Skill: Enchanting

The enchanter can disenchant items or absorb gems to gain Levels in Enchanting. Higher Leveled Enchanters can imbue items with more powerful enchantments. Disenchanting items and absorbing gems also grants the enchanter Aura Power, which is expended to enchant items. Disenchanted items grant AP equal to the amount of AP spent on them. Enchanting Level is gained equal to 20% of Aura Power gained. Disenchanting items also grants the enchanter the ability to use that enchantment. When you disenchant anything or consume a gem, you also roll a dice to determine how much additional Aura Power you gain.

Opal - 1g - Grants the consumer +5 Aura Power.

Quartz - 2g - Grants the consumer +10 Aura Power.

Ruby - 4g - Grants the consumer +25 Aura Power.

Sapphire - 7g - Grants the consumer +50 Aura Power.

Emerald - 12g - Grants the consumer +100 Aura Power.

Diamond - 25g - Grants the consumer +250 Aura Power.

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Enchantments work differently based on what item type they're placed on ( Accessory, Weapon, Body Armor, or Boots ). These different effects are bulleted under the enchantment. Each enchantment also has three power levels, which are accessed depending on your level in Enchanting.

Enchantments on one handed weapons have halved effects, but cost half as much Aura Power.

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Aura of Mobility - 25 Aura Power

- Accessory - Can be used once per encounter to, at interrupt speed, blink up to ( 5 / 10 / 15 )m away.

- Weapon - Can be used once per encounter to blink up to ( 20 / 30 / 50 )m away.

- Body Armor - You are not slowed at all by your equipment, and have +( 2 / 3 / 5 ) Movement Speed.

- Boots - Grants you + ( 3 / 6 / 9 ) Movement Speed.

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Aura of Might - 125 Aura Power

- Accessory - Grants you a passive + ( 5% / 10% / 15% ) Base Attack Damage.

- Weapon - Grants you a passive + ( 10 / 20 / 30 ) Bonus Magical Damage on each attack.

- Body Armor - When you are attacked, + ( 10% / 20% / 30% ) of the damage recieved is dealt back to the attacker. Also gives you a passive + ( 2 / 4 / 6 ) Armor.

- Boots - For each meter traveled before attacking, you deal + ( 1 / 2 / 3 ) damage on attack, up to ( 8 / 16 / 24 ) bonus damage. Also grants a passive + ( 4 / 8 / 12 ) Base Attack Damage.

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Aura of the Defender - 200 Aura Power

- Accessory - Grants you a passive + ( 2 / 4 / 6 ) Armor and Spell Resist.

- Weapon - Grants you a passive + ( 5% / 8% / 10% ) Lifesteal.

- Body Armor - Grants you a passive + ( 20% / 35% / 50% ) Max HP.

- Boots - Grants you a passive + ( 3 / 5 / 8 ) Armor.

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Aura of the Dragon - 500 Aura Power

- Accessory - You gain a passive + ( 2 / 4 / 6 ) HP Regeneration.

- Weapon - You burn + ( 2% / 4% / 6% ) of your target's Max HP on attack.

- Body Armor - Grants you a passive + ( 40 / 80 / 120 ) Max HP.

- Boots - Enemy units within 5m of you lose ( 3 / 6 / 9 ) HPT.

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Aura of Daybreak - 275 Aura Power

- Accessory - Whenever you take damage, you gain a stack of Sun's Vigor. For each stack, you have + ( 0.03 / 0.09 / 0.18 ) HP Regeneration. Max +20 Stacks per accessory with this enchantment.

- Weapon - Whenever you attack an enemy, you gain a stack of Sunburst. Once you reach ( 5 / 4 / 3 ) stacks, all stacks are consumed on that attack and you deal a bonus ( 25 / 30 / 40 ) Magical Damage on that attack. That attack also pushes all enemies within 5m of your target back by ( 3 / 5 / 10 )m.

- Body Armor - Can be used once per encounter to restore ( 10 / 25 / 50 ) HP on self and grant you + ( 20% / 40% / 60% ) Evasion until your next turn.

-Boots - As long as it was/ will be dawn within two hours of this encounter, you begin the encounter with full health regardless of your health before. Also grants +( 3% / 5% / 10% ) Max HP, which is multiplied by five if the first condition is met.

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Aura of Racebane - 75 Aura Power

\*\*\*When this enchantment is placed on any item, a race is chosen at random for it.

- Accessory - You have + ( 1 / 3 / 5 ) Armor. For each enemy of the chosen race alive that you are fighting, you have an additional + ( 2 / 4 / 6 ) Armor.

