<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://euotopia.com/manual/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=1</id>
	<title>EUO Manual - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://euotopia.com/manual/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=1"/>
	<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php/Special:Contributions/1"/>
	<updated>2026-10-23T17:16:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.14</generator>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Mythic_Item_Crafting&amp;diff=5086</id>
		<title>Mythic Item Crafting</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Mythic_Item_Crafting&amp;diff=5086"/>
		<updated>2021-08-25T19:48:25Z</updated>

		<summary type="html">&lt;p&gt;1: Fixed &amp;quot;+3 NV&amp;quot; to &amp;quot;+1 NV&amp;quot; and &amp;quot;Atral&amp;quot; to &amp;quot;Astral&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... a man so hungry for power, he created a wide range of potent enchantments to suit his power needs, using all of his unparalleled crafting abilities, before ultimately deciding it wasn&amp;#039;t worth it anymore ...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most of the information found here was pulled from the [http://forums.swut.net/viewtopic.php?f=18&amp;amp;t=4985 Enchanting/Polypiling/Mythicing Guide] in the Forums.&lt;br /&gt;
&lt;br /&gt;
===Regular and Magic Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
Weapons and armor can be found and crafted, made with basic materials like wood, metal, cloth, etc.  There are different kinds of materials, called &amp;quot;tints&amp;quot; - oak, venomous, goldweave, and others.  In addition, weapons and armor can have magic bonuses, like attack + 1, defense + 3, magic resistance + 2, etc.  Weapons can also have enchantments, magic spells bound to them that sometimes activate when used, such as &amp;quot;In Jux Ort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
&lt;br /&gt;
There is a class of weapons, armor, and jewelry, called &amp;quot;Artifacts&amp;quot;, that are extremely rare and can only be found occasionally.  These artifacts typically are named - &amp;quot;Dragonskewer&amp;quot;, &amp;quot;Dante&amp;#039;s Ruin&amp;quot;, and many others.  Weapon artifacts often combine an attack bonus and stat boost (attack + 7, strength + 20), and sometimes have an additional enchantment.  Armor artifacts also combine a defense or magic resistance bonus and a stat boost (defense + 4, magic resistance + 6, strength + 25).  These items can only be wielded by characters higher than level 70 or 75, depending on the magical bonuses.&lt;br /&gt;
&lt;br /&gt;
===Mythic Supertints===&lt;br /&gt;
&lt;br /&gt;
There is yet another, higher tier of weapon and armor category, in general called &amp;quot;Mythic&amp;quot;, representing a &amp;quot;supertint&amp;quot;.  The three supertints are &amp;quot;Mythic&amp;quot;, &amp;quot;Mystic&amp;quot;, and &amp;quot;Astral&amp;quot;, aside from the base material, or tint.  Supertinted, or mythic, weapons have an additional attack bonus.  Mythic armor has additional defense and magic resistance bonuses.  These supertints can be captured into an essence by characters with high-level crafting skills and applied to an existing weapon or armor.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bonuses&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| Supertints&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Mythic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Mystic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Astral&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Armor&lt;br /&gt;
| +2def, +1mr&lt;br /&gt;
| +2def, +3vig&lt;br /&gt;
| +2def, +1nv&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
| +10% damage&lt;br /&gt;
red glow if named&lt;br /&gt;
| +10% damage&lt;br /&gt;
orange glow&lt;br /&gt;
| +10% damage&lt;br /&gt;
green glow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Refinements===&lt;br /&gt;
&lt;br /&gt;
Finally, mythic weapons and armor can by upgraded via an upgrade wand (via enchanting) to give them a final boost to either attack, defense, and stats. They also glow in different colours when Named. There are 3 categories of upgrade - &amp;quot;Fel&amp;quot;, &amp;quot;Dun&amp;quot;, and &amp;quot;Bal&amp;quot; - that can be applied to the 3 supertints, resulting in 9 different combinations:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mythic&amp;#039;&amp;#039;&amp;#039;: Felmythic, Dunmythic, Balmythic.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mystic&amp;#039;&amp;#039;&amp;#039;: Felmystic, Dunmystic, Balmystic.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Astral&amp;#039;&amp;#039;&amp;#039;: Felastral, Dunastral, Balastral.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Refinement&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Item Type&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| Supertints&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Mythic&lt;br /&gt;
red glow&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Mystic&lt;br /&gt;
orange glow&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Astral&lt;br /&gt;
green glow&lt;br /&gt;
|-&lt;br /&gt;
!| Fel&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Armor&lt;br /&gt;
| +2def, +1mr, +5str&lt;br /&gt;
| +2def, +3vig, +5str&lt;br /&gt;
| +2def, +1nv, +5str&lt;br /&gt;
|-&lt;br /&gt;
!| Dun&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Armor&lt;br /&gt;
| +2def, +1mr, +5dex&lt;br /&gt;
| +2def, +3vig, +5dex&lt;br /&gt;
| +2def, +1nv, +5dex&lt;br /&gt;
|-&lt;br /&gt;
!| Bal&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Armor&lt;br /&gt;
| +2def, +1mr, +5int&lt;br /&gt;
| +2def, +3vig, +5int&lt;br /&gt;
| +2def, +1nv, +5int&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| (all)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Weapon&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | +12% damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crafting Mythic Items==&lt;br /&gt;
&lt;br /&gt;
===Overall Steps===&lt;br /&gt;
&lt;br /&gt;
# Create mid-level item ingredients, eg. Canned Heroism, Rod of Power, etc. &lt;br /&gt;
# Use Mythic/Mystic/Astral Facilitator to combine ingredients into essence.&lt;br /&gt;
# Apply essence to weapon or armor.&lt;br /&gt;
&lt;br /&gt;
===Detailed Instructions===&lt;br /&gt;
&lt;br /&gt;
# Make the first 6 items, they require 100% in their respective skill (except Mythic Material)&lt;br /&gt;
# Stack those items on the floor somewhere safe&lt;br /&gt;
# Make the facilitator (requires 100% in mining). You make that by using a smelting tongs on a brazier. Select just plain &amp;quot;ore&amp;quot; as the material.&lt;br /&gt;
# Use the facilitator on the stack of items &lt;br /&gt;
# Use the resulting essence (Soulbound) on the desired armor or weapon&lt;br /&gt;
# The armor or weapon will get an extra modifier called &amp;quot;Mythic/Mystic/Astral&amp;quot;. This has the following effects:&lt;br /&gt;
#* On weapons, extra 10% damage&lt;br /&gt;
#* On armor, extra +2 def and either +1 MR, +3 Vig, or +1 NV&lt;br /&gt;
#* The item will NOT be Soulbound&lt;br /&gt;
#* The item can be named, artifact, any enchant, any tint. Named items do not get the &amp;quot;Mythic/Mystic/Astral&amp;quot; modifier added to the beginning of their name, but it is otherwise effective.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
Several items need to be crafted and combined to form mythic items:&lt;br /&gt;
&lt;br /&gt;
* Mythical Material (untinted)                     ***Has to be untinted/plain otherwise will NOT work!***&lt;br /&gt;
* Scroll of Galvanizing&lt;br /&gt;
* Canned Heroism&lt;br /&gt;
* Enigmatic Bauble (copper)&lt;br /&gt;
