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	<updated>2026-10-23T16:37:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=2839</id>
		<title>Item Enchantments</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=2839"/>
		<updated>2007-09-30T04:12:06Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: added some artifacts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the different magical enchantments that may be on armour, weapons, or jewellery.&lt;br /&gt;
&lt;br /&gt;
== + Weapons ==&lt;br /&gt;
Also known as weapons of slaying, these weapons have a bonus to damage, and the chance to actually penetrate enemy armour.&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;Weapon Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 19&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 33&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 47&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 75&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 89&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Leeching Weapons==&lt;br /&gt;
Weapons of leeching function as +3 magical weapons providing +3 to AS/Dmg.  These arms will also give the character mana for each blow they land on an enemy.&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;Weapon&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leeching&amp;#039;&amp;#039;&amp;#039; || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell enchantments==&lt;br /&gt;
Weapons enchanted with sorcery spells will randomly fire the spelll with which they are enchanted. This does not consume mana, nor is it affected by the characters intelligence. These weapons also receive a bonus of +5 to AS/Dmg.&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;Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Function&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AM (An Mani)&amp;#039;&amp;#039;&amp;#039; || Lesser Harm || 36&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VAM (Vas An Mani)&amp;#039;&amp;#039;&amp;#039; || Greater Harm || 44&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XJ (Xen Jux)&amp;#039;&amp;#039;&amp;#039; || Hex (Curse - Rat) || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AEP (An Ex Por)&amp;#039;&amp;#039;&amp;#039; || Paralyze (Hold) || 67&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;OG (Ort Grav)&amp;#039;&amp;#039;&amp;#039; || Lightning Bolt || 52&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;IVPY (In Vas Por Yelm)&amp;#039;&amp;#039;&amp;#039; || Earthquake || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XMP (Xen Mani Por)&amp;#039;&amp;#039;&amp;#039; || Vampyric Stike || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;KXQ (Kal Xen Quas)&amp;#039;&amp;#039;&amp;#039; || Clone || 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VOG (Vas Ort Grav)&amp;#039;&amp;#039;&amp;#039; || Chain Lightning || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Armours / + Defence ==&lt;br /&gt;
Armour and items of defence, will make the character more resistant to enemy attacks.&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 Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 22&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 56&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 73&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 90&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Intelligence, dexterity and strength enhancing enchantments==&lt;br /&gt;
These enchantments usually give a bonus to one of the three statistics, making the character more intelligent, strong, or dexterous. There are rumours of artifacts which affect all three, or even give penalties!&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;Statistic Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+16&amp;#039;&amp;#039;&amp;#039; || 59&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+17&amp;#039;&amp;#039;&amp;#039; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+18&amp;#039;&amp;#039;&amp;#039; || 69&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+19&amp;#039;&amp;#039;&amp;#039; || 73&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+20&amp;#039;&amp;#039;&amp;#039; || 78&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+21&amp;#039;&amp;#039;&amp;#039; || 83&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+22&amp;#039;&amp;#039;&amp;#039; || 88&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+23&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+24&amp;#039;&amp;#039;&amp;#039; || 97&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+25&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+26&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+27&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vigour==&lt;br /&gt;
Items enchanted with vigour will help the character regenerate mana.&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;Vigour Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nightvision==&lt;br /&gt;
Items of nightvision will increase the perceived light radius around the character, making it easier to operate at night. Note that this only affects the character wearing it - it is not a light source!&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;NV Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Requirement &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 49&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic resistance==&lt;br /&gt;
This enchantment gives the character a bonus to resist magics such as paralyzation and transmogrification.&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;MR Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Requirement &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 49&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
Some items are multiply enchanted. Each individual artifact has different properties, although some are part of a named set.&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 Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Defense Area&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Grade&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Base Defence&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Bonus Defence&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ironfist Gi Pants&amp;#039;&amp;#039;&amp;#039; || Gi (Legs) || Legs || 0.5 || 3.5 || Unarmoured || 0 Def || +3 Defense (3 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Nightstalker Leggings&amp;#039;&amp;#039;&amp;#039; || Leather Leggings || Legs || 1.0 || 7.0 || Light || 1 Def || +3 Defense (4 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Shirt&amp;#039;&amp;#039;&amp;#039; || Chainmail || Torso || 2.5 || 17.5 || Medium || 3.5 Def || +3 Defense (6.5 total) || +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Coif&amp;#039;&amp;#039;&amp;#039; || Coif || Head || 1.5 || 10.5 || Medium || 3.5 Def || +3 Defense (6.5 total) || +3 NV&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Leggings&amp;#039;&amp;#039;&amp;#039; || Chain Leggings || Legs || 2.0 || 14.0 || Medium || 2 Def || +3 Defense (5 total) || none&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Boots&amp;#039;&amp;#039;&amp;#039; || Chain Boots || Feet || 1.5 || 10.5 || Medium || 1.5 Def || ? || +20 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Gloves&amp;#039;&amp;#039;&amp;#039; || Chain Gloves || Hands || 1.5 || 10.5 || Medium || 1.5 Def || +3 Defense (4.5 total) || none&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Gauntlets&amp;#039;&amp;#039;&amp;#039; || Gauntlets || Hands || 2.0 || 14 || Heavy || 2 Def || +5 Defense (7 total) || ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Aegis&amp;#039;&amp;#039;&amp;#039; || Splintmail || Body || 4.0 || 28 || Heavy || 4 Def || +3 Defense (7 total) || +10 MR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Greaves&amp;#039;&amp;#039;&amp;#039; || Splintmail || Legs || 3.0 || 21 || Heavy || 3 Def || +3 Defense (6 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bent Buckler&amp;#039;&amp;#039;&amp;#039; || Buckler || Shield || 1.0 || 7.0 || Light || N/A || +3 Defense (3 total) || none&lt;br /&gt;
|}&lt;br /&gt;
&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;Weapon Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Number of Hands&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Base Damage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Bonus Damage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Yew Long Bow&amp;#039;&amp;#039;&amp;#039; || Long Bow || 2 || Ranged || 3.0 || 21.0 || 1.9 || Piercing || 1-6 || +5 AS &amp;amp; +5 Dmg || ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dirge&amp;#039;&amp;#039;&amp;#039; || War Hammer || 2 || Maces || 6.0 || 42.0 || 2.8 || Bludgeoning || 2-14 || +5 AS &amp;amp; +5 Dmg ||| +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bone Crusher&amp;#039;&amp;#039;&amp;#039; || Mace || 1 || Maces || 4.0 || 28.0 || 2.4 || Bludgeoning || 1-8 || +5 AS &amp;amp; +5 Dmg || +20 Str &amp;amp; Earthquake&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dragonskewer&amp;#039;&amp;#039;&amp;#039; || Spear || 2 || Polearms || 5.0 || 35.0 || 2.1 || Piercing || 1-9 || +7 AS &amp;amp; +7 Dmg || +20 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thundercracker&amp;#039;&amp;#039;&amp;#039; || Halberd || 2 || Polearms || 8.0 || 56.0 || 3.5 || Slashing || 3-18 || +7 AS &amp;amp; +7 Dmg || Chain Lightning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dante&amp;#039;s Ruin&amp;#039;&amp;#039;&amp;#039; || ? || 1 || Foils || 3.0 || 21.0 || 1.6 || Piercing || 1-7 || +8 AS &amp;amp; +8 Dmg || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Vorpal Blade&amp;#039;&amp;#039;&amp;#039; || ? || 1 || Longswords || 4.5 || 31.5 || 2.1 || Slashing || 2-8 || +8 AS &amp;amp; +8 Dmg || +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Legend&amp;#039;&amp;#039;&amp;#039; || ? || 2 || Axes || 6.0 || 42.0 || 2.8 || Slashing || 3-12 || +8 AS &amp;amp; +8 Dmg || +15 Str&lt;br /&gt;
|}&lt;br /&gt;
&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;Jewelry Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Worn On&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crocodile Hunter&amp;#039;s Ring&amp;#039;&amp;#039;&amp;#039; || Ring || Hand || 0.1 || 0.7 || +3 Def &amp;amp; +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Warriorband&amp;#039;&amp;#039;&amp;#039; || Ring || Hand || 0.1 || 0.7 || +5 MR &amp;amp; +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Rogueband&amp;#039;&amp;#039;&amp;#039; || Ring || Hand || 0.1 || 0.7 || +5 MR &amp;amp; +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mageband&amp;#039;&amp;#039;&amp;#039; || Ring || Hand || 0.1 || 0.7 || +5 MR &amp;amp; +15 Int&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=2838</id>
		<title>Item Enchantments</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=2838"/>
		<updated>2007-09-30T04:06:13Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: added Thundercracker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the different magical enchantments that may be on armour, weapons, or jewellery.&lt;br /&gt;
&lt;br /&gt;
== + Weapons ==&lt;br /&gt;
Also known as weapons of slaying, these weapons have a bonus to damage, and the chance to actually penetrate enemy armour.&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;Weapon Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 19&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 33&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 47&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 75&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 89&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Leeching Weapons==&lt;br /&gt;
Weapons of leeching function as +3 magical weapons providing +3 to AS/Dmg.  These arms will also give the character mana for each blow they land on an enemy.&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;Weapon&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leeching&amp;#039;&amp;#039;&amp;#039; || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell enchantments==&lt;br /&gt;
Weapons enchanted with sorcery spells will randomly fire the spelll with which they are enchanted. This does not consume mana, nor is it affected by the characters intelligence. These weapons also receive a bonus of +5 to AS/Dmg.&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;Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Function&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AM (An Mani)&amp;#039;&amp;#039;&amp;#039; || Lesser Harm || 36&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VAM (Vas An Mani)&amp;#039;&amp;#039;&amp;#039; || Greater Harm || 44&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XJ (Xen Jux)&amp;#039;&amp;#039;&amp;#039; || Hex (Curse - Rat) || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AEP (An Ex Por)&amp;#039;&amp;#039;&amp;#039; || Paralyze (Hold) || 67&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;OG (Ort Grav)&amp;#039;&amp;#039;&amp;#039; || Lightning Bolt || 52&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;IVPY (In Vas Por Yelm)&amp;#039;&amp;#039;&amp;#039; || Earthquake || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XMP (Xen Mani Por)&amp;#039;&amp;#039;&amp;#039; || Vampyric Stike || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;KXQ (Kal Xen Quas)&amp;#039;&amp;#039;&amp;#039; || Clone || 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VOG (Vas Ort Grav)&amp;#039;&amp;#039;&amp;#039; || Chain Lightning || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Armours / + Defence ==&lt;br /&gt;
Armour and items of defence, will make the character more resistant to enemy attacks.&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 Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 22&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 56&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 73&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 90&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Intelligence, dexterity and strength enhancing enchantments==&lt;br /&gt;
These enchantments usually give a bonus to one of the three statistics, making the character more intelligent, strong, or dexterous. There are rumours of artifacts which affect all three, or even give penalties!&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;Statistic Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+16&amp;#039;&amp;#039;&amp;#039; || 59&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+17&amp;#039;&amp;#039;&amp;#039; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+18&amp;#039;&amp;#039;&amp;#039; || 69&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+19&amp;#039;&amp;#039;&amp;#039; || 73&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+20&amp;#039;&amp;#039;&amp;#039; || 78&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+21&amp;#039;&amp;#039;&amp;#039; || 83&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+22&amp;#039;&amp;#039;&amp;#039; || 88&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+23&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+24&amp;#039;&amp;#039;&amp;#039; || 97&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+25&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+26&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+27&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vigour==&lt;br /&gt;
Items enchanted with vigour will help the character regenerate mana.&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;Vigour Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nightvision==&lt;br /&gt;
Items of nightvision will increase the perceived light radius around the character, making it easier to operate at night. Note that this only affects the character wearing it - it is not a light source!&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;NV Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Requirement &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 49&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic resistance==&lt;br /&gt;
This enchantment gives the character a bonus to resist magics such as paralyzation and transmogrification.&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;MR Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Requirement &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 49&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
These extremely rare items may be in the form of weapons or armour.  Each individual artifact has different properties, though all artifacts may be used by anyone of at least Level 50.&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 Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Defense Area&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Grade&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Base Defence&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Bonus Defence&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ironfist Gi Pants&amp;#039;&amp;#039;&amp;#039; || Gi (Legs) || Legs || 0.5 || 3.5 || Unarmoured || 0 Def || +3 Defense (3 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Nightstalker Leggings&amp;#039;&amp;#039;&amp;#039; || Leather Leggings || Legs || 1.0 || 7.0 || Light || 1 Def || +3 Defense (4 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Shirt&amp;#039;&amp;#039;&amp;#039; || Chainmail || Torso || 2.5 || 17.5 || Medium || 3.5 Def || +3 Defense (6.5 total) || +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Coif&amp;#039;&amp;#039;&amp;#039; || Coif || Head || 1.5 || 10.5 || Medium || 3.5 Def || +3 Defense (6.5 total) || +3 NV&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Leggings&amp;#039;&amp;#039;&amp;#039; || Chain Leggings || Legs || 2.0 || 14.0 || Medium || 2 Def || +3 Defense (5 total) || none&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Boots&amp;#039;&amp;#039;&amp;#039; || Chain Boots || Feet || 1.5 || 10.5 || Medium || 1.5 Def || ? || +20 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Gloves&amp;#039;&amp;#039;&amp;#039; || Chain Gloves || Hands || 1.5 || 10.5 || Medium || 1.5 Def || +3 Defense (4.5 total) || none&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Gauntlets&amp;#039;&amp;#039;&amp;#039; || Gauntlets || Hands || 2.0 || 14 || Heavy || 2 Def || +5 Defense (7 total) || ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Aegis&amp;#039;&amp;#039;&amp;#039; || Splintmail || Body || 4.0 || 28 || Heavy || 4 Def || +3 Defense (7 total) || +10 MR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Greaves&amp;#039;&amp;#039;&amp;#039; || Splintmail || Legs || 3.0 || 21 || Heavy || 3 Def || +3 Defense (6 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bent Buckler&amp;#039;&amp;#039;&amp;#039; || Buckler || Shield || 1.0 || 7.0 || Light || N/A || +3 Defense (3 total) || none&lt;br /&gt;
|}&lt;br /&gt;