- Weapon - Your Critical Hits deal + ( 50% / 100% / 150% ) Damage. If you are attacking the chosen race, crits deal + ( 125% / 250% / 400% ) Damage instead. Also gives +10% Crit Chance while fighting the chosen race.

- Body Armor - You have + ( 6 / 16 / 30 ) Spell Resist. If a spell is being cast by the chosen race and it deals damage to you, you gain + ( 8 / 64 / 512 ) Spell Resist on that damage.

Boots - Grants you + ( 0.6 / 1.2 / 2.0 ) Damage on attack for each meter you've traveled this turn. If attacking the chosen race, deals + ( 2.0 / 4.2 / 7.5 ) damage per meter traveled instead.

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Aura of Immolation - 100 Aura Power

- Accessory - Whenever you target an enemy with a spell or attack, that enemy instantly loses ( 0.5% / 1.0% / 1.5% ) of his or her max HP as HP.

- Weapon - Whenever you attack an enemy, you burn ( 4% / 7% / 10% ) of that unit's current HP away instantly.

- Body Armor - Whenever you drop to below 50% HP for the first time in combat, you burn away ( 5% / 10% / 15% ) of each enemy within 10m's Max HP, then knock those enemies back 10m.

- Boots - For every meter traveled, you gain a stack of Trailblazer. Upon attacking, each stack of Trailblazer is removed to burn ( 0.1% / 0.2% / 0.3% ) of your target's max HP. Max of 25 Stacks.

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Aura of the Dying Accord - 825 Aura Power

- Accessory - Each turn, you gain Shield and MP equal to ( 2% / 3% / 4% ) Max HP.

- Weapon - Your attacks deal + ( 20 / 35 / 50 ) Damage, and upon attacking a target, other enemies in a ( 5m / 10m / 20m ) arc behind them take damage equal to ( 35% / 70% / 100% ) damage dealt to target.

- Body Armor - When you would fall for the first time in battle, you are instantly returned to ( 20% / 30% / 45% ) HP, and gain + ( 10% / 16% / 25% ) Attack Damage and Lifesteal until you fall in battle next.

- Boots - You can Vindicate enemies who are below ( 5% / 10% / 20% ) HP. When you Vindicate that enemy, you gain a stack of Vindication, which lasts until end of encounter. Each stack grants you + ( 0.5% / 1.0% / 1.5% ) Max HP Regenerated per turn. Max Ten Stacks. Start with one stack.

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Aura of Arendelle - 250 Aura Power

- Accessory - Whenever you take damage, you gain stacks of Frozen Core equal to [ ( Damage Taken ) x ( 0.2 / 0.5 / 1.0 ) ]. Whenever you take damage, you can expend any number of stacks of Frozen Core to reduce damage taken by ( Stacks Expended x 0.5 ) and restore MP equal to ( Stacks Expended x 0.5 ). Max +50 Stacks per accessory with this aura.

- Weapon - Whenever you attack with this weapon, you can perform a Bitter Strike. On that attack, you deal + ( 40% / 60% / 80% ) damage, but gain a stack of Frost. Each stack of frost reduces your Attack Damage by ( 2 / 2.5 / 3 ), but grants + ( 0.3 / 0.6 / 1.0 ) Armor. Whenever you kill a unit, you may remove up to half of the Frost stacks on you.

- Body Armor - You begin encounters with an Ice Mantle. This Mantle grants you a ( 15 / 30 / 50 ) HP Shield. For every 5 HP of shield you have, you have + ( 0.3 / 0.4 / 0.5 ) Armor and Spell Resist.

- Boots - You recover ( 2 / 4 / 6 ) HP whenever you cast a spell. You gain ( 5 / 10 / 15 ) HP instead if you are in snowy or icy terrain instead.

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Breaker Aura - 400 Aura Power

- Accessory - You passively gain ( 1 / 2 / 3 ) Current stacks whenever you attack. Once you reach ten stacks, your next attack will remove ten stacks to deal + ( 20 / 25 / 30 ) Magic Damage on attack. Having multiple items with this enchantment increases stacks gained, not magic damage on attack.

- Weapon - Whenever you attack, you release a discharge that weakens the Spell Resist of nearby enemies by ( 10% / 15% / 25% ).

- Body Armor - You have a maximum of ( 2 / 3 / 5 ) Breaker Armor Stacks. While you have any stacks, you have +200% Armor and +200% Spell Resist. Whenever you are targeted with an attack or a harmful spell, you remove a stack. At the beginning of a turn after a turn in which you took no damage, you recover up to two Breaker Armor Stacks.

