Enchantment

Enchantment is an exclusive lore that deals with equipping a relatively small number of troops with mystical equipment to give them an edge in combat. Its effects vary from swords that burst into flame, to armour that makes a single man able to survive the attacks of a small army, and everything in between. Due to it being exclusive, using it means that you will not be able to use any of the other lores of magic. it does however give you tactical and strategic options not available to users of these other lores.

Enchantment is split into four 'columns' of progression, called Tank, Healer, Mage, and Rogue, with each dictating a certain style of personal play. The Tank line is all about standing your ground and taking damage, so that allies needn't; the Healer is about making your allies survive longer, the Mage makes his allies do their jobs better, while making long ranged attacks, and the Rogue deals damage in melee, and makes use of sneakier tactics.

Each Column only has four researchable effects, one at each tier, however each will give a different effect when placed into a weapon, an armour, or an amulet. Unlike most other lores, you must have a level in the lower tiers of a column before you are able to use the higher tiers.

Enchantments can only be used by Enchanters, the mage-analogues of this exclusive lore. This means that you are not able to create and sell an enchantment to another nation. Each Enchanter is able to use one enchantment of each tier, up to their maximum tier; so Low-Tier Enchanters have a single enchantment, while a Chosen can have four. You may 'trade' an enchantment of one tier for one of a lower tier, but not for one of a higher tier. A high tier mage may thus have three low tier enchantments if they wish, you may also hold duplicate enchantments in this manner.

All enchantments lose their potency at the end of a year, however they can be recreated for free in a very short period of time at the beginning of each new year. This means that from year to year tactics can be changed, but within a single turn they cannot. If you fail to specify what your Enchanters are using at the beginning of each year, then it will be assumed they are not using Enchantments.

Effects

Tank

Low Tier
Parrying Weapon
The weapon almost has a mind of its own, shifting in the wielder's hand to block and deflect mundane attacks aimed at the user. Level improves deflection rate.

Enduring Armour
The wearer gets a 7% bonus to toughness for each level.

Everlasting Stamina Amulet
The wearer gains improved stamina recovery, equivalent to an extra 25% per level.

Mid Tier
Vampiric Weapon
The wielder is able to activate this enchantment once a day, and it up to lasts 5 minutes per level. While active the wielder will regain health as he causes damage; a normal kill will restore about 50% of the target's maximum health.

Provoking Armour
The wearer is able to activate this enchantment once per minute. All enemies within two metres per level take an instant dislike to the wearer, and will, if possible, attack them before anything else.

Shielding Amulet
The bearer is able to activate this enchantment once per hour. When activate it blocks [i]all[/i] magic for 15 seconds per level.

High Tier
Reflective Weapon
When carried, any damage that the wielder receives will trigger the attacker to take damage too, at a rate of 10% per level if hit in melee, and 5% per level if hit by a ranged attack.

Attractive Armour
All enemy ranged attacks will find themselves inexplicably drawn to the wearer, and away from those around them. Each level increases resistance to ranged attacks by 15%.

Ablative Amulet
The bearer can activate this enchantment once every five minutes, with the effect lasting up to five minutes. When active the bearer ignores one source of direct damage per level, be it knife, fireball or dragon bite.

Master Tier
Shattering Weapon
When hitting another weapon you gain a 5% chance per level to destroy that weapon. This falls to 2% per level if hitting another enchanted weapon, or a siege weapon.

Regenerative Armour
The wearer can activate this enchantment once per hour, giving himself incredible regenerative properties for 1 minute a level. During this time only a decapitation is a surefire kill. The wearer receives +7% toughness boost per level at all times.

Phylactery Amulet
While wearing this amulet the bearer is a freakin' nightmare to kill. Upon death the bearer will reappear in a local safe location (if there are no 'safe' locations, then you'll respawn in a dangerous location nearby) with all of his or her belongings. The phylactery has a cooldown of 6 hours, minus 30 minutes per level.[/box]

Healer

Low Tier
Healing Weapon
The wielder can activate this enchantment once every two minutes. On activation the wielder or an ally within touch range is healed for 5% of their maximum health per level, over a period of thirty seconds.