* Rod of Power (gold)&lt;br /&gt;
* Philosopher&amp;#039;s Stone (gold)&lt;br /&gt;
* Mythic/Mystic/Astral Facilitator&lt;br /&gt;
&lt;br /&gt;
===Ingredients===&lt;br /&gt;
&lt;br /&gt;
====Simple Items====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Simple&lt;br /&gt;
!| Mythical Material&lt;br /&gt;
!| Scroll of Galvanizing&lt;br /&gt;
|-&lt;br /&gt;
!| Skill&lt;br /&gt;
| (None)&lt;br /&gt;
| Inscription&lt;br /&gt;
|-&lt;br /&gt;
!| Ingredients&lt;br /&gt;
| deconstruct any&amp;lt;br/&amp;gt;not-tinted artifact&lt;br /&gt;
| blank scroll&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Complex Items====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!| Complex&lt;br /&gt;
!| Canned Heroism&lt;br /&gt;
!| Enigmatic Bauble&amp;lt;br/&amp;gt;(copper)&lt;br /&gt;
!| Rod of Power&amp;lt;br/&amp;gt;(gold)&lt;br /&gt;
!| Philosopher&amp;#039;s Stone&amp;lt;br/&amp;gt;(gold)&lt;br /&gt;
!| Facilitator&lt;br /&gt;
|-&lt;br /&gt;
!| Skill&lt;br /&gt;
| Cooking&lt;br /&gt;
| Tinkering&lt;br /&gt;
| Enchanting&lt;br /&gt;
| Alchemy&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
!| Ingredients&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* meat (daemon)&lt;br /&gt;
* meat (devil)&lt;br /&gt;
* meat (drake)&lt;br /&gt;
* meat (blue dragon)&lt;br /&gt;
* meat (white dragon)&lt;br /&gt;
* meat (green dragon)&lt;br /&gt;
* meat (red dragon)&lt;br /&gt;
* meat (black dragon)&lt;br /&gt;
* mandrake root (10)&lt;br /&gt;
* nightshade (10)&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* orb&lt;br /&gt;
* golem power crystal&lt;br /&gt;
* wet clay (2)&lt;br /&gt;
* amethyst (5)&lt;br /&gt;
* diamond (5)&lt;br /&gt;
* emerald (5)&lt;br /&gt;
* fire opal (5)&lt;br /&gt;
* onyx (5)&lt;br /&gt;
* ruby (5)&lt;br /&gt;
* sapphire (5)&lt;br /&gt;
* topaz (5)&lt;br /&gt;
* zircon (5)&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* rod of lightning&lt;br /&gt;
* orb of power&lt;br /&gt;
* dull blue shard&lt;br /&gt;
* dim blue shard&lt;br /&gt;
* bright blue shard&lt;br /&gt;
* brilliant blue shard&lt;br /&gt;
* dull red shard&lt;br /&gt;
* dim red shard&lt;br /&gt;
* bright red shard&lt;br /&gt;
* brilliant red shard&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* khaki potion (1)&lt;br /&gt;
* essence of fire (3)&lt;br /&gt;
* essence of lightning (3)&lt;br /&gt;
* essence of rage (3)&lt;br /&gt;
* preserved brain (5)&lt;br /&gt;
* preserved eye (5)&lt;br /&gt;
* spores (5)&lt;br /&gt;
* shadow dust (5)&lt;br /&gt;
* mandrake root (10)&lt;br /&gt;
* nightshade (10)&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* ore (100)&lt;br /&gt;
* gold nugget (5)&lt;br /&gt;
* blackrock ore (10)&lt;br /&gt;
* venomous ore (10)&lt;br /&gt;
* copper ore (20)&lt;br /&gt;
* silver ore (20)&lt;br /&gt;
* zinc ore (50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Crafting Steps ====&lt;br /&gt;
&lt;br /&gt;
[[File:EUO_Mythic_Crafting_Guide.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Crafting]]&lt;/div&gt;</summary>
		<author><name>1</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=4432</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=4432"/>
		<updated>2017-07-28T16:48:49Z</updated>

		<summary type="html">&lt;p&gt;1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Types of Cloth and Leather==&lt;br /&gt;
&lt;br /&gt;
There are 4 types of cloth, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;silverweave&amp;#039;&amp;#039;&amp;#039; -&amp;gt; reflects damage taken from undead a little (not unlike silver)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;goldweave&amp;#039;&amp;#039;&amp;#039; -&amp;gt; acts as a lightsource, slightly increased defense (not unlike gold)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;darkweave&amp;#039;&amp;#039;&amp;#039; -&amp;gt; more defense (not unlike blackrock)&lt;br /&gt;
&lt;br /&gt;
There are 3 types of leather, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;boiled&amp;#039;&amp;#039;&amp;#039; -&amp;gt; lighter, more defense&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;studded&amp;#039;&amp;#039;&amp;#039; -&amp;gt; even more defense&lt;br /&gt;
&lt;br /&gt;
Silverweave, goldweave, darkweave, boiled and studded are known as &amp;#039;&amp;#039;tints&amp;#039;&amp;#039; or materials. More info on [[Item Materials]] here.&lt;br /&gt;
&lt;br /&gt;
==How to make Tinted Cloth and Leather==&lt;br /&gt;
&lt;br /&gt;
Tinted cloth is made by a skilled tailor with a sewing kit by combining regular cloth with tinted thread.&lt;br /&gt;
&lt;br /&gt;
===Tinted Thread===&lt;br /&gt;
Tinted thread can be made by alchemically combining spiders silk with various ingredients.  Gold nuggets for goldweave, silver ore for silverweave and treated blackrock for darkweave.  Ask an [[Alchemy|Alchemist]] to create tinted thread.&lt;br /&gt;
&lt;br /&gt;
===Tinted Leather===&lt;br /&gt;
&lt;br /&gt;
Leather and boiled leather is made out of cowhide by a tailor simply by using scissors. Studded leather is made by combining studs and boiled leather by a skilled tailor using a sewing kit. Studs can be made by a skilled tinker from ingots.&lt;br /&gt;
&lt;br /&gt;
==Making Regular Items==&lt;br /&gt;
Simply have either leather or cloth in your inventory, and use (&amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039;) a sewing kit. You&amp;#039;ll need leather to make leather items and cloth to make cloth items of course.&lt;br /&gt;
&lt;br /&gt;
==Making Tinted Items==&lt;br /&gt;
&lt;br /&gt;
First you&amp;#039;ll need a tinted sewing kit. A skilled tinker can make them from normal ingots. For example, to make silverweave items, you will need a silverweave sewing kit. Use the tinted sewing kit whilst have the matching tinted cloth to make items with that tint.&lt;br /&gt;
&lt;br /&gt;
Eg: to make darkweave items&lt;br /&gt;
* have darkweave cloth in inventory&lt;br /&gt;
* use darkweave sewing kit&lt;br /&gt;
&lt;br /&gt;
Tinted and magic items require additional skill - please see the [[Advanced Crafting]] page for more information.&lt;br /&gt;
&lt;br /&gt;
==Basic Tailoring List==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Tool Needed&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ingredients&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bandage x5&amp;#039;&amp;#039;&amp;#039; || Scissors || cloth || align=center| 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather x3&amp;#039;&amp;#039;&amp;#039; || Scissors || cowhide || align=center| 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Goldweave Cloth&amp;#039;&amp;#039;&amp;#039; || Sewing Kit || goldweave thread + cloth || align=center| 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Swamp Boots&amp;#039;&amp;#039;&amp;#039; || Sewing Kit || leather x4 || align=center| 10 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Silverweave Cloth&amp;#039;&amp;#039;&amp;#039; || Sewing Kit || silverweave thread + cloth || align=center| 15 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Boiled Leather x3&amp;#039;&amp;#039;&amp;#039; || Scissors || cowhide || align=center| 15&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Studded Leather&amp;#039;&amp;#039;&amp;#039; || Sewing Kit || boiled lether + studs || align=center| 30&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Darkweave Cloth&amp;#039;&amp;#039;&amp;#039; || Sewing Kit || darkweave thread + cloth || align=center| 30 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Spiked Collar&amp;#039;&amp;#039;&amp;#039; || Sewing Kit || studded leather || align=center| 35 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Belt&amp;#039;&amp;#039;&amp;#039; || Sewing Kit || leather || align=center| 40 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cloth