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New Enchanting System Edit

Below are the details of the new enchanting system. It is currently in testing, and will go live with the next update.

First of all, you will require an item called Enchantment Focus which is sold within the Laboratory in the Lower Ward. To open up the enchanting UI, you need to use the Enchantment Focus near an enchanting bench.

By default, weapons have 8 points to spend on enchantments, and other item types have 10 points as a base. Up to 2 more points can be added via Crafting. The max weapon point allotment is 10, and the max armor and accessory allotment is 12.

Individual enchantments require a combination of gold, gems, and essences in order to enchant.

Enchantment Bonus Edit

Can be added to melee weapons, ranged weapons, ammo, and throwing weapons.

Enchantment Point Value Gold Essence Gem
Enchantment Bonus +1 0 300gp - -
Enchantment Bonus +2 0 500gp Faint Power Essence -
Enchantment Bonus +3 1 1000gp Weak Power Essence Diamond (Flawed)
Enchantment Bonus +4 2 3000gp Glowing Power Essence Diamond
Enchantment Bonus +5 3 5000gp Radiant Power Essence Diamond (Flawless)

Attack Bonus Edit

Can be added to gloves.

Enchantment Point Value Gold Essence Gem
Attack Bonus +1 0 300gp - -
Attack Bonus +2 0 500gp Faint Power Essence -
Attack Bonus +3 1 1000gp Weak Power Essence Diamond (Flawed)
Attack Bonus +4 2 3000gp Glowing Power Essence Diamond
Attack Bonus +5 3 5000gp Radiant Power Essence Diamond (Flawless)

Elemental Damage Edit

Can be added to melee weapons, ammo, gloves, and throwing weapons

Enchantment Point Value Gold Essence Gem
Fire Damage 1d4 1 500gp Faint Fire Essence -
Fire Damage 2d4 2 1,000gp Weak Fire Essence Rubellite (Flawed)
Fire Damage 2d6 3 3,000gp Glowing Fire Essence Rubellite
Fire Damage 3d6 4 5,000gp Radiant Fire Essence Rubellite (Flawless)
Cold Damage 1d4 1 500gp Faint Water Essence -
Cold Damage 2d4 2 1,000gp Weak Water Essence Waterstone (Flawed)
Cold Damage 2d6 3 3,000gp Glowing Water Essence Waterstone
Cold Damage 3d6 4 5,000gp Radiant Water Essence Waterstone (Flawless
Acid Damage 1d4 1 500gp Faint Earth Essence -
Acid Damage 2d4 2 1,000gp Weak Earth Essence Vanadi (Flawed)
Acid Damage 2d6 3 3,000gp Glowing Earth Essence Vanadi
Acid Damage 3d6 4 5,000gp Radiant Earth Essence Vanadi (Flawless)
Electric Damage 1d4 1 500gp Faint Air Essence -
Electric Damage 2d4 2 1,000gp Weak Air Essence Indicol (Flawed)
Electric Damage 2d6 3 3,000gp Glowing Air Essence Indicol
Electric Damage 3d6 4 5,000gp Radiant Air Essence Indicol (Flawless)
Sonic Damage 1d4 3 1,000gp Weak Air Essence Schorl (Flawed)
Sonic Damage 2d4 4 3,000gp Glowing Air Essence Schorl
Sonic Damage 2d6 5 5,000gp Radiant Air Essence Schorl (Flawless)

Non-resistable Damage Edit

Can be added to melee weapons, ammo, gloves, and throwing weapons

Enchantment Point Value Gold Essence Gem
Magic Damage 1d6 4 5,000gp Radiant Power Essence Opal (Flawless)
Divine Damage 1d6 4 5,000gp Radiant Power Essence Sapphire (Flawless)
Negative Damage 1d6 4 5,000gp Radiant Death Essence Black Sapphire (Flawless)

Damage vs. Alignment Edit

Can be added to melee weapons, ammo, gloves, and throwing weapons

Enchantment Point Value Gold Essence Gem
+1d6 damage vs. Evil 1 500gp Weak Good Essence -
+2d6 damage vs. Evil 2 1000gp Glowing Good Essence White Saltwater Pearl (Flawed)
+1d6 damage vs. Good 1 500gp Weak Evil Essence -
+2d6 damage vs. Good 2 1000gp Glowing Evil Essence Black Sapphire (Flawed)
+1d6 damage vs. Chaos 1 500gp Weak Law Essence -
+2d6 damage vs. Chaos 2 1000gp Glowing Law Essence Angel Tears (Flawed)
+1d6 damage vs. Law 1 500gp Weak Chaos Essence -
+2d6 damage vs. Law 2 1000gp Glowing Chaos Essence Black Opal (Flawed)

Keen Edit

Can be added to melee weapons, ammo, gloves, and throwing weapons

Enchantment Point Value Gold Essence Gem
Keen 1 300gp - Black Diamond (Flawed)

Vampiric Regen Edit

Can be added to melee weapons, ammo, gloves, and throwing weapons.

