Items

This is a page about general items of the world and facts about equipment in general. It does not include unique or growth items owned by characters. Those and their descriptions should be listed on their character pages.

Mundane items in higher tier worlds will absorb ambient essence and tier up over time.

## Enchantments

The biggest limiter on equipment is how much your spirit can handle using. At tier 3 a cultivator can one major enchantment, and one minor one. A tier 5 could use a Tier 6 weapon, but not for very long

A Major rune is just a more prominent version of a minor one. Each tier causes runes to become more complex and harder to inlay in a weapon or armor. Metals aren't as good for enchanting as wood or monster parts.

At level 5 you can get active skill enchantments, which work like the skill but won't grow or change with the user.

It is possible for a tier 15 to transfer an enchantment from an under Tier 10 item with a 5% success rate.

Enchantments are best when they are added into the structure as the item is created. They carve the runes into the form of the object itself. Enchantments can be added to items after they're created by adding them to the object's spiritual structure, but the enchantment will be weaker. Spiritual structure of items are static and usually an exact mirror of the item.

Items that are only carved physically risk the enchantment not working when the runes are damaged. Items only enchanted spiritually will be able to fit less runes on them. A good crafter or enchanter should enchant both ways together.

Durability enchantments keep a weapon working until they break. Which causes weapons to go from handling damage, to breaking.

Splitting runes are used to secure rooms and vaults. without power the wall is solid. the runes are placed around where you want the opening to be and with power the wall can become a entrance.

#### Mana Infused and Depleted Metals

Mana infused copper cannot be found in rifts because everything in a rift is created when the instance is created. To make it artificially is ruinously expensive because you're blasting ore with buckets of mana over a long period of time. This metal is used in enchanting to make permanent enchantments. The metal allows mana to flow with no loss.

Depleted copper is the opposite of mana infused copper. It forms around the infused metal so is a byproduct of mining. The only safe way to dispose of it is to throw it in a rift and let the instance end. Long term exposure will gripple a person's ability to use mana. they need to have the copper purged and each limb regrown.

> The material started off as perfectly normal copper when left in a mana rich area. The higher the mana concentration relative to the Tier of the mineral, the faster it absorbed the ambient mana. But as the copper drew mana deeper into itself, the outermost layer had so much mana moving through it. The layer took on the opposite property, and started to repel mana.
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> That layer would dissolve into the surrounding soil, and then start to slow the growth of the mana infused copper, until it reached an equilibrium.
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## Personal AIs

Originally, AIs were a tier 25 channel skill with no initial cost. Companies later recreated them as equipment. Children of Tier 25 and higher cultivators are given custom AIs made from their parent's AIs, no one from above tier 30 gives scans of their AIs to companies.

Personal AIs take up a core skill slot, provide a hud, and can keep track of you and your party's physical condition.

These are the size of grain of rice and need to be inserted into the base of their skull surgically after sufficient time to grow no longer need their physical housing. They take 3 days to acclimate to, during which the cultivator will feel lethargic or drunk.

It takes decades for an AI to become good at something, and most programming improvements made on them are found by studying older cultivator's AIs. They can predict combat moves and there are downloadable classes to help you learn thinks like veils.

## Spatial Rings

Require Tier 15 to be able to use. they're too much of a strain on your spirit before.

## Spatial Bags

Lesser versions of spatial rings, they don't reduce weight much, and don't slow time on times placed in side.

## Growth Items

Growth items can be precharged and can be charged with mana stones or personal mana. They are bound items that can only be used by the first person to use them. It requires resources to advance them. All growth items can repair themselves given time and materials.

## Flying Objects

Flying objects can look like anything, but Keith and Matt prefer flying swords. They can be purely for travel or also for combat. Combat oriented swords fly point first, non-combat swords hilt first.

## References

1. ↑ Chapter 71
2. ↑ 2.0 2.1 2.2 Chapter 10
3. ↑ Chapter 13
4. ↑ 4.0 4.1 4.2 4.3 Chapter 11
5. ↑ Chapter 20
6. ↑ 6.0 6.1 Chapter 52
7. ↑ Chapter 22
8. ↑ Chapter 53
9. ↑ 9.0 9.1 9.2 9.3 The Concept of Death 6
10. ↑ Chapter 45
11. ↑ Chapter 4
12. ↑ Chapter 19
13. ↑ Chapter 74
14. ↑ Chapter 37