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	<title>Menhirs Fate Wiki - User contributions [en]</title>
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	<updated>2026-06-12T20:44:49Z</updated>
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	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Crafters_Guild&amp;diff=2580</id>
		<title>The Crafters Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Crafters_Guild&amp;diff=2580"/>
		<updated>2026-05-31T16:10:54Z</updated>

		<summary type="html">&lt;p&gt;Grhodes05: Added 1st draft Crafters Guild content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strength through Creation ==&lt;br /&gt;
The Crafters Guild is a home for those with a passion for creation. Expert brewers, cooks, and artists, blacksmiths, leatherworkers, enchanters, ceramicists and more, drawn from across all the nations of Elandra.&lt;br /&gt;
&lt;br /&gt;
The Crafters Guild manage the Alchemy and Enchanting features of Menhirs Fate and are your touchpoint for anything involving these two skillsets.&lt;br /&gt;
&lt;br /&gt;
Here you can:&lt;br /&gt;
&lt;br /&gt;
* Experiment on your latest alchemy&lt;br /&gt;
* Enchant powerful weapons&lt;br /&gt;
* Seek help from master crafters to plan your next creation&lt;br /&gt;
* Aid the guild in the constant hunt for ingredients&lt;br /&gt;
* Try out the Guildmasters’ latest concoctions&lt;br /&gt;
&lt;br /&gt;
Where the only standing is the quality of your craft, the guild is the place to find potion makers, and enchanters extraordinaire! Whether you want to create the ultimate brew with which to strengthen your nations’ fighters, aim to synthesize the universal antidote to all poisons, create an unbreakable shield, or an amulet that might even save a companion from death, the Crafters Guild is the place to grow your research, refine your craft, and prove yourself the greatest crafter of the age!&lt;br /&gt;
&lt;br /&gt;
Unlike the other guilds, we are not based in one tent but are a motley collection as crafters flock to Haven creating an enclave of experimentation at the heart of the gathering.&lt;br /&gt;
&lt;br /&gt;
== Membership ==&lt;br /&gt;
Becoming a member of the Crafters Guild is paid for at the cost of &#039;&#039;&#039;15 Sagas and 1 Flicker&#039;&#039;&#039;. This payment covers one calendar year of membership and not the number of visits to Haven a member makes within that time.&lt;br /&gt;
&lt;br /&gt;
Membership benefits include access to:&lt;br /&gt;
&lt;br /&gt;
* Essence and Flicker exchange&lt;br /&gt;
* Exclusive quests and missions&lt;br /&gt;
* A fancy guild membership card&lt;br /&gt;
* More to come as the Guild grows into one of the Great Guilds of Haven&lt;br /&gt;
&lt;br /&gt;
== Opening Times ==&lt;br /&gt;
The Crafters Guild is open:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Friday&#039;&#039;&#039; Time in - 9pm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saturday&#039;&#039;&#039; 10am - 9pm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunday&#039;&#039;&#039; 10am - Time out&lt;br /&gt;
&lt;br /&gt;
Note: The Crafters Guild is closed for an hour at lunch.&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
The Crafters Guild started as a mercenary and mercantile band of adventurers travelling across the lands of Elandra. The group of creatives set out to make their legend across the lands, selling their wares to poor and rich alike, making items that range from downright dangerous, to the sometimes legendary. It is rumoured that members of the Crafters Guild are even responsible for the creation of some of the lost relics of Morvalis.&lt;br /&gt;
&lt;br /&gt;
The exact members of the initial group is no longer known even to the individual involved. A mix of drink, the fading, and one too many experimental potions gone wrong has lost the exact origins to time, but as the group travelled they came across other creatives who chose to travel with the guild in order to expand their own creative masteries.&lt;br /&gt;
&lt;br /&gt;
One of the earliest memories the group can recall are the travels through the lands of the Wonder. The group founded an expansive snail farm, which now grows the famous giant snails used in the Haven International Polo Tournament by teams within the Wonder. All seemed to be going well until the entered the forest of Ettamora, where even the guild’s mightiest enchantments were sorely tested against the denizens of the forest. Even in this dangerous corner of Elandra the group discovered strange allies when they came across Snori, a master caster and apparent only inhabitant of the forest. Snori who made some of the finest trinkets, felt it was time to see more of the world, and safely led the guild out of the forest, and on towards their next destination, the first appearance of Haven.&lt;br /&gt;
&lt;br /&gt;
== Structure and Leadership ==&lt;br /&gt;
The Crafters Guild is organised by seasoned Crafters who serve as Guildmasters. Each is an expert in their field, and any may be approached with questions about Alchemy or Enchanting. Leadership of the Guild is handled in an informal way, with each Guildmasters’ word carrying equal weight. The Guildmasters speak with one voice, so an answer from one is an answer from all.&lt;br /&gt;
&lt;br /&gt;
The current Guildmasters are:&lt;br /&gt;
&lt;br /&gt;
* Alexis Xiphos&lt;br /&gt;
* Amity-From-The-Ashes&lt;br /&gt;
* Art “By hammer and hand all arts do stand”&lt;br /&gt;
* Claddy&lt;br /&gt;
* Creature&lt;br /&gt;