Enchantment Point Value Gold Essence Gem
 
Vampiric Regen +1 1 500gp - Bloodstone (Flawed)
Vampiric Regen +2 2 1000gp Faint Death Essence Bloodstone
Vampiric Regen +3 3 3000gp Weak Death Essence Bloodstone (Flawless)

AC Bonus Edit

Can be added to Melee, Ranged, and Throwing weapons, as well as armor, shields, belts, cloaks, bracers, gloves, helms, amulets, and rings.

AC or Armor Bonus costs less points on Armor and Shields, with +5 costing 3 points, instead of the normal 5 points on everything else.

The type of AC granted is dependent on the item. Most accessories give deflection AC. Weapons give shield AC. Amulets give Natural AC.

Enchantment Point Value Gold Essence Gem
AC Bonus +1 1/0 300gp - -
AC Bonus +2 2/0 500gp Faint Power Essence -
AC Bonus +3 3/1 1,000gp Weak Power Essence Jasmal (Flawed)
AC Bonus +4 4/2 3,000gp Glowing Power Essence Jasmal
AC Bonus +5 5/3 5,000gp Radiant Power Essence Jasmal (Flawless)

On Hit Effects Edit

Can be added to melee weapons, thrown weapons, ammunition, and gloves.

Enchantment Point Value Gold Essence Gem
Blindness 25% / 1 rnds @ 16 DC 1 500gp Faint Death Essence Sunstone(Flawed)
Blindness 25% / 2 rnds @ 20 DC 2 1000gp Weak Death Essence Sunstone
Blindness 25% / 3 rnds @ 24 DC 3 3000gp Glowing Death Essence Sunstone (Flawless)
Hold 25% / 1 rnds @ 16 DC 1 500gp Faint Power Essence Labradorite (Flawed)
Hold 25% / 2 rnds @ 20 DC 2 1000gp Weak Power Essence Labradorite
Hold 25% / 3 rnds @ 24 DC 3 3000gp Glowing Power Essence Labradorite (Flawless)
Silence 25% / 1 rnds @ 16 DC 1 500gp Faint Power Essence Moonstone (Flawed)
Silence 25% / 2 rnds @ 20 DC 2 1000gp Weak Power Essence Moonstone
Silence 25% / 3 rnds @ 24 DC 3 3000gp Glowing Power Essence Moonstone (Flawless)
Slow 25% / 2 rnds @ 15 DC 1 500gp Faint Earth Essence Eyestone (Flawed)
Slow 50% / 2 rnds @ 20 DC 2 1000gp Weak Earth Essence Eyestone
Slow 50% / 3 rnds @ 25 DC 3 3000gp Glowing Earth Essence Eyestone (Flawless)
Doom 25% / 3 rnds @ 24 DC 1 500gp Faint Earth Essence Carnelian
Daze 25% / 3 rnds @ 24 DC 2 1000gp Weak Earth Essence Mosstone
Fear 25% / 1 rnds @ 16 DC 1 500gp Faint Death Essence Crown of Silver (Flawed)
Fear 25% / 1 rnds @ 20 DC 2 1000gp Weak Death Essence Crown of Silver 
Fear 25% / 3 rnds @ 24 DC 3 3000gp Glowing Death Essence Crown of Silver (Flawless)

Massive Criticals Edit

Can be added to melee weapons, ranged weapons, and gloves.

Enchantment Point Value Gold Essence Gem
Massive Criticals +2d4 1 500gp - Jargoon (Flawed)
Massive Criticals +3d6 2 1000gp Faint Fire Essence Jargoon

Mighty Edit

Can be added to ranged weapons

Enchantment Point Value Gold Essence Gem
Mighty +1 1 300gp Faint Earth Essence -
Mighty +2 2 500gp Weak Earth Essence -
Mighty +3 3 1000gp Weak Earth Essence Aquamarine (Flawed)
Mighty +4 4 3000gp Glowing Earth Essence Aquamarine
Mighty +5 5 5000gp Radiant Earth Essence Aquamarine (Flawless)

Edit

Bonus Hit Points Edit

Can be added to armor, shields, and boots.

Enchantment Point Value Gold Essence Gem
Bonus Hit Points +10 1 500gp Faint Earth Essence Bloodstonen (Flawed)
Bonus Hit Points +20 2 1000gp Weak Earth Essence Bloodstone
Bonus Hit Points +30 3 3000gp Glowing Earth Essence Bloodstone (Flawless)

Resistances Edit

Can be added to cloaks, armor, shields, and boots.