&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;Weapon Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Number of Hands&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Base Damage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Bonus Damage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Yew Long Bow&amp;#039;&amp;#039;&amp;#039; || Long Bow || 2 || Ranged || 3.0 || 21.0 || 1.9 || Piercing || 1-6 || +5 AS &amp;amp; +5 Dmg || ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dirge&amp;#039;&amp;#039;&amp;#039; || War Hammer || 2 || Maces || 6.0 || 42.0 || 2.8 || Bludgeoning || 2-14 || +5 AS &amp;amp; +5 Dmg ||| +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bone Crusher&amp;#039;&amp;#039;&amp;#039; || Mace || 1 || Maces || 4.0 || 28.0 || 2.4 || Bludgeoning || 1-8 || +5 AS &amp;amp; +5 Dmg || +20 Str &amp;amp; Earthquake&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dragonskewer&amp;#039;&amp;#039;&amp;#039; || ? || 2 || Polearms || 5.0 || 35.0 || 2.1 || Piercing || 1-9 || +7 AS &amp;amp; +7 Dmg || +20 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Thundercracker&amp;#039;&amp;#039;&amp;#039; || ? || 2 || Polearms || 8.0 || 56.0 || 3.5 || Slashing || 3-18 || +7 AS &amp;amp; +7 Dmg || Chain Lightning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dante&amp;#039;s Ruin&amp;#039;&amp;#039;&amp;#039; || ? || 1 || Foils || 3.0 || 21.0 || 1.6 || Piercing || 1-7 || +8 AS &amp;amp; +8 Dmg || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Vorpal Blade&amp;#039;&amp;#039;&amp;#039; || ? || 1 || Longswords || 4.5 || 31.5 || 2.1 || Slashing || 2-8 || +8 AS &amp;amp; +8 Dmg || +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Legend&amp;#039;&amp;#039;&amp;#039; || ? || 2 || Axes || 6.0 || 42.0 || 2.8 || Slashing || 3-12 || +8 AS &amp;amp; +8 Dmg || +15 Str&lt;br /&gt;
|}&lt;br /&gt;
&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;Jewelry Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Worn On&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crocodile Hunter&amp;#039;s Ring&amp;#039;&amp;#039;&amp;#039; || Ring || Hand || 0.1 || 0.7 || +3 Def &amp;amp; +15 Str&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=2833</id>
		<title>Item Enchantments</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=2833"/>
		<updated>2007-09-21T22:04:33Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the different magical enchantments that may be on armour, weapons, or jewellery.&lt;br /&gt;
&lt;br /&gt;
== + Weapons ==&lt;br /&gt;
Also known as weapons of slaying, these weapons have a bonus to damage, and the chance to actually penetrate enemy armour.&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;Weapon Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 19&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 33&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 47&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 75&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 89&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Leeching Weapons==&lt;br /&gt;
Weapons of leeching function as +3 magical weapons providing +3 to AS/Dmg.  These arms will also give the character mana for each blow they land on an enemy.&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;Weapon&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leeching&amp;#039;&amp;#039;&amp;#039; || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell enchantments==&lt;br /&gt;
Weapons enchanted with sorcery spells will randomly fire the spelll with which they are enchanted. This does not consume mana, nor is it affected by the characters intelligence. These weapons also receive a bonus of +5 to AS/Dmg.&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;Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Function&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AM (An Mani)&amp;#039;&amp;#039;&amp;#039; || Lesser Harm || 36&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VAM (Vas An Mani)&amp;#039;&amp;#039;&amp;#039; || Greater Harm || 44&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XJ (Xen Jux)&amp;#039;&amp;#039;&amp;#039; || Hex (Curse - Rat) || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AEP (An Ex Por)&amp;#039;&amp;#039;&amp;#039; || Paralyze (Hold) || 67&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;OG (Ort Grav)&amp;#039;&amp;#039;&amp;#039; || Lightning Bolt || 52&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;IVPY (In Vas Por Yelm)&amp;#039;&amp;#039;&amp;#039; || Earthquake || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XMP (Xen Mani Por)&amp;#039;&amp;#039;&amp;#039; || Vampyric Stike || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;KXQ (Kal Xen Quas)&amp;#039;&amp;#039;&amp;#039; || Clone || 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VOG (Vas Ort Grav)&amp;#039;&amp;#039;&amp;#039; || Chain Lightning || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== + Armours / + Defence ==&lt;br /&gt;
Armour and items of defence, will make the character more resistant to enemy attacks.&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 Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 22&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 56&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 73&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 90&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Intelligence, dexterity and strength enhancing enchantments==&lt;br /&gt;
These enchantments usually give a bonus to one of the three statistics, making the character more intelligent, strong, or dexterous. There are rumours of artifacts which affect all three, or even give penalties!&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;Statistic Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+16&amp;#039;&amp;#039;&amp;#039; || 59&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+17&amp;#039;&amp;#039;&amp;#039; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+18&amp;#039;&amp;#039;&amp;#039; || 69&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+19&amp;#039;&amp;#039;&amp;#039; || 73&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+20&amp;#039;&amp;#039;&amp;#039; || 78&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+21&amp;#039;&amp;#039;&amp;#039; || 83&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+22&amp;#039;&amp;#039;&amp;#039; || 88&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+23&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+24&amp;#039;&amp;#039;&amp;#039; || 97&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+25&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+26&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+27&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vigour==&lt;br /&gt;
Items enchanted with vigour will help the character regenerate mana.&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;Vigour Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nightvision==&lt;br /&gt;
Items of nightvision will increase the perceived light radius around the character, making it easier to operate at night. Note that this only affects the character wearing it - it is not a light source!&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;NV Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Requirement &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 49&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic resistance==&lt;br /&gt;
This enchantment gives the character a bonus to resist magics such as paralyzation and transmogrification.&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;MR Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Requirement &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 49&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
These extremely rare items may be in the form of weapons or armour.  Each individual artifact has different properties, though all artifacts may be used by anyone of at least Level 50.&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 Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Defense Area&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Grade&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Base Defence&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Bonus Defence&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ironfist Gi Pants&amp;#039;&amp;#039;&amp;#039; || Gi (Legs) || Legs || 0.5 || 3.5 || Unarmoured || 0 Def || +3 Defense (3 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Nightstalker Leggings&amp;#039;&amp;#039;&amp;#039; || Leather Leggings || Legs || 1.0 || 7.0 || Light || 1 Def || +3 Defense (4 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Shirt&amp;#039;&amp;#039;&amp;#039; || Chainmail || Torso || 2.5 || 17.5 || Medium || 3.5 Def || +3 Defense (6.5 total) || +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Coif&amp;#039;&amp;#039;&amp;#039; || Coif || Head || 1.5 || 10.5 || Medium || 3.5 Def || +3 Defense (6.5 total) || +3 NV&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Leggings&amp;#039;&amp;#039;&amp;#039; || Chain Leggings || Legs || 2.0 || 14.0 || Medium || 2 Def || +3 Defense (5 total) || none&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Boots&amp;#039;&amp;#039;&amp;#039; || Chain Boots || Feet || 1.5 || 10.5 || Medium || 1.5 Def || ? || +20 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Gloves&amp;#039;&amp;#039;&amp;#039; || Chain Gloves || Hands || 1.5 || 10.5 || Medium || 1.5 Def || +3 Defense (4.5 total) || none&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Gauntlets&amp;#039;&amp;#039;&amp;#039; || Gauntlets || Hands || 2.0 || 14 || Heavy || 2 Def || +5 Defense (7 total) || ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Aegis&amp;#039;&amp;#039;&amp;#039; || Splintmail || Body || 4.0 || 28 || Heavy || 4 Def || +3 Defense (7 total) || +10 MR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Greaves&amp;#039;&amp;#039;&amp;#039; || Splintmail || Legs || 3.0 || 21 || Heavy || 3 Def || +3 Defense (6 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bent Buckler&amp;#039;&amp;#039;&amp;#039; || Buckler || Shield || 1.0 || 7.0 || Light || N/A || +3 Defense (3 total) || none&lt;br /&gt;
|}&lt;br /&gt;
&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;Weapon Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Number of Hands&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Base Damage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Bonus Damage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Yew Long Bow&amp;#039;&amp;#039;&amp;#039; || Long Bow || 2 || Ranged || 3.0 || 21.0 || 1.9 || Piercing || 1-6 || +5 AS &amp;amp; +5 Dmg || ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dirge&amp;#039;&amp;#039;&amp;#039; || War Hammer || 2 || Maces || 6.0 || 42.0 || 2.8 || Bludgeoning || 2-14 || +5 AS &amp;amp; +5 Dmg ||| +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bone Crusher&amp;#039;&amp;#039;&amp;#039; || Mace || 1 || Maces || 4.0 || 28.0 || 2.4 || Bludgeoning || 1-8 || +5 AS &amp;amp; +5 Dmg || +20 Str &amp;amp; IVPY Strike&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dragonskewer&amp;#039;&amp;#039;&amp;#039; || ? || 2 || Polearms || 5.0 || 35.0 || 2.1 || Piercing || 1-9 || +7 AS &amp;amp; +7 Dmg || +20 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dante&amp;#039;s Ruin&amp;#039;&amp;#039;&amp;#039; || ? || 1 || Foils || 3.0 || 21.0 || 1.6 || Piercing || 1-7 || +8 AS &amp;amp; +8 Dmg || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Vorpal Blade&amp;#039;&amp;#039;&amp;#039; || ? || 1 || Longswords || 4.5 || 31.5 || 2.1 || Slashing || 2-8 || +8 AS &amp;amp; +8 Dmg || +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Legend&amp;#039;&amp;#039;&amp;#039; || ? || 2 || Axes || 6.0 || 42.0 || 2.8 || Slashing || 3-12 || +8 AS &amp;amp; +8 Dmg || +15 Str&lt;br /&gt;
|}&lt;br /&gt;
&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;Jewelry Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Worn On&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crocodile Hunter&amp;#039;s Ring&amp;#039;&amp;#039;&amp;#039; || Ring || Hand || 0.1 || 0.7 || +3 Def &amp;amp; +15 Str&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Enchanting&amp;diff=2832</id>
		<title>Enchanting</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Enchanting&amp;diff=2832"/>
		<updated>2007-09-20T21:45:03Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Enchanting==&lt;br /&gt;
Enchanting is the skill of creating magic items with a wide variety of special effects. Enchanting has changed significantly in EUO 1.2.1, and additional changes may occur in the near future (i.e., this page may soon be outdated).  Enchanting currently functions like most other skills.  Use an enchanting wand with the appropriate ingredients in your inventory, and choose from a list of items you have the skill and ingredients to create.  As with most other skills, highly skilled player will no longer gain skill crafting simple items.&lt;br /&gt;
&lt;br /&gt;
===Enchantable Item List===&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;Effects&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Skill&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Peergem&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;provides a view of the map of the surrounding area&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magic Torch&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;torch with bigger light radius&amp;#039;&amp;#039;&amp;#039;|| 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Enchanted Wood&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;used for making wands&amp;#039;&amp;#039;&amp;#039;|| 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Enchanted Cheese&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;feeds and buffs strength by 15%&amp;#039;&amp;#039;&amp;#039;|| 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magic Magnifying Glass&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;identify any item, 20% chance to break&amp;#039;&amp;#039;&amp;#039;|| 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Magic Sextant&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;sextant that works underground&amp;#039;&amp;#039;&amp;#039;|| 22&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dust of Disappearance&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;temporary invisibility (like a black potion)&amp;#039;&amp;#039;&amp;#039;|| 28&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Orb of Mana&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;off-hand item (shield slot), +10% mana&amp;#039;&amp;#039;&amp;#039;|| 34&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Orb of Health&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;off-hand item (shield slot), +10% HP&amp;#039;&amp;#039;&amp;#039;|| 40&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Orb of Power&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;off-hand item (shield slot), +3 AS&amp;#039;&amp;#039;&amp;#039;|| 46&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Burning Ward&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;creates a stationary helper for serious battles&amp;#039;&amp;#039;&amp;#039;|| 52&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Healing Ward&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;creates a stationary helper for serious battles&amp;#039;&amp;#039;&amp;#039;|| 58&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Clay Figurine&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;summons an earth golem&amp;#039;&amp;#039;&amp;#039;|| 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ring of Regeneration&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;2 HP healed every 5 seconds, disappears randomly&amp;#039;&amp;#039;&amp;#039;|| 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Lightning Rod&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;casts lightning (OG), 15% chance to break&amp;#039;&amp;#039;&amp;#039;|| 76&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Taming Wand&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;permanently buffs a pet (single use)&amp;#039;&amp;#039;&amp;#039;|| 82&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Burning Wand&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;casts flame wind (INH), 15% chance to break&amp;#039;&amp;#039;&amp;#039;|| 88&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crystal Ball&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;crystal ball tile for player housing&amp;#039;&amp;#039;&amp;#039;|| 94&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crystal Golem&amp;#039;&amp;#039;&amp;#039; ||&amp;#039;&amp;#039;&amp;#039;powerful pet for enchanters&amp;#039;&amp;#039;&amp;#039;|| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Soul Shards===&lt;br /&gt;
Creating enchanted items usually requires charged soul shards. In general, the stronger the enchant, the brighter the shard (or shards) required. Stronger monsters drop brighter shards.&lt;br /&gt;
&lt;br /&gt;
Soul shards will start off as blanks (or uncharged), ie, not dim, dull etc. To make a soul shard useable for enchanting, a player skilled in magery must cast the Soul Trap spell (&amp;#039;&amp;#039;&amp;#039;In Mani Jux&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;create life trap&amp;#039;&amp;#039;) on a monster, and if it dies within 30 seconds, it will drop a charged soul shard, of random color. The charge on the shard will depend on the strength of the monster killed. The killer of the monster must have blank shards in their inventory in order for a charged shard to be created.&lt;br /&gt;
&lt;br /&gt;
Blank shards are available for purchase at certain stores.&lt;br /&gt;
&lt;br /&gt;
===Enchanting Ingredients===&lt;br /&gt;
Enchanting ingredients now cover a very broad range of items.  Ingredients may be basic items which have uses outside of enchanting, such as torches, or may include raw ingredients also used in other crafting skills, such as alchemy.  There are a few items which are only used in enchanting recipes:&lt;br /&gt;
&lt;br /&gt;
*enchanted wood: made with enchanting&lt;br /&gt;
*essence of fire: made with [[alchemy]] (from glowing embers dropped by fire dragons)&lt;br /&gt;
*essence of lightning: made with alchemy (from hydra fangs dropped by hydras)&lt;br /&gt;
*gems (amethyst, diamond, emerald, fire opal, onyx, ruby, sapphire, topaz, zircon): from disenchanting&lt;br /&gt;
*orb: found in chests, or dropped by monsters?&lt;br /&gt;
*wet clay: dropped by an earth golem&lt;br /&gt;
&lt;br /&gt;
===Disenchanting and Gems===&lt;br /&gt;
Disenchanting will remove an enchant from a weapon or armour, leaving the basic item and one or more gems.  Most enchanting recipes do not require gems, so there is currently little use for them.&lt;br /&gt;
&lt;br /&gt;
Disenchanted items will yield the following gems:&lt;br /&gt;
* slaying : diamond&lt;br /&gt;