Recovery Armour
All allies within two metres per level of the wearer gain +25% stamina recovery.

Restorative Amulet
The bearer can activate this enchantment once every 11 minutes - 1 minute per level. Once activated it will heal one ally (including the caster) within 15m up to 50% of their maximum health.

Mid Tier
Knocking Weapon
When the wielder is successfully blocked by an enemy, the enemy will get knocked back by 0.2m per level.

Boosting Armour
This armour causes all of the wearer's healing abilities to heal an extra 10% per level (that's 10% of their original value, not 10% of a targets maximum health). Should it overheal, the target will gain temporary hit points.

Invulnerable Amulet
The bearer can activate this enchantment once every five minutes. While active it gives the bearer or a single target within fifteen metres invulnerability for 0.5 seconds per level.

High Tier
Stunning Weapon
The wielder can activate this enchantment once every thirty minutes. On activation, all enemies within 1m per level are stunned for five seconds. Reduced effect on chosen.

Distributive Armour
Anytime an ally within 4m per level takes a hit, the damage is shared amongst all in range.

Pulse Amulet
The wielder can activate this enchantment once every thirty minutes. On activation, all allies within 25m are healed for 10% of their maximum health per level.

Master Tier
Angel's Weapon
The wielder gains +5% into strength, toughness and agility per level, and gains 100% stamina regen per level.

Healing Armour
Whenever the wearer is struck by an attack, all allies within 3m per level are healed for an amount equivalent to 50% of the damage done each.

Stoic Amulet
The bearer is able to activate this enchantment once every 30 minutes. Once activated, all allies within 10 metres per level are completely healed. It does not resurrect people.

Mage

Low Tier
Morphing Weapon
The wielder can activate this enchantment once every minute minus 5.5 seconds per level. Once activated the weapon will change shape into any other melee weapon and many implements. It is able to shrink to any size, but can only grow as big as its original size, +10%.

Invisible Armour
The wearer can activate this enchantment once every hour. While active the 'armour' turns invisible, along with anything that is directly beneath the armour, for up to 3 minutes per level. Attacking while invisible causes the wearer to become visible for ten seconds.

Shredding Amulet
The bearer can activate this enchantment once every 11 seconds minus 1 second per level. When activated all mundane ranged attacks aimed at the bearer are damaged - light attacks such as most arrows are shredded in mid air, metal bolts are slowed considerably, and siege weapons are barely affected.

Mid Tier
Mage's Bane Weapon
The wielder can activate this enchantment once every five minutes. While active it will spew turquiose flames in a narrow cone up to a range of five metres plus one metre per level for up to three seconds. Against normal enemies it is merely a normal flame, but it will ignite mages and magic effects, causing major conflagrations.

Burning Armour
This armour causes all enemies within one metre per level to feel intense heat. Prolonged proximity will cause them to burst into flames.

Burst Amulet
The bearer can activate this enchantment once every fifteen minutes. When activated the bearer can fire a burst of fireballs (consisting of three fireballs in quick succession) up to a range of twenty five metres. The bearer can fire one burst plus one burst per level.

High Tier
Sniper's Weapon
The wielder can activate this enchantment once every ten minutes. When active the weapon is capable of firing a single mundane shot accurately up to 100 metres plus fifteen metres per level. Can only be enchanted onto ranged weapons.

Reflective Armour
Any enemy magic (high tier or lower) targeted at anyone within one metre per level will be absorbed and dished out as energy-type damage on foes within five metres.

Airborne Amulet
The bearer can activate this enchantment once per day for a period of 20 minutes per level. When active, the bearer is able to fly at will, up to a maximum speed of approximately 40kmph. Heavy armour and some evos decrease this speed.

Master Tier
Blasting Weapon
The weapon is able to fire a beam of energy (fire, lightning, or sonic-based, your choice) once every 5 seconds that is capable of killing a normal individual, and severely injuring the average chosen. It's range is 50m+10m per level, with single targets being difficult to hit past 50m.

