantment Level: 8 Power: 5 Wealth: 3
Hit +1d4
Damage +1d4
Extra Effect
The weapon can warp out of existence for up to 1 hour per level and can be resummoned at any time. It must still be equipped normally afterward.


Scholar's Weapon

Scholar's Weapon Weapon Enchantment Level: 4 Power: 2 Wealth: 2
Hit +1d2
Damage +1d2
Extra Effect
The weapon can magically shrink in size to 1/10th of its normal size for up to 1 hour per level (you can cancel this effect at any time). The weapon cannot be used in its shrunken state.


Seeker Weapon

Seeker Weapon Weapon Enchantment Level: 8 Power: 3 Wealth: 3
Hit +1d12
Damage +1d4
Special Whenever you roll the maximum value on the Hit enhancement dice, increase the Damage enhancement dice number by 1.
Extra Effect
The weapon is made too heavy for any but its chosen wielder to use properly in battle. Enchanters can change the identity of the chosen wielder.


Sentinel Weapon

Sentinel Weapon Weapon Enchantment Level: 8 Power: 3 Wealth: 3
Hit +1d4
Damage +1d4
Miss +1d8
Defense +1d4
Extra Effect
The weapon will emit an alarm if an imminent ambush threatens its owner. This effect is constant and loud enough to wake the sleeping.


Weapon of Protection

Weapon of Protection Weapon Enchantment Level: 4 Power: 1 Wealth: 2
Hit +1d4
Damage +1d2
Miss +1d4
Defense +1d2
Extra Effect
For 10 minutes per level, the weapon will emit an audible hum if an imminent ambush threatens its wielder.


Armor Enchantment Entries

Bulwark Armor

Bulwark Armor Armor Enchantment Level: 8 Power: 3 Wealth: 3
Reduce any Piercing value on the target's Action by 1 if the Action is melee.
Miss +1d4
Defense +1d6
Hit +1d6
Damage +1d6
Extra Effect
The armor is made too heavy for any but its chosen wearer to use properly in battle. Enchanters can change the identity of the chosen wearer.


Featherweight Armor

Featherweight Armor Armor Enchantment Level: 4 Power: 1 Wealth: 2
Miss +1d4
Extra Effect
The armor does not impede your ability to swim or perform dextrous feats for up to 1 minute per level.


Guardian Armor

Guardian Armor Armor Enchantment Level: 8 Power: 3 Wealth: 3
Reduce any Piercing value on the target's Action by 1 if the Action lacks a Hit entry.
Miss +1d6
Defense +1d4
Special If the target's Action missed, no effects on that Action that are harmful to you can apply, even if they normally apply on a miss.
Extra Effect
The wearer of this armor can select one charge per rest. An individual must be friendly and within arm's reach to designate as a charge. Once designated, the wearer instinctively knows in what direction the charge can be found. Any new charge designated overwrites the previous charge.


Hardened Armor

Hardened Armor Armor Enchantment Level: 4 Power: 1 Wealth: 2
Defense +1d2
Hit +1d4
Damage +1d4
Extra Effect
The armor no longer requires standard maintenance. This effect is constant.


Penumbra Armor

Penumbra Armor Armor Enchantment Level: 8 Power: 3 Wealth: 3
Miss +1d10
Special You can choose to make your occupied section shadowy (if lit) or dark (if shadowy) until the start or end of your next turn (your choice).
Extra Effect
The wearer of this armor is invisible in dim lighting at long distances.


Sage's Armor

Sage's Armor Armor Enchantment Level: 8 Power: 5 Wealth: 3
Miss +1d6
Extra Effect
The armor can warp out of existence for up to 1 hour per level and can be resummoned at any time. It must still be equipped normally afterward.


Scholar's Armor

Scholar's Armor Armor Enchantment Level: 4 Power: 2 Wealth: 2
Miss +1d2
Extra Effect
The armor can magically shrink in size to 1/10th of its normal size for up to 1 hour per level (you can cancel this effect at any time). The armor cannot be used in its shrunken state.


Shield Enchantment Entries

Dancing Shield

Dancing Shield Shield Enchantment Level: 8 Power: 3 Wealth: 3
Miss +1d10
Special You can choose to immediately unequip the shield. If you do, you can continue to play its Reaction once per round without having to have it equipped.
Hit +1d8
Damage +1d6
Extra Effect
The shield can follow you around through the air. This effect is constant.


Crystal Shield

Crystal Shield Shield Enchantment Level: 8 Power: 3 Wealth: 3
Miss +1d6
Defense +1d4
Special If the target's Action deals typed damage, gain +1 Resistance to that damage type until the Action is resolved.
Extra Effect
You can make this shield glow with a thought, illuminating your occupied section until the end of the scenario or you cancel the effect with another thought. This does not require use of your Strategy or Action Phase.


Hardened Shield

Hardened Shield Shield Enchantment Level: 4 Power: 1 Wealth: 2
Defense +1d2
Hit +1d2
Damage +1d4
Extra Effect
The shield no longer requires standard maintenance. This effect is constant.


Sage's Shield

Sage's Shield Shield Enchantment Level: 8 Power: 5 Wealth: 3
Miss +1d6
Extra Effect
The shield can warp out of existence for up to 1 hour per level and can be resummoned at any time. It must still be equipped normally afterward.


Scholar's Shield

Scholar's Shield Shield Enchantment Level: 4 Power: 2 Wealth: 2
Miss +1d2
Extra Effect
The shield can magically shrink in size to 1/10th of its normal size for up to 1 hour per level (you can cancel this effect at any time). The shield cannot be used in its shrunken state.


Sterling Shield

Sterling Shield Shield Enchantment Level: 8 Power: 3 Wealth: 3
Reduce any Piercing on the target's Action by 3 if the Action is ranged.
Miss +1d4
Defense +1d6
Hit +1d6
Damage +1d8
Extra Effect
The shield can be magically linked with a partner Sterling Shield, permitting visual long-distance communication between them for up to 1 minute per use.


Widened Shield

Widened Shield Shield Enchantment Level: 4 Power: 1 Wealth: 2
Miss +1d4
Hit +1d4
Damage +1d2
Extra Effect
The magically-widened edges of the shield can warp for up to 10 minutes per level so that the shield can function for other purposes (such as a makeshift basket).
analects_book_1_chapter_10.txt · Last modified: 2018/10/30 08:26 by triptycho