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Enchantment, Elemental

The shock enchantment electrifies the item, causing it to emit various shocks and lightning sparks periodically. Zapping those that are struck by the item.

Electric damage performed through this item via Perks or Powers is doubled. All damage performed using this item, weapon, or while wearing the armour (if no other enchantments are present) is performed as Electric damage.

Rank 1 – Minor

Crafting Recipe: Spark (Power), Conductive 1 Material (2kg), Paper, 500 MP.
MP Cost/Day: 10 Properties: – Cost: C$1

Minor Zap – The weapon receives +20% Electric Damage, Damage type is changed to Electric, if the enchanted item is an armour, the wearer receives a +20% Damage Reduction against all Electric damage. If enchanted on an object, the object receives this instead.

Rank 2 – Moderate

Crafting Recipe: Thunder (Power), Conductive 3 Material (4kg), Scroll, 1,000 MP.
MP Cost/Day: 30 Properties: – Cost: C$5

Moderate Zap – The weapon receives +40% Electric Damage, Damage type is changed to Electric, if the enchanted item is an armour, the wearer receives a +40% Damage Reduction against all Electric damage. If enchanted on an object, the object receives this instead.
Static Electricity – The item generates an amount of static electricity passively as various shocks emit from the item, this electricity is enough to power up a single item for 4 hours per day. The effect can be enabled and disabled individually at will for no TP cost.

Rank 3 – Major

Crafting Recipe: Lightning (Power), Conductive 5 Material (6kg), Book, 2,000 MP.
MP Cost/Day: 50 Properties: – Cost: C$10

Major Zap – The weapon receives +60% Electric Damage, Damage type is changed to Electric, if the enchanted item is an armour, the wearer receives a +60% Damage Reduction against all Electric damage. If enchanted on an object, the object receives this instead.
Shocking – The item generates an amount of electricity passively as various shocks emit from the item, this electricity is enough to power up a single item for 8 hours per day. The wielder may emit the Lightning power for no TP cost once per day, removing their stored up power for the day. The effect can be enabled and disabled individually at will for no TP cost. EMP – On a critical hit, all items that the target has equipped are depleted, and are shut down, no longer working for the rest of the round. The target cannot take an action to resist this effect.