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Enchanting

Enchanting skills

Enchanter
Enchanter Mastery

1xp – Enchanting mastery gives you another pick from the Enchanting table

Item Designer

We have created the Menhirs Fate Item Designer to go along with the apothecary rules to make it easier for people to figure out how to create whatever they want. This program lets you add all the effects that you want to an item and then lets you optimise the creation.

https://www.menhirsfate.com/item-designer/

What is enchanting?

Enchanting is the skill of creating magical items by combining abilities and resources. Each ability or effect has a base cost, and adding additional abilities increases the cost. These creations are tied to specific elemental spheres, which affect the final resource cost.

What is a enchanted item

  • Enchanted items can grant you access to skills or abilities you do not have to use with your own Vigour or Focus pools. e.g A Sword that let you use you Vigour to call Crush.
  • Enchanted items can grant you access to skills or abilities you would not normally be able to use by giving them Fuel. This allows the item to do the skills for you e.g A Sword that can cast Shatter while you wear heavy armour.
  • Enchanted items last for a year.
  • Enchanted items with recharge their Fuel overnight.

What do I need to Enchant an Item?

The Enchanting of items requires Essence. The type of Essence needed will depend on the item you wish to create and you may need several different types in order to create it. Depending on the item, the amount of Essence needed will also vary. Essence is an ingredient that can be found via several sources in-game, and can be supplied through your base character skills, but there are also many other in-game ways of finding Essence.

How do I enchant an Item?

To make an enchanted item in Menhirs Fate there are a few simple steps to follow.

  1. Pick Your Base Abilities:
    • After buying the Enchanter skill, choose 3 base abilities, items, or skills. These initial picks will dictate the type of item you can enchant. 
    • You can add more base abilities, items or or skills at the cost of 1 XP per ability. This will give you a broader spectrum for creating items.
  2. Creating the Enchantment:
    • Visit an Enchanting Station which can be found in the City Centre, to perform the required roleplay. Please make sure you have the required Essence in advance of this, as you will need to hand it to the referee looking after this station.
    • Roleplay the creation of the item. This may take up to five minutes and may include any thematic roleplay.
    • A referee will check your item and approve it; please hand over the required Essence to the referee at this point. Once approved, they’ll print a ribbon for your item and provide you with a card detailing the enchantment.
    • Important: You must have the ribbon on the item and the card with you to use its effects.
    • The enchantment lasts for 1 year before it fades.

How does it work?

What you can enchant

The items you can make are determined by choices made when purchasing the Enchanter and Enchanter mastery skills. Picking a base item lets you make that item with any of the effects you have chosen to learn.

What it costs

To work out the cost for a Item you begin by choosing what base item you are making E.G a One handed weapon. These are aligned to different elements show on the Enchanting table further down the page. Next you choose the effects. Each effect has an alignment of its own (Fire, Earth, Air, Water and Spirit) and a cost in Essence E.G Crush: 4(E). This tells you that to create a consumable with the Crush effect you will need 4 Earth Essence.

Example 1
Jess Bobbins decides to make a Sword that allows a user to use Stagger with their own Vigour. The first step is working out the Essence needed for the potion
Alignment of Base item (One Handed weapon) – Air
Alignment and cost of the Stagger call – 3(A) 3 Air Essence
Total cost before reagent – 3 Air Essence

Example 2
Jess Bobbins decides to make a Two Handed weapon that allows a user to use Crush with 2 Vigour fuel to be able to use the call once and it has a medium roleplaying effect. The first step is working out the Essence needed for the item.
Alignment of Base item (Two handed weapon) – Fire
Alignment and cost of the Crush call – 4(E) 4 Earth Essence
Alignment and cost of the Vigour Fuel – 1(F) 1 Fire Essence
Alignment and cost of the Vigour Fuel – 1(F) 1 Fire Essence
Alignment and cost of the Medium roleplaying effect – 1(E) 1 Earth Essence
Total cost before Reagent – 5 Earth Essence, 2 Fire Essence

Reagent

All Enchanted items require a Reagent to hold the magics together. Each time you add an effect, spend an extra Spirit Essence to hold it all together and this increases incrementally per effect added. This amount of Spirit Essence also increases by 1 if it does not match the alignment of the previous step. This means you may find optimal ways of creating a Magic item to use the least amount of Spirit Essence. The online tool for Enchanting can help with this and will be available with the Enchanting refs at the event.

Example 1
Jess Bobbins needs to add Reagent to hold the magical One handed weapon together.
One handed weapon is aligned to Air and Stagger is aligned to Air
One handed weapon (A) to Stagger (A) costs 1 Spirit essence. The base Spirit to bind the effect together and no additional cost due to the effects aligning
This means the total cost of the item would be 3 Air Essence and 1 Spirit Essence.

Example 1

Example 2
Jess Bobbins needs to add Reagents to hold the magical Two handed weapon together.
Two handed Weapon is aligned to Fire, Crush is aligned to Earth, Vigour Fuel is aligned to Fire and Medium roleplaying effects are aligned to Earth.
Two handed Weapon (F) to Crush (E) costs 2 Spirit Essence. The base Spirit to bind the effects together plus the additional cost due to them not Aligning.
Crush (E) to Vigour Fuel (F) costs 3 Spirit Essence. It also does not align and so costs 2 Spirit Essence due to being the 2nd effect added to the potion and 1 more due to the lack of alignment.
Vigour Fuel (F) to Vigour Fuel (F) costs 4 Spirit Essence. It also does align and so costs 3 Spirit Essence due to being the 3rd effect added to the potion.
Vigour Fuel (F) to Light roleplaying effect (E) costs 5 Spirit Essence. It does not align and so costs 5 Spirit Essence due to being the 4th effect added to the potion and 1 more due to the lack of alignment.
This item will have a reagent cost of 13 Spirit Essence.