- Boots - Whenever you move, you leave a Lightning trail from where you started that lasts until your next turn. Whenever an enemy comes within 5m of this trail, that enemy takes ( 15 / 25 / 35 ) Magic Damage. Also passively grants you + ( 5% / 15% / 25% ) Movement.

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Glamer Aura - 200 Aura Power

- Accessory - + ( 5% / 10% / 15% ) Bonuses granted from this accessory.

- Weapon - + ( 10% / 20% / 30% ) Nondamage bonuses granted from this weapon.

- Body Armor - + ( 10% / 15% / 20% ) Bonuses granted from this Body Armor.

- Boots - + ( 15% / 30% / 45% ) Movement granted from these boots.

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Tether Aura - 75 Aura Power

- Accessory - Upon use, blink up to ( 5 / 10 / 15 )m in the direction of an ally with Tether Aura on one of their items.

- Weapon - Upon use, target ally with Tether Aura on one of their items or self gains + ( 20 / 30 / 50 ) Attack Damage until end of turn. Has halved effect on self if you do not have an ally with an item with Tether Aura on it.

- Body Armor - Upon use, places a ( 15 / 25 / 35 ) Hit Point Shield on target unit with Tether Aura on one of their items or self.

- Boots - You passively have + ( 3 / 9 / 15 ) Movement while moving in the direction of an ally with Tether Aura on one of their items.

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Beloved Aura - 350 Aura Power

- Accessory - Your enemies deal - ( 2% / 4% / 6% ) Physical Damage to you. Passively grants + ( 10 / 25 / 40 ) Max Hit Points.

- Weapon - Whenever you deal physical damage to a unit, you have a ( 5% / 10% / 15% ) chance to Charm that unit.

- Body Armor - Passively grants you + ( 4 / 8 / 12 ) Armor, and a + ( 5% / 10% / 15% ) chance to Charm enemies on their next turns whenever they attack you.

- Boots - While moving in the direction of charmed enemies, you have + ( 4 / 10 / 16 ) Movement. You deal + ( 10 / 20 / 30 ) Attack Damage to Charmed units.

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Aura of Conviction - 250 Aura Power

- Accessory - You have a passive + ( 4% / 8% / 12% ) Max Hit Points.

- Weapon - You deal bonus physical damage on attack equal to [ ( Max Hit Points ) x ( 0.02 / 0.04 / 0.06 ) ]. Also passively grants you + ( 5 / 15 / 25 ) Max Hit Points.

- Body Armor - Grants a passive + ( 15 / 35 / 55 ) Max Hit Points.

- Boots - For each meter traveled in a turn, you recover + ( 0.15 / 0.30 / 0.50 )% of your Max Hit Points at the end of that turn.

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Aura of Resistance - 200 Aura Power

- Accessory - + ( 7 / 12 / 25 ) Spell Resist.

- Weapon - You have bonus Spell Resist equal to [ ( Weapon Bonus Damage Granted ) x ( 0.50 / 0.75 / 1.00 ) ].

- Body Armor - + ( 10 / 25 / 40 ) Spell Resist.

- Boots - + ( 8 / 15 / 30 ) Spell Resist.

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Aura of Deceit - 250 Aura Power

- Accessory - + ( 4 / 10 / 16 ) Attack Damage when attacking out of Invisibility. Also passively grants you + ( 25% / 50% / 75% ) Critical Hit Damage if you Crit out of Invis.

- Weapon - + ( 8 / 15 / 28 ) Attack Damage. + ( 22 / 45 / 60 ) Attack Damage instead whenever you get a Critical Hit.

- Body Armor - + ( 3 / 5 / 8 ) HP Regen while Invisible. Whenever you go out of Invisibility, you gain a ( 10 / 20 / 40 ) Hit Point Shield. Whenever you become invisible, all Shields are removed from you.

- Boots - + ( 2 / 5 / 8 ) Movement while Invisible.

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Aura of Treachery - 300 Aura Power

- Accessory - + ( 8 / 16 / 24 ) Armor and Spell Resist against damage from Poisoned enemies.

- Weapon - + ( 5 / 10 / 20 )% chance to poison your enemies on attack. Additionally, your poison deals + ( 6 / 12 / 15 ) Pure Damage per turn to poisoned units.

- Body Armor - Whenever you are attacked, you have a + ( 10 / 20 / 35 )% chance to poison the attacker. Additionally, you have + ( 1 / 2 / 3 ) Armor for each Poisoned enemy.

- Boots - You have + ( 1 / 1.5 / 2.5 ) Movement for each poisoned enemy.

