● 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