Enchantment Point Value Gold Essence Gem
Acid Resistance 5/- 1 300gp Faint Earth Essence
Acid Resistance 10/- 2 500gp Weak Earth Essence Jargoon (Flawed)
Acid Resistance 15/- 3 1000gp Glowing Earth Essence Jargoon
Acid Resistance 20/- 4 3000gp Radiant Earth Essence Jargoon (Flawless)
Fire Resistance 5/- 1 300gp Faint Fire Essence
Fire Resistance 10/- 2 500gp Weak Fire Essence Starlite (Flawed)
Fire Resistance 15/- 3 1000gp Glowing Fire Essence Starlite
Fire Resistance 20/- 4 3000gp Radiant Fire Essence Starlite (Flawless)
Cold Resistance 5/- 1 300gp Faint Water Essence
Cold Resistance 10/- 2 500gp Weak Water Essence Jacinth (Flawed)
Cold Resistance 15/- 3 1000gp Glowing Water Essence Jacinth
Cold Resistance 20/- 4 3000gp Radiant Water Essence Jacinth (Flawless)
Electric Resistance 5/- 1 300gp Faint Air Essence
Electric Resistance 10/- 2 500gp Weak Air Essence Tarine (Flawed)
Electric Resistance 15/- 3 1000gp Glowing Air Essence Tarine
Electric Resistance 20/- 4 3000gp Radiant Air Essence Tarine (Flawless)

Spell Resistance Edit

This can be added to armor, shields, and cloaks.

Enchantment Point Value Gold Essence Gem
Spell Resistance 14 2 500gp Weak Power Essence Black Opal (Flawed)
Spell Resistance 18 3 1000gp Glowing Power Essence Black Opal
Spell Resistance 22 4 3000gp Radiant Power Essence Black Opal (Flawless)

RegenerationEdit

This can be added to armor, and shields.

Enchantment Point Value Gold Essence Gem
Regeneration +1 3 1000gp Weak Life Essence Sunstone (Flawed)
Regeneration +2 5 5000gp Radiant Power Essence Sunstone (Flawless)

Reduced Weight Edit

This can be added to armor and shields.

Enchantment Point Value Gold Essence Gem
50% Reduced Weight 0 300gp Faint Air Essence Mosstone (Flawed)
99% Reduced Weight 1 500gp Weak Air Essence Mosstone

Skill Bonus Edit

See below for what skills can be added to what items.

Enchantment Point Value Gold Essence Gem Add To:
Hide +5 1 500gp Faint Earth Essence Black Opal (Flawed) Armor
Hide +10 2 1000gp Weak Earth Essence Black Opal Armor
Move Silently +5 1 500gp Faint Water Essence Black Opal (Flawed) Armor
Move Silently +10 2 1000gp Weak Water Essence Black Opal Armor
Tumble +5 1 500gp Faint Air Essence Black Opal (Flawed) Boots
Heal +5 1 500gp - Pyrope (Flawed) Gloves, Bracers
Craft Weapon +5 1 500gp - Imperial Topaz (Flawed) Gloves, Bracers
Craft Armor +5 1 500gp - Imperial Topaz (Flawed) Gloves, Bracers
Craft Traps +5 1 500gp - Labradorite (Flawed) Gloves, Bracers
Craft Alchemy +5 1 500gp - Savorite (Flawed) Gloves, Bracers
Open Lock +5 1 500gp - Moonstone (Flawed) Gloves, Bracers
Disable Device +5 1 500gp - White Topaz (Flawed) Gloves, Bracers
Sleight of Hand +5 1 500gp - Black Opal (Flawed) Gloves, Bracers
Set Traps +5 1 500gp - Imperial Topaz (Flawed) Gloves, Bracers
Intimidate +5 1 500gp - Scaragos (Flawed) Helms
Diplomacy +5 1 500gp - Emerald (Flawed) Helms
Bluff +5 1 500gp - Zessar (Flawed) Helms
Search +5 1 500gp - White Topaz (Flawed) Helms
Spot +5 1 500gp - Rutilar (Flawed) Helms
Listen +5 1 500gp - Rutilar (Flawed) Helms
Spellcraft +5 1 500gp - Opal (Flawed) Helms
Concentration +5 1 500gp - White Topaz (Flawed) Helms
Taunt +5 1 500gp - Bloodstone (Flawed) Helms
Survival +5 1 500gp - Vanadi (Flawed) Helms
Perform +5 1 500gp Faint Power Essence Star Sapphire (Flawed) Instruments

Ability Bonus Edit

Strength Bonus Edit

This can be added to belts.