* Gull&lt;br /&gt;
* Jorge&lt;br /&gt;
* Snori Strokehaver&lt;br /&gt;
* The Crew Father&lt;br /&gt;
* Will von Stirland&lt;br /&gt;
&lt;br /&gt;
When in Haven these will be the primary contacts for the Crafters Guild. They are all NPCs played by the Menhirs Fate crew.&lt;br /&gt;
&lt;br /&gt;
Guild members are here for the love of the craft, to hone their skills, and contribute to the good of Elandra with their creations. All guild members are equal; the only standing is the quality of their craft. Membership opens more opportunities for quests, rewards and extra guild services.&lt;br /&gt;
&lt;br /&gt;
== Operations and Influence ==&lt;br /&gt;
A newcomer to Haven, the Crafters Guild does not have the prestige or reach of some of the other guilds, but through past summits, the peoples of Haven petitioned for the guild to be formally recognised into the Pact. The Scholar lent their weight to the support shown to the Crafters Guild who are now building their influence within Haven to take their shot at a formal place among the Great Guilds.&lt;br /&gt;
&lt;br /&gt;
Being a new crafter looking to lend your craft to the fight against Corruption is a reasonable backstory element. While it is possible for a character to have met members of the Guild on their travels, it is not reasonable for a character to be a famous member of the Guild, but you may be a famous independent crafter looking to make a name for yourself in Haven.&lt;/div&gt;</summary>
		<author><name>Grhodes05</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Apothecary&amp;diff=2579</id>
		<title>Rules/Apothecary</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Apothecary&amp;diff=2579"/>
		<updated>2026-05-31T16:01:41Z</updated>

		<summary type="html">&lt;p&gt;Grhodes05: Added unique consumable creation guidance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Apothecary skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Apothecary&lt;br /&gt;
|xp=3xp&lt;br /&gt;
|effect=This skill allows you to make use of the Apothecary Skill and create consumables that have magical effects. When you select the Apothecary skill you are able to pick three effects from the [[Apothecary#Apothecary_table|Apothecary table]] below. (Please make sure you select a Base Item either Consumable or Weapon oil as one of these picks or you will not be able to make anything)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Apothecary Mastery&lt;br /&gt;
|xp=1xp&lt;br /&gt;
|effect=Apothecary Mastery gives you another pick from the Apothecary table.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Item Designer ===&lt;br /&gt;
The [https://www.menhirsfate.com/item-designer/ Item Designer] is a helper tool that will calculate Reagent costs for you and allow you to share your designs.&lt;br /&gt;
&lt;br /&gt;
=== What is Apothecary? ===&lt;br /&gt;
Apothecary is the skill of creating magical Consumables and Weapon Oils by combining resources. Each ability or effect has a base cost, and adding additional abilities increases the cost. These creations are tied to specific elemental Spheres, which affects the final resource cost.&lt;br /&gt;
&lt;br /&gt;
==== What is a Consumable? ====&lt;br /&gt;
Consumables can affect you in a few ways and have durations tied to those effects:&lt;br /&gt;
&lt;br /&gt;
* Skill Consumables grants a skill will allow you to use that skill until the next Sunrise.&lt;br /&gt;
* Instant Consumables have an effect that will take effect immediately when used.&lt;br /&gt;
* Any Consumable can have multiple Doses by multiplying the amount of Flicker by the amount of Doses you want to make.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OC Note: Apothecary Consumables are commonly expected to be things like potions but in Menhirs Fate may be any type of consumable item. Food and Drink may be used but please check before giving someone an item they can eat and answer any questions about OC ingredients.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== What is a Weapon Oil? ====&lt;br /&gt;
Weapon Oils work by roleplaying pouring oil onto your weapon – then you must use the call that is granted on the next hit. You cannot wait to use the Call that is given by the oil.&lt;br /&gt;
&lt;br /&gt;
* A Weapon Oil is used on the next hit you make with the weapon it has been applied to. It remains on the weapon indefinitely until used.&lt;br /&gt;
* Using another Weapon Oil replaces the current effect on the weapon.&lt;br /&gt;
* A Weapon Oil is consumed even if the call has no effect due to targetting failure (eg hitting a shield or person with a call that doesn’t affect a shield or person) – it remains for your next hit if the target doesn’t react to a valid call.&lt;br /&gt;
* A Weapon Oil can have multiple Doses by multiplying the amount of Flicker by the amount of Doses you want to make.&lt;br /&gt;
* A Weapon Oil cannot be applied to Thrown or Ranged weapons. These weapon types inherently perform a call and cannot do another call.&lt;br /&gt;
&lt;br /&gt;
=== What do I need to make a Consumable or Weapon Oil? ===&lt;br /&gt;
The making of Consumables and Weapon Oils requires Flicker. The type of Flicker needed will depend on the consumable you wish to create and you may need several different types in order to create it. Depending on the Consumable or Weapon Oil, the amount of Flicker needed will also vary.  Flicker is an ingredient that can be found via several sources in-game; it can be supplied through your base character resource, but there are also many other in-game ways of finding Flicker.&lt;br /&gt;