* defense : fire opal&lt;br /&gt;
* nightvision: onyx&lt;br /&gt;
* magic resistance: topaz&lt;br /&gt;
* intelligence : sapphire+zircon&lt;br /&gt;
* dexterity : emerald+zircon&lt;br /&gt;
* strength : ruby+zircon&lt;br /&gt;
* vigour: amethyst+zircon&lt;br /&gt;
* leeching: zircon&lt;br /&gt;
* spell enchant: diamond+zircon&lt;br /&gt;
&lt;br /&gt;
Improved (polished, shimmering, etc.) gems no longer exist in EUO 1.2.1.  Improved fire opals and diamonds have been removed entirely.  Improved onyxes, topazes, and zircons have been converted to special gems which can not currently be used.  However, there is also no source for these special gems besides existing stocks from EUO 1.2, so hang on to any you have in hopes that they will become useful.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=2830</id>
		<title>Item Enchantments</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=2830"/>
		<updated>2007-09-14T16:56:24Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: Added some artifacts, and added some missing details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the different magical enchantments that may be on armour, weapons, or jewellery.&lt;br /&gt;
&lt;br /&gt;
== + Weapons ==&lt;br /&gt;
Also known as weapons of slaying, these weapons have a bonus to damage, and the chance to actually penetrate enemy armour.&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;Weapon Bonus&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 19&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 33&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 47&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 61&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 75&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 89&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Leeching Weapons==&lt;br /&gt;
Weapons of leeching function as +3 magical weapons providing +3 to AS/Dmg.  These arms will also give the character mana for each blow they land on an enemy.&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;Weapon&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leeching&amp;#039;&amp;#039;&amp;#039; || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spell enchantments==&lt;br /&gt;
Weapons enchanted with sorcery spells will randomly fire the spelll with which they are enchanted. This does not consume mana, nor is it affected by the characters intelligence.&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;Enchantment&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Function&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AM (An Mani)&amp;#039;&amp;#039;&amp;#039; || Lesser Harm || 36&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VAM (Vas An Mani)&amp;#039;&amp;#039;&amp;#039; || Greater Harm || 44&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XJ (Xen Jux)&amp;#039;&amp;#039;&amp;#039; || Hex (Curse - Rat) || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;AEP (An Ex Por)&amp;#039;&amp;#039;&amp;#039; || Paralyze (Hold) || 67&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;OG (Ort Grav)&amp;#039;&amp;#039;&amp;#039; || Lightning Bolt || 52&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;IVPY (In Vas Por Yelm)&amp;#039;&amp;#039;&amp;#039; || Earthquake || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;XMP (Xen Mani Por)&amp;#039;&amp;#039;&amp;#039; || Vampyric Stike || 71&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;KXQ (Kal Xen Quas)&amp;#039;&amp;#039;&amp;#039; || Clone || 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;VOG (Vas Ort Grav)&amp;#039;&amp;#039;&amp;#039; || Chain Lightning || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== + Armours / + Defence ==&lt;br /&gt;
Armour and items of defence, will make the character more resistant to enemy attacks.&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 Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 22&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 56&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 73&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 90&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Intelligence, dexterity and strength enhancing enchantments==&lt;br /&gt;
These enchantments usually give a bonus to one of the three statistics, making the character more intelligent, strong, or dexterous. There are rumours of artifacts which affect all three, or even give penalties!&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;Statistic Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+16&amp;#039;&amp;#039;&amp;#039; || 59&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+17&amp;#039;&amp;#039;&amp;#039; || 64&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+18&amp;#039;&amp;#039;&amp;#039; || 69&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+19&amp;#039;&amp;#039;&amp;#039; || 73&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+20&amp;#039;&amp;#039;&amp;#039; || 78&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+21&amp;#039;&amp;#039;&amp;#039; || 83&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+22&amp;#039;&amp;#039;&amp;#039; || 88&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+23&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+24&amp;#039;&amp;#039;&amp;#039; || 97&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+25&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+26&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+27&amp;#039;&amp;#039;&amp;#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vigour==&lt;br /&gt;
Items enchanted with vigour will help the character regenerate mana.&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;Vigour Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Required &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+6&amp;#039;&amp;#039;&amp;#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+7&amp;#039;&amp;#039;&amp;#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+8&amp;#039;&amp;#039;&amp;#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+9&amp;#039;&amp;#039;&amp;#039; || 21&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+10&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+11&amp;#039;&amp;#039;&amp;#039; || 32&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+12&amp;#039;&amp;#039;&amp;#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+13&amp;#039;&amp;#039;&amp;#039; || 43&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+14&amp;#039;&amp;#039;&amp;#039; || 48&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+15&amp;#039;&amp;#039;&amp;#039; || 53&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nightvision==&lt;br /&gt;
Items of nightvision will increase the perceived light radius around the character, making it easier to operate at night. Note that this only affects the character wearing it - it is not a light source!&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;NV Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Requirement &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 49&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magic resistance==&lt;br /&gt;
This enchantment gives the character a bonus to resist magics such as paralyzation and transmogrification.&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;MR Bonus &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level Requirement &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+3&amp;#039;&amp;#039;&amp;#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+4&amp;#039;&amp;#039;&amp;#039; || 49&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;+5&amp;#039;&amp;#039;&amp;#039; || 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
These extremely rare items may be in the form of weapons or armour.  Each individual artifact has different properties, though all artifacts may be used by anyone of at least Level 50.&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 Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Defense Area&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Grade&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Base Defence&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Bonus Defence&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ironfist Gi Pants&amp;#039;&amp;#039;&amp;#039; || Gi (Legs) || Legs || 0.5 || 3.5 || Unarmoured || 0 Def || +3 Defense (3 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Nightstalker Leggings&amp;#039;&amp;#039;&amp;#039; || Leather Leggings || Legs || 1.0 || 7.0 || Light || 1 Def || +3 Defense (4 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Shirt&amp;#039;&amp;#039;&amp;#039; || Chainmail || Torso || 2.5 || 17.5 || Medium || 3.5 Def || +3 Defense (6.5 total) || +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Coif&amp;#039;&amp;#039;&amp;#039; || Coif || Head || 1.5 || 10.5 || Medium || 3.5 Def || +3 Defense (6.5 total) || +3 NV&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Leggings&amp;#039;&amp;#039;&amp;#039; || Chain Leggings || Legs || 2.0 || 14.0 || Medium || 2 Def || +3 Defense (5 total) || none&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Boots&amp;#039;&amp;#039;&amp;#039; || Chain Boots || Feet || 1.5 || 10.5 || Medium || 1.5 Def || ? || +20 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Frenzy Gloves&amp;#039;&amp;#039;&amp;#039; || Chain Gloves || Hands || 1.5 || 10.5 || Medium || 1.5 Def || +3 Defense (4.5 total) || none&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Gauntlets&amp;#039;&amp;#039;&amp;#039; || Gauntlets || Hands || 2.0 || 14 || Heavy || 2 Def || +5 Defense (7 total) || ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Aegis&amp;#039;&amp;#039;&amp;#039; || Splintmail || Body || 4.0 || 28 || Heavy || 4 Def || +3 Defense (7 total) || +10 MR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shardcrystal Greaves&amp;#039;&amp;#039;&amp;#039; || Splintmail || Legs || 3.0 || 21 || Heavy || 3 Def || +3 Defense (6 total) || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bent Buckler&amp;#039;&amp;#039;&amp;#039; || Buckler || Shield || 1.0 || 7.0 || Light || N/A || +3 Defense (3 total) || none&lt;br /&gt;
|}&lt;br /&gt;
&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;Weapon Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Number of Hands&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Base Damage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Bonus Damage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Yew Long Bow&amp;#039;&amp;#039;&amp;#039; || Long Bow || 2 || Ranged || 3.0 || 21.0 || 1.9 || Piercing || 1-6 || +5 AS &amp;amp; +5 Dmg || ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dirge&amp;#039;&amp;#039;&amp;#039; || War Hammer || 2 || Maces || 6.0 || 42.0 || 2.8 || Bludgeoning || 2-14 || +5 AS &amp;amp; +5 Dmg ||| +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bone Crusher&amp;#039;&amp;#039;&amp;#039; || Mace || 1 || Maces || 4.0 || 28.0 || 2.4 || Bludgeoning || 1-8 || +5 AS &amp;amp; +5 Dmg || +20 Str &amp;amp; IVPY Strike&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dragonskewer&amp;#039;&amp;#039;&amp;#039; || ? || 2 || Polearms || 5.0 || 35.0 || 2.1 || Piercing || 1-9 || +7 AS &amp;amp; +7 Dmg || +20 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dante&amp;#039;s Ruin&amp;#039;&amp;#039;&amp;#039; || ? || 1 || Foils || 3.0 || 21.0 || 1.6 || Piercing || 1-7 || +8 AS &amp;amp; +8 Dmg || +15 Dex&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Vorpal Blade&amp;#039;&amp;#039;&amp;#039; || ? || 1 || Longswords || 4.5 || 31.5 || 2.1 || Slashing || 2-8 || +8 AS &amp;amp; +8 Dmg || +15 Str&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Legend&amp;#039;&amp;#039;&amp;#039; || ? || 2 || Axes || 6.0 || 42.0 || 2.8 || Slashing || 3-12 || +8 AS &amp;amp; +8 Dmg || +15 Str&lt;br /&gt;
|}&lt;br /&gt;
&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;Jewelry Artifacts&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Type Equivalent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Worn On&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crocodile Hunter&amp;#039;s Ring&amp;#039;&amp;#039;&amp;#039; || Ring || Hand || 0.1 || 0.7 || +3 Def &amp;amp; +15 Str&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Introduction_to_PD&amp;diff=2388</id>
		<title>Introduction to PD</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Introduction_to_PD&amp;diff=2388"/>
		<updated>2005-12-23T22:20:55Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: Fixing mistake in install.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This must be spelled out: when you die on the Permanent Death server (PD) your character is &amp;#039;&amp;#039;&amp;#039;deleted&amp;#039;&amp;#039;&amp;#039;! Do not play PD unless this point is perfectly clear. You will die due to lag, your client will crash in the middle of a nest of ettins and you will stoned to death, you will be ganked with no resurrection stones, you will have other players lure crocodiles onto you that will hunt you down until you die, and you be killed by the DM when you&amp;#039;ve overstepped the line by asking for free stuff and not thanking him for it. There is absolutely NO warranty, and when you die, NO ONE will want to hear about it, especially Egg.&lt;br /&gt;
&lt;br /&gt;
Having said that, some people think that the excitement of PD makes it the best EUO experience around. Features of the PD server:&lt;br /&gt;
&lt;br /&gt;
* runs [[Alpha]] build (i.e. Usually has new features before Regular)&lt;br /&gt;
* players gain experience and have levels&lt;br /&gt;
* players don&amp;#039;t need to meditate at [[shrines]] to level up&lt;br /&gt;
* 5 stat points per level&lt;br /&gt;
* fast skill gains&lt;br /&gt;
* optional remort at level 75&lt;br /&gt;
* regular server&amp;#039;s map and quests&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;permanent death&amp;#039;&amp;#039;&amp;#039; (with 2 spare lives to start with)&lt;br /&gt;
&lt;br /&gt;
The address of the PD server is euo.swut.net:26668.&lt;br /&gt;
&lt;br /&gt;
==How do I play on the PD shard?==&lt;br /&gt;
&lt;br /&gt;
* Install [[Alpha Installation|Alpha]]&lt;br /&gt;
* edit client.cfg: change &lt;br /&gt;
&lt;br /&gt;
 port=26666&lt;br /&gt;
&lt;br /&gt;
to&lt;br /&gt;
&lt;br /&gt;
 port=26668&lt;br /&gt;
&lt;br /&gt;
* run euo.exe&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Introduction_to_PD&amp;diff=2364</id>
		<title>Introduction to PD</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Introduction_to_PD&amp;diff=2364"/>
		<updated>2005-12-20T23:27:25Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: uses reg maps/quests, install doesn&amp;#039;t need Alpha patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This must be spelled out: when you die on the Permanent Death server (PD) your character is &amp;#039;&amp;#039;&amp;#039;deleted&amp;#039;&amp;#039;&amp;#039;! Do not play PD unless this point is perfectly clear. You will die due to lag, your client will crash in the middle of a nest of ettins and you will stoned to death, you will be ganked with no resurrection stones, you will have other players lure crocodiles onto you that will hunt you down until you die, and you be killed by the DM when you&amp;#039;ve overstepped the line by asking for free stuff and not thanking him for it. There is absolutely NO warranty, and when you die, NO ONE will want to hear about it, especially Egg.&lt;br /&gt;
&lt;br /&gt;
Having said that, some people think that the excitement of PD makes it the best EUO experience around. Features of the PD server:&lt;br /&gt;
&lt;br /&gt;
* runs [[Alpha]] build (i.e. Usually has new features before Regular)&lt;br /&gt;
* players gain experience and have levels&lt;br /&gt;
* players don&amp;#039;t need to meditate at [[shrines]] to level up&lt;br /&gt;
* 5 stat points per level&lt;br /&gt;
* fast skill gains&lt;br /&gt;
* optional remort at level 75&lt;br /&gt;
* regular server&amp;#039;s map and quests&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;permanent death&amp;#039;&amp;#039;&amp;#039; (with 2 spare lives to start with)&lt;br /&gt;
&lt;br /&gt;
The address of the PD server is euo.swut.net:26668.&lt;br /&gt;
&lt;br /&gt;
==How do I play on the PD shard?==&lt;br /&gt;
&lt;br /&gt;
* edit client.cfg: change &lt;br /&gt;
&lt;br /&gt;
 port=26666&lt;br /&gt;
&lt;br /&gt;
to&lt;br /&gt;
&lt;br /&gt;
 port=26668&lt;br /&gt;
&lt;br /&gt;
* run euo.exe&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tinkering&amp;diff=2260</id>
		<title>Tinkering</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tinkering&amp;diff=2260"/>
		<updated>2005-10-07T13:55:15Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: sieve: brass ingot -&amp;gt; brass sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tinkering is all about making tools, provisions, and other bits and pieces used by the other crafting professions.  If you can&amp;#039;t buy it from a [[Shoppes#Provisioner|provisioner]] chances are you&amp;#039;ll need a tinker to make it.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Tinkering requires a &amp;#039;&amp;#039;tinker&amp;#039;s toolkit&amp;#039;&amp;#039;, a combined collection of various crafting tools, which is available from a [[Shoppes#Provisioner|provisioner]].&lt;br /&gt;
&lt;br /&gt;
==Raw Materials==&lt;br /&gt;
&lt;br /&gt;
Tinkers require one of the most diverse set of materials to work, drawing their parts from several other crafts.  Items such as &amp;#039;&amp;#039;ingots&amp;#039;&amp;#039;, &amp;#039;&amp;#039;poles&amp;#039;&amp;#039; and &amp;#039;&amp;#039;brass sheets&amp;#039;&amp;#039; are manufactured, &amp;#039;&amp;#039;mesh&amp;#039;&amp;#039; and &amp;#039;&amp;#039;leather&amp;#039;&amp;#039; can be purchased, whereas &amp;#039;&amp;#039;raw glass&amp;#039;&amp;#039; must be collected.&lt;br /&gt;
&lt;br /&gt;
===Ingots===&lt;br /&gt;
&lt;br /&gt;
These are the regular ingots that are smelted from ordinary ore by your average [[Mining|miner / metallurgist]].  Many experienced Tinkers will also be good miners due to their constant demand for basic metal ingredients.&lt;br /&gt;
&lt;br /&gt;
===Poles===&lt;br /&gt;
&lt;br /&gt;
Poles are easily made from logs by anyone with basic [[woodcrafting]] skills.  As with smelting ingots, many Tinkers have a rudimentary knowledge of to ensure a steady supply of poles.&lt;br /&gt;
&lt;br /&gt;
===Raw Glass===&lt;br /&gt;
&lt;br /&gt;
Raw glass can be found by hunting for [[Bestiary|sand traps]] in the desert regions of [[New Sosaria]]. Beware, for they have quite a bite.&lt;br /&gt;
&lt;br /&gt;
===Brass and Silver Sheets===&lt;br /&gt;
&lt;br /&gt;
A trained [[Weaponsmith]] or [[Armourer]] can hammer ingots into sheets.  Currently they are able to hammer brass and silver ingots into brass and silver sheets respectively.&lt;br /&gt;
&lt;br /&gt;
==Tinkering Recipes==&lt;br /&gt;
&lt;br /&gt;