Enchantment Point Value Gold Essence Gem
Strength +1 1 300gp Faint Fire Essence -
Strength +2 2 500gp Weak Fire Essence -
Strength +3 3 1000gp Weak Fire Essence Aquamarine (Flawed)
Strength +4 4 3000gp Glowing Fire Essence Aquamarine
Strength +5 5 5000gp Radiant Fire Essence Aquamarine (Flawless)

Dexterity Bonus Edit

This can be added to belts.

Enchantment Point Value Gold Essence Gem
Dexterity +1 1 300gp Faint Air Essence -
Dexterity +2 2 500gp Weak Air Essence -
Dexterity +3 3 1000gp Weak Air Essence Heliodor (Flawed)
Dexterity +4 4 3000gp Glowing Air Essence Heliodor
Dexterity +5 5 5000gp Radiant Air Essence Heliodor (Flawless)

Constitution Bonus Edit

This can be added to boots.

Enchantment Point Value Gold Essence Gem
Constitution +1 1 300gp Faint Life Essence -
Constitution +2 2 500gp Weak Life Essence -
Constitution +3 3 1000gp Weak Life Essence Scaragos (Flawed)
Constitution +4 4 3000gp Glowing Life Essence Scaragos
Constitution +5 5 5000gp Radiant Life Essence Scaragos (Flawless)

Intelligence Bonus Edit

This can be added to helms.

Enchantment Point Value Gold Essence Gem
Intelligence +1 1 300gp Faint Power Essence -
Intelligence +2 2 500gp Weak Power Essence -
Intelligence +3 3 1000gp Weak Power Essence Beryl (Flawed)
Intelligence +4 4 3000gp Glowing Power Essence Beryl
Intelligence +5 5 5000gp Radiant Power Essence Beryl (Flawless)

Wisdom Bonus Edit

This can be added to amulets.

Enchantment Point Value Gold Essence Gem
Wisdom +1 1 300gp Faint Earth Essence -
Wisdom +2 2 500gp Weak Earth Essence -
Wisdom +3 3 1000gp Weak Earth Essence Cesian (Flawed)
Wisdom +4 4 3000gp Glowing Earth Essence Cesian
Wisdom +5 5 5000gp Radiant Earth Essence Cesian (Flawless)

Charisma Bonus Edit

This can be added to cloaks.

Enchantment Point Value Gold Essence Gem
Charisma +1 1 300gp Faint Water Essence -
Charisma +2 2 500gp Weak Water Essence -
Charisma +3 3 1000gp Weak Water Essence Emerald (Flawed)
Charisma +4 4 3000gp Glowing Water Essence Emerald
Charisma +5 5 5000gp Radiant Water Essence Emerald (Flawless)

Saving Throws Edit

See below for what saving throws can be added to what items.

Enchantment Point Value Gold Essence Gem Add To:
Saving Throw (Reflex) +4 1 500gp Faint Power Essence Labradorite (Flawed) Boots
Saving Throw (Fortitude) +4 1 500gp Faint Power Essence Bloodstone (Flawed) Belt
Saving Throw (Will) +4 1 500gp Faint Power Essence Moonstone (Flawed) Helm

Spells Edit

See below for what spells can be added to what items.

Enchantment Point Value Gold Essence Gem Add To:
Expeditious Retreat 1/Charge 1 300gp - Indicol (Flawed) Boots
Bless Weapon 1/Charge 1 500gp Faint Good Essence Jade (Flawed) Amulets, Rings
Cure Light Wounds 1/Charge 1 500gp Faint Life Essence Pyrope (Flawed) Amulets, Rings
Entangle 1/Charge 1 500gp Faint Life Essence Vanadi (Flawed) Amulets, Rings
Magic Missile 1/Charge 2 500gp Faint Power Essence Opal (Flawed) Amulets, Rings
Protection From Alignment 1/Charge 2 500gp Faint Power Essence Jade (Flawed) Amulets, Rings
Inflict Light Wounds 1/Charge 1 500gp Faint Death Essence Crown of Silver (Flawed) Amulets, Rings
Cure Moderate Wounds 1/Charge 2 500gp Weak Life Essence Pyrope (Flawed) Amulets, Rings
Darkness 1/Charge 1 500gp - Chalcedony (Flawed) Amulets, Rings
Identify 1/Charge 1 500gp - White Topaz (Flawed) Amulets, Rings
Invisibility 1/Charge 2 500gp Faint Power Essence Black Opal (Flawed) Amulets, Rings
Knock 1/Charge 1 500gp Faint Water Essence Black Opal (Flawed) Amulets, Rings
Melf's Acid Arrow 1/Charge 2 500gp Faint Earth Essence Vanadi (Flawed) Amulets, Rings
Ghostly Visage 1/Charge 1 500gp Faint Power Essence Opal (Flawed) Amulets, Rings
See Invisibility 1/Charge 1 500gp Faint Power Essence Rutilar (Flawed) Amulets, Rings

Container Weight Reduction Edit

Can be added to containers.