&lt;br /&gt;
=== What do i do to use apothecary In-game? ===&lt;br /&gt;
To make a Consumable or Weapon Oil in Menhirs Fate there are a few simple steps to follow.&lt;br /&gt;
&lt;br /&gt;
# Pick Your Base Abilities:&lt;br /&gt;
#* After buying the Apothecary skill, choose 3 base abilities. These initial picks will dictate the type of Consumable/Weapon Oil you can create. &lt;br /&gt;
#* You can add more base abilities, items or skills at the cost of 1 XP per ability. This will give you a broader spectrum for making.&lt;br /&gt;
# Making:&lt;br /&gt;
#* Create a physical representation (physrep) for the Consumable or Weapon Oil, with an in-character (IC) explanation of what it is and an out-of-character (OOC) note for the mechanics on the back.&lt;br /&gt;
#* Visit an Apothecary Station and perform the required roleplay. Please make sure you have the required Flicker in advance of this, as you will need to hand it to the referee looking after this station.&lt;br /&gt;
#* Roleplay the making of the Consumable/Weapon Oil. This may take up to five minutes and may include any thematic roleplay.&lt;br /&gt;
#* A referee will check your creation and approve it; please hand over the required Flicker to the referee at this point. Once approved, they’ll provide a sticker for your Consumable/Weapon Oil to represent the number of doses, and stamp the mechanics description.&lt;br /&gt;
#* &#039;&#039;&#039;Important&#039;&#039;&#039;: Remove one sticker each time the item is used. Once the stickers are gone, the Consumable/Weapon Oil is used up.&lt;br /&gt;
#* The Consumables and Weapon Oils lasts for 2 years or until it has run out of doses.&lt;br /&gt;
# Only 1 person may contribute their skills to a use of the Apothecary skill. Any number of people may roleplay having contributed but we will only take into account 1 person’s skills. Once created a consumable/weapon oil is final. No further effects can be added.&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
&lt;br /&gt;
=== What you can make ===&lt;br /&gt;
The Consumables you can make are determined by choices made when purchasing the Apothecary and Apothecary mastery skills. Picking Consumable lets you make a Consumable with any of the effects you have chosen to learn and picking Weapon Oils allows you to create a Weapon Oil with any of the Calls you have chosen to learn.&lt;br /&gt;
&lt;br /&gt;
==== What it costs ====&lt;br /&gt;
To work out the cost for a Consumable you begin by choosing a Base item: Consumable or Weapon Oil. These are aligned to different elements (Water for Consumable and Fire for Weapon Oil). The Base item does not add to the cost. All it determines is the initial alignment. Next you choose the effects. Each effect has an alignment of its own (Fire, Earth, Air, Water and Spirit) and a cost in Flicker. E.G Shatter: 3(E) This tells you that to create a consumable with the Shatter effect you will need 3 Fire Flicker.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Weapon Oil that causes Rend when they hit an opponent. The first step is working out the Flicker needed:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alignment of Weapon oil – Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alignment and cost of the Rend call – 4 Fire Flicker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Total cost before Reagent – 4 Fire Flicker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Reagent ====&lt;br /&gt;
All Apothecary items require a Reagent to hold the magics together. Each time you add an effect you spend a Spirit Flicker to hold it all together and this increases incrementally per effect added. This amount of Spirit Flicker also increases by 1 if it does not match the alignment of the previous step. This means you may find optimal ways of creating an Apothecary item to use the least amount of Spirit Flicker. The online tool for Apothecary can help with this and will be available with the Apothecary refs at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jess Bobbins needs to add Reagents to hold the Weapon Oil together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapon Oils are aligned to Fire and Rend is Aligned to Fire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapon Oil (Fire) to Stun (Fire) costs 1 Spirit Flicker. The base Spirit to bind the effects together with no additional cost due to them Aligning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This means the total cost of the item would be 3 Fire Flicker and 1 Spirit Flicker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jess Bobbins needs to add Reagents to hold a Crush Consumable together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Consumables are aligned to Water while Crush is aligned to Earth and and adding + 1 use/encounter is aligned to Fire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Consumable (Water) to Crush (Earth) costs 2 Spirit Flicker. The base Spirit to bind the effects together plus the additional cost due to them not Aligning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Earth (E) to +1use/encounter (Fire) costs 3 Spirit flicker. It also does not align and so costs 2 Spirit Flicker due to being the 2nd effect added to the potion and 1 more due to the lack of alignment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The potion will have a Reagent cost of 5 Spirit Flicker&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This means the total cost of the potion would be 4 Earth Flicker, 1 Fire Flicker and 5 Spirit Flicker&#039;&#039; &#039;&#039;for 1 dose&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Apothecary Table&lt;br /&gt;
