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====== Analects Book 1 Chapter 10: Enchantments ====== [[analects|Back to Analects Table of Contents]] The following tables provide a collection of [[enchantment|Enchantments]] you may purchase or equip. For more information on their use in the game, see [[Player's Guide Chapter 7|Player's Guide Chapter 7: Gear and Wealth]]. ===== Weapon Enchantments Table ====== ^ Enchantment ^ Level ^ Magic ^ Wealth ^ ^ [[analects_book_1_chapter_10#accurate_weapon|Accurate Weapon]] | 4 | 1 | 2 | ^ [[analects_book_1_chapter_10#brutal_weapon|Brutal Weapon]] | 4 | 1 | 2 | ^ [[analects_book_1_chapter_10#reliable_weapon|Reliable Weapon]] | 4 | 1 | 2 | ^ [[analects_book_1_chapter_10#scholar_s_weapon|Scholar's Weapon]] | 4 | 2 | 2 | ^ [[analects_book_1_chapter_10#crystal_weapon|Crystal Weapon]] | 8 | 3 | 3 | ^ [[analects_book_1_chapter_10#graceful_weapon|Graceful Weapon]] | 8 | 3 | 3 | ^ [[analects_book_1_chapter_10#masterwork_weapon|Masterwork Weapon]] | 8 | 3 | 3 | ^ [[analects_book_1_chapter_10#mighty_weapon|Mighty Weapon]] | 8 | 3 | 3 | ^ [[analects_book_1_chapter_10#sage_s_weapon|Sage's Weapon]] | 8 | 5 | 3 | ^ [[analects_book_1_chapter_10#seeker_weapon|Seeker Weapon]] | 8 | 3 | 3 | ===== Armor Enchantments Table ====== ^ Enchantment ^ Level ^ Magic ^ Wealth ^ ^ [[analects_book_1_chapter_10#beast_armor|Beast Armor]] | 4 | 1 | 2 | ^ [[analects_book_1_chapter_10#deflecting_armor|Deflecting Armor]] | 4 | 1 | 2 | ^ [[analects_book_1_chapter_10#featherweight_armor|Featherweight Armor]] | 4 | 1 | 2 | ^ [[analects_book_1_chapter_10#hardened_armor|Hardened Armor]] | 4 | 1 | 2 | ^ [[analects_book_1_chapter_10#reliable_armor|Reliable Armor]] | 4 | 1 | 2 | ^ [[analects_book_1_chapter_10#scholar_s_armor|Scholar's Armor]] | 4 | 2 | 2 | ^ [[analects_book_1_chapter_10#bulwark_armor|Bulwark Armor]] | 8 | 3 | 3 | ^ [[analects_book_1_chapter_10#dragonscale_armor|Dragonscale Armor]] | 8 | 3 | 3 | ^ [[analects_book_1_chapter_10#guardian_armor|Guardian Armor]] | 8 | 3 | 3 | ^ [[analects_book_1_chapter_10#penumbra_armor|Penumbra Armor]] | 8 | 3 | 3 | ^ [[analects_book_1_chapter_10#sage_s_armor|Sage's Armor]] | 8 | 5 | 3 | ^ [[analects_book_1_chapter_10#spectral_armor|Spectral Armor]] | 8 | 3 | 3 | ===== Shield Enchantments Table ====== ^ Enchantment ^ Level ^ Magic ^ Wealth ^ ^ [[analects_book_1_chapter_10#angelguard_shield|Angelguard Shield]] | 4 | 0 | 2 | ^ [[analects_book_1_chapter_10#blazeguard_shield|Blazeguard Shield]] | 4 | 0 | 2 | ^ [[analects_book_1_chapter_10#boltguard_shield|Boltguard Shield]] | 4 | 0 | 2 | ^ [[analects_book_1_chapter_10#dancing_shield|Dancing Shield]] | 4 | 0 | 2 | ^ [[analects_book_1_chapter_10#devilguard_shield|Devilguard Shield]] | 4 | 0 | 2 | ^ [[analects_book_1_chapter_10#frostguard_shield|Frostguard Shield]] | 4 | 0 | 2 | ^ [[analects_book_1_chapter_10#scholar_s_shield|Scholar's Shield]] | 4 | 2 | 2 | ^ [[analects_book_1_chapter_10#slimeguard_shield|Slimeguard Shield]] | 4 | 0 | 2 | ^ [[analects_book_1_chapter_10#toxinguard_shield|Toxinguard Shield]] | 4 | 0 | 2 | ^ [[analects_book_1_chapter_10#crystal_shield|Crystal