Enhancers are items that can be purchased at a Shop or by checking this List:
Enhancers increase your abilities in certain situations. They can increase your attack, defense, perception or some other abilities.
All enhancers can only be made to a maximum of +5 to a number of the following:
((The only exception to the rule is the Trackers Rank They CAN have a +10 to sides or damage due to their specal training. Click the link for more details!!))
1. Damage: Adds up to +5 hits to your rolled damage. The strength in choosing this over a Sides enhancer is that you will do more automatic damage, but the stipulation is that you have to roll a sucessful hit with your normal dice to do so. Example: Deadmker: ::draws his +5 powerblade and slices his arm:: OnlineHost: Deadmker rolled 3 50-sided dice: 15 42 8 (The roll is worth 15=1 hits + 42=6 hits + 8=0 hits = 7 hits Also there is +5 from the Powerblade so the toatl roll is worth 12 hits)
2. Sides: Adds up to +5 sides to your dice, EXP stay the same. The strength in taking a Sides enhancer over a Damage enhancer is that you have a better chance of hitting, but the damage potential is not quite as great as a Damage enhancer. If your dice are 2d30, and you have a +5 sides weapon, then you would roll 2d35. This is for weapons to be used only in battles, other enhancers can be purchased for use in things such as Healings or Rezzes.
3. Defense: Blocks up to +5 hits made against you. Example: an opponent attacks you for 20 hits, but you have a +5 defense enhancer, so his attack only counts for 15 hits.
4. Stealth: Adds +5 to the hits needed to detect you during an AA, may also be made for TA's.
5. Perception: Adds +5 to the hits you rolled during perception in either an AA or a TA. May also be made for BG's perception.
6. HP: Adds up to +5 to victim's HP during an AA.
7. Healing: Adds up to +5 to your "hits" during a healing attempt.
8. Rezz: Adds up to +5 to your "hits" during a resurrection attempt.
9. Magic/Sides: Works the same as the normal Sides enhancer type above, but is applied to your magic dice, be they Mage or Clergy dice. All such enhancers are specified as to which type of magic (i.e. Mage or Clergy) they are used for...no enhancers as of yet do both.
10. Magic/Damage: Works the same as the normal Damage enhancer type above, but is applied to your magic dice, be they Mage or Clergy dice. When we say "damage", this also applies to "hits" needed to perform magical rituals and healings and such. All such enhancers are specified as to which type of magic (i.e. Mage or Clergy) they are used for...no enhancers as of yet do both.
Limits on Enhancer Use: In battles whether enhancers may be used or not should be stated in the terms at the beginning of the match (in AA's enhancers are always used).If a 1 is rolled while using an Enhancer, the Enhancer is damaged. If there are two 1's in a roll the Enhancer is broken.
**Side Note** You may have more than one Enhancer, but the value must not exceed +5 for any particular type or category from the list above.