!Base Item&lt;br /&gt;
!Effect&lt;br /&gt;
!Cost&lt;br /&gt;
!Valid for&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Consumable: (Water)&lt;br /&gt;
|[[Rules/Calls#Antidote|Antidote]]&lt;br /&gt;
|5 Water&lt;br /&gt;
|Instant consumable, Weapon oil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Oil: (Fire)&lt;br /&gt;
|[[Calls#Rebound|Rebound]] 1/Encounter&lt;br /&gt;
|4 Air&lt;br /&gt;
|Skill consumable&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#Crush|Crush]] 1/encounter&lt;br /&gt;
|4 Earth&lt;br /&gt;
|Skill consumable, Weapon oil&lt;br /&gt;
|Can only be applied to Blunt Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#Blast|Elemental Blast]] 1/encounter&lt;br /&gt;
|2 spirit + 2 Air for range&lt;br /&gt;
|Skill consumable, Weapon oil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#Ensnare|Ensnare]] 1/encounter&lt;br /&gt;
|3 water + 2 air for range&lt;br /&gt;
|Skill consumable, Weapon oil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#I&#039;ve Seen Worse|I&#039;ve seen Worse]] 1/encounter&lt;br /&gt;
|3 Air&lt;br /&gt;
|Skill consumable, Weapon oil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#Mend|Mend]] 1/encounter&lt;br /&gt;
|3 Water&lt;br /&gt;
|Skill Consumable, Weapon oil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#Regeneration|Regeneration]] 1/encounter&lt;br /&gt;
|4 Earth&lt;br /&gt;
|Skill consumable, Weapon Oil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#Rend|Rend]] 1/encounter&lt;br /&gt;
|4 Fire&lt;br /&gt;
|Skill consumable, Weapon oil&lt;br /&gt;
|Can only be applied to Sharp weapons&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#Shatter|Shatter]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|Skill consumable, Weapon oil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#Stagger|Stagger]] 1/encounter&lt;br /&gt;
|3 Air&lt;br /&gt;
|Skill consumable, Weapon oil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#Stun|Stun]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|Skill consumable, Weapon oil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Calls#Taunt|Taunt]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|Skill consumable, Weapon oil&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Thrown|Thrown]]&lt;br /&gt;
|2 Air&lt;br /&gt;
|Skill consumable&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Ranged Weapon Proficiency|Ranged Proficiency]]&lt;br /&gt;
|4 Air&lt;br /&gt;
|Skill consumable&lt;br /&gt;
|You must find a ref and pass bow competancy if you gain this skill &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Regain Health&lt;br /&gt;
|3 Water&lt;br /&gt;
|Instant Consumable&lt;br /&gt;
|This restores 3HP to a character&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| +1 use per encounter or day for this object &lt;br /&gt;
|1 Fire&lt;br /&gt;
|Addon to Skill consumable&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Toughness|Toughness]]&lt;br /&gt;
|2 Earth&lt;br /&gt;
|Skill consumable&lt;br /&gt;
|Can be stacked to be a stronger consumable&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Short Roleplaying effect&lt;br /&gt;
|Free for consumables&lt;br /&gt;
|Any apothecary item&lt;br /&gt;
|Can only be used on consumables&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Medium Roleplaying effect&lt;br /&gt;
|1 Air&lt;br /&gt;
|Any apothecary item&lt;br /&gt;
|Can only be used on consumables&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Long Roleplaying effect&lt;br /&gt;
|2 Air&lt;br /&gt;
|Any apothecary item&lt;br /&gt;
|Can only be used on consumables&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fixation ====&lt;br /&gt;
The roleplay effect may be addictive, making the character feel a strong urge to experience it again from the same origin. &#039;&#039;*A player may choose to ignore this effect if they feel uncomfortable with this roleplay*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Roleplay effects ====&lt;br /&gt;
For additional Flicker costs, you may add roleplay effects onto your items. These effects will last for the duration of the item and always be in effect on the character when holding the item. &lt;br /&gt;
&lt;br /&gt;
You may add roleplay effects to your Consumable only. Light roleplay effects are free and require no Reagent but moderate or heavy roleplay effects may be added by spending additional Flicker.&lt;br /&gt;
&lt;br /&gt;
==== Duration of the effects ====&lt;br /&gt;
&lt;br /&gt;
* Short effects are short-lived, lasting &#039;&#039;&#039;30 seconds&#039;&#039;&#039; &lt;br /&gt;
* Medium effects can last for &#039;&#039;&#039;30 mins&#039;&#039;&#039;&lt;br /&gt;
* Long effects last for &#039;&#039;&#039;3 hours&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Guide to writing role play effects ===&lt;br /&gt;
You may if you choose, add roleplay effects to your creations. While we do not wish roleplay effects to dictate to characters what they are thinking or feeling, we instead encourage you to describe the physical or environmental effects of the creation on the target so that it may allow them to interpret and act accordingly as their character sees fit. For example, your creation, rather than stating that the target is frightened, might instead describe that the character’s heart is racing and they feel a pit in their stomach or that every loud noise or sudden move is a shock to the senses. &lt;br /&gt;
