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Enchantments

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Weapons and Armors can be Enchanted with useful magical effects, above and beyond the sharpness of their blades or the sturdiness of their stitching.

Enchanting weapons and armor requires access to a Forge. When you apply an Enchantment to a weapon or armor, the Gem used is worked into the item, becoming part and parcel with it.

Each Weapon and Armor can only be given a single Enchantment, with one exception – Weapon Spirits, which can grant their home weapon an additional Enchantment and other effects. See the Weapon Spirits & Unbreakable Weapons section for more.

Armors and Weapons can only hold an Enchantment of a Rank up to their own Rank, and you may only craft an Enchantment of a Rank equal to (your base Enchanting / 2), rounded down.

Cost of Enchanting

Enchanting a Weapon costs 1 Gem, and 1 Monster Part, of the Enchantment’s Rank.

Enchanting an Armor costs 1 Gem, and 3 Monster Parts, of the Enchantment’s Rank. (Civilian gear requires only 1 Monster Part.)

In both cases, Gems may replace the Monster Parts, but not the other way around – at least one Gem must be used.

Enchantments and Stacking

Enchantments of the same type can stack together, along with Dishes or Elixirs that provide the same effect. Simply add up the Ranks of all relevant effects, to get the total Rank of the effect.

Rank 0 effects count as “half a Rank” for stacking purposes. Hence, having two of the same Enchantment at Rank 0 would equal a single Rank 1 Enchantment; having three Rank 0 Enchantments would total up to Rank 1.5 (rounding up to Rank 2).

No matter what, all effects cap at Rank 5.

Example

Death Mountain has begun erupting, more violently than the Gorons have ever seen. Noir, the Twili bard, needs to travel up the molten slopes and play a magical Song to calm the volcano.

Even at the best of times, Death Mountain is under a permanent, deadly Heatwave. Noir decides to enchant some equipment to keep her from collapsing due to heatstroke.

First, Noir enchants a Rank 2 Hood with a Rank 2 Weatherproof: Heat enchantment. Then, she enchants a Dagger with a Rank 2 Elemental Weapon (Ice) enchantment, which also grants protection from heatwaves.

Combined, this grants her Rank 4 protection from Heatwave weather. However, Noir doesn’t want to get sweaty, and so she decides to maximize her protection by cooking up a few Rank 1 Chilly dishes.

With a Rank 1 Chilly dish in her belly, a Rank 2 icy weapon in her hand, and a Rank 2 heat-proof Hood on her head, Noir has attained Rank 5 protection against Heatwave weather. Now, even the boiling heat of Death Mountain will feel like a cool breeze.

Weapon Enchantments

Accurate

Uses: Emerald
Equipment Type: Any Weapon
Effect: Rolls To-Hit Evasion made with this weapon are increased by (1 + (Rank / 2)).

Aerodynamic

Uses: Diamond
Equipment Type: Any Weapon
Effect: Increase the range of any Projectile attacks made via this weapon by (Rank + 1).

Amber-Coated

Uses: Amber
Equipment Type: Any Weapon
Effect: You gain (1 + Rank) to all of your Guard Stats versus attempts to inflict Rust or Burning upon this weapon. At Rank 5, this weapon becomes immune to the Burning and Rusted conditions. This weapon won’t take Durability damage from any source except for normal wear and tear – for instance, it won’t take Durability damage when used as a makeshift Tool, or when it’s eaten by a Like Like.

Attack Up

Uses: Any Gem
Equipment Type: Any Weapon
Effect: The weapon’s Attack Power is increased by (Rank + 1).

Cloying

Uses: Sapphire
Equipment Type: Any Weapon
Effect: Rolls To-Hit Concentration made with this weapon are increased by (1+(Rank/2)).

Critical Hit

Uses: Any Gem
Equipment Type: Any Weapon
Effect: Increase this weapon’s Critical Hit range by (1 + (Rank / 2)).

Durability Up

Uses: Any Gem
Equipment Type: Any Weapon
Effect: The weapon’s Durability is increased by (Rank + 1).

Efficient

Uses: Emerald
Equipment Type: Ranged Weapons
Effect: When you make a Basic Attack with this weapon, if your Roll To-Hit was doubles (two 1’s, two 2’s, etc.), and the doubled number is equal to or less than (1 + Rank), then you do not expend the ammunition used in the Basic Attack.

Elemental Weapon

Uses: Varies
Equipment Type: Any Weapon
Effect: The weapon now holds elemental energy, based on the type of Gem used. Basic Attacks and Techniques made with this weapon may take on the element in question, at the wielder’s discretion. (The attack still has the weapon’s Edge type.) When the weapon is used in a Spell, you may pay (half the Magic cost of that Spell) in Stamina to make the Spell take on that element.