The most efficient way for Jess to create this item is to add the effects in the following order
Two handed Weapon (F) to Vigour Fuel (F) costs 1 Spirit Essence. This is because the alignment is the same and only costs the base Spirit Essence.
Vigour Fuel (F) to Vigour Fuel (F) costs 2 Spirit essence. It also does align and so costs 2 Spirit Essence due to being the 2nd effect added.
Vigour Fuel (F) to Crush (E) costs 4 Spirit essence. It does not align and is the 3rd effect added so costs 4 Essence
Crush (E) to Medium Roleplaying effect (E) costs 4 Spirit Essence. It does align and is the 4th effect added.
The item will have a Reagent cost of 11 Spirit essence.

This means the most efficient total cost of the item would be 5 Earth Essence, 2 Fire Essence and 11 Spirit Essence.

Alignment By Colour 
Fire:F
Air:A
Water:W
EarthE
Spirit:S

Enchanting Table

Plain Text Version:

Base ItemCallsSkill Proficiencies Roleplay effectsFuel 
Clothing (W)Crush: 4(E)Two handed weapon: 2(F)Light 1(W)Vigour: 1(F)
Light Armour (A)Stun: 3(F)Pole arm: 3(E)Medium 1(E)Focus: 1(W)
Medium Armour (E)Petrify: 3 (E) *Light armour: 1(A)Heavy 1(A)Increase Range: 2 (A) [Increase the range of any cantrip call effect to 10 meters]
Heavy Armour (F)Ensnare: 3 (W) *Medium armour: 2(E)
Dagger (W)Rend: 4 (F)Heavy armour: 3(F)
One Handed Weapon (A)Taunt: 3 (F) *Ambidextrous: 1(A)
Two Handed Weapon (F)Stagger: 3 (A) *Thrown weapon: 1(W)
Polearm (E)Heal wounds: 3 (W)Ranged proficiency: 4(A)
Bow/Crossbow (A)Mend: 3 (W)Shield proficiency: 2(E)
Item (W)Shatter: 3 (F) *Focus +1 (This adds one focus to your current focus and can take you to above your maximum): 3(W)
Foci Wand (W)Counter spell: 4 (A) *Regain Focus: (Restores 4 of the Character Focus) 3(A)
Foci One-Handed (A)Elemental Strike: 2 (S) *Vigour +1 (This adds one focus to your current focus and can take you to above your maximum): 3(F)
Foci Two-Handed (F)Shielding: 3 (E)Regain Vigour: (Restores 2 of the Character Vigour) 3(E)
Shield (E)I’ve seen worse: 3(A)Toughness: 2(E) This increases by one for each use on an Enchantment 
Regeneration: 4(E)Regain Health: (Restores 3 hit points) 3(W)

* Skills that may be thrown

All spells have a melee range until you take the increased range pick. This turns the spell into the throwable version. Only abilities that are able to be thrown can have their range increased.
Weapons or Foci with Fuel are the casters of the call so no spell vocals are required. Without fuel the character must have the Vigour or Focus themselves and an appropriate weapon or focus as they would if they were casting the ability without an enchanted item including spell vocals

Fuel

Roleplay effects

For additional Essence costs, you may add roleplay effects onto your items. These effects will last for the duration of the item and always be in effect on the character when holding the item. 

You may add roleplay effects to your items. These roleplay effects can activate either when the item is picked up or at an appropriately thematic moment. The user is able to choose. Light, medium or heavy roleplay effects may be added by spending additional Essence.

Duration of the effects

  • Light effects are short-lived, lasting 30 seconds 
  • Medium effects can last for 30 mins
  • Heavy effects last for 3 hours

Guide to writing role play effects 

You may if you choose, add roleplay effects to your creations. While we do not wish roleplay effects to dictate to characters what they are thinking or feeling, we instead encourage you to describe the physical or environmental effects of the creation on the target so that it may allow them to interpret and act accordingly as their character sees fit. For example, your creation, rather than stating that the target is frightened, might instead describe that the character’s heart is racing and they feel a pit in their stomach or that every loud noise or sudden move is a shock to the senses. 

Other roleplay effects may include direct instructions for example “ you wish to seek out adventure”, sensory specific effects, like “ all colours seem brighter” or, “all sounds seem muffled” or they may include  perceived environmental factors such as “the air feels thin to you, the ground is moving”. 

Additional Notes

Consent and Collaboration: Heavy roleplay effects, in particular, should be discussed between players and Menhirs Fate Volunteer to ensure that they fit with ongoing narratives and are enjoyable for everyone involved. 

We will not approve any roleplay effects that we feel do not meet our standards for safety or codes of conduct. Some effects such as love potions etc are not allowed and must reflect the game’s community standards, your Enchantment and Apothecary Refs will not allow those effects to work. For this reason, please check with them before creating any roleplay effects.

Enchanting Schematics

Beyond the power of standardised enchanting skills are schematics. These may appear from a variety of sources in game and cannot be purchased as a skill. A schematic allows you to create unique items that can do things beyond the listed effects on the enchanting table. They require unique ingredients instead of the normal Essence but can be made by anybody with the Enchanting skill assuming they have taken the relevant base item E.G a Schematic has appeared for a Weapon that needs to be made with the blood of a unique monster to be able to kill a particular enemy. The Schematic will allow anyone who can make a weapon item to use the blood to enhance it into an item that lets them use Obliterate on that target.

How can we help?