Armours===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Armour&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ingredients&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cap&amp;#039;&amp;#039;&amp;#039; || cloth || align=center| 0 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gloves&amp;#039;&amp;#039;&amp;#039; || cloth || align=center| 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Padded Boots&amp;#039;&amp;#039;&amp;#039; || cloth x2 || align=center| 8 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Robe&amp;#039;&amp;#039;&amp;#039; || cloth x2 || align=center| 11 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gi (Torso)&amp;#039;&amp;#039;&amp;#039; || cloth x3 || align=center| 14 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gi (Legs)&amp;#039;&amp;#039;&amp;#039; || cloth x3 || align=center| 16 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Padded Shirt&amp;#039;&amp;#039;&amp;#039; || cloth x4 || align=center| 18 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Padded Leggings&amp;#039;&amp;#039;&amp;#039; || cloth x4 || align=center| 20 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Leather Armours===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Armour&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Ingredients&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Helm&amp;#039;&amp;#039;&amp;#039; || leather || align=center| 7&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Gloves&amp;#039;&amp;#039;&amp;#039; || leather || align=center| 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Boots&amp;#039;&amp;#039;&amp;#039; || leather x2 || align=center| 13&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Armour&amp;#039;&amp;#039;&amp;#039; || leather x4 || align=center| 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Leggings&amp;#039;&amp;#039;&amp;#039; || leather x4 || align=center| 18&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Tunic&amp;#039;&amp;#039;&amp;#039; || leather x5 || align=center| 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tinted Items and Magic Items===&lt;br /&gt;
Please see the [[Advanced Crafting]] page for more info on tailoring tinted and magic armour.&lt;br /&gt;
&lt;br /&gt;
==Misc Notes==&lt;br /&gt;
* Spiked collars (necklace) are made from studded leather using a normal sewing kit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crafting]]&lt;/div&gt;</summary>
		<author><name>1</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Magic_and_Spellcasting&amp;diff=4398</id>
		<title>Magic and Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Magic_and_Spellcasting&amp;diff=4398"/>
		<updated>2016-09-23T16:35:09Z</updated>

		<summary type="html">&lt;p&gt;1: Added Greater Soul trap spell to magery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spells are cast simply by chanting words (e.g. An Nox), by selecting the spell from a menu, or by using a hot key to cast a spell previously bound to that key. Spells do not need to be pre-mixed and ingredients are not required. The higher the circle, the harder the spell is to cast, the more mana it uses and the longer the cooloff. &lt;br /&gt;
&lt;br /&gt;
To cast:&lt;br /&gt;
* hit the C key&lt;br /&gt;
* type the first letter of each word, eg &amp;#039;a&amp;#039; then &amp;#039;n&amp;#039; to cast An Nox (cure poison)&lt;br /&gt;
* hit Enter&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;OR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* hit shift+C&lt;br /&gt;
* click on the spell your list OR&lt;br /&gt;
* scroll down to the spell you wish to cast and hit Enter&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===The Schools of Magic===&lt;br /&gt;
All magic in New Sosaria is broken up into three categories, or &amp;#039;&amp;#039;schools&amp;#039;&amp;#039;.  Each school of magic represents a unique approach to manipulating the metaphysical world and must be learned separately.  Therefore skill in one school has no bearing on or benefit to the spells of another school, apart from the common use of Mana as a power source.&lt;br /&gt;
&lt;br /&gt;
===The Language of Magic===&lt;br /&gt;
Every spell consists of an incantation that is made up from one or more [[Magic_Runewords|Rune words]], or syllables which are written in the Old Sosarian [[Runic]] alphabet.  Each [[Magic_Runewords|Rune word]] has its own distinct meaning and their combination is usually representative of the desired spell effect.  For example, the &amp;#039;&amp;#039;Harm&amp;#039;&amp;#039; spell &amp;#039;&amp;#039;&amp;#039;An Mani&amp;#039;&amp;#039;&amp;#039; consists of the syllables &amp;#039;&amp;#039;&amp;#039;An&amp;#039;&amp;#039;&amp;#039; which means &amp;#039;&amp;#039;Negate&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Mani&amp;#039;&amp;#039;&amp;#039; which means &amp;#039;&amp;#039;Life&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Learning New Spells and Abilities===&lt;br /&gt;
The player can only cast spells that s/he already knows, and to learn a new spell one must usually be taught by a trainer that knows that spell. Each spell need only be learned once.  &lt;br /&gt;
&lt;br /&gt;
While most spells are taught directly by trainers spread across the various towns and other places of interest, some spells can be found among treasure piles as tomes, and a few are quest rewards. However, the school of sanctity spells are taught by wandering masters that will approach you when you are ready to learn.&lt;br /&gt;
&lt;br /&gt;
To read a tome in order to learn the spell, simply press &amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; , select the appropriate tome and the spell will be learned.  Once you&amp;#039;ve learned a spell, it may be cast by reciting the correct incantation for the spell. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Town&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Spell Tome&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;School&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Price&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Nordhaven&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;IL (In Lor)&amp;#039;&amp;#039;&amp;#039; || Small Magic Light || Magery || 1 || 125 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;M (Mani)&amp;#039;&amp;#039;&amp;#039; || Lesser Heal || Piety || 1 || 125 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AM (Mani)&amp;#039;&amp;#039;&amp;#039; || Minor Harm || Sorcery || 1 || 125 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;UY (Uus Yelm)&amp;#039;&amp;#039;&amp;#039; || Bless Weapon || Divinity || 1 || 125 gp&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Port Izumi&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;AN (An Nox)&amp;#039;&amp;#039;&amp;#039; || Cure Poison || Piety || 2 || 187 gp &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AMT (An Mani Tym)&amp;#039;&amp;#039;&amp;#039; || Power Word Pain || Divinity || 2 || 187 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AYQ (An Yelm Quas)&amp;#039;&amp;#039;&amp;#039; || Uncurse || Divinity || 2 || 187 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;GP (Grav Por)&amp;#039;&amp;#039;&amp;#039; || Magic Missile || Sorcery || 2 || 187 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;IW (In Wis)&amp;#039;&amp;#039;&amp;#039; || Display Position || Magery || 2 || 187 gp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mana and Magic===&lt;br /&gt;
Mana is the energy source of all spells.  The amount of mana you have available for spells is related to the amount of intelligence your character has.  A spell will use mana in direct proportion to its circle.&lt;br /&gt;
&lt;br /&gt;
===Skill Progression===&lt;br /&gt;
