In Hazebound, you can find magical items. These items are special objects imbued with magical properties. Their effects can range from making you more muscular or smarter, allowing you to fly, or even unleashing powerful spells.
To benefit from a magic item's properties, the user needs to attune to it. Attuning is a 15-minute process that can be done at any time.
While attuned to a magic item, you bear a magic burden, the amount of which is indicated by the item. The maximum sum of burden you can withstand is equal to your Wits + Intelligence + your level. Attuning to an item fails if it would bring you above your magic burden maximum.
The magical properties you will find on items are called Enchantments. Each enchantment has a unique name that can be used to reference what the effect does. For example, you can find an item on a merchant's stall labeled "Ring of Minor Strength." From the name, you can infer that it is a ring that is enchanted with the "Minor Strength" enchantment, which you might know gives +1 Strength when equipped. Alternatively, it could have been "Cloak of Minor Strength" or even "Daggers of Minor Strength."
Magical items are easy to spot as they always have a soft hum of magic around them. However, while most merchants will disclose the properties of a magical item, you might come across some in your adventures without the convenience of a user manual.
In such cases, there are two ways to learn about the magical properties of an item. The first is to bring it to people with the ability to appraise it, or you can attempt to attune to it yourself. However, be cautious, as some items can be cursed, and attuning to an unknown item can be dangerous.
It is also important to note that the effect of each enchantment is unique and cannot be cumulated. Meaning you cannot benefit from the same enchantment's effect multiple times.
For example, having a "Ring of Minor Strength" and "Cloak of Minor Strength" will only give you +1 to strength. However, if you have a "Ring of Minor Strength" and a "Ring of Major Strength," since they are two different enchantments, you would benefit from both.
You can have any non-magical item enchanted, and these enchantments can be performed by someone with the skills of an enchanter. This could be a player character with the appropriate skill set or a merchant you might encounter who can provide you with such services.
Enchanting an item is a process that take 3 hours per enchantment placed on the items. The resulting item Magic Burden is the sum of all the enchantments Magic burden placed on it.
Example:
Elena wants to enchant her new pair of boots. She decided on "Gravity," "Definitive Wits," and "Mage Armor" enchantments. According to the recipe, she will need 3,000 coins worth of Arcane Quartz, 15,000 coins of Telluric Topaz, and 15,000 coins of Shade Amethyst.
At the market, she is able to find an Arcane Quartz worth 3,500 coins, two Telluric Topaz worth 7,500 coins each, and a 15,000 coins Shade Amethyst. Now that she has all the materials, she can start the enchanting process. Putting three enchantments on an item is a grueling process that takes 9 hours. At the end of it, the Quartz, two Topaz, and Amethyst turn to dust as the boots absorb their energy to cement the enchantments.
Now all Elena has to do is name her new creation. She dubs it:
Magic Burden 18 - Boots
The wearer of these boots gains +2 to Wits and can walk on walls or ceilings. Additionally, if the wearer of these boots does not have any armor or shield equipped, their Defense is equal to 15 + level + half their Wits or half their Intelligence.
In Hazebound, when gemstones are formed, some have energy trapped inside them. Enchanters use their Willpower to extract the trapped energy from the gemstones in order to create enchantments. The most commonly used gem for this purpose is Arcane Quartz, but more complex enchantments may require more valuable gemstones.
Enchanter recipes usually refer to a minimum value in coins for the gemstone, which represents the gem's quality, and size. Higher quality gems will trap more energy and result in more potent enchantments. However, when enchanting, two 500-coin rubies can be used as a substitute for a single 1000-coin ruby.
While the cut and size might differ, these are the standard enchanting gems that can be found in most markets:
Arcane Quartz
Burning Ruby
Tempest Emerald
Tidal Sapphire
Telluric Topaz
Shade Amethyst
Exceedingly rare gems also exist, and obtaining these gems is usually a complex endeavour in itself:
Rainbow Quartz
Blood Ruby
Voltaic Emerald
Frigid Sapphire
Volcanic Topaz
Void Amethyst
Here is a list of standard enchantments, along with their crafting cost, effects, names, and, in parentheses, the magic burden value. Please note that this list represents only a subset of magical effects found in items, as some may be unique to rare or legendary items and not the result of enchantments.
The list is split into three categories, indicative of which type of items can receive the enchantment, and then quality levels: Minor would be what characters between levels 1 and 7 usually find, Definitive for levels 8 to 15, and Major for level 16 and above.
These enchantments can be applied to any item that can be equipped, including armor, clothing, jewelry, and weapons.
Minor Strength (4)
+1 to Strength
Arcane Quartz 1 000Ȼ & Telluric Topaz 4 000Ȼ
Minor Agility (4)
+1 to Agility
Arcane Quartz 1 000Ȼ & Tidal Sapphire 4 000Ȼ
Minor Intellect (4)
+1 to Intelligence
Arcane Quartz 1 000Ȼ & Burning Ruby 4 000Ȼ
Minor Wits (4)
+1 to Wits
Arcane Quartz 1 000Ȼ & Tempest Emerald 4 000Ȼ
Minor Will (4)
+3 to maximum Willpower
Arcane Quartz 5 000Ȼ
Minor Health (4)
+15 to Health
Arcane Quartz 5 000Ȼ
Scholar Armor (4)
If you have no armor or shield, your Defense is 10 + level + half Wits or half Intelligence.
Shade Amethyst 10 000Ȼ
Novice (4)
Choose a novice spell when enchanting, wear can cast it once per long rest.