The tinkering recipes are broken up into three sections:  basic items, jewelry and crafting tools.  The last set contains all of the tinted tools required by crafts such as [[Weaponsmith|weaponsmithing]] and [[Armourer|making armour]].&lt;br /&gt;
&lt;br /&gt;
Use (&amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039;) your tinker&amp;#039;s toolkit with the necessary raw ingredients in your inventory to craft an item.&lt;br /&gt;
&lt;br /&gt;
Tinkering, like most actions, can be repeated with &amp;#039;&amp;#039;&amp;#039;F9&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Basic Items===&lt;br /&gt;
&lt;br /&gt;
These items are essentially complete and are used by other trades and crafts to facilitate their skills.&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;Purpose&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Item&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;Skill&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;fishing&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;fishing rod&amp;#039;&amp;#039;&amp;#039; || pole || 0&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;mining&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;mining pick&amp;#039;&amp;#039;&amp;#039; || ingot + pole || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;tailoring&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;scissors &amp;#039;&amp;#039;&amp;#039; || ingot || 25&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;studs&amp;#039;&amp;#039;&amp;#039; || ingot || 55&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;item lore&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;magnifying glass &amp;#039;&amp;#039;&amp;#039; || brass sheet + lens || 45&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;adventuring&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;shovel&amp;#039;&amp;#039;&amp;#039; || ingot + pole || 20&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;sextant&amp;#039;&amp;#039;&amp;#039; || brass sheet x3 + lens x2 || 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;pocket watch&amp;#039;&amp;#039;&amp;#039; || brass sheet || 75&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039; &amp;quot;security&amp;quot; &amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;probe x3&amp;#039;&amp;#039;&amp;#039; || brass sheet || 40&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;lockpick x3&amp;#039;&amp;#039;&amp;#039; || brass sheet || 50&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;alchemy&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;jar&amp;#039;&amp;#039;&amp;#039; || raw glass x2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;sieve&amp;#039;&amp;#039;&amp;#039; || brass sheet + mesh || 55&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;alembic&amp;#039;&amp;#039;&amp;#039; || raw glass + silver sheet || 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;flask (empty)&amp;#039;&amp;#039;&amp;#039; || raw glass x2 || 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;vial x3&amp;#039;&amp;#039;&amp;#039; || raw glass || 75&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;reinforced flask&amp;#039;&amp;#039;&amp;#039; || flask (empty) + silver sheet || 80&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;blackrock saw&amp;#039;&amp;#039;&amp;#039; || silver sheet + blackrock || 85&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;slings&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;bullet&amp;#039;&amp;#039;&amp;#039; || ingot || 20&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;sling&amp;#039;&amp;#039;&amp;#039; || leather || 50&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;tinkering&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;lens&amp;#039;&amp;#039;&amp;#039; || raw glass || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making items, like most crafting, can be repeated with &amp;#039;&amp;#039;&amp;#039;F11&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Jewellery===&lt;br /&gt;
&lt;br /&gt;
Jewellery is made with a tinker&amp;#039;s toolkit and various raw materials, such as gold nuggets, leather and coloured gemstones.&lt;br /&gt;
&lt;br /&gt;
The main purpose of jewellery is to get an [[Enchanting_and_Polypiling|enchanter]] to imbue it with a magical effect, like additional defense, enhanced night vision or magic resistance.&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;Type&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Item&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;Skill&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;ring&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;gold ring&amp;#039;&amp;#039;&amp;#039; || gold nugget || 30&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;silver ring&amp;#039;&amp;#039;&amp;#039; || silver ingot || 30&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;gold ring with ruby&amp;#039;&amp;#039;&amp;#039; || gold nugget + ruby || 45&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;gold ring with emerald&amp;#039;&amp;#039;&amp;#039; || gold nugget + emerald || 45&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;gold ring with sapphire&amp;#039;&amp;#039;&amp;#039; || gold nugget + sapphire || 45&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;#039;&amp;#039;&amp;#039;necklace&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;amulet&amp;#039;&amp;#039;&amp;#039; || leather + gold nugget || 40&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;necklace with ruby&amp;#039;&amp;#039;&amp;#039; || leather + ruby || 40&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;necklace with emerald&amp;#039;&amp;#039;&amp;#039; || leather + emerald || 40&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;necklace with sapphire&amp;#039;&amp;#039;&amp;#039; || leather + sapphire || 40&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;ankh&amp;#039;&amp;#039;&amp;#039; || leather + silver ingot || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making jewellery, like most crafting, can be repeated with &amp;#039;&amp;#039;&amp;#039;F11&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Crafting tools===&lt;br /&gt;
&lt;br /&gt;
The tinker is responsible for making all of the tools required by the [[Tailoring|tailor]], the [[Mining|metallurgist]], the [[Weaponsmith]] and the [[Armourer]] to make their items, including tinted items.  A tinker can make all these tools, as they may or may not be for sale from a [[Shoppes|shoppe]].  See [[Item_Materials|item materials]] for more info.&lt;br /&gt;
&lt;br /&gt;
For example:&amp;lt;br&amp;gt;&lt;br /&gt;
* A metallurgist requires &amp;#039;&amp;#039;copper tongs&amp;#039;&amp;#039; to make copper ingots.&lt;br /&gt;
* A weaponsmith requires a &amp;#039;&amp;#039;copper smiths&amp;#039; hammer&amp;#039;&amp;#039; to make copper weapons.&lt;br /&gt;
* An armourer requires a &amp;#039;&amp;#039;copper armourer&amp;#039;s hammer&amp;#039;&amp;#039; to make copper armour.&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;
| rowspan=&amp;quot;2&amp;quot; | &amp;#039;&amp;#039;&amp;#039;tool&amp;#039;&amp;#039;&amp;#039; || rowspan=&amp;quot;2&amp;quot; | &amp;#039;&amp;#039;&amp;#039;ingredients&amp;#039;&amp;#039;&amp;#039; || colspan=&amp;quot;7&amp;quot; | &amp;#039;&amp;#039;&amp;#039;skill per material&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;ordinary&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;copper&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;silver&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;gold&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;b&amp;#039;rock&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;venomous&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;vampyric&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;smelting tongs&amp;#039;&amp;#039;&amp;#039; || ingot || 30 || 50 || 45 || 40 || 65 || 55 || 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;smith&amp;#039;s hammer&amp;#039;&amp;#039;&amp;#039; || ingot + pole || 30 || 60 || 55 || 50 || 75 || 65 || 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;armourer&amp;#039;s hammer&amp;#039;&amp;#039;&amp;#039; || ingot + pole|| 30 || 65 || 60 || 55 || 80 || n/a || n/a&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For Tailors and their sewing kits, it is similar:&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;
| rowspan=&amp;quot;2&amp;quot; | &amp;#039;&amp;#039;&amp;#039;tool&amp;#039;&amp;#039;&amp;#039; || rowspan=&amp;quot;2&amp;quot; | &amp;#039;&amp;#039;&amp;#039;ingredients&amp;#039;&amp;#039;&amp;#039; || colspan=&amp;quot;6&amp;quot; | &amp;#039;&amp;#039;&amp;#039;skill per material&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;ordinary&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;silverweave&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;goldweave&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;darkweave&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;boiled&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;studded&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;sewing kit&amp;#039;&amp;#039;&amp;#039; || ingot || 30 || 45 || 40 || 65 || 50 || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making tools, like most crafting, can be repeated with &amp;#039;&amp;#039;&amp;#039;F11&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Brass Golems==&lt;br /&gt;
&lt;br /&gt;
The Grand Master Tinker can now create her/his own pet: a brass golem.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ingredients required:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*50 regular ingots&lt;br /&gt;
*50 brass ingots&lt;br /&gt;
*10 brass sheets&lt;br /&gt;
*1 golem power crystal.&lt;br /&gt;
&lt;br /&gt;
The power crystal can be found perhaps on the corpse of another non-functioning golem, but finding a crystal undamaged will prove a difficult task.&lt;br /&gt;
&lt;br /&gt;
Once the golem is crafted, an &amp;#039;&amp;#039;inanimate golem&amp;#039;&amp;#039; will be in the tinker&amp;#039;s inventory. Drop this item on the ground and it will spring to life. If the tinker has no pet already, then this golem will become their new pet. If the tinker has a pet already, then the golem will be a neutral creature which will disappear after a time.&lt;br /&gt;
&lt;br /&gt;
To &amp;#039;&amp;#039;feed&amp;#039;&amp;#039; your golem, use (&amp;#039;&amp;#039;&amp;#039;shift+u&amp;#039;&amp;#039;&amp;#039;) brass ingots on it. Think of it as &amp;#039;&amp;#039;repairing&amp;#039;&amp;#039; rather than feeding.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Combat&amp;diff=1890</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Combat&amp;diff=1890"/>
		<updated>2005-09-07T18:49:31Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Special Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat intro paragraph. Mention readying of weapons and armour and link to the items page.&lt;br /&gt;
&lt;br /&gt;
==Combat Controls==&lt;br /&gt;
More information on [[Keyboard Controls]] here.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat Controls===&lt;br /&gt;
An attack is performed by holding CTRL, then pressing the arrow key for the direction you wish to attack in.&lt;br /&gt;
&lt;br /&gt;
===Special Moves&amp;#039; Controls===&lt;br /&gt;
To perform a special move (see below for special move details) use CTRL-ALT-direction.&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat Controls===&lt;br /&gt;
Attacking with a bow, crossbow or sling consitutes ranged combat. Ranged combat uses auto-targeting.&lt;br /&gt;
&lt;br /&gt;
To attack:&lt;br /&gt;
*press CTRL-UP&lt;br /&gt;
&lt;br /&gt;
To change targets, use either:&lt;br /&gt;
*CTRL-LEFT &amp;amp; CTRL-RIGHT&lt;br /&gt;
*SHIFT-a &amp;amp; SHIFT-s&lt;br /&gt;
*CTRL-a &amp;amp; CTRL-s&lt;br /&gt;
&lt;br /&gt;
===Combat Spellcasting Controls===&lt;br /&gt;
You can cast the spell bound to F1 by pressing shift, then the arrow key. Eg, bind An Mani to F1, then use shift-dir to cast An Mani on adjacent enemy targets.&lt;br /&gt;
&lt;br /&gt;
You can cast the spell bound to F2 by using CTRL-SHIFT-arrow.&lt;br /&gt;
&lt;br /&gt;
A good mage technique might be to bind Vas An Mani to F1 and Ort Grav to F2, then cast VAM quickly with SHIFT-direction and OG with CTRL-SHIFT-direction.&lt;br /&gt;
&lt;br /&gt;
Even a fighter may benefit from these shortcuts. For example, if s/he knows the Mani spell, bind it to F1 and use shift-dir to heal self at any time. Since Mani only ever heals the caster, it doesn&amp;#039;t matter in which direction it is cast when used with shift-dir.&lt;br /&gt;
&lt;br /&gt;
==Combat Maths Basics==&lt;br /&gt;
Every player &amp;amp; creature has an attack strength (also known as AS), and a defense. The higher the difference between the attacker&amp;#039;s AS and the defender&amp;#039;s defense, the more damage will be done.&lt;br /&gt;
&lt;br /&gt;
Your attack strength is derived from your skill in the weapon you have readied. You defense is derived from what armour you are wearing.&lt;br /&gt;
&lt;br /&gt;
==Combat and Skills==&lt;br /&gt;
See [[Class Skills]].&lt;br /&gt;
&lt;br /&gt;
== Special Moves==&lt;br /&gt;
&lt;br /&gt;
For weapon users who&amp;#039;s skill in their weapon is 90% or greater, a new attack is available for use. Each of these combat skills has it&amp;#039;s own &amp;#039;special move&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
The move is executed with CTRL-ALT-Direction. Each move uses a full bar of &amp;#039;rage&amp;#039;. Rage is indicated by a yellow bar that grows over your character&amp;#039;s head when attacking or being hit. The bar is white when it is full.&lt;br /&gt;
&lt;br /&gt;
The special moves, for each skill, are:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Longswords : FLURRY&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Performs 3-5 swings (thus attacks) in one, hitting targets adjacent to you randomly.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Maces : THUNDERCLAP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target and the adjacent squares all suffer a shockwave. This is a 50% chance of being stunned (held for mobs and sleep for players) and 25% chance of confusion (4 seconds for player and indefinite for mobs).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Axes : CLEAVE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target&amp;#039;s Attack Strength, Defense and Magic Resistance become temporarily reduced, thus making the target substantially weaker.&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave move also makes the target &amp;#039;Wounded&amp;#039; whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Polearms : BLOODBOLT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target suffers a regular hit, and a bolt of chain lighting strikes the target and other nearby enemies. This works on magic-immune monsters!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Unarmed : QUIVERING PALM&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Target goes into &amp;#039;complete shock&amp;#039;.  The next 3 attacks landed on him will have a 50% chance of being a critical.&amp;lt;br&amp;gt;&lt;br /&gt;
(This only works when you&amp;#039;re wearing all &amp;#039;unarmoured&amp;#039; gear and using an &amp;#039;unarmed&amp;#039; weapon, or your bare hands.)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils : DISARM&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Player versus player: target is not allowed to re-equip for 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Player versus monster: monster has its Attack Strength halved for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords : SLICE AND DICE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Performs 3 successive attacks on the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged : POINT-BLANK HEAD-SHOT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Extra damage, and also makes the target &amp;#039;Wounded&amp;#039; whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
===Dual Wield===&lt;br /&gt;
Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded.&lt;br /&gt;
&lt;br /&gt;
Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.&lt;br /&gt;
&lt;br /&gt;
===Parry and Riposte===&lt;br /&gt;
&lt;br /&gt;
===Dodge===&lt;br /&gt;
&lt;br /&gt;
===Armour Weights===&lt;br /&gt;
See the page on [[Items]] for more information on armour.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Combat&amp;diff=1889</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Combat&amp;diff=1889"/>
		<updated>2005-09-07T16:19:45Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Fighter (and Rogue) Special Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat intro paragraph. Mention readying of weapons and armour and link to the items page.&lt;br /&gt;
&lt;br /&gt;
==Combat Controls==&lt;br /&gt;
More information on [[Keyboard Controls]] here.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat Controls===&lt;br /&gt;
An attack is performed by holding CTRL, then pressing the arrow key for the direction you wish to attack in.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
To perform a special move (see below for special move details) use CTRL-ALT-direction.&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat Controls===&lt;br /&gt;
Attacking with a bow, crossbow or sling consitutes ranged combat. Ranged combat uses auto-targeting.&lt;br /&gt;
&lt;br /&gt;
To attack:&lt;br /&gt;
*press CTRL-UP&lt;br /&gt;
&lt;br /&gt;
To change targets, use either:&lt;br /&gt;
*CTRL-LEFT &amp;amp; CTRL-RIGHT&lt;br /&gt;
*SHIFT-a &amp;amp; SHIFT-s&lt;br /&gt;
*CTRL-a &amp;amp; CTRL-s&lt;br /&gt;
&lt;br /&gt;
===Combat Spellcasting Controls===&lt;br /&gt;
You can cast the spell bound to F1 by pressing shift, then the arrow key. Eg, bind An Mani to F1, then use shift-dir to cast An Mani on adjacent enemy targets.&lt;br /&gt;
&lt;br /&gt;
You can cast the spell bound to F2 by using CTRL-SHIFT-arrow.&lt;br /&gt;
&lt;br /&gt;
A good mage technique might be to bind Vas An Mani to F1 and Ort Grav to F2, then cast VAM quickly with SHIFT-direction and OG with CTRL-SHIFT-direction.&lt;br /&gt;
&lt;br /&gt;
Even a fighter may benefit from these shortcuts. For example, if s/he knows the Mani spell, bind it to F1 and use shift-dir to heal self at any time. Since Mani only ever heals the caster, it doesn&amp;#039;t matter in which direction it is cast when used with shift-dir.&lt;br /&gt;
&lt;br /&gt;
==Combat Maths Basics==&lt;br /&gt;
Every player &amp;amp; creature has an attack strength (also known as AS), and a defense. The higher the difference between the attacker&amp;#039;s AS and the defender&amp;#039;s defense, the more damage will be done.&lt;br /&gt;
&lt;br /&gt;
Your attack strength is derived from your skill in the weapon you have readied. You defense is derived from what armour you are wearing.&lt;br /&gt;
&lt;br /&gt;
==Combat and Skills==&lt;br /&gt;
See [[Class Skills]].&lt;br /&gt;