There are separate player status screens which display your chance to successfully cast a spell that you have learned from a tome.  Notice that 0% in a magic skill still gives you a 25% chance of casting a circle 1 spell of that related school of magic, and 0% chance of casting any higher circle of spell of that school.&lt;br /&gt;
&lt;br /&gt;
Casting a spell will raise its associated magic skill, e.g. casting small light (In Lor) will train Magery.  Once the chance of casting a particular circle of spell reaches 100% then casting it will &amp;#039;&amp;#039;no longer raise the associated magic skill&amp;#039;&amp;#039;.  You will need to cast higher circle spells in order to improve your magic skill further.&lt;br /&gt;
&lt;br /&gt;
Once you reach 100% in a school of magic you&amp;#039;ll have 100% casting rate of all spells in that school.&lt;br /&gt;
&lt;br /&gt;
To fully master a circle 1 mage or priest spell your skill in the respective School must be 30%. For a circle 2 spell it is 40%, circle 3 spell 50% and so on. Monks need 10% for circle 1 spells, 20% for circle 2 spells and so on.&lt;br /&gt;
&lt;br /&gt;
==Spells, Schools and Circles==&lt;br /&gt;
===Magery===&lt;br /&gt;
Utility spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039; runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || small light || IL  || Create a small lightsource&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || locate || IW  || Display position within current map as co-ordinates&lt;br /&gt;
|-&lt;br /&gt;
| minor summon || KBX || Summon a spider&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3 || unlock || EP  || Unlocks a door or chest&lt;br /&gt;
|-&lt;br /&gt;
| reveal || AQ  || Reveals invisible and hidden creatures&lt;br /&gt;
|-&lt;br /&gt;
| soul trap || IMJ || Soul trap (see [[Enchanting]])&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; | 4 || greater light || VL  || Create a large light source&lt;br /&gt;
|-&lt;br /&gt;
| speed || EU  || Temporarily increase your dexterity (30% of your Int - max is 100 Dex)&lt;br /&gt;
|-&lt;br /&gt;
| recall || KOP || Recall (teleport to the place where you last cast the Mark spell)&lt;br /&gt;
|-&lt;br /&gt;
| invisibility || SL  || Short term invisibility&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;5&amp;quot; | 5 || mark || KPY || Mark (to be teleported to at a later time with the Recall spell)&lt;br /&gt;
|-&lt;br /&gt;
| paralyse || AEP || Paralyze opponent&lt;br /&gt;
|-&lt;br /&gt;
| blink || IP  || Blink (teleport in a straight line in any direction)&lt;br /&gt;
|-&lt;br /&gt;
| summon || KX  ||  Summon creature (the strength of which increases with your intelligence)&lt;br /&gt;
|-&lt;br /&gt;
| lighter load || VEU || Increases carrying capacity up to 300&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || charm || AXE || Charm creature&lt;br /&gt;
|-&lt;br /&gt;
| confuse || QAW || Create mass confusion among enemies&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 7 || greater invisibility || VSL || Longer lasting invisibility&lt;br /&gt;
|-&lt;br /&gt;
| clone || KXQ || Clone creature&lt;br /&gt;
|-&lt;br /&gt;
| greater soul trap || VIMJ || Area effect soul trap&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; | 8 || polymorph || VYR || Polymorph self into a dragon &lt;br /&gt;
|-&lt;br /&gt;
| summon dragon || KVX || Summon a dragon (the color of which depends on your intelligence)&lt;br /&gt;
|-&lt;br /&gt;
| summon daemon || KXC || Summon a daemon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
Destructive spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor harm || AM || Basic adjacent attack&lt;br /&gt;
|-&lt;br /&gt;
| 2 || magic missile || GP || Basic ranged magic attack&lt;br /&gt;
|-&lt;br /&gt;
| 3 || greater harm || VAM || Improved adjacent attack&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || hex || XJ || Polymorph other into a rat&lt;br /&gt;
|-&lt;br /&gt;
| poison wind || INH || Cone of poison&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 valign=&amp;quot;top&amp;quot; | 5 || lightning || OG || Lightning attack on single target&lt;br /&gt;
|-&lt;br /&gt;
| earthquake || IVPY || Earthquake (targets all hostiles on screen)&lt;br /&gt;
|-&lt;br /&gt;
| vampyric bite || XMP || Vampyric attack, regains HP&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || fireball || VF || Powerful ranged attack&lt;br /&gt;
|-&lt;br /&gt;
| sleep wind || IZH || Cone of sleep&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || chain lightning || VOG || Lightning attack on multiple targets&lt;br /&gt;
|-&lt;br /&gt;
| mana burn || IJO || Damages spell using enemies mana&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || kill || XC || Very powerful ranged attack&lt;br /&gt;
|-&lt;br /&gt;
| flame wind || IFH || Very powerful fire spray attack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing and anti-undead spells.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || minor heal self || M || Light heal on self&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || cure poison || AN || Cure poison on self or other&lt;br /&gt;
|-&lt;br /&gt;
| heal other || XM || Heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || armour || S || Temporarily increase defense +3&lt;br /&gt;
|-&lt;br /&gt;
| cure disease || ABC || Cure disease on self or other&lt;br /&gt;
|-&lt;br /&gt;
| 4 || fortitude || UM || Buff target +100 HP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || greater armour || VS || Improved armour spell that gives +7 defense&lt;br /&gt;
|-&lt;br /&gt;
| 6 || greater heal self || VM || Fully restores HP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || greater heal other || XVM || Fully heal other player or creature&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || Resurrect || AC || Resurrect player&lt;br /&gt;
|-&lt;br /&gt;
| improved fortitude || VUM || Buff target for 150 HP&lt;br /&gt;
|}&lt;br /&gt;
*Vas Mani Cool off increases with class points over 125, to the tune of approx +1 sec per 10% over 125%, when a blessed mace is not equipped in the main hand. A 200% class suffers 15s Vas Mani cool off.&lt;br /&gt;
&lt;br /&gt;
===Divinity===&lt;br /&gt;
Divine spells to be used by priests.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bless weapon || UY || Bless equipped mace&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || uncurse || AYQ || Uncurse item&lt;br /&gt;
|-&lt;br /&gt;
| power word pain || AMT || Damage over time on target&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 3 || summon insect plague || KHX || Summons 1 to 3 insect swarms on target&lt;br /&gt;
|-&lt;br /&gt;
| identify || WY || Identify item&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || protection || SJ || Gives target protection from most status effects&lt;br /&gt;
|-&lt;br /&gt;
| detect traps || WJ || Gives caster the ability to see traps for a short period of time&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5 || truesight || WQ || Casts truesight on self or other&lt;br /&gt;
|-&lt;br /&gt;
| turn || AXC || Damages undead&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || banish || AKX || Area effect that destroys all evil summons&lt;br /&gt;
|-&lt;br /&gt;
| summon sword golem || KXD || Summons a sword golem&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7 || divine hammer || IOY || Enchants and soulbinds any +0 mace to up to +6&lt;br /&gt;
|-&lt;br /&gt;
| flame strike || FG || Ranged attack with a 3x3 damage radius&lt;br /&gt;
|-&lt;br /&gt;
| 8 || greater power word pain || VAMT || Does a little more damage than AMT and has a 3x3 cast radius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sanctity===&lt;br /&gt;