Arcane Quartz 5 000Ȼ
Minor Speed (4)
+ 2 to movement speed
Tempest Emerald 5 000Ȼ
Definitive Strength (6)
+2 to Strength
Arcane Quartz 3 000Ȼ & Telluric Topaz 12 000Ȼ
Definitive Agility (6)
+2 to Agility
Arcane Quartz 3 000Ȼ & Tidal Sapphire 12 000Ȼ
Definitive Intellect (6)
+2 to Intelligence
Arcane Quartz 3 000Ȼ & Burning Ruby 12 000Ȼ
Definitive Wits (6)
+2 to Wits
Arcane Quartz 3 000Ȼ & Tempest Emerald 12 000Ȼ
Definitive Will (6)
+6 to maximum Willpower
Arcane Quartz 15 000Ȼ
Definitive Health (6)
+30 to Health
Arcane Quartz 15 000Ȼ
Heat Protection (8)
You gain resistance to fire damage.
Burning Ruby 20 000Ȼ
Cold Protection (8)
You gain resistance to cold damage.
Tidal Sapphire 20 000Ȼ
Bolt Protection (8)
You gain resistance to lightning damage.
Tempest Emerald 20 000Ȼ
Mage Armor (6)
If you have no armor or shield, your Defense is 15 + level + half Wits or halfIntelligence.
Shade Amethyst 25 000Ȼ
Apprentice (6)
Choose an Apprentice spell when enchanting, wear can cast it once per long rest.
Arcane Quartz 15 000Ȼ
Definitive Speed (6)
+ 4 to movement speed
Tempest Emerald 15 000Ȼ
Gravity (6)
Allows the wearer to walk on ceilings and walls.
Telluric Topaz 15 000Ȼ
Darkvision (6)
Allows the wearer to see up to 20 meters (60 feet) in the dark.
Burning Ruby 15 000Ȼ
Major Strength (8)
+3 to Strength
Arcane Quartz 10 000Ȼ & Volcanic Topaz 40 000Ȼ
Major Agility (8)
+3 to Agility
Arcane Quartz 10 000Ȼ & Frigid Sapphire 40 000Ȼ
Major Intellect (8)
+3 to Intelligence
Arcane Quartz 10 000Ȼ & Blood Ruby 40 000Ȼ
Major Wits (8)
+3 to Wits
Arcane Quartz 10 000Ȼ & Voltaic Emerald 40 000Ȼ
Major Will (8)
+9 to maximum Willpower
Rainbow Quartz 50 000Ȼ
Definitive Health (8)
+45 to Health
Rainbow Quartz 50 000Ȼ
Elemental Resist (10)
You gain resistance to Cold, Lightning and Fire damage.
Voltaic Emerald 50 000Ȼ & Frigid Sapphire 50 000Ȼ & Volcanic Topaz 50 000Ȼ
Protection (10)
You gain resistance to Sharp, Blunt and Force Damage.
Rainbow Quartz 50 000Ȼ + Blood Ruby 100 000Ȼ
Archmagi Armor (8)
If you have no armor or shield, your Defense is 25 + level + half Wits or half Intelligence.
Void Amethyst 75 000Ȼ
Adept(8)
Choose an Adpet Spell when enchanting, wear can cast it once per long rest.
Rainbow Quartz 50 000Ȼ
Major Speed (6)
+6 to movement speed, and your movement speed cannot be reduced.
Voltaic Emerald 50 000Ȼ
Flying (8)
The wearer can levitate and gain a flight speed equal to half their movement speed.
Voltaic Emerald 75 000Ȼ
True sight (10)
Allows the wearer to see in the dark as if it were a bright day and see invisible creatures.
Blood Ruby 75 000Ȼ
This set of enchantments can only be apply to a weapons.
Minor Skill (2)
+ 1 to Attack roll with the enchanted weapon
Arcane Quartz 5 000Ȼ
Minor Power (2)
+ 1 to Attack Power or Spell Power for enchant weapon damage.
Arcane Quartz 5 000Ȼ
Minor Burn (2)
Enchanted weapon type is changed to fire.
Burning Ruby 5 000Ȼ
Minor Freeze (2)
Enchanted weapon type is changed to Cold.
Tidal Sapphire 5 000Ȼ
Minor Fry (2)
Enchanted weapon type is changed to Lightning.
Tempest Emerald 5 000Ȼ
Definitive Skill (3)
+ 2 to Attack roll with the enchanted weapon
Arcane Quartz 15 000Ȼ
Definitive Power (3)
+ 2 to Attack Power or Spell Power for enchant weapon damage.
Arcane Quartz 15 000Ȼ
Rebound (2)
After a thrown attack, this weapon returns to your hand automatically.
Shade Amethyst 10 000Ȼ
Definitive Burn (4)
Enchanted weapon type is changed to fire and upgrade your damage dice by one.
Burning Ruby 15 000Ȼ
Definitive Freeze (4)
Enchanted weapon type is changed to Cold and upgrade your damage dice by one.
Tidal Sapphire 15 000Ȼ
Definitive Fry (4)
Enchanted weapon type is changed to Lightning and upgrade your damage dice by one.
Tempest Emerald 15 000Ȼ
Definitive Skill (4)
+ 3 to Attack roll with the enchanted weapon
Rainbow Quartz 50 000Ȼ
Definitive Power (4)
+ 3 to Attack Power or Spell Power for enchant weapon damage.
Rainbow Quartz 50 000Ȼ
Vampirism (10)
You regain health points equal to the weapon damage dice dealt.
Blood Ruby 75 000Ȼ
Definitive Burn (4)
Enchanted weapon type is changed to fire and upgrade your damage dice by two.
Volcanic Topaz 50 000Ȼ
Definitive Freeze (6)
Enchanted weapon type is changed to Cold and upgrade your damage dice by two.
Frigid Sapphire 50 000Ȼ
Definitive Fry (6)
Enchanted weapon type is changed to Lightning and upgrade your damage dice by two.
Voltaic Emerald 50 000Ȼ