Enchantments are one of most common type of magic in EGS. All known examples of enchantments transform the target: it is not known if transformations are just type of enchantments, if it's another name for the same thing, or if it's the other way around and transformation can be either temporary - enchantment - or permanent. __TOC__
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| - Enchantments are one of most common type of magic in EGS. All known examples of enchantments transform the target: it is not known if transformations are just type of enchantments, if it's another name for the same thing, or if it's the other way around and transformation can be either temporary - enchantment - or permanent. __TOC__
- Equipment can have various properties such as increasing damage, armor, (de)buff durations, offense, defense, and others. These are referred to as enchantments. Enchantments come in two flavors, as described below. Also below is a list of various enchantments from random loot and the type of gear it showed up on (Armor, Weapons, or Ornaments). Weapon in this case means both physical weapon and spiritual focus. This list is of course an ongoing project. Finally, enchantments are usually more powerful on higher tier items. For this reason percentages and numbers are not listed, only effect types.
- Enchantments are subject to change, possibly more being added with time.
- Enchanting is the new skill released by Jagex. The main concept behind enchanting weapons is infusing magical runes inside them. For example, a blade infused with a Fire Rune will catch fire, dealing extra burning damage and being lethal to all ice creatures.
- "Enchantments", located in Sing-Song, is level 2 of the Dungeon Keeper 2 campaign. This is where you first learn about Keeper Spells, and attracting specific creatures by building specific rooms.
- 3 methods can be used to enchant items:
* using the command /enchant
* using an enchantment table
* combining the item with a compatible enchant on a book with an Anvil.
- Enchantments or incantations, are a type of spells created using words that are attached on a relatively permanent basis to a specific person, object or location and alter its qualities. Enchantments are spells of sleep, illusion or spells of the mind - the magic of adding or subtracting properties to a pre-existing element or even item. An enchantment with negative effects is usually referred to as a curse.
- Enchantments (sometimes shortened to Enchants) are special bonuses or abilities that can be applied to Armor, Tools or Weapons through the use of an Enchantment Table, or an Anvil if the player has enchanted books. Enchanted books can be acquired via trading or by placing a Book in an Enchantment Table.
- Enchantments are extra features on an items that will boost your character. This can range from an additional attribute point to extra skills or a %bonus on armor, HP or Power. On each item, up to four enchantments can be placed or found, though none can be removed. There are four different levels of enchantments: White: Most Common. These are enchantments that are natural to some items. Templar armor usually have a +X defense on all special attacks. Featured: +Special attack defense Green: Uncommon/enchanced. These are fairly common enchantments though not very powerful. Featured: +X skill level
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| - Enchantments are one of most common type of magic in EGS. All known examples of enchantments transform the target: it is not known if transformations are just type of enchantments, if it's another name for the same thing, or if it's the other way around and transformation can be either temporary - enchantment - or permanent. __TOC__
- Equipment can have various properties such as increasing damage, armor, (de)buff durations, offense, defense, and others. These are referred to as enchantments. Enchantments come in two flavors, as described below. Also below is a list of various enchantments from random loot and the type of gear it showed up on (Armor, Weapons, or Ornaments). Weapon in this case means both physical weapon and spiritual focus. This list is of course an ongoing project. Finally, enchantments are usually more powerful on higher tier items. For this reason percentages and numbers are not listed, only effect types.
- Enchantments are subject to change, possibly more being added with time.
- Enchantments are extra features on an items that will boost your character. This can range from an additional attribute point to extra skills or a %bonus on armor, HP or Power. On each item, up to four enchantments can be placed or found, though none can be removed. There are four different levels of enchantments: White: Most Common. These are enchantments that are natural to some items. Templar armor usually have a +X defense on all special attacks. Featured: +Special attack defense Green: Uncommon/enchanced. These are fairly common enchantments though not very powerful. Featured: +X attribute +X Luck +X% Damage of a type. +X Defense against an elemental attack +X Attack strength of an elemental attack Blue: Rare enchantments. These might contain the previous enchantments at higher level, but can also contain extra skills. Featured: +X skill level Orange: Legendary. The good stuff. Able to contain the previous at higher values, Legendary enchantments have these additional options: +X% Hit Points +X% Armor
- Enchanting is the new skill released by Jagex. The main concept behind enchanting weapons is infusing magical runes inside them. For example, a blade infused with a Fire Rune will catch fire, dealing extra burning damage and being lethal to all ice creatures.
- "Enchantments", located in Sing-Song, is level 2 of the Dungeon Keeper 2 campaign. This is where you first learn about Keeper Spells, and attracting specific creatures by building specific rooms.
- 3 methods can be used to enchant items:
* using the command /enchant
* using an enchantment table
* combining the item with a compatible enchant on a book with an Anvil.
- Enchantments or incantations, are a type of spells created using words that are attached on a relatively permanent basis to a specific person, object or location and alter its qualities. Enchantments are spells of sleep, illusion or spells of the mind - the magic of adding or subtracting properties to a pre-existing element or even item. An enchantment with negative effects is usually referred to as a curse.
- Enchantments (sometimes shortened to Enchants) are special bonuses or abilities that can be applied to Armor, Tools or Weapons through the use of an Enchantment Table, or an Anvil if the player has enchanted books. Enchanted books can be acquired via trading or by placing a Book in an Enchantment Table.
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