&lt;br /&gt;
Other roleplay effects may include direct instructions for example “ you wish to seek out adventure”, sensory specific effects, like “ all colours seem brighter” or, “all sounds seem muffled” or they may include  perceived environmental factors such as “the air feels thin to you, the ground is moving”. &lt;br /&gt;
&lt;br /&gt;
==== Additional Notes ====&lt;br /&gt;
&#039;&#039;&#039;Consent and Collaboration&#039;&#039;&#039;: Heavy roleplay effects, in particular, should be discussed between players and Menhirs Fate Volunteer to ensure that they fit with ongoing narratives and are enjoyable for everyone involved. &lt;br /&gt;
&lt;br /&gt;
We will not approve any roleplay effects that we feel do not meet our standards for safety or codes of conduct. Some effects such as love Consumables etc are not allowed and must reflect the game’s community standards, your Enchantment and Apothecary Refs will not allow those effects to work. For this reason, please check with them before creating any roleplay effects.&lt;br /&gt;
&lt;br /&gt;
==== Hidden effects ====&lt;br /&gt;
The apothecary may choose to hide the effects behind a flap on the physrep that can be closed and only opened upon drinking or by being investigated by an Apothecary.&lt;br /&gt;
&lt;br /&gt;
== Apothecary Schematics ==&lt;br /&gt;
Beyond the power of standardised apothecary skills are schematics. These may appear from a variety of sources in game and cannot be purchased as a skill. A schematic allows you to create unique consumables that can do things beyond the listed effects on the apothecary table. They require unique ingredients instead of the normal Flicker but can be made by anybody with the Apothecary skill assuming they have taken the relevant base item (Consumable or Weapon Oil)&lt;br /&gt;
&lt;br /&gt;
e.g. a Schematic has appeared for a Weapon Oil that needs to be made with the blood of a unique monster to be able to kill a particular enemy. The Schematic will allow anyone who can make a Weapon Oil to use the blood for a Weapon Oil that lets them use Obliterate on that specific target.&lt;br /&gt;
&lt;br /&gt;
=== Unique Consumables ===&lt;br /&gt;
There are other ways to gain particularly unique / unusual consumables within Haven. They may involve Weavings, or Entreaties to the gods that may imbue substances with other special effects beyond the Apothecary effects available normally. You would need an appropriately prepared consumable as a base to empower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OC clarification: Results may differ from what was requested to keep it within the lore, themes, or rules of the game. Unique&#039;&#039; &#039;&#039;consumables are totally unique even from one another. Just because you made a unique item one way previously does not mean you can necessarily make more in the same way.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Example 1 =====&lt;br /&gt;
You may try to create a unique consumable to help you in a quest to heal a magical tree in The Wonder. To create this unique consumable may involve unique ingredients, a schematic, or may require you to start with a standard consumable with an appropriate associated effect as a base. For example, the potion to heal the tree may start with a consumable of Antidote and Regain Health as its base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OC clarification: The assistance with preparing these types of unique quest consumables will be done by the Crafters Guild, who will issue you an official effect card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Example 2 =====&lt;br /&gt;
You may try to create a unique consumable that gives you a divine revelation which would allow you to use a Faith Ceremony as if you knew that skill. You may need to start with a consumable with a god relevant RP effect. The length of the RP effect may affect the results of the unique item creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OC clarification: Anything that mimics Faith Ceremonies must come from an Entreaty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OC clarification: You cannot make a potion or item of Cleanse Corruption.&#039;&#039;&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Grhodes05</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Enchanting&amp;diff=2578</id>
		<title>Rules/Enchanting</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Enchanting&amp;diff=2578"/>
		<updated>2026-05-31T15:34:44Z</updated>

		<summary type="html">&lt;p&gt;Grhodes05: Added unique item creation guidance.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Enchant&#039;&#039;&#039;ing skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Enchanter&lt;br /&gt;
|xp=3xp&lt;br /&gt;
|effect=This skill allows you to make use of the Enchanting Skill and create items that have magical effects. When you select the Enchanter skill you are able to pick three effects from the [[Enchanting#Enchanting_table|Enchanting table]] below. (Please make sure you select an item to enchant as one of these picks or you will not be able to make anything)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Enchanter Mastery&lt;br /&gt;
|xp=1xp&lt;br /&gt;
|effect=Enchanting mastery gives you another pick from the Enchanting table.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Item Designer ===&lt;br /&gt;