&lt;br /&gt;
== Special Moves==&lt;br /&gt;
&lt;br /&gt;
For weapon users who&amp;#039;s skill in their weapon is 90% or greater, a new attack is available for use. Each of these combat skills has it&amp;#039;s own &amp;#039;special move&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
The move is executed with CTRL-ALT-Direction. Each move uses a full bar of &amp;#039;rage&amp;#039;. Rage is indicated by a yellow bar that grows over your character&amp;#039;s head when attacking or being hit. The bar is white when it is full.&lt;br /&gt;
&lt;br /&gt;
The special moves, for each skill, are:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Longswords : FLURRY&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Performs 3-5 swings (thus attacks) in one, hitting targets adjacent to you randomly.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Maces : THUNDERCLAP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target and the adjacent squares all suffer a shockwave. This is a 50% chance of being stunned (held for mobs and sleep for players) and 25% chance of confusion (4 seconds for player and indefinite for mobs).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Axes : CLEAVE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target&amp;#039;s Attack Strength, Defense and Magic Resistance become temporarily reduced, thus making the target substantially weaker.&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave move also makes the target &amp;#039;Wounded&amp;#039; whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Polearms : BLOODBOLT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target suffers a regular hit, and a bolt of chain lighting strikes the target and other nearby enemies. This works on magic-immune monsters!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Unarmed : QUIVERING PALM&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Target goes into &amp;#039;complete shock&amp;#039;.  The next 3 attacks landed on him will have a 50% chance of being a critical.&amp;lt;br&amp;gt;&lt;br /&gt;
(This only works when you&amp;#039;re wearing all &amp;#039;unarmoured&amp;#039; gear and using an &amp;#039;unarmed&amp;#039; weapon, or your bare hands.)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils : DISARM&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Player versus player: target is not allowed to re-equip for 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Player versus monster: monster has its Attack Strength halved for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords : SLICE AND DICE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Performs 3 successive attacks on the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged : POINT-BLANK HEAD-SHOT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Extra damage, and also makes the target &amp;#039;Wounded&amp;#039; whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
===Dual Wield===&lt;br /&gt;
Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded.&lt;br /&gt;
&lt;br /&gt;
Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.&lt;br /&gt;
&lt;br /&gt;
===Parry and Riposte===&lt;br /&gt;
&lt;br /&gt;
===Dodge===&lt;br /&gt;
&lt;br /&gt;
===Armour Weights===&lt;br /&gt;
See the page on [[Items]] for more information on armour.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Combat&amp;diff=1888</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Combat&amp;diff=1888"/>
		<updated>2005-09-07T16:13:38Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Fighter (and Rogue) Special Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat intro paragraph. Mention readying of weapons and armour and link to the items page.&lt;br /&gt;
&lt;br /&gt;
==Combat Controls==&lt;br /&gt;
More information on [[Keyboard Controls]] here.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat Controls===&lt;br /&gt;
An attack is performed by holding CTRL, then pressing the arrow key for the direction you wish to attack in.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
To perform a special move (see below for special move details) use CTRL-ALT-direction.&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat Controls===&lt;br /&gt;
Attacking with a bow, crossbow or sling consitutes ranged combat. Ranged combat uses auto-targeting.&lt;br /&gt;
&lt;br /&gt;
To attack:&lt;br /&gt;
*press CTRL-UP&lt;br /&gt;
&lt;br /&gt;
To change targets, use either:&lt;br /&gt;
*CTRL-LEFT &amp;amp; CTRL-RIGHT&lt;br /&gt;
*SHIFT-a &amp;amp; SHIFT-s&lt;br /&gt;
*CTRL-a &amp;amp; CTRL-s&lt;br /&gt;
&lt;br /&gt;
===Combat Spellcasting Controls===&lt;br /&gt;
You can cast the spell bound to F1 by pressing shift, then the arrow key. Eg, bind An Mani to F1, then use shift-dir to cast An Mani on adjacent enemy targets.&lt;br /&gt;
&lt;br /&gt;
You can cast the spell bound to F2 by using CTRL-SHIFT-arrow.&lt;br /&gt;
&lt;br /&gt;
A good mage technique might be to bind Vas An Mani to F1 and Ort Grav to F2, then cast VAM quickly with SHIFT-direction and OG with CTRL-SHIFT-direction.&lt;br /&gt;
&lt;br /&gt;
Even a fighter may benefit from these shortcuts. For example, if s/he knows the Mani spell, bind it to F1 and use shift-dir to heal self at any time. Since Mani only ever heals the caster, it doesn&amp;#039;t matter in which direction it is cast when used with shift-dir.&lt;br /&gt;
&lt;br /&gt;
==Combat Maths Basics==&lt;br /&gt;
Every player &amp;amp; creature has an attack strength (also known as AS), and a defense. The higher the difference between the attacker&amp;#039;s AS and the defender&amp;#039;s defense, the more damage will be done.&lt;br /&gt;
&lt;br /&gt;
Your attack strength is derived from your skill in the weapon you have readied. You defense is derived from what armour you are wearing.&lt;br /&gt;
&lt;br /&gt;
==Combat and Skills==&lt;br /&gt;
See [[Class Skills]].&lt;br /&gt;
&lt;br /&gt;
==Fighter (and Rogue) Special Moves==&lt;br /&gt;
&lt;br /&gt;
For weapon users who&amp;#039;s skill in their weapon is 90% or greater, a new attack is available for use. Each of these combat skills has it&amp;#039;s own &amp;#039;special move&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
The move is executed with CTRL-ALT-Direction. Each move uses a full bar of &amp;#039;rage&amp;#039;. Rage is indicated by a yellow bar that grows over your character&amp;#039;s head when attacking or being hit. The bar is white when it is full.&lt;br /&gt;
&lt;br /&gt;
The special moves, for each skill, are:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Longswords : FLURRY&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Performs 3-5 swings (thus attacks) in one, hitting targets adjacent to you randomly.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Maces : THUNDERCLAP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target and the adjacent squares all suffer a shockwave. This is a 50% chance of being stunned (held for mobs and sleep for players) and 25% chance of confusion (4 seconds for player and indefinite for mobs).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Axes : CLEAVE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target&amp;#039;s Attack Strength, Defense and Magic Resistance become temporarily reduced, thus making the target substantially weaker.&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave move also makes the target &amp;#039;Wounded&amp;#039; whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Polearms : BLOODBOLT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target suffers a regular hit, and a bolt of chain lighting strikes the target and other nearby enemies. This works on magic-immune monsters!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Unarmed : QUIVERING PALM&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Target goes into &amp;#039;complete shock&amp;#039;.  The next 3 attacks landed on him will have a 50% chance of being a critical. This goes for all attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils : DISARM&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Player versus player: target is not allowed to re-equip for 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Player versus monster: monster has its Attack Strength halved for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords : SLICE AND DICE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Performs 3 successive attacks on the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged : POINT-BLANK HEAD-SHOT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Extra damage, and also makes the target &amp;#039;Wounded&amp;#039; whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
===Dual Wield===&lt;br /&gt;
Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded.&lt;br /&gt;
&lt;br /&gt;
Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.&lt;br /&gt;
&lt;br /&gt;
===Parry and Riposte===&lt;br /&gt;
&lt;br /&gt;
===Dodge===&lt;br /&gt;
&lt;br /&gt;
===Armour Weights===&lt;br /&gt;
See the page on [[Items]] for more information on armour.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Combat&amp;diff=1887</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Combat&amp;diff=1887"/>
		<updated>2005-09-07T16:12:26Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Fighter (and Rogue) Special Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat intro paragraph. Mention readying of weapons and armour and link to the items page.&lt;br /&gt;
&lt;br /&gt;
==Combat Controls==&lt;br /&gt;
More information on [[Keyboard Controls]] here.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat Controls===&lt;br /&gt;
An attack is performed by holding CTRL, then pressing the arrow key for the direction you wish to attack in.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
To perform a special move (see below for special move details) use CTRL-ALT-direction.&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat Controls===&lt;br /&gt;
Attacking with a bow, crossbow or sling consitutes ranged combat. Ranged combat uses auto-targeting.&lt;br /&gt;
&lt;br /&gt;
To attack:&lt;br /&gt;
*press CTRL-UP&lt;br /&gt;
&lt;br /&gt;
To change targets, use either:&lt;br /&gt;
*CTRL-LEFT &amp;amp; CTRL-RIGHT&lt;br /&gt;
*SHIFT-a &amp;amp; SHIFT-s&lt;br /&gt;
*CTRL-a &amp;amp; CTRL-s&lt;br /&gt;
&lt;br /&gt;
===Combat Spellcasting Controls===&lt;br /&gt;
You can cast the spell bound to F1 by pressing shift, then the arrow key. Eg, bind An Mani to F1, then use shift-dir to cast An Mani on adjacent enemy targets.&lt;br /&gt;
&lt;br /&gt;
You can cast the spell bound to F2 by using CTRL-SHIFT-arrow.&lt;br /&gt;
&lt;br /&gt;
A good mage technique might be to bind Vas An Mani to F1 and Ort Grav to F2, then cast VAM quickly with SHIFT-direction and OG with CTRL-SHIFT-direction.&lt;br /&gt;
&lt;br /&gt;
Even a fighter may benefit from these shortcuts. For example, if s/he knows the Mani spell, bind it to F1 and use shift-dir to heal self at any time. Since Mani only ever heals the caster, it doesn&amp;#039;t matter in which direction it is cast when used with shift-dir.&lt;br /&gt;
&lt;br /&gt;
==Combat Maths Basics==&lt;br /&gt;
Every player &amp;amp; creature has an attack strength (also known as AS), and a defense. The higher the difference between the attacker&amp;#039;s AS and the defender&amp;#039;s defense, the more damage will be done.&lt;br /&gt;
&lt;br /&gt;
Your attack strength is derived from your skill in the weapon you have readied. You defense is derived from what armour you are wearing.&lt;br /&gt;
&lt;br /&gt;
==Combat and Skills==&lt;br /&gt;
See [[Class Skills]].&lt;br /&gt;
&lt;br /&gt;
==Fighter (and Rogue) Special Moves==&lt;br /&gt;
&lt;br /&gt;
For weapon users who&amp;#039;s skill in their weapon is 90% or greater, a new attack is available for use. Each of these combat skills has it&amp;#039;s own &amp;#039;special move&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
The move is executed with CTRL-ALT-Direction. Each move uses a full bar of &amp;#039;rage&amp;#039;. Rage is indicated by a yellow bar that grows over your character&amp;#039;s head when attacking or being hit. The bar is white when it is full.&lt;br /&gt;
&lt;br /&gt;
The special moves, for each skill, are:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Longswords : FLURRY&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Performs 3-5 swings (thus attacks) in one, hitting targets adjacent to you randomly.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Maces : THUNDERCLAP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target and the adjacent squares all suffer a shockwave. This is a 50% chance of being stunned (held for mobs and sleep for players) and 25% chance of confusion (4 seconds for player and indefinite for mobs).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Axes : CLEAVE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target&amp;#039;s Attack Strength, Defense and Magic Resistance become temporarily reduced, thus making the target substantially weaker.&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave move also makes the target &amp;#039;Wounded&amp;#039; whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal.&amp;lt;br&amp;gt;&lt;br /&gt;
Bleeding/wounding will not kill mobs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Polearms : BLOODBOLT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The target suffers a regular hit, and a bolt of chain lighting strikes the target and other nearby enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
This works on magic-immune monsters!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Unarmed : QUIVERING PALM&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Target goes into &amp;#039;complete shock&amp;#039;.  The next 3 attacks landed on him will have a 50% chance of being a critical. This goes for all attackers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils : DISARM&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Player versus player: target is not allowed to re-equip for 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Player versus monster: monster has its Attack Strength halved for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords : SLICE AND DICE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Performs 3 successive attacks on the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged : POINT-BLANK HEAD-SHOT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Extra damage, and also makes the target &amp;#039;Wounded&amp;#039; whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal.&amp;lt;br&amp;gt;&lt;br /&gt;
Bleeding/wounding will not kill mobs.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
===Dual Wield===&lt;br /&gt;
Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded.&lt;br /&gt;
&lt;br /&gt;
Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.&lt;br /&gt;
&lt;br /&gt;
===Parry and Riposte===&lt;br /&gt;
&lt;br /&gt;
===Dodge===&lt;br /&gt;
&lt;br /&gt;
===Armour Weights===&lt;br /&gt;
See the page on [[Items]] for more information on armour.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Chests&amp;diff=1840</id>
		<title>Chests</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Chests&amp;diff=1840"/>
		<updated>2005-09-06T05:37:16Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chests often contain loot and may be locked and/or trapped.&lt;br /&gt;
&lt;br /&gt;
* You can search a chest for traps by pressing &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You can disarm a chest with a probe by pressing &amp;#039;&amp;#039;&amp;#039;J&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* You can unlock a chest by using a lockpick by pressing &amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A chest may also be bashed (destroyed) - may destroy contents and will set off a trap if there is one&lt;br /&gt;
&lt;br /&gt;
Chests have a quality level, which will determine the amount of loot, and unlocking and untrapping difficulty.&lt;br /&gt;
If you do not meet the minimum skill requirement to unlock or untrap a chest, you will not gain any skill, and will never succeed. (You&amp;#039;ll get a message like, &amp;quot;disarm failed - too difficult!&amp;quot;)&lt;br /&gt;
If you meet the minimum skill but fail, keep trying; eventually you&amp;#039;ll get it!&lt;br /&gt;
Once you are well above the minimum skill requirement for the chest you will always succeed, so get your skill as high as possible!&lt;br /&gt;
Your lockpicks and/or probes might break - carry spares!&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Enchanting&amp;diff=1786</id>
		<title>Enchanting</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Enchanting&amp;diff=1786"/>
		<updated>2005-09-04T18:41:38Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Polypiling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Enchanting==&lt;br /&gt;
Enchanting is the skill of bestowing magical properties onto ordinary items. To enchant, place a pile of objects on the ground, according to a specific recipe, then zap it with a enchanting wand. With the correct recipe, and enough skill, you may create an enchanted item.&lt;br /&gt;
&lt;br /&gt;
These examples will explain it further:&lt;br /&gt;
&lt;br /&gt;
use enchanting wand on:&lt;br /&gt;
 any weapon + dull RSS + diamond                =&amp;gt; weapon slaying  + 1&lt;br /&gt;
 any weapon + dull RSS + polished diamond       =&amp;gt; weapon slaying  + 2&lt;br /&gt;
 any weapon + dim RSS  + polished diamond       =&amp;gt; weapon slaying  + 3&lt;br /&gt;
&lt;br /&gt;
 any wearable + dim RSS    + fire opal            =&amp;gt; wearable defense + 1&lt;br /&gt;
 any wearable + dim RSS    + polished fire opal   =&amp;gt; wearable defense + 2&lt;br /&gt;
 any wearable + bright RSS + shimmering fire opal =&amp;gt; wearable defense + 3&lt;br /&gt;
&lt;br /&gt;
* RSS=red soul shard&lt;br /&gt;
&lt;br /&gt;
This is just the beginning, and since alpha 33, enchanting has become a little more involved, so see more [[Enchanting Recipes]] here.&lt;br /&gt;
&lt;br /&gt;
===Destruction of Ingredients===&lt;br /&gt;
If you have 0% chance of enchanting, ingredients will never be destroyed. Once there is a chance the enchant will work (ie you skill &amp;gt;= the recipe min skill), there is also a chance that not only will the enchant fail, but either the ingredients will disappear, or even get polymorphed into some random item. Once you have the minskill+10% in enchanting, you are guaranteed to create the item (contrary to what was written a week ago).&lt;br /&gt;
&lt;br /&gt;
===Soul Shards===&lt;br /&gt;
Creating new enchants requires charged soul shards. In general, the stronger the enchant, the brighter the shard (or shards) required. Stronger monsters drop brighter shards.&lt;br /&gt;
&lt;br /&gt;