Enchantment Point Value Gold Essence Gem
Container Weight Reduction -20% 1 300gp Faint Power Essence -
Container Weight Reduction -40% 2 500gp Weak Power Essence -
Container Weight Reduction -60% 3 1000gp Weak Power Essence Black Diamond (Flawed)
Container Weight Reduction -80% 4 3000gp Glowing Power Essence Black Diamond
Container Weight Reduction -100% 5 5000gp Radiant Power Essence Black Diamond (Flawless)

Bonus Feats Edit

See below for which feats can be added to which item types.

Enchantment Point Value Gold Gem Add to:
Alertness 1 500gp Rutilar Ranged Weapons, Helm, Amulet, Ring
Combat Casting 1 500gp Opal Instrument, Glove, Bracer, Amulet, Ring
Deflect Arrows 2 500gp Indicol Melee Weapons, Glove, Bracer
Dodge 2 500gp Schorl Ranged Weapons, Boots
Extended Rage 1 500gp Pyrope Belt, Glove, Bracer, Amulet
Extra Music 1 500gp Zessar Instrument, Helm, Amulet, Ring
Extra Rage 1 500gp Jacinth Belt, Glove, Bracer, Amulet
Extra Turning 1 500gp Jade Glove, Bracer, Amulet
Dash 1 500gp Imperial Topaz Ranged Weapons, Boots
Extra Wild Shape 1 500gp Savorite Belt, Amulet, Ring
Point Blank Shot 1 500gp Rutilar Ranged Weapons, Helm, Amulet, Ring
Spell Focus: Abjuration 1 500gp Amethyst Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Conjuration 1 500gp Crystal Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Divination 1 500gp Black Pearl Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Enchantment 1 500gp Green Quartz Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Evocation 1 500gp Fire Opal Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Illusion 1 500gp Rainbow Obsidian Instrument, Glove, Bracer, Amulet, Ring
Spell Focus: Necromancy 1 500gp Chalcedony Instrument, Glove, Bracer, Amulet, Ring
Bonus Feat: Spell Penetration 1 500gp Crystal Instrument, Glove, Bracer, Amulet, Ring

Old Enchanting System Edit

Below are the details of the old enchanting system. It is currently live, but will be replaced shortly.

Weapons Edit

Enhancement Bonus Edit

  • +1 EB: 200 gold, obsidian, faint air essence. Requires caster level 3.
  • +2 EB: 400 gold, amethyst, faint power and faint air essences. Requires caster level 6.
  • +3 EB: 600 gold, emerald, faint power and weak air essences. Requires caster level 9.
  • +4 EB: 800 gold, sapphire, weak power and glowing air essences. Requires caster level 12.
  • +5 EB: 1000 gold, blue diamond, glowing power and radiant air essences. Requires caster level 15.

Elemental Damage Edit

  • Acid, 1d4: 200 gold, malachite, faint earth essence. Requires caster level 5.
  • Acid, 1d6: 400 gold, emerald, weak earth essence. Requires caster level 10.
  • Fire, 1d4: 200 gold, fire agate, faint fire essence. Requires caster level 5.
  • Fire, 1d6: 400 gold, ruby, weak fire essence. Requires caster level 10.
  • Cold, 1d4: 200 gold, fluorspar, faint water essence. Requires caster level 5.
  • Cold, 1d6: 400 gold, sapphire, weak water essence. Requires caster level 10.
  • Electrical, 1d4: 200 gold, amethyst, faint air essence. Requires caster level 5.
  • Electrical, 1d6: 400 gold, topaz, weak air essence. Requires caster level 10.

Other Edit

  • Keen: 600 gold, topaz, glowing earth essence. Requires caster level 9.
  • Vampiric Regeneration +1 (melee only): 400 gold, bloodstone, weak fire and weak power essences. Requires caster level 7. (glowing power essence for natural weapons)
  • Vampiric Regeneration +3 (melee only): 800 gold, ruby, glowing fire and glowing power essences. Requires caster level 11.