The [https://www.menhirsfate.com/item-designer/ Item Designer] is a helper tool that will calculate Reagent costs for you and allow you to share your designs.&lt;br /&gt;
&lt;br /&gt;
=== What is enchanting? ===&lt;br /&gt;
Enchanting is the skill of creating magical items by combining abilities and resources. Each ability or effect has a base cost, and adding additional abilities increases the cost. These creations are tied to specific elemental Spheres, which affect the final resource cost.&lt;br /&gt;
&lt;br /&gt;
==== What is a enchanted item ====&lt;br /&gt;
&lt;br /&gt;
* Enchanted items can grant you access to abilities you do not have access to or more uses of abilities you do have.&lt;br /&gt;
* Enchanted items last for a year.&lt;br /&gt;
&lt;br /&gt;
=== What do I need to Enchant an Item? ===&lt;br /&gt;
The Enchanting of items requires Essence. The type of Essence needed will depend on the item you wish to create and you may need several different types in order to create it. Depending on the item, the amount of Essence needed will also vary. Essence is an ingredient that can be found via several sources in-game, and can be supplied through your base character resource, but there are also many other in-game ways of finding Essence.&lt;br /&gt;
&lt;br /&gt;
=== How do I enchant an Item? ===&lt;br /&gt;
To make an enchanted item in Menhirs Fate there are a few simple steps to follow.&lt;br /&gt;
&lt;br /&gt;
# Pick Your Base Abilities:&lt;br /&gt;
#* After buying the Enchanter skill, choose 3 base abilities, items, or skills. These initial picks will dictate the type of item you can enchant. &lt;br /&gt;
#* You can add more base abilities, items or or skills at the cost of 1 XP per ability. This will give you a broader spectrum for creating items.&lt;br /&gt;
# Creating the Enchantment:&lt;br /&gt;
#* Visit an Enchanting Station which can be found in the City Centre, to perform the required roleplay. Please make sure you have the required Essence in advance of this, as you will need to hand it to the referee looking after this station.&lt;br /&gt;
#* Roleplay the creation of the item. This may take up to five minutes and may include any thematic roleplay.&lt;br /&gt;
#* A referee will check your item and approve it; please hand over the required Essence to the referee at this point. Once approved, they’ll print a ribbon for your item and provide you with a card detailing the enchantment.&lt;br /&gt;
#* &#039;&#039;&#039;Important&#039;&#039;&#039;: You must have the ribbon on the item and the card with you to use its effects.&lt;br /&gt;
#* The enchantment lasts for 1 year before it fades.&lt;br /&gt;
# Only 1 person may contribute their skills to a use of the Enchanting skill. Any number of people may roleplay having contributed but we will only take into account 1 person’s skills. Once created a Item is final. No further effects can be added.&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
&lt;br /&gt;
=== What you can enchant ===&lt;br /&gt;
The items you can make are determined by choices made when purchasing the Enchanter and Enchanter mastery skills. Picking a base item lets you make that item with any of the effects you have chosen to learn.&lt;br /&gt;
&lt;br /&gt;
==== What it costs ====&lt;br /&gt;
To work out the cost for a Item you begin by choosing what base item you are making e.g. a One-handed Weapon. These are aligned to different elements show on the Enchanting table further down the page. The Base item does not add to the cost. All it determines is the initial alignment. Next you choose the effects. Each effect has an alignment of its own (Fire, Earth, Air, Water and Spirit) and a cost in Essence e.g. the Crush effect costs 4 Earth essence.&lt;br /&gt;
&lt;br /&gt;
===== Example 1 =====&lt;br /&gt;
&#039;&#039;Jess decides to make a Sword that allows a user to use Stagger 1/encounter The first step is working out the Essence needed for the item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alignment of Base item (One Handed weapon) – Air&lt;br /&gt;
&lt;br /&gt;
Alignment and cost of the Stagger call – 3 Air Essence&lt;br /&gt;
&lt;br /&gt;
Total cost before Reagent – 3 Air Essence&lt;br /&gt;
&lt;br /&gt;
===== Example 2 =====&lt;br /&gt;
&#039;&#039;Jess Bobbins decides to make a Two-handed Weapon that allows a user to use Crush and 2 uses per encounter fuel to be able to use the call two more times, and it has a medium roleplaying effect.&#039;&#039; &#039;&#039;The first step is working out the Essence needed for the item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alignment of Base item (Two-handed Weapon) – Fire&lt;br /&gt;
&lt;br /&gt;
Alignment and cost of the Crush call – 4 Earth Essence&lt;br /&gt;
&lt;br /&gt;
1 use per encounter – 1 Fire Essence&lt;br /&gt;
&lt;br /&gt;
1 use per encounter – 1 Fire Essence&lt;br /&gt;
&lt;br /&gt;
Alignment and cost of the Medium roleplaying effect – 1 Air Essence&lt;br /&gt;
&lt;br /&gt;
Total cost before Reagent – 4 Earth Essence, 2 Fire Essence and 1 Air Essence&lt;br /&gt;
&lt;br /&gt;
==== Reagent ====&lt;br /&gt;
All Enchanted items require a Reagent to hold the magics together. Each time you add an effect, spend an extra Spirit Essence to hold it all together and this increases incrementally per effect added. This amount of Spirit Essence also increases by 1 if it does not match the alignment of the previous step. This means you may find optimal ways of creating a Magic item to use the least amount of Spirit Essence. The online tool for Enchanting can help with this and will be available with the Enchanting refs at the event.&lt;br /&gt;
