For an item to be enchanted its base complexity must be determined.
A table with examples is given below. The median complexity of items is
100%. Some items are less complex, some are more. The spells on the technomage
base lists to enchant items list the minimum complexity required to hold
the enchantment.
complexity | Weapon | Armor | General |
60 | arrows/bolts | archaic AT 1-5 | lock picks, magnetic compass |
70 | simple concussive weapons (club. mace) |
archaic AT 6 | sextant, abacus |
80 | most edged weapons (dagger, sword, etc.) |
archaic AT 9,17 | spring clock simple optical telescope |
90 | bullets, chemical explosives | archaic AT 10 | powercells, chemical energy storage |
100 | complex concussive weapons (flail, morningstar) |
archaic AT 13, 14, 18 | digital clock |
110 | crossbow | archaic AT 15, 16, 19 | pocket computer |
120 | revolver | archaic AT 20 | |
130 | semiautomatic firearms | ||
140 | automatic firearms | multiscanner, repair scanner | |
150 | |||
160 | pulsed energy weapons (blasters) |
||
170 | fission explosives | ||
180 | shaped force field weapons (vibroblades) |
||
190 | plasma weapons | ||
200 | fusion explosives | battlemechs | fusion reactor |
material | complexity | time to enchant |
polymers/plastics | -20 |
+15 |
Illinar | +5 |
+5 |
Laen | -15 |
+10 |
Iron | 0 |
0 |
Copper | 0 |
-5 |
Aluminum | 0 |
0 |
Low Carbon Steel | +5 |
-5 |
High Carbon Steel | +10 |
-10 |
Eog | +30 |
-20 |
Crystals/gemstones | +20 |
-10 |
Dyr wood | +5 |
-5 |
normal wood | 0 |
-5 |