This is the school of magic used by monks.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || reset aspect || SR 0 || Removes current aspect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || sense || SW || Endows x-ray vision&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || aspect of the hydra || SR I || Imbues monk to channel lightning&lt;br /&gt;
|-&lt;br /&gt;
| heal || SM || Heals wounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 valign=&amp;quot;top&amp;quot; | 3 || cleanse || SN || Curses poison, disease, &amp;amp; blindness&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || aspect of the drake || SR II || Imbues monk to channel fire&lt;br /&gt;
|-&lt;br /&gt;
| teleport || SP || Transports monk a short distance away&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 valign=&amp;quot;top&amp;quot; | 5 || stoneform || SY || Transforms monk into an invulnerable statue&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || aspect of the yeti || SR III || Imbues monk to channel cold&lt;br /&gt;
|-&lt;br /&gt;
| levitate || SYU || Allows monk to float off the ground&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 valign=&amp;quot;top&amp;quot; | 7 || sieze || SRX || Snares target from a distance bringing it into melee range&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || aspect of the snake || SR IV || Imbues monk to channel poison ignoring protection&lt;br /&gt;
|-&lt;br /&gt;
| astral travel || SOP || Monk&amp;#039;s spirit leaves his body so as to explore unseen&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 valign=&amp;quot;top&amp;quot; | 9 || mirror images || SXQ || Creates 2 identical images that distract enemies&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 10 || aspect of the turtle || SR V || Increases mental and physical resistance&lt;br /&gt;
|-&lt;br /&gt;
| phase shift || SRY || Endows magical immunity and increased dodge ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Necromancy===&lt;br /&gt;
This is the school of magic used by necromancers. &lt;br /&gt;
Also, the Necromancer thread http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5179&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Summon Undead || KCX || The higher your skill and the more you cast this spell sequentially, the more powerful your summoned undead allies become&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Dark Ritual || CW || This is the hexblades version of &amp;#039;bless weapon&amp;#039;&amp;#039; : it will take a longsword, scythe, rondel or kryss and convert it into a hexblade&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Soul Transfer || MPT || Drains life over time - exact specs: target loses 5% of health per sec over 5 sec, caster gains 5% per sec (% of own health, not target) - both caster and target are frozen during transfer&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || Corpse Explosion|| FGC || AoE mass curse that curses targets such that when each target dies it explodes - inflicting damage on everything within 3x3 square&lt;br /&gt;
|-&lt;br /&gt;
| Ritual Sacrifice || CM || Cast this on a corpse to give yourself a +50hp buff for 30 mins&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5 || Command Death|| SC || Any player that has this buff cast on them will automatically resurrect after dying! Lasts for 10 mins. (it is not a PD preventative, and cannot be cast on self)&lt;br /&gt;
|-&lt;br /&gt;
| Giblet Golems || ICK || AoE mass curse that curses targets: such that when each target dies, it turns into a bunch of body parts which become aligned to caster&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Death Missile || CP || clone of Grav Por, but with the strength of Vas Flam&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Cone of Acid || ICH || Clone of IFH, but inflicts disease on all targets, reduces victims MR and Def by 25% ...&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Hail of Bones || CY || AoE DoT high damage spell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Mage&amp;#039;s Staff==&lt;br /&gt;
The serious mage will never leave home without his or her staff (ie: a crook, a shillelagh, or a staff). The advantages of having a staff equipped are:&lt;br /&gt;
&lt;br /&gt;
* faster cooloff&lt;br /&gt;
* less mana used per spell&lt;br /&gt;
* staff materials affect spell damages, and may have a venomous or vampyric effect&lt;br /&gt;
* staves of slaying give increased damage to offensive spells&lt;br /&gt;
* increased mana regeneration rate (including during meditation)&lt;br /&gt;
&lt;br /&gt;
==Spell Scrolls==&lt;br /&gt;
The learned scribe may be able to create spell-scrolls. On reading one of these scrolls (eg Scroll: In Lor) the spell is cast with a 100% success rate. Only a subset of all the spells can be made with the [[Inscription]] skill.&lt;/div&gt;</summary>
		<author><name>1</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=No_Grind_Stat_Gains&amp;diff=4397</id>
		<title>No Grind Stat Gains</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=No_Grind_Stat_Gains&amp;diff=4397"/>
		<updated>2016-09-14T17:48:46Z</updated>

		<summary type="html">&lt;p&gt;1: /* Skills that don&amp;#039;t increase anything: */ removed cooking and tactics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On NG, stats are increased through skill usage. Here is the breakdown of which skills improve which stats.  There are also some useful [[Slash_Commands#No Grind related|slash commands]] to limit your stats to assist in shaping them.&lt;br /&gt;
&lt;br /&gt;
===Skills that increase strength:===&lt;br /&gt;
*longswords&lt;br /&gt;
*polearms&lt;br /&gt;
*maces&lt;br /&gt;
*blessed maces&lt;br /&gt;
*weaponsmith&lt;br /&gt;
*armorer&lt;br /&gt;
*unarmed&lt;br /&gt;
*axes&lt;br /&gt;
*mining&lt;br /&gt;
*chopping trees (WoodCrafting)&lt;br /&gt;
*staves&lt;br /&gt;
*block&lt;br /&gt;
&lt;br /&gt;
===Skills that increase dexterity:===&lt;br /&gt;
*woodcrafting (but not chopping)&lt;br /&gt;
*locks&lt;br /&gt;
*ranged&lt;br /&gt;
*stealth&lt;br /&gt;
*traps&lt;br /&gt;
*shortswords&lt;br /&gt;
*foils&lt;br /&gt;
*tinkering&lt;br /&gt;
*tailoring&lt;br /&gt;
*healing&lt;br /&gt;
*bonecrafting&lt;br /&gt;
*cooking&lt;br /&gt;
&lt;br /&gt;
===Skills that increase intelligence:===&lt;br /&gt;
*magery &lt;br /&gt;
*sorcery&lt;br /&gt;
*piety&lt;br /&gt;
*divinity&lt;br /&gt;
*sanctity&lt;br /&gt;
*necromancy&lt;br /&gt;
*hexblades&lt;br /&gt;
*alchemy&lt;br /&gt;
*itemlore&lt;br /&gt;
*inscription&lt;br /&gt;
*cartography&lt;br /&gt;
*taming&lt;br /&gt;
*enchanting&lt;br /&gt;
*tactics&lt;br /&gt;
&lt;br /&gt;
==Skills that don&amp;#039;t increase anything:==&lt;br /&gt;
*meditation&lt;br /&gt;
*fishing&lt;/div&gt;</summary>
		<author><name>1</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=No_Grind_Stat_Gains&amp;diff=4396</id>
		<title>No Grind Stat Gains</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=No_Grind_Stat_Gains&amp;diff=4396"/>
		<updated>2016-09-14T17:48:26Z</updated>

		<summary type="html">&lt;p&gt;1: /* Skills that increase intelligence: */ added tactics to int&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On NG, stats are increased through skill usage. Here is the breakdown of which skills improve which stats.  There are also some useful [[Slash_Commands#No Grind related|slash commands]] to limit your stats to assist in shaping them.&lt;br /&gt;
&lt;br /&gt;
===Skills that increase strength:===&lt;br /&gt;
*longswords&lt;br /&gt;
*polearms&lt;br /&gt;
*maces&lt;br /&gt;
*blessed maces&lt;br /&gt;
*weaponsmith&lt;br /&gt;
*armorer&lt;br /&gt;
*unarmed&lt;br /&gt;
*axes&lt;br /&gt;
*mining&lt;br /&gt;
*chopping trees (WoodCrafting)&lt;br /&gt;
*staves&lt;br /&gt;
*block&lt;br /&gt;
&lt;br /&gt;
===Skills that increase dexterity:===&lt;br /&gt;
*woodcrafting (but not chopping)&lt;br /&gt;