Void Armour
Magic simply does not work within five metres per level of the wearer; this affects both mages within the radius, and spells be targeted at an area within or on the other side of the sphere. This does not effect Enchantment or Alchemy. If a spell is already in affect upon a unit when entering the anti-magic area it will stay in affect (undead, demons, sourcery-items, etc), but new spells cannot be case.

Soletaken Amulet
The bearer is able to change into and out of an animal form at will. The animal must be specified before hand, and cannot be changed within that year. All animals, regardless of what is chosen, will be created at a 'level;' wolves, bears, big cats etc will be scaled up, but peyam, gorquithur etc will be scaled down (at least to begin with). Increasing the level increases the stats of the creature turned into. While in animal form the bearer is only able to use Amulets.

Rogue

Low Tier
Acidic Weapon
The weapon produce's acid along its attacking surfaces (blades, bludgeons, etc) that burn the skin and have a slow corroding effect on most other substances. Increasing the level increases the potency and thus the damage caused.

Dark Armour
The wearer can activate this enchantment once every minute. When activated the wearer loses 25% of his or her maximum health, and then inflicts an amount equal to it +30% per level (so at level 10 it deals an amount equal to their maximum health) on a foe within twenty metres.

Coup de Grace Amulet
This enchantment can be activated once per year per level. If the bearer is attacking a sleeping or other completely helpess (stunned doesn't count) target, upon activation the bearer's next attack is an instant kill, regardless of toughness and immunities.

Mid Tier
Firing Weapon
The weapon is able to fire a powerful short-range (10-20m) dart/bolt once every minute. The power increases with level.

Jumping Armour
The wearer can activate this enchantment every 15 seconds, minus 1 second per level. On activation the user immediately teleports to any free location within 10m and line of sight.

Avatar's Amulet
This enchantment can be activated by the bearer once every six hours minus thirty minutes per level. Upon activation the bearer's strength, toughness and agility quadruple for ten seconds.

High Tier
Dancing Weapon - Contributed by Undar
This enchanted weapon is capable of floating without any support, where it can fight independently of the user. It is unable to go further than three metres from its owner; it can be enchanted with a second enchantment, but this will count towards the user's limit. The strength and skill of the incorporeal wielder increases with level (at level 1 it is similar to a normal footsoldiers, at level 10 it will be as if it is being wielded by someone of identical stats to the owner).

Shocking Armour - Contributed by Undar
Every minute several arcs of lightning shoot from this armour (it can of course be turned on/off), dealing damage to all foes within ten metres. The power and damage caused increases with level (at lvl 1 it is little more than a very minor burn, at lvl 10 it can kill weak foes). It requires a clean line of sight, so will not shoot through allies, inanimate objects, or foes to hit further foes.

Refreshing Amulet
This enchantment can be activated by its bearer once every 24 hours minus 1.2 hours per level. Upon activation the cooldown for all non-Refreshing Amulet enchantments that the bearer is carrying will be reset.

Master Tier
Vorpal Weapon
The wielder of this enchantment can activate it once per hour. For ten seconds per level the weapon is able to cut through anything. Contact with another Vorpal Weapon is messy.

Phase Armour
The epitome of Enchantment... On impact from a dangerous blow this armour will teleport itself and its wearer in a random horizontal direction up to 2m into an empty space, taking most of the force out of any strike. If there is no empty space then the user will phase out of existence for a second before reappearing exactly where they were before. The wearer will phase out for 0.5-1.5 seconds. It will only activate once per minute minus 5 seconds per level.

Doomsday Amulet - Contributed by Undar
This enchantment can be activated at any time, and automatically activates upon death of its bearer. Upon activation the bearer dies instantly, and a massive magical explosion occurs centred on their body, with a radius of twenty five metres per level, dealing large amounts of 'soft' damage (thus it is very good against troops and unfortified inanimate objects, but next to useless against castles and city walls). If the chosen dies in this manner, resurrection and phylacteries do not effect them, and they must return by more normal means.

Many thanks to Strife for doing so much of the work on this one