On-Hit Properties Edit

  • Hold, 50% @ DC 20: 1000 gold, diamond, weak power essence. Requires caster level 15.
  • Slow, 50% @ DC 20: 1000 gold, alexandrite, faint power essence. Requires caster level 15.
  • Blindness, 50% @ DC 20: 1000 gold, emerald, weak power essence. Requires caster level 15.
  • Doom, 50% @ DC 20: 1000 gold, penalope, faint power essence. Requires caster level 15.
  • Deafness, 50% @ DC 20: 1000 gold, fluorspar, faint air essence. Requires caster level 15.
  • Daze, 50% @ DC 20: 1000 gold, fire agate, faint fire essence. Requires caster level 15.
  • STR Poison, DC 20: 1000 gold, greenstone, weak water essence. Requires caster level 15.
  • Level Drain, DC 20: 1000 gold, fire opal, glowing power essence. Requires caster level 15. (Currently bugged, and will have DC 18 instead)
  • Wounding, DC 20: 1000 gold, ruby, weak fire essence. Requires caster level 15.
  • Silence, 50% @ DC 20: 1000 gold, adventurine, weak power essence. Requires caster level 15.
  • Fear, 50% / 2 rounds @ DC 20: 1000 gold, Ruby, faint power essence. Requires caster level 15.

Skills Edit

  • Perform, +5 (instruments only): 400 gold, star sapphire, glowing power essence. Requires caster level 5.

Armor & Shield Edit

Armor Class (Armor, Shield) Edit

  • +1 AC: 200 gold, obsidian, faint earth essence. Requires caster level 3.
  • +2 AC: 400 gold, adventurine, faint power and faint earth essences. Requires caster level 6.
  • +3 AC: 600 gold, emerald, faint power and weak earth essences. Requires caster level 9.
  • +4 AC: 800 gold, sapphire, weak power and glowing earth essences. Requires caster level 12.
  • +5 AC: 1000 gold, king's tear, glowing power and radiant earth essences. Requires caster level 15.

Extra Hit Points Edit

  • +10 HP: 200 gold, bloodstone, faint earth essence. Requires caster level 5.
  • +20 HP: 400 gold, sapphire, weak earth essence. Requires caster level 10.
  • +30 HP: 600 gold, diamond, glowing earth essence. Requires caster level 15.

Elemental Resistance Edit

  • Acid 5: 200 gold, penalope, faint earth essence. Requires caster level 3.
  • Acid 10: 400 gold, greenstone, weak earth essence. Requires caster level 7.
  • Acid 15: 600 gold, king's tear, glowing earth essence. Requires caster level 11.
  • Fire 5: 200 gold, fire agate, faint fire essence. Requires caster level 3.
  • Fire 10: 400 gold, ruby, weak fire essence. Requires caster level 7.
  • Fire 15: 600 gold, beljuril, glowing fire essence. Requires caster level 11.
  • Cold 5: 200 gold, fluorspar, faint water essence. Requires caster level 3.
  • Cold 10: 400 gold, sapphire, weak water essence. Requires caster level 7.
  • Cold 15: 600 gold, diamond, glowing water essence. Requires caster level 11.
  • Electrical 5: 200 gold, obsidian, faint air essence. Requires caster level 3.
  • Electrical 10: 400 gold, topaz, weak air essence. Requires caster level 7.
  • Electrical 15: 600 gold, jacinth, glowing air essence. Requires caster level 11.

Spell Resistance Edit

  • SR 14: 200 gold, amethyst, weak power and glowing fire essences. Requires caster level 7.
  • SR 18: 400 gold, sapphire, glowing power and radiant fire essences. Requires caster level 11.
  • SR 22: 600 gold, beljuril, radiant power and radiant fire essences. Requires caster level 15.

Other Edit

  • Fast Healing 1: 400 gold, greenstone, weak power essence. Requires caster level 10.
  • Weight -50%: 200 gold, penalope, weak air essence. Requires caster level 5.

Skills Edit

  • Hide, +5: 400 gold, fire opal, weak water essence. Requires caster level 5.
  • Hide, +10: 800 gold, rogue stone, glowing water essence. Requires caster level 10.
  • Move Silently, +5: 400 gold, fire opal, weak water essence. Requires caster level 5.
  • Move Silently, +10: 800 gold, rogue stone, glowing water essence. Requires caster level 10.

Amulets Edit

Armor Class (Natural) Edit

  • +1 AC: 200 gold, adventurine, faint power essence. Requires caster level 3.
  • +2 AC: 400 gold, adventurine, weak power essence. Requires caster level 6.
  • +3 AC: 600 gold, topaz, weak power essence. Requires caster level 9.
  • +4 AC: 800 gold, emerald, glowing power essence. Requires caster level 12.
  • +5 AC: 1000 gold, blue diamond, radiant power essence. Requires caster level 15.

Wisdom Edit

  • +1 WIS: 200 gold, bloodstone, faint fire essence. Requires caster level 3.
  • +2 WIS: 400 gold, amethyst, faint power and faint fire essences. Requires caster level 6.
  • +3 WIS: 600 gold, alexandrite, faint power and weak fire essences. Requires caster level 9.
  • +4 WIS: 800 gold, emerald, weak power and glowing fire essences. Requires caster level 12.
  • +5 WIS: 1000 gold, beljuril, glowing power and radiant fire essences. Requires caster level 15.