*locks&lt;br /&gt;
*ranged&lt;br /&gt;
*stealth&lt;br /&gt;
*traps&lt;br /&gt;
*shortswords&lt;br /&gt;
*foils&lt;br /&gt;
*tinkering&lt;br /&gt;
*tailoring&lt;br /&gt;
*healing&lt;br /&gt;
*bonecrafting&lt;br /&gt;
*cooking&lt;br /&gt;
&lt;br /&gt;
===Skills that increase intelligence:===&lt;br /&gt;
*magery &lt;br /&gt;
*sorcery&lt;br /&gt;
*piety&lt;br /&gt;
*divinity&lt;br /&gt;
*sanctity&lt;br /&gt;
*necromancy&lt;br /&gt;
*hexblades&lt;br /&gt;
*alchemy&lt;br /&gt;
*itemlore&lt;br /&gt;
*inscription&lt;br /&gt;
*cartography&lt;br /&gt;
*taming&lt;br /&gt;
*enchanting&lt;br /&gt;
*tactics&lt;br /&gt;
&lt;br /&gt;
==Skills that don&amp;#039;t increase anything:==&lt;br /&gt;
*tactics&lt;br /&gt;
*meditation&lt;br /&gt;
*fishing&lt;br /&gt;
*cooking&lt;/div&gt;</summary>
		<author><name>1</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=No_Grind_Stat_Gains&amp;diff=4395</id>
		<title>No Grind Stat Gains</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=No_Grind_Stat_Gains&amp;diff=4395"/>
		<updated>2016-09-14T17:48:05Z</updated>

		<summary type="html">&lt;p&gt;1: /* Skills that increase dexterity: */ added cooking to dexterity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On NG, stats are increased through skill usage. Here is the breakdown of which skills improve which stats.  There are also some useful [[Slash_Commands#No Grind related|slash commands]] to limit your stats to assist in shaping them.&lt;br /&gt;
&lt;br /&gt;
===Skills that increase strength:===&lt;br /&gt;
*longswords&lt;br /&gt;
*polearms&lt;br /&gt;
*maces&lt;br /&gt;
*blessed maces&lt;br /&gt;
*weaponsmith&lt;br /&gt;
*armorer&lt;br /&gt;
*unarmed&lt;br /&gt;
*axes&lt;br /&gt;
*mining&lt;br /&gt;
*chopping trees (WoodCrafting)&lt;br /&gt;
*staves&lt;br /&gt;
*block&lt;br /&gt;
&lt;br /&gt;
===Skills that increase dexterity:===&lt;br /&gt;
*woodcrafting (but not chopping)&lt;br /&gt;
*locks&lt;br /&gt;
*ranged&lt;br /&gt;
*stealth&lt;br /&gt;
*traps&lt;br /&gt;
*shortswords&lt;br /&gt;
*foils&lt;br /&gt;
*tinkering&lt;br /&gt;
*tailoring&lt;br /&gt;
*healing&lt;br /&gt;
*bonecrafting&lt;br /&gt;
*cooking&lt;br /&gt;
&lt;br /&gt;
===Skills that increase intelligence:===&lt;br /&gt;
*magery &lt;br /&gt;
*sorcery&lt;br /&gt;
*piety&lt;br /&gt;
*divinity&lt;br /&gt;
*sanctity&lt;br /&gt;
*necromancy&lt;br /&gt;
*hexblades&lt;br /&gt;
*alchemy&lt;br /&gt;
*itemlore&lt;br /&gt;
*inscription&lt;br /&gt;
*cartography&lt;br /&gt;
*taming&lt;br /&gt;
*enchanting&lt;br /&gt;
&lt;br /&gt;
==Skills that don&amp;#039;t increase anything:==&lt;br /&gt;
*tactics&lt;br /&gt;
*meditation&lt;br /&gt;
*fishing&lt;br /&gt;
*cooking&lt;/div&gt;</summary>
		<author><name>1</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Talk:Class_Ideas&amp;diff=4369</id>
		<title>Talk:Class Ideas</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Talk:Class_Ideas&amp;diff=4369"/>
		<updated>2015-11-02T16:46:30Z</updated>

		<summary type="html">&lt;p&gt;1: Created page with &amp;quot;This page is outdated. Should it be updated with new class ideas or removed? -1&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is outdated. Should it be updated with new class ideas or removed? -1&lt;/div&gt;</summary>
		<author><name>1</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=No_Grind_Stat_Gains&amp;diff=4367</id>
		<title>No Grind Stat Gains</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=No_Grind_Stat_Gains&amp;diff=4367"/>
		<updated>2015-10-30T17:19:12Z</updated>

		<summary type="html">&lt;p&gt;1: Added missing skills that are current and some minor formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On NG, stats are increased through skill usage. Here is the breakdown of which skills improve which stats.  There are also some useful [[Slash_Commands#No Grind related|slash commands]] to limit your stats to assist in shaping them.&lt;br /&gt;
&lt;br /&gt;
===Skills that increase strength:===&lt;br /&gt;
*longswords&lt;br /&gt;
*polearms&lt;br /&gt;
*maces&lt;br /&gt;
*blessed maces&lt;br /&gt;
*weaponsmith&lt;br /&gt;
*armorer&lt;br /&gt;
*unarmed&lt;br /&gt;
*axes&lt;br /&gt;
*mining&lt;br /&gt;
*chopping trees (WoodCrafting)&lt;br /&gt;
*staves&lt;br /&gt;
*block&lt;br /&gt;
&lt;br /&gt;
===Skills that increase dexterity:===&lt;br /&gt;
*woodcrafting (but not chopping)&lt;br /&gt;
*locks&lt;br /&gt;
*ranged&lt;br /&gt;
*stealth&lt;br /&gt;
*traps&lt;br /&gt;
*shortswords&lt;br /&gt;
*foils&lt;br /&gt;
*tinkering&lt;br /&gt;
*tailoring&lt;br /&gt;
*healing&lt;br /&gt;
*bonecrafting&lt;br /&gt;
&lt;br /&gt;
===Skills that increase intelligence:===&lt;br /&gt;
*magery &lt;br /&gt;
*sorcery&lt;br /&gt;
*piety&lt;br /&gt;
*divinity&lt;br /&gt;
*sanctity&lt;br /&gt;
*necromancy&lt;br /&gt;
*hexblades&lt;br /&gt;
*alchemy&lt;br /&gt;
*itemlore&lt;br /&gt;
*inscription&lt;br /&gt;
*cartography&lt;br /&gt;
*taming&lt;br /&gt;
*enchanting&lt;br /&gt;
&lt;br /&gt;
==Skills that don&amp;#039;t increase anything:==&lt;br /&gt;
*tactics&lt;br /&gt;
*meditation&lt;br /&gt;
*fishing&lt;br /&gt;
*cooking&lt;/div&gt;</summary>
		<author><name>1</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4364</id>
		<title>Item Materials</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4364"/>
		<updated>2015-10-28T20:56:45Z</updated>

		<summary type="html">&lt;p&gt;1: Removed outdated info copper description &amp;quot;require less STR to equip&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Default (ordinary) materials==&lt;br /&gt;
Items without a prefix (e.g., a long sword) are typically known as untinted items. Plain (untinted) items are made from a common material type for that item (e.g., a long sword is forged out of metal, and a staff is made out of wood). Each item can also be made from a non-common material. Such items are typically known as tinted items, and will have a prefix that defines the material it is made of.&lt;br /&gt;
&lt;br /&gt;
The remainder of this page describes the various non-common materials that items can be made of (i.e., the rest of this page describes the prefixes items may have).&lt;br /&gt;
&lt;br /&gt;
==Item Material Equivalences==&lt;br /&gt;
Many of the item materials that are available for metal also exist for wood, cloth and leather.   They have different names, but their intrinsic properties are the same.&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the different names for each material type:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;metal&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;wood&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;cloth&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| copper || oak || boiled || boiled&lt;br /&gt;
|-&lt;br /&gt;
| silver || silverleaf || silverweave || silverhide&lt;br /&gt;
|-&lt;br /&gt;
| gold || ash || goldweave || goldhide&lt;br /&gt;
|-&lt;br /&gt;
| steel || - || studded || studded&lt;br /&gt;
|-&lt;br /&gt;
| blackrock || ebony || darkweave || darkhide&lt;br /&gt;
|-&lt;br /&gt;
| crystal || crystal || crystalhide || silk&lt;br /&gt;
|-&lt;br /&gt;
| adamantium || adamantium || battleweave || battlehide&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Craftable Materials==&lt;br /&gt;
&lt;br /&gt;
====Plain====&lt;br /&gt;
* Plain weapons do more critical hits.&lt;br /&gt;
&lt;br /&gt;
====Copper====&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Oak is the material equivalent to copper&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In EUO, Copper is an element found naturally as an ore, and can be smelted to create copper ingots, with which weapons and armour can be made.&lt;br /&gt;
&lt;br /&gt;
