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Tweaking the MAGIC.md #7

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28 changes: 25 additions & 3 deletions doc/MAGIC.md
Original file line number Diff line number Diff line change
Expand Up @@ -192,15 +192,15 @@ Spells may have any number of flags, for example:

For Spells that have an attack type, these are the available damage types:

* "fire"
* "heat"
* "acid"
* "bash"
* "bio" - internal damage such as poison
* "biological" - internal damage such as poison
* "cold"
* "cut"
* "electric"
* "stab"
* "none" - this damage type goes through armor altogether. it is the default.
* "pure" - this damage type goes through armor altogether. it is the default.

### Spells that level up

Expand Down Expand Up @@ -476,6 +476,28 @@ You can assign a spell as a special attack for a monster.

```

To add the enchantment to the item, you need to write the id of your enchantment inside `relic_data` field. For example:

```json
"relic_data": { "passive_effects": [ { "id": "ench_fishform" } ] },

```

If your enchantment is relatively small, you can write it right in the thing json, using the same syntaxys as the common enchantment. For example:

```json
"relic_data": {
"passive_effects": [
{
"has": "WORN",
"condition": "ALWAYS",
"values": [ { "value": "ARMOR_BULLET", "add": 8 }, { "value": "ARMOR_STAB", "add": 3 }, { "value": "ARMOR_CUT", "add": 3 } ]
}
]
}
```


### Allowed id for values

The allowed values are as follows:
Expand Down