Soul shards will start off as blanks (or uncharged), ie, not dim, dull etc. To make a soul shard useable for enchanting, a player skilled in magery must cast the Soul Trap spell (&amp;#039;&amp;#039;&amp;#039;In Mani Jux&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;create life trap&amp;#039;&amp;#039;) on a monster, and if it dies within 30 seconds, it will drop a charged soul shard, of random color. The charge on the shard will depend on the strength of the monster killed. The killer of the monster must have blank shards in their inventory in order for a charged shard to be created.&lt;br /&gt;
&lt;br /&gt;
Blank shards are available for purchase at the provisioner.&lt;br /&gt;
&lt;br /&gt;
===Disenchanting &amp;amp; Improved Gems===&lt;br /&gt;
In Alpha-33, all but the most mundane enchanting recipe will require an &amp;#039;&amp;#039;improved&amp;#039;&amp;#039; gem, and the only way to acquire these gems is by disenchanting already enchanted objects. The gem types, in order of power, are:&lt;br /&gt;
&lt;br /&gt;
* (plain)&lt;br /&gt;
* polished&lt;br /&gt;
* shimmering&lt;br /&gt;
* brilliant&lt;br /&gt;
* magnificent&lt;br /&gt;
* flawless&lt;br /&gt;
&lt;br /&gt;
Disenchanting will break an item down into it&amp;#039;s core components - however, it will not recover the soul shards used in the creation of the object. For example, if we disenchanted a vampyric cleaver + 2, we would get&lt;br /&gt;
&lt;br /&gt;
 vamp cleaver +2 =&amp;gt; vamp cleaver + polished diamond&lt;br /&gt;
&lt;br /&gt;
Disenchanting is done with a &amp;#039;&amp;#039;disenchanting wand&amp;#039;&amp;#039; which can be purchased at the provisioner. Drop your item to disenchant on the ground and zap it with the disenchanting wand. Plain gems can still be found as monster drops and in chests. Improved gems can only be obtained by disenchanting.&lt;br /&gt;
&lt;br /&gt;
===Enchanting Recipes===&lt;br /&gt;
&lt;br /&gt;
[[Enchanting Recipes|Click here]].&lt;br /&gt;
&lt;br /&gt;
==Polypiling==&lt;br /&gt;
Polypiling (term borrowed from Nethack) is Enchanting&amp;#039;s weird cousin. Similarly to enchanting, it polypiling involves zapping a pile of objects with a Polypile Wand with varied effects. Generally there will be set &amp;#039;&amp;#039;formulae&amp;#039;&amp;#039; for conversions, eg:&lt;br /&gt;
&lt;br /&gt;
use polypile wand on:&lt;br /&gt;
*red potion + blue potion =&amp;gt; purple potion&lt;br /&gt;
*red potion + yellow potion =&amp;gt; orange potion&lt;br /&gt;
*blue potion + yellow potion =&amp;gt; green potion&lt;br /&gt;
&lt;br /&gt;
This is also similar to Diablo 2&amp;#039;s Horadic Cube.&lt;br /&gt;
* http://www.diabloii.net/items/horadric-d2.shtml&lt;br /&gt;
&lt;br /&gt;
Some recipes for your weapons, armour, and jewelry:&lt;br /&gt;
*three weapons -&amp;gt; random weapon&lt;br /&gt;
*three pieces of jewelry -&amp;gt; random piece of jewelry&lt;br /&gt;
*three pieces of clothing/armour -&amp;gt; random piece of clothing/armour&lt;br /&gt;
&lt;br /&gt;
The value of the random item created is generally the same as the &amp;#039;&amp;#039;&amp;#039;worst&amp;#039;&amp;#039;&amp;#039; item in the pile. Also, if you want to polypile enchanted items, make sure all 3 source items are enchanted if you want the random product to be enchanted too.&lt;br /&gt;
&lt;br /&gt;
Polypile wands have a 1% chance of self-destruction each use. Polypiling requires no skill. There are about a dozen recipes ingame at the moment: ask around.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Enchanting&amp;diff=1785</id>
		<title>Enchanting</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Enchanting&amp;diff=1785"/>
		<updated>2005-09-04T18:37:57Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Enchanting==&lt;br /&gt;
Enchanting is the skill of bestowing magical properties onto ordinary items. To enchant, place a pile of objects on the ground, according to a specific recipe, then zap it with a enchanting wand. With the correct recipe, and enough skill, you may create an enchanted item.&lt;br /&gt;
&lt;br /&gt;
These examples will explain it further:&lt;br /&gt;
&lt;br /&gt;
use enchanting wand on:&lt;br /&gt;
 any weapon + dull RSS + diamond                =&amp;gt; weapon slaying  + 1&lt;br /&gt;
 any weapon + dull RSS + polished diamond       =&amp;gt; weapon slaying  + 2&lt;br /&gt;
 any weapon + dim RSS  + polished diamond       =&amp;gt; weapon slaying  + 3&lt;br /&gt;
&lt;br /&gt;
 any wearable + dim RSS    + fire opal            =&amp;gt; wearable defense + 1&lt;br /&gt;
 any wearable + dim RSS    + polished fire opal   =&amp;gt; wearable defense + 2&lt;br /&gt;
 any wearable + bright RSS + shimmering fire opal =&amp;gt; wearable defense + 3&lt;br /&gt;
&lt;br /&gt;
* RSS=red soul shard&lt;br /&gt;
&lt;br /&gt;
This is just the beginning, and since alpha 33, enchanting has become a little more involved, so see more [[Enchanting Recipes]] here.&lt;br /&gt;
&lt;br /&gt;
===Destruction of Ingredients===&lt;br /&gt;
If you have 0% chance of enchanting, ingredients will never be destroyed. Once there is a chance the enchant will work (ie you skill &amp;gt;= the recipe min skill), there is also a chance that not only will the enchant fail, but either the ingredients will disappear, or even get polymorphed into some random item. Once you have the minskill+10% in enchanting, you are guaranteed to create the item (contrary to what was written a week ago).&lt;br /&gt;
&lt;br /&gt;
===Soul Shards===&lt;br /&gt;
Creating new enchants requires charged soul shards. In general, the stronger the enchant, the brighter the shard (or shards) required. Stronger monsters drop brighter shards.&lt;br /&gt;
&lt;br /&gt;
Soul shards will start off as blanks (or uncharged), ie, not dim, dull etc. To make a soul shard useable for enchanting, a player skilled in magery must cast the Soul Trap spell (&amp;#039;&amp;#039;&amp;#039;In Mani Jux&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;create life trap&amp;#039;&amp;#039;) on a monster, and if it dies within 30 seconds, it will drop a charged soul shard, of random color. The charge on the shard will depend on the strength of the monster killed. The killer of the monster must have blank shards in their inventory in order for a charged shard to be created.&lt;br /&gt;
&lt;br /&gt;
Blank shards are available for purchase at the provisioner.&lt;br /&gt;
&lt;br /&gt;
===Disenchanting &amp;amp; Improved Gems===&lt;br /&gt;
In Alpha-33, all but the most mundane enchanting recipe will require an &amp;#039;&amp;#039;improved&amp;#039;&amp;#039; gem, and the only way to acquire these gems is by disenchanting already enchanted objects. The gem types, in order of power, are:&lt;br /&gt;
&lt;br /&gt;
* (plain)&lt;br /&gt;
* polished&lt;br /&gt;
* shimmering&lt;br /&gt;
* brilliant&lt;br /&gt;
* magnificent&lt;br /&gt;
* flawless&lt;br /&gt;
&lt;br /&gt;
Disenchanting will break an item down into it&amp;#039;s core components - however, it will not recover the soul shards used in the creation of the object. For example, if we disenchanted a vampyric cleaver + 2, we would get&lt;br /&gt;
&lt;br /&gt;
 vamp cleaver +2 =&amp;gt; vamp cleaver + polished diamond&lt;br /&gt;
&lt;br /&gt;
Disenchanting is done with a &amp;#039;&amp;#039;disenchanting wand&amp;#039;&amp;#039; which can be purchased at the provisioner. Drop your item to disenchant on the ground and zap it with the disenchanting wand. Plain gems can still be found as monster drops and in chests. Improved gems can only be obtained by disenchanting.&lt;br /&gt;
&lt;br /&gt;
===Enchanting Recipes===&lt;br /&gt;
&lt;br /&gt;
[[Enchanting Recipes|Click here]].&lt;br /&gt;
&lt;br /&gt;
==Polypiling==&lt;br /&gt;
Polypiling (term borrowed from Nethack) is Enchanting&amp;#039;s weird cousin. Similarly to enchanting, it polypiling involves zapping a pile of objects with a Polypile Wand with varied effects. Generally there will be set &amp;#039;&amp;#039;formulae&amp;#039;&amp;#039; for conversions, eg:&lt;br /&gt;
&lt;br /&gt;
use polypile wand on:&lt;br /&gt;
*red potion + blue potion =&amp;gt; purple potion&lt;br /&gt;
*red potion + yellow potion =&amp;gt; orange potion&lt;br /&gt;
*blue potion + yellow potion =&amp;gt; green potion&lt;br /&gt;
&lt;br /&gt;
This is also similar to Diablo 2&amp;#039;s Horadic Cube.&lt;br /&gt;
* http://www.diabloii.net/items/horadric-d2.shtml&lt;br /&gt;
&lt;br /&gt;
Similarly to D2&amp;#039;s Horadic Cube, the poly pile wand can also convert 3 weapons, jewelry or wearables into 1 random weapon, jewelry or wearable. Eg:&lt;br /&gt;
&lt;br /&gt;
*three weapons -&amp;gt; random weapon&lt;br /&gt;
*three pieces of jewelry -&amp;gt; random piece of jewelry&lt;br /&gt;
*three pieces of clothing/armour -&amp;gt; random piece of clothing/armour&lt;br /&gt;
&lt;br /&gt;
The value of the random item created is generally the same as the &amp;#039;&amp;#039;&amp;#039;worst&amp;#039;&amp;#039;&amp;#039; item in the pile. Also, if you want to polypile enchanted items, make sure all 3 source items are enchanted if you want the random product to be enchanted too.&lt;br /&gt;
&lt;br /&gt;
Polypile wands have a 1% chance of self-destruction each use. Polypiling requires no skill. There are about a dozen recipes ingame at the moment: ask around.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1762</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1762"/>
		<updated>2005-09-04T06:34:30Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Types of Cloth and Leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are 4 types of cloth, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* silverweave -&amp;gt; silver : undead slaying / repulsion&lt;br /&gt;
* goldweave -&amp;gt; gold : lightsource&lt;br /&gt;
* darkweave -&amp;gt; blackrock : more defense&lt;br /&gt;
&lt;br /&gt;
There are 3 types of leather, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* boiled -&amp;gt; copper : lighter, more defence&lt;br /&gt;
* studded -&amp;gt; adamantium : even more defence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to make normal/coloured cloth, leather and sewing kits.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Ask an alchemist to combine silver ore/gold nuggets/treated blackrock and spider&amp;#039;s silk to create silverweave/goldweave/darkweave thread.&lt;br /&gt;
Goldweave, for example takes one nugget, and 5 silks to make 5 threads, at around skill 50.&lt;br /&gt;
Silverweave and darkweave have similar recipes.&lt;br /&gt;
Then, a skilled tilor combines the thread with normal cloth by means of a sewing kit to make the tinted cloth.&lt;br /&gt;
&lt;br /&gt;
Leather and boiled leather is made out of cowhide by a tailor, using scissors.&lt;br /&gt;
Studded leather is made out of studs and boiled leather by a skilled tailor using a sewing kit.&lt;br /&gt;
Studs are made by a killed tinkerer out of ingots.&lt;br /&gt;
Spiked collars(necklace) are made from studded leather using a normal sewing kit.&lt;br /&gt;
&lt;br /&gt;
There are tinted sewing kits - get a skilled tinkerer to make them from normal ingots.&lt;br /&gt;
(Boiled kit is currently called copper until fixed.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Repairing leather weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Drop your weapon on the ground and use (shift+u) a sewing kit on the item.&lt;br /&gt;
(Only slings for now.)&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1761</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1761"/>
		<updated>2005-09-04T06:33:12Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Types of Cloth and Leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are 4 types of cloth, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* silverweave -&amp;gt; silver : undead slaying / repulsion&lt;br /&gt;
* goldweave -&amp;gt; gold : lightsource&lt;br /&gt;
* darkweave -&amp;gt; blackrock : more defense&lt;br /&gt;
&lt;br /&gt;
There are 3 types of leather, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* boiled -&amp;gt; copper : lighter, more defence&lt;br /&gt;
* studded -&amp;gt; adamantium : even more defence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to make normal/coloured cloth, leather and sewing kits.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Ask an alchemist to combine silver ore/gold nuggets/treated blackrock and spider&amp;#039;s silk to create silverweave/goldweave/darkweave thread.&lt;br /&gt;
Goldweave, for example takes one nugget, and 5 silks to make 5 threads, at around skill 50.&lt;br /&gt;
Silverweave and darkweave have similar recipes.&lt;br /&gt;
Then, a skilled tilor combines the thread with normal cloth by means of a sewing kit to make the tinted cloth.&lt;br /&gt;
&lt;br /&gt;
Leather and boiled leather is made out of cowhide by a tailor, using scissors.&lt;br /&gt;
Studded leather is made out of studs and boiled leather by a skilled tailor using a sewing kit.&lt;br /&gt;
Studs are made by a killed tinkerer out of ingots.&lt;br /&gt;
Spiked collars(necklace) are made from studded leather using a /normal/ sewing kit.&lt;br /&gt;
&lt;br /&gt;
There are tinted sewing kits - get a skilled tinkerer to make them from normal ingots.&lt;br /&gt;
(Boiled kit is currently called copper until fixed.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Repairing leather weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Drop your weapon on the ground and use (shift+u) a sewing kit on the item.&lt;br /&gt;
(Only slings for now.)&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1755</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1755"/>
		<updated>2005-09-02T15:20:45Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Types of Cloth and Leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are 4 types of cloth, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* silverweave -&amp;gt; silver : undead slaying / repulsion&lt;br /&gt;
* goldweave -&amp;gt; gold : lightsource&lt;br /&gt;
* darkweave -&amp;gt; blackrock : more defense&lt;br /&gt;
&lt;br /&gt;
There are 3 types of leather, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* boiled -&amp;gt; copper : lighter, more defence&lt;br /&gt;
* studded -&amp;gt; adamantium : even more defence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to make normal/coloured cloth, leather and sewing kits.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Ask an alchemist to combine silver ore/gold nuggets/treated blackrock and spider&amp;#039;s silk to create silverweave/goldweave/darkweave thread.&lt;br /&gt;
Goldweave, for example takes one nugget, and 5 silks to make 5 threads, at around skill 50.&lt;br /&gt;
Silverweave and darkweave have similar recipes.&lt;br /&gt;
Then, a skilled tilor combines the thread with normal cloth by means of a sewing kit to make the tinted cloth.&lt;br /&gt;
&lt;br /&gt;
Leather and boiled leather is made out of cowhide by a tailor, using scissors.&lt;br /&gt;
Studded leather is made out of studs and leather by a skilled tailor using a sewing kit.&lt;br /&gt;
Studs are made by a killed tinkerer out of ingots.&lt;br /&gt;
&lt;br /&gt;
There are tinted sewing kits - get a skilled tinkerer to make them from normal ingots.&lt;br /&gt;
(Boiled kit is currently called copper until fixed.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Repairing leather weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Drop your weapon on the ground and use (shift+u) a sewing kit on the item.&lt;br /&gt;
(Only slings for now.)&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1753</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1753"/>
		<updated>2005-08-31T19:31:20Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Egg&amp;#039;s browser died before he could write this, so I&amp;#039;ve rewritten his short note into a more full page.)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Types of Cloth and Leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are 4 types of cloth, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* silverweave -&amp;gt; silver : undead slaying / repulsion&lt;br /&gt;
* goldweave -&amp;gt; gold : lightsource&lt;br /&gt;
* darkweave -&amp;gt; blackrock : more defense&lt;br /&gt;
&lt;br /&gt;
There are 3 types of leather, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* boiled -&amp;gt; copper : lighter, more defence&lt;br /&gt;
* studded -&amp;gt; adamantium : even more defence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to make normal/coloured cloth, leather and sewing kits.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Ask an alchemist to combine silver ore/gold nuggets/treated blackrock and spider&amp;#039;s silk to create silverweave/goldweave/darkweave thread.&lt;br /&gt;
Goldweave, for exampple takes one nugget, and 5 silks to make 5 threads, at around skill 50.&lt;br /&gt;
Then, a skilled tilor combines the thread with normal cloth by means of a sewing kit to make the tinted cloth.&lt;br /&gt;
&lt;br /&gt;
Leather and boiled leather is made out of cowhide by a tailor, using scissors.&lt;br /&gt;
Studded leather is made out of studs and leather by a skilled tailor using a sewing kit.&lt;br /&gt;
Studs are made by a killed tinkerer out of ingots.&lt;br /&gt;
&lt;br /&gt;
There are tinted sewing kits - get a skilled tinkerer to make them from normal ingots.&lt;br /&gt;
(Boiled kit is currently called copper until fixed.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Repairing leather weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Drop your weapon on the ground and use (shift+u) a sewing kit on the item.&lt;br /&gt;
(Only slings for now.)&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Enchanting&amp;diff=1752</id>
		<title>Enchanting</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Enchanting&amp;diff=1752"/>
		<updated>2005-08-31T19:14:27Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Polypiling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Enchanting==&lt;br /&gt;
Enchanting is the skill of bestowing magical properties onto ordinary items. To enchant, place a pile of objects on the ground, according to a specific recipe, then zap it with a enchanting wand. With the correct recipe, and enough skill, you may create an enchanted item.&lt;br /&gt;
&lt;br /&gt;
These examples will explain it further:&lt;br /&gt;
&lt;br /&gt;
use enchanting wand on:&lt;br /&gt;
 any weapon + dull RSS + diamond                =&amp;gt; weapon slaying  + 1&lt;br /&gt;
 any weapon + dull RSS + polished diamond       =&amp;gt; weapon slaying  + 2&lt;br /&gt;
 any weapon + dim RSS  + polished diamond       =&amp;gt; weapon slaying  + 3&lt;br /&gt;
&lt;br /&gt;
 any wearable + dim RSS    + fire opal            =&amp;gt; wearable defense + 1&lt;br /&gt;
 any wearable + dim RSS    + polished fire opal   =&amp;gt; wearable defense + 2&lt;br /&gt;
 any wearable + bright RSS + shimmering fire opal =&amp;gt; wearable defense + 3&lt;br /&gt;
&lt;br /&gt;
* RSS=red soul shard&lt;br /&gt;
&lt;br /&gt;
This is just the beginning, and since alpha 33, enchanting has become a little more involved, so see more [[Enchanting Recipes]] here.&lt;br /&gt;
&lt;br /&gt;
