Energy Stealing
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Enchantment, Steal
Energy Stealing enchantments drain the physical energy, appearing in various colours (MP being blue, and SP being green, HP is red), on the item once they’ve been hit, it creates a shimmering colour that fades quickly after the energy has been absorbed effectively
Rank 1 – Minor
Crafting Recipe: Energy Steal (Power), Radioactive 1 Material (2kg), Paper, 500 MP.
MP Cost/Day: 10 Properties: – Cost: C$1
Minor Energy Steal – The enchanted weapon’s damage also affects the targets MP or SP (attacker’s choice) for 20% of the weapon’s damage. If the enchanted item is armour, the wearer receives 20% of damage received as MP or SP (wearer’s choice). If enchanted on an object, the object receives this instead.
Rank 2 – Moderate
Crafting Recipe: Energy Drain (Power), Radioactive 3 Material (4kg), Scroll, 1,000 MP.
MP Cost/Day: 30 Properties: – Cost: C$5
Moderate Energy Steal – The enchanted weapon’s damage also affects the targets MP or SP (attacker’s choice) for 40% of the weapon’s damage. If the enchanted item is armour, the wearer receives 40% of damage received as MP or SP (wearer’s choice). If enchanted on an object, the object receives this instead.
Revitalisation – The wielder may choose to turn the damage stolen by the effects of this enchantment into HP instead of MP or SP.
Rank 3 – Major
Crafting Recipe: Soul Absorption (Power), Radioactive 5 Material (6kg), Book, 2,000 MP
MP Cost/Day: 50 Properties: – Cost: C$10
Major Energy Steal – The enchanted weapon’s damage also affects the targets MP or SP (attacker’s choice) for 60% of the weapon’s damage. If the enchanted item is armour, the wearer receives 60% of damage received as MP or SP (wearer’s choice). If enchanted on an object, the object receives this instead.
Energy Absorption – The wielder may choose to turn the damage stolen by the effects of this enchantment into HP instead of MP or SP. The amount absorbed can restore up to double the wielder’s HP, MP, or SP’s total maximum amounts.
Energy Storing – Any absorbed damage stolen by the item that doesn’t restore immediately is stored inside of it, you may store up to 5,000 HP, MP or SP inside of the item which can then be activated for 1 TP to restore the wielder’s.