&lt;br /&gt;
===== Example 1 =====&lt;br /&gt;
&#039;&#039;Jess Bobbins needs to add Reagent to hold the magical One-handed Weapon together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One-handed Weapon is aligned to Air and Stagger is aligned to Air.&lt;br /&gt;
&lt;br /&gt;
One-handed Weapon (Air) to Stagger (Air) costs 1 Spirit essence. The base Spirit to bind the effect together and no additional cost due to the effects aligning.&lt;br /&gt;
&lt;br /&gt;
This means the total cost of the item would be 3 Air Essence and 1 Spirit Essence.&lt;br /&gt;
&lt;br /&gt;
===== Example 2 =====&lt;br /&gt;
&#039;&#039;Jess Bobbins needs to add Reagents to hold the magical Two-handed Weapon together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two handed Weapon is aligned to Fire, Crush is aligned to Earth, 1/per encounter is aligned to Fire and Medium roleplaying effects are aligned to Earth.&lt;br /&gt;
&lt;br /&gt;
Two handed Weapon (F) to Crush (E) costs 2 Spirit Essence. The base Spirit to bind the effects together plus the additional cost due to them not Aligning.&lt;br /&gt;
&lt;br /&gt;
Crush (E) to 1/per encounter (F) costs 3 Spirit Essence. It also does not align and so costs 2 Spirit Essence due to being the 2nd effect added to the potion and 1 more due to the lack of alignment.&lt;br /&gt;
&lt;br /&gt;
1/per encounter (F) to 1/per encounter (F) costs 4 Spirit Essence. It also does align and so costs 3 Spirit Essence due to being the 3rd effect added to the potion.&lt;br /&gt;
&lt;br /&gt;
1/per encounter (F) to Medium roleplaying effect (A) costs 5 Spirit Essence. It does not align and so costs 5 Spirit Essence due to being the 4th effect added to the potion and 1 more due to the lack of alignment.&lt;br /&gt;
&lt;br /&gt;
This item will have a reagent cost of 14 Spirit Essence.&lt;br /&gt;
&lt;br /&gt;
This means the most efficient total cost of the item would be 5 Earth Essence, 2 Fire Essence and 14 Spirit Essence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enchanting Table&lt;br /&gt;
!Base Item&lt;br /&gt;
!Effect&lt;br /&gt;
!Cost&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clothing (Water)&lt;br /&gt;
|[[Rules/Calls#Antidote|Antidote]]&lt;br /&gt;
|5 Water&lt;br /&gt;
|1/day&lt;br /&gt;
|-&lt;br /&gt;
|Light Armour (Air)&lt;br /&gt;
|[[Rules/Calls#Rebound|Rebound]] 1/encounter&lt;br /&gt;
|4 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Medium Armour (Earth)&lt;br /&gt;
|[[Rules/Calls#Crush|Crush]] 1/encounter&lt;br /&gt;
|4 Earth&lt;br /&gt;
|Can only be applied to Blunt Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Armour (Fire)&lt;br /&gt;
|[[Rules/Calls#Blast|Elemental Blast]] 1/encounter&lt;br /&gt;
|2 spirit + 2 Air for range&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dagger (Water)&lt;br /&gt;
|[[Rules/Calls#Ensnare|Ensnare]] 1/encounter&lt;br /&gt;
|3 water + 2 air for range&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One handed weapon (Air)&lt;br /&gt;
|[[Rules/Calls#I&#039;ve Seen Worse|I&#039;ve seen Worse]] 1/encounter&lt;br /&gt;
|3 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Two handed Weapon (Fire)&lt;br /&gt;
|[[Rules/Calls#Mend|Mend]] 1/encounter&lt;br /&gt;
|3 Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Polearm (Earth)&lt;br /&gt;
|[[Rules/Calls#Regeneration|Regeneration]] 1/encounter&lt;br /&gt;
|4 Earth&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Item (Water)&lt;br /&gt;
|[[Rules/Calls#Rend|Rend]] 1/encounter&lt;br /&gt;
|4 Fire&lt;br /&gt;
|can only be applied to Sharp weapons&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand (Water)&lt;br /&gt;
|[[Rules/Calls#Shatter|Shatter]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Focus One handed (Air)&lt;br /&gt;
|[[Rules/Calls#Stagger|Stagger]] 1/encounter&lt;br /&gt;
|3 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Focus Two handed (Fire)&lt;br /&gt;
|[[Rules/Calls#Stun|Stun]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield/Buckler (Earth)&lt;br /&gt;
|[[Rules/Calls#Taunt|Taunt]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Thrown|Thrown]]&lt;br /&gt;
|2 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Ranged Weapon Proficiency|Ranged Proficiency]]&lt;br /&gt;
|4 Air&lt;br /&gt;
|Taking this potion requires you to get weapons checked and pass a bow competancy test with a Ref &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Regain Health&lt;br /&gt;
|3 Water&lt;br /&gt;
|This restores 3 Hit Points to the character 1/day&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| +1 use per encounter or day for this object &lt;br /&gt;
|1 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Toughness|Toughness]]&lt;br /&gt;
|2 Earth&lt;br /&gt;
|Can be stacked to make a stronger enchantment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Short Roleplaying effect&lt;br /&gt;
|Free when any other enchantment applied&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Medium Roleplaying effect&lt;br /&gt;
|1 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Heavy Roleplaying effect&lt;br /&gt;
|2 Air&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roleplay effects ==&lt;br /&gt;
For additional Essence costs, you may add roleplay effects onto your items. These effects will last for the duration of the item and always be in effect on the character when holding the item. &lt;br /&gt;
&lt;br /&gt;