Shield]] | 8 | 0 | 3 | ^ [[analects_book_1_chapter_10#sage_s_shield|Sage's Shield]] | 8 | 5 | 3 | ^ [[analects_book_1_chapter_10#sterling_shield|Sterling Shield]] | 8 | 0 | 3 | \\ ===== Weapon Enchantment Entries ===== ==== Accurate Weapon ==== ^ Accurate Weapon ^ Weapon Enchantment ^ Level: 4 ^ Magic: 1 ^ Wealth: 2 ^ ^ Hit | +1d6 |||| ^ Damage | +1d2 |||| ^ Extra Effect ||||| | //For 10 minutes per level, the Weapon glows faintly when a certain type of creature is nearby; the type of creature is determined when the Weapon is enchanted.// ||||| \\ ==== Brutal Weapon ==== ^ Brutal Weapon ^ Weapon Enchantment ^ Level: 4 ^ Magic: 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 ^ Magic: 3 ^ Wealth: 3 ^ ^ Hit | +2d8 |||| ^ Damage | +2d4 |||| ^ 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, granting the Luminous keyword. This may be turned on and off freely.// ||||| \\ ==== Graceful Weapon ==== ^ Graceful Weapon ^ Weapon Enchantment ^ Level: 8 ^ Magic: 3 ^ Wealth: 3 ^ | If this Action has a Range or Thrown entry, increase it by 2. Otherwise this Action gains Thrown 1. If you throw this weapon, you may have it return from your hand; if you do, the Action loses any text prior to the Hit entry. ||||| ^ Hit | +3d4 |||| ^ Damage | +1d12 |||| ^ 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 ^ Magic: 3 ^ Wealth: 3 ^ ^ Hit | +2d6 |||| ^ Damage | +2d6 |||| ^ 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 will emit an alarm if an imminent ambush threatens its owner. This effect is constant and loud enough to wake the sleeping.// ||||| \\ ==== Mighty Weapon ==== ^ Mighty Weapon ^ Weapon Enchantment ^ Level: 8 ^ Magic: 3 ^ Wealth: 3 ^ | If the Action's Damage entry has a Piercing value, increase it by 1. Otherwise the Action's Damage entry gains Piercing 1. ||||| ^ Hit | +2d4 |||| ^ Damage | +2d8 |||| ^ Extra Effect ||||| | //The Weapon is made too heavy for any but its chosen wielder to use properly in battle; this effect is constant. Enchanters can change the identity of the chosen wielder.// ||||| \\ ==== Reliable Weapon ==== ^ Reliable Weapon ^ Weapon Enchantment ^ Level: 4 ^ Magic: 1 ^ Wealth: 2 ^ ^ Hit | +1d4 |||| ^ Damage | +1d4 |||| ^ Extra Effect ||||| | //For 10 minutes per level, the Weapon will emit an audible hum if an imminent ambush threatens its wielder.// ||||| \\ ==== Sage's Weapon ==== ^ Sage's Weapon ^ Weapon Enchantment ^ Level: 8 ^ Magic: 5 ^ Wealth: 3 ^ ^ Hit | +2d4 |||| ^ Damage | +2d4 |||| ^ Extra Effect ||||| | //You can warp the Weapon out of existence for up to 1 hour per level and can resummon it at any time. It must still be equipped normally afterward.// ||||| \\ ==== Scholar's Weapon ==== ^ Scholar's Weapon ^ Weapon Enchantment ^ Level: 4 ^ Magic: 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 ^ Magic: 3 ^ Wealth: 3 ^ | Whenever you roll the maximum value on the Hit enhancement dice, increase the Damage enhancement dice level by 1. ||||| ^ Hit | +1d12 |||| ^ Damage | +3d4 |||| ^ Extra Effect ||||| | //The Weapon glows faintly when a certain type of creature is nearby; the type of creature is determined when the Weapon is enchanted. This effect is constant.