Replacing an attack’s element will also replace all named Status Effects a Spell or Technique inflicts on foes (except Distracted) with that element’s Status Effect, per the chart below.

Further, the weapon provides an additional benefit to its wielder while it is held or on the Hero’s hip (but not when stored in their Pack).

Finally, the user gains access to the Elemental Chaff attack, below.

Elemental Chaff Cost: 6 Stamina
Use Requirement: A Weapon with the Elemental Weapon Enchantment
Range: Blast 2 (Arcane Weapons), Cone 2 (Melee Weapons), Line 4 (Ranged Weapons)
Damage: Weapon + (Enchantment Rank), of the weapon’s Element
Effect: Roll To-Hit target’s Concentration; on success, target is inflicted with the element’s corresponding status effect (see the table below).

Gemstone Element Status Effect Additional Effects
Diamond Light Cursed Casts Fair Light, radius (Rank)
Emerald Earth Rusted Resist Rain (Rank)
Onyx Dark Sick Exudes black smoke*
Opal Water Soaked Resist Sandstorm (Rank)
Ruby Fire On Fire Resist Coldsnap (Rank)
Sapphire Ice Slowed Resist Heatwave (Rank)
Topaz Shock Off-Balance Generates electricity

*Onyx weapons exude a black smoke that can obscure vision when held steady (IE, placed on the ground, or when held by a user who is not in combat). This smoke may fill a single square, and generally prevents light from shining through. Perception checks made through the smoke take a (Rank) penalty, and light sources within the smoke have their Rank (or radius) reduced by (Rank).

Forceful

Uses: Ruby
Equipment Type: Any Weapon
Effect: Rolls To-Hit Vitality made with this weapon are increased by (1 + (Rank / 2)).

Hydrodynamic

Uses: Opal
Equipment Type: Any Weapon
Effect: If fighting while underwater, foes are not Hard to Hit simply because you are not a Natural Swimmer. If this weapon is a Ranged Weapon, Fire and Bomb Arrows shot from it work just as well as they would on dry land. This weapon does not suffer ill effects from being exposed to fresh or salt water.

Loyal

Uses: Topaz
Equipment: Any Weapon
Effect: As a Minor Action, you may call this weapon to your empty hand. The weapon must be within line of sight, and must be able to pass through the intervening space between itself and your hand. If the weapon is held by another creature, you may make a Disarm attempt against the Creature as part of this Minor Action, with a bonus equal to the Enchantment’s Rank.

Mirrored

Uses: Diamond
Equipment Type: Any Weapon
Effect: When you Parry or Deflect with this weapon, your Defense is increased by (Rank) for this attack (before reducing the damage from Deflect or Parry). The foe that attacked you takes (Rank) damage, unmitigated by Defense.

Multi-Shot

Uses: Onyx
Equipment Type: Any Weapon
Effect: When you do a Ranged Basic Attack with this weapon, fire (1 + (Rank / 2)) mini-shots, with your original attack’s range, each dealing (1+Rank) damage, ignoring Defense.

Mini-shots must be fired at foes other than your original target(s), and each mini-shot must target a different foe. (These targeting rules do not apply when attacking Swarms.)

Mini-Shots do not consume ammunition, and they do not require a Roll To-Hit to land, but cannot strike anything that is Hard to Hit. Damage-reducing Reactions reduce the damage of a mini-shot to zero. Mini-shots cannot take on the properties of ammunition, Enchantments, or other additional effects.

Any additional mini-shots not used by the end of your turn disappear.

Perfectly Balanced

Uses: Any Gem
Equipment Type: Any Weapon
Effect: The weapon’s Attack Power, Durability, Accuracy, and Critical Hit range are increased, as per the table below.

Rank ACC ATK DUR CRIT
0 0 1 0 0
1 0 2 1 0
2 1 2 2 1
3 1 3 2 1
4 2 3 3 2
5 2 4 3 2

Quickshot

Uses: Topaz
Equipment Type: Any Weapon
Effect: When you make a Ranged Basic Attack using this weapon, roll ((2 x Rank) + Weapon’s ACC) vs. target’s Concentration; on success, they may not use Reactions against that attack.

Silvered

Uses: Diamond
Equipment Type: Any Weapon
Effect: Foes who are considered a great evil (see Ancient & Irredeemable Evil), or are serving or controlled by a great evil, have a Vulnerability to this weapon. This weapon may also trigger a foe’s Weak Point. (These effects only occur if the foe’s Rank is equal to or less than this Enchantment’s; otherwise, this Enchantment does nothing.)

