Enchantment

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Enchantment
Uw2.magicrune.VAS.pngUw2.magicrune.ORT.pngUw2.magicrune.REL.png
CollapseUltima Underworld II
Alttext:uw2.cursor.touch.png

Vas UW2.pngOrt UW2.pngRel UW2.png

Incantation: Vas Ort Rel
Circle: 7th
Mana: 21

Enchantment is a spell in Ultima Underworld II that, when cast, improves the effectiveness of weapons and armour by imbuing them with magical energies.

Spell Description[edit]

The spell was taught to the Avatar by Altara in Killorn Keep after gaining her trust. With this spell, weapons can gain "accuracy" or "damage," while armour can gain "protection" or "toughness." (The meanings of these terms is not explained, but it is assumed that they are the likelihood of a weapon making a successful strike, the amount of damage a weapon is likely to inflict, the amount of damage armour is likely to deflect and the durability of the armour, respectively.) Invoking the spell upon an item already reaping such benefits raises its level of enchantment successively higher. Conversely, should the spell fail, the target weapon or armour will be destroyed in the process.

The levels granted by Enchantment are as follows, in ascending order. Note that weapons only have four levels of enchantment, while armours does have all eight.

Minor (weapons and armour)
(No prefix) (armour)
Additional (armour)
Major (weapons and armour)
Great (weapons and armour)
Very great (armour)
Tremendous (armour)
Unsurpassed (weapons and armour)

The spell Name Enchantment can then be used to determine the enchantment on the equipment.

Recharging Wands[edit]

The Enchantment spell can also restore the magical power of wands and other artifacts. However, it can only recharge wands and items of spells the Avatar can normally cast. Gems of Mana Restore cannot be recharged at all and will be destroyed upon casting. If a wand contains its maximum number of charges, it will be destroyed when Enchantment is cast upon it.

Lore[edit]

This spell can either be used to add charges to any magic item which can take charges, or to permanently enchant a weapon or armor. If cast on an item which can not take charges, and is neither a weapon nor a piece of armor, the spell fails with no beneficial or detrimental effects (except the caster’s loss of mana).

Game Mechanics[edit]

Mechanicsspell mechanics

See Also[edit]

Ultima Underworld II Spells
1st Circle BouncingCreate FoodDetect TrapLightLocateLuckMagic ArrowResist Blows
2nd Circle Cause FearDeadly SeekerDispel HungerLeapLesser HealRune of FlameSlow FallValor
3rd Circle BleedingCure PoisonDispel RuneElectrical BoltNight VisionRepel UndeadSpeedWater Walk
4th Circle FlameproofFrostHealMissile ProtectionPoison WeaponRemove TrapStudy MonsterThick Skin
5th Circle FireballLevitateMendingName EnchantmentOpenRune of StasisSmite UndeadTelekinesis
6th Circle CharmDaylightGate TravelGreater HealInvisibilityMap AreaParalyzeSheet Lightning
7th Circle EnchantmentMagic SatelliteMass ConfusionPortalRevealShockwaveSummon DaemonTremor
8th Circle ArmageddonFlame WindFlyFreeze TimeIron FleshRestorationRoaming SightSmite Foe