You can be Attuned to 3 magic items at once. If a magic item has the Enchantment tag on it, you must be Attuned to it for you to use any of its abilities or gain any of its passive effects.
Weapon Enchantments can only be placed on weapons, shields, and ammunition. They cannot be placed on Aethertech Devices.
You only gain the benefits of a Weapon Enchantment while Attuned to the enchanted weapon and wielding it (or grasping its hilt, in the case of Swift Weapon).
If you use a piece of enchanted ammunition to make an attack, it suppresses any Enchantments on your weapon in favor of its own Enchantment(s) for that attack. You use the higher of your weapon’s and the ammunition’s Tier to determine the Tier-based effects of any of the ammunition’s Enchantments. You do not need to be Attuned to a piece of Ammunition for its Enchantment to function.
Why would I want to make a Batch of ammunition if it costs the same as a full weapon? Because sometimes you’re going to want to fire burning arrows instead of your bow’s normal lightning arrows, or use a specific Bane ammunition to deal with a particularly nasty enemy. The fact that you don
All of the enchantments listed in Accessory Enchantments, Armor Enchantments, and Weapon Enchantments require 9 Components of a Tier +1 higher than the item’s current Tier. Most mundane items are functionally Tier 0, and require a collection of Tier 1 components to Enchant them.
Once an Enchantment has been added to an item, its Tier is increased by +1, increasing the effects of any Enchantments on it and the Tier of the Components needed to apply a new Enchantment to it. For example, if you start with a Tier 0 unenchanted sword, and apply the Igniting Weapon Enchantment to it, you would need to consume 9x Tier 1 Components; after it is enchanted, the sword would be a Tier 1 weapon. Applying another Enchantment to it would require 9x Tier 2 Components, and would increase it to Tier 2; etc.
You must have at least the listed number of Required Aspects in the Components you use to craft a given Enchantment, whether a singular item or a Batch of ammunition. You cannot use any Components with the listed Prohibited Aspects. If an Enchantment lists a Granted Aspect, the item counts as a single Component with that Aspect for the purposes of further enchanting it. Granted Aspects stack with each other - for example, if you craft an Igniting and Erupting sword, it counts as 2 Fire Aspect components for the purpose of the next Enchantment you add to it.
If you have Components of the appropriate Materials (i.e. Metal, Wood, Textile, Leather, etc.) that also have the necessary Aspects, you can enchant an item in the process of crafting the item itself out of its base Components. This combined process is referred to as Forging an item, even when there is no metal involved in its creation.
If you are crafting a Batch of Ammunition enchanted with a Weapon Enchantment, it requires the same amount and Aspects of Components as a normal weapon, and enchants a Batch of 5 ammunition. This can be increased with the Fletcher, Experienced Scribe, and Efficient Crafting feats. You must still have enough raw material or pre-crafted base versions of any items you are enchanting for the increased Batch size, however — you don’t just create a new arrow out of nothing when you craft a Batch of magic arrows, for example.
Enchanted Items with the Material tag require a specific rare ingredient to craft the base item out of. You cannot add these Enchantments to an item after it has been created; they must be added during its creation.