Tracer

Uses: Luminous Stone
Equipment Type: Any Weapon
Effect: When you land a Ranged Basic Attack using this weapon, your target is illuminated until the end of your next turn. While lit up, they cast Radius (Rank) Dim Light and lose (Rank / 2) Evasion.

Armor Enchantments

Armor Enchantments that provide Boosted Trait(s) use the following groupings of Traits.

Remember that Boosted Traits from Armor Enchantments, Dishes, and Elixirs all stack together – to a combined maximum Rank of 5!

Type Prefix Added Bonus Effect
Commanding Increases Command, Influence, and Intimidate
Eye-Opening Increases Percetion
Fortified Increases Fortitude and Discipline
Mighty Increases Combat and Willpower
Musical Increases Perform
Resourceful Increases Smithing, Enchanting, and Cooking
Scholarly Increases Arcana, Civilization, and Nature
Sneaky Increases Agility
Steamed Increases Mechanics
Strong Increases Athletics
Subtle Increases Guile and Insight

Annoying

Uses: Luminous Stone
Effect: The equipment glows in a flickering, eye-catching way, casting a Burst (Rank / 2) Dim Light. Foes who are adjacent to you are automatically Distracted by you.

Blindproof

Uses: Luminous Stone
Effect: You gain (1 + Rank) to all of your Guard Stats versus attempts to inflict Blindness or Dazzled upon you. At Rank 5, you become immune to the Blindness and Dazzled conditions. This Enchantment provides no protection from being Blinded or Dazzled due to light (or lack thereof).

Commanding

Uses: Topaz
Effect: While worn, the wearer gains permanent Boosted Trait: Commanding (Rank).

Ever-Ready

Uses: Topaz
Effect: You gain (1 + Rank) all of your Guard Stats versus attempts to inflict Off-Balance upon you. At Rank 5, you become immune to the Off-Balance condition.

Eye-Opening

Uses: Diamond
Effect: While worn, the wearer gains permanent Boosted Trait: Eye-Opening (Rank).

Focused

Uses: Diamond
Effect: You gain (1 + Rank) to all of your Guard Stats on rolls made to Distract you. At Rank 5, you become immune to the Distracted condition.

Glowing

Uses: Luminous Stone
Effect: The equipment provides Fair Light in a Burst (Rank), in a color of the enchanter’s choice (chosen when crafted).

Grounded

Uses: Emerald
Effect: The wearer is immune to all damage and ill effects from being struck by lightning, and is always a valid target for lightning. Reduce the damage from attacking Electrified enemies with metallic weapons, or from other electrical hazards, by (Rank x 4). This does not provide any protection against attacks that cause Shock damage.

Hardened

Uses: Amber
Effect: You gain (Rank / 2) to all of your Guard Stats versus attempts to inflict any Status Effect on you. This doesn’t stack with other status-protection Enchantments – use only the higher Guard Stat bonus.

Hasty

Uses: Topaz
Effect: While worn, the wearer gains permanent Hasty (Rank).

Heavy Metal

Uses: Emerald
Effect: Increase your weight by one third. Your Movement and Jump capabilities are decreased by 1, and you reduce the effects of any push or pull on you by (Rank / 2) (minimum 0). You count as a metallic object, drawing lightning strikes and being able to interact with magnetic fields. You cannot swim, instead sinking to the bottom of any body of water. (This Enchantment does not provide you with a means to breathe water.) While walking in water, ignore the Movement and Jump penalties of this enchantment.

Hovering

Uses: Topaz
Effect: Decrease your weight by one third. You increase the effects of any push or pull on you by (Rank / 2). Treat all surfaces as Slightly Slick. When you walk off solid ground (onto thin air or the surface of a liquid), you may continue to move as if you were still on solid ground for (Rank + 1) turns. You cannot gain or lose altitude by walking or jumping (though flying or gliding works). If you do not make it back to solid ground before the end of the last turn, or if you were knocked off solid ground unwillingly, you begin falling as normal.

Mighty

Uses: Amber
Effect: While worn, the wearer gains permanent Mighty (Rank).

Mire-Proof

Uses: Luminous Stone
Effect: Reduces the damage from Malice, Mire, and other poisonous terrain by (Rank). At Rank 5, the wearer is immune to all Status Effects inflicted by these hazards.

Nightvision

Uses: Luminous Stone
Effect: You can see in the dark, as if the world was lit by a light-source only you can see. You can see up to ((Rank + 1) x 2) squares in the dark, perceiving the world in a colorless, ethereal way. At Rank 3, you can perceive color; at Rank 5, you perceive the world as if it were perfectly lit, with no distance limitation from this enchantment.

No-Slip Grip

Uses: Onyx
Effect: You gain (1 + Rank) all of your Guard Stats versus attempts to Disarm you or Knock you Prone. At Rank 5, you cannot be Disarmed or Knocked Prone (except by becoming Helpless).