// ||||| \\ ===== Armor Enchantment Entries ===== ==== Bulwark Armor ==== ^ Bulwark Armor ^ Armor Enchantment ^ Level: 8 ^ Magic: 3 ^ Wealth: 3 ^ | Reduce any Piercing value on the target's Action by 1 if the Action is melee. ||||| ^ Miss | +1d4 |||| ^ Defense | +1d4 |||| ^ 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. This effect is constant.// ||||| \\ ==== Dragonscale Armor ==== Increase HP by 5. ^ Dragonscale Armor ^ Armor Enchantment ^ Level: 8 ^ Magic: 3 ^ Wealth: 2 ^ ^ Miss | +1d6 |||| ^ Extra Effect ||||| | //For 10 minutes per level, the wearer appears as monster up to the size of a typical dragon. Enchanters can change the monstrous appearance.// ||||| \\ ==== Featherweight Armor ==== Remove any base Skill reduction on the Armor. ^ Featherweight Armor ^ Armor Enchantment ^ Level: 4 ^ Magic: 1 ^ Wealth: 2 ^ ^ Miss | +1d4 |||| ^ Extra Effect ||||| | //The Armor can be carried as though it were a sack of common clothes. This effect is constant.// ||||| \\ ==== Guardian Armor ==== ^ Guardian Armor ^ Armor Enchantment ^ Level: 8 ^ Magic: 3 ^ Wealth: 3 ^ | Reduce any Piercing value on the target's Action by 3. ||||| ^ Miss | +1d6 |||| ^ 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 ^ Magic: 1 ^ Wealth: 2 ^ ^ Defense | +1d2 |||| ^ Extra Effect ||||| | //For 2 hours per level, the Armor becomes too heavy for any but its chosen wearer to equip. Enchanters can change the identity of the chosen wearer.// ||||| \\ ==== Penumbra Armor ==== ^ Penumbra Armor ^ Armor Enchantment ^ Level: 8 ^ Magic: 3 ^ Wealth: 3 ^ ^ Miss | +2d6 |||| ^ Special | You may 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 to no lighting at long distances, even to those with Darkvision. This effect is constant.// ||||| \\ ==== Sage's Armor ==== ^ Sage's Armor ^ Armor Enchantment ^ Level: 8 ^ Magic: 5 ^ Wealth: 3 ^ ^ Miss | +2d4 |||| ^ Extra Effect ||||| | //You can warp the Armor out of existence for up to 1 hour per level and can resummon it at any time. It must still be equipped normally afterward.// ||||| \\ ==== Scholar's Armor ==== ^ Scholar's Armor ^ Armor Enchantment ^ Level: 4 ^ Magic: 2 ^ Wealth: 2 ^ ^ Miss | +1d4 |||| ^ 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.// ||||| \\ ==== Spectral Armor ==== Remove any base Skill reduction on the Armor. ^ Spectral Armor ^ Armor Enchantment ^ Level: 8 ^ Magic: 3 ^ Wealth: 3 ^ ^ Miss | +2d4 |||| ^ Extra Effect ||||| | //The Armor is translucent and weightless. It can be equipped or removed within scenarios, unlike most Armor. These effects are constant.// ||||| \\ ===== Shield Enchantment Entries ===== ==== Angelguard Shield ==== Gain +1 Holy Resistance and the Luminous keyword. When you perform a Block, you may gain +1 to any one Stat Track that is below its base value. ^ Angelguard Shield ^ Shield Enchantment ^ Level: 4 ^ Magic: 0 ^ Wealth: 2 ^ ^ Hit | +1d2 |||| ^ Damage | +1d6 Holy |||| \\ ==== Blazeguard Shield ==== Gain +1 Fire Resistance and the Luminous keyword. When you perform a Block, choose one additional border in your occupied