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The purpose of this room is to allow players to enchant their weapons. It is under construction. Currently there is onle 1 enchantment available from each talisman. More will be added later. Also a device for displaying enchantments and their charges will also be added.

- Enchantment objects are coded and kept inside an appropriate talisman. They all need to have 'magic' as their material to differentiate them from other kinds of special attacks. Other special attack types include things like 'a critical cut', 'a gaping wound', or a summoned holy/evil creature that attacks when released. The other types will be dealt with in other places.

- Enchantments that coders have made before now will still work, but should not be of 'magic' material because it will fool this room into thinking they have the same limitations on charges.

- A player may place up to 3 enchantments on any given weapon. In other words, if there are already 3 objects made of 'magic' material on a wielded weapon, the talisman will not add another.

- Players may use a talisman to get a copy of one of the enchantments inside it, only if their mana exceeds the mana of the enchantment object.

- Enchanting uses up all of the player's mana. The enchantment is given a charge (health) point for each mana point the player has above the mana cost of the enchantment.

- If the enchantment of the same name is already on the weapon, then then a new one is not be copied. Instead, the player's mana is converted to charges and added to the health of the enchantment already in their weapon.

- During melee, enchantments are taken out of the weapon and switched on when a special hit happens. The battle system sets up slot1=person wielding the weapon, slot2=who they are fighting in that battle instance, slot3=the weapon id.

- Enchantments then do their work and decrease 1 charge (the enchantment object's health) when they are finished. If health is gone they go to the void, otherwise they go back into the weapon.

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