Enhancive items are items which increase various statistics or skills of a character when the item is held or worn. All enhancive items have charges and are not indefinite, but can be recharged through the Adventurer's Guild and only need this service about once every six months. Enhancive items can even grant knowledge of a spell, but these are very rare and generally only found in auctions or special raffles. An item can also be made enhancive via the Premium points system.
Mana, stamina, and spirit enhancing potions/trinkets, as well as potions/trinkets for boosting some statistics, may be made by pure professions via Alchemy (see list below).
Enhancive weapons and armor can be enchanted with the use of an ayveneh pre-tempering potion made by a wizard skilled in Alchemy. The type and bonus of the enhancive item will determine the difficulty of the enchant.
Benefits & Levels
- Level 1 - Gives a statistic bonus or increases max mana, health, or stamina
- Level 2 - Increases a skill's bonus
- Level 3 - Increases stat recovery for mana, spirit, stamina, or health
- Level 4 - Increases a character's ranks in a given skill
Though there are items that will increase base stat and stat bonus, or skill ranks and skill bonus, the items will stack and obey the base/bonus stat and the skill rank/bonus relationship. That is, if a base stat increases by +2, the stat bonus will increase by +1 (whether by stat growth, enhancive items, or combat maneuvers such as surge of strength).
The behavior is identical for skill ranks and bonus, though the relationship between the two is non-linear. That is, the first 10 ranks of a skill each provide a skill bonus of 5, the following 10 provide 4 each, and so on (a character with 10, 20, 30, 40, or 50 ranks in a particular skill will have a skill bonus of 50, 90, 120, 140, or 150, respectively). All following ranks increase the skill bonus by 1. Consider the following character examples:
- 0 ranks in climbing; 2 enhancives: +2 to climbing ranks, +10 to climbing bonus - Results in bonus/ranks of 20/4 in climbing
- 0 ranks in swimming; 1 enhancive: +4 to swimming bonus - Results in bonus/ranks of 4/0 in swimming
- 25 ranks in multi-opponent combat; 1 enhancive: +15 to multi-opponent combat bonus - Results in bonus/ranks of 120/30 in multi-opponent combat
- Aura base (bonus) of 90 (15); 1 enhancive: +1 to aura bonus - Results in an aura base (bonus) of 92 (16)
- Strength base (bonus) of 100 (10); 2 enhancives; +5 to base strength, +3 to strength bonus - Results in a Strength base (bonus) of 111 (15)
This non-linearity of the benefits granted by skill rank enhancives is the reason that rank enhancives are more expensive to charge, though with sufficiently high training (40 ranks) in a particular skill, the skill rank and bonus enhancive items provide identical benefits.
Enhancive items can not be used to increase quantities indefinitely, there are hard limits to the bonuses which can be provided by the enhancive system:
- Base Stat: +40
- Stat Bonus : +20
- Skill Rank: +50
- Skill Bonus: +50
- Max Health/Mana/Stamina: +50
- Max Spirit: +3
- Health/Mana/Stamina Regen: +50
- Max Spirit/Spirit Regen: +3
It is important to note that these limits do not stack.
Skill bonus and rank items will stack until a combined enhancement of +50 is reached. Similarly, base/bonus stat enhancers will stack until there is a total of +40 to the base statistic. Items which enhance maximum health, stamina, mana, and spirit also stack with the relevant skills and stats towards their enhanced limit. For example, a character with an enhanced constitution score will have increased stamina and health and this contributes towards their limit of +50 to each. The case is similar for harness power and aura for mana and spirit, respectively (note that a character's stats at level 0 contribute towards their mana total rather than their current stats). This is of special interest to those seeking to enhance their max spirit, as it may affect low-spirit penalty thresholds.
In addition, abilities which show an enhanced stat, such as the combat maneuver surge of strength count towards this limit (a character with a base strength enhanced by +40 will see no benefit when using the surge of strength combat maneuver).
Charges are randomly drained from enhancive items when worn (jewelry/containers/armor) or wielded (weapons/shields). Items which are 'crumbly' will disintegrate when the last charge is used from the item. Persistent items will simply stop providing the enhancive bonus until recharged. See the Enhancive Item Saved Post below for information from the GMs about how this process works.