===Destruction of Ingredients===&lt;br /&gt;
If you have 0% chance of enchanting, ingredients will never be destroyed. Once there is a chance the enchant will work (ie you skill &amp;gt;= the recipe min skill), there is also a chance that not only will the enchant fail, but either the ingredients will disappear, or even get polymorphed into some random item. Once you have the minskill+10% in enchanting, you are guaranteed to create the item (contrary to what was written a week ago).&lt;br /&gt;
&lt;br /&gt;
===Soul Shards===&lt;br /&gt;
Creating new enchants requires charged soul shards. In general, the stronger the enchant, the brighter the shard (or shards) required. Stronger monsters drop brighter shards.&lt;br /&gt;
&lt;br /&gt;
Soul shards will start off as blanks (or uncharged), ie, not dim, dull etc. To make a soul shard useable for enchanting, a player skilled in magery must cast the Soul Trap spell (&amp;#039;&amp;#039;&amp;#039;In Mani Jux&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;create life trap&amp;#039;&amp;#039;) on a monster, and if it dies within 30 seconds, it will drop a charged soul shard, of random color. The charge on the shard will depend on the strength of the monster killed. The killer of the monster must have blank shards in their inventory in order for a charged shard to be created.&lt;br /&gt;
&lt;br /&gt;
Blank shards are available for purchase at the provisioner.&lt;br /&gt;
&lt;br /&gt;
===Disenchanting &amp;amp; Improved Gems===&lt;br /&gt;
In Alpha-33, all but the most mundane enchanting recipe will require an &amp;#039;&amp;#039;improved&amp;#039;&amp;#039; gem, and the only way to acquire these gems is by disenchanting already enchanted objects. The gem types, in order of power, are:&lt;br /&gt;
&lt;br /&gt;
* (plain)&lt;br /&gt;
* polished&lt;br /&gt;
* shimmering&lt;br /&gt;
* brilliant&lt;br /&gt;
* magnificent&lt;br /&gt;
* flawless&lt;br /&gt;
&lt;br /&gt;
Disenchanting will break an item down into it&amp;#039;s core components - however, it will not recover the soul shards used in the creation of the object. For example, if we disenchanted a vampyric cleaver + 2, we would get&lt;br /&gt;
&lt;br /&gt;
 vamp cleaver +2 =&amp;gt; vamp cleaver + polished diamond&lt;br /&gt;
&lt;br /&gt;
Disenchanting is done with a &amp;#039;&amp;#039;disenchanting wand&amp;#039;&amp;#039; which can be purchased at the provisioner. Drop your item to disenchant on the ground and zap it with the disenchanting wand. Plain gems can still be found as monster drops and in chests. Improved gems can only be obtained by disenchanting.&lt;br /&gt;
&lt;br /&gt;
==Polypiling==&lt;br /&gt;
Polypiling (term borrowed from Nethack) is Enchanting&amp;#039;s weird cousin. Similarly to enchanting, it polypiling involves zapping a pile of objects with a Polypile Wand with varied effects. Generally there will be set &amp;#039;&amp;#039;formulae&amp;#039;&amp;#039; for conversions, eg:&lt;br /&gt;
&lt;br /&gt;
use polypile wand on:&lt;br /&gt;
*red potion + blue potion =&amp;gt; purple potion&lt;br /&gt;
*red potion + yellow potion =&amp;gt; orange potion&lt;br /&gt;
*blue potion + yellow potion =&amp;gt; green potion&lt;br /&gt;
&lt;br /&gt;
This is also similar to Diablo 2&amp;#039;s Horadic Cube.&lt;br /&gt;
* http://diabloii.calcon.net/horadric_cube.shtml (Dead Link)&lt;br /&gt;
* http://www.diabloii.net/items/horadric-d2.shtml&lt;br /&gt;
&lt;br /&gt;
Similarly to D2&amp;#039;s Horadic Cube, the poly pile wand can also convert 3 weapons, jewelry or wearables into 1 random weapon, jewelry or wearable. Eg:&lt;br /&gt;
&lt;br /&gt;
*sword + dagger + mace -&amp;gt; random weapon&lt;br /&gt;
*ring + necklace + ring -&amp;gt; random jewelry&lt;br /&gt;
*cap + shield + ringmail -&amp;gt; random wearable&lt;br /&gt;
&lt;br /&gt;
The value of the random item created is generally the same as the &amp;#039;&amp;#039;&amp;#039;worst&amp;#039;&amp;#039;&amp;#039; item in the pile. Also, if you want to polypile enchanted items, make sure all 3 source items are enchanted if you want the random product to be enchanted too.&lt;br /&gt;
&lt;br /&gt;
Polypile wands have a 1% chance of self-destruction each use. Polypiling requires no skill. There are about a dozen recipes in atm: ask around.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1751</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1751"/>
		<updated>2005-08-31T12:34:47Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Egg&amp;#039;s browser died before he could write this, so I&amp;#039;ve rewritten his short note into a more full page.)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Types of Cloth and Leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are 4 types of cloth, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* silverweave -&amp;gt; silver : undead slaying / repulsion&lt;br /&gt;
* goldweave -&amp;gt; gold : lightsource&lt;br /&gt;
* darkweave -&amp;gt; blackrock : more defense&lt;br /&gt;
&lt;br /&gt;
There are 3 types of leather, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* boiled -&amp;gt; copper : lighter, more defence&lt;br /&gt;
* studded -&amp;gt; adamantium : even more defence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to make normal/coloured cloth, leather and sewing kits.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Ask an alchemist to combine silver ore/gold nuggets/treated blackrock and spider&amp;#039;s silk to create silverweave/goldweave/darkweave thread. Then, a skilled tilor combines the thread with normal cloth by means of a sewing kit to make the tinted cloth.&lt;br /&gt;
&lt;br /&gt;
Leather and boiled leather is made out of cowhide by a tailor, using scissors.&lt;br /&gt;
Studded leather is made out of studs and leather by a skilled tailor using a sewing kit.&lt;br /&gt;
Studs are made by a killed tinkerer out of ingots.&lt;br /&gt;
&lt;br /&gt;
There are tinted sewing kits - get a skilled tinkerer to make them from normal ingots.&lt;br /&gt;
(Boiled kit is currently called copper until fixed.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Repairing leather weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Drop your weapon on the ground and use (shift+u) a sewing kit on the item.&lt;br /&gt;
(Only slings for now.)&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1750</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1750"/>
		<updated>2005-08-31T12:28:58Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Egg&amp;#039;s browser died before he could write this, so I&amp;#039;ve rewritten his short note into a more full page.)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Types of Cloth and Leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are 4 types of cloth, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* silverweave -&amp;gt; silver : undead slaying / repulsion&lt;br /&gt;
* goldweave -&amp;gt; gold : lightsource&lt;br /&gt;
* darkweave -&amp;gt; blackrock : more defense&lt;br /&gt;
&lt;br /&gt;
There are 3 types of leather, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* boiled -&amp;gt; copper : lighter, more defence&lt;br /&gt;
* studded -&amp;gt; adamantium : even more defence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to make coloured cloth, leather and sewing kits.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Ask an alchemist to combine silver ore/gold nuggets/treated blackrock and spider&amp;#039;s silk to create silverweave/goldweave/darkweave thread. Then, a skilled tilor combines the thread with cloth by means of a sewing kit to make the tinted cloth.&lt;br /&gt;
&lt;br /&gt;
Boiled leather is made out of cowhide by a skilled tailor, using scissors.&lt;br /&gt;
Studded leather is made out of studs and leather by a skilled tailor using a sewing kit.&lt;br /&gt;
Studs are made by a killed tinkerer out of ingots.&lt;br /&gt;
&lt;br /&gt;
There are tinted sewing kits - get a skilled tinkerer to make them from normal ingots.&lt;br /&gt;
(Boiled kit is currently called copper until fixed.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Repairing leather weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Drop your weapon on the ground and use (shift+u) a sewing kit on the item.&lt;br /&gt;
(Only slings for now.)&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1749</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Tailoring&amp;diff=1749"/>
		<updated>2005-08-31T12:28:04Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Egg&amp;#039;s browser died before he could write this, so I hope  I&amp;#039;ve done an acceptable job rewriting what he wrote.)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Types of Cloth and Leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are 4 types of cloth, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* silverweave -&amp;gt; silver : undead slaying / repulsion&lt;br /&gt;
* goldweave -&amp;gt; gold : lightsource&lt;br /&gt;
* darkweave -&amp;gt; blackrock : more defense&lt;br /&gt;
&lt;br /&gt;
There are 3 types of leather, with different properties:&lt;br /&gt;
* normal&lt;br /&gt;
* boiled -&amp;gt; copper : lighter, more defence&lt;br /&gt;
* studded -&amp;gt; adamantium : even more defence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to make coloured cloth, leather and sewing kits.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Ask an alchemist to combine silver ore/gold nuggets/treated blackrock and spider&amp;#039;s silk to create silverweave/goldweave/darkweave thread. Then, a skilled tilor combines the thread with cloth by means of a sewing kit to make the tinted cloth.&lt;br /&gt;
&lt;br /&gt;
Boiled leather is made out of cowhide by a skilled tailor, using scissors.&lt;br /&gt;
Studded leather is made out of studs and leather by a skilled tailor using a sewing kit.&lt;br /&gt;
Studs are made by a killed tinkerer out of ingots.&lt;br /&gt;
&lt;br /&gt;
There are tinted sewing kits - get a skilled tinkerer to make them from normal ingots.&lt;br /&gt;
(Boiled kit is currently called copper until fixed.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Repairing leather weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Drop your weapon on the ground and use (shift+u) a sewing kit on the item.&lt;br /&gt;
(Only slings for now.)&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Magic_and_Spellcasting&amp;diff=1742</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=1742"/>
		<updated>2005-08-31T03:16:33Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is very similar to Ultima V in that spells are cast by chanting words (eg An Nox), however, spells do not need to be mixed nor ingredents needed. The player can only cast spells that s/he already knows, and to learn a new spell one must acquire and study the appropriate tome for that spell. Each spell need only be learned once.&lt;br /&gt;
&lt;br /&gt;
Tomes can be bought from your nearest Scribe merchant. To read a tome in order to learn the spell, simply press &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039; (shift-C), 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. For example, to cast the spell Vas Ort Grav (chain lighting), you&amp;#039;d type &amp;quot;cvog&amp;quot; (&amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;ast: &amp;#039;&amp;#039;&amp;#039;V&amp;#039;&amp;#039;&amp;#039;as &amp;#039;&amp;#039;&amp;#039;O&amp;#039;&amp;#039;&amp;#039;rt &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;rav). &lt;br /&gt;
&lt;br /&gt;
Spells range anywhere from circle 1 to circle 8. The higher the circle, the harder the spell is to cast, the more mana it uses and the longer the cooloff. Once you have 100% in a school of magic (ie Piety, Magery or Sorcery), you&amp;#039;ll have have 100% casting rate of all spells in that school.&lt;br /&gt;
&lt;br /&gt;
==The Schools of Magic==&lt;br /&gt;
(Expand.)&lt;br /&gt;
&lt;br /&gt;
===Magery===&lt;br /&gt;
Utility spells.&lt;br /&gt;
 1 IL  : Small light&lt;br /&gt;
 2 IW  : Display position&lt;br /&gt;
 2 KBX : Summon spider&lt;br /&gt;
 3 WQ  : Reveal&lt;br /&gt;
 3 EP  : Unlock&lt;br /&gt;
 3 IMJ : Soul Trap&lt;br /&gt;
 4 SL  : Invisibility&lt;br /&gt;
 4 EU  : Agility&lt;br /&gt;
 4 KOP : Recall&lt;br /&gt;
 4 VL  : Greater light&lt;br /&gt;
 5 KX  : Summon creature&lt;br /&gt;
 5 AEP : Paralyze&lt;br /&gt;
 5 KPY : Mark&lt;br /&gt;
 5 IP  : Blink&lt;br /&gt;
 6 QAW : Confusion&lt;br /&gt;
 6 AXE : Charm creature&lt;br /&gt;
 7 KXQ : Clone creature&lt;br /&gt;
 7 VSL : Greater invisibility&lt;br /&gt;
 8 KXC : Summon daemon&lt;br /&gt;
 8 KVX : Summon dragon&lt;br /&gt;
 8 VYR : Polymorph self&lt;br /&gt;
&lt;br /&gt;
===Sorcery===&lt;br /&gt;
Destructive spells.&lt;br /&gt;
&lt;br /&gt;
 1 AM  : Harm&lt;br /&gt;
 2 GP  : Ranged magic attack&lt;br /&gt;
 3 VAM : Greater Harm&lt;br /&gt;
 4 INH : Poison wind&lt;br /&gt;
 4 XJ  : Hex (polymorph other)&lt;br /&gt;
 5 OG  : Lightning bolt&lt;br /&gt;
 6 IZH : Cone of sleep&lt;br /&gt;
 6 IVPY: Earthquake&lt;br /&gt;
 6 XMP : Vampyric attack&lt;br /&gt;
 7 VF  : Fireball&lt;br /&gt;
 7 IJO : Mana burn&lt;br /&gt;
 7 VOG : Chain lightning&lt;br /&gt;
 8 XC  : Kill&lt;br /&gt;
&lt;br /&gt;
===Piety===&lt;br /&gt;
Healing, divine and anti-undead spells.&lt;br /&gt;
&lt;br /&gt;
 1 M   : Light heal on self&lt;br /&gt;
 2 XM  : Heal other player or creature&lt;br /&gt;
 2 AN  : Cure poison on self or other&lt;br /&gt;
 3 ABC : Cure disease on self or other&lt;br /&gt;
 3 S   : Magic armour&lt;br /&gt;
 4 VS  : Greater magic armour&lt;br /&gt;
 5 AXC : Turn undead&lt;br /&gt;
 6 VM  : Greater heal on self&lt;br /&gt;
 7 XVM : Fully heal other player or creature&lt;br /&gt;
 8 AC  : Resurrect&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>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Crafting_and_Gathering&amp;diff=1716</id>
		<title>Crafting and Gathering</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Crafting_and_Gathering&amp;diff=1716"/>
		<updated>2005-08-28T13:48:39Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Enchanting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gathering Skills==&lt;br /&gt;
===Mining===&lt;br /&gt;
Buy a mining pick from the provisioners and stand next to a mountain. Press &amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039; to use, select the pick, then press the arrow key in the direction of the mountain. Then tape down the F9 key (thesedays you only have to press shift-F9 to repeat-use: bluetak no longer required) to mine your way to victory (however if you are AFK too long you will get booted). Don&amp;#039;t catch black lung.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re really lucky you might dig up a gold nugget, otherwise you&amp;#039;ll just dig up ore, the colour of which will depend on your skill. If you&amp;#039;re unlucky, you may unearth an angry zorn.&lt;br /&gt;
&lt;br /&gt;
More on [[Mining]] here.&lt;br /&gt;
&lt;br /&gt;
===Woodcrafting===&lt;br /&gt;
Woodcrafting is the combined skills of lumberjacking and of making wooden items, such as staves, torches, and bows. To aquire the raw materials (i.e. logs), use a woodsman&amp;#039;s axe in the forest and you might, depending on your skill, chop a log. Careful, however, as you may disturb a wisp.&lt;br /&gt;
&lt;br /&gt;
==Crafting Skills==&lt;br /&gt;
===Blacksmithery===&lt;br /&gt;
&lt;br /&gt;
Blacksmithery consists of two separate skills:[[Weaponsmith]] and [[Armourer]]. Both boil down to creating the items of war: metal weapons and armour. &lt;br /&gt;
&lt;br /&gt;
To smelt iron ore, press &amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039; to use, select a pair of tongs and press an arrow key in the direction of a brazier.&lt;br /&gt;
&lt;br /&gt;
To make metal weapons and armour, use a either smith&amp;#039;s hammer or an armourer&amp;#039;s hammer on an anvil whilst having ingots in your inventory. A list of items will then appear that you can make, once again according to your skill, and how many ingots you have.&lt;br /&gt;
&lt;br /&gt;
More on [[Weaponsmith]]. More on [[Armourer]].&lt;br /&gt;
&lt;br /&gt;
===Woodcrafting===&lt;br /&gt;
As mentioned previously, Woodcrafting is the combined skill of logging and creating wooden items. To do the actual item creation, get yourself a pocket knife and use it to carve wooden things. You will need to have logs in your inventory to make anything.&lt;br /&gt;
&lt;br /&gt;
More on [[Woodcrafting]] here.&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
&lt;br /&gt;
Alchemy is all about making potions &amp;amp; converting materials. Alchemy [[Alchemy|has its own page here]].&lt;br /&gt;
&lt;br /&gt;
===Tinkering===&lt;br /&gt;
&lt;br /&gt;
Tinkers specialize in the creation of nit nacks. From studs for studded leather to lockpicks. There ability to make certain items that almsot everyone uses makes them important.&lt;br /&gt;
&lt;br /&gt;
More on [[Tinkering]] here.&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
&lt;br /&gt;
Tailoring is the art of making cloth and leather items. To get started, buy a sewing kit from the provisioner, get yourself some cloth (or leather) and get sewing! More on [[Tailoring]] here.&lt;br /&gt;
&lt;br /&gt;
===Inscription===&lt;br /&gt;
&lt;br /&gt;
Inscription is the ability to create scrolls. Scrolls of identify, uncurse, town portal and a few of the spell scrolls are included. &lt;br /&gt;
&lt;br /&gt;
More info on [[Inscription]] here.&lt;br /&gt;
&lt;br /&gt;
===Enchanting===&lt;br /&gt;
&lt;br /&gt;
Enchanting gives the ability to increase an item&amp;#039;s quality by using various gems. More on [[Enchanting and Polypiling]] here.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=1714</id>
		<title>Item Enchantments</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Enchantments&amp;diff=1714"/>
		<updated>2005-08-28T13:20:03Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the different magical enchantments that may be on armour, weapons, or jewelry.&lt;br /&gt;
&lt;br /&gt;
== + Weapons ==&lt;br /&gt;
Also known as weapons of slaying, these weapons have a bonus to damage, and the chance to actually penetrate enemy armour.&lt;br /&gt;
&lt;br /&gt;
==Leeching Weapons==&lt;br /&gt;
Weapons of leeching will give the character mana for each blow they land on an enemy.&lt;br /&gt;
&lt;br /&gt;
==Spell enchantments==&lt;br /&gt;
Weapons enchanted with sorcery spells will randomly fire the spelll with which they are enchanted. This does not consume mana, nor is it affected by the characters intelligence.&lt;br /&gt;
&lt;br /&gt;
== + Armours / + Defence ==&lt;br /&gt;
Armour and items of defence, will make the character more resistant to enemy attacks.&lt;br /&gt;
&lt;br /&gt;
==Intelligence, dexterity and strength enhancing enchantments==&lt;br /&gt;
These enchantments usually give a bonus to one of the three statistics, making the character more intelligent, strong, or dexterous. There are rumours of artifacts which affect all three, or even give penalties!&lt;br /&gt;