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Aura of Blossoms - 275 Aura Power

- Accessory - Whenever you attack a unit, you gain a Blossom stack. For each Blossom stack, you have + ( 1% / 2% / 3% ) Chance to proc Blossom on each attack. Whenever you proc Blossom, you recover 10% of your Max Hit Points. Additionally, whenever you attack and don't proc Blossom, you have a ( 20% / 30% / 40% ) chance to Root your target.

- Weapon - Whenever you attack a unit, you have a 25% chance to Root that unit. If you root that unit, you deal + ( 12 / 24 / 36 ) Pure damage on that attack. Additionally, whenever you are attacked, you have a 25% chance to root your attacker.

- Body Armor - Whenever you are dealt magical damage, you gain a stack of Blossom. Whenever you are targeted by a spell, you recover ( 1.2 / 1.8 / 2.4 ) Hit Points for each stack of Blossom on you. Also passively grants you + ( 1 / 2.5 / 4 ) HP Regen.

- Boots - You recover ( 0.25 / 0.45 / 0.65 ) Mana Points per meter traveled.

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Aura of Earthen Presence - 425 Aura Power

- Accessory - Whenever you attack a unit, that unit gains a stack of Dirt. For each stack of Dirt on a unit, you have a + ( 2.5 / 5.0 / 7.5 )% chance to stun that unit.

- Weapon - You have + ( 2 / 3 / 4 ) HP Regen and a + ( 5% / 10% / 15% ) Stun chance on attack.

- Body Armor - Whenever you are dealt damage, you have a ( 30 / 60 / 90 )% chance to recover 20% of your Missing Hit Points.

- Boots - You have + [ ( Armor ) x ( 0.12 / 0.24 / 0.36 ) ] Movement.

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Aura of the Tides - 550 Aura Power

- Accessory - You have + ( 1 / 2 / 3 ) Movement and + ( 1 / 2 / 3 ) MP Regen.

- Weapon - All of your stats function like the tides, having lows and highs. Your maximum for Tide stacks is three. You naturally have - ( 5% / 10% / 15% ) of all of your stats. When you reach three stacks, you begin to decrease in stacks. Once you reach 0 stacks, you begin to increase in stacks. Your stats change at the beginning of the turn. Each stack grants you + ( 5% / 10% / 15% ) Stats. The stats affected are Attack Damage, Spell Effect, Armor, and Spell Resist.

- Body Armor - Whenever you move, you leave a tide path behind you. Until your next turn, whenever a unit passes through the water, they gain + ( 4 / 9 / 14 ) Movement and Spell Resist until end of turn.

- Boots - Whenever you attack a unit, you deal bonus damage to that unit equal to ( 3 / 6 / 9 )% of your Maximum Mana. Additionally, You can pay ( 18 / 12 / 6 ) Mana Points up to one time per turn to gain + ( 10 / 20 / 30 ) Attack Damage until end of turn.

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Aura of Unnatural Heaviness - 325 Aura Power

- Accessory - Upon use, fling your accessory onto target unit within 10m. That unit is crushed under the weight of the accessory. They're crushed until your next turn. While crushed, those units take + ( 20% / 40% / 60% ) Physical damage and are rooted. One use per encounter.

- Weapon - You have - ( 3 / 2 / 1 ) Movement and cannot have bonus attacks. Whenever you attack, you deal + ( 25 / 50 / 75 ) damage on attack. You also deal pure damage on attack.

- Body Armor - You have + ( 30% / 60% / 90% ) Armor and - ( 3 / 2 / 1 ) Movement.

- Boots - You have - ( 4 / 2 / 1 ) Movement. In addition to attacking, you can punt a unit once per turn. Whenever you punt a unit, you deal [ ( Attack Damage + Armor ) x ( 0.15 / 0.30 / 0.45 ) ] Physical damage to that unit, then knock that unit back ( 3 / 7 / 10 )m. This action has a 50% chance of success.

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Aura of the Elder Gods - 75 Aura Power

- Accessory - Whenever you attack, you gain a stack of Eldritch. You deal bonus damage on attack equal to the number of Eldritch stacks on you multiplied by ( 1.5 / 3.0 / 4.5 ). At the end of each encounter, your stacks of Eldritch remain, but you must pay 1 Aura Power for each stack of Eldritch, or the item that is enchanted will be purged of this enchantment. Outside of an encounter, you can pay 25 Aura Power to remove all Eldritch stacks from the item.

- Weapon - Whenever you attack or are attacked, the target takes ( 4 / 8 / 12 ) Physical Damage, then the attacker recovers ( 10 / 20 / 30 ) Hit Points. You also have a + ( 5% / 10% / 20% ) Dodge Chance.

