In today’s blog post we give a short description of how enchantments work in Mundus RPG. Enchantments are divided into two main categories, weapon enchantments and apparel enchantments. In addition to these two categories the same principles of enchanting can be applied to other objects as well. For example, enchanting a book with the “Eternity” enchantment can make it nigh impossible to be damaged or destroyed by conventional means.
Weapon enchantments are the main focus of Mundus RPG’s enchanting system. These enchantments are divided into main enchantments and secondary enchantments. As the name suggests, main enchantments provide the main arcane effect for the weapon. Most common effects are weapon speed and damage bonuses. Main enchantments can also imbue the weapon with special powers, such as an ability to duplicate the weapon, shoot fire or other elements and otherwise change the physical abilities of the weapon.
Secondary enchantments can be described as “traits” of weapons’. They add either positive or negative effects to the enchantment. Positive effects make the enchanting process harder and negative effects make the process easier. Positive effects include such effects as causing a bleeding check after each successful hit and increasing the character’s maximum jumping distance. Negative effects can drive the wielder to bloodlust and imbue a demon into the weapon.
Apparel enchantments are applied to clothing, armor and other wearable objects. These enchantments give the character much smaller benefits compared to weapon enchantments as our design philosophy is to keep characters from becoming more powerful by just hoarding magic items.
Example of an enchanted weapon:
Exceptional Quality Katana
Damage: 3/4/0 ; 4/4/0 (1-handed ; 2-handed)
Speed: 4 / 5 (1-handed / 2-handed)
Weight: 1,5 kg
Cost: 64 Silver
Effects: Bleeding 6
The weapon ignores 2 fatigue and 2 injury points from the wielder of the weapon.
If the weapon is destroyed it starts to slowly regenerate. This regeneration process takes one day to fully reconstruct the weapon. A completely melted weapon or a weapon ground to dust cannot regenerate.
Each successful hit with the enchanted weapon causes a Bleeding check to the target.
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