In Real Life, copper wasn&amp;#039;t used to make weapons (probably because in elemental form it is quite soft for a metal): however an alloy of copper, zinc and tin called [http://en.wikipedia.org/wiki/Bronze Bronze] was. Bronze was used for weapons before modern steel was discovered/invented (steel is an &amp;#039;alloy&amp;#039; of iron carbon).&lt;br /&gt;
&lt;br /&gt;
However EUO is a fantasy game, not real life. In EUO, copper weapons and armour have the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* are 20% lighter (therefore lighter in the backpack)&lt;br /&gt;
* weapons are about 10% faster.&lt;br /&gt;
* copper armour has +10% better defense than regular armour.&lt;br /&gt;
* copper weapons do +10% more damage than regular weapons.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Silverleaf is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Silverweave is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Silver is mined and smelted. Silver is known for its anti-undead properties, thus silver items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* silver armour partially reflects damage sustained from undead.&lt;br /&gt;
* silver weapons do double damage vs undead and lycanthropes.&lt;br /&gt;
&lt;br /&gt;
===Gold===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ash is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Goldweave is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gold has 3 basic forms: nuggets, coins and ingots. Nuggets can be found mining, and can be smelted into either gold coins or ingots (50 gp per nugget OR 10 nuggets required to make an ingot). Gold ingots can be used to create weapons and armour.&lt;br /&gt;
&lt;br /&gt;
In EUO: &lt;br /&gt;
* gold item readied adds 1 permanent radius of light to the wearer.&lt;br /&gt;
* gold armour has +10% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Steel===&lt;br /&gt;
Various [[Armourer|smithed]] armours can be created from steel. Steel is simply ore smelted with ash.&lt;br /&gt;
&lt;br /&gt;
* steel armour has +15% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Venomous===&lt;br /&gt;
This material is an alchemist&amp;#039;s concoction and can be made by applying certain reagents to ordinary logs and ore. See [[Alchemy]] for more details.&lt;br /&gt;
&lt;br /&gt;
* venomous weapons poison the target.&lt;br /&gt;
&lt;br /&gt;
===Addled===&lt;br /&gt;
* Addled weapons do +15% more damage than regular weapons.&lt;br /&gt;
* Addled weapons give a chance of confusing the target.&lt;br /&gt;
* Addled weapons do 2x as many critical hits.&lt;br /&gt;
&lt;br /&gt;
===Runed===&lt;br /&gt;
* Runed weapons give +33% increased rage generation.&lt;br /&gt;
* Runed weapons do 2x as many critical hits.&lt;br /&gt;
&lt;br /&gt;
===Blackrock===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ebony is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Darkweave is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blackrock can be found by experienced miners but it must be processed by an [[Alchemy|alchemist]] into &amp;#039;blackrock ore&amp;#039; to be of any use.  Once treated it can be smelted into blackrock ingots ready for smithing.  Blackrock items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* blackrock weapons do +20% more damage than regular weapons.&lt;br /&gt;
* blackrock armour has +25% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Boiled Leather===&lt;br /&gt;
Boiled leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* boiled leather armour has +20% better defense than plain leather.&lt;br /&gt;
&lt;br /&gt;
===Studded Leather===&lt;br /&gt;
Studded leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* Studded leather armor has +30% more defense than regular leather armour.&lt;br /&gt;
&lt;br /&gt;
===Brass===&lt;br /&gt;
Common brass is an alloy of 70% copper and 30% zinc. To make brass ingots in euo, have 7 copper ores in backpack and 3 zinc ores, and use smelting tongs on a brazier. Brass ingots can then be &amp;#039;hammered flat&amp;#039; into brass sheets by a [[Weaponsmith|weaponsmith]] or an [[Armourer|armourer]]. Brass sheets are useful for [[Tinkering|tinkers]] to make things with.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: in EUO brass is NOT a &amp;#039;&amp;#039;material&amp;#039;&amp;#039;! &amp;#039;&amp;#039;Brass ingots&amp;#039;&amp;#039; and &amp;#039;&amp;#039;brass sheets&amp;#039;&amp;#039; are unique items: a &amp;#039;brass ingot&amp;#039; is not an ingot with a brass prefix. You cannot therefore create brass weapons and armour.&lt;br /&gt;
&lt;br /&gt;
===Mithril===&lt;br /&gt;
Mithril is an ancient dwarven metal discovered by the ancient dwarf loremasters in an age long ago forgotten.  Mithril is only crafted into armour by dwarven armourers.&lt;br /&gt;
&lt;br /&gt;
* NON-Dwarves gain only the +25% better defense of normal armour.&lt;br /&gt;
&lt;br /&gt;
Dwarf Bonuses:&lt;br /&gt;
* Mithril armour has +25% better defense of normal armour.&lt;br /&gt;
* gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: While anyone may wear Mithril armour only dwarves retain the magic resistance bonus.  Only dwarves are have the inate ability to detect mithril ore.&lt;br /&gt;
&lt;br /&gt;
===Bone===&lt;br /&gt;
Crafted from a living being bone does indeed provide more than an suspecting glance from others!&lt;br /&gt;
* a wielded bone weapon adds +10% damage to spells&lt;br /&gt;
* a bone belt will add up to +20% HP to a player skilled in Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uncraftable Materials==&lt;br /&gt;
&lt;br /&gt;
===Adamantium===&lt;br /&gt;
&amp;#039;&amp;#039;For leather, Battlehide is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Battleweave is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Adamantium is a metal alloy whose ingredients are still unknown. For this reason, adamantium items are very rare.&lt;br /&gt;
&lt;br /&gt;
* Adamantium armour has +50% more defense than regular armour.&lt;br /&gt;
* Adamantium weapons do +25% more damage than regular weapons.&lt;br /&gt;
* Adamantium weapons give +10% increase to attack strength.&lt;br /&gt;
&lt;br /&gt;
===Barbed===&lt;br /&gt;
* Barbed weapons give a chance of wounding the target.&lt;br /&gt;
&lt;br /&gt;
===Crystal===&lt;br /&gt;
&amp;#039;&amp;#039; For leather, Crystalhide is the material equivelent of crystal&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039; For cloth, Silk is the material equivelent of crystal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Crystal gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense.&lt;br /&gt;
&lt;br /&gt;
* For example:&lt;br /&gt;
** Silk padded boots +5 will give 60 Magic Resistance&lt;br /&gt;
** Crystal Field Plate +7 will give 80 Magic Resistance&lt;br /&gt;
&lt;br /&gt;
===Diamond===&lt;br /&gt;
* Diamond weapons give +10% increase to attack strength.&lt;br /&gt;
* Diamond staffs increase the chance of a mage breaking a target&amp;#039;s magic resistance.&lt;br /&gt;
&lt;br /&gt;
===Glass===&lt;br /&gt;
Glass weapons will kill just about anything with one hit, however the weapon will be destroyed in the process. Although there are rumours that certain blacksmiths have secretly discovered the technique for casting glass into the form of weapons, the method is not widely known and as such is glass weapons are still quite rare.  Glass armour (excluding adornments) provide the benefit of reflected damage, both physical and magical.&lt;br /&gt;
&lt;br /&gt;
===Vampyric===&lt;br /&gt;
Weapons with this &amp;quot;material&amp;quot; property are of mysterious and possibly sinister origin. &lt;br /&gt;
&lt;br /&gt;
* Vampyric weapons steals a portion of the targets health and channels it to the user.&lt;br /&gt;
&lt;br /&gt;
===Flesh===&lt;br /&gt;
If you have flesh for armour or a weapon then you&amp;#039;re either a psychopath or a bridge troll.&lt;/div&gt;</summary>