section; until the start of your next turn, any enemy that crosses that border with normal movement suffers Fire damage equal to your level. ^ Blazeguard Shield ^ Shield Enchantment ^ Level: 4 ^ Magic: 0 ^ Wealth: 2 ^ ^ Hit | +1d4 |||| ^ Damage | +1d4 Fire |||| \\ ==== Boltguard Shield ==== Gain +1 Lightning Resistance and the Luminous keyword. When you perform a Block, you may force an enemy within range 1 to Move into your occupied section. ^ Boltguard Shield ^ Shield Enchantment ^ Level: 4 ^ Magic: 0 ^ Wealth: 2 ^ ^ Hit | +1d4 |||| ^ Damage | +1d4 Lightning |||| \\ ==== Crystal Shield ==== When you perform a Block, gain +1 to a Resistance of your choice until the start of your next turn. ^ Crystal Shield ^ Shield Enchantment ^ Level: 8 ^ Magic: 0 ^ Wealth: 3 ^ ^ Hit | +2d6 |||| ^ Damage | +2d6 |||| \\ ==== Dancing Shield ==== ^ Dancing Shield ^ Shield Enchantment ^ Level: 4 ^ Magic: 0 ^ Wealth: 2 ^ ^ Hit | +1d6 |||| ^ Damage | +1d2 |||| ^ (Action) Dance ||||| | Until the end of the scenario, gain a new Shield slot; the enchanted Shield is equipped in this slot instead of a hand slot. The Shield cannot be un-equipped by any means. ||||| \\ ==== Devilguard Shield ==== Gain +1 Unholy Resistance and the Luminous keyword. When you perform a Block, you may also play a Strategy entry on the enchanted Shield. ^ Devilguard Shield ^ Shield Enchantment ^ Level: 4 ^ Magic: 0 ^ Wealth: 2 ^ ^ Hit | +1d2 |||| ^ Damage | +1d6 Unholy |||| \\ ==== Frostguard Shield ==== Gain +1 Ice Resistance and the Luminous keyword. When you perform a Block, you may draw a card. ^ Frostguard Shield ^ Shield Enchantment ^ Level: 4 ^ Magic: 0 ^ Wealth: 2 ^ ^ Hit | +1d4 |||| ^ Damage | +1d4 Ice |||| \\ ==== Sage's Shield ==== ^ Sage's Shield ^ Shield Enchantment ^ Level: 8 ^ Magic: 5 ^ Wealth: 3 ^ ^ Hit | +2d4 |||| ^ Damage | +2d4 |||| \\ ==== Scholar's Shield ==== ^ Scholar's Shield ^ Shield Enchantment ^ Level: 4 ^ Magic: 2 ^ Wealth: 2 ^ ^ Hit | +1d2 |||| ^ Damage | +1d2 |||| \\ ==== Slimeguard Shield ==== Gain +1 Acid Resistance and the Luminous keyword. When you perform a Block, the occupied section becomes Slimed until the start of your next turn. Enemies that attempt to leave the occupied section with normal movement must succeed on an opposed Acrobatics check against you; if they fail, their movement is canceled. ^ Slimeguard Shield ^ Shield Enchantment ^ Level: 4 ^ Magic: 0 ^ Wealth: 2 ^ ^ Hit | +1d4 |||| ^ Damage | +1d4 Acid |||| \\ ==== Sterling Shield ==== The enchanted Shield increases Miss dice number rather than dice level with its base effects. ^ Sterling Shield ^ Shield Enchantment ^ Level: 8 ^ Magic: 0 ^ Wealth: 3 ^ ^ Hit | +2d4 |||| ^ Damage | +2d4 |||| \\ ==== Toxinguard Shield ==== Gain +1 Poison Resistance and the Luminous keyword. When you perform a Block, you and every ally in your occupied section gains +1 Poison Resistance until the start of your next turn. ^ Toxinguard Shield ^ Shield Enchantment ^ Level: 4 ^ Magic: 0 ^ Wealth: 2 ^ ^ Hit | +1d4 |||| ^ Damage | +1d4 Poison ||||

analects_book_1_chapter_10.1557782294.txt.gz · Last modified: 2019/05/13 14:18 by triptycho