Belts Edit

Strength Edit

  • +1 STR: 200 gold, obsidian, faint earth essence. Requires caster level 3.
  • +2 STR: 400 gold, fire agate, faint power and faint earth essences. Requires caster level 6.
  • +3 STR: 600 gold, ruby, faint power and weak earth essences. Requires caster level 9.
  • +4 STR: 800 gold, fire opal, weak power and glowing earth essences. Requires caster level 12.
  • +5 STR: 1000 gold, king's tear, glowing power and radiant earth essences. Requires caster level 15.

Dexterity Edit

  • +1 DEX: 200 gold, amethyst, faint air essence. Requires caster level 3.
  • +2 DEX: 400 gold, adventurine, faint power and faint air essences. Requires caster level 6.
  • +3 DEX: 600 gold, topaz, faint power and weak air essences. Requires caster level 9.
  • +4 DEX: 800 gold, sapphire, weak power and glowing air essences. Requires caster level 12.
  • +5 DEX: 1000 gold, star sapphire, glowing power and radiant air essences. Requires caster level 15.

Saving Throw (Fortitude) Edit

  • +4 Fortitude: 200 gold, bloodstone, weak power essence. Requires caster level 5.

Boots Edit

Constitution Edit

  • +1 CON: 200 gold, malachite, faint water essence. Requires caster level 3.
  • +2 CON: 400 gold, obsidian, faint power and faint water essences. Requires caster level 6.
  • +3 CON: 600 gold, emerald, faint power and weak water essences. Requires caster level 9.
  • +4 CON: 800 gold, sapphire, weak power and glowing water essences. Requires caster level 12.
  • +5 CON: 1000 gold, king's tear, glowing power and radiant water essences. Requires caster level 15.

Saving Throw (Reflex) Edit

  • +4 Reflex: 200 gold, malachite, weak power essence. Requires caster level 5.

Skills Edit

  • Tumble, +5: 400 gold, alexandrite, weak water essence. Requires caster level 5.

Cast Spell Edit

  • Expeditious Retreat, 1/day: 200 gold, malachite, faint air essence. Requires caster level 7.

Cloaks Edit

Charisma Edit

  • +1 CHA: 200 gold, amethyst, faint fire essence. Requires caster level 3.
  • +2 CHA: 400 gold, adventurine, faint power and faint fire essences. Requires caster level 6.
  • +3 CHA: 600 gold, fire opal, faint power and weak fire essences. Requires caster level 9.
  • +4 CHA: 800 gold, sapphire, weak power and glowing fire essences. Requires caster level 12.
  • +5 CHA: 1000 gold, star sapphire, glowing power and radiant fire essences. Requires caster level 15.

Armor Class (Deflection) Edit

  • +1 AC: 200 gold, fluorspar, faint power essence. Requires caster level 3.
  • +2 AC: 400 gold, penalope, weak power essence. Requires caster level 6.
  • +3 AC: 600 gold, ruby, weak power essence. Requires caster level 9.
  • +4 AC: 800 gold, emerald, glowing power essence. Requires caster level 12.
  • +5 AC: 1000 gold, rogue stone, radiant power essence. Requires caster level 15.

Rings Edit

Armor Class (Deflection) Edit

  • +1 AC: 200 gold, malachite, faint power essence. Requires caster level 3.
  • +2 AC: 400 gold, fire agate, weak power essence. Requires caster level 6.
  • +3 AC: 600 gold, greenstone, weak power essence. Requires caster level 9.
  • +4 AC: 800 gold, ruby, glowing power essence. Requires caster level 12.
  • +5 AC: 1000 gold, rogue stone, radiant power essence. Requires caster level 15.

Gauntlets & Bracers Edit

Armor Class (Armor AC on bracers, Deflection AC on gauntlets) Edit

  • +1 AC: 200 gold, obsidian, faint power essence. Requires caster level 3.
  • +2 AC: 400 gold, amethyst, weak power essence. Requires caster level 6.
  • +3 AC: 600 gold, alexandrite, weak power essence. Requires caster level 9.
  • +4 AC: 800 gold, topaz, glowing power essence. Requires caster level 12.
  • +5 AC: 1000 gold, jacinth, radiant power essence. Requires caster level 15.