You may add roleplay effects to your items. These roleplay effects can activate either when the item is picked up or at an appropriately thematic moment. The user is able to choose. Light, medium or heavy roleplay effects may be added by spending additional Essence.&lt;br /&gt;
&lt;br /&gt;
==== Duration of the effects ====&lt;br /&gt;
&lt;br /&gt;
* Light effects are short-lived, lasting &#039;&#039;&#039;30 seconds&#039;&#039;&#039; &lt;br /&gt;
* Medium effects can last for &#039;&#039;&#039;30 mins&#039;&#039;&#039;&lt;br /&gt;
* Heavy effects last for &#039;&#039;&#039;3 hours&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Guide to writing role play effects ===&lt;br /&gt;
You may if you choose, add roleplay effects to your creations. While we do not wish roleplay effects to dictate to characters what they are thinking or feeling, we instead encourage you to describe the physical or environmental effects of the creation on the target so that it may allow them to interpret and act accordingly as their character sees fit. For example, your creation, rather than stating that the target is frightened, might instead describe that the character’s heart is racing and they feel a pit in their stomach or that every loud noise or sudden move is a shock to the senses. &lt;br /&gt;
&lt;br /&gt;
Other roleplay effects may include direct instructions for example “ you wish to seek out adventure”, sensory specific effects, like “ all colours seem brighter” or, “all sounds seem muffled” or they may include  perceived environmental factors such as “the air feels thin to you, the ground is moving”. &lt;br /&gt;
&lt;br /&gt;
==== Additional Notes ====&lt;br /&gt;
&#039;&#039;&#039;Consent and Collaboration&#039;&#039;&#039;: Heavy roleplay effects, in particular, should be discussed between players and Menhirs Fate Volunteer to ensure that they fit with ongoing narratives and are enjoyable for everyone involved. &lt;br /&gt;
&lt;br /&gt;
We will not approve any roleplay effects that we feel do not meet our standards for safety or codes of conduct. Some effects such as love potions etc are not allowed and must reflect the game’s community standards, your Enchantment and Apothecary Refs will not allow those effects to work. For this reason, please check with them before creating any roleplay effects.&lt;br /&gt;
&lt;br /&gt;
== Enchanting Schematics ==&lt;br /&gt;
Beyond the power of standardised enchanting skills are schematics. These may appear from a variety of sources in game and cannot be purchased as a skill. A schematic allows you to create unique items that can do things beyond the listed effects on the enchanting table. They require unique ingredients instead of the normal Essence but can be made by anybody with the Enchanting skill assuming they have taken the relevant base item e.g. a Schematic has appeared for a Weapon that needs to be made with the blood of a unique monster to be able to kill a particular enemy. The Schematic will allow anyone who can make a weapon item to use the blood to enhance it into an item that lets them use Obliterate on that target.&lt;br /&gt;
&lt;br /&gt;
=== Unique Items ===&lt;br /&gt;
There are other ways to gain particularly unique / unusual items within Haven. They may involve Weavings, or Entreaties to the gods that may imbue items, weapons, or armour with other special effects beyond the enchantments available normally.&lt;br /&gt;
You submit requests through augury forms / petitions which will be reviewed by Guardians / Shrine Tenders / Crafters before any unique item can be created.&lt;br /&gt;
&lt;br /&gt;
The Wyrd and divine power are fleeting and sometimes fickle. Unique items may not always turn out exactly as you envision, have drawbacks or limitations. Weavings or Entreaties employed function and are assessed as normal.&lt;br /&gt;
&lt;br /&gt;
If you wish to create items with mechanical effects through any Weaving or Entreaties you would need an appropriately enchanted item as a base to empower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OC clarification: Results may differ from what was requested to keep it within the lore, themes, or rules of the game. Unique items are totally unique even from one another. Just because you made a unique item one way previously does not mean you can necessarily make more in the same way.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Example 1 =====&lt;br /&gt;
You may try to create a unique item to help you in a specific quest. For example to defeat a &#039;&#039;named&#039;&#039; champion of the Fallen who is very heavily armoured and resists Crush. To empower a unique item that might help you defeat this foe, you would need to start with a blunt weapon enchanted with Crush to have the Weaving or Entreaty further empower the unique item to achieve your goals.&lt;br /&gt;
&lt;br /&gt;
===== Example 2 =====&lt;br /&gt;
You may try to create a unique item that is empowered by one of the gods. For example: a divine relic that allows the user to perform Spiritual Reading as if they had that skill.&lt;br /&gt;
This would be creating a unique item with an effect beyond the enchantments available normally. In this example, to create this item, you would need to start with an enchanted base item with a god relevant RP effect. The length of the RP effect may affect the results of the unique item creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OC clarification: Anything that mimics Faith Ceremonies must come from an Entreaty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Grhodes05</name></author>
	</entry>
</feed>