- Body Armor - Whenever you are attacked, you lose ( 2.5 / 5.0 / 7.5 )% of your Max Hit Points, then gain stacks of Revenge equal to the life lost in this way. You have + ( 1.1 / 1.4 / 1.8 ) Attack Damage for each stack. Stacks disappear at end of encounter.

- Boots - You have + ( 5 / 11 / 16 ) Movement, but take + ( 2 / 3 / 6 ) Damage whenever you are attacked.

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Aura of Opals - 375 Aura Power

- Accessory - You have + ( 1 / 3 / 5 ) MP Regen.

- Weapon - Whenever you attack an enemy with 50% or less Hit Points, you recover ( 3 / 6 / 9 ) Mana Points. You also have +5% Manasteal.

- Body Armor - Whenever you take damage, you recover Mana equal to ( 5% / 10% / 15% ) of the damage taken.

- Boots - Whenever you travel a meter, you recover ( 0.2 / 0.3 / 0.4 ) Mana Points. At the beginning of each turn, you recover ( 1 / 2 / 3 ) Mana Points.

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Aura of Whistling Gales - 225 Aura Power

- Accessory - Whenever you move a meter, you gain ( 1 / 2 / 3 ) stacks of Gale. Whenever you attack, you can expend 50 stacks of Gale to gain + ( 20 / 40 / 60 ) m Attack Range and damage. Once you attack, you can then blink to your target.

- Weapon - Whenever you attack, you gain a stack of Windwill. You have + ( 0.4 / 0.6 / 0.8 ) Movement for each stack of Windwill on you. Also passively grants you + ( 2 / 4 / 5 ) Movement.

- Body Armor - + [ ( Movement ) x ( 0.3 / 0.6 / 0.9 ) ] Armor and HP Regen.

- Boots - + ( 20% / 40% / 60% ) Movement as long as you are at 50% or more Hit Points.

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Aura of Blizzards - 350 Aura Power

- Accessory - + ( 2 / 3 / 5 )m of Blizzards sustained around you. Enemies caught in the Blizzard take + ( 6 / 10 / 16 ) Magic DPT and have - ( 1 / 2 / 3 ) Movement. Effect stacks up to twice.

- Weapon - You have + ( 2 / 3 / 5 ) Slow on attack, which lasts until your next turn. Slowed units deal - ( 10% / 20% / 30% ) damage to you.

- Body Armor - + ( 1 / 3 / 5 ) Movement and + ( 1 / 3 / 5 ) Slow on attack.

- Boots - You leave a path of Frost behind you. Whenever a unit steps on a patch of Frost, that patch disappears, and that unit loses ( 2 / 4 / 6 ) Movement until your next turn. Pyromancy spells can melt the frost when they're cast within 10m of the patch.

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Spooky Aura - 666 Aura Power

- Accessory - This accessory counts the kills that players of Endless Crusade obtain while you are either spectating or in the game. If you score the kill, you gain ( 3 / 5 / 8 ) Soul Charges. If another player scores the kill in a game you are in, you gain ( 2 / 4 / 6 ) Charges instead. If you witness a kill, you gain ( 1 / 2 / 3 ) Charges instead.

- Weapon - This weapon counts the kills that players of Endless Crusade obtain while you are either spectating or in the game. If you score the kill with this weapon, you gain ( 5 / 10 / 15 ) Soul Charges. If you score the kill, you gain ( 4 / 8 / 12 ) Soul Charges. If another player scores the kill, you gain ( 3 / 6 / 9 ) Charges instead. If you witness a kill, you gain ( 2 / 4 / 5 ) Charges instead.

- Body Armor - This armor counts the kills that players of Endless Crusade obtain while you are either spectating or in the game. If you score the kill, you gain ( 5 / 9 / 13 ) Soul Charges. If another player scores the kill, you gain ( 4 / 8 / 12 ) Soul Charges. if you witness a kill, you gain ( 3 / 6 / 9 ) Soul Charges instead.

- Boots - These boots count the kills that players of Endless Crusade obtain while you are either spectating or in the game. If you score the kill, you gain ( 4 / 5 / 6 ) Soul Charges. If another player scores the kill, you gain ( 2 / 3 / 4 ) Charges instead. If you witness a kill, you gain ( 1 / 2 / 3 ) Soul Charges instead.

\*\*\*This Mysterious Enchantment collects the Soul Essence of those killed by the bearers. Though they can be used as a measure of competition, what these items truly mean is unassuming to the denizens of Ohr.