Dexterity Edit

  • +1 DEX: 200 gold, amethyst, faint air essence. Requires caster level 3.
  • +2 DEX: 400 gold, adventurine, faint power and faint air essences. Requires caster level 6.
  • +3 DEX: 600 gold, topaz, faint power and weak air essences. Requires caster level 9.
  • +4 DEX: 800 gold, sapphire, weak power and glowing air essences. Requires caster level 12.
  • +5 DEX: 1000 gold, star sapphire, glowing power and radiant air essences. Requires caster level 15.

Attack Bonus Edit

  • +1 AB: 200 gold, bloodstone, faint power essence. Requires caster level 3.
  • +2 AB: 400 gold, penalope, weak power essence. Requires caster level 6.
  • +3 AB: 600 gold, greenstone, weak power essence. Requires caster level 9.
  • +4 AB: 800 gold, alexandrite, glowing power essence. Requires caster level 12.
  • +5 AB: 1000 gold, canary diamond, radiant power essence. Requires caster level 15.

Elemental Damage Edit

  • Acid, 1d4: 200 gold, malachite, faint earth essence. Requires caster level 5.
  • Acid, 1d6: 400 gold, emerald, weak earth essence. Requires caster level 10.
  • Fire, 1d4: 200 gold, fire agate, faint fire essence. Requires caster level 5.
  • Fire, 1d6: 400 gold, ruby, weak fire essence. Requires caster level 10.
  • Cold, 1d4: 200 gold, fluorspar, faint water essence. Requires caster level 5.
  • Cold, 1d6: 400 gold, sapphire, weak water essence. Requires caster level 10.
  • Electrical, 1d4: 200 gold, amethyst, faint air essence. Requires caster level 5.
  • Electrical, 1d6: 400 gold, topaz, weak air essence. Requires caster level 10.

Skills Edit

  • Heal, +5: 400 gold, bloodstone, weak power essence. Requires caster level 5.
  • Parry, +5: 400 gold, adventurine, weak power essence. Requires caster level 5.
  • Craft Weapon, +5: 400 gold, ruby, weak earth essence. Requires caster level 5.
  • Craft Armor, +5: 400 gold, topaz, weak earth essence. Requires caster level 5.
  • Craft Traps, +5: 400 gold, sapphire, weak earth essence. Requires caster level 5.
  • Craft Alchemy, +5: 400 gold, fire opal, weak power essence. Requires caster level 5.
  • Open Lock, +5: 400 gold, garnet, weak power essence. Requires caster level 5.
  • Disable Device, +5: 400 gold, emerald, weak power essence. Requires caster level 5.
  • Sleight of Hand, +5: 400 gold, penalope, weak power essence. Requires caster level 5.
  • Set Traps, +5: 400 gold, greenstone, weak power essence. Requires caster level 5.

Helmets Edit

Intelligence Edit

  • +1 INT: 200 gold, adventurine, faint water essence. Requires caster level 3.
  • +2 INT: 400 gold, penalope, faint power and faint water essences. Requires caster level 6.
  • +3 INT: 600 gold, topaz, faint power and weak water essences. Requires caster level 9.
  • +4 INT: 800 gold, fire opal, weak power and glowing water essences. Requires caster level 12.
  • +5 INT: 1000 gold, canary diamond, glowing power and radiant water essences. Requires caster level 15.

Saving Throw (Will) Edit

  • +4 Will: 200 gold, fluorspar, weak power essence. Requires caster level 5.

Skills Edit

  • Intimidation, +5: 400 gold, malachite, weak fire essence. Requires caster level 5.
  • Diplomacy, +5: 400 gold, amethyst, weak power essence. Requires caster level 5.
  • Bluff, +5: 400 gold, obsidian, weak power essence. Requires caster level 5.
  • Search, +5: 400 gold, fluorspar, weak power essence. Requires caster level 5.
  • Spot, +5: 400 gold, sapphire, weak power essence. Requires caster level 5.
  • Listen, +5: 400 gold, alexandrite, weak power essence. Requires caster level 5.
  • Spellcraft, +5: 400 gold, penalope, weak power essence. Requires caster level 5.
  • Concentration, +5: 400 gold, emerald, weak power essence. Requires caster level 5.
  • Taunt, +5: 400 gold, fire agate, weak fire essence. Requires caster level 5.
  • Survival, +5: 400 gold, adventurine, weak power essence. Requires caster level 5.

Containers Edit

Weight Reduction Edit

  • -20% Weight: 400 gold, obsidian, faint power essence. Requires caster level 5.
  • -40% Weight: 800 gold, fluorspar, faint power essence. Requires caster level 10.
  • -60% Weight: 1200 gold, topaz, weak power essence. Requires caster level 15.
  • -80% Weight: 1600 gold, sapphire, glowing power essence. Requires caster level 20.
  • -100% Weight: 2000 gold, jacinth, radiant power essence. Requires caster level 25.