&lt;br /&gt;
==Vigour==&lt;br /&gt;
Items enchanted with vigour will help the character regenerate mana.&lt;br /&gt;
&lt;br /&gt;
==Nightvision==&lt;br /&gt;
Items of nightvision will increase the perceived light radius around the character, making it easier to operate at night. Note that this only affects the character wearing it - it is not a light source!&lt;br /&gt;
&lt;br /&gt;
==Magic resistance==&lt;br /&gt;
This enchaantment gives the character a bonus to resist magics such as paralyzation and transmogrification.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Other_Item_Information&amp;diff=1711</id>
		<title>Other Item Information</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Other_Item_Information&amp;diff=1711"/>
		<updated>2005-08-27T14:02:39Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Item Identification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the different things that affect your items, armour and weapons.&lt;br /&gt;
&lt;br /&gt;
==Curses==&lt;br /&gt;
&lt;br /&gt;
Cursedness is an attribute that most items have, being either uncursed(normal) or cursed. Cursed items generally behave in a negative way or opposite way to their uncursed counterparts. Some items have no difference either way. Cursed items are generally referred to as &amp;#039;&amp;#039;&amp;#039;cursed item X&amp;#039;&amp;#039;&amp;#039;, while uncursed items are generally referred to simply as &amp;#039;&amp;#039;&amp;#039; item X &amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
A weapon is does more damage than your bare hands. A cursed weapon, will do almost no damage, making you unable to fight. Additionally, it will be welded to your hand(impossible to remove)!&lt;br /&gt;
On the other hand, a scroll of identification and a cursed scroll of identification behave exactly the same way (at the time of writing, at least).&lt;br /&gt;
&lt;br /&gt;
Thus it is beneficial to find out if items are cursed before using them.&lt;br /&gt;
On the regular server, curses are revealed wheen you use a scroll of identification.&lt;br /&gt;
On the Alpha(test) server and the Permanent Death server, curses are revealed when you drop an item next to the brazier(fire) in the shrines.&lt;br /&gt;
&lt;br /&gt;
Cursed weapons or armour that has welded itself to you may be removed using a scroll of unweld.&lt;br /&gt;
Simply read the scroll using &amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; (shift-r) and all welded items will be removed from your body, and waiting in your inventory. The curses of the items will remain.&lt;br /&gt;
&lt;br /&gt;
Cursed items may be uncursed by using a scroll of uncurse on them. Simply drop the item on the ground, and read the scroll of uncurse with shift-r, then give the direction in which to use the scroll with the arrow key. On the permanent death and Alpha servers, there exist scrolls of uncurse-all, which will uncurse any cursed itemss in your inventory when read.&lt;br /&gt;
&lt;br /&gt;
==Item Identification==&lt;br /&gt;
&lt;br /&gt;
Buy a magnifying glass and use it on an unidentified item to attempt to ID it. Be sure to do your identification in a safe place where your items will not be stolen. The skill required to ID the item with a magnifying glass is proportional to the quality of the item. As with most other skills, you will need 10 item lore to begin identifying basic items. Using a magnifying glass to ID an item will not detect a curse.&lt;br /&gt;
&lt;br /&gt;
Scrolls of identification may be used alternatively to a magnifying glass. These require no skill to use, but cost gold at the scroll merchant. On the regular server these also reveal curses on items. On the Alpha and permanent death servers, there exist identify-all scrolls which will ID all items currently in your character&amp;#039;s inventory. ID-all scrolls do not detect curses.&lt;br /&gt;
&lt;br /&gt;
==Durability and Item Wear==&lt;br /&gt;
&lt;br /&gt;
This is being tested on the Alpha and permanent death servers. Currently only weapons (including staves) wear out. The weapon&amp;#039;s damage is maximal at 0% wear, and minimal at 100% wear. Worn staves reduce the magic  damage done by the character. Weapons may be repaired using a smith&amp;#039;s hammer for metal weapons, pocket knife for wooden weapons, and a sewing kit for leather weapons. The ccorrect tint of tool is needed to repair weapons. i.e. You&amp;#039;ll need a copper smith&amp;#039;s hammer to repair a copper shortsword. The different materials have different rates of wear, listed on the [[Item Materials]] page.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Other_Item_Information&amp;diff=1710</id>
		<title>Other Item Information</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Other_Item_Information&amp;diff=1710"/>
		<updated>2005-08-27T14:02:20Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Item Identification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the different things that affect your items, armour and weapons.&lt;br /&gt;
&lt;br /&gt;
==Curses==&lt;br /&gt;
&lt;br /&gt;
Cursedness is an attribute that most items have, being either uncursed(normal) or cursed. Cursed items generally behave in a negative way or opposite way to their uncursed counterparts. Some items have no difference either way. Cursed items are generally referred to as &amp;#039;&amp;#039;&amp;#039;cursed item X&amp;#039;&amp;#039;&amp;#039;, while uncursed items are generally referred to simply as &amp;#039;&amp;#039;&amp;#039; item X &amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
A weapon is does more damage than your bare hands. A cursed weapon, will do almost no damage, making you unable to fight. Additionally, it will be welded to your hand(impossible to remove)!&lt;br /&gt;
On the other hand, a scroll of identification and a cursed scroll of identification behave exactly the same way (at the time of writing, at least).&lt;br /&gt;
&lt;br /&gt;
Thus it is beneficial to find out if items are cursed before using them.&lt;br /&gt;
On the regular server, curses are revealed wheen you use a scroll of identification.&lt;br /&gt;
On the Alpha(test) server and the Permanent Death server, curses are revealed when you drop an item next to the brazier(fire) in the shrines.&lt;br /&gt;
&lt;br /&gt;
Cursed weapons or armour that has welded itself to you may be removed using a scroll of unweld.&lt;br /&gt;
Simply read the scroll using &amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; (shift-r) and all welded items will be removed from your body, and waiting in your inventory. The curses of the items will remain.&lt;br /&gt;
&lt;br /&gt;
Cursed items may be uncursed by using a scroll of uncurse on them. Simply drop the item on the ground, and read the scroll of uncurse with shift-r, then give the direction in which to use the scroll with the arrow key. On the permanent death and Alpha servers, there exist scrolls of uncurse-all, which will uncurse any cursed itemss in your inventory when read.&lt;br /&gt;
&lt;br /&gt;
==Item Identification==&lt;br /&gt;
&lt;br /&gt;
Buy a magnifying glass and use it on an unidentified item to attempt to ID it. Be sure to do your identification in a safe place where your items will not be stolen. The skill required to ID the item with a magnifying glass is proportional to the quality of the item. As with most other skills, you will need 10 item lore to begin identifying basic items. Using a magnifying glass to ID an item will not detect a curse.&lt;br /&gt;
&lt;br /&gt;
Scrolls of identification may be used alternatively to a magnifying glass. These require no skill to use, but cost gold at the scroll merchant. On the regular server these also reveal curses on items. On the Alpha and permanent death servers, there exist identify-all sccrolls which will ID all items currently in your character&amp;#039;s inventory. ID-all scrolls do not detect curses.&lt;br /&gt;
&lt;br /&gt;
==Durability and Item Wear==&lt;br /&gt;
&lt;br /&gt;
This is being tested on the Alpha and permanent death servers. Currently only weapons (including staves) wear out. The weapon&amp;#039;s damage is maximal at 0% wear, and minimal at 100% wear. Worn staves reduce the magic  damage done by the character. Weapons may be repaired using a smith&amp;#039;s hammer for metal weapons, pocket knife for wooden weapons, and a sewing kit for leather weapons. The ccorrect tint of tool is needed to repair weapons. i.e. You&amp;#039;ll need a copper smith&amp;#039;s hammer to repair a copper shortsword. The different materials have different rates of wear, listed on the [[Item Materials]] page.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Other_Item_Information&amp;diff=1709</id>
		<title>Other Item Information</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Other_Item_Information&amp;diff=1709"/>
		<updated>2005-08-26T14:18:21Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Durability and Item Wear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the different things that affect your items, armour and weapons.&lt;br /&gt;
&lt;br /&gt;
==Curses==&lt;br /&gt;
&lt;br /&gt;
Cursedness is an attribute that most items have, being either uncursed(normal) or cursed. Cursed items generally behave in a negative way or opposite way to their uncursed counterparts. Some items have no difference either way. Cursed items are generally referred to as &amp;#039;&amp;#039;&amp;#039;cursed item X&amp;#039;&amp;#039;&amp;#039;, while uncursed items are generally referred to simply as &amp;#039;&amp;#039;&amp;#039; item X &amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
A weapon is does more damage than your bare hands. A cursed weapon, will do almost no damage, making you unable to fight. Additionally, it will be welded to your hand(impossible to remove)!&lt;br /&gt;
On the other hand, a scroll of identification and a cursed scroll of identification behave exactly the same way (at the time of writing, at least).&lt;br /&gt;
&lt;br /&gt;
Thus it is beneficial to find out if items are cursed before using them.&lt;br /&gt;
On the regular server, curses are revealed wheen you use a scroll of identification.&lt;br /&gt;
On the Alpha(test) server and the Permanent Death server, curses are revealed when you drop an item next to the brazier(fire) in the shrines.&lt;br /&gt;
&lt;br /&gt;
Cursed weapons or armour that has welded itself to you may be removed using a scroll of unweld.&lt;br /&gt;
Simply read the scroll using &amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; (shift-r) and all welded items will be removed from your body, and waiting in your inventory. The curses of the items will remain.&lt;br /&gt;
&lt;br /&gt;
Cursed items may be uncursed by using a scroll of uncurse on them. Simply drop the item on the ground, and read the scroll of uncurse with shift-r, then give the direction in which to use the scroll with the arrow key. On the permanent death and Alpha servers, there exist scrolls of uncurse-all, which will uncurse any cursed itemss in your inventory when read.&lt;br /&gt;
&lt;br /&gt;
==Item Identification==&lt;br /&gt;
&lt;br /&gt;
Buy a magnifying glass and use it on an unidentified item to attempt to ID it. Be sure to do your identification in a safe place where your items will not be stolen. The skill required to ID the item with a magnifying glass is proportional to the quality of the item. As with most other skills, you will need 10 item lore to begin identifying basic items. Using a magnifying glass to ID an item will not detect a curse.&lt;br /&gt;
&lt;br /&gt;
Scrolls of identification may be used alternatively to a magnifying glass. These require no skill to use, but cost gold at the scroll merchant. On the regular server these also reveal curses on items. On the Alpha and permanent death servers, there exist identify-all sccrolls which will ID all items currently on your character&amp;#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
==Durability and Item Wear==&lt;br /&gt;
&lt;br /&gt;
This is being tested on the Alpha and permanent death servers. Currently only weapons (including staves) wear out. The weapon&amp;#039;s damage is maximal at 0% wear, and minimal at 100% wear. Worn staves reduce the magic  damage done by the character. Weapons may be repaired using a smith&amp;#039;s hammer for metal weapons, pocket knife for wooden weapons, and a sewing kit for leather weapons. The ccorrect tint of tool is needed to repair weapons. i.e. You&amp;#039;ll need a copper smith&amp;#039;s hammer to repair a copper shortsword. The different materials have different rates of wear, listed on the [[Item Materials]] page.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Miscellaneous_Skills&amp;diff=1708</id>
		<title>Miscellaneous Skills</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Miscellaneous_Skills&amp;diff=1708"/>
		<updated>2005-08-26T14:12:23Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: /* Item Identification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the miscellaneous skills in EUO that neither constitute crafting or count as class skills.&lt;br /&gt;
&lt;br /&gt;
==Meditation==&lt;br /&gt;
&lt;br /&gt;
Press &amp;#039;&amp;#039;&amp;#039;m&amp;#039;&amp;#039;&amp;#039; to meditate. You will regain HP and mana at an increased rate, depending on your skill, but you will also be blind until you move or are hit. Avoid getting hit when meditating, as you may suffer increased damage.&lt;br /&gt;
&lt;br /&gt;
==Fishing &amp;amp; Cartography==&lt;br /&gt;
&lt;br /&gt;
Get a fishing rod, and use it in the direction of a body of water. Sometimes you&amp;#039;ll drag up an old boot, and rumour has it that these boots are often poison resistant. Other times, you&amp;#039;ll drag up a sea monster. Be careful and prepare yourself for a fight when fishing.&lt;br /&gt;
&lt;br /&gt;
Fishing is a great way to catch food for yourself and your pet, as well as being the most consistant method for finding treasure maps - see the section on [[Treasure Hunting|Cartography and Treasure Hunting]].&lt;br /&gt;
&lt;br /&gt;
==Item Identification(Itemlore)==&lt;br /&gt;
&lt;br /&gt;
Buy a magnifying glass and use it on an unidentified item to attempt to ID it. Be sure to do your identification in a safe place where your items will not be stolen. The skill required to ID the item with a magnifying glass is proportional to the quality of the item. As with most other skills, you will need 10 item lore to begin identifying basic items. Using a magnifying glass to ID an item will not detect a curse.&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
&lt;br /&gt;
Taming allows players to tame monsters and animals and use them as allies in combat. Some creatures, like the undead, cannot be tamed and others can grow into something stronger.&lt;br /&gt;
&lt;br /&gt;
More info on [[Pets and Taming]] here.&lt;br /&gt;
&lt;br /&gt;
==Healing==&lt;br /&gt;
&lt;br /&gt;
Bandages. In development and currently alpha only.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Other_Item_Information&amp;diff=1707</id>
		<title>Other Item Information</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Other_Item_Information&amp;diff=1707"/>
		<updated>2005-08-26T14:10:54Z</updated>

		<summary type="html">&lt;p&gt;AileTheAlien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the different things that affect your items, armour and weapons.&lt;br /&gt;
&lt;br /&gt;
==Curses==&lt;br /&gt;
&lt;br /&gt;
Cursedness is an attribute that most items have, being either uncursed(normal) or cursed. Cursed items generally behave in a negative way or opposite way to their uncursed counterparts. Some items have no difference either way. Cursed items are generally referred to as &amp;#039;&amp;#039;&amp;#039;cursed item X&amp;#039;&amp;#039;&amp;#039;, while uncursed items are generally referred to simply as &amp;#039;&amp;#039;&amp;#039; item X &amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
A weapon is does more damage than your bare hands. A cursed weapon, will do almost no damage, making you unable to fight. Additionally, it will be welded to your hand(impossible to remove)!&lt;br /&gt;
On the other hand, a scroll of identification and a cursed scroll of identification behave exactly the same way (at the time of writing, at least).&lt;br /&gt;
&lt;br /&gt;
Thus it is beneficial to find out if items are cursed before using them.&lt;br /&gt;
On the regular server, curses are revealed wheen you use a scroll of identification.&lt;br /&gt;
On the Alpha(test) server and the Permanent Death server, curses are revealed when you drop an item next to the brazier(fire) in the shrines.&lt;br /&gt;
&lt;br /&gt;
Cursed weapons or armour that has welded itself to you may be removed using a scroll of unweld.&lt;br /&gt;
Simply read the scroll using &amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; (shift-r) and all welded items will be removed from your body, and waiting in your inventory. The curses of the items will remain.&lt;br /&gt;
&lt;br /&gt;
Cursed items may be uncursed by using a scroll of uncurse on them. Simply drop the item on the ground, and read the scroll of uncurse with shift-r, then give the direction in which to use the scroll with the arrow key. On the permanent death and Alpha servers, there exist scrolls of uncurse-all, which will uncurse any cursed itemss in your inventory when read.&lt;br /&gt;
&lt;br /&gt;
==Item Identification==&lt;br /&gt;
&lt;br /&gt;
Buy a magnifying glass and use it on an unidentified item to attempt to ID it. Be sure to do your identification in a safe place where your items will not be stolen. The skill required to ID the item with a magnifying glass is proportional to the quality of the item. As with most other skills, you will need 10 item lore to begin identifying basic items. Using a magnifying glass to ID an item will not detect a curse.&lt;br /&gt;
&lt;br /&gt;
Scrolls of identification may be used alternatively to a magnifying glass. These require no skill to use, but cost gold at the scroll merchant. On the regular server these also reveal curses on items. On the Alpha and permanent death servers, there exist identify-all sccrolls which will ID all items currently on your character&amp;#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
==Durability and Item Wear==&lt;br /&gt;
&lt;br /&gt;
This is being tested on the Alpha and permanent death servers. Currently only weapons (including staves) wear out. The weapon&amp;#039;s damage is maximal at 0% wear, and minimal at 100% wear. Worn staves reduce the magic  damage done by the character. Weapons may be repaired using a smith&amp;#039;s hammer for metal weapons, pocket knife for wooden weapons, and a sewing kit for leather weapons. The ccorrect tint of tool is needed to repair weapons. i.e. You&amp;#039;ll need a copper smith&amp;#039;s hammer to repair a copper shortsword.&lt;/div&gt;</summary>
		<author><name>AileTheAlien</name></author>
	</entry>
</feed>