Artefacts and magical items in the Eldahar Multiverse can usually be broken down into a few different types.
Charged - Items that are spiritually charged store power like a battery and operate with either a thought, word or variety of touches. These include Runes of Power, Wizard Staves etc.
Aura - Items that are aura charged regain their power from the wearer's own spirit either instantly or in the case of more powerful effects, over periods of time. These items are usually operated by the wearer's thoughts and / or a particular spirutual imprint.
Bound - Spirit Bound items are objects that have a living spirit (natural, demonic or elemental etc) anchored to it. The spirit acts a recharging resevoir or power and also dictates the particular use of the item. i.e. A fire elemental isn't going to power a Ring of Ice storms.
Channelled - Channeling items are objects that have a displaced aura. When examining them they radiate zero spirit (i.e. look invisible with spirit sight or jet black) as their spirits have been displaced to high up on the astral plane. These objects are then linked to divine Pool of Faith and able to channel this faith as power back down to their physical form. Channeling items are not easy to operate as the user tends to not only have to represent or worship that particular divinity or divine power but do so to a very extreme degree. However, if someone can draw the power, channelling items usually have an aweful lot to offer.
Titan - Titan Artefacts existed thousands upon thousands of years ago and were created with a completely different type of spirit than Eldahar has today. Because the world has changed so much Titan objects appear to have a completely normal spirit. But if correctly activated and used by someone with a high Titan Lore, they can still make quite alien and freaky things happen. Modern day magic-users and scholars have no idea how Titan Artefacts work or where their power comes from.
Tech - Finally there are tech items. These are objects created by a superior technological society; either alien, futuristic or other dimensional. They have distinctive auras but to a magic-user appear unfathomable making them commonly mistaken for normal magical objects.
In the next several pages you will see Artefacts in the Eldahar system presented in the following ways. Below is an explanation of some of their more common descriptors.
With + Numbers - i.e. A sword is either +1 or +6 or a suit of armour is +2 etc. Each + equals a 5% modifier in a d100 die roll. i.e. +1 = +5%, +6 = +30% modifier. The higher the better. A +4 suit of chain mail would therefore give the wearer +20% to their defence by being lighter and easier to move in. This is different to armour points (see below).
With Armour Points (AP) - This is how much an object or suit of armour protects the wearer vs damage. i.e. An 8 AP Ring of Protection reduces damage by 8 HP to either one location or several locations of the wearer's body.
Frequency of Use - Usually expressed as