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An Enchantment is a form of spell magic often used by Enchanters and Enchantresses. Related terms include, 'enchanting', 'enchant'. An enchantment was placed on Prince Cocteau the Thrice Blessed turning him into a Beast, and anyone else who breached the three barriers keeping him in.

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  • Enchantment
  • Enchantment
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  • An Enchantment is a form of spell magic often used by Enchanters and Enchantresses. Related terms include, 'enchanting', 'enchant'. An enchantment was placed on Prince Cocteau the Thrice Blessed turning him into a Beast, and anyone else who breached the three barriers keeping him in.
  • Enchantment is a spell that can be learned by the Shianti.
  • An enchantment is the bonus (or penalty) that some items have (a +1 leather armor, for example). A bonus (+) increases the item's power, and a penalty (-) decreases the item's power. A cursed item is more than likely going to have a penalty, and likewise a blessed item will often have a bonus.
  • Enchantments are magical improvements that can be found on melee weapons and the Boomerang only. It is the melee weapon’s equivalent to glyphs. An enchantment can be added on a melee weapon (and the Boomerang) with a Scroll of Enchantment. Found melee weapons have a 1/(level+10) probability to already have an enchantment.
  • You may be looking for Enchanting. Enchantment is a suffix that can appear on Magic and Rare Items. It provides charges of the skill Enchant. It can start spawning on items at Item Level 24, but will not be able to spawn on all items until level 48.
  • The Enchantment feature enhances and brings new flavor to the game, and of course, your experience with us. It provides an equipment with a random bonus from the list mentioned in this article. Read further to learn more about the enchantment feature.
  • Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
  • Armor, Weapons, and Skill Cards can be enchanted by combining one of these items with the right type of Cube. There are Cube-Skill, Cube-Strike and Cube-Defense which are designed for use on skill cards, weapons and armor respectively. Once you have successfully combined the two the item description will show a single digit +n bonus. The highest level of enchantment possible is +10 for skill cards and +20 for weapons and armor. The probability of losing an item increases at higher levels.
  • Enchantment generally refers to placing a spell into a material object. Typical subjects of enchantment include sigils, specially prepared ritual objects, or favored belongings. However, any subject may be enchanted, including constructs. Enchantment can also be referred to as: * Empowerment/empowering * Implantation * Construct docking (psionics-specific) * Infusing Crystals with energy __NOEDITSECTION__
  • Enchantment (付加術 Fukajutsu) is an ability that allows the user to bind their Magic onto someone or something.
  • Enchantment is one of the eight schools of magic recognized on Golarion. It deals with influencing the minds of others, either by subtly charming them to get them to like you, or through compulsion, which exerts a more overt control over the subject. Wizards who specialize in enchantment magics are known as enchanters. Very perceptive individuals can discern whether someone is under the influence of an enchantment spell. Those targeted by compulsions are generally more obvious in this regard than those affected by a charm spell. Elven minds seem to be particuarly resistant to enchantment magics. The god Asmodeus is often associated with enchantments and enchanters of all kinds, and is often worshiped by the less wholesome ones.
  • Kaylee will be able to make objects behave differently than their normal and usual function. For example, she could make an object like a ring induce a particular emotion in those who touch it, or enchant a pair of glasses to give x ray vision when worn. Enchantments on objects give these objects supernatural powers or features and these can contain side-effects for those who touch the enchantment. Some enchantments can include making objects look differently. People too can be enchanted, however not to the extent of objects. Enchantments on people leave them feeling differently and feeling enchanted towards Kaylee, finding her charming. This will usually lead people to listen to her.
  • Enchantment spells affect the minds of others, influencing or controlling their behavior. This school includes the spells charm person and mind fog. A wizard who specializes in enchantment is known as an enchanter. The female version is referred to as an enchantress.
  • An Enchantment is a spell or charm that bestows magical powers or attributes onto an object. The ability to place an enhanctment is referred to as enchanting. Enchantments can be used to achieve various effects, depending on the intent and purpose of the enhancement.
  • Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant spellcasters influence over a subject creature. This is the opposition/prohibited school for when you choose Illusion. Enchantment's own opposition school is also Illusion. For a list of all spells which are of the school of Enchantment, see: .
  • Spells from the enchantment spell school involve gaining control over another creature, or imbuing them with special properties. Prohibited school: illusion Prohibited to: illusionists
  • Dwarves have used enchantments for ages and typically use enchantments for practical purposes, such as making a blade sharper, or armor more durable. Dwarven smiths must work for years to learn to enchant. Tranquil, on the other hand, use enchantments to give items magical properties, such as a flaming sword.
  • The enchantment pool is a pool that deals directly with the changing and shifting of the mana of an object. As such, this pool can be learned by any mage (Even those who take practical magic!). However, the spell branches might differ depending on your first pool; for example, a mage who does not use practical magic and does individual research would probably end up with a spell that a practical magic mage would not be able to use, because these spells were made by someone who manipulates mana in a different way. The same goes for practical magic.
