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● THE ENCHANTING TABLE

The Table

runes into wells, materials into the burner — what your gear is spelling, and for how long

Gold
0
Socket Words
15
Infusions
0 / 3

Sockets

Weapons hold up to three wells, armour up to two. A rune set into a well pays while the piece is worn, and comes back out for Gold.

Socket Words

Fifteen sequences nobody wrote down. Fill every well on a piece with the right runes in the right order and the piece starts paying something the runes alone do not.

  • ???Common

    Weapon only · 1 well

    Clue The floor of the world, set into an edge.

  • ???Common

    Armour only · 1 well

    Clue Something picked up walking, worn rather than swung.

  • ???Common

    Armour only · 1 well

    Clue The one rune that was never part of anything larger.

  • ???Singular

    Any piece · 1 well

    Clue A single well, and the rune that does not exist in it.

  • ???Common

    Weapon only · 2 wells

    Clue The two commonest things in the Infernal, edge-set, cold before warm.

  • ???Uncommon

    Armour only · 2 wells

    Clue A traveller's rune behind a Nocturne one.

  • ???Uncommon

    Armour only · 2 wells

    Clue Shadow first, then the light it was hiding from.

  • ???Uncommon

    Weapon only · 2 wells

    Clue Two kinds of burning, in an edge, patient one first.

  • ???Uncommon

    Weapon only · 2 wells

    Clue A heartbeat, then the bad stitch it beats across.

  • ???Rare

    Armour only · 2 wells

    Clue The total, and the signature under it. Worn, not swung.

  • ???Legendary

    Armour only · 2 wells

    Clue Crystallised light, backed by the cheap kind.

  • ???Legendary

    Armour only · 2 wells

    Clue The forgotten page, and the record of what it cost.

  • ???Rare

    Weapon only · 3 wells

    Clue A carried hole, a knot of every thread, and what remains after. Three wells.

  • ???Legendary

    Weapon only · 3 wells

    Clue The moment the light went, what came after, and the line it all broke along.

  • ???Mythic

    Weapon only · 3 wells

    Clue A piece of the Sun, the seam of both realms, and the heat that made them. Three wells, and nothing cheap in any of them.

Infusions

Burn what the gathering skills bring home for an hour or two of something better. Three at once, no more, and they do not extend — let one lapse and brew it again.

Slots in use 0 / 3

  • Ember Infusion

    +10% Gold/sec for 2 hours

    Still warm. It has been still warm for four thousand years, and for the next two hours it is warm for you.

    • Ember Residue0 / 3
  • Moonpetal Infusion

    +15% XP for 2 hours

    It blooms only when the starlight is brightest, which the Archivum has never managed to schedule.

    • Moonpetal Herb0 / 3
  • Void Infusion

    +25% Magic Find for 1 hour

    Hold a piece of the thing the realms were carved out of and the realms start handing you their better objects. Nobody is sure this is gratitude.

    • Void Shard0 / 2
  • Heartstone Infusion

    +20% Gold/sec for 1 hour

    One Heartstone, one hour, and a furnace that behaves as though the Shattering had gone better.

    • Infernal Heartstone0 / 1
  • Prism Infusion

    +12% XP for 90 minutes

    The Luminous grind these for light. Ground finer, they turn out to sharpen attention as well, which the Luminous consider a waste of a prism.

    • Luminous Prism0 / 3