		<author><name>1</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Townes&amp;diff=4284</id>
		<title>Townes</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Townes&amp;diff=4284"/>
		<updated>2014-03-04T23:25:18Z</updated>

		<summary type="html">&lt;p&gt;1: Added Darbrough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New Sosaria]] has a number of towns, both major and minor,  in which you can restock provisions, buy weapons &amp;amp; armour, bind to (for when a scroll of town portal is used, and for resurrecting in), and find healing. The list of towns, in rough order from west to east in location on the continent are:&lt;br /&gt;
&lt;br /&gt;
==Towns of New Sosaria==&lt;br /&gt;
&lt;br /&gt;
===Nordhaven===&lt;br /&gt;
This is the town that any new character will start in and where most players are bound to. The resurrection circle is in the south-east corner of town. In the centre of town, there is a well that many people hang around at to chat. Nordhaven is also the home of the museum. There is also a cemetery, the entrance to the The Sewers and the Thieves&amp;#039; Guild.&lt;br /&gt;
&lt;br /&gt;
Accessed via a secret entrance, the museum shows off many of the items that can be found around New Sosaria. It is rumoured that a new hall of heroic artifacts and items is soon to be built, moved from Kybare&amp;#039;s collection in Bakyre. These items are now deemed far too unstable and powerful to be wielded safely, but were once used by various heroes.&lt;br /&gt;
&lt;br /&gt;
===Port Izumi===&lt;br /&gt;
Port Izumi is a walled city that was founded on two things: the port and the old mine. Unfortunately, the old mines have since been abandoned. The port, on the other hand, is still active and you can take a boat to either Dryden or Buccaneer&amp;#039;s Den. &lt;br /&gt;
&lt;br /&gt;
===Bartertown (East and West)===&lt;br /&gt;
The two Bartertowns, one located in the East of New Sosaria and one in the West are the major market places for players to sell items to each other. Here adventurers can hire npc merchants (for the cost of a [[Player Merchants]] scroll) to hawk the products of their labour to potential customers. &lt;br /&gt;
&lt;br /&gt;
===Bakyre===&lt;br /&gt;
Bakyre is a town built entirely due to, and supported by, the ocean. There are no roads leading into Bakyre and the residents would like to keep it this way. However, there is a large dock that can support several ships. In fact, the HMS Bakyre is often seen in port or patroling the local waters. Usually Bakyre has a large number of visitors, but unfortunately the stormy season prevents passenger ships from entering or leaving the port. &lt;br /&gt;
&lt;br /&gt;
===Mon Ferrato===&lt;br /&gt;
Mon Ferrato has undergone quite a bit of growth recently. Not long ago, it was barely a villae with few shoppes and even fewer residents, but the creation of a player-run market seems to have spurred on the economy in the area. Additionally, there are now several houses owned by players in the north-eastern quarter of the town. There is also a boat that will take travellers to Shoreline. &lt;br /&gt;
&lt;br /&gt;
===The Resort===&lt;br /&gt;
The Resort is called as such mostly because almost every building is owned by players. &lt;br /&gt;
&lt;br /&gt;
===Kingswood===&lt;br /&gt;
Kingswood is a village located roughly in the bottom-middle of New Sosaria. Not only does it have its fair shair of mercantile, but also quite a number of player owned houses. It also features a connecting ferry service that can take the travel weary adventurer across the poles to Shoreline. &lt;br /&gt;
&lt;br /&gt;
===Seftonvale===&lt;br /&gt;
Nestled on the far mid-west of the continent of Tanelorne, Seftonvale is a walled village providing some simple amenities. Of some interest is the Orc Provisioner. &lt;br /&gt;
&lt;br /&gt;
===Cammerata===&lt;br /&gt;
Cammerata is the auxiliary town next to Cammerata Keep built by Lord Byron. &lt;br /&gt;
&lt;br /&gt;
===Montor, East and West===&lt;br /&gt;
In the south of Tanelorne lies the twin towns of Montor.&lt;br /&gt;
&lt;br /&gt;
===Braemere===&lt;br /&gt;
Braemere is the town that contains most of the player housing, where well to do adventurers of Sossaria put their feet up and display their ill-gotten loot.&lt;br /&gt;
&lt;br /&gt;
===Dryden===&lt;br /&gt;
Dryden is a small coastal community with a connecting seafaring passenger service to the towns of Port Izumi and Dulwich. The first time you want to get to Dryden, you will have to travel their by foot or raft. Tickets between Dryden and Port Izumi may be obtained in Dryden. The town offers a special store called Ikea. It sells everything that is needed to build and furnish a house. Mounts for [[Travel#On Horse&amp;#039;s/Rabbit&amp;#039;s/Cow&amp;#039;s back|traveling]] can be bought at the stables.&lt;br /&gt;
&lt;br /&gt;
===Buccaneer&amp;#039;s Den===&lt;br /&gt;
Buccaneer&amp;#039;s Den is an unruly haven for pirates and other riff-raff. You will never find a more wretched hive of scum and villainy. The merchants on this island will stoop so low to even deal with criminals, and this is the only town in New Sosaria where this is the case. Not even the town&amp;#039;s proximity to the Shrine of Humility seems to have an effect on the general lawlessness of the place.&lt;br /&gt;
&lt;br /&gt;
To get there, either catch a boat from Port Izumi or float on a raft, contiki style. Note that you need a specific ticket to travel from Port Izumi via ship. Ask around town. &lt;br /&gt;
&lt;br /&gt;
===Shoreline===&lt;br /&gt;
Apart from the usual spattering of merchants, the main feature of Shorleine is the now deserted (and occasionally haunted) Great Northern Hotel. Also of note is Steven the armourer, who sells magic shields, and the ferry services that can cart the seasoned traveller to not only Shoreline&amp;#039;s sister village of Kingswood, but also the ever expanding towne of Mon Ferrato on the eastern edge of Mirkwood. Tickets to those towns are apparently at a premium, but talking to the shipwright and the guards might prove useful in obtaining tickets.&lt;br /&gt;
&lt;br /&gt;
===Chester Hill===&lt;br /&gt;
Chester Hill is a small village containing player housings and two unique stores. One sells farming and brewing articles and the another sells house keys.&lt;br /&gt;
&lt;br /&gt;
===Dulwich===&lt;br /&gt;
A harbor town located near the desert, offering housing for players and a ship connection to Dryden.  &lt;br /&gt;
&lt;br /&gt;
===Marrickville, Evandale, and Darbrough===&lt;br /&gt;
Small unorganized estates where player can claim a piece of land to build a house. To claim the land they have to buy a house deed from a scribe for 50.000 gold pieces first.&lt;br /&gt;
&lt;br /&gt;
==Towns of Meaondir==&lt;br /&gt;
&lt;br /&gt;
===Castle Farimond===&lt;br /&gt;
Farimond is a castle with several residents (mostly servants to the king and queen). Basically, it is home of Lord and Lady Farimond and their subjects, and is one of two castles in Maeondir. It contains a few shops as well as a hard-to-find dungeon.&lt;br /&gt;
&lt;br /&gt;
===Sandy Valley===&lt;br /&gt;
Sandy Valley is a bustling and lively town, that&amp;#039;s also heavily diverse in ethnicity. Here one can buy randomized + gear as well as various crafting goods. The city&amp;#039;s denizens often come and go by their own schedules, and guards patrol the streets. Sandy Valley is the main settlement of Meaondir and thus is extremity fortified from attacks.&lt;br /&gt;
&lt;br /&gt;
===Traders&amp;#039; Outpost===&lt;br /&gt;
This town is located on a bridge to the desert. It is a guarded place for player housing, and is essentially like the Resort or Braemere of New Sosaria.&lt;/div&gt;</summary>
		<author><name>1</name></author>
	</entry>
</feed>