Bards can determine approximately how many charges are left in a device via loresinging. There are ten known levels that can be detected. There may be a 'single charge' level, but those levels from 'quite a few' to 'almost innumerable' are commonly believed to be complete and in order. The levels are:
|a couple of charges|
|very few charges|
|a few charges|
|a fair amount of charges|
|quite a few charges|
|a lot of charges|
|more charges than a giantman/dwarf could count||25|
|a huge number of charges||50|
|almost innumerable charges|
For the categories beyond 'a couple', the specifics of how many charges there are are not released. It is commonly believed that 'a lot' of charges is 20 charges. And it is also commonly believed that requesting a device be recharged adds 10 charges to your device. Some values have been determined via knowing for sure how many charges are in an item (e.g. from a pay event sign), and loresinging to the item prior to use.
When an enhancive first reaches 1 charge left, you will receive a bolded message. You may also use INVENTORY ENHANCIVE to list any held or worn enhancives with only 1 charge left. In both cases, if the item is visible, you'll sense the exact description of it. Otherwise, just a message denoting some hidden enhancive has reached that point. The exact messages for the former is listed below:
Your <adjective noun> faintly pulses with light and you sense its enhancive magic will be depleted soon.
You sense that the enhancive magic of some unknown hidden item on your person is reaching its end soon.
You are currently accepting the benefits of any and all enhancive items in your inventory. Their enhancive charges will degrade normally. You currently have 4 enhancive pauses available. You sense the following items' enhancive magic will be depleted soon: a chipped pestle strung from a leather cord You also sense that the enhancive magic of some unknown hidden item on your person is reaching its end.
Recharging Enhancive Items
Enhancive items can be recharged at the Adventurer's Guild through the Rewards system. The rules governing the cost of recharging items with various enhancement capabilities are very complex. However, the Treasure Master will provide the cost before recharging any item, and the service must be confirmed before bounty points are spent. The Treasure Master will only quote a price for items missing at least one charge, and the quoted price may not recharge an item fully, only refill a set amount of charges.
There is also a tradition to recharge enhancives for silvers at some point around the New Year (could be before or after). As a general rule, the cost of recharging an item in silvers is approximately 17x the cost in bounty points. So an item costing 3,600 bounty points to recharge will cost 60,000 silver to recharge. Notes are accepted by the Treasure Masters.
Enhancives may also be charged with Enhancive Potions from the SimuCoin store. There are four types of potions: short-term (30 minutes) and long-term (30 days) versions for both normal enhancives and ones that grant spell knowledge. When a potion is poured on an enhancive item, the item will be powered by the potion for the specified amount of time. This means uncharged items will be reactivated, and charged items will not lose charges, until the potion timer expires. Crumbly enhancives still won't crumble until they lose their last charge, which can only happen after the potion timer expires (due to no charges being lost until then).
Items that have been charged in this manner can be ANALYZEd to see when they will expire.
Players finding their characters to be using many enhancive items and not wanting to remove/wear them on a regular basis may buy enhancive pause passes from the SimuCoin store. Enhancive pauses are accessed through the INVENTORY ENHANCIVE verb. It comes in a 60-use version and 30-day unlimited use version. Individual uses might also be found in the treasure system but cannot be transferred between characters. Enhancive pauses are also granted through enhancive boosts earned via Login Rewards.
- Comes in the form of a flexing arm token
- Costs 50 SimuCoins
>l my tok This delightfully colorful token is very eye-catching. [This is an Enhancive Pause Pass. By redeeming this, you will be able to pause the beneficial effects of your enhancive items and prevent charge loss for 60 uses. To redeem this, please enter REDEEM token.] >redeem tok [You have activated an Enhancive Pause Pass! You will be able to pause the beneficial effects of your enhancive items and prevent charge loss 60 times.] >inven enhanc off You are no longer accepting the benefits of your enhancive inventory items. They will not lose enhancive charges until reactivated via the INVENTORY ENHANCIVE ON command. You have 59 enhancive pauses remaining.
Enhancive Alchemy Recipes
Each recipe has two or three strengths (minor, lesser, greater). See individual recipe pages for which respective profession(s) can make each recipe and at what rank, as well as level restrictions for using each item.
- Aura crystal
- Constitution crystal
- Health-well potion
- Intuition crystal
- Logic potion
- Mana regeneration potion
- Mana-well potion
- Spirit regeneration crystal
- Spirit-well potion
- Stamina regeneration crystal
- Strength crystal
- Wisdom potion