  • A new form of upgrading your equipment to make it stronger, the enchantment system allows players upgrade their equipment (weapons, clothes, etc.) when their mastery point on their equipment leveled up. To do so, all you have to do is play any game mode to boost up your equpment's mastery points; equipment must be equiped on your character in order for it to gain mastery points. Enchantments can vary from weapons to clothes, but some aspects are the same in certain genres of equipment. To enchant your weapons you must go to the enchant mode on the top menu area. You then choose your weapon your for enchantment with full mastery points, and pay a certain amount of pen for to be enchanted.
  • Enchantment (奇術 Kijutsu) is the tribal martial art of the Majin tribe; a band of nomadic desert dwellers who live on Sahara Island. It is well known among the island for its dance-like movements and exotic aura about it, as well as legends of Enchantment users being capable of conjuring magic through their fighting. It was originally created and developed within the Majin tribe out of necessity, in order to drive off highwaymen and wild predatory animals that would otherwise be a constant nuisance and danger to a nomadic desert tribe. However, out of the growing conflict and mutual animosity between the Majin and the people of the Sahara kingdom, the fighting style has become more militaristic over time, with it leaning more towards defending the tribe against the Saharans, as opposed to n
  • Enchantment is the process of imbuing an object - or person - with magical power. Some enchantments are temporary, while others can offer permanent benefits. Enchanting can be difficult to learn, but it is one of the most potentially lucrative forms of magic to study. I highly encourage the study of enchanting, as it is one of the studies of magic that is least likely to culminate in my own destruction. Back to The Schools of Arcane Magic
  • An Enchantment is "A spell that causes a positive effect for a period of time (e.g., speed, increased armor, increased Energy)." This boost can be an increase in armor, a reduction in Energy cost or even turning damage inflicted into healing. It is usually easy to tell who has an enchantment cast on them since they all have a cloudy white ring around their middle torso, with a revolving icon indicating the profession of the caster, as well as a golden up-arrow at the end of their health bar and the enchantment's skill icon surrounded by a yellow border in the player's Effects Monitor. Characters enchanted with Death Nova are also surrounded by a distinctive green ring of fumes and sparkles.
  • Alows the enchantment of weapons, magestaffs, necklaces, rings, helmets (not hoods) and torso armor (Cloth and up, but not any other clothing). Some enchantments can only be made on certain kind of objects.
  • Enchantment refers to a permanent stat bonus that can be added to equipment. Only one such enchantment can be active on that item at a time; subsequent enchantments will overwrite any existing enchantment. However, temporary imbue effects can be applied which stack with existing enchantment effects. Enchantments appear in green font near the bottom of equipment descriptions and are written in a style that distinguishes them from standard stats and effects. There are currently no enchantments available for items that are equipped in the relic, ammo, neck, or trinket equipment slots.
  • An enchantment is magic imbued into an object or otherwise left or persisting in an object or place. The term can also be used broadly to refer to latent magic or spells in general, but this article details enchantments proper. Gorasalus's Laws of Enchantment
  • User has the ability to put something/someone under a spell. They have the power to manipulate certain means of magic to accomplish their goals. Universally, the definition of an 'enchanter' varies. Some enchanters have extraordinary beauty and are capable of enrapturing others in a vulnerable state. Other enchanters are endowed with the ability to charm objects through the use of spoken words or other occult items such as wands or certain talismans.
  • In order to use it, the player must Double Left Click/Right Click the enchantment stone and then select the piece of equipment they wish to enhance, causing the Gear Modification window to appear. On the slot to the right, players may select the use of Supplements, by default them not being selected.
  • Enchantment is the magic enhancement of an item, generally a form of jewellery, although bolts and orbs can also be enchanted. Enchantment spells always require Cosmic runes, and one or more kind of elemental rune (fire, water, air or earth.) Enchantment spells are always found in the normal spellbook, not in the Lunar or Ancient spellbooks. Crossbow Bolt Enchanting is member-only, and f2ps may only enchant amulet jewellery. There is currently no way to unenchant an object after it has been enchanted. Enchantment spells are as follows:
  • A novel by Orson Scott Card, re-staging the Sleeping Beauty myth in a new setting. Ivan Smetski is a Russian Jew who isn't going to be Russian anymore: as soon as possible, his parents are emigrating to America, specifically a suburb in New York State, where Ivan will eventually grow up. Before they leave, though, his family sojourns at Cousin Marek's house, where Ivan, exploring in the woods, comes across an incredible tableau: a beautiful woman, sleeping on a bier, amidst a lake of leaves in which lives a giant bear. He doesn't get a chance to explore this until 1991, more than a decade later, when he returns to what was once the USSR but is now Ukraine to do a dissertation on Russian Mythology and Tales and whether they conform to Propps Functions of Folktales. While there, he visits Co
  • Enchantment refers to a permanent stat bonus that can be added to equipment. Only one such enchantment can be active on that item at a time; subsequent enchantments will overwrite any existing enchantment. However, temporary imbue effects can be applied which stack with existing enchantment effects. Enchantments appear in green font near the bottom of equipment descriptions and are written in a style that distinguishes them from standard stats and effects. There are currently no enchantments available for items that are equipped in the waist, relic, ammo, neck, or trinket equipment slots.
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