Resistant: Dark

Uses: Diamond
Effect: Wile worn, you have (Rank) Resistance against Dark damage.

Resistant: Earth

Uses: Topaz
Effect: Wile worn, you have (Rank) Resistance against Earth damage.

Resistant: Fire

Uses: Sapphire
Effect: While worn, you have (Rank) Resistance against Fire damage.

Resistant: Ice

Uses: Ruby
Effect: While worn, you have (Rank) Resistance against Ice damage.

Resistant: Light

Uses: Onyx
Effect: While worn, you have (rank) Resistance against Light damage.

Resistant: Shock

Uses: Emerald
Effect: While worn, you have (rank) Resistance against Shock damage.

Resistant: Water

Uses: Opal
Effect: While worn, you have (Rank) Resistance against Water damage.

Resourceful

Uses: Amber
Effect: While worn, the wearer gains permanent Boosted Trait: Resourceful (Rank).

Sand-Walk

Uses: Emerald
Effect: You ignore the first ((Rank + 1) x 2) squares of Deep Sand or other sand-based Difficult Terrain per round. At Rank 5, you treat Deep Sand and other sand-based Difficult Terrain as normal terrain.

Scholarly

Uses: Opal
Effect: While worn, the wearer gains permanent Boosted Trait: Scholarly (Rank).

Sneaky

Uses: Onyx
Effect: While worn, the wearer gains permanent Boosted Trait: Sneaky (Rank).

Snow-Walk

Uses: Sapphire
Effect: You ignore the first ((Rank + 1) x 2) squares of Deep Snow or other snow-based Difficult Terrain per round. At Rank 5, you treat Deep Snow and other snow-based Difficult Terrain as normal terrain.

Spurred

Uses: Amber
Effect: When you ride another creature as a mount, that creature gains Hasty (Rank).

Strong

Uses: Ruby Effect: While worn, the wearer gains permanent Boosted Trait: Strong (Rank).

Subtle

Uses: Onyx
Effect: While worn, the wearer gains permanent Boosted Trait: Subtle (Rank).

Sure-Footed

Uses: Amber
Effect: While worn, you do not suffer penalties for climbing while it’s Raining. At Rank 2, you may treat Slightly Slick surfaces as normal terrain. At Rank 3, you are a Natural Climber. At Rank 4, you may treat all Slick surfaces as normal terrain. Finally, at Rank 5, you may stay attached to climbable surfaces, and even move about on them, while your hands are occupied (such as when holding a two-handed weapon).

Tough

Uses: Diamond
Effect: While worn, the wearer gains permanent Tough (Rank).

Unburnable

Uses: Ruby
Effect: You gain (1 + Rank) to all of your Guard Stats versus rolls made to set you On Fire. At Rank 5, you become immune to the On Fire condition, and your weapons cannot begin Burning.

Undead Resistant

Uses: Luminous Stone
Effect: While worn, you have (Rank) Resistance against damage that directly originates from undead foes.

Unfreezable

Uses: Sapphire
Effect: You gain (1 + Rank) to all of your Guard Stats versus attempts to inflict Frozen upon you. At Rank 5, you become immune to the Frozen condition.

Unsoakable

Uses: Opal
Effect: You gain (1 + Rank) all of your Guard Stats versus rolls made to Soak you. At Rank 5, you become immune to the Soaked condition.

Waterborne

Uses: Opal
Effect: You can hold your breath for (Rank) additional minutes, or (Rank) rounds in combat. You may choose to reduce the effect of water currents on you, by (Rank). At Rank 3, you are a Natural Swimmer. At Rank 5, you can breathe underwater.

Weatherproofing: Cold

Uses: Ruby
Effect: Treat Coldsnap weather as (Rank) ranks lower when calculating its effect on you (minimum 0).

Weatherproofing: Heat

Uses: Sapphire
Effect: Treat Heatwave weather as (Rank) ranks lower when calculating its effect on you (minimum 0).

Weatherproofing: Sandstorm

Uses: Opal
Effect: Treat Sandstorm weather as (Rank) ranks lower when calculating its effect on you (minimum 0).

Weatherproofing: Rain

Uses: Emerald
Effect: Treat Raining weather as (Rank) ranks lower when calculating its effect on you (minimum 0). However, this provides no protection from lightning, nor does it make it less likely to strike you.

Windborne

Uses: Diamond
Effect: You may choose to reduce the effect of any air currents on you, including updrafts, by (Rank). At Rank 3, you become able to glide (or if already able, are now a Natural Glider). At Rank 5, you become able to fly (or if already able, you are now a Natural Flier).


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